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Tribal Troubles: Gyeongsa Warp Storm

aaw-website - gyeongsa warp storm - gary dupoisThe shifting winds of a violent tempest rustle above as a tan swirl appears in the sky. It quickly grows in size, from only a few inches across into a sphere dozens of feet across. Gusts carrying fine grits of sand whip against you as the howl of the winds reaches a fevered pitch and the thing in the sky begins to drift towards you.

Gyeongsa Warp Storm     CR 10
XP 9,600
CN Colossal construct
Init -2; Sensesdarkvision 120 ft., low-light vision; Perception +2

AC 12, touch 0, flat-footed 0 (-2 Dex, +12 natural, -8 size)
hp 151 (13d10+80) fast healing 2
Fort +4, Ref +2, Will +6
DR 5/magic, DR 10/magic and ranged; Immune construct traits, fire; SR 12

Speed fly 60 ft. (perfect)
Melee two tentacles +13 (2d8+8 and grab)
Space 30 ft.; Reach 30 ft.
Special Attacks pull (tentacle 30 ft.), whirlwind (3/day, 10–30 ft. high, 2d8+8 damage, DC 24)
Spell-Like Abilities (CL 13th; concentration +15)
     Constant—gust of wind
     At will—control winds
     2/week—greater teleport

Before Combat A gyeongsa warp storm appears from out of nowhere with its greater teleport spell-like ability, approaching the closest creatures it can find and changing into its whirlwind form.
During Combat The gyeongsa warp storm attempts to suck every opponent in view into its body. Once captured, it uses greater teleport again to bring whatever it’s caught to the Disputed Lands.
Morale Gyeongsa warp storms have no intellect and their motivations are a mystery to all; they do not relent until they’ve captured more creatures to carry away with them.

Str 26, Dex 6, Con —, Int —, Wis 14, Cha 1
Base Atk +13; CMB +29; CMD 37 (cannot be tripped)
Feats —
Skills Fly +0, Stealth -18; Size Modifiers -8 Fly, -16 Stealth
Languages —
SQ Amorphous

Environment any (normally the Disputed Lands)
Organization —
Treasure standard

Punishing Winds (Su) Gyeongsa warp storms are constantly enshrouded and surrounded by severe winds. These winds automatically extinguish unprotected flames, have a 50% chance of extinguishing protected flames, and incurs a -4 penalty to ranged weapon attacks and Perception checks.

Many believe the anomalies to be no more than a myth, but those that survive a trip back from the heart of the Disputed Lands know otherwise. Of them, none can claim to have felled the thing; it persistently brings new creatures and travelers to the forsaken reaches of Aventyr. Those strong enough to survive the trip find that their new locale a demanding one—the Tribal Lands.

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Maddening May: Quicksilver Amulet

Quicksilver Amulet

Aura weak transmutation; CL 9th
Slot neck; Price 49,000 gp; Weight 0.5 lbs.

aaw website - AAW_Blog_Quicksilver_AmuletDESCRIPTION
Suspended from a simple knotted sinew cord, this intricate amulet has been crafted from a combination of gold, copper, and electrum. Each face of the palm-sized talisman is opened and securely sealed behind a lens of clear quartz crystal that exposes a strange stone-like object (a petrified karz slug gland) floating in quicksilver. The bottom of the amulet is a clear crystal beaker, and the front is adorned with three spherical gemstones: one sapphire, one ruby and one emerald. The reverse boasts three small holes that appear to have needles tucked securely within.


