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Mercuria, the Luck Goddess

Mercuria, the Luck Goddess

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

Home Aventyr, currently in the Disputed Territories

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

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

Worshippers Swashbucklers, gamblers, daredevils, adventurers, bards

Domain Luck

Favored Weapon Luck Blade

 

History

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

Churches, Clergy, Worship

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

Holy Text

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

Luck in your game

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

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

Mercuria’s Blessing of Good Fortune

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

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AAW Games Announces Vinyl Battle Map Project with Monthly Releases

 

AAW Games announces Map of the Month, a new monthly service providing tabletop gaming enthusiasts with a brand new, vinyl battle map for use in any tabletop miniatures or roleplaying game.

These beautiful vinyl battle maps are being designed by award-winning mapmaker Tommi Salama, printed by Gale Force Nine™ (Dungeons & Dragons™, Star Trek™, Firefly™ game accessories), and published by AAW Games™. Each map has a unique location with a 20″ x 30″ grid of 1″ squares.

Owner/publisher Jonathan G. Nelson is hopeful about the Map of the Month service being popular and filling a need for those gamers who still want to play using traditional 3D miniatures and maps around the table with friends. With all the digital options, it is sometimes easy to forget that some people still want the tactile experience of play.

If all goes well, Jonathan says AAW Games will continue to produce new maps every month and send them out to an exclusive group of gaming enthusiasts.

If you’d like to learn more, you’d better hurry. AAW Games plans on these being collectible, limited-edition items with just 100 maps being produced each month.

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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!

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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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5th Edition now available on Adventureaweek.com!


aaw-5ec-logo_dragon_spec01_with_dropshadowThe date has finally arrived! Adventureaweek.com is now compatible with both Pathfinder RPG and 5th Edition!

Over the past few months we have been hard at work converting our adventures from Pathfinder to 5th Edition; we still have a long way to go before the entire catalog is available for 5E but we’ve completed a fair amount of conversions which will allow you to download these PDFs and soon purchase the print soft-covers. Don’t worry if you only play Pathfinder, we haven’t abandoned you and actually have a bunch of new adventures currently underway specifically for the Pathfinder Roleplaying Game.

The following adventures are available for purchase in the Adventureaweek.com Shop or download them for free if you Subscribe to the site!

UPDATE: Since the original writing of this post over 200 products have been made available for Dungeons & Dragons 5th Edition! You can shop for them here or subscribe for instant access to our entire catalog!

So, what are you waiting for? Subscribe to Adventureaweek.com and snag some new adventures for your gaming group. There will be more adventures released every month for both the Pathfinder Roleplaying Game and 5th Edition.

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Foul Machinations: Stealing Stones

Earthen Mimic (Sara Shijo)When we last left the party, they were nearing the last step through the Underworld to reach a zwerc enclave believed to be the source of a special stone the P.R.A.N.K.S.T.E.R.S. are acquiring: Shlyappa. By befriending or slaughtering the minotaur rulers of the small subterranean realm at the entrance to the Amber Roads that lead to the sought after demiplane, the PCs can earn themselves an improved amber attenuator. With this navigation tool in hand the adventurers are unlikely to get lost on the final leg of the journey, but just before their arrival they are ambushed in a collapsing tunnel by mischievous, deadly schewerka!

There are certain things the PCs will quickly learn not to do while there and that, oddly, hats of some kind are practically a necessity (though the adventurers may have acquired one after the ambush). Road to Shlyappa 1Besides the enforced taboos there are also indigenous creatures out along the border of this place; some are deceptive like the earthen mimic, and others familiar but obviously changed by the Amber Roads. More danger yet awaits the party as they travel through Shlyappa should they be about nefarity—the amber prison trap, the hat rack trap, and the sneezing bell haunt!

Explore some of what Shlyappa has to offer throughout the rest of Stealing Stones, and make sure to tune in tomorrow to see the first signs of the P.R.A.N.K.S.T.E.R.S. in this far flung place!

 

 

The Aventyr Bestiary Kickstarter!

WHY YOU NEED THIS:

  • Book Golem and Liberum Golem – If you prefer your golems well read, these constructs are up your alley—just mind the paper cuts.
  • Chicken Coop – Swallow parties whole with this madman’s dream of a chicken mixed with a house.
  • Cold Mutated Ogre Spider, Earthen Spider, Sloth Spider – We at AaW firmly believe there can just never be enough spiders.
  • Exsanguinator the Daemon – Make adventurers really feel the hurt and introduce them to the master of blood.
  • Eye Eater – Give maiming PCs a try and don’t hesitate to rip out an eye or two (it can give them a new perspective on the game!)
  • Mosaic Tile Golem, Mushroom Golem, Pumpkin Golem, Totem Golem, Treasure Golem– There’s a reason Paizo is so fond of these…
  • NITNAM – Remember that time the adventurers had to go inside of the giant, flesh-sac alien monster to kill it? You always will.
  • Pubo, Great Pubo, Jinn Wizard, Tyngdekraften – Explosions, antimagic fields, and gravity wells—who could ask for anything more?
  • Skildpadder – If dwarves don’t belong on top of giant subterranean tortoise-bullettes, what’s the world coming to?
  • Templates: Dark Scion, Eldritch, Fleshdoll, HEL, Titanic – Because you never really can have enough templates.

