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Primates & Cold Blood

Allosaurus_eating

Primates & Cold Blood (CR 10; 9,600 XP)

As the adventurers travel through a jungle, they enter a clearing and song of chirping wildlife is abruptly cut off. Read the following to the players when the party notices the ominous silence.   

Suddenly a terrifying roar reverberates down from the woods ahead. Trees snap as something big makes its way toward you—a flock of birds take to the air from the trees, the bright colors reflecting from their feathers in stark contrast to the cacophony made by a roaring dinosaur bursting into view. The enormous reptilian beast charges forward on two powerful hind legs, roaring as it snaps its toothy salivating maw and barrels at you!

The allosaurus was searching the jungle prey for a juicy carcass when girallons decided to use it in their attack on the PCs. The many-armed primates pelted the dinosaur with rocks, driving it toward the party—after being goaded into a state of frenzy, the creature charges through the jungle and at the PCs. The girallons wants to use the reptile’s charge to bolster their own assault, hoping to bring back some prisoners to their high masters to be used as sacrifices in dark rites, or simply as slaves in the forgotten jungle ruins the girallons use as their base of operations in the area.

(1) Allosaurus

Allosaurus (1)     CR 7
XP
3,200
N huge animal
Init+5; Senses low-light vision, scent, Perception+28
DEFENSE
AC 19, touch 9, flat-footed 18 (+1 Dex, +10 natural, -2 size)
hp 93
Fort+11, Reflex +8, Will +7
OFFENSE
Speed 50ft.
Melee bite +14 (2d6+8 plus grab, Crit 19-20/x2), 2 claws +14 (1d8+8)
Space 15 ft.; Reach 15 ft.
Special Attacks pounce, rake (2 talons +14, 1d8+8)
STATISTICS
Base Atk +8; CMB +18; CMD 29
Str 26, Dex 13, Con 19, Int 2, Wis 15, Cha 10
Feats Alertness, Improved Critical (Bite), Improved Initiative, Iron Will, Nimble Moves, Run
TACTICS
The allosaurus charges at the first character in a line and focuses all its attack on one foe at a time. If a character deals more than 20 points of damage against the reptile, it will focus its attacks on that opponent.

(3) Girallons

Girallon (3)     CR 6
XP 
2,400
N large magical beast
Init +7; Senses darkvision 60 ft., low-light vision, tremorsense, Perception +11
DEFENSE
AC18, touch 12, flat-footed 15 (+3 Dex, +6 natural, -1 size)
hp 73
Fort +9, Reflex +8, Will +5
OFFENSE
Speed 40 ft., climb 40 ft.
Melee bite +10 (1d6+4), 4 claws +10 (1d4+4 plus rend)
Space 10 ft.;Reach 5 ft.
Special Attacks rend (4 claws 1d4+6)
STATISTICS
Base Atk +7; CMB +12; CMD 25
Str 19, Dex 17, Con 18, Int 2, Wis 12, Cha 7
Feats Improved Initiative, Iron Will, Skill Focus (Perception), Toughness
Skills Climb +14, Stealth +5
TACTICS
The girallons will let the allosaurus charge first and then follow right behind it. They follow their instincts and attack any strong-looking characters first. When the many-armed primates outnumber the survivors they grapple frail-looking characters to take as prisoners. They keep a distance from the allosaurus the entire time, as they do not want to end up in its jaws—clever PCs may realize that they are keen not to near the dinosaur and use this to their advantage. Should no characters survive, the girallons drag the party’s bodies back to their hideout.

AREA FEATURES
The medium undergrowth makes movement difficult—the allosaurus is an exception to this rule as the undergrowth is not strong enough to make difficulties for a creature of its size and strength.

SCALING THE ENCOUNTER
To modify this encounter, apply the following changes:
CR 9 (6,400 xp)
Remove one girallon from the encounter and apply the young simple template to the remaining two (-2 on all Dex based rolls, -2 on all other rolls, -14 hp).
CR 11 (12,800 xp)
Add the allosaurus’ mate for a total of two dinosaurs.

[Submitted by Brian Wiborg Monster]

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The Divine and the Recreant – Prayer Effects & Divine Synergies

She's not really the bargaining kind...

