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Welcome fellow Game Masters!
Do you like to have fun and get free stuff?
AAW Games is looking for GMs to run Dungeons & Dragons 5e compatible games at Gen Con 2020 Online, which takes place from July 30th to August 2nd, 2020.
We have selected 6 fantastic adventures from our award-winning Mini-Dungeon collection.
As a GM, you will receive everything you need to smoothly run your adventure plus a bonus reward for participating in this historical online Gen Con.
How can I run the adventures?
Each of the selected adventures has a full color PDF and is also Fantasy Grounds Classic and Fantasy Grounds Unity compatible. You may run this in any fashion so long as permitted by Gen Con Guidelines. This also includes platforms such as Discord, Zoom, etc.
How do I sign up?
First and foremost, register at Gen Con!
Then send an email to firstname.lastname@example.org by July 19th and include the following information: (IMPORTANT NOTE: Make sure you whitelist the above email address, otherwise our replies will likely end up in your spam folder!)
Name of chosen adventures
Time slots and alternate time slots you’d like to run the adventures
Email address you used to register at Gen Con
Platform(s) you are using to host your games (Fantasy Grounds, Roll20, Zoom, etc.)
Email address you’ve used for your platform(s) (Fantasy Grounds, Roll20, Zoom, etc)
Do you need pre-generated characters? We have six pregens levels 1-6.
Once we receive your email, we will confirm your details and register the event. Please do not register the event yourself, as we’d like to have unified and consistent messaging. Once registered, you will receive everything you need to run your event.
Once your games have been confirmed, feel free to promote your games on social media, tagging AAW Games wherever you may go!
After two years of away missions, we’ve just released Earl Grey, Hot. A bit of a parody paying homage to my favorite show of all time.
Special thanks to Michael Allen and Colin Stricklin our fearless authors, Len O’Grady whose art is legendary, Justin Andrew Mason for cranking out some of the best cartography I’ve ever seen him do, Thomas Baumbach for dedicating a portion of his valuable time to craft a beautiful layout, and Roxanne Thompson for all her hard work on the back end, prepping this masterpiece. There’s so much good stuff in these pages, I hope you take the time to pick up a copy (PDF & Print) and run your players through this great adventure for the Starfinder Roleplaying Game!
Please take a moment to beam up to the Adventureaweek.com mothership and check out the digital version on your PADD or engage and jump to warp visiting DriveThruRPG to pick up one of two available versions in print!
Mother May’al is one of the high priests of Vasi, once numbering 92 in number. She is an ancient being, infused with the essence of Vasi, the water goddess, over one-thousand years ago and now exists only to serve her goddess and bring water and life to the world of Aventyr. She has sworn an oath to her goddess not to directly interfere with the affairs of mortals but she does occasionally encourage or support others in their efforts to improve the overall well-being of the world.
While she is an incredibly helpful and supportive individual, Mother May’al knows that life is an endless cycle and that while mortals hold great importance in a single life and lifetime existence, that water goes with the flow of things and does not act directly. Therefore, great and grandiose actions are not something the high priests of Vasi typically partake in and when, in history, this has occurred, a great reaction and pendulum shift swings things back in the other direction, therefore, she has discerned the best course of action is no action until the waters of change carry one in a particular direction out of requirement or necessity for survival.
If adventurers approach Mother May’al asking for some kind of assistance, she is more than willing to provide a resting place in Vasi’s Grotto, Vasi’s Well (and waterclock), or whatever temple she may be occupying at the time. However, those with ill intent towards Vasi, her temples, or clergy are not welcome and will politely be asked to leave. If those individuals refuse, Mother May’al will summon numerous water elementals and water-based creatures to remove the interlopers.
Healing is provided by Mother May’al to those faithful or reverent to Vasi at no cost. She does not believe in monetary gain and accepts only gifts for the temple that bring knowledge and internal growth such as ancient texts, prayer books, meditations, and the like.
Mother May’al has the ability to convert any cleric or paladin into a follower of Vasi. Paladins must take the Oath of Water. She also may convert any other class into a member of the Vasian clergy and grant 1 free level of cleric so long as the recipient is honest about their intentions and agrees to follow only the path of the cleric for the rest of their life, dedicating all their energy and efforts in promoting the will of Vasi and spreading her good name upon Aventyr.
Within the next 1d4+4 years, Mother May’al plans on starting her transition from Aventyr into the realm of Vasi in the planes, becoming a high proxy of the goddess and interfacing directly with the other high priests still operating within Aventyr. She has garnered an agglomeration of wisdom so great it cannot be further contained within a mortal brain, thus the request for the transference of her spirit into the great cosmos of the planes.
Mother May’al, Female Human Cleric 20, High Priest of Vasi Medium (4’8″) Human, True Neutral (CR 20) Armor Class 10 Hit Points 135 (20d8) Speed 30 ft.
Formed 15 years ago from the remnants of two warring Baevonian tribes, Trulla’s Trovers are a semi-chaotic group of opportunists, tomb raiders, and vagabonds.
However, they are not fully chaotic nor evil, there is a structure to their group and a natural order to things that makes leadership and daily life more than palatable in the wilderness, in fact, it has become altogether peaceful for Trulla’s Trovers.
