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Mendacious Materials: Caster Cuffs Trap

Caster Cuffs Trap     CR 7

Type magical; Perception DC 31; Disable Device DC 31
Trigger location (detect magic); Reset none
Effect bound by magical masterwork manacles (DC 24 Reflex save negates); spell effect (antimagic field, suppresses all other magic effects for 2 hours) and multiple targets (all targets within 10 ft. of the bound creature)

Every court of the Sanctioned Arcane Practitioners of Mohkba is equipped with a caster cuffs trap. caster cuffs trapAlthough the organization makes use of unmagical manacles on those brought into these halls of “justice”, the enchanted shackles are more than a simple security measure. Some unwise mages attempt to make their escape during a trial, but any attempt to cast a spell within the boundaries of one of the meticulously prepared court rooms binds them within a caster cuffs trap. Not only is the potential escapee shackled twice—their guilt becomes unquestionable!

 

[Submitted by Rory Toma!]

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Tribal Troubles: Foul Machinations

The PCs have been swept up and transported by a gyeongsa warp storm, taken from elsewhere and dropped into the Disputed Territories of Aventyr and this month’s theme: Tribal Troubles!

After a short time in the disparate, uncivilized lands, the party comes across the Ayaxan nomads. Receiving an Ayaxan lamp from the traveling gypsies, they’ve survived the sandstorm-whipped Alimpulosa, enduring sand blasts and the curse of the Ayaxa. After a night with the storytelling nomads, the adventurers have to best their finest warrior—Many-Handed Jakk—in a test of skill, strength, or blade.

Afterward the hoyrall takes them across the deserts and plains, bringing PCs to the locust-riding K’naghi Tribe. To make it to their Hanging Village, the adventurers have to survive fields of corruption blooms and the song of the ancestors; once they’ve passed the savanna, the Lord of the Locusts, Banthadar, comes down from on high. Once again the party must overcome a potent warrior of a tribe in the Disputed Territories, but once they have, they are accepted by the locust-riders as guests. Within they learn of the great Naghith, their patron of worship, as they are treated to a fine feast.

Image_Portfolio_104_Fantasy Jason Walton 58Before too long however, the PCs are forged in a Trial by Flight as savages begin destroying the elevated settlement, flinging boulders from primitive catapults onto the cliffside dwellings. Donning locust husk armor and astride the enormous insects, the adventurers help repel the attack and are directed towards a second assault by the Piseogach Clan—one against the forbidden temple of the god of locusts.

Tribal Troubles continue as the party makes their way across the savanna to the forbidden temple, encountering the superstitious savages. their unique powder of detection, and the magic-triggering Heresy Pass along the way, along with a few antimagic sensors if they’re unlucky.

What are the Piseogach’s Clan’s intentions for attacking the forbidden temple? To find out, the party has to survive what awaits them in tomorrow’s Sidequest Saturday as the adventure continues through the Disputed Territories in Tribal Troubles!

 

 

 

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Twin Crossings Extra Content #5 – Vale of the Spider Eaters – Part 4

Vale of the Spider Eaters – Part 4

Gopcheck knew now that he wasn’t going to get out of here alive. After fleeing from the airborne monsters—huge flying beasts that looked like a cross between a wasp and a spider—the last survivors fled into a cave near some hot springs deep in the hidden valley. The caves were home to even more huge spiders, and many of their number fell to the terrifying creatures. Some small hope remained as a cache of the mage’s magical items had been loaded onto one of the few remaining mules. Gopcheck and his companions set up one of the tunnel devices to dig their way out in one of the brief respites from combat. Happily the device worked and they retreated into the tunnel to set up a second.

The walls of the tunnel turned to salt and as they struggled with the magic item, Gopcheck longed for water. That longing was cut short as huge worm-like creatures burst forth in a shower of salt crystals. Whiplash tails knocked his companions off their feet and Gopcheck watched the skin of his friends’ faces and necks become like a desiccated corpse when the creatures latched on to them with their horrific maws. He stood alone, facing off against three of the beasts, his spear clutched in his hands. It was over quickly, and as he gazed down on the worm creature sucking the juices out of his leg, his last thoughts were, “thirsty, so thirsty”….

Twin Crossings cover v1This is the fourth post in the story of the Lost Battalion, a side quest in five parts that can be played as a stand-alone adventure, or may be used as additional content to Twin Crossingsa mercantile endeavor for 4th-level characters, now available in the store and to subscribers of AdventureAWeek.com. You can find the first post here.

If you want all of the bonus content for Twin Crossings in one shot search for the tags “Lost Battalion” and “Burned Mill”, and you can find them all here on the AaWBlog!

D. The Salt Mine (CR 4 or 6)

The final survivors of the lost battalion attempted to flee the valley by boring a new tunnel through the mountains. Their first passage drove into a vein of salt and as they set up a second tunnel bore, a nest of salt worms burrowed out of the vein and attacked. The dried husks of the nine victims remain preserved in the dry air of the tunnel, along with their equipment.

