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Mother May’al, High Priest of Vasi

Mother May’al is one of the high priests of Vasi, once numbering 92 in number. She is an ancient being, infused with the essence of Vasi, the water goddess, over one-thousand years ago and now exists only to serve her goddess and bring water and life to the world of Aventyr. She has sworn an oath to her goddess not to directly interfere with the affairs of mortals but she does occasionally encourage or support others in their efforts to improve the overall well-being of the world.  

While she is an incredibly helpful and supportive individual, Mother May’al knows that life is an endless cycle and that while mortals hold great importance in a single life and lifetime existence, that water goes with the flow of things and does not act directly. Therefore, great and grandiose actions are not something the high priests of Vasi typically partake in and when, in history, this has occurred, a great reaction and pendulum shift swings things back in the other direction, therefore, she has discerned the best course of action is no action until the waters of change carry one in a particular direction out of requirement or necessity for survival.  

If adventurers approach Mother May’al asking for some kind of assistance, she is more than willing to provide a resting place in Vasi’s GrottoVasi’s Well (and waterclock), or whatever temple she may be occupying at the time. However, those with ill intent towards Vasi, her temples, or clergy are not welcome and will politely be asked to leave. If those individuals refuse, Mother May’al will summon numerous water elementals and water-based creatures to remove the interlopers.  

Healing is provided by Mother May’al to those faithful or reverent to Vasi at no cost. She does not believe in monetary gain and accepts only gifts for the temple that bring knowledge and internal growth such as ancient texts, prayer books, meditations, and the like. 

Mother May’al has the ability to convert any cleric or paladin into a follower of Vasi. Paladins must take the Oath of Water. She also may convert any other class into a member of the Vasian clergy and grant 1 free level of cleric so long as the recipient is honest about their intentions and agrees to follow only the path of the cleric for the rest of their life, dedicating all their energy and efforts in promoting the will of Vasi and spreading her good name upon Aventyr 

Within the next 1d4+4 years, Mother May’al plans on starting her transition from Aventyr into the realm of Vasi in the planes, becoming a high proxy of the goddess and interfacing directly with the other high priests still operating within Aventyr. She has garnered an agglomeration of wisdom so great it cannot be further contained within a mortal brain, thus the request for the transference of her spirit into the great cosmos of the planes.  

Mother May’al, Female Human Cleric 20, High Priest of Vasi
Medium (4’8″) Human, True Neutral (CR 20)
Armor Class 10
Hit Points 135 (20d8)
Speed 30 ft. 

STR DEX CON INT WIS CHA 
16 (+3) 10 (+0) 15 (+2) 13 (+1) 22 (+6) 14 (+2) 

Skills Arcana +7, Nature +7
Senses Passive Perception 16
Languages BaevonianChonian, Dwarven, Elven, Grekian, Halfling, Klavekian
Attacks Melee +9, Ranged +6, Grapple +3
Domains Water 

 DC  0  1st 2nd 3rd 4th 5th 6th 7th 8th 9th 
Spells/Day 17 6 5 5 5 5 5 4 4   

 

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Trulla’s Trovers

Formed 15 years ago from the remnants of two warring Baevonian tribes, Trulla’s Trovers are a semi-chaotic group of opportunists, tomb raiders, and vagabonds.

However, they are not fully chaotic nor evil, there is a structure to their group and a natural order to things that makes leadership and daily life more than palatable in the wilderness, in fact, it has become altogether peaceful for Trulla’s Trovers.

The Trovers, as they sometimes call themselves, live in a cool valley on the outskirts of civilization, just far enough from Baevonia Pass to guarantee their autonomy in day-to-day affairs. The Baevonian military permits them to exist on one condition, that any quality rare finds are brought to them first.

The Baevonians pay top coin for most magical treasures recovered from the depths of ancient Grekian ruins. The rest of the items are either kept by the Trovers to be used in their operations or stockpiled for future sale. The group has a contact in the pass who sells their goods for them, in fact, they work through many channels to move rare items plundered from dusty crypts into the pass and coin back to the group’s semi-secret hideout nicknamed “The Trove”, a tall structure of natural stone containing humanoid-made sandstone caves and concealed by the draping foliage of trees and vines.

The Trove is tucked into a cool valley where a river (or dry riverbed) meanders through the mountains on its way down toward Former Chonia.  

Trulla’s Trovers

Type of Group: Treasure Hunters
Typical Alignments: 
CG, CN, N
Symbol: Spade/shovel with a cross forming a “t” at the top, typically displayed as branding on leather armor, boots, etc.
Common Backgrounds: Criminal/Spy, Folk Hero, Guild Artisan/Guild Merchant, Outlander 
Basic Appearance: Wild-eyed with free-flowing and unkempt hair. Garments typical for traveling or surviving in the wilderness. Weaponry focuses primarily on bows and Grekian magic items, 1-shot wands and the like. Most living here appear happy and free without much worry or stress although that quickly changes when Trovers are delving into Grekian ruins and confronting the dangerous foes within.
Important People: Trulla, Golka, Dolm, Landon
Population: 119 

“The Trove” pop. 119
Each square = 10 feet 

1. The Approach

The dry rocks and sands of the Baevonian Mountains give way to rushing rivers and vegetation-laden valleys and corridors where shelter from the torrid afternoon sun can be found. A small path is spotted with a successful DC 12 Perception check, leading up to the edge of a tall plinth of natural stone (area 4) many hundreds of feet tall. 

Bear Traps. There is a cumulative 15% chance of encountering a bear trap buried in the sand for every 10 feet traveled between areas 1 and 4. Trovers know the way around these traps by heart and encourage newcomers to ask for assistance when coming or going. Bear traps cause 2d4 piercing damage when stepped upon and must be pried open using brute strength via a successful DC 20 Strength check or by utilizing a makeshift prying tool and a successful DC 16 Strength check. The traps are magically attached to the bedrock before being covered in sand and cannot be moved; if a character steps on a bear trap they are Restrained until they can open the trap.

2. Vasi’s River of Life

If the characters have not completed the Restoration of Vasi’s Waterclock
A dry riverbed cuts through the valley here and continues in the direction of former Chonia.

If the characters have completed the trials in the adventure Restoration of Vasi’s Waterclock
This water is blessed by Vasi herself and emerges via gates from the Elemental Plane of Water into Vasi’s Well, an ancient Vasian temple just a quarter-day’s travel from here. The riverbed was always here but this river seems to have sprung up overnight and the Trovers are quite anxious to meet whoever wields such wondrous power. Water consumed directly from Vasi’s River of Life heals 2d4 HP, the water becomes holy water if removed from the river in small amounts but only lasts for 1d4 hours before becoming normal water.

Holy Water

As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.


3. Watchers in the Trees

At any given time, day or night, there are 1d4+1 scouts and 1-2 guards hiding in the trees and foliage, keeping watch for intruders or roaming monsters. 

Defenses. The guards each carry a small war horn at their side, if they come under attack, the horn is sounded as follows: 
Sounded Once = Under attack, but reinforcements are not needed.
Sounded Twice = Under attack, reinforcements* are requested.
Sounded Thrice = Under attack or imminent attack, reinforcements* are requested, wake the village, prepare all defenses.
Sounded Four Times = Retreat, abandon the Trove.
*Reinforcements arrive 1d4 rounds after the horn is sounded via the main entrance to the Trove and include another 1d4+1 scouts and 1-2 guards.

If the characters are hostile or appear otherwise threatening, the guards and scouts snipe them from the cover of the foliage and the trees (advantage with ranged attacks or ¾ to total cover, DM’s preference) while the adventurers likely get themselves caught in numerous hidden beartraps.

If the characters spot one of the scouts or guards hiding in the trees with a successful DC 20 Wisdom (Perception) check or anyone approaches the plinth, the Trovers reveal themselves (if the characters seem friendly) and approach the adventurers. The characters are questioned to make sure no one is immediately hostile or has any ill intentions toward Trulla’s Trovers. So long as everyone checks out, they are led around the hidden bear traps (area 1) and admitted to the village via a hidden entrance (area 4). The characters are urged to visit Golka, Landon, or Dolm to announce their arrival and possibly obtain some work. If the adventurers mention they are the ones that restored Vasi’s Waterclock, thereby creating this river, the Trovers immediately escort them into the Trove and introduce them to Golka. 

4. Entrance to the Trove

What appears to be a flat rock face is actually an illusion and once revealed to the adventurers may be entered normally. Those that cannot see through the illusion and are not being escorted through the entrance are at risk (DC 18 Dexterity Save) of stepping on one of many (obvious) beartraps which cause 2d4 piercing damage when stepped upon (see area 1, bear traps). The traps are easily avoided if one is able to see through the illusory entrance with a DC 22 Intelligence (Arcana) check. 
The walls on either side of this entrance have wonderful murals painted upon them, depicting Golka, Landon, Dolm, and Trulla herself on various local adventures and delves into Grekian ruins. In some scenes, they are spelunking into ancient caverns, and in others, fighting giant beasts deep underground, surrounded by Grekian pillars glowing with arcane runes. One scene, in particular, catches a new visitor’s eye: Trulla, just her silhouette standing alone atop the Trove, staring off in the distance as the sun sets. She stares out into the K’Naghi Savannah, in the direction of the Shining City and Valindar.

