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Foul Machinations Friday: Uralicans Uncut – Part One

vrag the gitwerc

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.

crystalBefore 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.

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Magic Item Monday (Macabre Manses): Jack-o-Lantern

jack-o-lantern11

Jack-o-Lantern
Aura strong necromancy; CL 15th
Slot none; Price 6,000 gp; Weight 5 lbs.

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 20     Jack-o-lanterns are often found near and around occult ceremonies.
DC 25     Jack-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.

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Tribal Troubles: Gypsy Bag

Rune-bagGypsy Bag
Aura faint transmutation; CL 5th
Slot none; Price 12,600 gp; Weight 1 lb.

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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