Read the following:

A tunnel similar to the one accessing the valley drives into one of the cavern walls. 120 feet into the passage the walls shift from solid stone to a white mineral: sold salt—white gold. 60 feet ahead a dozen humanoid forms are visible at the blank face of the tunnel.

Hazard: After four hours in the salt mine a DC 16 Fortitude save prevents dehydration. A dehydrated creature takes 1d6 non-lethal damage and gains the fatigued condition. Consuming one gallon of fresh water (which takes 5 minutes) cures 6 points of non-lethal damage, but 8 hours of rest is required to clear the fatigue.

Treasure: The remains of the magical cache of the mage engineer contains:
10 tunnel bores
2 stone spans
3 heavyload saddles
6 masterwork pack saddles
10 wooden barrels (able to store 100 pounds of salt each)
Midya Merochek’s traveling spellbook
6th-level spells: greater dispel magic, move earth; 5th-level spells: transmute mud to rock, transmute rock to mud; 4th-level spells: dimension door, stone shape; 3rd-level spells: beast shape I, lightning bolt, shrink item; 2nd-level spells: gust of wind,  fog cloud, rope trick, whispering wind; 1st-level spells: enlarge person, expeditious retreat, jump, magic missile, mount; Cantrips: all core
Total Value (3.5) 5,200 gp; Sale Value 2,600 gp; Total Value (Pathfinder) 6,900 gp; Sale Value 3,450 gp

Note: The treasure stash above is for use only when adding this encounter to Twin Crossings. When exploring the Vale of the Spider Eaters as a stand-alone adventure, reduce the tunnel bores and heavyload saddles to one each and remove the stone spans entirely. Additionally, half of the spells in the spellbook have been damaged (resolve randomly by spell level) and are undecipherable.

Treasure: Salt

PCs may mine white gold to ship on their caravan. In Twin Crossings, 100 pounds of salt is equal to one cargo unit. In a stand-alone adventure salt is worth 5 gp per pound as a trade good, but reduce how much salt the PCs can mine in an eight hour stretch by half and consider carefully how much wealth you want them to get away with before you send more and more salt worms at them

A martial pick (weapon) mines at a rate of 150 pounds per 8 hours work plus 50 pounds for every +1 enhancement bonus.

Using a miner’s pick a creature can mine 300 pounds of salt every 8 hours.

A masterwork tool increase this output to 400 pounds. If the PCs specified they wanted to stock mining equipment on their caravan, they are assumed to have masterwork tools.

Salt-Worm

Creatures: Mining the salt attracts salt worms after four hours or (if playing as a stand-alone adventure) when the party leaves the tunnel. Gauge how many creatures to include (1-3) based on when the PCs choose to mine salt. If the adventurers mine salt at the end of the day after fighting spiders and spider eaters, only one worm appears. If the PCs are mining salt on their return trip (Twin Crossings) and this is the only encounter for the day consider sending 2 (CR 6) or even 3 worms (CR 7) at the party.

Salt Worm (3.5)

Size/Type: Large Aberration
Hit Dice: 4d8+8 (26 hp)
Initiative: +1
Speed: 30 ft. (6 squares), burrow 15 ft.
Armor Class: 15 (+1 Dex, +5 natural, -1 size), touch 10, flat-footed 13
Base Attack/Grapple: +3/+10 (+18 when attached)
Attack: Bite +5 melee (1d8+3 plus attach), tailslap +5 melee (1d8+1)
Full Attack: Bite +5 melee (1d8+3 plus attach) and tailslap +5 melee (1d8+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Attach, Blood Drain, Sensitive Tail
Special Qualities: Darkvision 60 ft., Regenerating Maw, Tremorsense 60 ft., Scent
Saves: Fort +3, Ref +2, Will +6
Abilities: Str 16, Dex 13, Con 14, Int 3, Wis 14, Cha 5
Skills:Climb +10, Spot +10, Stealth +7 (+15 in rocky terrain); Racial Modifiers +8 Stealth in rocky terrain
Feats: Alertness, Dodge
Environment:any underground
Organization: solitary or cluster (2–5)
Challenge Rating:4
Treasure: none
Alignment:Always Neutral
Advancement:5-9 HD (Huge)
Level Adjustment:
Special Abilities
Attach (Ex) When a salt worm hits with a bite attack, it latches onto its target and automatically grapples. The worm loses its Dexterity bonus to AC but holds on with great tenacity and automatically inflicts bite damage each round. A salt worm has a +8 racial bonus to maintain its grapple on a foe once attached. An attached worm can be struck with a weapon or grappled itself—if its prey manages to win a grapple check or Escape Artist check against it, the salt worm is removed. The front segment of the worm, including its maw, may also be sliced from the body of the worm by dealing 10 points of slashing damage in a single hit, freeing attached prey.
Blood Drain (Ex)A salt worm sucks salt and water from its victim at the end of each turn it is attached, inflicting 1 point of Strength and Constitution damage.
Regenerating Maw (Ex) A saltworm regenerates its maw in 1d4 rounds. While the wound regenerates, it may make bite attack with a -2 penalty but loses its attach special ability.
Sensitive Tail (Ex) A salt worm may attack with its tail while attached to a victim.
Salt Worm CR 4 (Pathfinder)

