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Y’Quenar, Pillars of the Planes

Y’Quenar, Pillars of the Planes 

An Aventyr Adventure for four to six characters of 2nd-3rd level 

Jonathan G. Nelson 

 

Pillars of the Planes is a Chonian nickname for Y’Quenar, a planar temple dedicated to the far-reaching pantheon of multiverse deities. This temple was constructed and imbued with planar energies by the ancient Grekians who once lived in the city of Grekia, the current location of Lake Chonia. The Grekians were not henotheists, nor were they monotheistic polytheists, they were true polytheists and worshiped all the gods equally, understanding the importance of balance in all things. To that end, they imbued the essence of each and every plane in the multiverse into the temple and the pillars was the entry and exit point of such energy and the connection directly to each of these planes.  

Long a source of spiritual guidance and the place Grekians would go to “find themselves”, the Pillars of the Planes was abandoned a hundred years or so after Grekia was destroyed. The ancestors of the Grekians became Chonians and Baevonians and life went on. The temple was forgotten a time. 

Then, a few years back, a devil-worshipping cult came to the Pillars of the Planes, discovered the connection to Hel and used only that one pillar to tap into true infernal essence, channeling it to the surface of Aventyr 

The cultists built a statue representing their god and imbued it with the infernal essence, thereby granting it the ability to manifest as a true devil, within this plane of existence. Their greatest treasure, a book of all the ancient Grekian locations left in the world, was placed in a treasure chest which would be guarded by the statue while the cult left to find these other locations, and start new sects throughout the land. The cultists delved too deep in their next endeavor and were never heard from again.  

Recently, the remnants of a Chonian army took refuge within these walls and some of the survivors were subsequently possessed by infernal malevolence. They conceal their true nature until they venture out to brutally sacrifice all who cross their path in order to appease the devil overlord. 

Character States 

(L) signifies a lawful character who is unaware of the possession effect. (L) characters become (S) when faced with evidence, or on a DC 12 Charisma (Persuasion) check.
(S) signifies a suspicious character that has encountered strange occurrences. 
(P) signifies a possessed character who acts convincingly to (L) or (S) characters, but displays their true nature and intent once alone or with other (P) characters. 

Interaction with the party
(S) who become aware of (P) and are convinced of their evil intentions, will assist the party if combat breaks out; (L) characters will not and may even oppose the party. Roleplay the interaction, changing states accordingly. Use whatever NPC statistics work best for the level of the party: guardacolytepriestveteran, or those provided below.

 

  1. Pillars of the Earth
    Each of these pillars is engraved with a runic depiction of a plane. The first four are Hel (LE), Hades (NE), the Abyss (CE), and Limbo (CN). The second four are Olympus (CG), the Seven Heavens (LG), Elysium (NG), and Nirvana (LN). If anyone engraves the opposing planar rune on a pillar, that pillar explodes, causing 14 (4d6) bludgeoning damage in a 5- foot radius and crumbles to a pile of rubble. A character touching a pillar opposing their alignment suffers 7 (2d4+2) force damage and is knocked prone (no saving throw). A character touching a pillar matching their alignment grants them a boon for the rest of the adventure (GM’s discretion). 
    2d4+8 guards are on duty here at any time of day. 80% (L), 10% (S), 10% (P) 
  2. Blessed by the Divine
    This room is the temporary home of numerous healers, all blessed by the deities to provide healing for the troops, and to any commoners seeking refuge here. They will heal anyone requiring assistance, regardless of alignment or affiliation. Six 3rd level clerics (life domain)4 (L), 1 (S), 1 (P) 
  3. Barracks of the Forgotten
    Once great warriors and veterans of long forgotten wars, the old swordsmen sleep a deep slumber steeped in depression and recurring nightmares of horrific wars long since ended. Twelve 6th level fighters (+2 weapons/armor) rest here. 9 (L), 2 (S), 1 (P)  
  4. Four Pyramid Puzzles
    There are four puzzles here which need to be assembled in order to open the door leading to area 5. The players may assemble their dice (or other available objects) in whatever fashion they wish in an attempt to construct four, stable pyramids. Grant inspiration or experience to those who think outside the box. Once four, stable pyramids have been constructed in real life, the door to area 5, will open.  
  5. Pillars of the Planes / Toll the Tormented
    This room is dedicated to the devil and its statue, still guarding the chest.There are twelve pillars, each holds a planar, runic depiction (analogue to area 1), but this set contains include four additional planes (GM’s choice). A character placing their hands upon a planar pillar of similar alignment may be imbued with a temporary boon (up to GM) while touching an opposing alignment may cause a bane, otherwise they act just like the pillars in area 1.
    Touching a Pillar of the Planes

