AAW Games announces Aventyr Adventures, a free blog-series for 5E on Adventureaweek.com
Aventyr Adventures is a new, system-agnostic series (with D&D 5e compatible content) designed for both players and GMs. These blog entries are 100% free to use along with existing Aventyr Campaign Setting content.
Explore Aventyr Adventures and discover 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!
Aventyr Adventures starts off in the Disputed Territories of Aventyr, a lawless and chaotic realm where multiple powers vie for control over strategic locations and limited resources.
The journey begins at the Wayward Inn, a roadside stopover on the way to greater lands. Food and water here are limited and going for many times above standard cost.
Recent war has shattered the Chonian people, with survivors now roaming the scrub plains, raiding and pillaging as they go. Rumors persist of a powerful witch in the forest to the east, orc hordes in the mountains to the south, and a Baevonian army gathering to the north. Although hearsay, these tales are driving travelers west, to Lake Chonia, where they may replenish their water reserves and seek shelter from the gathering storm.
This shared story may take you to Lake Chonia and into the ancient Grekian Ruins, or perhaps your adventuring group wants to investigate the rumors of a witch to the east; no matter which path you choose, there’s danger abound and only the strong survive in the lawless lands of Aventyr.
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AAW Games announces a partnership with animated map creator TPK3D
AAW Games is pleased to announce a partnership with TPK3D.com, creator of animated maps, cutscenes, and VR content. Those frequenting the new Aventyr Adventures blog-series on Adventureaweek.com will enjoy top-down maps and static scenes created by TPK3D.
Animated versions of these maps and scenes are available on TPK3D.com’s Patreon. Moving, looping battle maps, with or without grid, and incredible cut scenes, give a glimpse of each scenario from different angles in a completely 3D environment. Full, moving maps may be used with virtual tabletops or with real miniatures by playing on a 42” flat-panel TV screen, laid flat. In addition, for Oculus, Gear VR, and other VR users, TPK3D.com produces stereoscopic immersive files for RPGs.
Aventyr Adventures is a new, system-agnostic series (with D&D 5e compatible content) designed for GMs and players. These setting scenarios are 100% free and easy to use along with existing Aventyr Campaign Setting content (also free). In addition to the exciting RPG content, TPK3D provides static and moving maps, as well as cut scenes for unique locations, each week in Aventyr Adventures on Adventureaweek.com.
Visit Aventyr Adventures now and get started at the Wayward Inn!
TPK3D.com is a pioneer in the 3D cutscene and virtual reality environment for RPGs. Founded by gamers for gamers, we create the cool theatric scenes expected of every other genre of popular entertainment but denied to the RPG hobby for far too long. No longer. Simply pick the animated map and cutscenes of your choice to tell the epic story you’ve got brewing, Experiment with our VR files and let the theatre of the mind take your game in legendary directions. Compatible with Roll20, Astral, FG, and many other VTTs, TPK3D.com animated maps and cutscenes will bring a new dimension to your RPGs.
How did I get here? That question prompts a very lengthy and involved answer so I’ll try and keep things short and sweet. When I was about 8 years old my friend’s Aunt and Uncle brought us a well-used copy of the D&D red box and some funny looking, albeit colorful dice; that started it all, we had no idea what we were getting into but adopted some loose rules and just learned as we went along. From that point on, Dungeons & Dragons would become a staple of my life, influencing many of the professions I would obtain and relationships I would foster.
The journey of life eventually led me to cross paths with Todd Gamble, one of the main cartographers at Wizards of the Coast. Todd created maps for the D&D 3.5 core books, Forgotten Realms Campaign Setting, Return to the Temple of Elemental Evil, and many other iconic tomes. Todd’s first love was model scenery and as he taught me some of this craft, we became good friends.