The Trovers, as they sometimes call themselves, live in a cool valley on the outskirts of civilization, just far enough from Baevonia Pass to guarantee their autonomy in day-to-day affairs. The Baevonian military permits them to exist on one condition, that any quality rare finds are brought to them first.
The Baevonians pay top coin for most magical treasures recovered from the depths of ancient Grekian ruins. The rest of the items are either kept by the Trovers to be used in their operations or stockpiled for future sale. The group has a contact in the pass who sells their goods for them, in fact, they work through many channels to move rare items plundered from dusty crypts into the pass and coin back to the group’s semi-secret hideout nicknamed “The Trove”, a tall structure of natural stone containing humanoid-made sandstone caves and concealed by the draping foliage of trees and vines.
The Trove is tucked into a cool valley where a river (or dry riverbed) meanders through the mountains on its way down toward Former Chonia.
Type of Group: Treasure Hunters
Typical Alignments: CG, CN, N Symbol: Spade/shovel with a cross forming a “t” at the top, typically displayed as branding on leather armor, boots, etc. Common Backgrounds: Criminal/Spy, Folk Hero, Guild Artisan/Guild Merchant, Outlander Basic Appearance: Wild-eyed with free-flowing and unkempt hair. Garments typical for traveling or surviving in the wilderness. Weaponry focuses primarily on bows and Grekian magic items, 1-shot wands and the like. Most living here appear happy and free without much worry or stress although that quickly changes when Trovers are delving into Grekian ruins and confronting the dangerous foes within. Important People: Trulla, Golka, Dolm, Landon Population: 119
“The Trove” pop. 119 Each square = 10 feet
1. The Approach
The dry rocks and sands of the Baevonian Mountains give way to rushing rivers and vegetation-laden valleys and corridors where shelter from the torrid afternoon sun can be found. A small path is spotted with a successful DC 12 Perception check, leading up to the edge of a tall plinth of natural stone (area 4) many hundreds of feet tall.
Bear Traps. There is a cumulative 15% chance of encountering a bear trap buried in the sand for every 10 feet traveled between areas 1 and 4. Trovers know the way around these traps by heart and encourage newcomers to ask for assistance when coming or going. Bear traps cause 2d4 piercing damage when stepped upon and must be pried open using brute strength via a successful DC 20 Strength check or by utilizing a makeshift prying tool and a successful DC 16 Strength check. The traps are magically attached to the bedrock before being covered in sand and cannot be moved; if a character steps on a bear trap they are Restrained until they can open the trap.
2. Vasi’s River of Life
If the characters have not completed the Restoration of Vasi’s Waterclock: A dry riverbed cuts through the valley here and continues in the direction of former Chonia.
If the characters have completed the trials in the adventure Restoration of Vasi’s Waterclock: This water is blessed by Vasi herself and emerges via gates from the Elemental Plane of Water into Vasi’s Well, an ancient Vasian temple just a quarter-day’s travel from here. The riverbed was always here but this river seems to have sprung up overnight and the Trovers are quite anxious to meet whoever wields such wondrous power. Water consumed directly from Vasi’s River of Life heals 2d4 HP, the water becomes holy water if removed from the river in small amounts but only lasts for 1d4 hours before becoming normal water.
As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.
3. Watchers in the Trees
At any given time, day or night, there are 1d4+1 scouts and 1-2 guards hiding in the trees and foliage, keeping watch for intruders or roaming monsters.
Defenses. The guards each carry a small war horn at their side, if they come under attack, the horn is sounded as follows: Sounded Once = Under attack, but reinforcements are not needed. Sounded Twice = Under attack, reinforcements* are requested. Sounded Thrice = Under attack or imminent attack, reinforcements* are requested, wake the village, prepare all defenses. Sounded Four Times = Retreat, abandon the Trove. *Reinforcements arrive 1d4 rounds after the horn is sounded via the main entrance to the Trove and include another 1d4+1 scouts and 1-2 guards.
If the characters are hostile or appear otherwise threatening, the guards and scouts snipe them from the cover of the foliage and the trees (advantage with ranged attacks or ¾ to total cover, DM’s preference) while the adventurers likely get themselves caught in numerous hidden beartraps.
If the characters spot one of the scouts or guards hiding in the trees with a successful DC 20 Wisdom (Perception) check or anyone approaches the plinth, the Trovers reveal themselves (if the characters seem friendly) and approach the adventurers. The characters are questioned to make sure no one is immediately hostile or has any ill intentions toward Trulla’s Trovers. So long as everyone checks out, they are led around the hidden bear traps (area 1) and admitted to the village via a hidden entrance (area 4). The characters are urged to visit Golka, Landon, or Dolm to announce their arrival and possibly obtain some work. If the adventurers mention they are the ones that restored Vasi’s Waterclock, thereby creating this river, the Trovers immediately escort them into the Trove and introduce them to Golka.
4. Entrance to the Trove
What appears to be a flat rock face is actually an illusion and once revealed to the adventurers may be entered normally. Those that cannot see through the illusion and are not being escorted through the entrance are at risk (DC 18 Dexterity Save) of stepping on one of many (obvious) beartraps which cause 2d4 piercing damage when stepped upon (see area 1, bear traps). The traps are easily avoided if one is able to see through the illusory entrance with a DC 22 Intelligence (Arcana) check. The walls on either side of this entrance have wonderful murals painted upon them, depicting Golka, Landon, Dolm, and Trulla herself on various local adventures and delves into Grekian ruins. In some scenes, they are spelunking into ancient caverns, and in others, fighting giant beasts deep underground, surrounded by Grekian pillars glowing with arcane runes. One scene, in particular, catches a new visitor’s eye: Trulla, just her silhouette standing alone atop the Trove, staring off in the distance as the sun sets. She stares out into the K’Naghi Savannah, in the direction of the Shining City and Valindar.