5. Nightmarket/Trovers’ Quarters

Here’s where, each evening, most of the residents visit the Nightmarket, a beautifully sewn-together patchwork of wooden crates, makeshift stands, and small push-wagons exude truly rustic charm and an almost carnival-like atmosphere. Travelers, locals, and residents visit each night to peruse wares from their fellow Trovers as well as share drinks and tell stories, sometimes into the wee early hours.

Light Orbs. Ancient Grekian light orbs float above the chamber, casting a magic blue aura over everyone and also, unbeknownst to the Trovers, causing all Intelligence (Arcana) checks to be made with advantage. 

Nightmarket Elixir. The drink of choice, nightmarket elixir is a highly alcoholic mix of local berries and Baevonian ale fermented into a potent and intoxicating formula. Consuming one such beverage gives a character +1 to Strength, -1 to Constitution, and 10 temporary HP for one hour; when two drinks (or more) are consumed, all attack rolls and physical skill checks and saves are made with disadvantage for 1 hour per drink consumed.

Magic Goods. The Nightmarket sells whatever goods Golka has decided aren’t worth selling or saving plus an array of local handmade goods, produce, and used expedition wares. This is an excellent place to stock up on half priced potions and oils. Some traveling adventurers make it a point to stop by and stock up before they undertake a dangerous journey or adversary. Very basic and rudimentary magic items, weapons, and armor can also be found here 33% of the time. 

Residents. The Trovers live and sleep in various excavated holes in the sandstone. As one gazes up, their breath is whisked away, hole after hole dug into the stone lead to different caverns where people laugh, talk, visit, and sleep. Grekian light orbs float throughout the hollowed-out plinth, all the way to the ceiling. Each cavern has an independent rope ladder that can be pulled up in the event of an attack. Over one-hundred archers with their own hidey-holes up above their prey have quite the advantage, yet another reason Baevonia chooses to ignore the existence of this village of outsiders. 

6. Blood Bath

An indentation in the rock holds enough space for water and area beneath and to the side, enough space for fire-making under a naturally formed bathtub. The water eats away at the rock when heating, bringing a red mineral out and into the water. This mineral, when put in contact with the skin prevents sun burns and even makes one resistant to fire and radiant damage but only for a single attack within the next 24 hours. Upper portions of this room are used for the storage of basic supplies.
Landon typically sleeps outside in the wilderness where he feels more at home but if there is a chance of attack at the Trove, Landon finds a spot near the fire to put down his bedroll and stay for the night.

7. Dolm’s Room

Dolm sleeps amid heaps ancient tomes and Grekian artifacts, spoils from various delves which were unwanted by the Baevonians and/or coveted by Dolm for the lore, stories, and mysteries they may contain. While the relics are mostly left unguarded; the Trovers have a loyalty to their brethren and leaders unheard of in most of Aventyr. It is an unspoken agreement that Trulla’s Trovers exist only because each person wills it so and thus, they are here. The moment the trust is broken, the entire group and everything they have achieved will be for naught. In all these years not a single Trover has broken this bond of trust although there are those who left the group to go their own way or for opposing views. All are welcome to join and also welcome to go. Almost everyone finds it a lucrative profession and one where each person can be their own boss. A broken dwarven chalice sits on a bedside table, the pieces appear to be carefully laid out as if on display. This is a chalice rumored to have been drunk from by the great dwarven god Balir himself, before he was a god. Dolm has been planning on reassembling the chalice but procrastinated for years, worrying he may foul something up and further damage the ancient artifact. If a simple mending spell is cast upon the chalice, it becomes whole again: The Chalice of Balir, Master of the First Forge. At the sight of this, Dolm nearly passes out from joy and excitement (10% chance). He holds whoever has repaired this artifact in the highest of regards and touts them as heroes to all dweorg (dwarves) of Aventyr. He even lets them borrow the chalice but only if they are extremely careful with it and bring it back within one week.

Chalice of Balir

Wondrous item, legendary
When authentic dweorg ale brewed by a true brewmaster is drunk from this chalice, the imbiber suddenly knows how to forge weapons and armor and with the proper high-quality dweorg (or Grekian) ore and materials can craft +1 weapons and armor. If the imbiber is dweorg they may craft +2 weapons and armor. Finally, if the imbiber is a dweorg and already a blacksmith they may forge +3 weapons and armor. DweorgGrekian ore is extremely expensive and exceedingly rare in the modern world, typically selling for somewhere around the same price as adamantine and having the same properties in addition to being considered magical once crafted.

Grekian Ore

5,000-7,000 GP per lb. 
This cost does not include blacksmith labor.

Grekian Armor (heavy), very rare
Any critical hit against you becomes a normal hit. The armor can only be damaged through extreme means e.g. bite of a dragon, extreme fall from hundreds of feet, dropped into pervasive acid, etc.

Grekian Weapons, very rare
Grekian ore is an ultrahard metal, seemingly magical metal found and originally used by the ancient Grekians but actually used by the dweorg centuries before humans discovered it. In addition to being used to craft armor, the metal is also used for weapons. Melee weapons and ammunition made of Grekian ore are extremely effective when used to break objects. Whenever a Grekian weapon or piece of ammunition hits an object, the hit is a critical hit.
Whenever a natural 20 is rolled whilst using a Grekian weapon in melee combat, the wielder may choose to either do double damage as normal or break their opponent’s weapon (only non-magical/non-natural).

8. Golka’s Room/The Hoard

Golka the Legless sleeps in chambers fit for a queen but she doesn’t necessarily like it this way. The treasures that frequently fill this room are not hers and she prefers to sleep on the floor atop a giant mammoth fur that she’s had since she was a child. Her father, the former chieftain of the U’ulk Tribe gave her the fur as a gift upon returning from a great three-year-long journey to a distant land called “Klavek” where “soldiers made of metal, march upon the ice and snow”. She remembers him fondly and does not like to talk about what happened and why she is no longer with the tribe. It involves a dispute, the death of her father, and her fleeing her pursuers until she made a new friend and settled in here. About 25% of the time, there is 1d10x1000 GP value of Grekian coins and magic items in this room, they are protected with numerous magic wards and traps laid there by a Trover who is a skilled wizard (but you’d never guess it by his appearance). The hoard’s value can vary wildly depending upon how much has been moved to Baevonia Pass or if any recent hauls have arrived from diligent Trovers.

9. “Trulla’s Trove” Private Quarters

While Trulla is rarely home (15% chance per day), this is where she rests her head when present. Spending ninety-percent of the time in this room sleeping whilst here leaves her followers wondering what it is that she does when away. A successful DC 18 Intelligence (Investigation) check reveals a small journal hidden beneath Trulla’s straw mattress. The journal is written in ancient arcane runes with hidden Grekian symbols which can be translated into words and eventually to the common tongue if one is well versed in both arcana and ancient Grekian and a successful DC 25 Intelligence (Arcana) check is made (if failed cannot try again). The journal details Trulla’s activities, but for who? She has recorded the following missions but each entry is only a few words once translated (redact whatever you wish):

Trulla’s Journal Entries

  • Follow the Klavekian wizard and find out what she’s doing in Baevonia
  • Spy on Chonian, Waychon
  • Obtain information on the Baevonian general and various high-ups
  • Visit Mother May’al at Vasi’s Grotto
  • Locate ancient gateways in tunnels beneath the “Great Wall” (a mighty 100’ tall wall that connects all the fortresses at Baevonia Pass)
  • Restore Vasi’s Fountain at the Gate of Bones
  • Spy on High Priest Katorn of the Axiomatic General

If the adventurers ask where Trulla is when she is away, she says “What does a trulla do?”; a riddle as “trulla” in the ancient Grekian language is “shovel” or “spade”, i.e. she is alluding to the fact she’s “unearthing things” perhaps literally or metaphorically. Other items hidden in Trulla’s room include a pair of sending stones each looking like a small spherical head of a balding priest, a scroll of carnivorous mushroom, and a deck of illusions, each requiring a successful DC 22 Intelligence (Investigation) check to locate. A small coin pouch is hidden inside the heel of a boot and can be found with a successful DC 25 Intelligence (Investigation) check. The pouch contains over 3,000 GP worth of small gems and jewels and a few Grekian coins so rare they are valued at 10,000 GP apiece. If Trulla catches anyone stealing her things or finds out about it, she follows from afar and then attempt to put the party to sleep with sleeping gas then kill everyone as they slumber away.  