XP 1,200
N Large aberration
Init+2; Senses darkvision 60 ft., tremorsense 60 ft.; scent; Perception +10
DEFENSE
AC 15, touch 10, flat-footed 13 (+1 Dex, +5 natural, -1 size)
hp 45 (6d8+18)
Fort +4, Ref +3, Will +7
DR 5/slashing
OFFENSE
Speed 30 ft., burrow 15 ft.
Melee bite +7 (1d8+3 plus attach) and tailslap +7 (1d8+1)
Space 10 ft.; Reach 10 ft.
Special Attacks blood drain, sensitive tail
STATISTICS
Str 16, Dex 13, Con 14, Int 3, Wis 14, Cha 5
Base Atk +4; CMB +7; CMD 18 (can’t be tripped)
Feats Power Attack, Multi-attack, Toughness
Skills Climb +10, Perception +10, Stealth +7 (+15 in rocky terrain); Racial Modifiers +8 Stealth in rocky terrain
Languages Aklo (cannot speak)
SQ regenerating maw
ECOLOGY
Environment any underground
Organization solitary or cluster (2–5)
Treasure incidental
SPECIAL ABILITIES
Attach (Ex) When a salt worm hits with a bite attack, it latches onto its target and automatically grapples. The worm loses its Dexterity bonus to AC but holds on with great tenacity and automatically inflicts bite damage each round. A salt worm has a +8 racial bonus to maintain its grapple on a foe once attached. An attached worm can be struck with a weapon or grappled itself—if its prey manages to win a grapple check or Escape Artist check against it, the salt worm is removed. The front segment of the worm, including its maw, may also be sliced from the body of the worm by dealing 10 points of slashing damage in a single hit, freeing attached prey
Blood Drain (Ex)A salt worm sucks salt and water from its victim at the end of each turn it is attached, inflicting 1 point of Strength and Constitution damage.
Regenerating Maw (Ex) A saltworm regenerates its maw in 1d4 rounds. While the wound regenerates, it may make bite attack with a -2 penalty but loses its attach special ability.
Sensitive tail (Ex) A salt worm may attack with its tail while attached to a victim.

Development: (Twin Crossings) Mining salt costs one speed point for every day spent on site. Any mined salt not removed from the caves is consumed by salt worms unless stored in wooden containers. Return the PCs to either Scene 7: Two Roads to Take or Encounter 13: The Washed Out Trailas appropriate.

Conclusion: (Stand AloneA new salt mine in the mountains of The Knee will attract much attention. By the time the PCs return from selling their first load, it is certain that the site will not be unguarded.

Next Time: Statistics for the some of the new magic items in Midya Meracheck’s cache!

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Twin Crossings Extra Content #4 – Vale of the Spider Eaters – Part 3

Twin Crossings cover v1Vale of the Spider Eaters – Part 3

Gopcheck’s face and hands were scratched and bleeding from running through the woods. This place was creepy—webs above in the forest canopy blocked much of the sun, and the undergrowth was thick. Suddenly, the frightened soldier stumbled onto a game path of some sort. He heard the sounds of combat ahead—a dozen of his mates were fending off a huge spider. Gopcheck steeled himself and crept up behind the arachnid. With a mighty stab, he thrust his sword into the creature, which stopped moving except for the twitching of it legs. He breathed a sigh of relief—he was safe with his friends, and it looked like they had managed to lead a few pack animals bearing supplies. Suddenly, the same whirlwind of debris stirred up as before, the mules and horses started braying. Before Gopcheck and the rest of his companions fled once more down the path, he could see one of the pack animals stiffen and stop moving as the mage had before.

This is the third post in the story of the Lost Battalion, a side quest in five parts that can be played as a stand-alone adventure, or may be used as additional content to Twin Crossings—a mercantile endeavor for 4th level characters, now available in the store and to subscribers of AdventureAWeek.com. You can find the first post here.

If you want all of the bonus content for Twin Crossings in one shot search for the tags “Lost Battalion” and “Burned Mill”, and you can find them all here on the AaWBlog!

 

C. Victors become the Prey (CR 5)

A spider eater tracking the now dead spiders drops down out of the canopy two rounds later. There is no surprise round.

Scaling the encounter: The loam on the forest floor is damp and soggy and is not stirred up by the spider eater’s hover ability except for parties of APL 5.

Spider Eater (3.5) hp 42

Spider Eater (Pathfinder) hp 52

Development: The path through the woods leads to the pools and caves beyond.

cave backgroundD. The Lair (CR 5)

Read the following:

The trees open up onto a clearing, at the center of which stands a large hot spring, steam rising from the surface. Across the pool a canyon wall rises up to the far slope of the mountains surrounding the vale, you have penetrated to the farthest depths of the hidden valley. A cave mouth is visible in the canyon wall, obscured by a huge mass of webs.