    Each pillar touched, mentally takes the character into another plane of existence where they experience things as if they were there. GM’s must take some time to research each of the planes and be prepared to thematically describe each one a character may touch. Feel free to embellish, add boons, add banes, throw in additional scenarios, riddles, and more. Have fun with it!
    A treasure chest sits, covered in dust, upon a trapped dais, in the center of the room, underneath a looming devil statue.Trap on the Chest: A successful DC 15 Intelligence (Investigation) or DC 19 Wisdom (Perception) check reveals a trap on the chest. This trap may be disarmed with a successful DC 19 Dexterity (thieves’ tools) check.
    If the chest is touched before the trap is removed, the dais begins to descend into the ground at a rate of 5 feet per round for 4 rounds. Those standing upon the dais will descend with it. As soon as the dais begins to descend, acid begins to spray from the devil statue’s mouth, into the hole, covering all those within it in acid spray for 3 (1d6) acid damage. This continues each round as the dais descends. By the time the trap reaches the lowest point (20 feet down) the hole will be completely filled with slow-acting acid, causing 7 (2d6) acid damage per round to anyone (and any items) within the trapped area. Those trapped make all rolls at disadvantage and if remaining in the pools of acid for more than 6 rounds will automatically die and subsequently dissolve.Chest contents:An ancient tome titled Grekian Atlas and Historical Records – Volume 1 (2,854 pages, weighing 55 lbs.). This book contains antediluvian lore (leading to future adventures).Devil Statue:

    Must be destroyed (damage threshold 5, 25 hit points) in order to free the possessed survivors from possession effects, but initial attempts to do so unleash the following creature (based on average party level):Levels 1-2 = Vemix (bearded devil)
    Levels 2-3 = Xaxaxar (cambion)
    Levels 4-5 = YiXia (bone devil)
    Levels 6-7 = Yioaax (ice devil)
    The above devils are simply servants of the devil overlord, still sealed within the statue. If anyone actually destroys the statue, the devil overlord (type up to GM) will be unleashed and begin destroying the temple and everyone inside. 

To get the Pillars of the Planes adventure in PDF and print, subscribe to Mini-Dungeon Monthly at http://5ezine.com/ or purchase issue #6 on DriveThruRPG!

Purchase Mini-Dungeon Monthly #6!

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 Settingcontent.

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!

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K’Tarik, Sanctuary of Scattered Souls 

K’Tarik, Sanctuary of Scattered Souls

 

K’Tarik is an adventure location, based in Aventyr but usable in any game system or setting. 

Savior of the People 

Decisions made, the great battle 

When Lieutenant Waychon of the Chonians disobeyed his captain during the most recent and major battle with Baevonia, he had already signed and served his own exile orders. Waychon’s reasoning in doing so, was to save those under his command and their families, for he knew the battle was over before it began. After fleeing the battle on horseback, protecting survivors, Waychon looked back to see his captain and commanders cut down by the enemy forces; bowing his head, he rode off through a cloud of dust, cast as sapphire motes against the rays of the setting sun.  

K’Tarik, a new home 

After weeks moving from location to location, in search of water and food, Waychon settled here, at K’Tarik, the site of a strange temple and giant-sized gateway built into the side of the Baevonian Mountains. The Chonains have thrived here over the past month or so, building some rudimentary structures, planting gardens, tending crops, and beginning to settle into at least some semblance of their former lives. Of course, things are never easy in the Disputed Territories of Aventyr and an ancient evil stirring in the temple, rumors of orc hordes gathering in the mountains above, and the constant threat of a Baevonian attack all weigh heavily on Waychon and his settler’s hearts.  
 

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Location: K’Tarik, Sanctuary of Scattered Souls 

K’Tarik was once the site of a celestial gateway, ages before humans evolved on this planet. Adjacent to the gateway is the Pillar of the Planes, a strange temple and planar powerhouse added by the Grekians during their reign.  

1. The Approach

After sneaking past the ogres in Ogre Valley and traversing a series of caves filled with booby-traps and stealthy Chonian soldiers, one emerges at the base a gentle hillside and a mountainous scene split asunder by a stunning slender waterfall. Grapes and berries grow wild on the hillside. Chonians tending to the vines will flee from any strangers, immediately summoning soldiers to converse with the outsiders.
 

