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Gate of Bones

This Avenytr Adventures location is for characters of any level.

Located on the southwest side of the Baevonian Mountains, the Gate of Bones, sometimes known as “the Boneyard” is one of three gates holding Baevonia Pass. Securing the path up the mountain to Baevonia Pass on one side and staving off the wilds of the K’naghi Savannah and the roaming hordes of undead from Valindar on the other, the Gate of Bones is the first line of defense into Baevonia and former Chonia.  

The Baevonians crave law and order to such an extent they’ve struck evil alliances and made shady deals to further their own dominance in former Chonia. The Baevonians have become so obsessed with crushing the Chonians, they have forgotten the true threat in the region: Valindar, City of Eternal Death, ruled by the Great Lich King. 

Current Events. In recent years, hordes of the living dead have been streaming out of Valindar. The Baevonians justify any foul deeds and their need of Chonian slaves all based on the fact that they are the only thing holding back the Lich King and his forces from overrunning former Chonia. At the same time, the Baevonians are not supplying the Gate of Bones with enough soldiers and supplies necessary for its survival. Resources are being diverted off to regional conflicts with the Chonians and there’s not enough to also supply the Gate of Bones.  

Arrival of the Adventurers. The characters enter the Gate of Bones just before it comes under siege, with undead forces surging up the exterior walls and gaining entry through windows, arrow slits, and any other means they can find. As the Baevonians struggle to hold off the dead, the characters are thrust into the action. This onslaught of undead is covered fully in the adventure Brush with Death at the Baevonian Stronghold, available in Mini-Dungeon Monthly #8 (feel free to adjust enemies to fit the adventurers’ current level). An extensive overview of the Gate of Bones continues below. 

Guard attitude and morale. Those stationed here are less concerned with the offensive in Chonia and more focused on holding this stronghold. While the Baevonians here are fully loyal to their country, there is a growing number who are discontent with the lack of resources and support coming from Baevonia Pass. The soldiers seem more concerned with when the gates will fall rather than how. 

  1. Entry from K’Naghi Savannah
    This gate opens up into the west, toward the K’Naghi Savannah and the lands beyond. The Baevonians do not take this route and although traders and travelers frequent this road, they have been less frequented as of late, likely due to roaming undead, either that or those traveling the road never make it here alive. 
    The wooden ramps shown on the map to the right and left of the top line of pillars are used to lower travelers, their mounts, wagons, and cargo into tunnels which exit onto the road to Baevonia Pass to the northeast. 
    Each of the entry pillars has a special ward usable by a creature in contact with the pillar and speaking the words “We are Baevonia. Our blood runs thick and strong. Feed me with might so I may fight on.” is healed for 2d4+4 HP. The pillars are usable only by Baevonians and each works but once per day, replenishing as the scintillating rays of dawn creep over the claw-like, jagged mountains.  
  2. Fountain of Life
    A stone fountain dating back to Grekian times, this flowing work of art is quite out of place in a military stronghold. The curves of the fountain make it appear as if made entirely of water, transformed to stone just as the water sprung from the ground, this stone fountain now holds the actual water which flows continuously from the source, a small spring that is a miniature gateway to the Elemental Plane of Water. Drinking this magic water requires a bonus action and imbibers are healed 2d4+4 HP.
    After drinking from this fountain, a riddle appears upon the stone, glowing with an orange-red light and written in Grekian. It reads: All across the countryside, to front doors he travels, but you never let him in. Answer: “Paths” or “Roads”. If answered correctly, a faint path of blue light with floating motes of silver appears and begins to snake its way throughout the stronghold, eventually leading right through a wall and out into the wilderness of the Baevonian Mountains. The magic path continues for miles, much of which requires professional climbing gear and eventually ends at the distant Ruins of Rultmoordetailed in the adventure Restoration of Vasi’s Waterclock in Mini-Dungeon Monthly #9. 
  3. Guardian Statue: Law
    This statue of the famous war hero Grektharia represents law and enforcement for the BaevoniansGrektharia stands tall and honorable in a unique garb and heavily decorated, for she created the Baevonian Blackguard, an elite group of guardians that watch over the General (or Emperor) of Baevonia. If the main gates are breached, this statue transforms into an armory golem to help protect the Baevonians and the fortress. Two bookshelves in this room hold 222 books on law enforcement and similar subjects. One book, located and identified with a successful DC 23 Intelligence (Investigation) check is a tome of clear thought, although it is difficult to translate, being written in Grekian, a mostly dead language.  
  4. Guardian Statue: Order
    This is a statue of Ciomtian, a famous judge, and represents order for the Baevonians. If the main gates are breached, the statue transforms into a stone golem to help protect the Baevonians and the Boneyard. A shelf nearby holds 23 books of both Baevonian and Grekian origin, most are about law and building a structured society although some of the Grekian tomes warn of “tightening the bonds of order too firmly around the neck of one’s own citizens so that they choke and strangle on their own unhappiness and malcontent.” An incandescent blue sphere (ioun stone of insight) can be found with a successful DC 25 Intelligence (Investigation) check, hidden inside a small section of this book where the pages have been perfectly cut out to hide it. The stone has been here since Ciomian himself hid it away.  
  5. West Barracks
    Military cots and beds occupy most of this room, half are filled with sleeping soldiers. Chamber pots in need of emptying stink up the barracks, mixing with the sour smell of sweat. Stairs lead up to the second floor, an eating hall lined with arrow slits all facing the K’Naghi gates. The second floor connects the east and west barracks. Meurtrière (murder holes) are located on the second floor and used by the soldiers to drop oil and rocks onto enemies from above. If the Gate of Bones comes under attack, the majority of the Baevonian guards stream out to the main gates (area 1) in order to protect the stronghold while a select few remain behind to fire arrows or drop oil and rocks via the murder holes from above. The number of guards occupying the Boneyard varies greatly depending upon how many undead attacks have occurred recently, and if Baevonia Pass has sent reinforcements. Typically, there are at least 50-75 guards stationed at the Gate of Bones and as many as 75-150. (LN, guards) 
  6. East Barracks 
    This room is nearly identical to the west barracks (area 5). If any enemies enter the stronghold proper, Captain Heighbron (LN, city watch captain) emerges from this room to join in the defense of the Gate of Bones. A small, walled-off, private office is tucked away in a corner of the barracks for the captain to conduct business, such as requesting additional soldiers and supplies from Baevonia Pass, a request that frequently comes back declined or unanswered. 

Quests from Captain Heighbron

Captain Heighbron is in dire need of assistance from any outsiders who are willing. The captain requests a meeting in private, so as not to appear needy and keep discussion discreet and out of the ears of ever-vigilant Baevonian officials. The following quests may be given to the adventurers if they are willing. 