Golka the Legless 

A green-skinned orcish crone with a peg-leg, Golka is still a formidable warrior but has trouble making her climbs into the mountains like she once did. Her face is eternally baked into a scrunched up half-grin her skin is cracked and mottled, thick from age and speckled like the shell of a tortoise. She cackles and chuckles frequently, moving about town in an odd fashion, sauntering wildly as if she could fall at any moment but somehow always managing to stay upright. If one gets on Golka’s bad side they’ll never live it down and while she won’t be outright wicked, she becomes quite terse and sharp, and increases/decreases prices depending upon the severity or frequency of the offense. On the other hand, she pokes fun and frequently tosses insults (and half-grins) at anyone she likes.  

Trovers still recount the tale of how Golka lost her leg, in a battle royale against a mother roc whilst trying to steal a roc egg from her nest. She had been hired to do the job but actually intended on keeping the egg to see if it would hatch and the hatchling trained, but the mother roc wasn’t having any of that and proceeded to tear off Golka’s leg! Nearly bleeding to death, Golka used a Grekian Firewand to cauterize the wound and somehow managed to grab the mother roc as she attacked and climb onto the beast. A spectacular battle took place, one that people still recount today where, after suffering countless injuries, Golka felled the great beast before it crashed to the ground and she was thrown from the bird. Trulla, who was with Golka when it happened, tended to her wounds and settled in to live here in the mountains. It took months before Golka was up and about again and even though she was moving quite well, it wasn’t good enough to make the trek out of the mountains so Trulla chose to remain here, teach the locals her trade, and look over her close friend.  

Golka welcomes any newcomers into the community suspiciously. She believes that humans use a lot of words but only actions mean anything in this world and thus, she judges a creature only by its actions and never the blathering nonsense spewing from the rambling mouth.  

Landon the Scout 

Joining Trulla’s Trovers nearly a decade ago, Landon discovered the group by accident. Being a ranger, he traveled the area extensively in search of the game that he would sell to soldiers traveling the pass. One day while descending into a cool valley he noticed the sky go dark, for but a moment, and realized a great bird of prey, larger than anything he had ever seen was circling above, perhaps stalking him. He took aim with his bow and in that moment, he would change his entire future, coming to meet two new friends and joining a group that continues to this day here in the valley. 

Dolm Dealthammer 

Originally hailing from the Underworld, this dweorg dwarf fighter is first and foremost an expert on Grekian coins, jewelry, and magic. He is an appraiser and a loremaster, his estimates typically fall within 10-15% in regards to accuracy e.g. a Grekian mace he appraised last week for 1300 gp recently sold to a shopkeep in Baevonia Pass for 500 gp and then the shopkeeper sold it to their customer for 1100 gp 

Trulla

Trulla, the group’s leader, is an elusive woman, rarely ever seen or spoken to. There are actually some low-ranking Trovers who question if the woman truly exists but dare not do so in front of the others who are fervent followers, following as if they believe Trulla is some kind of god or divinely blessed being. While it is true that Trulla has brought life and prosperity back to those who have been discarded or walked away from society, she is not a god. She is, however, a very powerful and skilled rogue who has no equal either in Baevonia or former Chonia. She is only seen when she wants to be and has the ability to slip magically out of any bonds or cells that would hold her. She disappears whenever she wants to begone as if the darkness itself had wrapped her in its ethereal embrace. While away quite often, it is unknown what Trulla is doing when she is away but the Trovers never ask and she never tells.  

Trulla supports all who would leave the militaristic structure of Baevonian society and join her, but she asks that no negative actions or attacks are ever made, under any circumstances, against the Baevonian military or government. Even though she and her Trovers are wily with plenty of guile and could present a significant challenge to the Baevonians, she prefers things the way they are: a semi-symbiotic relationship for mutual gain and nothing more, nothing less.  

Joining Trulla’s Trovers 

Anyone is welcome to join Trulla’s Trovers so long as they adhere to a few simple rules.  

  1. Do not publicly speak poorly of or assault a member of the Baevonian military or government. 
  2. Do not harm another Trover unless that Trover has broken one of the three rules. 
  3. All treasures will be brought to Golka and Dolm to appraise. The appraised value is cut in half, then 20% of that value is kept by Trulla’s Trovers to cover operational expenses. 

The benefits of being a Trover are as follows: 

  1. All Trovers help each other out. If one is in a bind, they may request the help of any number of others to come to their aid so long as the matter involves retrieving loot from ruins. Each member added gets a cut of the loot recovered. 
  2. The Trovers retain a small amount of magical gear which they will lend out to assist other trovers in discovering and retrieving treasure. 
  3. If a unique and powerful magic item or artifact is sought on a mission, sometimes Trulla will approve sending one of her main operatives: Landon, Dolm, or Golka and provide funding in the form of cold hard coin and a smattering of minor magic items. 

Golka’s Quests 

If the group wishes to join Trulla’s Trovers and takes the pledge, Golka provides them with a plethora of dangerous quests to ruins peppered throughout the mountains and far beyond, some as far away as Valindar 

  • Herb Gathering – The first quest Golka sends anyone on (to find out if they are trustworthy) is a dangerous climb up a steep mountain frequented by territorial monsters in order to gather some leaves off a specific bush. It is insinuated that the Trovers are in dire need of these herbs found only on this one bush. As soon as the group returns with the herbs, Golka takes them, rips up the leaves, throws them into a pot of hot water and makes tea, offering some to the adventurers.  
  • Kobold Quarry – Kobolds living in old tunnels beneath one of the nearby mountains are sitting on a figurative gold mine of Grekian artifacts. According to an old map retained by Dolm, just beneath the kobold tunnels is a ruin site. When the adventurers arrive and breakthrough into the site, they find powerful slumbering undead and something quite… unexpected.  
  • Visit Rultmoork – The ancient Grekian fort has long been abandoned but there has been recent activity in the area and three Trovers were killed- a human, halfling, and a Prajnan gnome. The majority of their gear went missing before the bodies were found. They have sense been buried but answers are needed and Trulla has asked the adventurers to find whomever is responsible then bring them before her as she wants to “have a word or two with them”. Interestingly enough, a couple of days after the bodies were found, water began to flow from the mountain the old fort is situated upon. This information is given third hand as Golka is paraphrasing what Trulla wants while the party probably has never seen her.  
  • Enter the Sasquatch Cave – A hairy beast that eyewitnesses claim to be 20 feet tall supposedly lives in a cave down the river where a waterfall likely now cascades down toward Chonia. Golka wants the adventurers to check out the cave and see if there are any entrances to Grekian ruins there, her maps seem to indicate an important site to the Grekians somewhere in that area but no one will enter the cave out of fear for the sasquatch. When the characters arrive, they find the sasquatch is actually just a large growth of cave bacteria which sways in the breeze just inside the entrance to the cave where darkness creeps up and makes things appear more eerie than they are. There is an entrance to something of Grekian origin here but it is like nothing the adventurers, or the Trovers for that matter, have ever seen. 
  • New Path to Baevonia Pass – Rumor has it that after a recent earthquake, a new way to Baevonia Pass has opened up and will shave hours off the Trover merchant’s usual runs. Before Trulla’s Trovers are willing to send their precious merchants and traders down this path, they need the adventurers to investigate and clear the area of any dangerous monsters. Golka is wise in doing so, a large tribe of orcs has also discovered the path and has been pushing their investigative missions a bit further with each journey out from the orc tribe’s village bringing them increasingly closer to both Baevonia Pass and the Trove. 

Writing by Jonathan G. Nelson

Artwork by Dean Spencer & Mates Laurentiu

Cartography by Justin Andrew Mason

 

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Oath of Water (Vasi)

Oath of Water (Vasi)

Water, the one element required for life to survive and thrive; Paladins who have taken the Oath of Water understand this one universal fact and strive to bring life to barren wastelands. They are the first to brave the lifeless environs of the world and thus followed and supported by many, from all walks of life.

Tenets of Water

The tenets of the Oath of Water are not found in dusty old tomes or even spoken by those faithful to the water deities, these tenets are already present within each and every living being (should they stop and listen). It is ancient wisdom, predating civilization and even the formative world, it is an innate knowledge present in all water and thus, in life itself.

Share the Gift. Do not concern yourself with the quarrels of ordinary humanoidkind, there are no sides to take when it comes to basic survival. Share water with anyone and everyone you meet, create lasting bonds and encourage chivalry and community, for everyone needs water to survive.

Keep Natural Balance. When encountering an environmental oddity such as a bacterial microcosm subsisting on various elements without the need for water, do not interfere even if it would mean increasing water’s presence in the world. Water is wise and knows that without balance there is no life.

Restore and Defend. When it comes to providing water and restoring an environment, a paladin taking the Oath of Water is required to stay in the area and defend a new source of water from those who would stop the flow or prevent others from partaking in its abundance. Once a source is secured by those who would protect and share the water, the Paladin may move on.

