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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).

AAW-eZine-Ad-Adventurers-Chronicle

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Mohkba Mania: Mouse Trap

rory-mousetrap-trap-aawblog

Mouse Trap     CR 11

Type mechanical; Perception DC 28; Disable Device DC 29
Trigger location; Reset repair

Effect 15d6 damage and gain the pinned condition, DC 28 Reflex Save negates. If pinned, a DC 28 Strength or Escape Artist check is required

Common items which are harmless to normal sized characters become downright deadly when the characters are very small. This mouse trap was discarded in the woods and set. The cheese was long ago removed, and the vegetation has made this trap very hard to spot, even for small characters.

[Submitted by Rory Toma!]

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Mohkba Mania: Hail Trap

Hail Trap       CR 10

Type mechanical; Perception DC 25; Disable Device DC 30
Trigger location; Reset automatic (for 2d6+1 minutes)
Effects Atk +15 melee (10d6 bludgeoning); multiple targets (all targets not directly under cover); knocked prone (1d6 cold per round; DC 20 Escape Artist, Strength, or hail trapCMB check to escape; immunity to falling hail damage; DC 25 Reflex negates); treat area as difficult terrain; flooding after 6 rounds (see below)

Normal weather effects become deadly when the PCs are the size of a copper piece; should they be caught out in the open, the hail trap might do them in if they can’t find shelter! Though become trapped under a piece of ice from the hail trap is unpleasant, it offers some protection and can also be destroyed (hardness 1, 20 hp).
After 6 rounds the area under the effects of the hail trap becomes flooded, requiring DC 15 Swim checks to stay afloat (creatures hit by the hail trap while swimming are not trapped.)

 

[Submitted by Rory Toma! Tune in on Meta Thursday to read this month’ s special rules for extremely small adventurers!]

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Wandering Wasteland: Tar Pit Trap

tar pit trapTar Pit Trap     CR 10
Type magic; Perception DC 34; Disable Device DC 34
Trigger proximity (30 ft.); Reset 1 day
Effect target gains the tarred condition (DC 28 Reflex negates)

Tarred: 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

The Transgression affects everything in the Scorched Lands. Sometimes a portion of the tar pits in the Grave Morass become perverted, superheated into monstrous swathes of bitumen that cause magic to behave erratically. This sludge animates when a creature approaches it, coating them in a thick layer of disruptive tar.

[Submitted by Rory Toma!]

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Wandering Wasteland: Corpse Cactus

corpse cactus (reduced)Corpse Cactus

DC 20 Knowledge (nature) to recognize “the Dead Man’s Rest”
This plant closely resembles its cousin, the firebloom cactus, but though it has a similar size and shape as well as brown skin, short hairs, and an odor of honey, it offers anything but safe respite. Once a creature touches the trunk and brushes up against the hairs of this desert flora, spines shoot out from inside the trunk (Atk +2, 1d2 points of piercing damage + DC 15 Fortitude save or paralyzed and 1d3 Constitution drain per round). Once injected into the victim the spines inject a paralytic poison that traps the creature in place while the tree siphons all nutrients and when its prey is unconscious or dead, the overgrowth on the tree opens and vine like tendrils grab the body, slowly pulling it up and placing it prone on top of the corpse cactus. Here the plant sucks the victim bone dry, adding the remaining bulk to its “sun shield”.

[The Corpse Cactus is one of many exotic flora by writer Lance Keppner! Art by Sara Shijo!]

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Wandering Wasteland: The Transgression (part 2)

[Continued from last week’s Trap Tuesday! —MM]the transgression snippet #2

During this daily period of intense heat, Fortitude saves against the environment need to be made by creatures involved in strenuous activities (such as combat) in an exposed area but are otherwise unnecessary. During the direct Transgression as temperatures rise to greater than 240° F (115° C), unprotected creatures must make a Fortitude Save (DC 15 +1 per previous check) or take 10d6 points of damage (half damage on a successful save). Half of this damage is considered fire damage and the other half is untyped. The direct Transgression lasts for 66 seconds (11 rounds; “the dread 66”). Any creature slain by the Shard must make a DC 20 Will save or be affected by the Ashen Death (see Table SL-1: Ashen Death).

TABLE SL-1: Ashen Death

1d100Effect
1-24Creature explodes in a burst of ash; any creatures within a 10-ft.-radius are afflicted with ashen miasma.
25-36Creature immediately rises as an ashen version of itself.
37-49Creature rises as an ashen version of itself after 1d4 days.
50-68Creature explodes with sun magic, dealing hit dice x d4 fire damage to all creatures within a 5-ft.-radius.
69-80Nothing happens.
81-94Creature is returned to life (at 1 hp) after 1 minute and suffers a permanent charred appearance, taking a permanent -1 penalty to Constitution and Charisma. Roll on Table SL-2: Transgression Mutations.
95-100Creature is returned to life after 1 minute with full hit points and a permanent charred appearance, as well as a +1 natural armor bonus and +1 racial bonus to Charisma. Roll on Table SL-2: Transgression Mutations. [Next week’s Trap Tuesday! —MM]

 

[The Transgression is by Scorched Lands writer Lance Keppner!]