  • Convince the colonel in Baevonia Pass to send reinforcements, at least 50 soldiers, and enough food for another month. This will be a near-impossible mission to fulfill but it is that which is most important to the captain. It is unlikely the colonel or any of her high-ups will meet with the adventurers. If someone is able to make a successful DC 30 Charisma (Persuasion) check they can at least get an audience although Baevonians are less than receptive to outsiders and the colonel will still refuse the request. Even if the characters fail, the captain will still reward them for their efforts with food and refuge anytime they need it, here in the Gate of Bones. 
  • Investigate strange writing on the Fountain of Life (area 2). The ancient Grekian writing on the fountain has long dumbfounded the Baevonians, even those knowing a bit of Grekian. Perhaps the adventurers can decipher the strange writing that appears after one drinks from the fountain. The catch is, that until one has drank from the fountain for the first time, the writing is not visible.  
  • Take a bundle of letters to the pass. Most of the soldiers have loved ones living at or near Baevonia Pass. If the adventurers can take a bundle of 35 letters to the pass, they receive 10 GP from the captain. For each letter personally delivered, they’ll receive an additional gold piece and curry some favor amongst the soldiers at the Gate of Bones and their loved ones, perhaps even receiving places to stay in Baevonia Pass including meals, and even some weapons, armor, and items as needed.  
  • Reconnaissance on a local orc tribe. Numerous tribes of orcs live in the Baevonian Mountains but none is more notorious for attacking shipments bound for the Gate of Bones than the Bulk’Wa tribe. The Bulk’Wa live in ancient Grekian ruins adorned with devils and are said to revere and even summon these evils into the natural world. While some soldiers have approached the location before, only one woman made it back alive, the rest of the soldiers were slaughtered by what the woman reported to be “otherworldly evils”. Soon after her return, the woman came down with a strange illness and was dead in days. 
  • Reconnaissance on the undead hordes. Hordes of undead have been released from Valindar and are currently roaming the desert wastes and the K’Naghi Savannah. Their intentions are unknown although occasionally, one of the hordes brushes up against the mountains and sends hundreds of undead soldiers to attack the Gate of Bones. Captain Heighbron believes the Lich King of Valindar is testing the Baevonian’s defenses in preparation for a larger assault. 
    The captain would like any information the adventurers can glean via a reconnaissance mission into enemy territory. The mission will not be easy and is not for the faint of heart. The captain warns them that some may not return but provides horses, food, water, supplies, and anything else the group needs (so long as he deems them trustworthy). He will reward them by gifting them a magic family heirloom of the Heighbron family. 
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Mercuria, the Luck Goddess

Mercuria, the Luck Goddess

Titles Lady Luck, Clover of Creation, Fickle Fortune, Serendipity’s Smile

Home Aventyr, currently in the Disputed Territories

Alignment Chaotic Neutral (deity), CN, CG, N (clergy)

Portfolio Luck, games of chance, freedom, balance through chaos

Worshippers Swashbucklers, gamblers, daredevils, adventurers, bards

Domain Luck

Favored Weapon Luck Blade



The moment the universe was born, the miraculous burst of light and life was the unconscious dream of Mercuria’s mother in another dimension. Mercuria began much as an infant does and how the universe did, small and without knowledge or wisdom and in her case, no one to instruct her. Much of her life and that of Aventyr’s came to be due to luck, a strange force Mercuria found within herself and motes (some hidden in music) scattered throughout the universe. As she grew and matured, Lady Luck found that she could control the outcome of events, especially those of a chaotic and free nature simply by willing it so, and it wasn’t long before those in perilous and astounding situations would begin to call upon her for help. There’s a reason why the word “godsend” is synonymous with luck.

Churches, Clergy, Worship

There are no proper churches or temples dedicated to the Clover of Creation, but shrines to Mercuria can be found throughout Aventyr, especially in the wilderness and in and around dangerous ruins or catacombs. It is said that one faithful to Lady Luck who prays at a shrine will receive her blessing for the rest of the day (reroll natural 1s).

Holy Text

There are no holy texts proper for Mercuria as she is too flighty and chaotic to be tied to such things as the order and words of humanoidkind. That said, there have been moments of divine musical inspiration by a select few prodigal composers in Aventyr which brought about songs which, when performed by a maestro, bring luck to all whose ears are blessed with the miraculous melody (Advantage on all Rolls for the rest of the day). When these same songs are performed by lesser-known musicians, a similar effect occurs but only for a short while.

Luck in your game

A special blessing from Mercuria carries special advantages and the ability to carve out a good amount of luck in your favor. For a certain amount of time (determined by GM) after receiving a special blessing from a high priest, proxy of, or Lady Luck herself, one will enjoy some or all of the following listed benefits.

Always wins/succeeds at: Initiative rolls, Saving Throws, games of chance, and rerolls all ones and twos.

Mercuria’s Blessing of Good Fortune

For those who have been blessed by Mercuria herself, and in addition to the luck listed previously, one also enjoys Advantage and the ability to count all natural ones rolled as successes. In addition, somehow, whenever things seem bleakest, a person with Mercuria’s Blessing of Good Fortune is whisked out of harm’s way. This effect is not permanent.

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Baevonia Pass: The Three Strongholds

This Aventyr Adventure location is for characters of any level.

Each stronghold is presented with information on the location, typical inhabitants, and three seeds you may use to spawn your own adventures.  

Baevonia is known throughout the land for its impenetrable strongholds and meandering, fortress-like walls that reach like arms throughout the mountains.

Baevonia Pass

Baevonia Pass is a rocky northeast-southeasterly road with steep slopes and crags looming on both sides. There are three Baevonian strongholds that protect the pass from Chonians, orc hordes, and the dead from Valindar. Each of the strongholds charges a toll to pass; a tax is also imposed on all goods bought or sold within the confines of Baevonia. The fees are justified by the protection the strongholds and soldiers provide as well as the upkeep of the road itself and frequent patrols for orcs and monsters. 

Baevonia (southwest) and Former Chonia (north & northeast).

