Posted on Leave a comment

Baevonian War Camp

An Aventyr Adventures location for characters of any level.

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

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

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

Baevonian Operations 

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

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

Potential Camp Events 

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

Final Battle with the Chonians 

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

How to affect the outcome of events

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

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

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


Welcome to Aventyr Adventures! A system agnostic series (with some D&D 5e) designed for GMs and players to enjoy the exploration of new lands together. These blog entries are 100% free for you to use along with existing Aventyr Campaign Setting content.

Explore and discover Aventyr, an exciting world where nature struggles to survive under the onslaught of so-called civilization, primal warriors summon powerful totems, and ancient secrets in the sky, sea, and depths of the earth wait to be discovered!

Explore Aventyr!



Author Jonathan G. Nelson

Cartographer Jared Blando

Artist Ryan Jack Allred


Posted on Leave a comment

The Chonians & Baevonians


The Chonians

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

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

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

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

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

The Baevonians

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

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

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

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

Welcome to Aventyr Adventures! A system agnostic series (with some D&D 5e) designed for GMs and players to enjoy the exploration of new lands together. These blog entries are 100% free for you to use along with existing Aventyr Campaign Setting content.

Explore and discover Aventyr, an exciting world where nature struggles to survive under the onslaught of so-called civilization, primal warriors summon powerful totems, and ancient secrets in the sky, sea, and depths of the earth wait to be discovered!

Explore Aventyr!

Posted on 2 Comments

Tribal Troubles: The Alimpulosa

aaw-website - alimpulosa - sade p07 1 [only right side]The Alimpulosa
A vast territory of plains, badlands, and sandy dunes in the Disputed Territories are walked upon by the Ayaxan gypsies. These nomads are well-versed in the fierceness of the elements in the wild lands, but travelers can quickly be overcome by the whipping winds and scouring sands—or the dangerous creatures that lope through them.


A sandstorm reduces visibility to 1d10 × 5 feet and provides a –4 penalty on Perception checks. A sandstorm deals 1d3 points of nonlethal damage per hour to any creatures caught in the open, and leaves a thin coating of sand in its wake. Driving sand creeps in through all but the most secure seals and seams, chafing skin and contaminating carried gear.

Centuries of predatory behavior have been bred into the animals that wander the Alimpulosa, and they are the greatest threat brought by the sandstorms that whip through this part of the Disputed Territories. The strange magics at work across the realm sometimes color these tempests, making them even more dangerous than normal. The Ayaxan gypsies know the best ways to avoid the dangers of these different storms, better able to recognize them from afar. If tipped off about these anomalies by the nomads, PCs receive a +5 bonus to CMD against galestorms, and any Skill checks or saves made against the other kinds of sandstorms.

d100        Sandstorm Hazard
1-12         —
13-35       Predators on the Hunt
36-57       Shredstorm
58-78       Carrionstorm
79-100     Galestorm

These sandstorms have severe winds (30 to 50 mph) and last 1d4-1 hours (minimum 1 hour), taking up a 3d6 x 50 feet circle-radius that travels at a speed of 60 feet a round, from a random direction (roll 1d8) and moving in a straight line.

Predators on the Hunt     CR varies
The PCs are ambushed as the storm passes by them when creatures leap out of the clouded winds. Roll on the Random Encounter Table and give the party Perception checks (DC = 10 + monster’s Stealth) to determine if they are able to act in the surprise round.

Shardstorm      CR 2
Bits of stone and sharp shards of rock whip through the winds on these sandstorms, though curiously, they only cut those that bleed. Living creatures in a shardstorm must make a DC 14 Fortitude save or take 1d4 points of piercing and slashing damage while they are within its area of effect.

Carrionstorm     CR 4
Fell and foul, these sandstorms carry the detritus of corpses already swallowed up by the Alimpulosa. Rife with sickness, living creatures in a carrionstorm must make a save every 1d6 rounds against a disease (roll 1d6; 1 blinding sickness, 2-4 bubonic plague, 5-6 leprosy) which has an immediate onset. Once a living creature has saved from a disease in a carrionstorm, he is immune to that carrionstorm’s disease (though they might succumb to its other afflictions).

Galestorm     CR 5
Arguably the most dangerous of the strange sandstorms, these tempests carry random, extremely strong winds that can easily lift and throw even the stoutest of travelers. Once per minute, 1d4 creatures in a group (for every 5 total creatures, roll another 1d4; for a grouping of 10, 2d4, a grouping of 15, 3d4, and so on) are targeted by a barreling gale that comes from a random direction (1d8) and makes a bull rush attempt with a +18 CMB. Unlike normal bull rush attempts, on a success the creature is not just moved in the direction the wind blows, they remain aloft for 1 round per each 5 points the wind exceeded their CMD. For each round they remain aloft, a creature travels 20 feet, increasing by +20 feet for each successive round they are aloft. When a creature lands, they take 1d6 bludgeoning damage per round they remain aloft (no save).

Posted on Leave a comment

Tribal Troubles: Ayaxan Lamp

Mythology_genie_s_lampAyaxan Lamp
Aura weak conjuration; CL 3rd
Slot none; Price 2,160 gp; Weight 1 lb.

This simple pewter lamp always leaks with a fine, cool mist and is chill to the touch.

An Ayaxan lamp is always filled with fresh, cool water when a creature goes to drink from it, but never spills out otherwise. Once per day, a creature drinking from the Ayaxan lamp heals 2d8+3 hit points.

Success on a Knowledge (geography) check to learn more about the Ayaxan lamp reveals some facts about the unique item’s lore:
DC 15     These endless sources of drinking water are rarely new, and only originate in the Disputed Territories.
DC 20     Travelers that survive the long journey from the tumultuous lands in the east find these discarded items on the remains of other explorers across the long plains and endless dunes.
DC 25     The Ayaxan tribe—nomads that travel across the tribal lands in the Disputed Territories—make these enchanted lamps. Every Ayaxan family carries one, and many keep a second.
DC 30     Travelers that come across the wandering gypsies often receive an Ayaxan lamp as a gift. If they are unwise, rude, or otherwise unkind in return, the Ayaxans deign not to warn them of the many dangers to be faced in their territories. More often than not, they come across the Ayaxan lamps they’ve given away after a time.

Requirements Craft Wondrous Item, create water, cure moderate wounds; Cost 1,080 gp