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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 

 

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Y’Quenar, Pillars of the Planes

Y’Quenar, Pillars of the Planes 

An Aventyr Adventure for four to six characters of 2nd-3rd level 

Jonathan G. Nelson 

 

Pillars of the Planes is a Chonian nickname for Y’Quenar, a planar temple dedicated to the far-reaching pantheon of multiverse deities. This temple was constructed and imbued with planar energies by the ancient Grekians who once lived in the city of Grekia, the current location of Lake Chonia. The Grekians were not henotheists, nor were they monotheistic polytheists, they were true polytheists and worshiped all the gods equally, understanding the importance of balance in all things. To that end, they imbued the essence of each and every plane in the multiverse into the temple and the pillars was the entry and exit point of such energy and the connection directly to each of these planes.  

Long a source of spiritual guidance and the place Grekians would go to “find themselves”, the Pillars of the Planes was abandoned a hundred years or so after Grekia was destroyed. The ancestors of the Grekians became Chonians and Baevonians and life went on. The temple was forgotten a time. 

Then, a few years back, a devil-worshipping cult came to the Pillars of the Planes, discovered the connection to Hel and used only that one pillar to tap into true infernal essence, channeling it to the surface of Aventyr 

The cultists built a statue representing their god and imbued it with the infernal essence, thereby granting it the ability to manifest as a true devil, within this plane of existence. Their greatest treasure, a book of all the ancient Grekian locations left in the world, was placed in a treasure chest which would be guarded by the statue while the cult left to find these other locations, and start new sects throughout the land. The cultists delved too deep in their next endeavor and were never heard from again.  

Recently, the remnants of a Chonian army took refuge within these walls and some of the survivors were subsequently possessed by infernal malevolence. They conceal their true nature until they venture out to brutally sacrifice all who cross their path in order to appease the devil overlord. 

Character States 

(L) signifies a lawful character who is unaware of the possession effect. (L) characters become (S) when faced with evidence, or on a DC 12 Charisma (Persuasion) check.
(S) signifies a suspicious character that has encountered strange occurrences. 
(P) signifies a possessed character who acts convincingly to (L) or (S) characters, but displays their true nature and intent once alone or with other (P) characters. 

Interaction with the party
(S) who become aware of (P) and are convinced of their evil intentions, will assist the party if combat breaks out; (L) characters will not and may even oppose the party. Roleplay the interaction, changing states accordingly. Use whatever NPC statistics work best for the level of the party: guardacolytepriestveteran, or those provided below.

 

  1. Pillars of the Earth
    Each of these pillars is engraved with a runic depiction of a plane. The first four are Hel (LE), Hades (NE), the Abyss (CE), and Limbo (CN). The second four are Olympus (CG), the Seven Heavens (LG), Elysium (NG), and Nirvana (LN). If anyone engraves the opposing planar rune on a pillar, that pillar explodes, causing 14 (4d6) bludgeoning damage in a 5- foot radius and crumbles to a pile of rubble. A character touching a pillar opposing their alignment suffers 7 (2d4+2) force damage and is knocked prone (no saving throw). A character touching a pillar matching their alignment grants them a boon for the rest of the adventure (GM’s discretion). 
    2d4+8 guards are on duty here at any time of day. 80% (L), 10% (S), 10% (P) 
  2. Blessed by the Divine
    This room is the temporary home of numerous healers, all blessed by the deities to provide healing for the troops, and to any commoners seeking refuge here. They will heal anyone requiring assistance, regardless of alignment or affiliation. Six 3rd level clerics (life domain)4 (L), 1 (S), 1 (P) 
  3. Barracks of the Forgotten
    Once great warriors and veterans of long forgotten wars, the old swordsmen sleep a deep slumber steeped in depression and recurring nightmares of horrific wars long since ended. Twelve 6th level fighters (+2 weapons/armor) rest here. 9 (L), 2 (S), 1 (P)  
  4. Four Pyramid Puzzles
    There are four puzzles here which need to be assembled in order to open the door leading to area 5. The players may assemble their dice (or other available objects) in whatever fashion they wish in an attempt to construct four, stable pyramids. Grant inspiration or experience to those who think outside the box. Once four, stable pyramids have been constructed in real life, the door to area 5, will open.  
  5. Pillars of the Planes / Toll the Tormented
    This room is dedicated to the devil and its statue, still guarding the chest.There are twelve pillars, each holds a planar, runic depiction (analogue to area 1), but this set contains include four additional planes (GM’s choice). A character placing their hands upon a planar pillar of similar alignment may be imbued with a temporary boon (up to GM) while touching an opposing alignment may cause a bane, otherwise they act just like the pillars in area 1.
    Touching a Pillar of the Planes

    Each pillar touched, mentally takes the character into another plane of existence where they experience things as if they were there. GM’s must take some time to research each of the planes and be prepared to thematically describe each one a character may touch. Feel free to embellish, add boons, add banes, throw in additional scenarios, riddles, and more. Have fun with it!
    A treasure chest sits, covered in dust, upon a trapped dais, in the center of the room, underneath a looming devil statue.Trap on the Chest: A successful DC 15 Intelligence (Investigation) or DC 19 Wisdom (Perception) check reveals a trap on the chest. This trap may be disarmed with a successful DC 19 Dexterity (thieves’ tools) check.
    If the chest is touched before the trap is removed, the dais begins to descend into the ground at a rate of 5 feet per round for 4 rounds. Those standing upon the dais will descend with it. As soon as the dais begins to descend, acid begins to spray from the devil statue’s mouth, into the hole, covering all those within it in acid spray for 3 (1d6) acid damage. This continues each round as the dais descends. By the time the trap reaches the lowest point (20 feet down) the hole will be completely filled with slow-acting acid, causing 7 (2d6) acid damage per round to anyone (and any items) within the trapped area. Those trapped make all rolls at disadvantage and if remaining in the pools of acid for more than 6 rounds will automatically die and subsequently dissolve.Chest contents:An ancient tome titled Grekian Atlas and Historical Records – Volume 1 (2,854 pages, weighing 55 lbs.). This book contains antediluvian lore (leading to future adventures).Devil Statue:

    Must be destroyed (damage threshold 5, 25 hit points) in order to free the possessed survivors from possession effects, but initial attempts to do so unleash the following creature (based on average party level):Levels 1-2 = Vemix (bearded devil)
    Levels 2-3 = Xaxaxar (cambion)
    Levels 4-5 = YiXia (bone devil)
    Levels 6-7 = Yioaax (ice devil)
    The above devils are simply servants of the devil overlord, still sealed within the statue. If anyone actually destroys the statue, the devil overlord (type up to GM) will be unleashed and begin destroying the temple and everyone inside. 