To activate the amulet, the wearer must wear it beneath armor and clothing, allowing the flat back of the amulet to rest against their bare chest, and then depress the three embedded gemstones which function as tiny buttons.
Upon activation three small needle points project from the back of the amulet and into the wearer. The quicksilver is sucked out of the amulet and is injected into the wearer’s body. This causes the amulet to be physically attached to the body, and triggers a random (or several random) arcane effects. While the arcane effects triggered by the amulet are active, tendrils of silvery metallic veins protrude from the amulet and extend across the wearer’s chest, up the neck, and around the sides and back of the cranium—expanding and contracting in rhythm with their heartbeat.  
This physical attachment of the amulet to the user lasts for the duration of the arcane effects triggered by the amulet. Afterwards, the quicksilver creating the silvery veins retracts back into the amulet and the wearer reverts to normal.
Active arcane effects activated by the amulet cannot be dismissed at will, and the only way to stop these triggered effects while their durations persist is to forcibly remove the amulet. If the amulet is forcibly removed while in use, the quicksilver instantaneously retreats back into the amulet and the user must make a DC 25 Fortitude save or suffer 3d4 points of Constitution damage and be stunned for 3d4 rounds. If the saving throw is successful, they instead take 3d6 points of damage and are stunned for 2d4 rounds. In either case, the wearer involuntarily screams out in agony as loudly as possible.
The amulet can be activated 5 times per day. When activating the amulet use the following chart to randomly determine the arcane effects activated:

d100   quicksilver amulet effect
resistance (1 minute)
6-10     detect magic (2d4 minutes)
11-15   detect poison (instantaneous)
16-20   endure elements (24 hours)
21-25   protection from [opposing alignment] (2d4 minutes)
26-30   mage armor (2d4 hours)
31-35   obscuring mist (2d4 minutes)
36-40   comprehend languages (2d4 x10 minutes)
41-45   detect secret doors (2d4 minutes)
46-50   detect undead (2d4 minutes)
51-55   enlarge person (2d4 minutes)
56-60   expeditious retreat (2d4 minutes)
61-65   jump (2d4 minutes)
66-70   reduce person (2d4 minutes)
71-75   protection from arrows (2d4 hours)
76-80   resist energy (2d4 hours)
81-85   detect thoughts (2d4 minutes)
86-90   tongues (2d4 x 10 minutes)
91-95   Roll for 2 additional random arcane effect *
96-99   Roll for 3 additional random arcane effect *
100       Roll for 4 additional random arcane effect, and double durations if applicable. *

* Rolls for additional arcane effects do not stack. If this option is rolled as a result of a previous roll, assume whichever option allows the most additional rolls as the new total number of effects to be randomly determined and roll again. When rolling for multiple arcane effects in a single activation of the quicksilver amulet, if the same effect is rolled more than once, roll again for a different power.


Adverse Insanity Effects

Image_Portfolio_104_Fantasy Jason Walton 59When activated there are strange sensations as the user is affected by various sorts of madness. After each activation use the following activation sensation chartto determine what the particular sensation (and associated mental effect) is for the activation:

d100    Adverse Insanity Effect
       A cold rushes through your veins, buzzing in the back of your mind.
A momentary lapse of memory that passes after a few seconds. No negative effects.
11-30   Your body is covered by a warm tingling sensation followed by a sharp chest pain.
Stunned for 1d4 rounds, amnesia for 1 hour (DC 20 Will negates).
31-60     A burning sensation runs through your veins and your ears ring.
Stunned for 2d4 rounds, amnesia for 2d4 hours (DC 20 Will negates).
61-90     Dizziness and debilitating chest pains overwhelm you.
Drop prone, stunned for 2d4 rounds, amnesia for 1d6 hours (DC 20 Will negates).
91-99     Adrenaline floods your body alongside a crippling sense of vertigo.
Drop prone, amnesia for 2d8 hours (DC 20 Will negates), immediate paranoia (DC 17 Will negates) for 1d4 days.
100         The world goes black. You awaken with a migraine that lasts for hours.
Unconscious (helpless) for 3d20 minutes, awaken with permanent amnesia (no saving throw), 1d4 points of Constitution damage.

Note: Multiple mental effects from multiple activations of the quicksilver amulet are stacked for the longest duration.


Optional Permanent Augmentation

An additional use (a method of permanent augmentation) for the quicksilver amulet is revealed with a DC 35 Spellcraft check. The quicksilver amulet can become a permanent augmentation to a creature’s physical body with the right preparations!

First, a special oil that induces the karz slug gland contained within the item must be slathered upon the creature’s chest. This oil is created using the slime of a karz slug that has been fermented for 2 weeks (DC 20 Spellcraft check). Once the oil has been applied to a user, the quicksilver amulet has to be activated upon their chest while permanency is simultaneously cast upon it.