It is clear that a significant body of men perished while making their way to the cave. Discarded arms and armor (well rusted and of no value) are strewn about, recognizable as the trappings of the mage’s lost battalion if the PCs are already on its trail, or granting a second DC 20 Knowledge (arcana) or Knowledge (history) check to reveal the history of the battalion and the mage.

An ogre spider hunts the salt worms within the cave.

The cavern is 80 feet wide by 120 feet long with an 80 foot ceiling. Drifts of a white mineral pile up in the corners of the cavern, and around the bases of stalagmites throughout the cavern floor. Webs (DC 16, hp 7) are heavy in these areas, but sparse in the rest of the cavern.
spider artRead the following to begin the creature’s ambush:

A boulder on one of the cavern walls slip and start to fall. Wait—it is no boulder, but a spider the size of an elephant!

Monstrous Spider, Huge (3.5) hp 52

Ogre Spider (Pathfinder) hp 52

Development Defeating the spiders allows the PCs to explore the cavern more fully, discovering that the white mineral piled around the rock formation is loose salt. They also discover an escape tunnel leading out of the caves.
Next Time: Did Gopcheck escape the vale? Or does his story remain untold until adventures penetrate the depths of the hidden valley? 

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Twin Crossings Extra Content #3 – Vale of the Spider Eaters – Part 2

VALE OF THE SPIDER EATERS – PART 2

Gopcheck’s daydream was shattered as a tremendous gust of wind and a noise like the beating of wings overwhelmed his senses. The wind picked up dirt and dust, choking and almost blinding him. Through the haze he could just make out the form of the Mage Midya. As the wizard completed casting a spell, a shadowed monstrosity appeared above and behind the mage, who suddenly sprouted a huge stinger from her chest. The mage’s spell went wide, and Gopcheck could hear the sounds of the tunnel collapsing behind him. He looked to see if he could help his commander, but though there seemed to be life in the mage’s eyes, she had stopped moving. The screams around him intensified as huge shapes drifted through the haze, coming ever closer. Gopcheck took the only reasonable course of action—he fled!

cave-6

This is the second post in the story of the Lost Battalion, a side quest in five parts that can be played as a stand-alone adventure, or may be used as additional content to Twin Crossingsa mercantile endeavor for 4th level characters, now available in the store and to subscribers of AdventureAWeek.com. You can find the first post here.

If you want all of the bonus content for Twin Crossings in one search for the tags “Lost Battalion” and “Burned Mill“, and you can find them all here on the AaWBlog!

 

A. Tunnel Exit
After exiting the tunnel into the vale read the following:

The far side of the tunnel suffered a cave-in at some point as well, but erosion and time have once again opened an exit. Pausing at a ledge, you look out over a web-encrusted forest canopy. The temperature in the vale is significantly warmer than the surrounding mountains—the air is humid and saline. Wide trails lead down into the valley where a series of pools can be seen a few miles away in a break in the canopy. Cave entrances dot the canyon walls above the pools.

Once on the far side of the original tunnel the tattered remnants of half a dozen lost battalion uniforms lie buried in some disturbed rubble. Any PC that succeeds on a DC 17 Knowledge (arcana) check recognizes desiccated bodies mixed amongst the human bones—the skeletal structures of three spider eaters. Examining the remains of a skeleton wearing mage’s garb reveals that the deceased creature’s ribcage was shattered, likely from within. Though aged, scorch marks on the cave entrance and rubble are identifiable as magical damage.

A DC 15 Search/Perception check reveals a scroll tube containing a scroll of remove paralysis (3.5) or delay poison (Pathfinder).

Midya Merocheck and her followers tunneled right into a nest of spider eaters. A brief firefight ensued and a misdirected spell brought down the tunnel behind them (erosion and time eventually cleared this end of the tunnel in the same fashion as on the far side). The mage then succumbed to the venom of the spider eaters and without her arcane support, the survivors fled. Impregnated with a spider eater egg, the mage perished when the hatchling exploded from her chest some weeks later. A DC 15 Knowledge (arcana) or Knowledge (history) check gives the likely identity of the mage, and her troops. A DC 12 Knowledge (nobility) check indicates that it is likely any survivors from this battle retreated to a more defensible position—a series of caves in the mountainside on the far side of the vale is a likely spot (a few hours march away).

Horse-PatternIf the PCs leave their horses here unattended, they will be attacked by the spider eaters after the party has gone. Roll 1d6 per half dozen animals—these creatures escape and may be tracked and rescued with a DC 9 Survival check on the adventurers’ return. Up to two slain horses are implanted with spider eater eggs (discernible with a DC 15 Heal check).

Treasure
Spider eater eggs are worth 2,000 gp on the open market. See the Pathfinder stat block for information on how to remove spider eater eggs.