2. Makeshift Village

The Chonian’s have a few structures which appear to be hastily constructed and only used for daily chores and activities. One building is a stable and is home to horses owned by the former Chonian militiamen. There are almost 200 Chonians here, living both in the Gateway of Antiquity and the Pillars of the Planes locations. In the daytime there are typically 3d10+20 Chonians in area 2 while the rest are in areas 3, 4, and 5
 

3. Reincarnation Falls

Nicknamed by the Chonians settled here, this magnificent waterfall brings the most valuable commodity of all, clean water. The base of the beautiful waterfall is deceiving, appearing as a shallow pond but it is deeper than any here realize. Most of the water travels straight down a rocky tunnel at the bottom of a pond, while the rest trickles over the edge of the pond and down the hillside. The underwater tunnel leads about 1/8 mile into the Underworld where a tribe of eighty aquatic ahooling use the water to bathe, swim, and hunt. Anyoneother than an ahooling, attempting to engage this settlement will be attacked en mass.
 

4. Gateway of Antiquity

These gates stand as a testament to time and harken back even before the Grekians settled in this region. No one knows exactly who or what built the gates or what they were used for. Inside is a hall roughly 50 feet wide and 500 feet long, when the hall stops it breaks into a T, with doorways leading into large chambers 20 feet wide and 100 feet long. When the Chonians arrived, there were no ruins, rubble, debris, or any sign that anyone ever lived and dwelt here. Now, the Chonians have set up shop and live here, they even camp and sleep here. Stone gates, 10 feet thick, provide protection for the Chonian settlers throughout the night. The gates are opened in the morning and closed at night by pressing a single button set with an arcane rune.
Those who are perceptive and inquisitive may find a small rune at the T where the great hall dead-ends. Could the rune open a gateway to another plane? Summon whomever lived in these halls? Or perhaps it is trap? Only foolhardy adventurers would dare attempt to find out! 
 

5. Pillars of the Planes

This location is fully detailed in Mini-Dungeon Monthly #6. This is where the majority of Chonian soliders and priests are holed up. WaychonWo’LanRequn’Ma, and Iu’Opp are the most prominent figures and detailed in the sections ahead.
 

6. Goat path into the Baevoninan Mountains

Any characters attempting to take this route will be stopped by villagers, if they continue, they will be immediately fired upon by all Chonian soldiers. The goat path is treacherous and only five successful DC 18 Acrobatics (Dexterity) or Strength (Athletics) checks will prevent one from falling, possibly to their death. On up and over the rise, a clear path into the mountains can be found, this way leads directly into orc territory is peppered with bands of orc raiders that are mostly active at night. Those attempting to take this route will eventually gather the attention of the orcs which blow their warhorns, carrying the sound up and into the peaks where hordes of orcs gather and then spill down the mountainside, an unstoppable, riotous mob, of outraged, territorial killers.  

Important Characters 

Waychon 

NG human fighter 4 

Waychon is the leader of this settlement, thrust into the role as soon as he abandoned the Chonian army on the battlefield. The lieutenant-commander of the Chonian army, who is now holed up in Keep Doom, watched that day, as Waychon withdrew and their commander and captain were slain, he has cursed Waychon ever since. Waychon is very much living in the past and knows his actions may have saved many men but also put to death his superiors and their forces. Although he regrets this mistake and thinks of it often, he’s been so busy getting the Chonian settlers safely to a source of food and water that he tends to escape into his work. 
Waychon will not let anyone into this village unless they can prove they have something valuable to offer and are not affiliated with the Baevonians in any way, shape, or form. If he receives word of anyone approaching the village, he will summon his six best warriors, and ride on horseback with full armor and weaponry, bows out and at the ready resting at their side to begin conversing. If conversation is impossible due to differing languages, he summons Wo’Lan to translate.  