To get the Pillars of the Planes adventure in PDF and print, subscribe to Mini-Dungeon Monthly at http://5ezine.com/ or purchase issue #6 on DriveThruRPG!

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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 Settingcontent.

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!

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The Chonians & Baevonians

THE CHONIANS & BAEVONIANS

The Chonians

Typical alignments NG, CG, N
Common Backgrounds Folk Hero, Hermit, Outlander
Basic Appearance Tan skin, brown and black hair worn long, almond eyes, toned muscles, wearing leather clothing and carrying hides on horseback yet also dressed with enough fineries to allude to ancient roots in civilization.

The horse-riding Chonians have long been nomadic warrior-archers, traveling from one place to another due to the dangerous and chaotic nature of the world in which they live. Many times, the Chonians have settled between the mountains and Lake Chonia, even giving these lands their name, but time and time again, the Baevonians marched down from their mountain strongholds to wage war and destroy everything the Chonians had built up over the years.

If attacks and war with Baevonia weren’t enough, the Chonians have the orcs to contend with, not just a few, or even a few hundred, but thousands of orcs which stream like rivers of bloodshed from the mountains and envelope the land in a cacophony of bent blades, rusty axes, and heads of enemies on pikes.

The Chonians only wish is to create permanent settlements for their people so they might practice the natural way of plains life like their tribal ancestors once did.

Unfortunately, some of the Chonian people would rather ride their mounts off into the dusty sunset, raiding and pillaging Baevonian traders and anyone who might have something of value or something to eat. These “bad seeds” frequently draw the attention of the Baevonian military which marches down out of the mountains to crush anyone responsible or harboring these criminals.

The Baevonians

Typical alignments LE, LN, LG
Common Backgrounds Acolyte, Soldier, Variant Criminal: Spy (within context of the law)
Basic Appearance Black hair cut short and covered by helm, dark eyes heavy with ages of war. A muscular and heavily-scarred body covered in finely made, heavy plate armor from head to toe, holding an ancient family blade in one hand, a shield with Baevonian crest in the other.

The mountain stronghold dwelling Baevonians, laden with heavy armor and weapons, protected by stone and steel, guard the lands of former Chonia with their lives, holding back the forces of evil and the tide of darkness that would otherwise wash over the known land.

Driven by a passion for lawfulness, the Baevonians seek order in all things, no matter the cost. Known to forge questionable alliances and dark deals just to hold their position in the world, forcing order upon others is not just expected, but required.

Punishment for breaking the law in Baevonian society is more than just what the local magistrate may deal out as a sentence, the guilty individual will be shunned from society to such an extent they typically commit ceremonial ritualistic suicide to appease the Axiomatic General or willingly take a position in the front lines in any major assault, hoping to either prove themselves or die trying.

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!

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Lake Chonia and the Grekian Ruins & Former Chonia: Rocky Badlands and Scrub Plains

Lake Chonia & Grekian Ruins

An adventure location based in the Aventyr campaign setting but usable in any game system or setting.

Lake Chonia

Lake Chonia, in Aventyr, was once the site of a Grekia, a thriving, desert metropolis populated by great artisans and architects, poets and linguists, mages and sages, mathematicians and theologians.  

One day, a great rain came to the desert, a rain which lasted for 92 suns and 92 dark moons. It flowed through the mountains, the canyons, and eventually, even the dry desert filled with the gathering rains. 

At the lowest point of the Chonian Desert, in an ancient elongated-graze impact crater, the water pooled, first a puddle, then a pond, and eventually, after weeks of deluge where “air became rare and water fell like rivers from the sky”, Lake Chonia, was formed. And under the natural force of these otherworldly rains, the great knowledge, culture, and peoples of Grekia, were lost. Some say, it was the will of the gods, but for what purpose or punishment, it is unknown. 

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!

Over the centuries, with ever-increasing warmer regional temperatures, Lake Chonia began to shrink in size. 

The land itself has grown warmer, due to the Shard of the Sun’s increased proximity to Aventyr. 

Present-day Lake Chonia has mostly dried up and is a but a remnant of her former self. 

With the receding waters, the Ruins of Grekia have begun to reveal themselves and their grand treasures, granting adventurers and explorers the chance to glimpse and thieve away whatever is left of the once-great civilization. Would-be-treasure-hunters beware! There are more than just treasures and knowledge-laced tomes hidden in these ruins, for there are ancient evils, undead spirits, and Grekian experiments which broke free after the fall of Grekia and now roam the underground ruins and deep waters.  

Rocky Badlands & Scrub Plains

Traveling through the dry, rocky badlands and scrub plains around Lake Chonia is a dangerous task in and of itself. There are deadly creatures, horrifying monsters, and brazen bandits, and if those don’t kill a traveler, the lack of food and water will. In the rocky badlands near the mountains are additional hazards, including small rocky cliffs, canyons, deadfalls, and more. The majority of the scrub plains are relatively flat, although some geographical and humanoid-made hazards do exist. 