The Three Strongholds 

Isav’s Gate. This gate and small stronghold were named after the renowned river Isav which once flowed with such great force, fish were said to leap into the hands of those who stood close to her shores. Nowadays, the river has completely dried up and Isav’s Gate is but a dusty trading post and stopover for travelers, traders, and refugees escaping the Chonian-Baevonian war. A toll is taken by Baevonian soldiers before one may gain entry. There is a small tavern with a common room to sleep in. A shrine to the Axiomatic General has been built in one of the guard’s barracks, all are welcome to pay their respects and leave an offering. Nearby rivers and streams provide Baevonia Pass with plenty of fresh water, though there’s little left once the occupants have had their fill, the trading companies barrel up the rest.
Typical inhabitants. LN Baevonian soldier, LE Baevonian Sergeant, NE nomadic trader, NG non-Chonian refugee 

  • Lost boy. One of the refugees begs the party for help. Her little boy, just 5 years old, has gone missing and she fears he wandered out of the settlement and into Chonian lands.  
  • Wandering monster. A monster has been marauding the area and people are disappearing but each time a contingent of Baevonian soldiers moves out to intercept, the monster is gone.  
  • Abnormally hot. The weather is getting unbearably and abnormally hot for this time of year and the trickle of water from Baevonia Pass is getting smaller with each passing day.  
The wilderness at Baevonia Pass.

Baevonia Pass. A proper town and trading post interspersed with the resident bulk of the Baevonian army, the appropriately named Baevonia Pass is no small stronghold. The walls themselves span numerous crags and mountain peaks while the stronghold proper surrounds and protects the town which organically spawned up around it. The Stronghold at Baevonia Pass is home to army barracks, training grounds, siege equipment yards, mining operations, trading companies, taverns, festhalls, and slave yards. There is a sizable temple and altar to the Axiomatic General here, the largest and most lavish in all these lands.
Typical inhabitants. LN Baevonian soldier, LE Baevonian Captain, LE established trader, N human trader, NG Chonian slave, NE High Priest of the Axiomatic General, NE nomadic thief, LN dweorg dwarf miner 

  • Locust idol. High Priest Katorn of the Axiomatic General offers the party 500 gp to retrieve a small stone locust-like idol from Pinnacle Rock in the K’Naghi Savannah.  
  • Strange sounds. Brigadier Lentwolt holds the pass until the three Baevonian generals return from their skirmishes with the Chonians. He is worried by his soldier’s reports of strange noises and shadows in the corridors below the extensive wall systems. 
  • Broken equipment. Siege equipment has been damaged by an unknown vandal. While the guards follow their leads, the yard chief needs someone to help repair the equipment and will pay in the form of gold or an old treasure map. 
Manu Vig, Paladin of the Axiomatic General faces off against a horde of dead at the Gate of Bones.

Gate of Bones. Named after the onslaught of undead attacks from Valindar, this gate is the last of its kind before one enters the K’Naghi Desert & Savannah where the dead roam far and wide. Most passing through this gate are coming from the desert and looking for safety from the wandering dead or the unpredictable tribal warriors of K’Naghi. The rest are traders coming to make some coin at the pass, then they bravely venture out again, in search of opportunity. A stronghold built only as a gate and army barracks, this place is sparse and utilitarian but built to withstand a fairly intense assault from the southside. As of late, the captain on duty has been sent reinforcements in the form of criminals who are in the process of being reintegrated with society; needless to say, the captain, known as Heighbron, is less than pleased.
Typical inhabitants. LN Baevonian Captain, LE Baevonian Soldier, LN Baevonian Soldier, NE Baevonian Soldier (former criminal), CN Baevonian Soldier (former criminal), N human trader (passing through) 

  • The dead. Undead forces move in the night and attack the stronghold! There’s no way out and the party’s help is needed. Play the adventure Brush with Death at the Baevonian Stronghold 
  • Healing fountain. A shrine to Vasi provides an endless supply of clean, fresh water to the contingent stationed here and even has magical healing properties. There is a riddle etched into the stone in ancient Grekian.  
  • Falling morale. The soldiers need a good diversion to help their spirits after months (and even years) of facing combat with the dead. One soldier wants to plan something special and surprise the others, perhaps the party can help. 



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AAW Games Announces Vinyl Battle Map Project with Monthly Releases


AAW Games announces Map of the Month, a new monthly service providing tabletop gaming enthusiasts with a brand new, vinyl battle map for use in any tabletop miniatures or roleplaying game.

These beautiful vinyl battle maps are being designed by award-winning mapmaker Tommi Salama, printed by Gale Force Nine™ (Dungeons & Dragons™, Star Trek™, Firefly™ game accessories), and published by AAW Games™. Each map has a unique location with a 20″ x 30″ grid of 1″ squares.

Owner/publisher Jonathan G. Nelson is hopeful about the Map of the Month service being popular and filling a need for those gamers who still want to play using traditional 3D miniatures and maps around the table with friends. With all the digital options, it is sometimes easy to forget that some people still want the tactile experience of play.

If all goes well, Jonathan says AAW Games will continue to produce new maps every month and send them out to an exclusive group of gaming enthusiasts.

If you’d like to learn more, you’d better hurry. AAW Games plans on these being collectible, limited-edition items with just 100 maps being produced each month.

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Baevonian War Camp

An Aventyr Adventures location for characters of any level.

General Glatmoor and the Baevonian army have set up a large encampment about 30 miles north of Lake Chonia in preparation for a final assault on the Chonians. 

The Baevonian force is currently comprised of 500 human foot-soldiers, a cavalry of 100 humans riding Chonian horses, 20 high-ranking Horntusk orcs, 10 high-ranking Baevonian officials, and General Glatmoor. The general is known as “The Impounder” for his knack of rounding up and corralling Chonians, prepping them for slavery or scheduled execution. 

To make this victory possible, the Baevonians, their spy network, and allies have worked tirelessly and assured the following operations are underway. 

Baevonian Operations 

  • An alliance with the Horntusk Orc Tribe and a few of the lesser tribes, whose settlements are west of Baevonian Pass, in trade for the promise of lands and wealth once the Chonians have been cleansed from Aventyr. 
  • A large dam is being constructed with the help of the Horntusks and the powerful Klavekian witch, Nadia Tolsuanarr. With Nadia’s powerful magic, the dam will be completed within the week, thereby stopping the flow of fresh water at the Chonian settlement of K’Tarik 
  • Stopping the flow of water at K’Tarik should drive those Chonians down into the open at Lake Chonia or into the ruins of Keep Doom, in either location, the Baevonians plan to make fast work of them. 
  • The Ruins of Keep Doom have been occupied by the bulk of the remaining Chonian forces and an abnormally large ogre. The Klavekian witch, Nadia Tolsuanarr has assured the Baevonians she has plans in effect to slowly dismantle the morale of those forces from the inside out. In addition, the outside walls have been crumbling over the years and are full of holes that can be easily exploited. 
  • The Baevonians have spies planted at K’Tarik and Keep Doom who get messages out to the General at least once per week. The Chonians currently keep no secrets from the Baevonians. 