As the company grew so did our fanbase which demanded we produce books in PDF and print, so of course, we obliged. AAW Games and Adventureaweek.com have come a long way over the years but I’ll never ever forget those people who made it all possible be they friends, foes, fans, or fictitious figures from fantasy, every single one made a mark and an important contribution to help bring us to where we are today. Remembering the greats who came before me and those who helped me along the path is the first step toward fully finding myself and all that I’ll do before I leave this world. I frequently ask myself: What kind of difference am I making in other people’s lives? Why do I do what I do? What is the purpose? The answer typically comes quickly when I question the universe on such things, I want to bring joy into people’s lives. I want others to experience everything that I love about the Dungeons & Dragons game and continue to share it with their friends and family, carrying the torch and keeping the game alive for future generations.
It’s been nearly 8 years to the day since I first proposed the idea for the website (December 13th, 2010), 6 years since the launch, and the ride just keeps getting wilder. I have a lot of experience to share, especially since I started down this path with only the skills of a Dungeon Master. Like many things I’ve learned in life, I just dove in headfirst and learned as I went. Sometimes you get hurt diving into the pool of life so recklessly but trust me, if you have the drive and creativity, you’ll not only survive but learn how to swim and navigate these waters, sharing your gifts with the world.
Feel free to ask me questions about anything under the sun. I’m here for you!
AAW Games has announced the addition of products compatible with Savage Worlds and the Starfinder Roleplaying Game as part of their unlimited access subscription to Adventureaweek.com.
As a subscriber to the popular website, you now obtain instant access to the entire catalog including the ability to download products compatible with Dungeons & Dragons 5th Edition, the Pathfinder Roleplaying Game, Savage Worlds, and the Starfinder Roleplaying Game all for just $10 per month. Adventureaweek.com has a special offer going on now where you may obtain a free 1-month trial to the site by using a coupon code available on the subscription page. This is a good way to test out the website and see if it’s the right fit for you and your gaming group.
To date, Adventureaweek.com offers up 219 products for D&D 5th Edition, 341 for Pathfinder RPG, 25 for Starfinder RPG, and 11 for Savage Worlds. Numerous releases are planned for all systems throughout 2019.
If you’re a fan of Savage Worlds or have been wanting to try out a new system you’ll soon have some new and exciting adventures from AAW Games in PDF, print, or via the Fantasy Grounds virtual tabletop.
AAW Games already has a small number of Fantasy Grounds modules compatible with Savage Worlds available on Adventureaweek.com, Steam, Fantasy Grounds, and DriveThruRPG / RPGnow.
Expect PDF, print, and more Fantasy Grounds products to begin releasing near the end of 2018 and continue all throughout 2019.
Fast, Furious, and Fun!
AAW Games is a tabletop game publisher located in Snoqualmie, Washington. Popular published works include Mini-Dungeon Tome, Rise of the Drow, Snow White, Aventyr Bestiary, and Into the Wintery Gale. The latest Kickstarter Rise of the Drow: Collector’s Edition for D&D 5th Edition or Pathfinder RPG will be launching next, join the Facebook group or email newsletter to be notified when we launch.
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 andsupplies 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.
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.
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 Rultmoor, detailed in the adventure Restoration of Vasi’s Waterclock in Mini-Dungeon Monthly #9.
Guardian Statue: Law This statue of the famous war hero Grektharia represents law and enforcement for the Baevonians. Grektharia 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 anarmory golemto 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.
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.
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)
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.
An Aventyr Adventure for four to six characters of 2nd-3rd level
Jonathan G. Nelson
Pillars of the Planes is a Chonian nickname for Y’Quenar, a planar temple dedicated to the far-reaching pantheon of multiverse deities. This temple was constructed and imbued with planar energies by the ancient Grekians who once lived in the city of Grekia, the current location of Lake Chonia. The Grekians were not henotheists, nor were they monotheistic polytheists, they were true polytheists and worshiped all the gods equally, understanding the importance of balance in all things. To that end, they imbued the essence of each and every plane in the multiverse into the temple and the pillars was the entry and exit point of such energy and the connection directly to each of these planes.
Long a source of spiritual guidance and the place Grekians would go to “find themselves”, the Pillars of the Planes was abandoned a hundred years or so after Grekia was destroyed. The ancestors of the Grekians became Chonians and Baevonians and life went on. The temple was forgotten a time.