Rocky Badlands & Scrub Plains theme music

Rocky Badlands & Scrub Plains sound effects

Hunger & Thirst

Drought and famine have struck former Chonia hard this year, due in part to the proximity of the Shard of the Sun (a fragment of the sun), circling the planet on a much tighter orbit. In addition, the cost to proxies of the gods to channel energy to this desolate area is too much and thus, once per week, a suitable spellcaster may only request a small amount of food and water. 

 

Create Food and Water (within former Chonia) 

Note: A spellcaster may only attempt this spell once per week whilst in this region. 

LEVEL 3rd
CASTING TIME 1 Action
RANGE/AREA 30 ft
COMPONENTS V, S
DURATION Instantaneous
SCHOOL Conjuration
ATTACK/SAVE None
DAMAGE/EFFECT Creation

You create 9 pounds of food (rations) and 9 gallons of water on the ground or in containers within range, enough to sustain one humanoid for 1 week or seven humanoids for 1 day. The food is bland but nourishing and can be kept, without spoiling, for a period of 14 days. The water is clean and doesn’t go bad. 

 

Finding Natural Sources of Water

Water is scarce and difficult to find in Former Chonia. By roaming a 2d4+2 mile radius, for 1d2+1 days, and with a successful DC 20 Wisdom (Survival) check, one can find a spring to rehydrate and replenish waterskins. There are only four such springs to find in the natural desert valley framing Lake Chonia.  

 

Food & Water Requirements

Food 

PCs need one pound of food per day

PCs can make food last longer by eating half as much, which counts as half a day without eating

PCs can go 3 + Constitution modifier days without food, after which doing a day without eating causes an automatic level of exhaustion

A normal day of eating resets the count of days without food to zero 

Water 

PCs need one gallon of water per day, two if the weather is hot

PCs that drink only half the required amount must make a DC 15 Constitution saving throw or suffer a level of exhaustion each day

PCs that drink less than half automatically suffer a level of exhaustion

If the character already has one or more levels of exhaustion, the character takes two levels in either case 

 

Exhaustion 

Some Special Abilities and environmental Hazards, such as starvation and the long-­term Effects of freezing or scorching temperatures, can lead to a Special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description. 

 

Exhaustion Effects 

Level / Effect 

1 / Disadvantage on Ability Checks 

2 / Speed halved 

3 / Disadvantage on Attack rolls and Saving Throws 

4 / Hit point maximum halved 

5 / Speed reduced to 0 

6 / Death 

If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description. 

A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on Ability Checks.  

An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion Effects ending if a creature’s exhaustion level is reduced below 1. 

Finishing a Long Rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink. 

Random Encounter Table: Rocky Badlands of Former Chonia

Random Encounter Table
Rocky Badlands & Scrub Plains of Former Chonia
D&D 5th Edition, levels 1-4* 

 d100 

 

Creature(s) Additional Information 
01-14 2d4 vultures Circle during the day and investigate the party and their equipment at night (1d2 items lost or 1d2 damage suffered per day/night) before they flee but continue to follow at a distance, harassing the adventurers. 
15-24 3d4 Black Tooth Raiders (Chonian bandits) There is a 45% chance these Chonian bandits are on riding horses. 50% chance one of the bandits wields a Chonian Longsword +1 (worth 750 gp). 
25-34 scout (Chonian) Watches the party for 1d100 minutes in fairly close proximity then withdraws to a distance of ¼ mile to watch for another 2d100 minutes then withdraws into Ogre Canyon. 
35-44 4d4 kobolds This group of kobolds only attack the party if they can get a jump on them. If not, they follow from a distance, waiting for a good opportunity to steal from, kill, or capture party members. 
45-54 lamia This lamia, named Swewolt, will attempt to convince the party he is here to assist them as a guide (Persuasion +5). Once he guides them to a cave (preferably on the second night of travel), he will attempt to surprise the group by attacking them while they sleep (and he keeps watch). He uses Intoxicating Touch on each member of the party, one-by-one, in an attempt to throw off their balance in combat. 
55-64 1d3 half-ogres RexalDexal, and Mexal are half-ogre triplets who roam the desert, abandoned by their ogre parents now living in Ogre Canyon. If a 1 is rolled on number appearing, Rexal spots the party from afar and runs off, seeking his two twin brothers 30% chance to find Dexal or Mexal, 20% chance to find both.  
65-74 Black Tooth Raider bandit captain and 4d6 bandits (Chonians) Chonians who have fallen on hard times sometimes become raiders, taking anything they can from others in order to survive or help their families survive. Not all who raid are evil, many do this simply out of necessity to survive and 60% of this group are just such a type with 30% of those “on the fence” about this lifestyle, who can be convinced with a DC 14 Charisma (Persuasion) check to cease attacking the party. 
If this succeeds, and the party shares some food or water, there’s even the chance these individuals may invite the characters to the makeshift Chonian village of K’Tarik just above Ogre Canyon. If this occurs, the bandit captain and other raiders turn on their friend(s), attempting to kill them to prevent the location of their village being revealed (especially since there is a major water source located there).  
75-79 ogre This ogre hails from Ogre Canyon and has traveled out into the lowlands in search of food, it has tired of the flavor of hiding Chonians and roaming orcs, it wants something juicier, perhaps near Lake Chonia there will be fat prey.  
80-84 1d6+3 gnolls A band of warriors from a tribe known as De’We Welgo’ao-on which translates, in Klavekian, to the Dogs of the Wild or “Wild Dogs”. They frequently dare one another to do brazen things such as sneaking into a camp of sleeping humanoids and stealing all their weapons or setting tents on fire before fleeing and attacking with ranged weapons, taunting their prey to come out and into the night. 
85-89 

 

1d2 swarm of insects These swarms pepper the area directly around Lake Chonia but sometimes work their way out to more remote regions, following the migration of overland mammals. 
90-94 

 

1d6+1 giant lizards These lizards appear without warning, running fast and haphazardly across the rough terrain. They leap through the air to attack as they run, continuing on past the group then returning randomly to do similar attacks over the next 1d4+1 hours or until slain. 
95-96 