The Baevonian war camp is quite clean and organized, as these people pride themselves on law and order. The soldiers are incredibly obedient as most offenses in Baevonian society are punishable by public execution. While the soldiers are not especially happy about the presence of filthy, chaotic orcs in their midst, they do not disobey orders and thus give them a wide berth.  

Potential Camp Events 

  1. The orcs have been assigned 2 slaves apiece, which they are likely to abuse at some point. When this occurs, the adventurers might be nearby and able to help. Unfortunately, interfering with the orcs is prohibited by General Glatmoor and thus punishable by public execution. Hopefully, the characters have some friends in high (or low) places that can help them escape the camp under the cover of night, and flee into the scrub plains.
  2. The Klavekian witch, Nadia Tolsuanarr, makes an appearance at the camp. Everyone seems in awe of her and keep their distance. She seems to do as she pleases, visiting the general and other officials before paying a short visit to the orcs, then disappearing into the night. While she’s present, some soldiers mention rumors about the witch, all untrue but are likely to strike fear and dread into anyone’s heart. 
  3. The general orders a group of soldiers scout out the areas around Lake Chonia and report back regarding movements of bandits, creatures, Chonians, and any other threats in the area. He will pay the adventurers 30 gp each to accompany the group and may also offer support in the form of potions of healing. 
  4. A large force of pesky kobolds and kobold trapsmiths sneak around the camp at night, setting traps, and doing everything they can to harass the encampment. The kobolds live in the hills and detest the Baevonian’s presence as they are upsetting a regular trade route where the kobolds prey on merchants and travelers.  

Final Battle with the Chonians 

General Glatmoor will give orders to move the camp and begin an assault on the Chonians but only once the Chonians from K’Tarik have been flushed out from the mountains. There will either be two battles, one at Lake Chonia to crush the small force of 180 Chonians (mostly peasants, a handful of soldiers, priest, and retired veterans), or one massive battle (against the combined Chonian force of 126 soldiers and 112 peasants) at the Ruins of Keep Doom which is hidden against the mountainside (location up to GM).  

How to affect the outcome of events

Either way, the Baevonians are essentially guaranteed success unless someone (like the adventurers) decides to interfere in some way. 

Here are some ways the characters can interfere with Baevonian plans. 

  • Undermine the Horntusk/Baevonian alliance 
  • Interfere with the Klavekian witch (very dangerous! Likely deadly!) 
  • Travel into the mountains above K’Tarik to destroy the orc’s dam. The characters will face a lot of combat with groups of orcs and in dangerous locations where the orcs have traps and the advantage of home terrain.  
  • Warn the Chonians at Keep Doom and K’Tarik of the Baevonian plans (if they can glean this information from their visit to the camp).  
  • Find out about the Baevonian spies planted at both Chonian locations, perhaps passing off their name(s) to the Chonians 
  • Make an alliance with the kobolds living in the nearby hills, offering assistance in harrassing and undermining the Baevonian encampment.  
  • Giving the Baevonians false information about the current state and location of the Chonians. This only works if spies are compromised, otherwise the general will know the characters are lying and sentence them to death.  
  • Let the players get creative and come up with other ways to undermine the Baevonian’s efforts to slaughter the last of the Chonians.  


Welcome to Aventyr Adventures! A system agnostic series (with some D&D 5e) designed for GMs and players to enjoy the exploration of new lands together. These blog entries are 100% free for you to use along with existing Aventyr Campaign Setting content.

Explore and discover Aventyr, an exciting world where nature struggles to survive under the onslaught of so-called civilization, primal warriors summon powerful totems, and ancient secrets in the sky, sea, and depths of the earth wait to be discovered!

Explore Aventyr!



Author Jonathan G. Nelson

Cartographer Jared Blando

Artist Ryan Jack Allred


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Vasi’s Grotto

Vasi’s Grotto

An Aventyr Adventure Location for four to six characters of levels 2-3

History of the Grotto 

Long ago, when Lake Chonia filled to overflowing with water, followers of the water goddess Vasi flocked to this grotto. Through visions they were told that peace and prosperity would come to their families if they settled here and became guardians of the water. This location, in a cave just above Lake Chonia, has a natural spring which helps feed the lake with a clean source of water. Vasi’s followers moved into the grotto and built a temple dedicated to the goddess of water. Vasi’s faithful still serve her and protect the water and temple to this day. 

Recent Years 

In recent years, as Lake Chonia began to dry up, Vasi’s Grotto became one of the only reliable sources of water in the area and thus drew the attention of many, including undesirables such as raiders and brigands. The followers of Vasi were forced to close off their supply of fresh water and block the way with a magic gate made of emerald, blessed with powerful protection magic by Vasi’s high priestess, Mother May’al 

The Waterfall of Saints, Mother May’al

The Waterfall of Saints, Mother May’al, is the high priestess of Vasi’s Grotto. When she first came here, she was quite young, only 17 years of age but time has gotten away from her, and now at the ripe old age of 85, she prepares for the ending of her life and the passing of the temple to the next one worthy of Vasi’s blessing.  

The Basilisk and the Followers of Vasi 

The basilisk of the grotto never attacks the followers and vice versa. Mother May’al has taught the followers of Vasi that tolerance, acceptance, and even forgiveness may bring about friendship, love, or in the case of the basilisk, a symbiotic relationship based on survival. The basilisk provides protection for the followers of Vasi while the followers provide the basilisk with food, shelter, water, and comfort.  

Visitors to Vasi’s Grotto 

May’al is very kind and even inviting to outsiders who make it into the grotto through the emerald door but is careful not to invite them into the temple proper. Visitors are typically kept outside in Areas 19-23 where they are welcome to make themselves at home. Food is provided and guests are encouraged to be on their way within 1d4+2 days. Anyone attempting to stay longer is permitted to do so for another 1d4 days but after this is escorted out by the clergy. 

Vasi’s Grotto

1. Cave Entrance

Entering the cave after being out in the sweltering heat, the cool and slightly humid air is immediately noticeable. Characters making a successful DC 14 Wisdom (Perception) check smell fresh water although they don’t know where it is coming from, a successful DC 16 Wisdom (Survival) check discerns the water source is to the south. 
The walls here are covered in ancient etchings and scrawling drawn up by pre-evolutionary Grekians who once dwelled in this cave. Wildlife, hunting, and campfires with monsters running about are frequently depicted in the scenes. 
Small and medium animal droppings are scattered here and there, one of the droppings contains a gold signet ring decorated with a white saddle. 