Then, a few years back, a devil-worshipping cult came to the Pillars of the Planes, discovered the connection to Hel and used only that one pillar to tap into true infernal essence, channeling it to the surface of Aventyr.
The cultists built a statue representing their god and imbued it with the infernal essence, thereby granting it the ability to manifest as a true devil, within this plane of existence. Their greatest treasure, a book of all the ancient Grekian locations left in the world, was placed in a treasure chest which would be guarded by the statue while the cult left to find these other locations, and start new sects throughout the land. The cultists delved too deep in their next endeavor and were never heard from again.
Recently, the remnants of a Chonian army took refuge within these walls and some of the survivors were subsequently possessed by infernal malevolence. They conceal their true nature until they venture out to brutally sacrifice all who cross their path in order to appease the devil overlord.
(L) signifies a lawful character who is unaware of the possession effect. (L) characters become (S) when faced with evidence, or on a DC 12 Charisma (Persuasion) check. (S) signifies a suspicious character that has encountered strange occurrences. (P) signifies a possessed character who acts convincingly to (L) or (S) characters, but displays their true nature and intent once alone or with other (P) characters.
Interaction with the party (S) who become aware of (P) and are convinced of their evil intentions, will assist the party if combat breaks out; (L) characters will not and may even oppose the party. Roleplay the interaction, changing states accordingly. Use whatever NPC statistics work best for the level of the party: guard, acolyte, priest, veteran, or those provided below.
Pillars of the Earth Each of these pillars is engraved with a runic depiction of a plane. The first four are Hel (LE), Hades (NE), the Abyss (CE), and Limbo (CN). The second four are Olympus (CG), the Seven Heavens (LG), Elysium (NG), and Nirvana (LN). If anyone engraves the opposing planar rune on a pillar, that pillar explodes, causing 14 (4d6) bludgeoning damage in a 5- foot radius and crumbles to a pile of rubble. A character touching a pillar opposing their alignment suffers 7 (2d4+2) force damage and is knocked prone (no saving throw). A character touching a pillar matching their alignment grants them a boon for the rest of the adventure (GM’s discretion). 2d4+8 guards are on duty here at any time of day. 80% (L), 10% (S), 10% (P)
Blessed by the Divine This room is the temporary home of numerous healers, all blessed by the deities to provide healing for the troops, and to any commoners seeking refuge here. They will heal anyone requiring assistance, regardless of alignment or affiliation. Six 3rdlevelclerics (life domain). 4 (L), 1 (S), 1 (P)
Barracks of the Forgotten Once great warriors and veterans of long forgotten wars, the old swordsmen sleep a deep slumber steeped in depression and recurring nightmares of horrific wars long since ended. Twelve 6th levelfighters (+2 weapons/armor) rest here. 9 (L), 2 (S), 1 (P)
Four Pyramid Puzzles There are four puzzles here which need to be assembled in order to open the door leading to area 5. The players may assemble their dice (or other available objects) in whatever fashion they wish in an attempt to construct four, stable pyramids. Grant inspiration or experience to those who think outside the box. Once four, stable pyramids have been constructed in real life, the door to area 5, will open.
Pillars of the Planes / Toll the Tormented This room is dedicated to the devil and its statue, still guarding the chest.There are twelve pillars, each holds a planar, runic depiction (analogue to area 1), but this set contains include four additional planes (GM’s choice). A character placing their hands upon a planar pillar of similar alignment may be imbued with a temporary boon (up to GM) while touching an opposing alignment may cause a bane, otherwise they act just like the pillars in area 1.
Touching a Pillar of the Planes Each pillar touched, mentally takes the character into another plane of existence where they experience things as if they were there. GM’s must take some time to research each of the planes and be prepared to thematically describe each one a character may touch. Feel free to embellish, add boons, add banes, throw in additional scenarios, riddles, and more. Have fun with it!
