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AaWBlog Closing, New Adventurer’s Chronicle magazine coming Spring 2016

We regret to inform our avid readers that the AaWBlog is being retired (sans Tales from the Tabletop). We would like to take this opportunity to recognize the entire AaWBlog team: Mike Myler, Justin Andrew Mason, Rory Toma, Lance Kepner, Tim Snow, Stefanos Patelis, Brian Wiborg, Jonathan Ely, and the rest of our fantastic contributors.

AAW Games would like to thank Mike Myler for all his hard work managing the AaWBlog and contributing to many Adventureaweek.com projects including the Aventyr Campaign Setting. Going forward Mike Myler will no longer be working with AAW Games but will continue to be a driving force in the roleplaying game industry, AAW Games wishes him well in his future ventures.

Fret not! Our brand new Adventurer’s Chronicle magazine will release its first issue in Spring 2016. This magazine will be free and have a plethora of content for both the Pathfinder Roleplaying Game and 5th Edition. In issue #1 we will have a fantastic guest article by Wolfgang Baur (Kobold Press, Tyranny of Dragons) and an in-person candid interview with actress and fellow gamer Jen Page!
Read more about the brand new FREE Adventurer’s Chronicle magazine below and make sure you sign up for our newsletter so you can be notified when it has been released (don’t worry, we won’t spam you).

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Wandering Wasteland: Grave Morass

grave morassWhatever catastrophe or circumstances led to the creation of the Grave Morass ensured the death of an untold number of primitive peoples and primordial beasts that sheltered in its canyon-like confines rather than suffer the prowling undead of NaeraCull’s jungles. Macabre scholars believe it an irony of the gods that these residents have become animated themselves, and none know how many of them persist or where they might tread when beneath the surface of the black. Exploratory parties sent by the warlords of the deserts or Ravine’s politicians rarely return, prompting the rulers of the southern reaches of the Scorched Lands to keep no small amount of anti-undead equipment and holy water close at hand.

Undead of the Grave Morass
Any type of non-cold skeletal undead can rise from the tar of the Grave Morass, but these animated creatures are predominantly humanoids and large primordial beasts (such as dinosaurs, mammoths, and sabertooth tigers). There is a 50% chance that the tar covering the undead that rise here has been magically affected by The Transgression and attacks from these undead have a chance of inflicting the tarred condition; each hit dice an undead possesses grants one such consecutive attack. For example, a 4 HD skeleton with two weapons would grant the tarred condition for one attack after charging, two attacks during a full-round attack the next round, and the first of its next attacks during a full-round attack the following round (but no more afterward). Any undead able to inflict the tarred condition in this way increase their CR by +1.

Tarred: You take a -4 penalty to all Charisma-based skill checks. Spells that target you instead affect a random target within 30 feet (no save) and have a 10% chance per caster level of triggering a random effect from the list below. The tarred condition can only be removed via dispel magic (CL 18th), heal, limited wish, miracle, or a wish. After 2d4+1 days the tarred condition alleviates itself as the substance crumbles away.
1 – Splay: targeted spell now affects all targets within 30 ft. of the original target
2 – Negate: targeted spell is negated and has no effect
3 – Damaging: targeted spell does twice the damage (in the case of spells that do not deal damage, double duration)
4 – Penetrating: targeted spell grants its caster a +10 circumstance bonus to bypass spell resistance
5 – Tricky: the saving throw DC(s) for the targeted spell are increased by +5
6 – Rebound: targeted spell also rebounds back on its caster

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Wandering Wasteland: Mutated Clans of the Fissure

The western portion of the Scorched Lands consists of a massive series of canyons, mesas, and plateaus collectively known as the Fissures. This confusing, uneven landscape is perfectly suited to the reclusive lifestyle led by the many mutant clans who inhabit the area. After surviving the Transgression these transformed savages eke out a living in the wastes, gathering together for protection and to avoid the perils of the mutant slave trade exacerbated by magical experimentations in Timaeus. The Fissures and the ragged, difficult to navigate ecotopes found within have become a rough but safe haven for those escaping enslavement or fleeing from the rulers of Ravine so long as they don’t run afoul of the mutated clans.

the fissures scorched landsTravelers that are obviously enslaved or recently freed (bearing brands, wearing chains, or otherwise obviously a thrall of some sort) gain a +4 circumstance bonus on all Charisma-based skill checks while interacting with the mutated clans of the Fissures and is treated with a starting attitude one level higher than normal. Conversely anyone that is openly a slaver takes a -4 penalty to Charisma-based skill checks with the mutated clans and when interacting with them, finds that the locals have a starting attitude two levels lower than normal.

The societies that have developed within and around the canyons and ravines that make up the Fissures are mostly barbaric and tribal in nature but all share a focus on survival against the harsh environment. Various Pilgrim’s Journals claim different numbers of mutant tribes in the area, some citing only a few dozen, others naming a hundred or more, but none are sure of exactly how many societies persist in this part of the wastes. Below are several of the more powerful and prevalent tribes that explorers might encounter, but there are many more that eke out a life in the shadows of the sands.

Acolytes of the Horned Rat: Explorers of the ravines and canyons in the Fissures are as wary of the Transgression as they are the kobolds, goblins, and other monstrous mutants that make up the Acolytes of the Horned Rat. Marked by the single-horned skullcaps they all wear, these clever savages make great tunnel networks beneath the sands and line their passages with deadly contraptions and traps to subdue trespassers.

Riders of the Wall: Traveling along the tops of the canyons chances a meeting with this nomadic tribe of mounted warriors. Their scouts sprint along the cliffsides on sand lizards as their families follow behind on secure structures built on the shells of giant desert turtles. Their leader is a scion of the flame and not to be trifled with, but the Riders of the Wall are known to be some of the most generous of the mutated clans for those able and willing to overlook physical deformities.

Shardalluk: Easily one of the most mystical tribes in the Fissures, these demented mutants are led by female mystics that emulate the Fiery Lady and believe the Shard of the Sun sets souls free, encouraging members of their flock to face the Transgression again and again. Induction into the ranks of the Shardalluk is open to all but not an easy task as any supplicant must survive a pilgrimage, following the Fiery Lady for no less than a week regardless of where she treads.

[Submitted by Stefanos “netlich” Patelis!]