Find the Blessed. Find those individuals in the world who had once perished by drowning but somehow, survived. Whether they know it or not, they are imbued with special innate wisdom and a direct connection to the elemental plane of water. By directly mentoring and converting these blessed people, they will bring life to the barren wastelands of the world.

Oath Spells

You gain oath spells at the paladin levels listed.

Table: Oath of Water Spells

Paladin LevelSpells
3rdcreate or destroy water*, fog cloud
5thmisty step, snowball swarm
9thtidal wave, wall of water
13thcontrol water, watery sphere
17thconjure elemental**, maelstrom

*The paladin cannot destroy water.
**Water-based elementals only.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options:

  • Purify Souls. As an action, you can purify the blood of your allies, removing the Poisoned condition and 1 level of Exhaustion from yourself and every ally within 30 feet of you.
  • Water’s Blessing. As an action, you can summon healing mists, you and every ally within 30 feet of you is affected as if by the cure wounds spell for the maximum amount.

Aquarian Tendencies

Beginning at 7th level, you find you are at home in the water. Once per long rest, for 1 hour’s duration, a paladin of water is able to breathe underwater as if affected by the water breathing spell. In addition, while fully submerged in water, the paladin moves at normal speed and all armor, weapons, and gear are treated as if light as a feather for the duration. Additionally, while submerged, attacks on the paladin are made with disadvantage.

Emotional Wave

Starting at 15th level, you have the ability to change the tide of a battle by directly affecting the emotions of the combatants. Roll 1d4, 1-2 = allies morale boosted, attacks are made with advantage, 3-4 = enemies morale drops, attacks are made with disadvantage. This effect lasts for 1 minute and requires concentration. Emotional Wave can be performed once per long rest and does not affect aberrations, constructs, elementals, or undead.

Avatar of Water

Upon reaching level 20, you channel the very power of water through your being and are able to control water for up to 1d4x10 minutes per long rest. In addition, you are able to perform water walk or water breathing at will indefinitely.

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Vasi’s Waterclock

An Aventyr Adventure location for characters of any level.  

Long ago, Vasi, the water goddess was blessed with a divine gift, born of Grekian ingenuity and Vasian faith. Built by her fervent followers, a world-clock running solely on water, ran for generations. Four wells, each holding a gate to the Elemental Plane of Water, fed the clock and kept the gears turning, that is until the temple was attacked in a Chonian-Baevonian conflict. The priests, in an effort to safeguard the temple from attackers, closed the gates, causing the clock to grind to a stop. 

Vasi’s faithful rediscovered the old temple and wanted it retaken from the new occupants, followers of a dark elder god who have been using the old wells as summoning shrines for devils and otherworldly aberrations. The creatures summoned have been magically merged with the gears and innards of the clockwork waterclock, becoming clockwork horrors.  

Before you delve too far into this location, make sure to check out Restoration of Vasi’s Waterclock, a difficult adventure for four characters levels 5-7 available in Mini-Dungeon Monthly issue #9. 

Discovery of the WaterclockThe adventurers may discover this location before or after it has been cleansed. Regardless, the waterclock is not functioning because two vital gears are missing and lost somewhere in the complex. If the characters can get the clock functioning again, they will help bring water to both sides of the mountains. The clock helps feed water out in both directions and the location is situated in a mountainous region perfectly centered to let gravity carry the water down both sides of the pass via two small rivers. 

 

Vasi’s Waterclock Temple

Doors. Solid iron, 3” thick, AC 20, 8d8 HP. Locked: DC 16 Dexterity check with thieves’ tools.

Walls. Solid stone, coated in Grekian ore, 1-2.5’ thick, AC 30, 20d8 HP. 

Creatures. If the characters have never been here, there are automatons, aberrations, and an evil cult dwelling in this facility as described in Mini-Dungeon Monthly issue #9. If the characters have already cleansed the temple, the place is devoid of enemies but acolytes and priests of Vasi start arriving within 2d4 weeks to take possession, pray, and meditate. 

  1. Vasi’s Waterclock
    The waterclock is ancient and has seen better days. Most of the gears are loose and the entire machine could use some handiwork. Only a skilled gnome from Pradjna making a successful DC 15 Dexterity check (using a toolbox) has the abilities necessary to give this old monstrosity a tune-up. Even without a tune-up, once the two missing gears have been replaced and all four wells have been restored (see Mini-Dungeon Monthly #9), the machine works as intended for 1d4 months before breaking down. The two missing gears are hidden somewhere in the complex (GM’s choice) and can be spotted by actively searching an area with a DC 18 Wisdom (Perception) check.

    Tolkvye, Acolyte of Vasi

    Chonian boy, only fifteen summers old is the only representative of Vasi present here. Recently blessed as an acolyte of Vasi, Tolkvye is bit fearful of his new position but cheerful about the prospects of the fresh water flowing (or soon to be flowing) toward his homeland of former ChoniaTolkvye wants to share the water not only with his people but with all the peoples of the region and the wildlife as well. His mind and viewpoint are not as closed and narrow as many of the grownups in Chonia and Baevonia due to his parents being open-minded and the fact that the majority of the fighting did not come close to his home village, thus he does not harbor the hatred most Chonians have for the Baevonians
    Tolkvye is happy to help the adventurers however possible and share any information about Vasi and the waterclock that he knows.


    Four pillars

    Each of these ancient stone pillars bears an inscription in Grekian which glows with a faint red-orange light when approached. While difficult to translate, each of the inscriptions holds a riddle which, if solved, opens a small slot on the pillar, producing a potion of greater healing.
    Pillar 1. A metal neither black nor red, as heavy as man’s golden greed, what you do to stay ahead, with friend or foe or arrow and steed. 
    Answer: Lead
    Pillar 2. I can be a burden, but also comforting, my grasp holds bones and muscles, strange, we are such small things, sometimes you hide me, but mostly show me off, most of the poor have me although many times over by the toff. 
    Answer: Ring
    Pillar 3. All across the countryside, to front doors he travels, but you never invite him in. 
    Answer: Path
    Pillar 4. Answers its caller without being asked, responds within seconds and speaks all languages with equal ease. 
    Answer: Echo