2. Markings on the Cave Floor

Some scuffs on the cave floor reveal this cavern has recently been visited by humanoids. Characters making a successful DC 16 Intelligence (Investigation) check reveals they were headed to/from area 12


3. Something Eating in the Darkness

From here, characters spot a large creature in Area 5, it is a harmless herbivore eating vegetation off the cave walls. 


4. Four Dark Figures

An old campfire in the center of the room still has four raiders sitting around it. They have been turned to stone by the basilisk from Area 13. For some odd reason, their belongings also turned to stone and cannot be removed. 
In the corner of the room is the statue of a woman with her hands outstretched toward the sky. Necklaces, bracelets, and other fine jewelry have been left here both on and below the statue as an offering to some long-forgotten goddess; the items are worth a total of 150 gp. Any evil creature touching the statue or the jewelry takes 2d6 fire damage, making a successful DC 14 Dexterity save causes half damage.


5. Munching Mother

A voracious, harmless large herbivore (AC 12, HP 5) is here, munching away at vegetation growing on the wall. She will stay here for another 1d4 hours, eating the entire time, then leave via the cave entrance to find and feed her three offspring. If attacked or disturbed, she will immediately flee and attempt to hide somewhere either inside or outside the cave depending upon the location of the characters. If killed and dissected/cooked, with a successful DC 16 Wisdom (Perception) check, a character discovers that the stomach of the creature contains a ring of x-ray vision buried amidst all the moss and lichen it has been consuming. This ring’s magic is waning and after 1d100 days ceases to function entirely.


6. Stone Statuary

Eight statues are scattered about this room in various poses of surprise or fright. A small girl, two women, a man with blade in hand, a woman with mace in hand, a kobold, and two raiders seemingly frozen in combat poses. These people were all turned to stone by the basilisk from Area 13. A successful DC 18 Wisdom (Perception) check spots earrings worn by the girl, they can be retrieved and grant the wearer +1 to Animal Handling checks with horses whilst worn. The earrings are tiny silver horses.


7. Nothing to See Hear

A circle of darkness and silence centered in this room reaches out in a 15’ radius, a long-forgotten spell gone wild for eternity. 


8. Goat to Go

A family of 1d6+1 giant goats have made this part of the cave their home and are frequently harvested by Vasi’s followers for the wool to provide clothing and blankets in the temple and the meat to feed the basilisk and keep it tame to Vasi’s faithful. 


9. Signs of a Fight

The floor is scuffed up, a broken blade lies in the corner, signs of a violent fight and blood spilled long ago. 


10. Svirfneblin Sanctuary

Bekzzink, a svirfneblin from the Underworld, has taken this room on, as his temporary home. The undergnome used experimental magic and a mechanical bodysuit to transport himself from the depths of the earth. The suit was damaged upon arrival here. He rests and prepares for his next steps. 


11. Old Discarded Desk

An old wooden desk is jammed into the corner of this room. The wet, fibrous wood, pale as sand, is peppered with bright, vibrant and multi-colored mold. Stone-gray mushrooms with long, hair-like stems, are interspersed with the mold. The wood, mold, and mushrooms are actually medicinal aids a local tribe discovered by accidentally leaving firewood in these caves and returning to see these remedies growing. Now, anytime they find things disposed of, by civilized folk, they drag those items into the cave. Unbeknownst to them, hidden inside the now decaying desk is an ancient Grekian platinum coin worth 10x its value and 25x to a collector. With a successful DC 20 Intelligence (Nature) check the various remedies may be used to create (10) doses of grotto cure which, when consumed, removes any non-magical disease. If all ten doses are consumed at once, this remedy will act as a greater restoration spell, cure all forms of disease, but also make the imbiber confused for 2d4+2 hours as they hallucinate. Note: 10 doses may also be used to transform one of the basilisk’s statues back into a living, breathing person. If this occurs, the person becomes indebted to the party and travels with them, helping however they can for 2d20+20 days (perhaps longer).


12. Two Paths

The southeast path leads to the basilisk’s lair. If the party attempts to sneak down the passage to Area 14, there is a 75% chance the creature automatically sees them. If it doesn’t see them, there’s always the chance that it hears or smells them (Passive Perception 9) and comes running, ready for a fresh meal. 


13. Lair of Vasi’s Basilisk

This oversized guard dog is well taken care of by the occupants of Vasi’s Grotto. She will not attack a follower of Vasi and will even go so far as to protect them from invaders. The followers frequently provide the basilisk, whom they’ve nicknamed “Weowi”, with fresh water, food, and comfortable bedding. The priests of Vasi have even begun to clean up Weowi’s cave to make it more livable for the creature. There are numerous statues in this room, fortunate visitors who did not meet their doom through consumption by the beast.
If the adventurers attempt to harm Weowi, the voice of Mother May’al will boom throughout the caves “leave our child alone or face our wrath!”. If the characters flee, the basilisk will not pursue unless further provoked after which it is relentless in its attacks.

Scattered coins, gems, and valuables may be gathered up from the floor of this room and the bedding of the creature but it would take 1d4 hours to do a thorough job. Treasure. 5 pp, 328 gp, 533 ep, 609 sp, 1,092 cp. 5 rubies worth a total of 900 gp. Deck of Many Things (with two cards left). A treasure map of the K’Naghi Savannah with some locations marked and others circled.


14. Vasi’s Emerald Door

A stunningly beautiful door chiseled of pure emerald stands before you, blocking progress down the passage.
The door, when touched, displays glowing Chonian writing. 
Always within you, sometimes around you; if I surround you, I can kill you.
The answer to such a riddle is “water” but in this case, only the god’s name “Vasi”, which is an archaic Grekian/Chonian noun meaning “water”, will resolve the riddle and open the magic door. If a character or creature with ill intentions touches the door, instead of displaying the riddle, the individual will be hit with 2d4+4 force damage and thrust back 10’, this will continue 9 times, after which the door is depleted of magic energy and takes 2 hours to recharge. 
In addition to the above riddle and trap, the door is further protected as described below.
Note regarding the Chonian riddle: If the characters do not speak Chonian, they are likely able to get help from a Chonian villager somewhere in the realm for a nominal fee.
Opening the Emerald Door
The green door ahead reflects the ambient light at odd angles. It appears to be a single, solid emerald.
Magical Trap
The trap is activated when the door is opened.
A successful DC 10 Wisdom (Perception) check reveals that the door is actually not a single emerald, but is made from hundreds of smaller emeralds expertly fused together.
Etched writing inside several of the stones can be seen with a successful DC 12 Wisdom (Perception) check. The words are in Draconic, and say “Pass this door, and the essence of who you are is diminished”.
A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals several very strong auras of Transmutation.
When the trap activates, each creature within 30′ must make a DC 14 Wisdom saving throw, or be shrunken (enlarge/reduce spell) for 10 minutes and suffer a -1 penalty to their proficiency bonus for 3 hours.
A successful Dispel Magic (DC 12) destroys the trap and the etched writing but otherwise leaves the door intact.