 

2d6 commoners and 2d4 riding horses (Chonians) A group of Chonians are on their way to K’Tarik, a secret makeshift Chonian village built after the Baevonians decimated their forces in open combat on these very plains. With a successful DC 18 Charisma (Persuasion) check, the party can convince the Chonians to take them along. K’Tarik is near Ogre Canyon, a dangerous place, but with the Chonians leading, the group makes good time and may even make it there safely. According to the Chonians, the village has a source of fresh water. 
97-98 mummy  Slow-moving and wandering the wastes, this mummy originated in a tomb built into the side of the nearby mountain range. A group of Chonian raiders disturbed the tomb and the mummy emerged, to the horror of the fleeing raiders. The mummy wanders, searching those who disturbed its slumber and killing anyone in its path.  
99 Druid of Chonian Badlands The Druid of the Chonian Badlands approaches the adventurers in hopes they will assist her in healing the lake via a quest for a wondrous magic item, a decanter of endless water. One is rumored to be on a dead explorer who perished deep in an orc cave in the mountains where hundreds or possibly thousands of orcs live and roam. The quest is very dangerous and she will do whatever she can to help make it a success including guiding them to Lake Chonia and even possibly accompanying them for a time.  
00 Undead spirit (wight) from the Ruins of Grekia This spirit is LN and is confused, thinking Grekia still exists. She will try and communicate in her language, reaching out to touch a character then accidentally causing Life Drain (1d6+2 Necrotic damage) to occur. It will continue to follow the group and touch them until slain. 

*For higher levels, or as needed, use the Desert Encounters tables in XGtE. 

 

Location: Lake Chonia

Image by TPK3D, creator of animated battle maps and exciting cutscenes.

With the lack of water, Lake Chonia has become the obvious destination for the majority of animals, monsters, and humanoids dwelling in this region. That also makes the lake a choice place for bandits and raiders to ambush travelers or would-be-treasure-hunters looking to delve into the Ruins of Grekia. 

Lake Chonia theme music

Lake Chonia sound effects

 

Random Encounter Table: Lake Chonia (Shore & Underwater)

Random Encounter Table
Lake Chonia (Shore & Underwater)
D&D 5th Edition, levels 1-4* 

 

d100 Creatures Additional Information 
01-10 1d6 crocodiles Hungry crocs surface, one at a time, to observe potential meals, waiting until someone wanders close to or into the water before they strike from the murky depths below. 
11-20 1d4 giant toads Preferring to emerge at night, these fat fellows leap from water to shore to snatch a meal and then back again to drag mammals (sometimes humanoids) underwater and drown them before they are consumed. If at night, a strange chorus of deep croaks sing some weaker-willed humanoids to sleep.  
21-30 merfolk A merfolk, who arrived here using a gate to the ocean, asks for the party’s help: Mini-Dungeon issue #5, use adventure Chaos & Corruption in the Briny Depths. The merfolk carries a small crystal as the gatekey to trigger the same portal the dragon eel Devnarinath seeks to use to return to the oceans of Aventyr (see last entry).  
31-40 1d2 plesiosaurus These mated large beasts roam the waters of Lake Chonia, brought here via the same gate as the great dragon eel, Devnarinath (see last entry). They hunt for prey below the waters and only surface to observe potential prey on the shore then submerge in wait.  
41-50 1d6+1 sahaughin  A tribe of sahaughin live in the ruins beneath the waters of the lake. Those foolhardy enough to venture into the ruins will certainly encounter more of the tribe, now numbering well over 200. These scouts observe the party then report back to their base, bringing 1d4+1 additional sahaughin upon their return (if not spotted/stopped).  
51-60 sea hags and giant toads  A sea hag riding upon a giant toad with his sister not far behind, this wretched old woman, named Mayanonthorn Twellbanath, seeks to make a party member swoon and drag them under the water with her. She will approach the party, preferably at night, using Illusory Appearance to appear as a young woman, a spirit of Grekia who is lost and looking to return home. She says she is “the keeper of a great treasure, lost beneath the water” in an attempt to lure greedy fools into the lake. If that fails, she uses Horrific Appearance followed by Death Glare on a character before dragging them under the water and deep into the Ruins of Grekia where their heart, eyes, and pituitary gland are consumed by the witch, the remains given to her two giant toad allies.  
61-70 1d4 swarms of quippers These voracious fish swarm prey so rapidly, within a few minutes only gnawed bones are left floating in the water. A ring of protection is found in the belly of one of the fishes (3% chance to locate if fish are butchered, 55% chance if all are eaten). 
71-80 1d6 bone crabs The skulls of ancient Grekians are used as shells by these strange crabs who carry a disease known as the White Ghost Shivers. There is a 10% chance per round the crabs will use Hive Mind to call another 1d2 bone crabs which arrive in 1d4 rounds.  
81-90 2d8+2 garroter crabs These crabs like to rush attack a group using Whip-Claw to grapple their opponents. Sometimes other, larger enemies follow a cast of garroter crabs, waiting from afar for potential prey to be grappled before moving in to steal the kill.  
91-95 1d4 glass gators Glass gators like to hide, nearly invisible, just beneath the surface of the water, remaining motionless until unsuspecting prey either dips into the water or dives in which is when the gator strikes using Lunge or Standing Leap. If either fail, the glass gator uses Silt Cloud to hide, change location, and try again.  
96-99 drowned maiden Note: Deadly encounter for characters levels 1-4. 

This woman was murdered long after the fall of Grekia, she was betrayed by her lover, and during a quarrel, attempted suicide, but her lover dragged her back to shore only to shove a dagger into her throat and toss her corpse to the crocodiles in Lake Chonia. The corpse was gnawed on a bit, but got caught in some debris and sunk under the Ruins of Grekia until it sprung to undeath and has been haunting these shores and waters ever since. The drowned maiden uses Reel to draw characters to her then uses Kiss, then attempts to pull them underwater.  