Finally, as the amulet is activated and the permanency spell is cast the creature must make a Fortitude saving throw (DC 10 + 5 + spell level of the effect rolled upon amulet activation). If the creature the quicksilver amulet is being augmented to fails this saving throw their Constitution is reduced to 1 and they are afflicted with a permanent phobia of quicksilver (no saving throw). Upon a failed attempt to permanently augment the quicksilver amulet to a creature, it shatters and the karz slug gland within withers to fine dust before blowing away on the wind.
If the creature succeeds the Fortitude saving throw, the quicksilver amulet shatters and the petrified karz slug gland contained within it burrows deep into the chest cavity of the creature, becoming a functioning, non-magical organ. The pulsating silvery veins become a permanent attribute of the creature, and whatever arcane effects were rolled during the activation in the augmentation process become the options for a permanent supernatural ability called “Shroudtouched” that can be used 5 times per day.

The quicksilver amulet is destroyed as a magic item by the attempt of permanent augmentation regardless of failure or success. Crafting a quicksilver amulet requires no less than 3 weeks of time and a DC 25 Spellcraft check.

The quicksilver amulet was first created by the alchemist known as Vyn Durgrugan, the Slug Hunter of Dar’Spelun Slugmarsh. He crafted it while investigating the strange abilities of the karz slugs that inhabit the caverns near the Shroudstone, caused by their consumption of the flora and fauna surrounding the mysterious locale. He was never satisfied with its functionality as the quicksilver amulet also inherited the adverse effects that are common maladies where the veil between sanity and insanity is faint. The instructions for its creation can also be found in Vyn’s alchemical formula journal.

Requirements Craft Wondrous Item, 0.5 lb refined quicksilver (2,500 gold worth), karz slug gland, precious metals (gold, copper, and electrum), binding, polymorph; Cost 24,500 gp

The quicksilver amulet has a built-in self destruction contingency. Casting the permanency spell upon it shatters the amulet, and reduces the karz slug gland within to dust.

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Maddening May: Story Locale – Tangleroot Forest

aaw-website - fantasy-art-wallpaper-36Large swathes of the western Dar’Spelun Slugmarsh are covered in unnaturally dark trees that fully extend over the bog. Many creatures don’t notice the abnormality; only those that make a
DC 19 Perception check see that what they walk upon is heavily matted moss covered in dirt, all suspended on the roots of numerous trees! Underneath the “ground” is a 10 to 15 foot drop into murky, disgusting bog water, filled with rotting matter and worse (DC 17 Swim check).

Strange smells that pique your curiosity but defy identification seem to emanate from everywhere and nowhere all at once as you head deeper into these subterranean groves. Skeletal trees are everywhere, their roots disappearing beneath furred moss of greens, browns, and sooty blacks. Despite their lack of foliage, the ebony and dark grey bark are so dense that they block out any sight of the roof of the cavern.

All of the ground in the Tangleroot Forest is considered difficult terrain. Every minute outside of combat or every movement greater than a 5-foot step during combat requires a
DC 10 Acrobatics check; on a failure, a creature gets their feet caught in troublesome roots. Any creature weighing in total more than 100 pounds increases the DC of this check by +2, and a creature weighing more than 200 pounds increases the DC of this check by another +2 and a creature weighing 300 pounds or more increases the check by another +2 (to DC 16). Creatures with a climb speed and creatures of a size of Tiny or less are immune to this effect.

Once affected by the ground of the Tangleroot Forest, a creature cannot take any movement until freed.

aaw-website - Final-Arboreal Menace-CCreatures that snag their feet on the floor of the Tangleroot Forest must succeed on a CMB, Reflex, or Escape Artist check as a swift action to free themselves (whichever is best) against the same DC as the Acrobatics check + 5. Attempting this as a move action reduces the DC of the check to free themselves by -5. Failure on a check to free itself knocks a creature prone.