5. Nightmarket/Trovers’ Quarters
Here’s where, each evening, most of the residents visit the Nightmarket, a beautifully sewn-together patchwork of wooden crates, makeshift stands, and small push-wagons exude truly rustic charm and an almost carnival-like atmosphere. Travelers, locals, and residents visit each night to peruse wares from their fellow Trovers as well as share drinks and tell stories, sometimes into the wee early hours.
Light Orbs. Ancient Grekian light orbs float above the chamber, casting a magic blue aura over everyone and also, unbeknownst to the Trovers, causing all Intelligence (Arcana) checks to be made with advantage.
Nightmarket Elixir. The drink of choice, nightmarket elixir is a highly alcoholic mix of local berries and Baevonian ale fermented into a potent and intoxicating formula. Consuming one such beverage gives a character +1 to Strength, -1 to Constitution, and 10 temporary HP for one hour; when two drinks (or more) are consumed, all attack rolls and physical skill checks and saves are made with disadvantage for 1 hour per drink consumed.
Magic Goods. The Nightmarket sells whatever goods Golka has decided aren’t worth selling or saving plus an array of local handmade goods, produce, and used expedition wares. This is an excellent place to stock up on half priced potions and oils. Some traveling adventurers make it a point to stop by and stock up before they undertake a dangerous journey or adversary. Very basic and rudimentary magic items, weapons, and armor can also be found here 33% of the time.
Residents. The Trovers live and sleep in various excavated holes in the sandstone. As one gazes up, their breath is whisked away, hole after hole dug into the stone lead to different caverns where people laugh, talk, visit, and sleep. Grekian light orbs float throughout the hollowed-out plinth, all the way to the ceiling. Each cavern has an independent rope ladder that can be pulled up in the event of an attack. Over one-hundred archers with their own hidey-holes up above their prey have quite the advantage, yet another reason Baevonia chooses to ignore the existence of this village of outsiders.
6. Blood Bath
An indentation in the rock holds enough space for water and area beneath and to the side, enough space for fire-making under a naturally formed bathtub. The water eats away at the rock when heating, bringing a red mineral out and into the water. This mineral, when put in contact with the skin prevents sun burns and even makes one resistant to fire and radiant damage but only for a single attack within the next 24 hours. Upper portions of this room are used for the storage of basic supplies. Landon typically sleeps outside in the wilderness where he feels more at home but if there is a chance of attack at the Trove, Landon finds a spot near the fire to put down his bedroll and stay for the night.
7. Dolm’s Room
Dolm sleeps amid heaps ancient tomes and Grekian artifacts, spoils from various delves which were unwanted by the Baevonians and/or coveted by Dolm for the lore, stories, and mysteries they may contain. While the relics are mostly left unguarded; the Trovers have a loyalty to their brethren and leaders unheard of in most of Aventyr. It is an unspoken agreement that Trulla’s Trovers exist only because each person wills it so and thus, they are here. The moment the trust is broken, the entire group and everything they have achieved will be for naught. In all these years not a single Trover has broken this bond of trust although there are those who left the group to go their own way or for opposing views. All are welcome to join and also welcome to go. Almost everyone finds it a lucrative profession and one where each person can be their own boss. A broken dwarven chalice sits on a bedside table, the pieces appear to be carefully laid out as if on display. This is a chalice rumored to have been drunk from by the great dwarven god Balir himself, before he was a god. Dolm has been planning on reassembling the chalice but procrastinated for years, worrying he may foul something up and further damage the ancient artifact. If a simple mending spell is cast upon the chalice, it becomes whole again: The Chalice of Balir, Master of the First Forge. At the sight of this, Dolm nearly passes out from joy and excitement (10% chance). He holds whoever has repaired this artifact in the highest of regards and touts them as heroes to all dweorg (dwarves) of Aventyr. He even lets them borrow the chalice but only if they are extremely careful with it and bring it back within one week.
Chalice of Balir
Wondrous item, legendary When authentic dweorg ale brewed by a true brewmaster is drunk from this chalice, the imbiber suddenly knows how to forge weapons and armor and with the proper high-quality dweorg (or Grekian) ore and materials can craft +1 weapons and armor. If the imbiber is dweorg they may craft +2 weapons and armor. Finally, if the imbiber is a dweorg and already a blacksmith they may forge +3 weapons and armor. Dweorg / Grekian ore is extremely expensive and exceedingly rare in the modern world, typically selling for somewhere around the same price as adamantine and having the same properties in addition to being considered magical once crafted.
5,000-7,000 GP per lb. This cost does not include blacksmith labor.
Grekian Armor (heavy), very rare Any critical hit against you becomes a normal hit. The armor can only be damaged through extreme means e.g. bite of a dragon, extreme fall from hundreds of feet, dropped into pervasive acid, etc.