  2. Myth Well
    The corridor leading to this room is lined in metal engraved depictions of a grand scene, a mural of sorts. In the scene, a small boy stands against a menacing army, quite obviously outmatched and outnumbered. In the next scene the boy offers up a cup of water from the river, one soldier drinks, then many, and finally, the last image shows the army has drunk their fill. They are displayed smiling and moving on down the river toward a great city in the flat expanse at the base of a great mountain range. 
    Test at the Myth Altar. 
    One who wishes for Vasi’s blessing or to become a follower, cleric, or paladin of Vasi must take a test at each of the four wells.
    This altar carved from sandstone has the imprint of a hand upon it.
    When a humanoid presses their hand into the depression, the altar begins to pulsate with warm orange light. The whispers of many stories can suddenly be heard in many tongues drifting in and out of earshot for anyone in the room. Meanwhile, only the one taking the test sees a glowing form arise from the sandstone of the altar and speak aloud “Take some time in thought and meditation, then come back to me with the greatest tale one has ever told.”
    The player must craft a tale for their character to tell but it is important to note that there are no rules for this. The tale can be as short or as long as the player wishes, award experience based on how well-received and/or related to Vasi (water) the story is. 
    After inserting their hand and telling the tale, the altar glows and the orange light goes into the character’s hand, staying there one hour after leaving the temple or until all four altars have been visited and tests completed.
  3. Faith Well
    The corridor is decorated with metal etchings constructing an expansive mural. On the mural, a woman holds her hands up against monumental walls of water, as if parting the ocean, on either side of her to protect some small and helpless children and baby animals. In the scenes after this, the children and animals are gathered up and taken to safety by a group of Vasi’s followers.
    Test at the Faith Altar. 
    One who wishes for Vasi’s blessing or to become a follower, cleric, or paladin of Vasi must take a test at each of the four wells.
    This altar is not visible to the naked eye but maybe felt, just not seen. There is a depression for a humanoid’s hand but again, it can only be felt.
    When a humanoid presses their hand into the depression, the altar appears, made entirely of water. If touched it shudders almost as if water, floating in space, and surrounded by a thin gelatinous layer, holding it all together. So long as the character believes the altar is there, and their hand is inserted, the other characters will catch glimpses as well but never fully focus on the altar unless already a follower of Vasi. 
    The character is asked to name three things that cannot be proven to exist but yet are believed in nevertheless. 
    Answers can be varied thus are open to your interpretation and acceptance, use the group at the table to weigh whether or not something works. Once the character has chosen 3 distinct things they believe in but cannot be proven to exist, the altar glows blue and imbues this energy into the character’s hand. The blue glow continues up to 1 hour after leaving the temple or until all four altars and tests have been visited and completed.
  4. Prayer Well.
    The entire prayer room is open to the rest of the temple. Anyone and everyone is welcomed into this room to pray and give their respects to Vasi. Sometimes, one must wait their turn to use the altar as it has more functions than just to convert new followers. 
    Test at the Prayer Altar. 
    One who wishes for Vasi’s blessing or to become a follower, cleric, or paladin of Vasi must take a test at each of the four wells.
    This altar is built of layers upon layers of prayers written on papyrus by thousands of Vasian clergy. Many of the prayers are written in dead languages and contain some of the earliest recorded prayers known to the church. A depression in the shape of a bare foot is imbedded in the top of the altar. If the character inserts their foot, they suddenly find themselves kneeling upon a beach of endless sands and ever-reaching waves and water. The wind blows gently upon their face and no one is anywhere in sight. The other adventurers only see their friend in fervent prayer or meditation with eyes closed and bonded with the altar. 
    Once the character stops worrying about where to find anyone or where they are, kneels and begins to pray to Vasi, the character will be returned (in their mind) to their body. The altar glows white and this radiating holy light surrounds the character’s foot which glows for 1 hour after leaving the temple or until all the tests have been completed.
  5. Truth Well.
    The corridor to the truth well has many sayings about telling the truth, etched in Grekian upon the walls, such as:  
    “Truth will ultimately prevail where there is pains to bring it to light.”  
    “Truth is the daughter of time.” 
    “Three things cannot be long hidden: the sun, the moon, and the truth.”
    Test at the Truth Altar.
    One who wishes for Vasi’s blessing or to become a follower, cleric, or paladin must take a test at each of the four wells.
    This altar is built of solid Grekian ore and imbued with magic to directly connect believers to Vasi’s proxies for judgment. It is the last well visited during the tests while the others may be taken in any order. 
    Taking this test can be dangerous for mortals or those unaware of the immense power of the planes. When a foot is inserted into the depression in the top of this altar one completely disappears from this plane of existence and appears upon a small demi-plane hidden within Vasi’s aspergillum. An entire world exists within this weapon filled with holy water, complete with an underwater city growing naturally on all sides and at all angles of the hollow top of the god’s great artifact. The character finds themselves swimming through this place with the ability to breathe the water in and out of their lungs like gills. Make sure the player knows they are actually there and this is no longer just in their mind. 
    A short quest takes places which is entirely up to you. The character might be asked to retrieve an item or deliver a message to or for one of Vasi’s great proxies. They will become intimately familiar with the proxy who will be granting their spells via a powerful conduit to the material plane where the character primarily exists. Once this short quest or errand has been completed, the character will be transported back to their plane where they find themselves standing before the altar. They have completed the final test and their other foot glows with a green energy. These colors all join together and engulf the character until their entire being is changed, they find themselves clean, rested, fully healed, all curses and negative conditions removed, they are under the effects of a bless spell for 1 hour and anyone currently hunting or pursuing them is magically called elsewhere after which the character becomes an afterthought. The clergy wants to make sure that each new priest or follower is completely unburdened from previous obligations in life and will also write letters and make payments accordingly so that the individual can stay with the temple as long as possible. If this just won’t do, they will leave things as they are and encourage the priest to come back often to visit and continue spreading Vasi’s name into the world.

    After the Final Test.
    This character has become a full-fledged follower of Vasi, either a 1st level cleric or paladin or taking Vasi on as one of their chosen top 3 most revered deities. The Aventyr Campaign Setting dictates a “top three” for chosen reverence, with the ability to worship as many deities as one wishes. Clerics and Paladins must choose their top 1 deity to revere (as their connection to the planes and source of spells) with others listed as favored allies and friends of their god (and thus sometimes called upon).  

Tolkvye’s Quests

Starting out, Tolkvye is just an acolyte but depending upon the adventurer’s actions both in Restoration of Vasi’s WaterclockMini-Dungeon Monthly issue #9 and the upcoming Ruins of Rultmoork, Tolkvye might be the new high priest, albeit the lowest level high priest in all of Aventyr but the high priest nonetheless. If this is the case, he will have a series of quests that he needs to be performed for the good of the faith, the local wildlife, and all the peoples and races in the area.  

  • Taking holy healing water to Baevonia Pass. Reward: 100 GP
    Tolkvye would like nine potion-sized and two large sealed silver vessels of holy healing water (healing potion/holy water) delivered to the general of the Baevonian military (ruler of these mountains). He would also like the character to invite the general and his advisors and top aides to visit Vasi’s Waterclock and see the great wonders inside.  
  • Find the lost mother of the mountain lion kittens. Reward: 50 GP and two mountain lion kittens
    A litter of rare mountain lion kittens was discovered by one of the priests on their way back from the Gate of Bones. The mother was nowhere to be seen and a predator was trying to get at the helpless little things. The cleric drove the predatory away and carefully swooped up the kittens in his satchel to carry back here. Now, the mother cannot be found and the character’s help is needed. The priests don’t have much to give but they cannot raise all these kittens on their own and thus need to get them back to the mother. Is the mother still alive or was she slaughtered in the wilderness?  
  • Delivering much-needed water to remote locations. Reward: 50 GP per
    There are 2d4+4 small settlements within a 1d4+2×10 mile radius that require water. Tolkvye would like the adventurers to deliver this as soon as possible. 
  • Return an assassin’s weapon. Reward: Death or Coin
    A silver-coated +1 dagger with the blue and silver Baevonian colors and a spot to insert vials (presumably poison) was found in the rocks outside the temple a few days ago. It is assumed to be from Baevonia Pass and possibly property of the Baevonians but no one in the temple wants to return the dagger. If the characters take this dagger back to the pass and begin asking questions they might be targeted by a secret group of assassins that work directly for the general of Baevonia. Or, they might just score 500 GP and orders to never speak of this again. 
  • Take a message to Trulla’s Trovers. Reward: 100 GP
    A nearby group of treasure hunters named “Trulla’s Trovers” has been located and they have an encampment or base somewhere nearby. Tolkvye would like to reach out to them and invite them not only to visit the temple but to eat a meal together and share in the glory of Vasi. Tolkvye is accepting of all people regardless of their moral pursuits or political viewpoints or even group affiliations and religions, it is his conviction that by accepting all, more will find and share the love of Vasi, thereby reincarnating love in this part of the world once again.  

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Gate of Bones

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 and supplies 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. 

  1. 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.  
  2. 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 Rultmoordetailed in the adventure Restoration of Vasi’s Waterclock in Mini-Dungeon Monthly #9. 
  3. Guardian Statue: Law
    This statue of the famous war hero Grektharia represents law and enforcement for the BaevoniansGrektharia 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 an armory golem to 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.  
  4. 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.  
  5. 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) 
  6. 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. 
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Mercuria, the Luck Goddess

Mercuria, the Luck Goddess

Titles Lady Luck, Clover of Creation, Fickle Fortune, Serendipity’s Smile

Home Aventyr, currently in the Disputed Territories

Alignment Chaotic Neutral (deity), CN, CG, N (clergy)

Portfolio Luck, games of chance, freedom, balance through chaos

Worshippers Swashbucklers, gamblers, daredevils, adventurers, bards

Domain Luck

Favored Weapon Luck Blade

 

History

The moment the universe was born, the miraculous burst of light and life was the unconscious dream of Mercuria’s mother in another dimension. Mercuria began much as an infant does and how the universe did, small and without knowledge or wisdom and in her case, no one to instruct her. Much of her life and that of Aventyr’s came to be due to luck, a strange force Mercuria found within herself and motes (some hidden in music) scattered throughout the universe. As she grew and matured, Lady Luck found that she could control the outcome of events, especially those of a chaotic and free nature simply by willing it so, and it wasn’t long before those in perilous and astounding situations would begin to call upon her for help. There’s a reason why the word “godsend” is synonymous with luck.

Churches, Clergy, Worship

There are no proper churches or temples dedicated to the Clover of Creation, but shrines to Mercuria can be found throughout Aventyr, especially in the wilderness and in and around dangerous ruins or catacombs. It is said that one faithful to Lady Luck who prays at a shrine will receive her blessing for the rest of the day (reroll natural 1s).

Holy Text

There are no holy texts proper for Mercuria as she is too flighty and chaotic to be tied to such things as the order and words of humanoidkind. That said, there have been moments of divine musical inspiration by a select few prodigal composers in Aventyr which brought about songs which, when performed by a maestro, bring luck to all whose ears are blessed with the miraculous melody (Advantage on all Rolls for the rest of the day). When these same songs are performed by lesser-known musicians, a similar effect occurs but only for a short while.

Luck in your game

A special blessing from Mercuria carries special advantages and the ability to carve out a good amount of luck in your favor. For a certain amount of time (determined by GM) after receiving a special blessing from a high priest, proxy of, or Lady Luck herself, one will enjoy some or all of the following listed benefits.

Always wins/succeeds at: Initiative rolls, Saving Throws, games of chance, and rerolls all ones and twos.