15. Entrance to the Grotto

When the characters reach this spot, Mother May’al crosses the bridge and speaks to them, welcoming the party to Vasi’s Grotto. So long as the group is peaceful, she welcomes them to the grotto and asks that they partake of the water to quench their thirst. If the group killed the basilisk and/or permanently damaged the door, she will ask them to leave within the day. If they respected the creature and the door, she invites them to stay for 1d4+2 days and assigns them Areas 21, 22, and 23 to stay for the duration. Whilst here, her priests provide healing, food, and water, as well as some texts steeped in religion, others lore or knowledge. The group may stay and rest. The characters are not permitted within the Temple of Vasi though they may approach as far as the bridge but are not allowed to cross the halfway point. 
If anyone disobeys Mother May’al, the priests will begin to rise up against the party while she holds a steady hand and says “Leave them be, they come from a dangerous world outside. Let’s give them a second chance to become our friends. New friends, please, will you listen to our kind words as we ask you to follow our rules within this grotto in respect of Vasi, the one who gives you life through water?” 
Mother May’al may attempt to convert any characters who seem truly and honestly interested in becoming faithful of Vasi. After the character is converted, they alone will be given entry to the temple


16. Drokal of the Devil

A Chonian soldier named Drokal once fell in love with a devil, the creature visited him in this world often, eventually working nefarious deeds through him. One of those deeds brought him here, where the waters of Vasi cleansed his body and mind. He denounced the devil and her evils, embracing Vasi as his true goddess. The devil came once more to this world to take Drokal’s life in front of Mother May’al before leaving into the depths of the earth in a plume of smoke and fire, down into the realm of the gitwerc. His body was buried here and his devil lover depicted as a grand statue to remind the faithful never to falter. 


17. Bridge of the Faithful

This bridge is magically imbued with energy which prevents non-believers from crossing the halfway point. If anyone attempts to do so, they are warned as the cave shakes and waves from the grotto begin to strike at the sides of the bridge. If this is ignored, the entire cave is hit by what seems like an earthquake and water slams into any creatures standing on the bridge for 4d4+4 bludgeoning damage per round. Each square on the bridge requires 30 movement to pass as the waves pummel creatures back. 


18. Temple of Vasi

The secrets of the goddess of water lie within this wondrous temple. The temple is on an island surrounded by the grotto’s mineral-rich spring water which, when consumed, allows a creature to fully rest and recoup from hardship of any kind. The outside of the temple is decorated with glowing lights, ever-burning candles, and bright décor woven from underworld mushroom fiber. The temple sounds of flowing water, falling rain, and scintillating dew drops striking glass like the breath of the goddess herself. Only faithful to Vasi are welcomed inside the temple, anyone else is automatically teleported outside the cave and may not enter again for 24 hours. 
Inside the temple, there is a vast library filled with ancient Grekian tomes, religious works of ancient and more modern deities, scrolls with lore and spells, and even some treasure maps tucked in here and there. Priests of Vasi have full access to the library and may check out tomes for up to 9 days at a time (or longer if permitted by May’al). One of the books has a scrap of paper that falls out upon opening, upon which is written: Oh, the Chonians. I tire of thee. Take me away to a place of glee. I seek gold and fame to better my name, become a lord, covered in coin, known as Kord, the world’s all mine!
A small area for cooking and eating works well for rotating shifts of praying, meditation, study, devotion as well as caring for both the basilisk and the emerald door.
Sleeping quarters are shared and quite sparse, there is a built-in bath next to every bed and ritual calls for cleansing in a bath upon waking and just before sleep. 
Mother May’al may give the party a quest to do if they have a loyal priest of Vasi in the party or if one of the existing party members converts to a follower of Vasi. Quests include taking water to dying Chonians in nearby village ruins, making a new shrine over the Baevonian mountains, or investigating the disappearance of water from Lake Chonia in recent years. Any quests which are completed will garner the characters tomes, spells, and possibly some treasure.


19. Broken Spell, Found Locket

This spot on the island is not affected by the teleportation magic described in Area 18. Although the priests do not want anyone on the island, they will only take light offense at someone hanging out in this area. If one tries to stay here too long, they will notify Mother May’al. A successful DC 14 Wisdom (Perception) check spots a small golden locket under the water next to the shore. A successful DC 12 Strength (Athletics) check retrieves it. The locket has the picture of a Baevonian man and woman within it. If this is returned to Captain Heighbron in the Gate of Bones at Baevonian Pass, he will begin to sob (this is his mother and father) and give the party a dagger +2. 


20. Entrance to Guest Chambers

Skirting the edge of the underground spring brings one to this small shore leading into the caves reserved for guests of Vasi. There is a cumulative 10% chance of being surprised by a chuul whilst remaining next to the water. The chuul strikes the closest and/or weakest looking character, attempting to drag the adventurer beneath the water. This creature will not attack followers of Vasi as they feed and commune with this creature frequently. Of course, they forget to tell the party!


21. Guest Chambers: Bat

Simple chambers with six Chonian military-grade sleeping cots. Underneath each is a long metal tub one can fill with warm water to take a bath. A firepit and cauldron are at the center of the room, perfect for heating up water or cooking. Some simple foodstuffs are provided, attracting mice, rats, bats, and other natural cave critters, which may become a nuisance. If anyone digs in this room; they find a piece of blue/black stone carved into a man-bat. When touched, the stone fetish causes one to feel extremely hungry, especially for meat or possibly… blood. The feeling goes away after 1d4+1 rounds and occurs whenever someone touches the fetish.


22. Guest Chambers: Grave

Same as Area 21.
If anyone digs in this room, they find an old tarnished holy symbol of Eureum. If a character touches this, they take 3 necrotic damage at night or 3 radiant damage during the day. Lawful Neutral beings who touch this holy symbol are healed by 3 HP. This occurs once per day for 92 days after which the magic ceases to function. 


23. Guest Chambers: War

Same as Area 21.
If anyone digs in this room, they find a badge of the Axiomatic General, which, when worn by any humanoid of alignment LN, grants the ability to roll any Charisma-based skill check with Advantage but only if in the form of delivering orders to troops or combatants.  

Welcome to Aventyr Adventures! A system agnostic series (with some D&D 5e) designed for GMs and players to enjoy the exploration of new lands together. These blog entries are 100% free for you to use along with existing Aventyr Campaign Setting content.