Some GMs create elaborate pantheons of deities for their campaign settings, while others choose to utilize preexisting gods. Whether divine influence in your game comes from the fantastical or historical, why should only devout characters reap the benefits of prayer? While gods and demigods may choose to bestow special favor upon those who show devotion and dedicate their lives to their cause, it only makes sense that they would also hear the laments of those less faithful.

One way of doing this is to integrate prayer effects into your game world—here’s one example of how such a system could be designed:

Most deities have one or more aspects to their persona. For instance, a “god of war” would focus on aspects of combat tactics and strength, while a “goddess of magic” would instead lean towards the arcane and esoteric. Providing small (but relevant) temporary bonuses in return for prayer not only provides the sense that the divine truly interact within the game world, but also gives motivation for non-devout characters to seek the aide and guidance of many different gods and goddesses.Image_Portfolio_1.27_Fantasy Romans-Robots 03

Perhaps a god dedicated to learning could provide a temporary luck bonus to Knowledge skill checks, or a goddess dedicated to the hunt could provide a temporary morale bonus to attack rolls. The possibilities are endless, and can be easily defined to reflect the personality of virtually any deity.

Prayer effects should be limited to minor (though still beneficial) bonuses, and only for a limited period of time between prayers. One hour of dedicated prayer would result in a character being granted 24 hours of favor from the deity prayed to; 48 hours if the prayer occurred in a temple or shrine dedicated to that god or goddess.

Divine synergies are another potential design for such a system. If the character praying is of the same alignment as the deity being entreated (or perhaps has the same favored class or race of the god or goddess) the bonus granted might double or see its duration extended. To be fair to those characters who have dedicated themselves to a deity, the prayer effects associated to any one god or goddess could become permanent as long as that character remains devout.

GladiatorThere are endless fun ways this could be integrated into a game world to provide a true sense of worth in faith and value in characters knowing (and understanding) their chosen pantheon.

 

 [Submitted by Justin Andrew Mason]

 

Do you have a contribution or idea for Meta Thursdays?  Send us your ideas (after reading the submission guidelines) to submit(at)adventureaweek.com with “Meta Thursday” in the subject line!

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The Christmas Spirit

Rune-bagThe Christmas Spirit     CR 6
XP 2,400
CG haunt (40-ft. radius)
Caster Level 6th
Notice Perception DC 25 (To hear laughter, ho ho ho, and sleigh bells in the distance)
Hp 12; Trigger touch (the sack of goods); Reset special
Effect: A full sack of goods is found as part of a hoard or other cache of treasure.
The haunt manifests when it is touched, forcing everyone within its radius to make a DC 22 Will save. On a failed save, the character must give 10% of the gold and jewels currently in their possession to the first orphanage or group of street urchins they come across; this 10% of gold and jewels cannot be spent on anything else other than charitable causes that directly benefit children. Evil characters must donate twice as much as neutral and good characters.
The sack then teleports to a random place in the multiverse, continuing to spread joy by exploiting greedy adventurers.

Destruction: Indestructible; you can’t destroy The Christmas Spirit. Legends do tell, however, that the tradition of caroling will appease the haunt and lower the percentage it takes by half.
Adventure Hook: You really don’t need one do you? Have fun watching greedy players squirm around. Make sure to have the caroling tradition played out live at the table, if you’ve got the requisite cheer to demand it.

[Submitted by Brian Wiborg Monster]

Everyone at AdventureAWeek.com wishes you and yours a very merry Christmas, the happiest of holidays, and a fine new year in 2014!

Do you have a chilling idea for a haunt or cursed item? Send it along to us at submit (at) adventureaweek.com, but please, bear the following in mind before you submit anything for review:

 1. Anyone can submit an entry.

 2. One entry per person at any one time. An entry must be your own work, not being published previously or considered by any other publisher, and it must original and not infringe upon copyrighted material.

 3. All entries become property of Adventureaweek.com, LLP.

 4. By submitting an entry you authorize the use of your name and likeness without additional compensation for promotion and advertising purposes in all media.

 5. Adventureaweek.com, LLP reserves the right to withdraw or terminate this endeavor at any time without prior notice.

 6. All decisions of Adventureaweek.com, LLP and their arbiters are final.

 7. There is no compensation provided – any entries are given freely by their creators for use by Adventureaweek.com, LLP in perpetuity.