Grekian Weapons, very rare Grekian ore is an ultrahard metal, seemingly magical metal found and originally used by the ancient Grekians but actually used by the dweorg centuries before humans discovered it. In addition to being used to craft armor, the metal is also used for weapons. Melee weapons and ammunition made of Grekian ore are extremely effective when used to break objects. Whenever a Grekian weapon or piece of ammunition hits an object, the hit is a critical hit. Whenever a natural 20 is rolled whilst using a Grekian weapon in melee combat, the wielder may choose to either do double damage as normal or break their opponent’s weapon (only non-magical/non-natural).
8. Golka’s Room/The Hoard
Golka the Legless sleeps in chambers fit for a queen but she doesn’t necessarily like it this way. The treasures that frequently fill this room are not hers and she prefers to sleep on the floor atop a giant mammoth fur that she’s had since she was a child. Her father, the former chieftain of the U’ulk Tribe gave her the fur as a gift upon returning from a great three-year-long journey to a distant land called “Klavek” where “soldiers made of metal, march upon the ice and snow”. She remembers him fondly and does not like to talk about what happened and why she is no longer with the tribe. It involves a dispute, the death of her father, and her fleeing her pursuers until she made a new friend and settled in here. About 25% of the time, there is 1d10x1000 GP value of Grekian coins and magic items in this room, they are protected with numerous magic wards and traps laid there by a Trover who is a skilled wizard (but you’d never guess it by his appearance). The hoard’s value can vary wildly depending upon how much has been moved to Baevonia Pass or if any recent hauls have arrived from diligent Trovers.
9. “Trulla’s Trove” Private Quarters
While Trulla is rarely home (15% chance per day), this is where she rests her head when present. Spending ninety-percent of the time in this room sleeping whilst here leaves her followers wondering what it is that she does when away. A successful DC 18 Intelligence (Investigation) check reveals a small journal hidden beneath Trulla’s straw mattress. The journal is written in ancient arcane runes with hidden Grekian symbols which can be translated into words and eventually to the common tongue if one is well versed in both arcana and ancient Grekian and a successful DC 25 Intelligence (Arcana) check is made (if failed cannot try again). The journal details Trulla’s activities, but for who? She has recorded the following missions but each entry is only a few words once translated (redact whatever you wish):
Trulla’s Journal Entries
Follow the Klavekian wizard and find out what she’s doing in Baevonia
Spy on Chonian, Waychon
Obtain information on the Baevonian general and various high-ups
Visit Mother May’al at Vasi’s Grotto
Locate ancient gateways in tunnels beneath the “Great Wall” (a mighty 100’ tall wall that connects all the fortresses at Baevonia Pass)
Restore Vasi’s Fountain at the Gate of Bones
Spy on High Priest Katorn of the Axiomatic General
If the adventurers ask where Trulla is when she is away, she says “What does a trulla do?”; a riddle as “trulla” in the ancient Grekian language is “shovel” or “spade”, i.e. she is alluding to the fact she’s “unearthing things” perhaps literally or metaphorically. Other items hidden in Trulla’s room include a pair of sending stones each looking like a small spherical head of a balding priest, a scroll of carnivorous mushroom, and a deck of illusions, each requiring a successful DC 22 Intelligence (Investigation) check to locate. A small coin pouch is hidden inside the heel of a boot and can be found with a successful DC 25 Intelligence (Investigation) check. The pouch contains over 3,000 GP worth of small gems and jewels and a few Grekian coins so rare they are valued at 10,000 GP apiece. If Trulla catches anyone stealing her things or finds out about it, she follows from afar and then attempt to put the party to sleep with sleeping gas then kill everyone as they slumber away.
Golka the Legless
A green-skinned orcish crone with a peg-leg, Golka is still a formidable warrior but has trouble making her climbs into the mountains like she once did. Her face is eternally baked into a scrunched up half-grin her skin is cracked and mottled, thick from age and speckled like the shell of a tortoise. She cackles and chuckles frequently, moving about town in an odd fashion, sauntering wildly as if she could fall at any moment but somehow always managing to stay upright. If one gets on Golka’s bad side they’ll never live it down and while she won’t be outright wicked, she becomes quite terse and sharp, and increases/decreases prices depending upon the severity or frequency of the offense. On the other hand, she pokes fun and frequently tosses insults (and half-grins) at anyone she likes.
Trovers still recount the tale of how Golka lost her leg, in a battle royale against a mother roc whilst trying to steal a roc egg from her nest. She had been hired to do the job but actually intended on keeping the egg to see if it would hatch and the hatchling trained, but the mother roc wasn’t having any of that and proceeded to tear off Golka’s leg! Nearly bleeding to death, Golka used a GrekianFirewand to cauterize the wound and somehow managed to grab the mother roc as she attacked and climb onto the beast. A spectacular battle took place, one that people still recount today where, after suffering countless injuries, Golka felled the great beast before it crashed to the ground and she was thrown from the bird. Trulla, who was with Golka when it happened, tended to her wounds and settled in to live here in the mountains. It took months before Golka was up and about again and even though she was moving quite well, it wasn’t good enough to make the trek out of the mountains so Trulla chose to remain here, teach the locals her trade, and look over her close friend.
Golka welcomes any newcomers into the community suspiciously. She believes that humans use a lot of words but only actions mean anything in this world and thus, she judges a creature only by its actions and never the blathering nonsense spewing from the rambling mouth.