A treasure chest sits, covered in dust, upon a trapped dais, in the center of the room, underneath a looming devil statue.Trap on the Chest: A successful DC 15 Intelligence (Investigation) or DC 19 Wisdom (Perception) check reveals a trap on the chest. This trap may be disarmed with a successful DC 19 Dexterity (thieves’ tools) check. If the chest is touched before the trap is removed, the dais begins to descend into the ground at a rate of 5 feet per round for 4 rounds. Those standing upon the dais will descend with it. As soon as the dais begins to descend, acid begins to spray from the devil statue’s mouth, into the hole, covering all those within it in acid spray for 3 (1d6) acid damage. This continues each round as the dais descends. By the time the trap reaches the lowest point (20 feet down) the hole will be completely filled with slow-acting acid, causing 7 (2d6) acid damage per round to anyone (and any items) within the trapped area. Those trapped make all rolls at disadvantage and if remaining in the pools of acid for more than 6 rounds will automatically die and subsequently dissolve.Chest contents:An ancient tome titled Grekian Atlas and Historical Records – Volume 1 (2,854 pages, weighing 55 lbs.). This book contains antediluvian lore (leading to future adventures).Devil Statue:
Must be destroyed (damage threshold 5, 25 hit points) in order to free the possessed survivors from possession effects, but initial attempts to do so unleash the following creature (based on average party level):Levels 1-2 = Vemix (bearded devil) Levels 2-3 = Xaxaxar(cambion) Levels 4-5 = YiXia(bone devil) Levels 6-7 = Yioaax(ice devil) The above devils are simply servants of the devil overlord, still sealed within the statue. If anyone actually destroys the statue, the devil overlord (type up to GM) will be unleashed and begin destroying the temple and everyone inside.
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!
Lake Chonia, in Aventyr, was once the site of a Grekia, a thriving, desert metropolis populated by great artisans and architects, poets and linguists, mages and sages, mathematicians and theologians.
One day, a great rain came to the desert, a rain which lasted for 92 suns and 92 dark moons. It flowed through the mountains, the canyons, and eventually, even the dry desert filled with the gathering rains.
At the lowest point of the Chonian Desert, in an ancient elongated-graze impact crater, the water pooled, first a puddle, then a pond, and eventually, after weeks of deluge where “air became rare and water fell like rivers from the sky”, Lake Chonia, was formed. And under the natural force of these otherworldly rains, the great knowledge, culture, and peoples of Grekia, were lost. Some say, it was the will of the gods, but for what purpose or punishment, it is unknown.
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!
Present-day Lake Chonia has mostly dried up and is a but a remnant of her former self.
With the receding waters, the Ruins of Grekia have begun to reveal themselves and their grand treasures, granting adventurers and explorers the chance to glimpse and thieve away whatever is left of the once-great civilization. Would-be-treasure-hunters beware! There are more than just treasures and knowledge-laced tomes hidden in these ruins, for there are ancient evils, undead spirits, and Grekian experiments which broke free after the fall of Grekia and now roam the underground ruins and deep waters.
Rocky Badlands & Scrub Plains
Traveling through the dry, rocky badlands and scrub plains around Lake Chonia is a dangerous task in and of itself. There are deadly creatures, horrifying monsters, and brazen bandits, and if those don’t kill a traveler, the lack of food and water will. In the rocky badlands near the mountains are additional hazards, including small rocky cliffs, canyons, deadfalls, and more. The majority of the scrub plains are relatively flat, although some geographical and humanoid-made hazards do exist.
Rocky Badlands & Scrub Plains theme music
Rocky Badlands & Scrub Plains sound effects
Hunger & Thirst
Drought and famine have struck former Chonia hard this year, due in part to the proximity of the Shard of the Sun (a fragment of the sun), circling the planet on a much tighter orbit. In addition, the cost to proxies of the gods to channel energy to this desolate area is too much and thus, once per week, a suitable spellcaster may only request a small amount of food and water.
Create Food and Water (within former Chonia)
Note: A spellcaster may only attempt this spell once per week whilst in this region.
LEVEL 3rd CASTING TIME 1 Action RANGE/AREA 30 ft COMPONENTS V, S DURATION Instantaneous SCHOOL Conjuration ATTACK/SAVE None DAMAGE/EFFECT Creation
You create 9 pounds of food (rations) and 9 gallons of water on the ground or in containers within range, enough to sustain one humanoid for 1 week or seven humanoids for 1 day. The food is bland but nourishing and can be kept, without spoiling, for a period of 14 days. The water is clean and doesn’t go bad.
