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.
DESCRIPTION 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.
HISTORY DC 15 Bad things happen to those that disturb a jack-o-lantern. DC 20Jack-o-lanterns are often found near and around occult ceremonies. DC 25Jack-o-lanterns are deployed to guard their own.
CONSTRUCTION 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.
DESCRIPTION This bag is generally made from cheap velvet or cotton made to look like silk. Simple embroidery, made to look like gold or silver, winds its way through the fabric in simple patterns.
Once per day, a gypsy bag can enchant a common item placed into it. Any item placed into the bag can be enchanted to act like a minor wondrous item of CL 3rd or below. Any item enchanted this way loses its potency in 24 hours, reverting to its mundane form. A small number of gypsy bags (1%) actually create a permanent magic item; after 5 uses however, it becomes inert. The 1% of gypsy bags that have this special property are not made any differently or made with different materials.
HISTORY DC 15 Gypsy magic often disappears when an item crafted by the nomads leaves their territory. DC 20 Gypsies are lucky in a way, often having a magic item to fit any need. DC 30 It is said that a rich gypsy merchant once commissioned such a bag to be made. Rather than provide the standard shoddy materials, he gave the craftsman silk and golden thread; items made in this gypsy bag gained permanent enchantments.
CONSTRUCTION Requirements Craft Wondrous Items, bag and embroider thread, magic weapon (greater); Cost 6,300 gp
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Awkward Hands CR 7 XP 3,200 CN persistent haunt (40 ft. by 40 ft. copse of trees) Caster Level 7th Notice Perception DC 28 (to feel enveloped by slothful clumsiness) hp 31; Trigger proximity (nearing the thief’s impromptu grave); Reset 1 day Effect When this haunt is triggered, the spirit of an unlikely and poorly skilled thief passes on the curse that plagued him his entire life. Its ghost manifests subtly, washing over one creature per round and forcing them to make a DC 20 Will save. Failure on this save makes the target clumsy, suffering a -4 penalty to Dexterity; they also treat both their hands as off-hands (if they have two-weapon fighting, only one is treated this way) and must spend a standard action to pull anything from their pack for the next seven days. Every day upon waking, the haunted creature is given another Will save to resist the effects of the haunt but the magic persists every day until the week ends or the haunt is destroyed.
Destruction The bones of the clumsy thief must be retrieved from under the dirt, a tricky proposition at best. Handling them properly requires DC 15 Dexterity checks and the remains must have three consecutive cat’s grace cast upon them, and they bounce to avoid the magic (treat their effective touch AC as 15).
Adventure Hook The wardens and scouts that travel through the region haven’t yet detected the haunt, and only recently learned of its effects—several of their number died from the haunting clumsiness and it’s been declared as a place to avoid until they have the resources to research that area of the territory.
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DESCRIPTION This stout clay jar is filled with a heavy, thick liquid. In the sunlight its contents appear to be pinkish syrup, and in the reflection of the moon or torchlight it looks to be a frothy cyan beverage.
A creature that drinks a draft of distilled magic is able absorb a number of spell levels equal to their hit die. After drinking a draft of distilled magic, when the creature is next targeted by a spell, spell like-ability or supernatural effect, they automatically absorb it so long as they have at least as many hit die as the spell or spell-like ability’s level. The creature is then able to discharge the magical energies as a standard action at one target within 30 feet at any time within the next 24 hours. With a successful ranged touch attack, the discharged magic deals 1d6+1d6 per spell level force damage.
Only the first applicable spell targeting a creature that has imbibed a draft of distilled magic is absorbed (any additional un-absorbed levels are lost). For example, a 10th level fighter targeted by a ray of exhaustion absorbs 3 spell levels and can discharge a 4d6 ray of force damage; any subsequent spells targeting him are resolved normally.
HISTORY A PC that makes a Knowledge (arcana) or Knowledge (history) check to learn more about the draft of distilled magic identifies the following fragments of lore: DC 15 Tribal warriors save drafts of distilled magic over generations, using them to fight off the incursion of planar interlopers that have plagued their civilization for centuries. DC 20 The Maxia tribe was once a great peoples that ruled a tract of hotly contested land against countless other forces. Their high mages developed these potions shortly before incurring disaster in the realm by garnering the attentions of entities far more powerful than themselves. DC 25 Vysagodrix “the Ventilator” was the last great leader of the Maxia, and brought destruction upon his peoples. Before his death at the hands of the planar invaders, he performed a great ritual that insured his spirit would remain to impart knowledge upon the following generations. DC 30 Every century a grand mage, tutored by the spirit of Vysagodrix, rises to power in the tribe and leads them in a deadly (and high casualty) combat to beat back the interlopers first summoned by the ghostly wizard.
CONSTRUCTION Requirements Craft Wondrous Item, spell turning; Cost 1,700 gp 68 xp
Do you have an idea for an enchanted sword, arcane-empowered armor or unique magic item? Take a look at the submission rules and send a brief summary of your proposed enchanted item titled ‘Armory of Adventures submission’ to submit(at)adventureaweek.com with the following:
the nature of the item (weapon, armor or wondrous)
one or two sentences about its appearance
what the item in question does
the components and spell(s) used in its construction