Landon the Scout
Joining Trulla’s Trovers nearly a decade ago, Landon discovered the group by accident. Being a ranger, he traveled the area extensively in search of the game that he would sell to soldiers traveling the pass. One day while descending into a cool valley he noticed the sky go dark, for but a moment, and realized a great bird of prey, larger than anything he had ever seen was circling above, perhaps stalking him. He took aim with his bow and in that moment, he would change his entire future, coming to meet two new friends and joining a group that continues to this day here in the valley.
Originally hailing from the Underworld, this dweorg dwarf fighter is first and foremost an expert on Grekian coins, jewelry, and magic. He is an appraiser and a loremaster, his estimates typically fall within 10-15% in regards to accuracy e.g. a Grekian mace he appraised last week for 1300 gp recently sold to a shopkeep in BaevoniaPass for 500 gp and then the shopkeeper sold it to their customer for 1100 gp.
Trulla, the group’s leader, is an elusive woman, rarely ever seen or spoken to. There are actually some low-ranking Trovers who question if the woman truly exists but dare not do so in front of the others who are fervent followers, following as if they believe Trulla is some kind of god or divinely blessed being. While it is true that Trulla has brought life and prosperity back to those who have been discarded or walked away from society, she is not a god. She is, however, a very powerful and skilled rogue who has no equal either in Baevonia or formerChonia. She is only seen when she wants to be and has the ability to slip magically out of any bonds or cells that would hold her. She disappears whenever she wants to begone as if the darkness itself had wrapped her in its ethereal embrace. While away quite often, it is unknown what Trulla is doing when she is away but the Trovers never ask and she never tells.
Trulla supports all who would leave the militaristic structure of Baevonian society and join her, but she asks that no negative actions or attacks are ever made, under any circumstances, against the Baevonian military or government. Even though she and her Trovers are wily with plenty of guile and could present a significant challenge to the Baevonians, she prefers things the way they are: a semi-symbiotic relationship for mutual gain and nothing more, nothing less.
Joining Trulla’s Trovers
Anyone is welcome to join Trulla’s Trovers so long as they adhere to a few simple rules.
Do not publicly speak poorly of or assault a member of the Baevonian military or government.
Do not harm another Trover unless that Trover has broken one of the three rules.
All treasures will be brought to Golka and Dolm to appraise. The appraised value is cut in half, then 20% of that value is kept by Trulla’s Trovers to cover operational expenses.
The benefits of being a Trover are as follows:
All Trovers help each other out. If one is in a bind, they may request the help of any number of others to come to their aid so long as the matter involves retrieving loot from ruins. Each member added gets a cut of the loot recovered.
The Trovers retain a small amount of magical gear which they will lend out to assist other trovers in discovering and retrieving treasure.
If a unique and powerful magic item or artifact is sought on a mission, sometimes Trulla will approve sending one of her main operatives: Landon, Dolm, or Golka and provide funding in the form of cold hard coin and a smattering of minor magic items.
If the group wishes to join Trulla’s Trovers and takes the pledge, Golka provides them with a plethora of dangerous quests to ruins peppered throughout the mountains and far beyond, some as far away as Valindar.
Herb Gathering – The first quest Golka sends anyone on (to find out if they are trustworthy) is a dangerous climb up a steep mountain frequented by territorial monsters in order to gather some leaves off a specific bush. It is insinuated that the Trovers are in dire need of these herbs found only on this one bush. As soon as the group returns with the herbs, Golka takes them, rips up the leaves, throws them into a pot of hot water and makes tea, offering some to the adventurers.
Kobold Quarry – Kobolds living in old tunnels beneath one of the nearby mountains are sitting on a figurative gold mine of Grekian artifacts. According to an old map retained by Dolm, just beneath the kobold tunnels is a ruin site. When the adventurers arrive and breakthrough into the site, they find powerful slumbering undead and something quite… unexpected.
Visit Rultmoork– The ancient Grekian fort has long been abandoned but there has been recent activity in the area and three Trovers were killed- a human, halfling, and a Prajnan gnome. The majority of their gear went missing before the bodies were found. They have sense been buried but answers are needed and Trulla has asked the adventurers to find whomever is responsible then bring them before her as she wants to “have a word or two with them”. Interestingly enough, a couple of days after the bodies were found, water began to flow from the mountain the old fort is situated upon. This information is given third hand as Golka is paraphrasing what Trulla wants while the party probably has never seen her.
Enter the Sasquatch Cave – A hairy beast that eyewitnesses claim to be 20 feet tall supposedly lives in a cave down the river where a waterfall likely now cascades down toward Chonia. Golka wants the adventurers to check out the cave and see if there are any entrances to Grekian ruins there, her maps seem to indicate an important site to the Grekians somewhere in that area but no one will enter the cave out of fear for the sasquatch. When the characters arrive, they find the sasquatch is actually just a large growth of cave bacteria which sways in the breeze just inside the entrance to the cave where darkness creeps up and makes things appear more eerie than they are. There is an entrance to something of Grekian origin here but it is like nothing the adventurers, or the Trovers for that matter, have ever seen.
New Path to BaevoniaPass– Rumor has it that after a recent earthquake, a new way to BaevoniaPass has opened up and will shave hours off the Trover merchant’s usual runs. Before Trulla’s Trovers are willing to send their precious merchants and traders down this path, they need the adventurers to investigate and clear the area of any dangerous monsters. Golka is wise in doing so, a large tribe of orcs has also discovered the path and has been pushing their investigative missions a bit further with each journey out from the orc tribe’s village bringing them increasingly closer to both BaevoniaPass and the Trove.