Finding Natural Sources of Water
Water is scarce and difficult to find in Former Chonia. By roaming a 2d4+2 mile radius, for 1d2+1 days, and with a successful DC 20 Wisdom (Survival) check, one can find a spring to rehydrate and replenish waterskins. There are only four such springs to find in the natural desert valley framing Lake Chonia.
Food & Water Requirements
PCs need one pound of food per day
PCs can make food last longer by eating half as much, which counts as half a day without eating
PCs can go 3 + Constitution modifier days without food, after which doing a day without eating causes an automatic level of exhaustion
A normal day of eating resets the count of days without food to zero
PCs need one gallon of water per day, two if the weather is hot
PCs that drink only half the required amount must make a DC 15 Constitution saving throw or suffer a level of exhaustion each day
PCs that drink less than half automatically suffer a level of exhaustion
If the character already has one or more levels of exhaustion, the character takes two levels in either case
Some Special Abilities and environmental Hazards, such as starvation and the long-term Effects of freezing or scorching temperatures, can lead to a Special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description.
Level / Effect
1 / Disadvantage on Ability Checks
2 / Speed halved
3 / Disadvantage on Attack rolls and Saving Throws
4 / Hit point maximum halved
5 / Speed reduced to 0
6 / Death
If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description.
A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on Ability Checks.
An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion Effects ending if a creature’s exhaustion level is reduced below 1.
Finishing a Long Rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink.
Random Encounter Table: Rocky Badlands of Former Chonia
Random Encounter Table Rocky Badlands & Scrub Plains of Former Chonia D&D 5th Edition, levels 1-4*
Circle during the day and investigate the party and their equipment at night (1d2 items lost or 1d2 damage suffered per day/night) before they flee but continue to follow at a distance, harassing the adventurers.
This lamia, named Swewolt, will attempt to convince the party he is here to assist them as a guide (Persuasion +5). Once he guides them to a cave (preferably on the second night of travel), he will attempt to surprise the group by attacking them while they sleep (and he keeps watch). He uses Intoxicating Touch on each member of the party, one-by-one, in an attempt to throw off their balance in combat.
Rexal, Dexal, and Mexal are half-ogre triplets who roam the desert, abandoned by their ogre parents now living in Ogre Canyon. If a 1 is rolled on number appearing, Rexal spots the party from afar and runs off, seeking his two twin brothers 30% chance to find Dexal or Mexal, 20% chance to find both.
Chonians who have fallen on hard times sometimes become raiders, taking anything they can from others in order to survive or help their families survive. Not all who raid are evil, many do this simply out of necessity to survive and 60% of this group are just such a type with 30% of those “on the fence” about this lifestyle, who can be convinced with a DC 14 Charisma (Persuasion) check to cease attacking the party. If this succeeds, and the party shares some food or water, there’s even the chance these individuals may invite the characters to the makeshift Chonian village of K’Tarik just above Ogre Canyon. If this occurs, the bandit captain and other raiders turn on their friend(s), attempting to kill them to prevent the location of their village being revealed (especially since there is a major water source located there).
This ogre hails from Ogre Canyon and has traveled out into the lowlands in search of food, it has tired of the flavor of hiding Chonians and roaming orcs, it wants something juicier, perhaps near Lake Chonia there will be fat prey.
A band of warriors from a tribe known as De’WeWelgo’ao-on which translates, in Klavekian, to the Dogs of the Wild or “Wild Dogs”. They frequently dare one another to do brazen things such as sneaking into a camp of sleeping humanoids and stealing all their weapons or setting tents on fire before fleeing and attacking with ranged weapons, taunting their prey to come out and into the night.
These lizards appear without warning, running fast and haphazardly across the rough terrain. They leap through the air to attack as they run, continuing on past the group then returning randomly to do similar attacks over the next 1d4+1 hours or until slain.