Explore and discover Aventyr, an exciting world where nature struggles to survive under the onslaught of so-called civilization, primal warriors summon powerful totems, and ancient secrets in the sky, sea, and depths of the earth wait to be discovered!

Explore Aventyr!



Author Jonathan G. Nelson 

Artists Rick Hershey, © 2015 Dean Spencer, used with permission. All rights reserved. 

Cartographer Justin Andrew Mason 

Playtesters Moon, Tim, Ryan, Damo 


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Vasi, Goddess of Water 

Titles Lady of the Lake, Mother of the Ocean, Pearls of the Mist, Tears of the Eternal Bath 

Home The Plane of Water 

Alignment N (deity), N/NG (clergy) 

Portfolio Freshwater, lakes, pools, oases, grottos, springs, peace, life, wisdom 

Worshippers Widely worshipped, heavily revered by those in dry areas 

Domain Water 

Favored Weapon Aspergillum as a tall metal staff 



Born of a single drop from the Elemental Plane of Water, Vasi came to Aventyr by sheer luck when the original four elementals collided in the vast empty abyss of space. Unaware of her true power and acting only of universal impulse, Vasi embraced earth, fire, and air, to create Aventyr itself, and through this formation, the freshwater with which to rain down and cover the world. While others would end up as caretakers over the brackish depths where earth and water bled too deeply together, Vasi was the guardian of it all.  

After she adopted to the needs of those mortals living in Aventyr, and after the Shard of the Sun nearly collided with the planet, Vasi took to caring for those lacking water, sending her clergy into the Scorched Lands to find, save, and possibly convert those who would surely have died in the desert wastes.  



Churches, Clergy, and Worshippers

Vasi’s shrines and temples are found near deep grottos and remote mountain lakes, anywhere there is a clean source of freshwater, a small shrine is found nearby. Worshippers are many and their influence spread far and wide in Aventyr, for all need water to survive. 

Those who revere the Lady of the Lake frequently help others in need of water and provide safe shelter from the horrors of the world. While outsiders are welcome to cradle in the Tears of the Eternal Bath for a time, they are eventually asked to stay and become priests or leave, back to the world from whence they came.  


Holy Text 

The Mi’unin is a tome born during the reign of the Grekians and when recited by each of the 92 high priests of Vasi at once, in all 92 shrines, and in unison for 92 days and 92 nights, brings about The Great Flood. An event which, in the past, covered large sections of Aventyr in water and even caused the level of the seas to rise.  


Example of a Shrine/Temple 

Vasi’s Grotto

Welcome to Aventyr Adventures! A system agnostic series (with some D&D 5e) designed for GMs and players to enjoy the exploration of new lands together. These blog entries are 100% free for you to use along with existing Aventyr Campaign Settingcontent.

Explore and discover Aventyr, an exciting world where nature struggles to survive under the onslaught of so-called civilization, primal warriors summon powerful totems, and ancient secrets in the sky, sea, and depths of the earth wait to be discovered!

Explore Aventyr!

World Map: Locations Nearby

Wayward Inn

Beldam of Stygian Glade

Ogre Canyon

Ruins of Wo’Mataja

K’Tarik, Sanctuary of Scattered Souls

Y’Quenar, Pillars of the Planes

Vasi’s Grotto

Baevonian Pass



Author Jonathan G. Nelson

Artist © 2015 Dean Spencer, used with permission. All rights reserved. 

Cartographer Justin Andrew Mason

Vegan Thai Food Araya’s Place


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d100 Book Titles


How familiar is this scenario? Your players’ characters enter an old study, library, or town bookstore and immediately ask what kind of books they find.

The problem is, you’re not prepared to answer that question. Maybe you were rushed in designing your adventure, or perhaps whoever wrote the adventure didn’t bother to tell you.

Have no fear!

Below are 100 titles of books you can use to help flesh out the more literary settings in your adventures. Some are serious. Some are a bit tongue-in-cheek. While none of the books listed are inherently magical, there is no reason why you couldn’t imbue some with eldritch features.

Read through the list and see if any titles speak to you, or roll a d100 to pick one at random and improvise on the spot. Not all titles will fit all settings. That’s okay. Reroll and/or adjust as you need.

Have fun!

d100 Books!

  1. The Book of Common Law
  2. Carnivorous Gardening
  3. The Book of Twelve Seasons
  4. A Journey Beyond the Veil
  5. Raising Weasels With Confidence
  6. What Lights Shine Forever? A History of Sun Deities
  7. A Short History of Dwarves
  8. What Color Is Your Dragon?
  9. Samwell’s Guide to Arms and Armor
  10. The Silent Bard and Other Myths
  11. The Letters of Saint Cuthbert
  12. Secret Doors and Passages (bad poetry collection)
  13. A Journeyman’s Guide to Barrel Making
  14. Basic Carpentry For Complex Dungeons
  15. The Great Extraplanar Hoax
  16. Fungal Crop Rotation For Underground Dwellers
  17. How To Use a Sundial In the Rain
  18. Farming Wheat, Barley, and Giant Frogs
  19. A Caretaker’s Guide to Giant Centipedes
  20. 101 Untraceable Poisons
  21. All Giants Great and Small
  22. 50 Things To Do With a Dead Lich
  23. Beauty Is In the Eyes of the Beholder
  24. Planning Your Castle Construction
  25. Tavern Management In Rural Areas
  26. The Assassin’s Inspiration (just a hollowed-out book with a dagger hidden in it)
  27. Accidental Pickpocketing and Other Excuses
  28. Spells We Are Still Trying To Make Work
  29. Samwell’s Guide To Wands
  30. The Legend of Tucker’s Kobolds
  31. Potatoes That Resemble Goblins: A Pictorial
  32. Basic Ammunition Accounting for Archers, Crossbowers, and Slingers
  33. Vines: Small, Medium, Giant
  34. Defeating a Heavy Iron Gate
  35. Counting to Ten for Orcs
  36. The Arrow of Benevolent Intent
  37. Monstrous Philosophies
  38. Thirty Ways To Skin a Dragon
  39. Warlock vs Sorcerer: How To Spot the Difference
  40. Tower Defenses, What Works and What Does Not
  41. Samwell’s Guide To Holy Symbols
  42. Prayers For the Righteous
  43. Identifying Grubs, Worms, and Sentient Fungi
  44. Wyverns, Wyrms, Drakes & Dragons: The Differences
  45. Recipes For Disaster: A Cookbook
  46. A Field Guide To Fey
  47. 1001 Things To Do Underground
  48. A History of Thieve Guilds
  49. Weather Manipulation and Farm Management
  50. The Whole Hollow World Atlas
  51. The Great Bird Hoax
  52. The Physics Behind interdimensional Portals, Bags, and Holes
  53. What’s Behind That Door? A Listener’s Handbook
  54. Turnips. The Gods’ Own Gift To the World
  55. How To Make a Lantern Out Of a Skull
  56. Candlemaking for Clerics
  57. Surveillance Techniques That Don’t Work
  58. The Myth of the Useful Bard
  59. Samwell’s Guide To Useless Glyphs
  60. Thieves Cant… or Can They?
  61. Hunting Mushrooms In the Dark
  62. Cursed Idols and Relics of the Desert
  63. Climate Change During the Dark Wizard Times
  64. Airships. An Inflatable History
  65. How To Live Forever—or Close To It
  66. Giant Flowers. Friend or Foe?
  67. The Most Grand Illusion
  68. Daily Affirmations for Tyrants
  69. Hidden Staircases and Secret Doors
  70. Managing Your Giant Vines
  71. How To Get Way With Murder
  72. Poisoned Pens. Allegory or Literal Danger?
  73. Sonnets for Sorcerers
  74. Seven Knights For Seven Dragons
  75. River Navigation Through Magical Forests
  76. A Biological Survey of Gnomish “People”
  77. Mysterious Structures That Glow
  78. Samwell’s Guide To Blue-Colored Potions
  79. The Unlikely Romance of Owls and Bears
  80. Rocks That Sort of Look Like Orcs
  81. Animal Husbandry and Midwifery
  82. Castle Gardens For Long Sieges
  83. Doors That Don’t Go Anywhere and Other Dungeon Tricks
  84. How Green Is My Goblin?
  85. How To Tell a Brew Is True
  86. Cubicles & Commuters: A Fantasy Roleplaying Guide
  87. Explosive Grass and Other Lawn Care Tips
  88. Is Your Spouse a Polymorph? 50 Signs They Might Be
  89. Plots, Intrigue, and Politics
  90. The Book of Uncommon Law
  91. Feeding Your Village On One Enlarged Vegetable a Year
  92. A Simple Guide To Vampires
  93. Unwrapping the Mystery of Mummies
  94. Ghost Stories Written By Ghosts
  95. Samwell’s Guide To Love and Love Potions
  96. The Underground Horoscope
  97. Orienteering Without a Compass
  98. How To Work a Sextant
  99. Fabled Treasures and Monsters
  100. Puppetry For Evil and Parties