00 dragon eel Note: Deadly encounter, certain death for characters levels 1-4. 

The powerful dragon eel Devnarinath dwells in the deepest, darkest part of Lake Chonia. As the water of the lake continues to evaporate, the dragon eel has attempted the triggering of an ancient gateway, hidden deep underwater in the Ruins of Grekia, which leads to a location in the sea on AventyrDevnarinath got here via this gateway around 150 years ago and hasn’t cared to return until the lake started to shrink. If he can’t get the gateway to work, he waits for a storm where he can use Storm Glide to leave the area and head to the nearest source of stable water. Devnarinath kills anyone interfering with his quest to reactivate the gate. He may form a temporary alliance with someone offering to help (so long as they are truly sincere).  

*For higher levels, or as needed, use the Desert and/or Underwater Encounters tables in XGtE. 

 

Location: Ruins of Grekia

The Ruins of Grekia are 90% underwater, the small amount above water are mostly looted. Those who dive underwater or can subsist without oxygen for long periods of time may explore the full extent of the ruins, which are rumored to contain vast treasures including many priceless works of art, books and tablets with great amounts of lore, and the fabled Grekian Runestones which contain magic and were worn by nearly all who once lived here. Of course, there are also tales of powerful and dangerous beasts beneath these waters, some which have only been seen here, in Lake Chonia.  

Grekian Ruins theme music

Grekian Ruins – swimming sound effect

Grekian Ruins – swimming underwater sound effect

Grekian Ruins – air bubbles underwater sound effect

 

Lake Chonia, Grekian Ruins battle maps are usable in virtual tabletops or using real miniatures on a 40″ monitor laid flat on the table.
Maps by TPK3D, creator of animated battle maps and exciting cutscenes.

Grekia Ruins Table

Event Table for Exploring Grekian Ruins in Lake Chonia.
D&D 5th Edition, levels 1-4* 

Searching the Ruins: Characters must roll a successful DC 16 Wisdom (Perception) check followed by a successful DC 18 Intelligence (Investigation) check in order to discover something unique in the ruins. If these checks are both successful, roll on this table. Reroll duplicate results, create your own treasures if most of these have been used and the party still wants to explore. For every 1d4x10 minutes exploring the ruins there is a cumulative 10% chance of an encounter.  

d12 Discovery Additional Information 
1 An old book Sopping wet but with some legible pages. This book helps linguists understand the connection between the Chonian and Baevonian tongues to ancient Grekian. Worth between 1,000-3,000 gp. 
2 Piece of twisted metal Designed by a great metal-smith and artisan, this supposed “piece of junk” is worth over 2,000 gp. 
3 An exquisite painting This magically preserved painting was created by K’Eixex, the famous Grekian impressionist who was an outcast of his time. The painting is of some of the buildings which are now ruins, with people outside, dining, dancing, laughing, and enjoying a vibrant, civilized, and artistic community. The painting is worth 1 gp in many parts of Aventyr but if sold to a select group of collectors in the Klavek Kingdom’s capital of Mohkba, one could make between 10,000-25,000 gp.   
4 A magic orb Swirling bits of debris wildly scrape at the inside of this glass orb. This is a storm, magically captured and sealed within the orb. If one breaks this, a massive windstorm will emerge and cover a 1d2+1 mile radius with winds increasing up to a sustained 50 MPH with 80-100 MPH gusts. Debris will become airborne, including sand and dust, making visibility minimal (eventually nil) and suffocating anyone caught out in the open for more than 1 hour. Worth between 10,000-20,000 gp to the right buyer. 
5 A painters’ set complete with small containers of paint and brushes Worth between 10-50 gp locally and 1,000-2,500 to collectors in MohkbaKlavek Kingdom (see entry 3, above). 
6 Circular stone with an engraved rune A fabled Grekian Runestone has been found! Roll on the Rune Table. 

 

7 A set of four unique platinum horseshoes This set of platinum, rune-covered horseshoes are indestructible, never need to be changed, and don’t bother the horse at all when applied/removed by a professional farrier. These magical horseshoes increase a horse’s movement by 20 ft. per round and also amplify endurance and speed allowing a horse to travel at .5x the standard rate in overland movement. Worth 5,000-10,000 gp. 
8 A mathematical device A series of strange instruments that rely on water to operate and measure numbers in drops of water, this device can help anyone attempting complex equations figure them out in half the time. This device is worth 1d4x1000 gp. 
9 A strange gemstone with little lights inside This gemstone contains motes of three Grekian’s souls. The souls were captured prior to them returning to the realm of the gods. This power was once utilized to grant inspiration to artists or creators and can be burned off one at a time by applying the gem to one’s forehead after which one may attempt to create something gaining advantage and also making the creation x5 times as fast or x5 the amount (with GM’s discretion). Worth 500 gp or 15,000 to someone who knows what this truly is.  
10 A book of scientific theories Whenever someone reads this book there is a 5% cumulative chance one will learn something unique about the world and its properties that very few people actually know. Worth 1,000 gp. 
11 A pair of metal ears These ears slip over human-sized ears and allow an individual to comprehend any language for 1d4x10 minutes per day with absolute clarity and understanding. They do not allow one to speak the language. Worth 1,000-2,000 gp. 
12 Circular stone with an engraved rune A fabled Grekian Runestone has been found! Roll on the Rune Table. 

 

 

Grekian Runestone Table

Whenever one of the Grekian’s fabled Runestones are found, roll on this table.  

All Grekian Runestones attune to their users immediately and cannot be removed by any known means (sans death).  

Limited Lifespan: Have a player roll d% dice upon picking up a Runestone (reroll anything 90+). The percentage rolled becomes the percentage chance it will work once per day although the user may not control how or when the stone is activated. The magic in these ancient stones is slowly fading and every year which passes reduces the chance it will work per day by another 10% until it won’t work at all and the glow, and magic, fades. 