Water, the one element required for life to survive and thrive; Paladins who have taken the Oath of Water understand this one universal fact and strive to bring life to barren wastelands. They are the first to brave the lifeless environs of the world and thus followed and supported by many, from all walks of life.
Tenets of Water
The tenets of the Oath of Water are not found in dusty old tomes or even spoken by those faithful to the water deities, these tenets are already present within each and every living being (should they stop and listen). It is ancient wisdom, predating civilization and even the formative world, it is an innate knowledge present in all water and thus, in life itself.
Share the Gift. Do not concern yourself with the quarrels of ordinary humanoidkind, there are no sides to take when it comes to basic survival. Share water with anyone and everyone you meet, create lasting bonds and encourage chivalry and community, for everyone needs water to survive.
Keep Natural Balance. When encountering an environmental oddity such as a bacterial microcosm subsisting on various elements without the need for water, do not interfere even if it would mean increasing water’s presence in the world. Water is wise and knows that without balance there is no life.
Restore and Defend. When it comes to providing water and restoring an environment, a paladin taking the Oath of Water is required to stay in the area and defend a new source of water from those who would stop the flow or prevent others from partaking in its abundance. Once a source is secured by those who would protect and share the water, the Paladin may move on.
Find the Blessed. Find those individuals in the world who had once perished by drowning but somehow, survived. Whether they know it or not, they are imbued with special innate wisdom and a direct connection to the elemental plane of water. By directly mentoring and converting these blessed people, they will bring life to the barren wastelands of the world.
You gain oath spells at the paladin levels listed.
When you take this oath at 3rd level, you gain the following two Channel Divinity options:
Purify Souls. As an action, you can purify the blood of your allies, removing the Poisoned condition and 1 level of Exhaustion from yourself and every ally within 30 feet of you.
Water’s Blessing. As an action, you can summon healing mists, you and every ally within 30 feet of you is affected as if by the cure wounds spell for the maximum amount.
Beginning at 7th level, you find you are at home in the water. Once per long rest, for 1 hour’s duration, a paladin of water is able to breathe underwater as if affected by the water breathing spell. In addition, while fully submerged in water, the paladin moves at normal speed and all armor, weapons, and gear are treated as if light as a feather for the duration. Additionally, while submerged, attacks on the paladin are made with disadvantage.
Starting at 15th level, you have the ability to change the tide of a battle by directly affecting the emotions of the combatants. Roll 1d4, 1-2 = allies morale boosted, attacks are made with advantage, 3-4 = enemies morale drops, attacks are made with disadvantage. This effect lasts for 1 minute and requires concentration. Emotional Wave can be performed once per long rest and does not affect aberrations, constructs, elementals, or undead.
Avatar of Water
Upon reaching level 20, you channel the very power of water through your being and are able to control water for up to 1d4x10 minutes per long rest. In addition, you are able to perform water walk or water breathing at will indefinitely.
An Aventyr Adventure location for characters of any level.
Long ago, Vasi, the water goddess was blessed with a divine gift, born of Grekian ingenuity and Vasian faith. Built by her fervent followers, a world-clock running solely on water, ran for generations. Four wells, each holding a gate to the Elemental Plane of Water, fed the clock and kept the gears turning, that is until the temple was attacked in a Chonian-Baevonian conflict. The priests, in an effort to safeguard the temple from attackers, closed the gates, causing the clock to grind to a stop.
Vasi’s faithful rediscovered the old temple and wanted it retaken from the new occupants, followers of a dark elder god who have been using the old wells as summoning shrines for devils and otherworldly aberrations. The creatures summoned have been magically merged with the gears and innards of the clockwork waterclock, becoming clockwork horrors.
Before you delve too far into this location, make sure to check out Restoration of Vasi’s Waterclock, a difficult adventure for four characters levels 5-7 available in Mini-Dungeon Monthly issue #9.
Discovery of the Waterclock. The adventurers may discover this location before or after it has been cleansed. Regardless, the waterclock is not functioning because two vital gears are missing and lost somewhere in the complex. If the characters can get the clock functioning again, they will help bring water to both sides of the mountains. The clock helps feed water out in both directions and the location is situated in a mountainous region perfectly centered to let gravity carry the water down both sides of the pass via two small rivers.
Vasi’s Waterclock Temple
Doors. Solid iron, 3” thick, AC 20, 8d8 HP. Locked: DC 16 Dexterity check with thieves’ tools.
Walls. Solid stone, coated in Grekian ore, 1-2.5’ thick, AC 30, 20d8 HP.
Creatures. If the characters have never been here, there are automatons, aberrations, and an evil cult dwelling in this facility as described in Mini-Dungeon Monthly issue #9. If the characters have already cleansed the temple, the place is devoid of enemies but acolytes and priests of Vasi start arriving within 2d4 weeks to take possession, pray, and meditate.