A group of Chonians are on their way to K’Tarik, a secret makeshift Chonian village built after the Baevonians decimated their forces in open combat on these very plains. With a successful DC 18 Charisma (Persuasion) check, the party can convince the Chonians to take them along. K’Tarik is near Ogre Canyon, a dangerous place, but with the Chonians leading, the group makes good time and may even make it there safely. According to the Chonians, the village has a source of fresh water.
Slow-moving and wandering the wastes, this mummy originated in a tomb built into the side of the nearby mountain range. A group of Chonian raiders disturbed the tomb and the mummy emerged, to the horror of the fleeing raiders. The mummy wanders, searching those who disturbed its slumber and killing anyone in its path.
The Druid of the Chonian Badlands approaches the adventurers in hopes they will assist her in healing the lake via a quest for a wondrous magic item, a decanter of endless water. One is rumored to be on a dead explorer who perished deep in an orc cave in the mountains where hundreds or possibly thousands of orcs live and roam. The quest is very dangerous and she will do whatever she can to help make it a success including guiding them to Lake Chonia and even possibly accompanying them for a time.
This spirit is LN and is confused, thinking Grekia still exists. She will try and communicate in her language, reaching out to touch a character then accidentally causing Life Drain (1d6+2 Necrotic damage) to occur. It will continue to follow the group and touch them until slain.
*For higher levels, or as needed, use the Desert Encounters tables in XGtE.
Location: Lake Chonia
With the lack of water, Lake Chonia has become the obvious destination for the majority of animals, monsters, and humanoids dwelling in this region. That also makes the lake a choice place for bandits and raiders to ambush travelers or would-be-treasure-hunters looking to delve into the Ruins of Grekia.
Lake Chonia theme music
Lake Chonia sound effects
Random Encounter Table: Lake Chonia (Shore & Underwater)
Random Encounter Table Lake Chonia (Shore & Underwater) D&D 5th Edition, levels 1-4*
Hungry crocs surface, one at a time, to observe potential meals, waiting until someone wanders close to or into the water before they strike from the murky depths below.
1d4 giant toads
Preferring to emerge at night, these fat fellows leap from water to shore to snatch a meal and then back again to drag mammals (sometimes humanoids) underwater and drown them before they are consumed. If at night, a strange chorus of deep croaks sing some weaker-willed humanoids to sleep.
A merfolk, who arrived here using a gate to the ocean, asks for the party’s help: Mini-Dungeon issue #5, use adventure Chaos & Corruption in the Briny Depths. The merfolk carries a small crystal as the gatekey to trigger the same portal the dragon eel Devnarinath seeks to use to return to the oceans of Aventyr (see last entry).
These mated large beasts roam the waters of Lake Chonia, brought here via the same gate as the great dragon eel, Devnarinath (see last entry). They hunt for prey below the waters and only surface to observe potential prey on the shore then submerge in wait.
A tribe of sahaughin live in the ruins beneath the waters of the lake. Those foolhardy enough to venture into the ruins will certainly encounter more of the tribe, now numbering well over 200. These scouts observe the party then report back to their base, bringing 1d4+1 additional sahaughin upon their return (if not spotted/stopped).
A sea hag riding upon a giant toad with his sister not far behind, this wretched old woman, named MayanonthornTwellbanath, seeks to make a party member swoon and drag them under the water with her. She will approach the party, preferably at night, using Illusory Appearance to appear as a young woman, a spirit of Grekia who is lost and looking to return home. She says she is “the keeper of a great treasure, lost beneath the water” in an attempt to lure greedy fools into the lake. If that fails, she uses Horrific Appearance followed by Death Glare on a character before dragging them under the water and deep into the Ruins of Grekia where their heart, eyes, and pituitary gland are consumed by the witch, the remains given to her two giant toad allies.
These voracious fish swarm prey so rapidly, within a few minutes only gnawed bones are left floating in the water. A ring of protection is found in the belly of one of the fishes (3% chance to locate if fish are butchered, 55% chance if all are eaten).