Mercuria’s Blessing of Good Fortune

For those who have been blessed by Mercuria herself, and in addition to the luck listed previously, one also enjoys Advantage and the ability to count all natural ones rolled as successes. In addition, somehow, whenever things seem bleakest, a person with Mercuria’s Blessing of Good Fortune is whisked out of harm’s way. This effect is not permanent.

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Baevonia Pass: The Three Strongholds

This Aventyr Adventure location is for characters of any level.

Each stronghold is presented with information on the location, typical inhabitants, and three seeds you may use to spawn your own adventures.  

Baevonia is known throughout the land for its impenetrable strongholds and meandering, fortress-like walls that reach like arms throughout the mountains.

Baevonia Pass

Baevonia Pass is a rocky northeast-southeasterly road with steep slopes and crags looming on both sides. There are three Baevonian strongholds that protect the pass from Chonians, orc hordes, and the dead from Valindar. Each of the strongholds charges a toll to pass; a tax is also imposed on all goods bought or sold within the confines of Baevonia. The fees are justified by the protection the strongholds and soldiers provide as well as the upkeep of the road itself and frequent patrols for orcs and monsters. 

Baevonia (southwest) and Former Chonia (north & northeast).

The Three Strongholds 

Isav’s Gate. This gate and small stronghold were named after the renowned river Isav which once flowed with such great force, fish were said to leap into the hands of those who stood close to her shores. Nowadays, the river has completely dried up and Isav’s Gate is but a dusty trading post and stopover for travelers, traders, and refugees escaping the Chonian-Baevonian war. A toll is taken by Baevonian soldiers before one may gain entry. There is a small tavern with a common room to sleep in. A shrine to the Axiomatic General has been built in one of the guard’s barracks, all are welcome to pay their respects and leave an offering. Nearby rivers and streams provide Baevonia Pass with plenty of fresh water, though there’s little left once the occupants have had their fill, the trading companies barrel up the rest.
Typical inhabitants. LN Baevonian soldier, LE Baevonian Sergeant, NE nomadic trader, NG non-Chonian refugee 

  • Lost boy. One of the refugees begs the party for help. Her little boy, just 5 years old, has gone missing and she fears he wandered out of the settlement and into Chonian lands.  
  • Wandering monster. A monster has been marauding the area and people are disappearing but each time a contingent of Baevonian soldiers moves out to intercept, the monster is gone.  
  • Abnormally hot. The weather is getting unbearably and abnormally hot for this time of year and the trickle of water from Baevonia Pass is getting smaller with each passing day.  
The wilderness at Baevonia Pass.

Baevonia Pass. A proper town and trading post interspersed with the resident bulk of the Baevonian army, the appropriately named Baevonia Pass is no small stronghold. The walls themselves span numerous crags and mountain peaks while the stronghold proper surrounds and protects the town which organically spawned up around it. The Stronghold at Baevonia Pass is home to army barracks, training grounds, siege equipment yards, mining operations, trading companies, taverns, festhalls, and slave yards. There is a sizable temple and altar to the Axiomatic General here, the largest and most lavish in all these lands.
Typical inhabitants. LN Baevonian soldier, LE Baevonian Captain, LE established trader, N human trader, NG Chonian slave, NE High Priest of the Axiomatic General, NE nomadic thief, LN dweorg dwarf miner 

  • Locust idol. High Priest Katorn of the Axiomatic General offers the party 500 gp to retrieve a small stone locust-like idol from Pinnacle Rock in the K’Naghi Savannah.  
  • Strange sounds. Brigadier Lentwolt holds the pass until the three Baevonian generals return from their skirmishes with the Chonians. He is worried by his soldier’s reports of strange noises and shadows in the corridors below the extensive wall systems. 
  • Broken equipment. Siege equipment has been damaged by an unknown vandal. While the guards follow their leads, the yard chief needs someone to help repair the equipment and will pay in the form of gold or an old treasure map. 
Manu Vig, Paladin of the Axiomatic General faces off against a horde of dead at the Gate of Bones.

Gate of Bones. Named after the onslaught of undead attacks from Valindar, this gate is the last of its kind before one enters the K’Naghi Desert & Savannah where the dead roam far and wide. Most passing through this gate are coming from the desert and looking for safety from the wandering dead or the unpredictable tribal warriors of K’Naghi. The rest are traders coming to make some coin at the pass, then they bravely venture out again, in search of opportunity. A stronghold built only as a gate and army barracks, this place is sparse and utilitarian but built to withstand a fairly intense assault from the southside. As of late, the captain on duty has been sent reinforcements in the form of criminals who are in the process of being reintegrated with society; needless to say, the captain, known as Heighbron, is less than pleased.
Typical inhabitants. LN Baevonian Captain, LE Baevonian Soldier, LN Baevonian Soldier, NE Baevonian Soldier (former criminal), CN Baevonian Soldier (former criminal), N human trader (passing through) 

  • The dead. Undead forces move in the night and attack the stronghold! There’s no way out and the party’s help is needed. Play the adventure Brush with Death at the Baevonian Stronghold 
  • Healing fountain. A shrine to Vasi provides an endless supply of clean, fresh water to the contingent stationed here and even has magical healing properties. There is a riddle etched into the stone in ancient Grekian.  
  • Falling morale. The soldiers need a good diversion to help their spirits after months (and even years) of facing combat with the dead. One soldier wants to plan something special and surprise the others, perhaps the party can help. 

 

 

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Baevonian War Camp

An Aventyr Adventures location for characters of any level.

General Glatmoor and the Baevonian army have set up a large encampment about 30 miles north of Lake Chonia in preparation for a final assault on the Chonians. 

The Baevonian force is currently comprised of 500 human foot-soldiers, a cavalry of 100 humans riding Chonian horses, 20 high-ranking Horntusk orcs, 10 high-ranking Baevonian officials, and General Glatmoor. The general is known as “The Impounder” for his knack of rounding up and corralling Chonians, prepping them for slavery or scheduled execution. 

To make this victory possible, the Baevonians, their spy network, and allies have worked tirelessly and assured the following operations are underway. 

Baevonian Operations 

  • An alliance with the Horntusk Orc Tribe and a few of the lesser tribes, whose settlements are west of Baevonian Pass, in trade for the promise of lands and wealth once the Chonians have been cleansed from Aventyr. 
  • A large dam is being constructed with the help of the Horntusks and the powerful Klavekian witch, Nadia Tolsuanarr. With Nadia’s powerful magic, the dam will be completed within the week, thereby stopping the flow of fresh water at the Chonian settlement of K’Tarik 
  • Stopping the flow of water at K’Tarik should drive those Chonians down into the open at Lake Chonia or into the ruins of Keep Doom, in either location, the Baevonians plan to make fast work of them. 
  • The Ruins of Keep Doom have been occupied by the bulk of the remaining Chonian forces and an abnormally large ogre. The Klavekian witch, Nadia Tolsuanarr has assured the Baevonians she has plans in effect to slowly dismantle the morale of those forces from the inside out. In addition, the outside walls have been crumbling over the years and are full of holes that can be easily exploited. 
  • The Baevonians have spies planted at K’Tarik and Keep Doom who get messages out to the General at least once per week. The Chonians currently keep no secrets from the Baevonians. 

The Baevonian war camp is quite clean and organized, as these people pride themselves on law and order. The soldiers are incredibly obedient as most offenses in Baevonian society are punishable by public execution. While the soldiers are not especially happy about the presence of filthy, chaotic orcs in their midst, they do not disobey orders and thus give them a wide berth.  

Potential Camp Events 

  1. The orcs have been assigned 2 slaves apiece, which they are likely to abuse at some point. When this occurs, the adventurers might be nearby and able to help. Unfortunately, interfering with the orcs is prohibited by General Glatmoor and thus punishable by public execution. Hopefully, the characters have some friends in high (or low) places that can help them escape the camp under the cover of night, and flee into the scrub plains.
  2. The Klavekian witch, Nadia Tolsuanarr, makes an appearance at the camp. Everyone seems in awe of her and keep their distance. She seems to do as she pleases, visiting the general and other officials before paying a short visit to the orcs, then disappearing into the night. While she’s present, some soldiers mention rumors about the witch, all untrue but are likely to strike fear and dread into anyone’s heart. 
  3. The general orders a group of soldiers scout out the areas around Lake Chonia and report back regarding movements of bandits, creatures, Chonians, and any other threats in the area. He will pay the adventurers 30 gp each to accompany the group and may also offer support in the form of potions of healing. 
  4. A large force of pesky kobolds and kobold trapsmiths sneak around the camp at night, setting traps, and doing everything they can to harass the encampment. The kobolds live in the hills and detest the Baevonian’s presence as they are upsetting a regular trade route where the kobolds prey on merchants and travelers.  

