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Stealing Stones: Bailey’s Hat

Bailey’s Hat      CR 9
XP 6,400
CN haunt (a single target within a 10 ft.-radius from a tophat)
Caster Level 9th
Notice Perception DC 22 (to see a ghostly hand reaching out from a dusty top hat on the ground)
hp 18; Trigger proximity; Reset 1 day

bailey's hatEffect Triggering the Bailey’s hat haunt causes a spectral hand to appear and reach out to grab the nearest creature (+9 melee touch attack). If the attack strikes, the creature is transported to an extradimensional space and makes a DC 19 Fortitude save or falls asleep for 1d10+2 minutes (the extradimensional space has 20 minutes worth of air for one Medium-sized creature).

Destruction The hat must be put on, which transports the wearer to the extra dimensional space where Bailey’s dead body lies, as well as any creatures taken by the haunt (this includes 1d4+1 corpses). The dwarven creator’s body needs to be identified (a DC 15 Heal check recognizes the oldest corpse, a tough task in a place perfectly suited for storing corpses) and brought back through the exit (destroying the tophat and expelling everything that was within). A result of 20 or higher recognizes that something biologically unnatural slayed the extraneous dead creatures within Bailey’s hat, and a DC 25 Knowledge (religion) check inspires a feeling that a gitwerc was involved in their deaths somehow.

Though notoriously shy, Bailey was never bashful about sharing his quest for a private sanctum in the Amber Roads with those he met during his travels throughout the Underworld. A master of prestidigitation, he traveled the Amber Roads and when scarce on supplies or in need of a fine distraction, put on a magic show—and disappear for weeks or months. After one particularly extravagant show wherein he managed to pull himself out of a hat, he disappeared back into the cap and never reappeared. The legend of Bailey’s hat is still told by passerby on the Amber Roads, inspiring a (sensible) fear of what lay ahead in the interdimensional pathways.

 

[Submitted by Rory Toma!]

 

 

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Stealing Stones: lysyy the Hat Merchant

lysyy the hat merchant

lysyy THE HAT MERCHANT     CR 4
XP 1,200
Male zwerc skald 5
NG Medium humanoid (dwarf, fey)
Init +1; Senses darkvision 120 ft., low-light vision; Perception +3

DEFENSE
AC 18, touch 12, flat-footed 16 (+6 armor, +1 Dex, +1 dodge)
hp 41 (5d8+15)
Fort +6, Ref +2, Will +3; +2 vs. spells and spell-like abilities, +4 vs. sonic or language-dependent effects
Defensive Abilities uncanny dodge
Weaknesses light blindness

OFFENSE
Speed 20 ft.
Melee +1 earthbreaker +3 (2d6, Crit x3)
Ranged shortbow +4 (1d6, Crit x3, Range 60 ft.)
Special Attacks raging song 14 rounds/day (inspired rage—+2 Str/Con, +2 Will, -1 AC, song of marching—60 ft.-radius, overland hustle for 1 hour), spell kenning 1/day, treacherous earth 1/day (standard action, 10-ft.-radius into difficult terrain for 5 minutes)
Sorcerer Spells Known (CL 5th; concentration +8)
2nd (3/day)—allegro, blindness/deafness, gallant inspiration
1st (5/day)—chord of shards, identify, timely inspiration, vanish
0th—detect magic, know direction, mage hand, mending, prestidigitation, sift

TACTICS
Before Combat lysyy avoids it when possible, but otherwise uses treacherous earth to make the area between him and enemies into difficult terrain.
During Combat lysyy focuses more on enhancing his allies using raging song, timely inspiration, and gallant inspiration.
Morale Unless his hats are on the line, lysyy casts vanish and flees when reduced to 18 hp or less.
Raging Statistics When raging song is active, lysyy’s stats are AC 17; Speed 25 ft.; Will +5; Melee +1 earthbreaker +4 (2d6+1, Crit x3)..