The skulls of ancient Grekians are used as shells by these strange crabs who carry a disease known as the White Ghost Shivers. There is a 10% chance per round the crabs will use Hive Mind to call another 1d2 bone crabs which arrive in 1d4 rounds.
These crabs like to rush attack a group using Whip-Claw to grapple their opponents. Sometimes other, larger enemies follow a cast of garroter crabs, waiting from afar for potential prey to be grappled before moving in to steal the kill.
Glass gators like to hide, nearly invisible, just beneath the surface of the water, remaining motionless until unsuspecting prey either dips into the water or dives in which is when the gator strikes using Lunge or Standing Leap. If either fail, the glass gator uses Silt Cloud to hide, change location, and try again.
This woman was murdered long after the fall of Grekia, she was betrayed by her lover, and during a quarrel, attempted suicide, but her lover dragged her back to shore only to shove a dagger into her throat and toss her corpse to the crocodiles in Lake Chonia. The corpse was gnawed on a bit, but got caught in some debris and sunk under the Ruins of Grekia until it sprung to undeath and has been haunting these shores and waters ever since. The drowned maiden uses Reel to draw characters to her then uses Kiss, then attempts to pull them underwater.
Note: Deadly encounter, certain death for characters levels 1-4.
The powerful dragon eel Devnarinath dwells in the deepest, darkest part of Lake Chonia. As the water of the lake continues to evaporate, the dragon eel has attempted the triggering of an ancient gateway, hidden deep underwater in the Ruins of Grekia, which leads to a location in the sea on Aventyr. Devnarinath got here via this gateway around 150 years ago and hasn’t cared to return until the lake started to shrink. If he can’t get the gateway to work, he waits for a storm where he can use Storm Glide to leave the area and head to the nearest source of stable water. Devnarinath kills anyone interfering with his quest to reactivate the gate. He may form a temporary alliance with someone offering to help (so long as they are truly sincere).
*For higher levels, or as needed, use the Desert and/or Underwater Encounters tables in XGtE.
Location: Ruins of Grekia
The Ruins of Grekia are 90% underwater, the small amount above water are mostly looted. Those who dive underwater or can subsist without oxygen for long periods of time may explore the full extent of the ruins, which are rumored to contain vast treasures including many priceless works of art, books and tablets with great amounts of lore, and the fabled Grekian Runestones which contain magic and were worn by nearly all who once lived here. Of course, there are also tales of powerful and dangerous beasts beneath these waters, some which have only been seen here, in Lake Chonia.
Grekian Ruins theme music
Grekian Ruins – swimming sound effect
Grekian Ruins – swimming underwater sound effect
Grekian Ruins – air bubbles underwater sound effect
Grekia Ruins Table
Event Table for Exploring Grekian Ruins in Lake Chonia. D&D 5th Edition, levels 1-4*
Searching the Ruins: Characters must roll a successful DC 16 Wisdom (Perception) check followed by a successful DC 18 Intelligence (Investigation) check in order to discover something unique in the ruins. If these checks are both successful, roll on this table. Reroll duplicate results, create your own treasures if most of these have been used and the party still wants to explore. For every 1d4x10 minutes exploring the ruins there is a cumulative 10% chance of an encounter.
An old book
Sopping wet but with some legible pages. This book helps linguists understand the connection between the Chonian and Baevonian tongues to ancient Grekian. Worth between 1,000-3,000 gp.
Piece of twisted metal
Designed by a great metal-smith and artisan, this supposed “piece of junk” is worth over 2,000 gp.
An exquisite painting
This magically preserved painting was created by K’Eixex, the famous Grekian impressionist who was an outcast of his time. The painting is of some of the buildings which are now ruins, with people outside, dining, dancing, laughing, and enjoying a vibrant, civilized, and artistic community. The painting is worth 1 gp in many parts of Aventyrbut if sold to a select group of collectors in the Klavek Kingdom’s capital of Mohkba, one could make between 10,000-25,000 gp.
