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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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Mohkba Mania: Familiar Steps Haunt

Familiar Steps HauntFamiliar Steps Haunt     CR 9
XP 6,400
N haunt (25 ft. by 10 ft. alleyway)
Caster Level 9th
Notice Perception DC 20 (to hear the squeaking of a panicked rat familiar)
hp 18; Trigger proximity; Reset 1 day

Effect The familiar steps haunt is triggered when a spellcaster with a familiar enters its area. The spellcaster’s familiar wanders into the most crowded area nearby (no save), prompting its master to follow (DC 20 Will negates). Each turn spent in a square occupied by a creature of Small-size or larger prompts a Reflex save from minuscule and infinitesimal creatures (DC 25) or they are unknowingly trampled by the regular folk (1d4+3 bludgeoning damage, Fort DC 20 or knocked prone). Prone creature take triple damage from the familiar steps haunt. After being trampled by due to the familiar steps haunt, a creature must make a DC 20 Will save or be compelled to travel in a random direction (roll 1d8).

Destruction The remains of the familiar once belonging to Vagraxxa the Vivid (another mage that attempted to teleport into Mohkba against the will of the Sanctioned Arcane Practitioners) must be exhumed from the foundations of a building nearby, ground into dust, and used as a spell component in order to permanently destroy the familiar steps haunt.

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Wandering Wasteland: Primordial Tar Haunt

primordial tar haunt_fixedPrimordial Tar Haunt      CR 6
XP 2,400
CN Persistent haunt (20-ft.-radius pool of tar)
Caster Level 6th
Notice Perception DC 22 (to hear the dying cries of primordial creatures)
hp 27; Trigger proximity; Reset 1/day

Effect When the primordial tar haunt is triggered, a deinonychus, pteranodon, and rhinoceros rise from the bubbling sludge (as summon monster IV) and charge at the nearest creatures (melee touch attack +8). Creatures struck by the primordial tar haunt gain the tarred condition and make a Reflex save each round (DC 16 + 1 per previous check) or are dragged 5 ft. closer to (or into) the tar pit.

Destruction The bones of a deinonychus, pteranodon, and rhinoceros must be doused in holy water and set ablaze with a divine spell before being cast into the primordial tar haunt.

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