 

B. Grisly Remains (CR 4)
Read the following:

You move warily through the woods, on the look out for giant spiders. It comes as no surprise when you spot a large arachnid 40 feet away to the right of the path.

The remains of a large spider decomposes in the brush at the side of the trail. PCs determine it is dead with a DC 10 Heal check, although its sudden appearance may precipitate combat before the party is aware of its condition. On examining the corpse, the adventurers discover it is just a husk—most of the meat has been consumed. PCs who exceed the Healcheck by 5 or more note that the devouring of the vermin occurred from within as if something exploded up out of the corpse. A DC 15 Knowledge (arcana) identifies the likely culprit as a spider eater.

While the PCs examine the remains, a pair of spiders drops down from the canopy 30 feet above (Spot/Perception DC 22 to act in the surprise round).

Vale of the Spider Eaters

Scaling the Encounter For APL 5 parties add a third large monstrous spider to the encounter (3.5) or use the black widow statistics for both arachnids (Pathfinder).

(2) Monstrous Spiders, Large (3.5) hp 22 each

Giant Black Widow Spider (Pathfinder) hp 37

Giant Spider (Pathfinder) hp 16

 

Development: A second threat follows close on the heels of the first. Read the following:

The rustling of the leaves above becomes more violent…
Next Time: Gopcheck and his mates have no time for breath after killing some huge spiders—death from above still pursues them!

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Twin Crossings Extra Content #2 – The Vale of the Spider Eaters

Vale of the Spider Eaters

The Vale of the Spider Eaters

Gopcheck was glad to see the sun up ahead. Although he had traveled the tunnels of the mage many times, it was still disconcerting the way the magic of the wizard’s device chewed through stone and rock in the blink of an eye. It somehow did not seem quite honest to this miner from Bieltog, and he held his breath every time he entered one of the passages. Other than that, Gopchak was happy in the battalion—they were the best of the best, and surely when the cyclopes had finally been driven back, tales would be told and songs would be sung of how he and his mates had cleared the way. As he felt the sun on his forehead, he wondered what part he would play in those tales…

The skilled mage-engineer Midya Merochek was a hero of the Cyclopes Raids a century past and had led a battalion of special troops instrumental in winning the war of maneuver against the enemy. The mage had a solution for every terrain obstacle—her troops were known to bridge chasms and rivers in the blink of an eye, clear roads through forests at the pace of a man’s walk, and haul supplies far in excess of standard loads. The mage and the battalion were reported lost just as the final victory was at hand. This is the story of their final stand and the relics they leave behind for adventures to find decades later.

Note: If you are adding this encounter to Twin Crossings (currently available at AdventureAWeek.com in the store and as a web adventure/pdf download for subscribers) this encounter sequence takes place in The Knee at the neck of the Vladen Peninsula, and follows Encounter 5-E: Landslide on the outbound journey to Cherr’s Landing—it replaces Scene 6: The Salt Mine.

As indicated in the Development notes in 5-E, parties that elect to follow the tunnel through the mountain advance to the new Scene 6: The Vale of the Spider Eaters. PCs who stay the course to Cherr’s Landing advance to Scene 7: Two Trails to Take and earn one speed point. The adventurers will have another shot at the Vale on the way back from Cherr’s Landing (Encounter 12: Return to the Vale). You should allow the PCs to rest before venturing into the Vale.

If you want all of the bonus content for Twin Crossings in one shot search for the tags “Lost Battalion” and “Burned Mill”, and you can find them all here on the AaWBlog!

 

THE VALE OF THE SPIDER EATERS
Adventure Location:Vale of the Spider Eaters
Location: A hidden valley in the mountains of the Vladen Peninsula known as The Knee.
History: Midya Merochek discovered the inaccessible vale on an over-flight while scouting possible routes through the mountains. Intending establish a base of operations, the mage bore a tunnel through the stone. A rocky avalanche blocked both ends of the passage and while preparing to dig out, an attack by spider eaters drove slew the mage and drove the survivors deeper into the vale. In desperation, they attempted to us the wizard’s cache of magic to bore a second tunnel out of the valley, opening up the salt mines and releasing the worms that killed them.
Dangers: Giant spiders, spider eaters, salt mines, salt worms
Lighting: Dim lighting under the webs and forest canopy during the day.
Terrain: Wooded slopes and clearings covered in a layer of webs. A hot spring lies on the far side of the vale. Paths through the woods are 10 ft. wide before transitioning into undergrowth on either side. The canopy begins 30 ft. above the trail. Flying or climbing through the trees requires a DC 12 Reflex save each round to avoid the sticky webs (DC 12, hp 2).
Mood/Theme: The huge coverage of webs blocks Spot/Perception checks after 50 feet, and creates a mausoleum type atmosphere to the entire valley.

 

Next Time The spider eaters attack and drive Gopcheck and the shattered remnants of the lost battalion deeper into the vale!