1d10 Rune Name Color of Glow Effects 
1 Kek’yar Yellow As if the heat of the afternoon sun itself was captured, this increases one’s overall body temperature by 1d4 degrees F for 1d4 hours. In current conditions, this will overheat the individual but in a colder clime, will prove very useful.  
2 Eiu Green Each step causes plants to grow or existing vegetation to grow even larger x2 per minute. This works on animated plants as well. Works for 2d4x2 minutes. 
3 Tol’lano Blue Heals 1d8+4 hp when wounded, activates only when injured. 
4 Cho’qu Voilet Enhances spellcasting ability granting one additional 1st level spell at levels 1-5 and a 3rd level spell as well between levels 6-10. 
5 Pa’tanis Red Works as if using a Potion of Heroism for 1d4x10 minutes.  
6 Mek’Won Orange The user becomes glib of tongue and makes all Charisma (Persuasion), (Deception), and (Intimidation) checks with advantage for 3d20+10 minutes. 
7 Iu’Vardis Blue-Green Transforms the user into a twig blight for 3d10 minutes. The character can still walk about and speak and converse with others but makes all attacks and checks as if a twig blight. 
8 Noh’Tal Red-Violet Transforms the user into an ahooling for 1d4x10 minutes. Ability scores, class, alignment, equipment, etc are all identical to their character.  
9 Re’Ma’So Yellow-Orange Casts Lesser Restoration on the user.  
10 Pet’Wayden Yellow-Green Calls down a ray from the sun for 1d4 rounds, the user must concentrate to focus the ray, causing 1d6+2 radiant damage to a single enemy per round, no save.  

Markum’s Journal

We were able to coax enough rations from the owner of the Inn to last us several days, but even without Rizri’s ability to forage, we should be able to hunt down that bone merchant before we choke down the last dry biscuit.

This land is worse than the reports said. Something tells me Captain Bohacz knew the reports were outdated. Why else would he send such a pack of misfits to hunt down someone like this. Likely he didn’t think any of us would survive. The land is so dry and hot, he might end up right. Even the scrub is thin and cracking. The only animal tracks Rizri can find are taking us to the large lake we spotted when we crested the rise yesterday. It looks like it’s been drying up for a few years. There are some ruins set around it and poking up out of the water. If that’s the only water source, that’s where the game’ll be, where the people around here will likely congregate, and then you’ll get the bandits. And worse. I hope Stok sobers up soon. 

~Credits~

Author Jonathan G. Nelson

Cartographer Jared Blando

Digital Cartographer TPK3D

Markum’s Journal Tim Hibbits

Music Kevin MacLeod

Music from https://filmmusic.io
by Kevin MacLeod (https://incompetech.com)
License: CC BY (http://creativecommons.org/licenses/by/4.0/)

To get the full set of maps and cutscenes, support TPK3D on Patreon!

 

 

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Wayward Inn

Wayward Inn

An adventure location based in the Aventyr campaign setting but usable in any setting or system.

Introduction

The Wayward Inn is a place that plays host to complicated characters, indulges rumors of enigmatic enemies and tantalizing treasure, and keeps a few hidden secrets of its own which might be of interest to anyone choosing to stay the night here.

A makeshift, roadside inn and tavern, Wayward Inn is run by a husband and wife (Cordon and Krista) with the help of their two daughters (Tilly and Bellini). This establishment is a simple affair, utilizing the two-story family home’s basement and expanded cellar to facilitate a tavern and an inn with three rooms. The entire family runs this business and relies on the profits as their primary source of income.

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!

There is a very limited supply of food and water in the region, making provisions very expensive, hard to come by, and highly sought after. Thusly, the innkeepers have food and drink under lock and key via a locked door adjacent to the inn’s cellar-level dining room. At this time, only rations, water, and homemade alcohol are available and sold at 300% of the standard cost.

For every day a patron stays here, that cost increases by 1d4x10%. After 2d20+20 days all food is exhausted and 1d20+10 days later, the well runs dry, but before this happens, brigands may very well take the place by force and kill everyone alive to secure and utilize the last remnants of food and water. For now, though, this place is quite safe and a good place to eat, drink, visit, and stay for the night.

Drought, Famine, and War: The Chonians & Baevonians

A recent war between the horse-riding plains warriors known as the Chonians and the war-like, heavily armored, mountain-keep-dwelling Baevonians has brought great famine and strife to this region. To add insult to injury, Leacim the trickster god shot an arrow which hit the Shard of the Sun, the massive sun-fragment orbiting Aventyr, tempting its orbit even closer to the planet. This has increased the temperature during an already abnormally warm year which has caused drought throughout these lands. Food and water are of the utmost importance to survive, the latter of which is absolutely necessary and in short supply.

Remnants of the Chonian army and civilians gather, albeit in fragmented groups, around any available water sources sans Lake Chonia due to the exposed nature of that location.

The Baevonians who shattered the Chonian army, have massed mostly to the north in between what was once Chonia and the proud and civilized nation of Pradjna. The rest of their forces wait in mountain strongholds. They prepare a final assault to wipe Chonians off the face of the Aventyr after which they will settle these lands with the common folk who currently overcrowd their mountain keep towns and cities.