Final Battle with the Chonians 

General Glatmoor will give orders to move the camp and begin an assault on the Chonians but only once the Chonians from K’Tarik have been flushed out from the mountains. There will either be two battles, one at Lake Chonia to crush the small force of 180 Chonians (mostly peasants, a handful of soldiers, priest, and retired veterans), or one massive battle (against the combined Chonian force of 126 soldiers and 112 peasants) at the Ruins of Keep Doom which is hidden against the mountainside (location up to GM).  

How to affect the outcome of events

Either way, the Baevonians are essentially guaranteed success unless someone (like the adventurers) decides to interfere in some way. 

Here are some ways the characters can interfere with Baevonian plans. 

  • Undermine the Horntusk/Baevonian alliance 
  • Interfere with the Klavekian witch (very dangerous! Likely deadly!) 
  • Travel into the mountains above K’Tarik to destroy the orc’s dam. The characters will face a lot of combat with groups of orcs and in dangerous locations where the orcs have traps and the advantage of home terrain.  
  • Warn the Chonians at Keep Doom and K’Tarik of the Baevonian plans (if they can glean this information from their visit to the camp).  
  • Find out about the Baevonian spies planted at both Chonian locations, perhaps passing off their name(s) to the Chonians 
  • Make an alliance with the kobolds living in the nearby hills, offering assistance in harrassing and undermining the Baevonian encampment.  
  • Giving the Baevonians false information about the current state and location of the Chonians. This only works if spies are compromised, otherwise the general will know the characters are lying and sentence them to death.  
  • Let the players get creative and come up with other ways to undermine the Baevonian’s efforts to slaughter the last of the Chonians.  

 

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!

Explore Aventyr!

 

 ~ CREDITS ~

Author Jonathan G. Nelson

Cartographer Jared Blando

Artist Ryan Jack Allred

 

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Vasi’s Grotto

Vasi’s Grotto

An Aventyr Adventure Location for four to six characters of levels 2-3

History of the Grotto 

Long ago, when Lake Chonia filled to overflowing with water, followers of the water goddess Vasi flocked to this grotto. Through visions they were told that peace and prosperity would come to their families if they settled here and became guardians of the water. This location, in a cave just above Lake Chonia, has a natural spring which helps feed the lake with a clean source of water. Vasi’s followers moved into the grotto and built a temple dedicated to the goddess of water. Vasi’s faithful still serve her and protect the water and temple to this day. 

Recent Years 

In recent years, as Lake Chonia began to dry up, Vasi’s Grotto became one of the only reliable sources of water in the area and thus drew the attention of many, including undesirables such as raiders and brigands. The followers of Vasi were forced to close off their supply of fresh water and block the way with a magic gate made of emerald, blessed with powerful protection magic by Vasi’s high priestess, Mother May’al 

The Waterfall of Saints, Mother May’al

The Waterfall of Saints, Mother May’al, is the high priestess of Vasi’s Grotto. When she first came here, she was quite young, only 17 years of age but time has gotten away from her, and now at the ripe old age of 85, she prepares for the ending of her life and the passing of the temple to the next one worthy of Vasi’s blessing.  

The Basilisk and the Followers of Vasi 

The basilisk of the grotto never attacks the followers and vice versa. Mother May’al has taught the followers of Vasi that tolerance, acceptance, and even forgiveness may bring about friendship, love, or in the case of the basilisk, a symbiotic relationship based on survival. The basilisk provides protection for the followers of Vasi while the followers provide the basilisk with food, shelter, water, and comfort.  

Visitors to Vasi’s Grotto 

May’al is very kind and even inviting to outsiders who make it into the grotto through the emerald door but is careful not to invite them into the temple proper. Visitors are typically kept outside in Areas 19-23 where they are welcome to make themselves at home. Food is provided and guests are encouraged to be on their way within 1d4+2 days. Anyone attempting to stay longer is permitted to do so for another 1d4 days but after this is escorted out by the clergy. 

Vasi’s Grotto

1. Cave Entrance

Entering the cave after being out in the sweltering heat, the cool and slightly humid air is immediately noticeable. Characters making a successful DC 14 Wisdom (Perception) check smell fresh water although they don’t know where it is coming from, a successful DC 16 Wisdom (Survival) check discerns the water source is to the south. 
The walls here are covered in ancient etchings and scrawling drawn up by pre-evolutionary Grekians who once dwelled in this cave. Wildlife, hunting, and campfires with monsters running about are frequently depicted in the scenes. 
Small and medium animal droppings are scattered here and there, one of the droppings contains a gold signet ring decorated with a white saddle. 

 

2. Markings on the Cave Floor

Some scuffs on the cave floor reveal this cavern has recently been visited by humanoids. Characters making a successful DC 16 Intelligence (Investigation) check reveals they were headed to/from area 12

 

3. Something Eating in the Darkness

From here, characters spot a large creature in Area 5, it is a harmless herbivore eating vegetation off the cave walls. 

 

4. Four Dark Figures

An old campfire in the center of the room still has four raiders sitting around it. They have been turned to stone by the basilisk from Area 13. For some odd reason, their belongings also turned to stone and cannot be removed. 
In the corner of the room is the statue of a woman with her hands outstretched toward the sky. Necklaces, bracelets, and other fine jewelry have been left here both on and below the statue as an offering to some long-forgotten goddess; the items are worth a total of 150 gp. Any evil creature touching the statue or the jewelry takes 2d6 fire damage, making a successful DC 14 Dexterity save causes half damage.

 

5. Munching Mother

A voracious, harmless large herbivore (AC 12, HP 5) is here, munching away at vegetation growing on the wall. She will stay here for another 1d4 hours, eating the entire time, then leave via the cave entrance to find and feed her three offspring. If attacked or disturbed, she will immediately flee and attempt to hide somewhere either inside or outside the cave depending upon the location of the characters. If killed and dissected/cooked, with a successful DC 16 Wisdom (Perception) check, a character discovers that the stomach of the creature contains a ring of x-ray vision buried amidst all the moss and lichen it has been consuming. This ring’s magic is waning and after 1d100 days ceases to function entirely.

 

6. Stone Statuary

Eight statues are scattered about this room in various poses of surprise or fright. A small girl, two women, a man with blade in hand, a woman with mace in hand, a kobold, and two raiders seemingly frozen in combat poses. These people were all turned to stone by the basilisk from Area 13. A successful DC 18 Wisdom (Perception) check spots earrings worn by the girl, they can be retrieved and grant the wearer +1 to Animal Handling checks with horses whilst worn. The earrings are tiny silver horses.

 

7. Nothing to See Hear

A circle of darkness and silence centered in this room reaches out in a 15’ radius, a long-forgotten spell gone wild for eternity. 

 

8. Goat to Go

A family of 1d6+1 giant goats have made this part of the cave their home and are frequently harvested by Vasi’s followers for the wool to provide clothing and blankets in the temple and the meat to feed the basilisk and keep it tame to Vasi’s faithful. 

 

9. Signs of a Fight

The floor is scuffed up, a broken blade lies in the corner, signs of a violent fight and blood spilled long ago. 

 

10. Svirfneblin Sanctuary

Bekzzink, a svirfneblin from the Underworld, has taken this room on, as his temporary home. The undergnome used experimental magic and a mechanical bodysuit to transport himself from the depths of the earth. The suit was damaged upon arrival here. He rests and prepares for his next steps. 

 

11. Old Discarded Desk

An old wooden desk is jammed into the corner of this room. The wet, fibrous wood, pale as sand, is peppered with bright, vibrant and multi-colored mold. Stone-gray mushrooms with long, hair-like stems, are interspersed with the mold. The wood, mold, and mushrooms are actually medicinal aids a local tribe discovered by accidentally leaving firewood in these caves and returning to see these remedies growing. Now, anytime they find things disposed of, by civilized folk, they drag those items into the cave. Unbeknownst to them, hidden inside the now decaying desk is an ancient Grekian platinum coin worth 10x its value and 25x to a collector. With a successful DC 20 Intelligence (Nature) check the various remedies may be used to create (10) doses of grotto cure which, when consumed, removes any non-magical disease. If all ten doses are consumed at once, this remedy will act as a greater restoration spell, cure all forms of disease, but also make the imbiber confused for 2d4+2 hours as they hallucinate. Note: 10 doses may also be used to transform one of the basilisk’s statues back into a living, breathing person. If this occurs, the person becomes indebted to the party and travels with them, helping however they can for 2d20+20 days (perhaps longer).

 

12. Two Paths

The southeast path leads to the basilisk’s lair. If the party attempts to sneak down the passage to Area 14, there is a 75% chance the creature automatically sees them. If it doesn’t see them, there’s always the chance that it hears or smells them (Passive Perception 9) and comes running, ready for a fresh meal. 