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Twin Crossings Extra Content #1 – Encounter at the Burned Mill

burned millEncounter at the Burned Mill

A bead of sweat appeared on Lev’s brow as the towering half-orc leaned in, its breath heavy with garlic. “Boss says, time to pay soon mulebrains!. You better come up with his gold next time he sends me around.”

Lev Valiery is an animal breeder and occasional trader undergoing hard times. His recent investment in a mill was lost when the building caught fire. The mill itself suffered minor damage, but the grain store next door was totally consumed. Only the knowledge that his mules will be in demand in a few short weeks (for sale to caravan masters) has kept his creditors at bay. Valiery hopes that salvaging any intact machinery may provide some relief to his current pecuniary plight.

TWIN CROSSINGS EXTRA CONTENT

Note: This is the first in a series of six posts of bonus content for the adventure Twin Crossings (available at Adventureaweek.com in the store and as a web adventure/pdf download for subscribers). This encounter (and the sidequests in subsequent posts) can also be run as a stand-alone whenever you need a quick encounter or adventure for your gaming group.

If you are adding this encounter to Twin Crossings, it takes place in Cherr’s Landing in Scene 8. PCs may spend one speed point to attempt the salvage, and earn one or two trade points depending on their success.

PCs learn of Valiery’s plight when they gather information on entry to Cherr’s Landing with a DC 23 Knowledge (local) check, or if they discover his agenda when they interview potential caravan masters (Encounter 8-D Hiring the Caravan).

If you want all of the bonus content for Twin Crossings in one shot search for the tags “Lost Battalion” and “Burned Mill”, and you will find them all here on the AaWBlog!

 

The Burned Mill (CR 5)

Read the following aloud as the PCs travel down the road

A few hours march upriver stands an abandoned mill. Minor fire damage is visible on the tower structure of the mill; the outbuildings have been completely destroyed. The charred stumps of timber framing claw desperately at the sky.  Holes where vertical timbers and fence posts once stood riddle the yard.

The mill’s site suffers from an infestation of fire beetles and arson beetles (a variation on the bombardier beetle that shoots fire instead of acid). The holes in the yard warn of a possible vermin infestation with a DC 12 Knowledge (nature) check.

Trap: The gearing and machinery inside the mill tower are salvageable. Some of the connections were damaged in the fire—the assembly is unstable.
Falling Machinery Trap CR 3
Type mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset none
Effect Atk +15 melee (2d4+6)

fire beetleCreatures: The trap takes 5 rounds to disarm. The fire beetles scurry up out of cracks in the floor 2 rounds after someone begins tinkering with the trap (or sets it off). Once the beetles appear, it is impossible to take 10 on the trap, requiring anyone already doing so to roll theirDisable Device check or disengage—disengaging from disarming the trap (for any reason) sets it off. The arson beetle appears 2 rounds after the fire beetles, punching up through fire weakened floor beams.

(6) Fire Beetles (3.5) hp 4 each
Arson Beetle (3.5)  hp 13 (use Bombardier Beetle stats, replacing the acid damage with fire damage.)
(6) Fire Beetles (Pathfinder) hp 4 each

Arson Beetle CR 2 (Pathfinder)
XP 400
N medium vermin
Init +0; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 18, touch 11, flat-footed 18 (+1 Dex, +8 natural)
hp 13 (2d8+4)
Fort +4, Ref +2, Will +1
Immune mind-affecting effects
OFFENSE
Speed 20 ft., fly 20 ft. (poor)
Melee bite +5 (1d6+6)
Special Attacks fire spray
STATISTICS
Str 19, Dex 12, Con 15, Int, Wis 10, Cha 9
Base Atk+1; CMB +5; CMD 6 (14 vs. trip)
Skills Fly –6

arson beetle

Arson Beetle (CR 2) This giant stag beetle has only 2 hit dice and is Medium sized, but can spray fire once per round in a 10-foot cone. Those in the cone must make a DC 11 Fortitude save or take 1d4+2 points of fire damage. The save DC is Constitution-based.
Development Safely disarming the trap allows all of the machinery to be salvaged, earning the PCs 1,500 gp (or 2 profit points). Otherwise the intact bits are worth only 750 gp (1 profit point).

Next Time: Hear the tale of the Lost Battalion, a side quest in five posts that follows the trail of a mage-engineer and her company of special troops into a hidden vale deep inside the mountains, rife with danger.

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The Ring of Shifting Stars

The Ring of Shifting Stars
Aura strong (all schools); CL 15th
Slot ring; Weight

DESCRIPTION
This pale golden ring is crowned with a large oval cabochon of bluish-black opal. The large gemstone’s surface is wrought with dozens of tiny silvery inclusions that cause the surface to appear like the star-filled night sky.