During combat the danger of stepping into or through the floor of the Tangleroot Forest increases dramatically. Movement of any kind in between squares requires an Acrobatics check as described above (DC 10, 12, 14 or 16 depending on a creature’s weight). Additionally, when a creature reaches the end of any movement during a combat round in the Tangleroot Forest, there is a chance the ground they stop on breaks beneath them! Creatures of Tiny size are immune to this effect, but there is a 5% chance for each size category larger than Tiny that a creature falls through the roots and into the dirty bog water below (5% Small, 10% Medium, 15% Large, and so on).

Monsters of many kinds wander the Dar’Spelun Slugmarsh (indeed—
grick swim all over the bog underneath the Underworld groves), but the Taaaw-website - Mark Hyzer Purple Wormlngleroot Forest is almost exclusively ruled over by crazed fey. For the most part, they are not much of a danger. They do constitute a threat, however—PCs that camp on the “floor” of the Tangleroot Forest may fall into the bog underneath, the squares they occupy undermined by the mischievous fey (25% chance). Other dangers like the souls of those that have died here and angry, intelligent, territorial plants stalk the Tangleroot Forest, and many who cross the region waste no time in doing so lest they draw their unwelcome attentions. Whatever the creature

d100      Creatures Encounters
1-22       6 sprites, 2d4 nixie, 1d4 grig
23-46     2d6 quickling
47-64     1d4+2 redcaps
65-82     1d4 will-o’-wisps
82-96     1d4 quickwood
91-100    carrion crawler [see this week’s Statblock Sunday!]

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Twin Crossings Extra Content #6

Vikmordere Valley in FallVale of the Spider Eaters – Part 5

Buried deep in the mountains lies a hidden vale. The skeletons of long dead soldiers stand guard over a cache of magic items.

This is the final 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, available to subscribers of (and soon to be in the store!). 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!

Below are two of the magic items that can be found in Midya Merocheck’s cache of lost magic. The third item, the stone span, as well as a fourth new magic item, quilted silks, are detailed in the adventure.



Warriors-on-horsebackHeavyload Saddle
Aura faint transmutation; CL 1st
2,000 gp; Weight 3 lbs.
This finely crafted saddle comes with a cloth bearing the insignia of an elite military unit. An animal saddled with a heavyload saddle is affected as though subject to a permanent ant haul spell.
Requirements Craft Wondrous Item, ant haul; Cost 1,000 gp


Tunnel Bore
moderate transmutation; CL 9th
Slot none; Price 4,200 gp; Weight 10 lb
This torpedo-shaped iron device bores through earth and rock (but not worked stone), creating a tunnel 10 feet wide by up to 180 feet long. The magic in the device crafts stone supports as needed to shore up the tunnel. Once used, the device splits in half and becomes useless.
Requirements Craft Wondrous Item, stone shape, transmute mud to rock, transmute rock to mud; Cost 2,100 gp

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Rise of the Drow PDF is on sale now!

Rise of the Drow PDF demoLadies and gentlemen, subterranean and surface elves, traditionalist and radical dwarves—the Rise of the Drow PDF is now available!

This enormous tome brings the fantastic trilogy of adventures detailing the dubious doings of the drow of Aventyr’s Underworld above the surface and into your game!

Within the Rise of the Drow PDF you’ll find a multitude of veteran industry designers like Brian Berg and Christina Stiles, inimitable illustrations by the likes of Jen Page and Jacob Blackmon, and more content than you can shake a +5 greatclub at. The beautifully rendered artwork and carefully crafted prose in Rise of the Drow creates an innovative and original subterranean setting for both the Dungeons & Dragons 3.5 rule set AND Pathfinder, filled with numerous new creatures, equipment, magic items, spells, feats and interesting NPCs that breathe life into the world beneath the surface! Never before has such an amazing book brought together this kind of celebrity-studded cast of artists, cartographers and designers!

Grab your copy today and terrorize players with the bestial blood-sucking ahool, instill wonder with the fantastic Fungi Forest, and pique their interests with the intrigues of the diabolical drow of Holoth!