Vasi’s Waterclock The waterclock is ancient and has seen better days. Most of the gears are loose and the entire machine could use some handiwork. Only a skilled gnome from Pradjna making a successful DC 15 Dexterity check (using a toolbox) has the abilities necessary to give this old monstrosity a tune-up. Even without a tune-up, once the two missing gears have been replaced and all four wells have been restored (see Mini-Dungeon Monthly #9), the machine works as intended for 1d4 months before breaking down. The two missing gears are hidden somewhere in the complex (GM’s choice) and can be spotted by actively searching an area with a DC 18 Wisdom (Perception) check.
Tolkvye, Acolyte of Vasi
A Chonian boy, only fifteen summers old is the only representative of Vasi present here. Recently blessed as an acolyte of Vasi, Tolkvye is bit fearful of his new position but cheerful about the prospects of the fresh water flowing (or soon to be flowing) toward his homeland of former Chonia. Tolkvye wants to share the water not only with his people but with all the peoples of the region and the wildlife as well. His mind and viewpoint are not as closed and narrow as many of the grownups in Chonia and Baevonia due to his parents being open-minded and the fact that the majority of the fighting did not come close to his home village, thus he does not harbor the hatred most Chonians have for the Baevonians. Tolkvye is happy to help the adventurers however possible and share any information about Vasi and the waterclock that he knows.
Each of these ancient stone pillars bears an inscription in Grekian which glows with a faint red-orange light when approached. While difficult to translate, each of the inscriptions holds a riddle which, if solved, opens a small slot on the pillar, producing a potion of greater healing. Pillar 1. A metal neither black nor red, as heavy as man’s golden greed, what you do to stay ahead, with friend or foe or arrow and steed.
Answer: Lead Pillar 2. I can be a burden, but also comforting, my grasp holds bones and muscles, strange, we are such small things, sometimes you hide me, but mostly show me off, most of the poor have me although many times over by the toff.
Answer: Ring Pillar 3. All across the countryside, to front doors he travels, but you never invite him in.
Answer: Path Pillar 4. Answers its caller without being asked, responds within seconds and speaks all languages with equal ease. Answer: Echo
Myth Well The corridor leading to this room is lined in metal engraved depictions of a grand scene, a mural of sorts. In the scene, a small boy stands against a menacing army, quite obviously outmatched and outnumbered. In the next scene the boy offers up a cup of water from the river, one soldier drinks, then many, and finally, the last image shows the army has drunk their fill. They are displayed smiling and moving on down the river toward a great city in the flat expanse at the base of a great mountain range.
Test at the Myth Altar. One who wishes for Vasi’s blessing or to become a follower, cleric, or paladin of Vasi must take a test at each of the four wells. This altar carved from sandstone has the imprint of a hand upon it. When a humanoid presses their hand into the depression, the altar begins to pulsate with warm orange light. The whispers of many stories can suddenly be heard in many tongues drifting in and out of earshot for anyone in the room. Meanwhile, only the one taking the test sees a glowing form arise from the sandstone of the altar and speak aloud “Take some time in thought and meditation, then come back to me with the greatest tale one has ever told.” The player must craft a tale for their character to tell but it is important to note that there are no rules for this. The tale can be as short or as long as the player wishes, award experience based on how well-received and/or related to Vasi (water) the story is. After inserting their hand and telling the tale, the altar glows and the orange light goes into the character’s hand, staying there one hour after leaving the temple or until all four altars have been visited and tests completed.
Faith Well The corridor is decorated with metal etchings constructing an expansive mural. On the mural, a woman holds her hands up against monumental walls of water, as if parting the ocean, on either side of her to protect some small and helpless children and baby animals. In the scenes after this, the children and animals are gathered up and taken to safety by a group of Vasi’s followers.
Test at the Faith Altar. One who wishes for Vasi’s blessing or to become a follower, cleric, or paladin of Vasi must take a test at each of the four wells. This altar is not visible to the naked eye but maybe felt, just not seen. There is a depression for a humanoid’s hand but again, it can only be felt. When a humanoid presses their hand into the depression, the altar appears, made entirely of water. If touched it shudders almost as if water, floating in space, and surrounded by a thin gelatinous layer, holding it all together. So long as the character believes the altar is there, and their hand is inserted, the other characters will catch glimpses as well but never fully focus on the altar unless already a follower of Vasi. The character is asked to name three things that cannot be proven to exist but yet are believed in nevertheless. Answers can be varied thus are open to your interpretation and acceptance, use the group at the table to weigh whether or not something works. Once the character has chosen 3 distinct things they believe in but cannot be proven to exist, the altar glows blue and imbues this energy into the character’s hand. The blue glow continues up to 1 hour after leaving the temple or until all four altars and tests have been visited and completed.
Prayer Well. The entire prayer room is open to the rest of the temple. Anyone and everyone is welcomed into this room to pray and give their respects to Vasi. Sometimes, one must wait their turn to use the altar as it has more functions than just to convert new followers.
Test at the Prayer Altar. One who wishes for Vasi’s blessing or to become a follower, cleric, or paladin of Vasi must take a test at each of the four wells. This altar is built of layers upon layers of prayers written on papyrus by thousands of Vasianclergy. Many of the prayers are written in dead languages and contain some of the earliest recorded prayers known to the church. A depression in the shape of a bare foot is imbedded in the top of the altar. If the character inserts their foot, they suddenly find themselves kneeling upon a beach of endless sands and ever-reaching waves and water. The wind blows gently upon their face and no one is anywhere in sight. The other adventurers only see their friend in fervent prayer or meditation with eyes closed and bonded with the altar. Once the character stops worrying about where to find anyone or where they are, kneels and begins to pray to Vasi, the character will be returned (in their mind) to their body. The altar glows white and this radiating holy light surrounds the character’s foot which glows for 1 hour after leaving the temple or until all the tests have been completed.