STATISTICS
Str 8, Dex 13, Con 15, Int 12, Wis 8, Cha 16
Base Atk +3; CMB +2; CMD 14
Feats Craft Wondrous Item, Dodge, Scribe Scroll [B], Skill Focus (Craft [hat])
Skills Acrobatics +5, Appraise +5, Climb +3, Craft (hat) +12, Knowledge (arcana) +7, Knowledge (geography) +7, Perception +3, Perform (oratory) +11, Profession (merchant) +7, Sense Motive +3, Spellcraft +5, Use Magic Device +8
Languages Common, Dwarven, Undercommon
SQ bardic knowledge +2, deep magic (+2 to dispel magic or overcome spell resistance), rage power (swift foot), stonecunning, versatile performance (Perform [oratory]; Bluff, Diplomacy), well-versed
Combat Gear potions of cure light wounds (3), potion of invisibility, potion of pass without trace; Other Gear hat of disguise, mwk breastplate, shortbow (10 arrows)

 

5E Rules

Use the “Deep Gnome (Svirfneblin)” entry in the Monster Manual with the following changes: Medium sized (increase weapon attack damage to 1d10 and 1d6, respectively), dwarf subtype, increase hit points to 22, knows Dwarven instead of Gnomish, has the bardic inspiration feature (d8; 3 uses per long rest) and combat inspiration class feature.

 

The Aventyr Bestiary Kickstarter!

WHY YOU NEED THIS:

  • Book Golem and Liberum Golem – If you prefer your golems well read, these constructs are up your alley—just mind the paper cuts.
  • Chicken Coop – Swallow parties whole with this madman’s dream of a chicken mixed with a house.
  • Cold Mutated Ogre Spider, Earthen Spider, Sloth Spider – We at AaW firmly believe there can just never be enough spiders.
  • Exsanguinator the Daemon – Make adventurers really feel the hurt and introduce them to the master of blood.
  • Eye Eater – Give maiming PCs a try and don’t hesitate to rip out an eye or two (it can give them a new perspective on the game!)
  • Mosaic Tile Golem, Mushroom Golem, Pumpkin Golem, Totem Golem, Treasure Golem– There’s a reason Paizo is so fond of these…
  • NITNAM – Remember that time the adventurers had to go inside of the giant, flesh-sac alien monster to kill it? You always will.
  • Pubo, Great Pubo, Jinn Wizard, Tyngdekraften – Explosions, antimagic fields, and gravity wells—who could ask for anything more?
  • Skildpadder – If dwarves don’t belong on top of giant subterranean tortoise-bullettes, what’s the world coming to?
  • Templates: Dark Scion, Eldritch, Fleshdoll, HEL, Titanic – Because you never really can have enough templates.

Get your pledge in and get your game on!

 

 

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We are excited to tell you that AdventureAWeek.com has been nominated for the 2015 ENnie award for Best Website! Please take a moment out of your day to visit the ENnies website and vote for us (make sure to select 1 to mark us as your favorite!).
If you’re also a NERDTREK reader (another website many of the AAW Games crew take part in) that’s nominated for Best Blog and we encourage you to vote not only in that category, but all of the 2015 ENnies!

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Stealing Stones: Hat Tricks

hat tricks mapShortly after the adventurers arrive in the Shlyappa zwerc enclave, they are approached by lysyy the hat merchant [tomorrow’s Statblock Sunday!] and offered one free masterwork chapeau. These are not magical in any way, but are perfect for enchanting (reducing the construction cost for a hat wondrous item by 250 gold). The zwerc is extremely friendly, perhaps overly so—PCs that make a DC 23 Sense Motive check sense he’s testing the party, gauging their measure and intent.

The adventurers are free to wander Shlyappa searching for traces of the P.R.A.N.K.S.T.E.R.S. and their nefarious doings. A DC 20 Diplomacy check turns up rumors in the local tavern (the Ale Stone), but these only confirm that other non-zwerc, non-dwarf travelers have been through the enclave in the past month. Each day the PCs get a Perception check (DC 25 – 3 per previous check) to notice that lysyy is stalking them, continuing to evaluate their trustworthiness for 1d4 days before finally confronting the party.

A few months ago lysyy began to get the feeling that someone was tampering with his stockpile of hats, some of which are rarities that are truly legendary in their esteem and grandeur—even the very thought of losing any of the most treasured chapeaus in his collection sends the zwerc into a fit. Since the PCs are clearly adventurers of fine moral character or potent ability, the merchant offers them a total of 1,000 gold and one magical hat of their choice should they learn what’s going on in his warehouse (a buffering cap, hat of disguise, or helm of comprehend languages and read magic).