Wo’Lan 

LG human fighter 6, venerable (slow spell on self, indefinitely)  

Wo’Lan harkens back to older and greater days gone by when the Chonian civilization was much more prominent in the region and had towns and villages peppering the landscape. In those days, he fought against the orc hordes of the Baevonian mountains, roaming bands of raiding kobolds, and sometimes, the Baevonians themselves though those battles typically resulted in the enemy being driven back up the mountainside and into their strongholds. Back then, there was an alliance with the Klavek Kingdom, which the Chonians kept like a card in their back pocket, calling upon the Klavekian’s might whenever the Baevonians got too bold or brazen. Over the years working side-by-side with the Klavek Kingdom, Wo’Lan learned the Klavekian tongue and thus, serves as Waychon’s translator. 
Once a great warrior, Wo’Lan no longer practices his battle exercises and instead tends to the sick or injured as an aid to the clerics or helps children learn basic chores and farming out in the fields. He has gotten slow in his old age and needs to rest frequently. Even though Wo’Lan has hung up his blade, seemingly for good, he still has some spark left and is quite skilled with his magic Chonian longsword. Magic Chonian blades, once uncommon, now rare, are rumored to function only for those born and raised in the boundaries of former Chonia. 

Requn’Ma 

NE human fighter 3 

An archer, Requn’Ma’s skills are unmatched by any living Chonian. Secretly part of a raiding band, her group attacks travelers on their weekly supply run to/from Lake Chonia.  

Iu’Opp 

LG human cleric  

A cleric of FlaesurosIu’Opp is often found helping others in her community and breathing life back into those who have been injured, either physically or emotionally. 

 

Threats to K’Tarik 

  • Devil, Pillar of the Planes – Slowly confusing and manipulating Chonians from afar. Seeks to manifest a visit to the prime material plane and take dominance over K’Tarik. 
  • Orc tribes, Baevonian Mountains – Working with a powerful ally to dam up the stream, thereby stopping the waterfall and crushing the ability for the Chonians to survive and provide for themselves. 
  • Ahooling settlement, 1/8 mile below – If the flow of water stops (see Orc tribes), the ahool will emerge and attack in 1d4 days, assuming whomever they encounter is responsible. 
  • Ogres, Ogre Canyon – Ogres typically provide a deterrent to unwanted visitors, but in 1d4 days, an ogre will wander into the caves below K’Tarik and attack the Chonian guards. 
  • BaevoniansBaevonian Mountains – While the Chonians think their location is secret, the Baevonians are watching and waiting for the right moment to strike, after the Chonians have been driven down out of K’Tarik. 

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!

~Credits~

Author Jonathan G. Nelson

Cartographer Jared Blando

Artists Ryan Jack Allred, Some artwork © 2015 Dean Spencer, used with permission. All rights reserved. 

Music Kevin MacLeod

Music from https://filmmusic.io
by Kevin MacLeod (https://incompetech.com)
License: CC BY (http://creativecommons.org/licenses/by/4.0/)

 

 

 

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Ruins of Wo’Mataja

Ruins of Wo’Mataja
An Aventyr Adventure for 4-6 characters of levels 2-3
Jonathan G. Nelson

Wo’Mataja was once a flourishing Chonian village in the foothills of the Baevonian Mountains but was destroyed and subsequently abandoned many years ago. No one knows the initial cause of the destruction but it is surmised that either orc hordes or Baevoninan troops from the mountains laid waste to the once peaceful village.  

Day or Night?

It is important to discern whether the party reaches Wo’Mataja during the day or at night due to the various combatants within and their chance of hearing or spotting the party (and vice versa) as the adventurers progress through the ruins. Orcs have darkvision and are at a considerable advantage at night but detest the daylight and prefer to sleep during those hours.  

 

Orc Raiders

Orc raiders, preying on nomads traveling to and from Lake Chonia, have holed up in Wo’Mataja to weather the impending sandstorm.  

If the adventurers are spotted, an orc will blow a warhorn in an attempt to summon all orcs in the area to battle. The sandstorm prevents auditory effects from traveling far and there is only 30% chance that any orc group hears the call and can actually tell what direction it is coming from. 

Sandstorm Sickness

A sandstorm is bearing down on the village ruins and will arrive soon. Details are listed in the Area 1. description.
Note: Levels of sickness are cumulative and require 1 full rest per level to remove. 


Level of Sickness Physical/Mental Effects Penalties incurred 
1 Irritation to eyes and nose Visibility reduced by 20’, Perception checks at disadvantage 
2 Runny nose, minor cough Physical ability checks made with disadvantage 
3 Stuffed nose, major cough All ability checks made with disadvantage. Easily distracted, cannot concentrate on any one action for more than 1d4 rounds. 
4 Major irritation to eyes, ears, nose, mouth. Cough worsens and produces blood. Any actions other than finding shelter from the storm are performed with disadvantage. Loss of ¼ hp. 
5 Acute asthma attack Movement is halved. Loss of ½ hp. Character must succeed at a DC 15 Constitution save or go into respiratory distress. Characters in this state must be removed from the sandstorm with 1d4+2 rounds or fall to 0 hp and begin making death saves as if bleeding out. Anyone reaching this state permanently incurs the asthmatic character flaw 
6 Headache, Body ache, depression, sleep disturbances Rolls of any kind must be made at disadvantage. HP reduced to 1. Sleep can only be achieved with a successful DC 16 Constitution save. 