 

13. Lair of Vasi’s Basilisk

This oversized guard dog is well taken care of by the occupants of Vasi’s Grotto. She will not attack a follower of Vasi and will even go so far as to protect them from invaders. The followers frequently provide the basilisk, whom they’ve nicknamed “Weowi”, with fresh water, food, and comfortable bedding. The priests of Vasi have even begun to clean up Weowi’s cave to make it more livable for the creature. There are numerous statues in this room, fortunate visitors who did not meet their doom through consumption by the beast.
If the adventurers attempt to harm Weowi, the voice of Mother May’al will boom throughout the caves “leave our child alone or face our wrath!”. If the characters flee, the basilisk will not pursue unless further provoked after which it is relentless in its attacks.

Scattered coins, gems, and valuables may be gathered up from the floor of this room and the bedding of the creature but it would take 1d4 hours to do a thorough job. Treasure. 5 pp, 328 gp, 533 ep, 609 sp, 1,092 cp. 5 rubies worth a total of 900 gp. Deck of Many Things (with two cards left). A treasure map of the K’Naghi Savannah with some locations marked and others circled.

 

14. Vasi’s Emerald Door

A stunningly beautiful door chiseled of pure emerald stands before you, blocking progress down the passage.
The door, when touched, displays glowing Chonian writing. 
Always within you, sometimes around you; if I surround you, I can kill you.
The answer to such a riddle is “water” but in this case, only the god’s name “Vasi”, which is an archaic Grekian/Chonian noun meaning “water”, will resolve the riddle and open the magic door. If a character or creature with ill intentions touches the door, instead of displaying the riddle, the individual will be hit with 2d4+4 force damage and thrust back 10’, this will continue 9 times, after which the door is depleted of magic energy and takes 2 hours to recharge. 
In addition to the above riddle and trap, the door is further protected as described below.
Note regarding the Chonian riddle: If the characters do not speak Chonian, they are likely able to get help from a Chonian villager somewhere in the realm for a nominal fee.
Opening the Emerald Door
The green door ahead reflects the ambient light at odd angles. It appears to be a single, solid emerald.
Magical Trap
The trap is activated when the door is opened.
A successful DC 10 Wisdom (Perception) check reveals that the door is actually not a single emerald, but is made from hundreds of smaller emeralds expertly fused together.
Etched writing inside several of the stones can be seen with a successful DC 12 Wisdom (Perception) check. The words are in Draconic, and say “Pass this door, and the essence of who you are is diminished”.
A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals several very strong auras of Transmutation.
When the trap activates, each creature within 30′ must make a DC 14 Wisdom saving throw, or be shrunken (enlarge/reduce spell) for 10 minutes and suffer a -1 penalty to their proficiency bonus for 3 hours.
A successful Dispel Magic (DC 12) destroys the trap and the etched writing but otherwise leaves the door intact.

 

15. Entrance to the Grotto

When the characters reach this spot, Mother May’al crosses the bridge and speaks to them, welcoming the party to Vasi’s Grotto. So long as the group is peaceful, she welcomes them to the grotto and asks that they partake of the water to quench their thirst. If the group killed the basilisk and/or permanently damaged the door, she will ask them to leave within the day. If they respected the creature and the door, she invites them to stay for 1d4+2 days and assigns them Areas 21, 22, and 23 to stay for the duration. Whilst here, her priests provide healing, food, and water, as well as some texts steeped in religion, others lore or knowledge. The group may stay and rest. The characters are not permitted within the Temple of Vasi though they may approach as far as the bridge but are not allowed to cross the halfway point. 
If anyone disobeys Mother May’al, the priests will begin to rise up against the party while she holds a steady hand and says “Leave them be, they come from a dangerous world outside. Let’s give them a second chance to become our friends. New friends, please, will you listen to our kind words as we ask you to follow our rules within this grotto in respect of Vasi, the one who gives you life through water?” 
Mother May’al may attempt to convert any characters who seem truly and honestly interested in becoming faithful of Vasi. After the character is converted, they alone will be given entry to the temple

 

16. Drokal of the Devil

A Chonian soldier named Drokal once fell in love with a devil, the creature visited him in this world often, eventually working nefarious deeds through him. One of those deeds brought him here, where the waters of Vasi cleansed his body and mind. He denounced the devil and her evils, embracing Vasi as his true goddess. The devil came once more to this world to take Drokal’s life in front of Mother May’al before leaving into the depths of the earth in a plume of smoke and fire, down into the realm of the gitwerc. His body was buried here and his devil lover depicted as a grand statue to remind the faithful never to falter. 

 

17. Bridge of the Faithful

This bridge is magically imbued with energy which prevents non-believers from crossing the halfway point. If anyone attempts to do so, they are warned as the cave shakes and waves from the grotto begin to strike at the sides of the bridge. If this is ignored, the entire cave is hit by what seems like an earthquake and water slams into any creatures standing on the bridge for 4d4+4 bludgeoning damage per round. Each square on the bridge requires 30 movement to pass as the waves pummel creatures back. 

 

18. Temple of Vasi

The secrets of the goddess of water lie within this wondrous temple. The temple is on an island surrounded by the grotto’s mineral-rich spring water which, when consumed, allows a creature to fully rest and recoup from hardship of any kind. The outside of the temple is decorated with glowing lights, ever-burning candles, and bright décor woven from underworld mushroom fiber. The temple sounds of flowing water, falling rain, and scintillating dew drops striking glass like the breath of the goddess herself. Only faithful to Vasi are welcomed inside the temple, anyone else is automatically teleported outside the cave and may not enter again for 24 hours. 
Inside the temple, there is a vast library filled with ancient Grekian tomes, religious works of ancient and more modern deities, scrolls with lore and spells, and even some treasure maps tucked in here and there. Priests of Vasi have full access to the library and may check out tomes for up to 9 days at a time (or longer if permitted by May’al). One of the books has a scrap of paper that falls out upon opening, upon which is written: Oh, the Chonians. I tire of thee. Take me away to a place of glee. I seek gold and fame to better my name, become a lord, covered in coin, known as Kord, the world’s all mine!
A small area for cooking and eating works well for rotating shifts of praying, meditation, study, devotion as well as caring for both the basilisk and the emerald door.
Sleeping quarters are shared and quite sparse, there is a built-in bath next to every bed and ritual calls for cleansing in a bath upon waking and just before sleep. 
Mother May’al may give the party a quest to do if they have a loyal priest of Vasi in the party or if one of the existing party members converts to a follower of Vasi. Quests include taking water to dying Chonians in nearby village ruins, making a new shrine over the Baevonian mountains, or investigating the disappearance of water from Lake Chonia in recent years. Any quests which are completed will garner the characters tomes, spells, and possibly some treasure.

 

19. Broken Spell, Found Locket

This spot on the island is not affected by the teleportation magic described in Area 18. Although the priests do not want anyone on the island, they will only take light offense at someone hanging out in this area. If one tries to stay here too long, they will notify Mother May’al. A successful DC 14 Wisdom (Perception) check spots a small golden locket under the water next to the shore. A successful DC 12 Strength (Athletics) check retrieves it. The locket has the picture of a Baevonian man and woman within it. If this is returned to Captain Heighbron in the Gate of Bones at Baevonian Pass, he will begin to sob (this is his mother and father) and give the party a dagger +2. 

 

20. Entrance to Guest Chambers

Skirting the edge of the underground spring brings one to this small shore leading into the caves reserved for guests of Vasi. There is a cumulative 10% chance of being surprised by a chuul whilst remaining next to the water. The chuul strikes the closest and/or weakest looking character, attempting to drag the adventurer beneath the water. This creature will not attack followers of Vasi as they feed and commune with this creature frequently. Of course, they forget to tell the party!

 

21. Guest Chambers: Bat

Simple chambers with six Chonian military-grade sleeping cots. Underneath each is a long metal tub one can fill with warm water to take a bath. A firepit and cauldron are at the center of the room, perfect for heating up water or cooking. Some simple foodstuffs are provided, attracting mice, rats, bats, and other natural cave critters, which may become a nuisance. If anyone digs in this room; they find a piece of blue/black stone carved into a man-bat. When touched, the stone fetish causes one to feel extremely hungry, especially for meat or possibly… blood. The feeling goes away after 1d4+1 rounds and occurs whenever someone touches the fetish.

 

22. Guest Chambers: Grave

Same as Area 21.
If anyone digs in this room, they find an old tarnished holy symbol of Eureum. If a character touches this, they take 3 necrotic damage at night or 3 radiant damage during the day. Lawful Neutral beings who touch this holy symbol are healed by 3 HP. This occurs once per day for 92 days after which the magic ceases to function. 

 

23. Guest Chambers: War

Same as Area 21.
If anyone digs in this room, they find a badge of the Axiomatic General, which, when worn by any humanoid of alignment LN, grants the ability to roll any Charisma-based skill check with Advantage but only if in the form of delivering orders to troops or combatants.  

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!

Explore Aventyr!

 

Credits

Author Jonathan G. Nelson 

Artists Rick Hershey, © 2015 Dean Spencer, used with permission. All rights reserved. 

Cartographer Justin Andrew Mason 

Playtesters Moon, Tim, Ryan, Damo