 8. Your statblock must be properly formatted (compare to similar content on the AaWBlog for correct formatting).

 

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Gel of the Miraculous Jig

Drow Male AlchemistGel of the Miraculous Jig

Aura strong enchantment; CL16th

Slot none; Price 20,000 gp; Weight 1 lb.

DESCRIPTION

This inexplicable gel comes in a nondescript can made of thin metal or capped flask, typically with a small compartment containing a detachable brush (although 30%, found gel of the miraculous jig has no such compartment). The gel is odorless, tasteless, and colorless.

When a creature makes contact with a surface coated by gel of the miraculous jig (the seat of a chair, inside of a helmet, or comparably sized 1 ft. x 1 ft. area), they must make a Will save (DC 21); on a success, the creature is compelled to dance regardless of whether or not there is any music (as though a compliant suggestion was made) provided the setting is appropriate (such as a tavern or mead hall, as opposed to the middle of a battle or somber funeral service), for 2d6 rounds. On a failure, they are subjected to the effects of an irresistible dance spell for 1d4+1 rounds as well. Any creatures making direct contact with the contents of a container with gel of the miraculous jig must similarly make a save to resist its effects.
Any creatures able to perceive a dancer compelled by gel of the miraculous jig(by either magical compulsion) must make a Will save (DC 21) or become fascinated. Fascinated creatures must make a second Will save (DC 21) after watching a compelled dancer for 2 rounds or be affected by the gel of the miraculous jig as if they had touched it themselves.
Containers typically hold 5 coatings worth of gel of the miraculous jig.

History A character that makes a Knowledge (local) or Knowledge (planes) check to learn more about gel of the miraculous jig identifies the following fragments of lore:
DC 12     Fey are blamed for this capricious, expensive prank of a magical item. It is universally banned among regions controlled by nobility, and largely beloved by the wilder lands that take a bit better to the sort of chaos that gel of the miraculous jig can cause in otherwise uninteresting tavern.
DC 18     Rumors persist that nobility bans this curious enchanted substance for more substantial reasons than that; apparently, it has been used to throw royalty into disarray before, though how exactly this occurred remains unknown.
DC 24     Balthazar the Begrudged was the first creature to craft gel of the miraculous jig, though fey love taking credit for it and certainly don’t mind using it. A duke had taken umbrage with the sullen bard, and in return he saw to it that the entirety of his hall spent an entire evening cavorting about in a dance that seemed never to end.
DC 30     Not one to take insults at all slightly, Balthazar and his lot stole every single valuable item from the castle of the inflamed duke, finally ending their ruse with the purloining of all the fine silver in the dining room the nobles had danced in the entire evening. Too tired to immediately catch the bard, a bounty remained on the clever minstrel’s head until the end of his days, and the descendants of the ruined duke still seek out bards of Balthazar’s line to slake their thirst for revenge at those who cast them from the heights of power.

CONSTRUCTION
Requirements Craft Wondrous Item, Fascinate class ability, irresistible dance, suggestion; Cost 10,000 gp 400 xp

 

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

  • the nature of the item (weapon, armor or wondrous)
  • one or two sentences about its appearance
  • what the item in question does
  • the components and spell(s) used in its construction

 

 

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4 things NOT to do when writing for an IP

Rise of the Drow hardbackI’ve had the pleasure of working with several different publishers, making material for use within a number of established campaign settings (Fantasy Flight Games, Frog God Games, AdventureAWeek.com, LPJ Design, Amora games, and more). If you’re breaking into writing and want to work in this field, I’ve garnered a few things from my (still comparatively few!) experiences creating content within the confines of broad, cherished worlds.

 

1. SKIP YOUR RESEARCH
If they haven’t sent you material for research or it isn’t freely available, ask for it. Even if it gets rolled into your pay a little bit, having this on hand will save everybody time in the end, establish that you are professional, and will see that your material resonates with fans of the existing product. Make notes for yourself (I made an entire visual Neo Exodus timeline) and refer to them often. Check d20pfsrd.com to see if any key creatures exist in their setting if you aren’t already intimately familiar with it
—you’ll be glad you did.

Immersion is the name of the game with this one. Don’t get your feet wet, jump in.

 

WORLD_MAP2. WRITE YOURSELF INTO A CORNER
That timeline should come in handy for this, but a good general rule is to avoid absolutes. Making something that prohibits the existence of another element (undead is the popular one here, but serpentfolk get slapped around like this too) inside of a world is generally something that the original creators have already made a decision about. That’s not to say you can’t break precedent (see below), just that as a general rule of thumb, you want to supplement an existing IP, not complement it.