 

7 Psychological disturbances When attempting any form of rest, character must make a successful DC 18 Intelligence save or act as if under the effects of confusion for 2d4+4 rounds. 

If no rest is achieved within 1d4+1 days, the character will die. 

 

1. Impending Sandstorm

A storm is bearing down on Wo’Mataja and with it comes dust, sand, and debris, pulled from the parched soil of the Lake Chonian scrub plains. In 4d4+4 rounds, characters caught outside, in the open, must succeed at a DC 12 Constitution save or receive 1 level of sandstorm sickness. For every 1d4+1 rounds exposed to the storm, the save DC increases by 1 and the character(s) must roll again. Characters wearing a thick cloth over their noses and mouths receive an additional 2d4 rounds before making saves. Adventurers who are Chonian make these saves with advantage 

2. Partial Cover from the Storm

Tucking back between these ruined buildings provides adequate cover from the storm for 2d4 rounds. There is a cumulative 25% chance per round the orcs in Area 3 spot the adventurers and sound their warhorn before attacking. One of the four orcs in Area 8 has a 10% chance of wandering far enough to spot one of the characters (passive Perception 10).  

3. Celebratory Crate Crushing

Four orcs celebrate a recent raid on the Chonians by having a bonfire and digging through a number of crates to see what spoils they find. After crates are emptied, the orcs crush them and toss them into the fire. They are being so loud, there’s only a 10% cumulative chance per round the adventurers are seen or heard (unless being overtly loud or otherwise obvious). If the characters are spotted, three of the orcs attack immediately while the fourth sounds her warhorn

Crate Contents

Roll 1d6 Contents 
1 Bolt of cloth 
2 Shoes or clothing (GM’s choice) 
3 Random weapon 
4 Random armor 
5 Rations (2d4+2 days) 
6 Preserved food: pickles, smoked fish/meat, etc. 

Any character succeeding on a DC 18 Wisdom (Perception) check spots something strange at the bottom of one of the crates, a subsequent successful DC 16 Intelligence (Investigation) check reveals a hidden compartment containing a ring of the nomad.

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Ring of the Nomad

Ring, uncommon 

While wearing this ring, you are immune to all sandstorm effects. Camels and Chonian horses you encounter are affected as if you cast the animal friendship spell.  

4. Death by Dice

If nighttime, two orcs rest against a wall here, 50% chance playing dice and talking loudly, 50% chance asleep. If daytime, these orcs are in Area 6, guarding the priestess.  

5. Rabble in the Rubble

If nighttime, an orcish archer (DEX 16, longbow +5 to hit) hides (Stealth 14) behind a small pile of rubble, keeping watch to the east. She will surprise sneak attack the first non-orc she sees then sound her warhorn as a bonus action, automatically drawing the attention of the orcs in Areas 4, 6. 
If daytime, she sleeps alongside the priestess in Area 6 

6. Sacrificial Offerings

If nighttime, a black sun priestess performs an ancient ritual in this room, sacrificing a Chonian nomad she found on the way in. His blood spills across the floor as she chants and prays to her heinous deity. If a warhorn is sounded in Areas 4, 5 she will finish her ritual (1d4+3 rounds), then respond to the call. If the ritual is completed, the black sun priestess receives advantage on her first two actions. If characters approach the orc priestess in Area 6, and she hears them (passive Perception 12), she will stop the ritual and turn to attack. 
If daytime, the priestess and archer are asleep in this room but the two orcs from Area 4 are here, keeping watch over them. 

7. Debris of Days Past

This room is littered with debris of all types: broken beds, tables, and chairs, shattered oil lamps, rotted paper and clothing, and many other items one would find in a Chonian home. There is a 5% chance, when searching with a successful DC 20 Investigation (Intelligence) checkthat one will find a useful item.
 