These inclusions actually shift at a very slow rate, and accurately mimic the alignment of stars in the sky above, with the top of the stone representing the northernmost horizon and the pinnacle of the cabochon representing the apex of the night sky (stars only—no other celestial bodies are represented upon the cabochon.)
The magic of the ring is associated with the constellations that come into zenith in the night sky, of which there are twelve.
This item’s function as described assumes that the campaign setting has a 12-month cyclical calendar which allows for a repeating cycle of constellation apexes; at least one for each month. The ring may need to be modified to fit your particular campaign setting if this is not the case, or if your campaign setting already has established constellations in the night sky that differ from the list herein.

  • If the user fully understands the function of the ring, they gain a +3 to Knowledge (nature) checks related to astrology while wearing it (for using it as a reference). This is not a magical effect, but rather a result of utilizing the ring’s unique rendition of the night sky.
  • A DC 12 Knowledge (astrology) check allows the ring to be used like a calendar to determine the current date by associating the arrangement of the inclusions in the stone.
  • The ring has twelve charged magical effects, each of which cast a particular spell. These effects are associated with the constellations that traverse the night sky. The ring’s effects and their associated months and constellations are expanded upon below:
  1. The Gryphon—featherfall (CL 9th)
  2. The Hammer—shatter (CL 10th)
  3. The Great Eye—scry (CL 12th)
  4. The Tower—resilient sphere (CL 12th)
  5. The Whale—water breathing (CL 11th)
  6. The Merchant—secret chest* (CL 13th)
  7. The Knight—wall of iron (CL 14th)
  8. The Queen—lesser geas (CL 12th)
  9. The Harp—deep slumber (CL 11th)
  10. The Gate—arcane lock (CL 10th)
  11. The Serpent—rope trick (CL 10th)
  12. The Horseman—phantom steed (CL 11th)
    *For the purposes of secret chest, the ring functions as the “miniature replica” of the spell, therefore retrieval of items from the ring’s secret chest require using the ring itself. If a secret chest is in use by the ring’s effect, any user of the ring may retrieve the chest at will.
  • To use one charge of any of the ring’s effects is a free action (allowed only once per round) requiring a DC 20 Use Magic Device check. If an attempt to expend a charge fails, the ring does not waste a charge; it simply doesn’t work and cannot be used again until the next round.
  • The ring carries a maximum number of 4 charges for any of its twelve magical effects. If the ring is found as part of a larger treasure then it may be partially depleted, and this can be calculated by rolling 1d4 to determine current charges available for each of its twelve effects.
  • The ring’s effects can regain 1 charge for any given effect by exposing it to the night sky for three uninterrupted hours on a cloudless evening, but only when the recharging effect’s associated constellation is at the zenith for the present month. This means the ring can only recharge one of its effects during any given month, and which effect can be charged is entirely dependent on what month it is.
  • The ring can gain no more than one charge in a single night of recharging. It takes four cloudless nights of recharging per month for an entire year to fully charge the ring from a completely depleted state.
  • If the ring is fully charged (28 charges; 4 for each of its 12 effects), then an additional effect is unlocked. By expending all 28 charges at once, the user can activate greater teleport (CL 15th) as a free action with no additional checks required. This effect always results in “on target” teleportation 100% of the time, and the ring itself, devoid of charges, falls to the ground and remains in the user’s original location.

HISTORY
A character that makes a Knowledge (arcana) check identifies important historic information about The Ring of Shifting Stars:
DC 20     Rings of this sort have been documented, though only rarely. They are said to have originated with a mysterious order of wizards known as the Sideribus Volunt.
DC 25     The teachings of the Sideribus Volunt focused on the position and motion of celestial bodies, especially the stars and how they affect arcane magic. The little-known history of the order tells that rings such as this one were bestowed upon students when they completed the core of their studies.
DC 30     A few esoteric tomes have noted that the rings are known as stellapetram or, “stones of stars”. They were used by the Sideribus Volunt as a means of identifying one another as well as tools to aid in astrological arcana research.
DC 35     The Sideribus Volunt were more than just a meddling order of wizards. Some arcane scholars suggest that they actually discovered the most pristine form of arcane magic—a power that surpassed the knowledge of all other arcane schools.
DC 40     Legend recounts that the Sideribus Volunt ascended into the heavens, taking all other traces of their knowledge with them, leaving the world behind to wander among the stars. The very few stellapetram, being among the few remnants of the ancient order, are highly prized by arcane researchers and learned artifact collectors.

DESTRUCTION
The ring’s power, directly linked to the stars in the heavens, cannot exist anywhere except on the Prime Material Plane. If at any time The Ring of Shifting Stars travels to another plane, its powers become forever nullified, its inclusions stop shifting, and it becomes nothing more than a fine art item: a gold-banded blue-black opal ring with a value of 350 gp. This stipulation does not include non-dimensional or extradimensional spaces as created by magic items such as a bag of holding or portable hole.