Write to enhance the setting, not evolve it.

 

3. LEAP BEFORE YOU LOOK
Submit an outline first and avoid surprising the person receiving your material. While the extra content you designed might be fun, there are myriad reasons for why it might not be a good fit (a similar piece might already be in the works, it may be prohibitive because of something you didn’t know about, etc.) and that’s why this part of the process should never be overlooked. If you do end up adding more content or material than originally requested, make certain that it’s inside of the themes and aesthetic already present in your work and the larger library of material.

Clear your big ideas with the people upstairs first.

 

Image_Portfolio_1.14_Fantasy Butch Mapa 014. BE INFLEXIBLE
You’re playing in someone else’s toybox; if they want the red car, give them the red car and find a new toy. Be prepared for some of your ideas to get shot down or become morphed into things you never anticipated or intended. Try to improve the process by cooperating—collaboration can cause some truly beautiful confluences and is not to be underestimated. There’s a lot of sayings for that, but we’ll hold off on the metaphors here. Just be open to compromise—you’ll be pleased with the results.

Be agreeable and things will be agreeable.

003-Bedtime-Candle-q75-544x595

[EDIT] Ryan Macklin has a great blog post that went up earlier this week about pitching your game. It is fantastic and you should definitely read through it for your own sake as a writer. I will point out that when he ‘pitched’ Mythender at me, he did so while dramatically spinning and yelling in my face (which I don’t personally recommend, though it was definitely effective).

 

Do you have a contribution or idea for Meta Thursdays?  Send us your ideas (after reading the submission guidelines) to submit(at)adventureaweek.com with “Meta Thursday” in the subject line!

 

 

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Ashen Kisses

feyglade slumber pomumsAshen Kisses CR 4
XP 1200
CE haunt (20 ft. radius)
Caster Level 4th
Notice Perception DC 19 (to smell a flowery perfume)
Hp 4; Trigger proximity; Reset 1 day
Effect: On the round entering the haunt’s glade, anyone within its radius must make a DC 16 Will save or be paralyzed for the round. On a failure, a beautiful maiden manifests and delivers a light kiss on the lips of the unfortunate character, then disappears with a smile on her lips, leaving the paralyzed character(s) free to go.
The maiden manifests in front of each creature that fails their saving throw in the same round. After being subjected to Ashen Kisses, everything the creature puts in his mouth turns to ash, making it impossible for them to eat or drink for one week. This effect can be removed with a remove curse spell.

Destruction: A generous offering of blessed food (10 pounds and well prepared or 20 pounds otherwise) and drink (a barrel of water or several bottles of fine wine) must be placed in the glade where the haunt manifests.

Adventure Hook: The sheriff of Gladeston, a small village in the Auld Forest, wants to know why travelers are showing up with their mouths and throats filled with ashes. Hopefully the party can find out what is happening before rumors of the Ashen Kisses take a toll on trade with nearby villages. Local tales of a famine some centuries ago might reach the PCs’ ears in the local tavern, and several of the farmers in the region have heard of the terrible periods of scarcity. If properly enticed (perhaps convinced by the argument that low trade means low prices), they might be convinced to contribute to ending the plight of Ashen Kisses.

 

[Submitted by Brian Wiborg Monster]

Do you have a chilling idea for a haunt or cursed item? Send it along to us at submit (at) adventureaweek.com, but please, bear the following in mind before you submit anything for review:

1. Anyone can submit an entry.

2. One entry per person at any one time. An entry must be your own work, not being published previously or considered by any other publisher, and it must original and not infringe upon copyrighted material.

3. All entries become property of Adventureaweek.com, LLP.

4. By submitting an entry you authorize the use of your name and likeness without additional compensation for promotion and advertising purposes in all media.

5. Adventureaweek.com, LLP reserves the right to withdraw or terminate this endeavor at any time without prior notice.

6. All decisions of Adventureaweek.com, LLP and their arbiters are final.

7. There is no compensation provided – any entries are given freely by their creators for use by Adventureaweek.com, LLP in perpetuity.

8. Your statblock must be properly formatted (compare to similar content on the AaWBlog for correct formatting).