What are some of your book titles? Feel free to share in the comments.


Some artwork © 2015 Dean Spencer, used with permission. All rights reserved. 






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Beldam of Stygian Glade


Beldam of Stygian Glade is an adventure location and scenario for four to six characters of levels 4-7

In a deep, dark forest there lives an old witch named Nayowayown who, long ago, was a very healthy and levelheaded young woman. In the early days, when war came to the forest village, the woman’s husband and his forces tried to protect everyone, but the might of the enemy was too great; he was slain on the battlefield in what is now known as Stygian Glade. In this glade, the woman pined for her lover, perpetually cradling his corpse and building a hut made from the bones of his comrades.  

As the years crept on, she found a way to commune with the spirits of those slain and bring them back as ghostly apparitions to guard her hut, Stygian Glade, and the surrounding forest. She buried the bones of her enemies in the caves beneath her hut, destined to rise again if disturbed. 

Wandering Spirits

Nayowayown’s undead guardians have strayed too far from the forest and attack a traveling merchant who the characters encounter not far from the wood. The merchant begs for the party’s help, offering good coin. Once the battle has concluded she asks if they will investigate the forest and stop the undead attacks which have been plaguing this roadway for weeks. In return she will tell them the location where she camped one night and happened to see a group of Chonian bandits, moving treasure into a cave in the hills.  

Memories Remain 

If the characters enter the forest, they must make a successful DC 14 Wisdom save. 

If they fail, have the player roll 1d6. Any conditions listed below are automatically removed the instant the party leaves the forest. 

1 = The character hears whispering voices.
2 = Once per day the character is randomly attacked by a strange apparition wielding a longsword which automatically hits and causes 1d8+2 slashing damage. As soon as the character is hit the apparition vanishes into the forest.  
3 = In their peripheral vision the character keeps seeing something white and wispy moving. Once per day they are so distracted they follow the wispy object into the woods and could get lost if party members aren’t watching carefully. 
4 = Voices are heard in this character’s head, trying to convince them to kill one of their comrades as they sleep. There is a 10% chance per day the character will actually attempt this. 
5 = Someone keeps screaming in the night, the character cannot rest or sleep. 
6 = The character periodically thinks they are one of the warriors who died many years ago in a great battle. In combat there is a 10% chance per round that the character is confused 

Locations in East Wood

Forest within 1 mile of Nayowayown’s Hut 

Four specters and two ghosts attack the party. 


Approaching the Hut 

Three specters, two poltergeists, and a ghost attack. 

Nayowayown’s Hut 

If the characters are loud or boisterous in combat whilst fighting the undead, Nayowayown emerges from her hut and joins the fray, otherwise she won’t likely hear the combat as she hums an old song and stirs her pot of green goop. 

Nayowayown is a delusional and extremely paranoid green hag or night hag (depending upon party level).
She confronts the party, yelling “You killed my husband, invaded our forest, and destroyed our village; now you will pay!” she uses a wand of paralysis (as a bonus action once per round) and attacks.  

1d2+1 rounds after any character enters the hut, the bones of Nayowayown’s enemies begin to shuffle through the caves below and enter the hut via a rickety old ladder.

A DC 18 Charisma (Persuasion) check convinces Naywayown to cease her assault but she cannot stop the undead.  

Beneath the Hut 

A rickety old ladder made from the gnarled fallen limbs of old trees descends into dark caverns below the hut and forest. This area is detailed in Mini-Dungeon Monthly #6. 


Treasure in these Woods? 

There is a rumor of great riches hidden somewhere in the forest, possibly the reason the two armies warred. This rumor is partially true in that a large hoard of coins, weapons, and armor are stored away in ancient Grekian vaults, now buried deep beneath the woods. These vaults are haunted by the spirits and undead of the slain. Only one has entered and returned, a thief named Swyl who frequents the Wayward Inn 

Welcome to Aventyr Adventures! A system agnostic series (with some D&D 5e) designed for GMs and players to enjoy the exploration of new lands together. These blog entries are 100% free for you to use along with existing Aventyr Campaign Setting content.

Explore and discover Aventyr, an exciting world where nature struggles to survive under the onslaught of so-called civilization, primal warriors summon powerful totems, and ancient secrets in the sky, sea, and depths of the earth wait to be discovered!

Explore Aventyr!