Read the following when the PCs are brought to lysyy’s hat stockpile:

The many-hatted zwerc toddles off through the caves and tunnels of Shlyappa, keeping up a good enough pace that you are a tad hard pressed to keep up. With a wave of his hand one of the sealing caves opens, and you immediately are taken aback by the pungent odor of leather within. Everburning torches hanging along the walls inside flicker on to illuminate the stockpile, and you are astounded by the sheer number of different pieces of headwear in this cavern. There are hats for horses, chapeaus for giants, peacock feathered-helmets, draconic scales carefully carved into crowns, pieces of amber road aglow in the bands of bowlers, fedoras made of angel feathers—of the tens of thousands of hats here, you are certain that there has to be something to fit your tastes.

hat tricksA DC 17 Survival check finds piles of hats moved deliberately in certain spots, displaced by a creature taller than a zwerc. In the center of the disturbed chapeaus the PCs find a few pebbles of Shlyappa ore and a DC 15 Perception check notices granite dust as well (a type of stone that only appears in a few specific tunnels in the zwerc enclave). Adventurers that succeed the check to “find tracks” gain a +5 circumstance bonus to the DC 23 Perception check to notice a secret sealing cave in the northwest corner; this leads to a main tunnel of the demiplane. Only a detect secret doors spell cast by a dwarf locates this hidden sealing cave with magic.

When the party finds this secret sealing tunnel they are attacked by the northwesternmost pile of stone—it is actually a disguised earthen mimic left there by the P.R.A.N.K.S.T.E.R.S. that were hiding their contraband here! lysyy is overwhelmingly pleased with the PCs and rewards them, and after a night in the Ale Stone, he shares with them his suspicions of ignis the stoneshaper, his spurned paramour. She broke things off with the hat merchant a few months ago and has been strangely aloof ever since, with both him and the rest of the zwerc enclave.

5E Rules

A DC 17 Wisdom (Insight) check figures out that lysyy is judging the adventurers.
A DC 15 Charisma (Persuasion) check to gather information in the Ale Stone tavern turns up the rumors of other travelers.
A Wisdom (Perception) check (DC 19 – 3 per previous check) notices lysyy stalking after the party making his final evaluations.
A DC 15 Wisdom (Survival) check finds the displaces piles of hats (and grants a +5 bonus to the check to find the secret sealing cave).
A DC 15 Intelligence (Investigate) check finds the bits of granite dust.
A DC 16 Intelligence (Investigate) or Wisdom (Perception) check finds the hidden sealing cave.

 

The Aventyr Bestiary Kickstarter!

WHY YOU NEED THIS:

  • Book Golem and Liberum Golem – If you prefer your golems well read, these constructs are up your alley—just mind the paper cuts.
  • Chicken Coop – Swallow parties whole with this madman’s dream of a chicken mixed with a house.
  • Cold Mutated Ogre Spider, Earthen Spider, Sloth Spider – We at AaW firmly believe there can just never be enough spiders.
  • Exsanguinator the Daemon – Make adventurers really feel the hurt and introduce them to the master of blood.
  • Eye Eater – Give maiming PCs a try and don’t hesitate to rip out an eye or two (it can give them a new perspective on the game!)
  • Mosaic Tile Golem, Mushroom Golem, Pumpkin Golem, Totem Golem, Treasure Golem– There’s a reason Paizo is so fond of these…
  • NITNAM – Remember that time the adventurers had to go inside of the giant, flesh-sac alien monster to kill it? You always will.
  • Pubo, Great Pubo, Jinn Wizard, Tyngdekraften – Explosions, antimagic fields, and gravity wells—who could ask for anything more?
  • Skildpadder – If dwarves don’t belong on top of giant subterranean tortoise-bullettes, what’s the world coming to?
  • Templates: Dark Scion, Eldritch, Fleshdoll, HEL, Titanic – Because you never really can have enough templates.

Get your pledge in and get your game on!

 

 

Vote AdventureAWeek.com in the 2015 ENnies!

We are excited to tell you that AdventureAWeek.com has been nominated for the 2015 ENnie award for Best Website! Please take a moment out of your day to visit the ENnies website and vote for us (make sure to select 1 to mark us as your favorite!).
If you’re also a NERDTREK reader (another website many of the AAW Games crew take part in) that’s nominated for Best Blog and we encourage you to vote not only in that category, but all of the 2015 ENnies!
Thanks for reading and casting your vote! Booths close on July 14th!