Treasure Found

Roll 1d6 Item found 
1 Beaded necklace worth 150 gp 
2 Golden horsehead ring worth 200 gp 
3 A small vial of deadly poison (1 dose, DC 14 Constitution save or reduced to 0 hp by poison damage). 
4 Map of Chonia  
5 Grekian Runestone from Lake Chonia 
6 Grekian treasure 

 

8. Waterless Well

This massive well once tapped into an Underworld river but the river has since shifted paths, causing this well to run dry, bringing about the end of Wo’Mataja. Now, strange creatures of the Underworld such as ahoolingdvergrdrow and svirfneblin can be found down this deep hole into the depths of the earth. There is a 20% chance two giant bats and three swarms of bats will emerge from this hole and attack anyone (including orcs) within the vicinity. 
Four orcs take cover from the sandstorm behind the right side of this massive dry well. If the adventurers approach within 25 ft of the orcs’ location, there is a chance they are spotted (25% daytime/75% nighttime). 

9. Sandstorm Exposure

Moving into this area exposes characters to the full onslaught of the sandstorm as detailed previously. 

10. Stables

These stables are in surprisingly good shape and currently protect two camels and four riding horses from the sandstorm. There are many saddles and riding accoutrements here, one of which is a Chonian riding saddle.


Chonian Riding Saddle

wondrous item, uncommon

When riding a horse with this saddle your overland travel speed is doubled. 

Once per day, for 1d4+1 rounds, you may double your movement and make attacks from horseback with advantage. 

11. Mold

This room is full of mold-covered debris which erupt if touched. Characters must succeed on a DC 15 Constitution save every round or suffer 1d4 damage per round for 2d4+4 rounds or until they leave the structure. With a successful DC 20 Wisdom (Perception) check a strange looking amulet is spotted amongst the debris, it can be recovered with a successful DC 10 Strength (Athletics) check to move debris (which triggers more mold spores). The amulet is magical (but the magic is fading) and when worn grants the wearer 10 temporary HP (but only once).  

12. Hints at History

This structure, surprisingly, has remained mostly untouched over the years. A bed is in one corner, now home to a rat swarm. A small food preparation area has enough preserved food to feed two people for a day. There is a desk in another corner with one drawer containing ink, a quill, some papyrus, and a journal written by a Chonian named Woy’Chan
Woy’Chan’s journal details the history of the Chonians that once lived here and reveals the dry well as the reason for the abandonment of the settlement. It also describes the potential threat of orc hordes and Baevonians but contains no mention of actual encounters. The desk also contains small silver Chonian wedding ring decorated with horses and arrows and set with a small, rare red ruby worth 100 gp or 200-500 to a Chonian.   

13. Web-covered Warehouse

This was once a large warehouse used for storing crates, barrels, and other containers capable of holding preserved food. Most of the food has been pilfered away. Two giant spiders and a giant wolf spider are using the lure of the remaining foodstuffs to capture hapless victims who now hang, upside down, as emaciated corpses, from the webs above. The spiders will creep about in the shadows, waiting for the optimal opportunity to strike from behind (or above).  

14. Statue of the Ancients

A massive, 20-foot-tall stone statue depicting a bucking stallion and tribal warrior stands here. It has been worn down over the years and large chunks of the stone now lay at the foot of the once-great monument to an ancient hero or long-since-dead deity. Some writing at the base says Although lower than a fence and thinner than a rail, it can still be used to hold a horse, hooves mane and tail” in Chonian. Those who answer with “stake” or another answer deemed suitable by the GM to the riddle are granted the following boons: immunity to the sandstorm for 24 hours, the ability to go without eating or drinking for 72 hours. 

15. Base of the Baevonian Mountains

Climbing these dangerous cliffs requires three successful DC 16 Strength (Athletics) checks. If the first check fails, the character falls for 1d6 bludgeoning damage, the second 2d6, the third 3d6. Once to a stable landing, the climber will notice the branches of nearby trees, growing out of the cliffside, moving. This is a treant named Meewin who has lived here for over 300 years and has knowledge in the form of bits and pieces of what once happened here in the Chonian village of Wo’MatajaMeewin seeks only to keep to himself but will attack anyone harming him or any of the plants living along this cliff and mountainside within a 1-mile-stretch originating from this point.  

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!

 

~Credits~

Author Jonathan G. Nelson

Cartographer Justin Andrew Mason, Jared Blando

Artists Jacob Blackmon, Mates Laurentiu. Malcolm McClinton, Some artwork © 2015 Dean Spencer, used with permission. All rights reserved. 

Music Kevin MacLeod

Music from https://filmmusic.io
by Kevin MacLeod (https://incompetech.com)
License: CC BY (http://creativecommons.org/licenses/by/4.0/)