Location: The Wayward Inn

  1. Cellar Entry Doors
    After descending the stairs (south), one enters the tavern proper and the check-in desk for the inn. One of the two daughters will escort the party to a table or help them check into one of the available rooms. There is currently a “nomadic horse-trader themed” room available for 3 sp/night, recommended for two, but could sleep up to four or even six if every inch of the floor used. A small note on the check-in desk says “Remember to pay the kobolds on the next full moon. -F” this note was written by Cordon (F = Father) as a reminder to continue to bribe the local kobold tribe’s chieftain once per month, thereby preventing attacks or raids on the family’s home and establishment. On the next full moon (tonight), Cordon wants his daughter, Bellini, to set out a small sack with 30 sp on a large 200-year-old tree stump about 500 feet north of the Wayward Inn. The stairs on the northeast wall lead to a locked door which opens into the family’s kitchen in the house proper.
  2. Tavern Proper
    The tavern proper normally serves a good goat stew but has been reduced to serving rations, water, and homemade alcohol. Anyone skilled at entertaining is encouraged to perform for 10% of any drink sales which take place during the performance (20-30% if very persuasive). Two bookshelves hold mostly fiction and some history on the region. When opened, one of the books drops an old treasure map out and onto the floor. This map was originally drawn by the owner’s grandfather and could be real or a fake (up to GM). There are 2d4+2 patrons in the tavern each evening. There is an 80% chance each patron has a regional rumor to share (see Rumor table) although they must be persuaded to relinquish it via use of bribery, highly impressive local etiquette, or straight up charisma. One of the patrons (at random) is actually a Baevonian spy who could be revealed and possibly slain by Chonians during the character’s stay here (there is no “law” in these lands, currently).
  3. Inn Rooms
    For those who procured a room for the night, these doors lead to three different rooms, each uniquely themed and designed by Krista. The first was designed to look like a forest with thin trees attached to the walls and foliage placed here and there for ambiance. The second is desert-like and full of sand warmed by stones heated first in the tavern fireplace. The walls are painted in blues and yellows. The third and final room is a horse-trader theme with strange rugs and curtains, a stuffed fake horse which might make some guests uncomfortable, and a bed decorated in thin veils of fine cloth. If an adventurer is extremely perceptive, they might notice a small figurine hanging in the veils of cloth above their head. Upon further inspection (and sharing with the locals) it is revealed that these are the types of trinkets the Beldam of Stygian Glade (a witch) uses to curse any who may enter her forest. What does this mean for the unlucky recipient? Only time will tell.

Important NPCs

Cordon – A human (Chonian) male age 40, short salt & pepper hair with stubble and smile wrinkles around his eyes and mouth. Cordon is the co-owner of the tavern with his wife, Krista. He is a giving man but as of late understands the importance of clamping down to survive the post-war famine and drought and stay alive whilst keeping the business running and his family alive and well.

Krista – A human (Chonian) female age 43, long, braided white fair, a kind smile, and a giving heart. Krista, is having a tough time with the way things have been since the war and is originally from a Baevonian family, she wants peace between the two peoples of these lands but doesn’t see that happening anytime soon. She tends to keep to herself and likes to read a lot of books. If someone persuades her, she can help an adventurer discern which rumors are fact or farce.

Tilly – A happy-go-lucky human (Chonian) female age 15, black hair and brown eyes, always happy and smiling, Tilly is the one everyone wants as their server because of her generous portions and pours. Always the first to rise and last to go to bed, Tilly loves to entertain and talk with customers.

Bellini – A troubled human (Chonian) female age 19, light-brown hair and almost black eyes, frowning and fidgeting, Bellini prefers to be on her own. She likes to spend a lot of time outside, observing the ebb and flow of the natural world. As of late, she’s noticed changes to the natural environment which trouble her much more than the war between the Chonians and the Baevonians.

Kalore – A local mercenary and blade-wielding human (born Baevoninan, now Chonian) male age 26, who tends to find himself in this tavern with different groups each month, sometimes even those who oppose each other. Kalore keeps himself out of politics/sides and focuses on earning vast amounts of coin with which to bail his brother (rogue-type) out of a Baevonian prison hidden deep in the mountains. He currently has been hired and travels with Che’tai’ai.

Che’tai’ai – A tribal human female age 20, brown hair and brown eyes, very frantic and talkative. She is desperately seeking help after her village was attacked. Upon fleeing she witnessed smoke, what she believes was possibly her village being burned to the ground. Her mother still lives in the village and she’s seeking people to help but has only 16 sp, a ruby (25 gp value), and a feather (one cantrip, one use) to spare. Note: This tribal village is known as Khe’Yu’Oui and is located about 1d4+1 days travel west of the Wayward Inn (depending upon conditions and encounters). Those who speak Vikmordere have a 60% chance of conversing with or understanding what Che’tai’ai says as the dialects are quite similar.

Ut’Chuk – human (Chonian) male age 29, a trader, trickster, scoundrel, and a thief, Ut’Chuk is looking to con his way through any situation and is quite good at it. He will manipulate anyone he encounters in an attempt to steal. He will, however, not put himself in any situation where he could possibly be killed. If this occurs, Ut’Chuk will attempt to convince any friends he has made to help persuade the attackers to cease their assault either via verbal glib or muscle.

M’Chelan – human (Chonian) male, age 34, a druid and master of the elements, M’Chelan recently burned down a village to appease his benefactors. He believes humanoidkind to be a vile, disgusting virus which is currently destroying the natural world and needs to be thinned out or obliterated all-together. He is on his way to a secret location where he plans to hatch the next stage of his plans. He does not wish to discuss any of this with anyone and is not interested in conversation, he is here simply to observe as one would an ant-hill.

Q’Yeddan – human (Chonian) female, age 15, a loner originally hailing from a Chonian settlement wiped completely off the map by Baevonian forces. She now clings to only her memories and doesn’t let anyone into her small world. Q’Yeddan now simply seeks to survive and eventually return to the small remnants of her home and rebuild but for now, she keeps to herself and the shadows.

Tamryn – human (Klavekian) male, age 25, a traveler from the distant Klavek Kingdom, Tamryn is on a mission of reconnaissance for his government to estimate the strength of the Baevonians after a major recent victory over the Chonians. After observing Baevonian troop movements for the past three weeks, Tamryn has sought refuge here. After this, he plans on gathering some information on two remaining Chonian groups, now taking refuge at the edge of the western mountain range.