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Vote AdventureAWeek.com in the 2015 ENnies!

We are excited to tell you that AdventureAWeek.com has been nominated for the 2015 ENnie award for Best Website! Please take a moment out of your day to visit the ENnies website and vote for us (make sure to select 1 to mark us as your favorite!).
If you’re also a NERDTREK reader (another website many of the AAW Games crew take part in) that’s nominated for Best Blog and we encourage you to vote not only in that category, but all of the 2015 ENnies!
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Stealing Stones: Shlyappa Zwerc Enclave

There’s no consensus on when exactly the zwerc enclave of Shlyappa first appeared—some scholars claim that it cannot have come into being until after the fall of the Dracoprime, while others point out that the intensely magical demiplane has power locked within that is far, far, far older. Regardless of its age, there’s no denying the power within this planar pocket, no matter how much of it is tied off to the Amber Roads or Elemental Plane of Earth.

Shlyaapa Enclave story locale

Anti-Air
Though breathable air is aplenty and the natives aren’t above using magic to replenish it, there’s a strong discrimination against creatures of the sky and any connection to the Elemental Plane of Air. Creatures with wings or are otherwise associated with air (via a bloodline, holy symbol, or otherwise) take a -2 penalty to all Charisma-based skill checks with denizens of Shlyappa.

Hats, Hats, and More Hats
All zwerc enclaves have certain taboos that cannot be trespassed without great consequence. One of the tenets enforced in Shlyappa only allows spellcasters wearing hats to practice their craft without suffering for it and as a result, every citizen wears a chapeau of some kind. Travelers that come into Shlyappa are offered a hat right after getting off the Amber Roads, and if they do not have a hat or helmet of some kind afterward, are frequently offered one. Creatures that refuse to wear a hat (this includes animal companions, mounts, and familiars) suffer a -5 penalty to all Charisma-based skill checks with denizens of Shlyappa.

Sealing Caves
There are few buildings in this zwerc enclave; every home, shop, and establishment in Shlyappa is part of the earth, housed within hollowed out caves and tunnels. Any zwerc, natural born citizen, or stonespeaker can wave their hand as a swift action to open or close a sealing cave. Other creatures can spend a standard action to open or close a sealing cave by making a DC 15 Use Magic Device check (no training is required for this use of the skill), though the sealing cave does not finish opening or closing until the end of that creature’s turn.

 

The Aventyr Bestiary Kickstarter!

WHY YOU NEED THIS:

  • Book Golem and Liberum Golem – If you prefer your golems well read, these constructs are up your alley—just mind the paper cuts.
  • Chicken Coop – Swallow parties whole with this madman’s dream of a chicken mixed with a house.
  • Cold Mutated Ogre Spider, Earthen Spider, Sloth Spider – We at AaW firmly believe there can just never be enough spiders.
  • Exsanguinator the Daemon – Make adventurers really feel the hurt and introduce them to the master of blood.
  • Eye Eater – Give maiming PCs a try and don’t hesitate to rip out an eye or two (it can give them a new perspective on the game!)
  • Mosaic Tile Golem, Mushroom Golem, Pumpkin Golem, Totem Golem, Treasure Golem– There’s a reason Paizo is so fond of these…
  • NITNAM – Remember that time the adventurers had to go inside of the giant, flesh-sac alien monster to kill it? You always will.
  • Pubo, Great Pubo, Jinn Wizard, Tyngdekraften – Explosions, antimagic fields, and gravity wells—who could ask for anything more?
  • Skildpadder – If dwarves don’t belong on top of giant subterranean tortoise-bullettes, what’s the world coming to?
  • Templates: Dark Scion, Eldritch, Fleshdoll, HEL, Titanic – Because you never really can have enough templates.

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If you’re also a NERDTREK reader (another website many of the AAW Games crew take part in) that’s nominated for Best Blog and we encourage you to vote not only in that category, but all of the 2015 ENnies!
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Stealing Stones: Sneezing Bell Haunt

sneezing bell hauntSneezing Bell Haunt     CR 7
XP 3,200
N Persistent haunt (40 ft. by 15 ft. tunnel)
Caster Level 7th
Notice Perception DC 22 (to hear a sneezing dwarf and uppity goat)
hp 31; Trigger proximity; Reset 1 day

Effect When the sneezing bell haunt is triggered, creatures within its area make a DC 16 Fortitude save or become sickened and spend a swift action each turn for 2d4+2 minutes as their body seizes up while they sneeze relentlessly. Creatures that make this initial Fortitude save are forced to make a DC 16 Will save or be transformed into a (likely grouchy) goat for 2d4+2 minutes.