A magic orb
Swirling bits of debris wildly scrape at the inside of this glass orb. This is a storm, magically captured and sealed within the orb. If one breaks this, a massive windstorm will emerge and cover a 1d2+1 mile radius with winds increasing up to a sustained 50 MPH with 80-100 MPH gusts. Debris will become airborne, including sand and dust, making visibility minimal (eventually nil) and suffocating anyone caught out in the open for more than 1 hour. Worth between 10,000-20,000 gp to the right buyer.
A painters’ set complete with small containers of paint and brushes
Worth between 10-50 gp locally and 1,000-2,500 to collectors in Mohkba, Klavek Kingdom (see entry 3, above).
Circular stone with an engraved rune
A fabled Grekian Runestone has been found! Roll on the Rune Table.
A set of four unique platinum horseshoes
This set of platinum, rune-covered horseshoes are indestructible, never need to be changed, and don’t bother the horse at all when applied/removed by a professional farrier. These magical horseshoes increase a horse’s movement by 20 ft. per round and also amplify endurance and speed allowing a horse to travel at .5x the standard rate in overland movement. Worth 5,000-10,000 gp.
A mathematical device
A series of strange instruments that rely on water to operate and measure numbers in drops of water, this device can help anyone attempting complex equations figure them out in half the time. This device is worth 1d4x1000 gp.
A strange gemstone with little lights inside
This gemstone contains motes of three Grekian’s souls. The souls were captured prior to them returning to the realm of the gods. This power was once utilized to grant inspiration to artists or creators and can be burned off one at a time by applying the gem to one’s forehead after which one may attempt to create something gaining advantage and also making the creation x5 times as fast or x5 the amount (with GM’s discretion). Worth 500 gp or 15,000 to someone who knows what this truly is.
A book of scientific theories
Whenever someone reads this book there is a 5% cumulative chance one will learn something unique about the world and its properties that very few people actually know. Worth 1,000 gp.
A pair of metal ears
These ears slip over human-sized ears and allow an individual to comprehend any language for 1d4x10 minutes per day with absolute clarity and understanding. They do not allow one to speak the language. Worth 1,000-2,000 gp.
Circular stone with an engraved rune
A fabled Grekian Runestone has been found! Roll on the Rune Table.
Grekian Runestone Table
Whenever one of the Grekian’s fabled Runestones are found, roll on this table.
All Grekian Runestones attune to their users immediately and cannot be removed by any known means (sans death).
Limited Lifespan: Have a player roll d% dice upon picking up a Runestone (reroll anything 90+). The percentage rolled becomes the percentage chance it will work once per day although the user may not control how or when the stone is activated. The magic in these ancient stones is slowly fading and every year which passes reduces the chance it will work per day by another 10% until it won’t work at all and the glow, and magic, fades.
Color of Glow
As if the heat of the afternoon sun itself was captured, this increases one’s overall body temperature by 1d4 degrees F for 1d4 hours. In current conditions, this will overheat the individual but in a colder clime, will prove very useful.
Each step causes plants to grow or existing vegetation to grow even larger x2 per minute. This works on animated plants as well. Works for 2d4x2 minutes.
Heals 1d8+4 hp when wounded, activates only when injured.
Enhances spellcasting ability granting one additional 1st level spell at levels 1-5 and a 3rd level spell as well between levels 6-10.
Calls down a ray from the sun for 1d4 rounds, the user must concentrate to focus the ray, causing 1d6+2 radiant damage to a single enemy per round, no save.
We were able to coax enough rations from the owner of the Inn to last us several days, but even without Rizri’s ability to forage, we should be able to hunt down that bone merchant before we choke down the last dry biscuit.
This land is worse than the reports said. Something tells me Captain Bohacz knew the reports were outdated. Why else would he send such a pack of misfits to hunt down someone like this. Likely he didn’t think any of us would survive. The land is so dry and hot, he might end up right. Even the scrub is thin and cracking. The only animal tracks Rizri can find are taking us to the large lake we spotted when we crested the rise yesterday. It looks like it’s been drying up for a few years. There are some ruins set around it and poking up out of the water. If that’s the only water source, that’s where the game’ll be, where the people around here will likely congregate, and then you’ll get the bandits. And worse. I hope Stok sobers up soon.