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. Continue reading Gate of Bones
In the ancient past, this grotto on the northwestern shores of the Grekian Sea was a temple to Vasi the water goddess. Pilgrims from across Aventyr traveled to the grotto to seek Vasi’s wisdom and healing grace. The waterfall that spills from the grotto is today the last vestige of Old Grekia.
The grotto is hidden now from prying eyes behind. Protected by Mother May’al, the last High Priest of Vasi, the Waterfall of Saints. Continue reading May’al’s Grotto
Beldam of Stygian Glade is an adventure location and scenario for four to six characters of levels 4-7
In a deep, dark forest there lives an old witch named Nayowayown who, long ago, was a very healthy and levelheaded young woman. In the early days, when war came to the forest village, the woman’s husband and his forces tried to protect everyone, but the might of the enemy was too great; he was slain on the battlefield in what is now known as Stygian Glade. In this glade, the woman pined for her lover, perpetually cradling his corpse and building a hut made from the bones of his comrades. Continue reading Beldam of Stygian Glade
You are viewing an archived post. To view the updated version, go here.
Ruins of Wo’Mataja
An Aventyr Adventure for 4-6 characters of levels 2-3
Jonathan G. Nelson
Wo’Mataja was once a flourishing Chonian village in the foothills of the Baevonian Mountains but was destroyed and subsequently abandoned many years ago. No one knows the initial cause of the destruction but it is surmised that either orc hordes or Baevoninan troops from the mountains laid waste to the once peaceful village. Continue reading Ruins of Wo’Mataja
Uralicans Uncut takes us back to Aventyr—when we last saw our intrepid heroes, their air ship struck a vacuum mine on the way out of Timeaus and instead of being destroyed, suffocated, or both, the party is sucked into the demiplane of Uklonjen. Danger abounds however, and they are immediately pulled down into a gravity well where they must face off against a dreaded tyngdekraften, a construct as strangely empowered as this new, low-gravity realm.
After the fight the PCs must navigate through Uklonjen using a crystal compass, following its trail to the Ancestral Gateway and, hopefully, back to Aventyr. Their route takes them straight through space infested with HEL spores and bloodcensers, nefarious psionic traps and haunts sure to harrow the crew. These hazards funnel the ship straight towards HEL’s Uklonjen gateway, bringing the adventurers to the notice of a truly dangerous foe, Vrag the Candlekeeper (along with a host of devils and his pet devilbound dinosaur). The gitwerc attempts to make the PCs’ vessel his own when it nears the gateway to HEL, but by ending the wretched creature’s existence the party brings an end to the portals infernal influence.
Before heading to the next gate, we showcase one of Adventureaweek.com’s artists, Jacob Blackmon and his beautiful illustrations.
As the PCs consult the crystal compass on where to go next, the ship’s power fades, forcing the vessel to land where the party meets the natives of this plane, the Uralicans. These psionic peoples offer their help in exchange for information about their home plane, lost to them for centuries. While money isn’t useful here, the Uralicans can trade items, such as the black pudding cloak, or offer assistance in returning power to the PCs’ ship. Psionically charged xyrx crystals can be altered by taking them to the Plane of Ooze and should power the ship, but the gateway to the Plane of Ooze has been sealed away, and the only access is through a ventilation shaft. As the party approaches the gateway, the remains of an ooze who tried to return home lie in wait at the sentient ooze haunt before they can finish their mission of altering the xryx crystals.
Aura strong necromancy; CL 15th
Slot none; Price 6,000 gp; Weight 5 lbs.
This pumpkin has a frightening visage carved into the front of it and a light from inside casts flickering shadows across the walls.
When lit a jack-o-lantern projects shadows on the floor, walls and ceilings within 30 ft., all taking on the shape of the carving on the pumpkin. There are as many as 2d4+1 of these shadows projected. The projected shadows require a DC 18 Perception check to spot. Each of these shadows can make a melee touch attack vs. a single target with a +4 bonus, dealing 1 Strength damage on a successful hit (no save), and causing the target to be frightened for 1d4 rounds, or shaken for 1 round if a successful DC 15 Will Save is made. The shadow disappears after the attack, successful or not. The shadows can be destroyed by exposure to sunlight or the equivalent; when they have all attacked or been destroyed, the jack-o-lantern‘s light winks out.
The pumpkin itself can be physically destroyed (AC 5, 2 hp) but if it is physically destroyed, the light immediately goes out and a single shadow streams out of the pumpkin, attacking the jack-o-lantern’s destroyer. There is a 5% chance that shadow is a greater shadow.
Once lit, the pumpkins are active for 8 hours, and then they no longer function. They do not function in daylight.
DC 15 Bad things happen to those that disturb a jack-o-lantern.
DC 20 Jack-o-lanterns are often found near and around occult ceremonies.
DC 25 Jack-o-lanterns are deployed to guard their own.
Requirements one pumpkin (5 lbs. or more), create undead, cause fear; Cost 3,000 gp
The Macabre Manse’s grounds have been liberally sprinkled with jack-o-lanterns—the mere sight of these keeps most at bay.