Additional Information
Below are detailed descriptions of the twelve constellations that are represented by The Ring of Shifting Stars:
The Gryphon—Seven stars represent the Gryphon constellation. One for each leg, the tail, the beak, and one bluish in hue (and much brighter than the others) serves as a glimmering eye.
The Hammer—This constellation is represented by five stars that form the T-shape of a hammer. The two stars that make the opposing heads of the constellation gleam many times brighter than the three that compose its shaft.
The Great Eye—Six faint stars form this constellation, arranged in a loosely almond-shaped oval with a seventh exceedingly bright, red-hued star positioned in its center.
The Tower—Five glimmering stars make the narrow triangular shape that composes the Tower constellation. The top star, forming the point of the acute angle, gleams bright white and is the brightest star visible in the night sky.
The Whale—Four bright stars make up the body of the Whale constellation, with a fifth, dimmer and offset star attributing its tailfin.
The Merchant—The most complex of the constellations, the Merchant consists of twelve stars of varying magnitudes. Together they form the shape of a merchant’s sailing ship with the brightest of the dozen positioned in the center of the vessel’s mast.
The Knight—The Knight constellation consists of ten stars, the brightest of which serves as the “head” with the other nine falling loosely into the shape of a sword-wielding man.
The Queen—The constellation of the Queen is visually composed of seven bright, tightly clustered stars that loosely form the tines of a crown. Depending on location and/or current ruler, this constellation is also sometimes referred to as “The King”.
The Harp—The Harp is a simple constellation of three stars that form a V-shape. In the night sky, a faint silvery nebula ripples between the highest and lowest points forming the strings of the instrument.
The Gate—Nine yellow-hued stars form the shape of an arch in the constellation of the Gate. The star forming the top of the arch gleams slightly brighter than the others.
The Serpent—A single star forms the Serpent constellation. It is greenish in hue, and very faint, often overlooked in the sea of stars in the heavens.
The Horseman—The constellation of the Horseman is composed of five bright stars. Four create a vaguely trapezoid shape that represents the body of a horse; the fifth star, above the others, serves as the head of the beasts’ rider.

 

[All of today’s content (artwork and writing!) was submitted by Justin Andrew Mason!]

 

 

Do you have an idea for an enchanted sword, arcane-empowered armor or unique magic item? Take a look at the submission rules and send a brief summary of your proposed enchanted item titled ‘Armory of Adventures submission’ to submit(at)adventureaweek.com with the following:

  • the nature of the item (weapon, armor or wondrous)

  • one or two sentences about its appearance

  • what the item in question does

  • the components and spell(s) used in its construction

 

 

 

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Lesser Shining Star

lesser ring of shining starsLesser Shining Star
Aura weak transmutation; CL 3rd
Slot ring; Price 7,600 gp; Weight

DESCRIPTION
This simple iron band is topped by a curious ivory stone that glitters in the night.

Every time one of the magic of one of these rings is activated, it twinkles with a brief illumination of starlight. In addition to replicating the effects of a ring of feather falling, the lesser shining star can be used three times per day to grant the user a Stealth check while under observation. This check is made at a -5 penalty, and afterward the wearer may take a single 5-foot step; after that, moving to any square breaks the effect, as does any violent action (just as if the wearer were under the effects of invisibility).

The lesser shining star can also be used to divine the location of a ring of shining stars once per day; it automatically determines where the nearest ring of shining stars is if it sits within a mile of the wearer, and if not, it points them in the general direction of the nearest location containing one.

 

HISTORY
Success on a Knowledge (arcana) check to learn more about the lesser shining star reveals some facts about the unique item’s lore:

DC 15     These enchanted rings are valuable and powerful aides to any adventurer, but many claim they are cursed—by what exactly none will way, but they are rarely seen in the marketplace for very long, if at all.

DC 20     Rumors posit that lesser shining stars are actually cursed by the celestial tapestry so far above. Their tendency to sparkle in starlight affirms this notion and many of the tales about unfortunate deaths seem to coincide with the movements of the heavenly bodies.

DC 25     The true origins of these enchanted rings lay with the Sideribus Volunt, an order of wizards from long ago, but this does little to explain their unfortunate curse. While powerful mages, so much of their history is lost to time that none can fathom why their creations would wreck havoc on those who wear them.

DC 30     Particularly well-connected fences and dubious thieves’ guild leaders are the true reasons so many adventurers die while wearing a lesser shining staran enigmatic group known only as P.R.A.N.K.S.T.E.R.S. goes out of their way to collect each and every one of these magical rings. While they won’t pay as much for them as most would prefer, refusing to part with the enchanted band is a sure way to seal one’s fate.

CONSTRUCTION
Requirements Craft Wondrous Item, featherfall, locate object, rope trick; Cost 3,800 gp 152 xp

 

 

Do you have an idea for an enchanted sword, arcane-empowered armor or unique magic item? Take a look at the submission rules and send a brief summary of your proposed enchanted item titled ‘Armory of Adventures submission’ to submit(at)adventureaweek.com with the following:

  • the nature of the item (weapon, armor or wondrous)

  • one or two sentences about its appearance

  • what the item in question does

  • the components and spell(s) used in its construction