Destruction The sneezing bell haunt can only be destroyed by finding the corpses of Szzundi and Vidor, dwarven travelers that came through Shlyappa centuries ago, and smashing the remaining bones to bits against Shlyappa ore. Alternatively, two creatures in true love that perform a song inside of the sneezing bell haunt’s area can soothe the spirits permanently. [See the upcoming Snow White book, currently in the final stages of development. -MM]

 

The Aventyr Bestiary Kickstarter!

WHY YOU NEED THIS:

  • Book Golem and Liberum Golem – If you prefer your golems well read, these constructs are up your alley—just mind the paper cuts.
  • Chicken Coop – Swallow parties whole with this madman’s dream of a chicken mixed with a house.
  • Cold Mutated Ogre Spider, Earthen Spider, Sloth Spider – We at AaW firmly believe there can just never be enough spiders.
  • Exsanguinator the Daemon – Make adventurers really feel the hurt and introduce them to the master of blood.
  • Eye Eater – Give maiming PCs a try and don’t hesitate to rip out an eye or two (it can give them a new perspective on the game!)
  • Mosaic Tile Golem, Mushroom Golem, Pumpkin Golem, Totem Golem, Treasure Golem– There’s a reason Paizo is so fond of these…
  • NITNAM – Remember that time the adventurers had to go inside of the giant, flesh-sac alien monster to kill it? You always will.
  • Pubo, Great Pubo, Jinn Wizard, Tyngdekraften – Explosions, antimagic fields, and gravity wells—who could ask for anything more?
  • Skildpadder – If dwarves don’t belong on top of giant subterranean tortoise-bullettes, what’s the world coming to?
  • Templates: Dark Scion, Eldritch, Fleshdoll, HEL, Titanic – Because you never really can have enough templates.

Get your pledge in and get your game on!

 

 

Vote AdventureAWeek.com in the 2015 ENnies!

We are excited to tell you that AdventureAWeek.com has been nominated for the 2015 ENnie award for Best Website! Please take a moment out of your day to visit the ENnies website and vote for us (make sure to select 1 to mark us as your favorite!).
If you’re also a NERDTREK reader (another website many of the AAW Games crew take part in) that’s nominated for Best Blog and we encourage you to vote not only in that category, but all of the 2015 ENnies!
Thanks for reading and casting your vote! Booths close on July 14th!
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Stealing Stones: Hat Rack Trap

Hat Rack Trap     CR 6
Type mechanical; Perception DC 22; Disable Device DC 23
Trigger location; Reset automatic reset
hat rack trapEffect Atk +12 melee touch (4d6 piercing damage; if target’s headgear slot contains a magic item, it takes this damage instead and gains the broken condition without a DC 18 Fortitude save); multiple targets (all targets within a 10-ft. square area)

The hat rack trap was commissioned by a wealthy zwerc merchant who loved to entertain and fascinate his guests. He thought that having a hat rack that automatically removed his guests’ hats would be wonderful—which it would have, had he not been delivered this monstrosity. Not only does the hat rack trap offend by removing the hats of elders, it also tends to destroy the headgear and in the case of a hatless guests, the head.

After several unfortunate instances during the first party where it was displayed, the hat rack trap was stored away, not to be seen again. How it ended up in Shlyappa is anyone’s guess.

 

[Submitted by Rory Toma!]

 

 

The Aventyr Bestiary Kickstarter!

WHY YOU NEED THIS:

  • Book Golem and Liberum Golem – If you prefer your golems well read, these constructs are up your alley—just mind the paper cuts.
  • Chicken Coop – Swallow parties whole with this madman’s dream of a chicken mixed with a house.
  • Cold Mutated Ogre Spider, Earthen Spider, Sloth Spider – We at AaW firmly believe there can just never be enough spiders.
  • Exsanguinator the Daemon – Make adventurers really feel the hurt and introduce them to the master of blood.
  • Eye Eater – Give maiming PCs a try and don’t hesitate to rip out an eye or two (it can give them a new perspective on the game!)
  • Mosaic Tile Golem, Mushroom Golem, Pumpkin Golem, Totem Golem, Treasure Golem– There’s a reason Paizo is so fond of these…
  • NITNAM – Remember that time the adventurers had to go inside of the giant, flesh-sac alien monster to kill it? You always will.
  • Pubo, Great Pubo, Jinn Wizard, Tyngdekraften – Explosions, antimagic fields, and gravity wells—who could ask for anything more?
  • Skildpadder – If dwarves don’t belong on top of giant subterranean tortoise-bullettes, what’s the world coming to?
  • Templates: Dark Scion, Eldritch, Fleshdoll, HEL, Titanic – Because you never really can have enough templates.

Get your pledge in and get your game on!

 

 

Vote AdventureAWeek.com in the 2015 ENnies!

We are excited to tell you that AdventureAWeek.com has been nominated for the 2015 ENnie award for Best Website! Please take a moment out of your day to visit the ENnies website and vote for us (make sure to select 1 to mark us as your favorite!).
If you’re also a NERDTREK reader (another website many of the AAW Games crew take part in) that’s nominated for Best Blog and we encourage you to vote not only in that category, but all of the 2015 ENnies!
Thanks for reading and casting your vote! Booths close on July 14th!