You can read more about what’s in store here, but if you aren’t interested yet, how do you feel about…

  • A dozen drow houses, some at the height of their power and others that lurk in the darkness, waiting for their moment to strike!
  • The brand new Mushroom domain, filled with a retinue of fun new spells guaranteed to garner the interest of any nature-minded spellcaster!
  • Several incredible dungeons and locales—including the cavernous expanses of Jorumgard (designed by Owen K.C. Stephens of Green Ronin and Rogue Genius Games)—perfect from dropping beneath the surface of any campaign setting!
  • Hosts of carefully constructed NPCs suitable for appearances both on the world above and beneath!
  • Countless new cleverly designed mechanics and mini-games sure to ensconce your players in the Rise of the Drow!

Have you collected rations?
Sharpened your steel?
Filled your components pouch?

Then grab your copy of the Rise of the Drow PDF now and delve into the depths of Aventyr’s Underworld without delay—who knows how much longer the machinations of the dark elves will be contained beneath the surface!

Rise of the Drow - The Ambush



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Cultus Sanguineus (Part 2: Items Sanguineus)

Cultus Sangineus full color

Countess Darah Veresovich first heard of the Items Sanguineus while traveling abroad—where none can say (and anyone that might have died long ago). She has since devoted her entire family’s fortune and interests to acquiring the items and has already seen the trio of items lost twice; this time she’s prepared for the contingencies and has riders ready to chase after the dispersed wondrous items as soon as she can divine their location again.

Characters who have ranks in Knowledge (arcana) or Knowledge (nobility) can research the Cultus Sanguineus to learn more about these individual items. When a character succeeds on a Knowledge check to do so, some of its lore is revealed (including information from the lower DC checks). The facts below are the “true” lore—the GM is free to generate false lore to tease players into searching for the items (examples of misleading histories for these items are included in each of their individual entries).

DC 20

Originally created by the necromancer Kasigern the Lord of Bones, this foul individual continually sought novel ways to convert individuals of status and influence into powerful undead that answered only to him. This three-piece outfit set is one such trap that Kasigern used to subjugate and offer souls to his foul god.

Formerly an aspiring scion to a noble family, Kasigern excelled in the politics of the clamouring royal houses, eventually eliminating his father and two older brothers to claim his ducal birthright. However, exposure to the darkest elements of magic had taken its toll on his once-fine features, leading to a very public humiliation at a grand ball.

The debacle pushed Kasigern over the edge and fully into the hands of his dark master, shunning the noble families that had cruelly mocked him at the grand event. He sought to create items that would bend every member of the social elite to his will in permanent service for eternity. However, over time, many of these items have served their fell purpose and have either been discarded or lost.

Success at DC 30 or higher reveals 1d3 credible rumours to the location of other parts of this set.

Once all three items (the amulet of the sundered heart, the cloak of the dark servant and the mask of the thirst) are assembled and worn together, a magic mouth effect speaks a spell completion phrase that activates the wearer’s transformation into a vampire.

Possession and wearing two parts of this set grants the abilities of both pieces and the use of comprehend languages as a spell-like ability three times per day and cause fear as a spell-like ability once per day. The wearer is also subjected to the Sanguine Avarice haunt.

vampire aaaaugh

Once the three items have been found, reunited and worn together, the final curse sets in. The enchanted items collectively discharge all of their individual powers in a swirl of necromantic energy—a necromantic version of the baleful polymorph spell, long since lost to the knowledge of mere mortals—that destroys the wearer and all he carries. At midnight, the unfortunate subject reforms into a free-willed vampire with all the knowledge, equipment and abilities of their previous life.

The actual process forces a DC 22 Fortitude save to resist the necromantic force flowing through the subject’s body, followed by a DC 22 Will save for the subject to retain their mind and skills intact. If either save is failed, the individual is permanently slain, their soul offered up to the god of undeath.

Regardless of the result of the baleful polymorph attempt, the three items immediately disperse into shadow and reappear across a region that includes one or more cities with well-established noble families. 

Wherever the mask of the thirst 
appears a blood thirst box trap is conjured around it, the amulet of the sundered heart is found near a sanguineus mirror trap, and blood sconces manifest wherever the cloak of the dark servant travels to.

[Submitted by Jonathan Ely]
[Edited by Mike Myler]