Truth Well. The corridor to the truth well has many sayings about telling the truth, etched in Grekian upon the walls, such as: “Truth will ultimately prevail where there is pains to bring it to light.” “Truth is the daughter of time.” “Three things cannot be long hidden: the sun, the moon, and the truth.”
Test at the Truth Altar.
One who wishes for Vasi’s blessing or to become a follower, cleric, or paladin must take a test at each of the four wells. This altar is built of solid Grekian ore and imbued with magic to directly connect believers to Vasi’s proxies for judgment. It is the last well visited during the tests while the others may be taken in any order. Taking this test can be dangerous for mortals or those unaware of the immense power of the planes. When a foot is inserted into the depression in the top of this altar one completely disappears from this plane of existence and appears upon a small demi-plane hidden within Vasi’s aspergillum. An entire world exists within this weapon filled with holy water, complete with an underwater city growing naturally on all sides and at all angles of the hollow top of the god’s great artifact. The character finds themselves swimming through this place with the ability to breathe the water in and out of their lungs like gills. Make sure the player knows they are actually there and this is no longer just in their mind. A short quest takes places which is entirely up to you. The character might be asked to retrieve an item or deliver a message to or for one of Vasi’s great proxies. They will become intimately familiar with the proxy who will be granting their spells via a powerful conduit to the material plane where the character primarily exists. Once this short quest or errand has been completed, the character will be transported back to their plane where they find themselves standing before the altar. They have completed the final test and their other foot glows with a green energy. These colors all join together and engulf the character until their entire being is changed, they find themselves clean, rested, fully healed, all curses and negative conditions removed, they are under the effects of a bless spell for 1 hour and anyone currently hunting or pursuing them is magically called elsewhere after which the character becomes an afterthought. The clergy wants to make sure that each new priest or follower is completely unburdened from previous obligations in life and will also write letters and make payments accordingly so that the individual can stay with the temple as long as possible. If this just won’t do, they will leave things as they are and encourage the priest to come back often to visit and continue spreading Vasi’s name into the world.
After the Final Test. This character has become a full-fledged follower of Vasi, either a 1st level cleric or paladin or taking Vasi on as one of their chosen top 3 most revered deities. The Aventyr Campaign Setting dictates a “top three” for chosen reverence, with the ability to worship as many deities as one wishes. Clerics and Paladins must choose their top 1 deity to revere (as their connection to the planes and source of spells) with others listed as favored allies and friends of their god (and thus sometimes called upon).
Starting out, Tolkvye is just an acolyte but depending upon the adventurer’s actions both in Restoration of Vasi’s Waterclock, Mini-Dungeon Monthly issue #9 and the upcoming Ruins of Rultmoork,Tolkvye might be the new high priest, albeit the lowest level high priest in all of Aventyr but the high priest nonetheless. If this is the case, he will have a series of quests that he needs to be performed for the good of the faith, the local wildlife, and all the peoples and races in the area.
Taking holy healing water to Baevonia Pass. Reward: 100 GP Tolkvye would like nine potion-sized and two large sealed silver vessels of holy healing water (healing potion/holy water) delivered to the general of the Baevonian military (ruler of these mountains). He would also like the character to invite the general and his advisors and top aides to visit Vasi’s Waterclock and see the great wonders inside.
Find the lost mother of the mountain lion kittens. Reward: 50 GP and two mountain lion kittens A litter of rare mountain lion kittens was discovered by one of the priests on their way back from the Gate of Bones. The mother was nowhere to be seen and a predator was trying to get at the helpless little things. The cleric drove the predatory away and carefully swooped up the kittens in his satchel to carry back here. Now, the mother cannot be found and the character’s help is needed. The priests don’t have much to give but they cannot raise all these kittens on their own and thus need to get them back to the mother. Is the mother still alive or was she slaughtered in the wilderness?
Delivering much-needed water to remote locations. Reward: 50 GP per There are 2d4+4 small settlements within a 1d4+2×10 mile radius that require water. Tolkvye would like the adventurers to deliver this as soon as possible.
Return an assassin’s weapon. Reward: Death or Coin A silver-coated +1 dagger with the blue and silver Baevonian colors and a spot to insert vials (presumably poison) was found in the rocks outside the temple a few days ago. It is assumed to be from Baevonia Pass and possibly property of the Baevonians but no one in the temple wants to return the dagger. If the characters take this dagger back to the pass and begin asking questions they might be targeted by a secret group of assassins that work directly for the general of Baevonia. Or, they might just score 500 GP and orders to never speak of this again.
Take a message to Trulla’s Trovers. Reward: 100 GP A nearby group of treasure hunters named “Trulla’s Trovers” has been located and they have an encampment or base somewhere nearby. Tolkvye would like to reach out to them and invite them not only to visit the temple but to eat a meal together and share in the glory of Vasi. Tolkvye is accepting of all people regardless of their moral pursuits or political viewpoints or even group affiliations and religions, it is his conviction that by accepting all, more will find and share the love of Vasi, thereby reincarnating love in this part of the world once again.