Yu’iu – human (Chonian) female, age 22, a bowyer/fletcher formally of the Chonian Army who has since decided to pledge her life to help others. She believes enough bloodshed has been had and now is the time to heal and form alliances, even with outsiders. Everyone is good, at heart.

Penalsiop – half-elf (1/16th elf) male, age 112, an outsider who keeps his true racial identity hidden, Penalsiop, who goes by Pen, was traveling through these lands when the war caused him to become trapped here. He seeks a group who can travel the dangerous wilderness, surviving monster attacks, or somehow, perhaps magically, bypass the Baevonian army, so that he may seek solace in the peaceful industrious yet idyllic nation of Pradjna.

Yop – halfling female, age 43 is a transplant from Picollo who came here when she was just 13 years old. The Chonian-Baevonian war has displaced her entire family, she has no idea who might still be alive.

Other NPCs: M’Chek, Yeh’Pptol, Ranlen, Quen, Cheenall.

Rumor Table

(1d12)

  1. The Baevonian Army attacked the Chonians (these people) and are blocking all entry/exit on the road to the northeast. (TRUE)
  2. Have you heard!? The Baevonians are on the march and headed here now! They plan on making each and every one of us a slave to work in their mountainside mines for the rest of our lives. I’m getting out of here! (FALSE… for now).
  3. A witch lives in the woods to the east and curses all who enter although I’ve heard there’s a great treasure to be found in some caves there. (MOSTLY TRUE = The witch tries to drive people away by making them think they’ve been cursed by placing strange items and carved words in trees and throughout the forest which seem specific but could apply to anyone.)
  4. The bones of the dead have been springing to life in graveyards all over Chonia since our ultimate defeat to the Baevonians. (FALSE)
  5. Mountain passes are overrun with orc tribes but there is a cave rumored to hold a powerful sword blessed by the gods themselves. (TRUE)
  6. The owner of this tavern is making a deal with the kobold tribes to trade his daughters for regular deliveries of fresh meat from the plains. Every full moon he leaves an offering on a stump to the south as a way of sweetening the deal and soon, he will deliver his daughters to the evil kobolds. Someone has to stop him! (FALSE… but see area 1 notes).
  7. Lake Chonia to the west has been drying up in recent years, revealing ruins previously hidden underwater. (TRUE)
  8. Hills to the north have kobold tribes living in them, they have captured some children and are performing black magic ceremonies on them. (PARTIALLY TRUE = Kobold tribes have captured humans, including children to consume but do not practice much magic.)
  9. Long ago, a massive battle took place in the woods to the east, in the southernmost part of the forest leaving corpses stacked five men high. The battle was fought over a hoard of treasure including gems, platinum, magical treasures, and a powerful artifact! (FALSE = Many battles have been fought in these woods over the years but it is between those tricked by this decade-long rumor and those who made it up: a bandit group comprised primarily of unique monsters.)
  10. The ruins being revealed at Lake Chonia have strange artifacts hidden in them. I met a man who found a weird stone with a glowing red sigil upon it. He didn’t seem quite right and kept convincing me to do things I normally would never do! (TRUE).
  11. The woods to the east are full of trolls! Avoid them at all costs, when traveling, I usually give them a wide berth. (FALSE… no trolls live in this area; it is far too hot and dry)
  12. The innkeepers built their home on the site of an ancient sacrificial altar to a dark god. (FALSE)

Markum’s Journal: Entry #1: Wayward Inn

After three weeks in the wilderness, even this run-down inn is a godsend. If it weren’t for the hermit’s assurances last week, we’d have taken the short cut and missed it. The couple running the place seem kind enough. His tight cropped hair and her long, intricate braids mark them on opposite sides of the Baevonian-Chonian war, but they seem committed to each other and their daughters, though they are as opposite as could be, too.

The youngest daughter was able to recall our quarry coming through here not ten days ago. She says he asked even more questions than we do. Is he looking for something?

All I could think of over the last ten-day was getting something to drink, but the draught they distill from one of the local plants is nothing short of lethal. Stok was swallowing it like water, of course. The food, too. We managed to eat off the land for the last full moon, but even here, food is scarce and they’re serving something only slightly more appetizing than the rations we ran out of long ago.

The land is taking back its bounty, perhaps including the kindness of fellowship. While the owners are earnest enough, the clientele has the same edge we saw in the wild. We should be able to get some respite from the wilderness here, but this is not a place I’d bring my family, even if they were still alive.

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From the Scrollshelves of the Sage

Welcome, friends, to my  library. Once just my workplace, it’s now my greatest treasure. To introduce myself, I am Acanthus, this region’s foremost sage.

The Past

Over the years since King Tokolvor expanded the Klavek kingdom, I’ve helped adventurers, merchants, and travelers alike gather vital information. Whether about where they’re going, who and what they’ll encounter, or how to deal with all three, I’ve been there. As fine a collection of views, thoughts and facts as exists in all Klavek is upon my scrollshelves and bookcases. Perhaps nothing rivals it in all Aventyr, but that is for others to decide!

The Present

However, now I’ve made my own fortune and live an easy life, I intend to share it all. What I know to be true, surmise to be broadly correct, am in the process of clarifying, and imagine is worth further investigation, will become yours. Topics will be wide, allowing interested parties to gain insights wondrous and delightful, amazing and awe-inspiring, and hopefully entertaining. They’ll be worthy of a pipe of tobacco at a campfire, if not a meal at a prince’s table, during their retelling.

Welcome to the Future

Of course, I’ll take commissions, and happily dig into my resources, giving you my opinions on any and all topics. But remember, what you hear and read in my reports may set your feet inching, heart pumping, and mind racing.  Far horizons and distant adventures are yours to discover when you know where to look. For what is a visit to a sage if not the key to the locked chest of unexpected but great rewards!

So, my friends, I await word from you with regard to your questions and queries. Until then, I’ll make my thoughts available on myriad subjects whenever something interesting comes my way. Good fortune to you all!

– Acanthus the Sage