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Macabre Manses (part 2) and Extra Web Content!

Two weeks ago we properly introduced you to the Macabre Manses with Justin Andrew Mason’s deviant carrionette fleshdolls and Rory Toma’s pumpkin-themed tribute to Joshua Gullion.

Final-Hallway-CFinishing up the month, Jeremy Kleve took us into the weird places of the cosmos with Fomalhaut the Nebulous, his deranged acolyte Gruxm Goretooth, a strange magic item made of the elder entity, dangerously vexing omnidirectional doorways of confusion, the star spawn creature template, the story of how this mad cult began, and a quest for PCs so unfortunate as to fall afoul of the warped goblin sorcerer’s ambitions.

Timothy Snow filled in a few days with some Halloween-themed content: the chilling ipalolo devil, the cowl of insubstantial form, and the gourd-happy pumpkin slinger trap. RPG Superstar Steven T. Helt hit us with another great haunt (overzealous, that one), and yesterday I shared my tips for sowing terror in your tabletop game.


Before you get out there to scare someone, check out the free extra web content below! Adventurers that dug in and played through For Rent, Lease, or Conquest have a treat prepared by the module’s author, Colin Stricklin!



For Rent, Lease, or Conquest EXTRA CONTENT!

Concluding the Adventure
If the party and the formians survive, the PCs are left with something of a problem: they still don’t have a house! A diplomatic mission on behalf of the formians will solve this problem nicely.

If the adventurers agree to help Sirjan gain Hordenheim citizenship, she rewards the party with a fully renovated carriage house. They’ve proven useful after all, and Sirjan wants such powerful allies close. The young queen even bestows the title “Defender of the Colony” upon each of the PCs.

A formian colony makes for an unusual neighbor though, and the Office of Immigration will take some convincing.


Navigating the Bureaucracy
Sirjan’s path to citizenship hinges entirely on the party’s diplomatic skills. Anyone possessing even a passing familiarity with Hordenheim knows of the Office of Immigration, the bureaucratic body responsible for transitioning the traditionally evil races to their new lives as productive members of society. However, the clerks at Immigration are used to orcs and harpies and the like. There is a great deal of hemming and hawing over allowing a “society of giant ants” to take up residence.

“This is most unprecedented,” the junior clerks say. “The paperwork is quite complex.”

5 star review on Paizo!
5 star review on Paizo!

Any number of role playing challenges could be appropriate in this case. Examples include:

  • A DC 17 Will save to keep any barbarian or otherwise short-tempered party members from pitching a paperwork induced tantrum.
  • A DC 20 Diplomacy/Gather Information check to determine the proper bribes for each petty official. Perhaps an underling wants his boss’s position?
  • Multiple DC 15 Fortitude saves as the PCs run Form A-19 to the girl downstairs, making sure to pass along the yellow copy to Mr. Withers in accounts receivable before he takes his tea at 2:15 precisely, but not before climbing the stairs to the bursar’s office on the top story for a Letter of Receipt, which must in turn be stamped by the notary in sub-basement 3C…
  • A DC 22 Linguistics/Forgery check to cut through the mass of paperwork.
  • A DC 15 Intimidate check to scare the other applicants out of line.


Home Sweet Home
After you’ve made your party suffer long enough with this silliness, the rewards should be great. Allow them to design their new home as they see fit (within reason of course), and have the formian neighbors drop off a housewarming present or two in the form of magic items. Axiomatic weapons, armor made from formian carapaces, or even a giant slug egg are all appropriate.

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Wonders of NaeraCull Brochure #3: The Fire-lit Mountain

If you’d like to download a copy of this FREE PDF head on over to the Store page, but AaWBlog Presents: Wonders of NaeraCull Brochures are available on,,, and as well!

We’re keeping it short and sweet again today; enjoy your free PDF!

Oh, and the ENnies Awards are going on and we’re up for Best Blog! Please submit a ballot, and remember – VOTE AAWBLOG!

[The Snow White Kickstarter continues to rocket upwards, unlocking stretch goals along the way, and there’s a DAILY contest with totally free prizes on the Facebook page! -MM]

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AaWBlog Presents: Wonders of NaeraCull Brochure #2!

If you’d like to download a copy of this FREE PDF head on over to the Store page, but AaWBlog Presents: Wonders of NaeraCull Brochures are available on,,, and as well!

We’re keeping it short and sweet today; enjoy your free PDF!

[And hey, have you looked at the already funded Snow White Kickstarter to see what stretch goals have been unlocked, or entered into the contest for free daily prizes on the Facebook page? -MM]

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Wonders of NaeraCull Brochure #1: Sunny Southern Shores

Hello brave adventurers!

Last week we met Jurgen the dødelig, a mad little undead that wanders across the Hungering Jungle (and beyond) attempting to bring more adventurers deep into NaeraCull, handing out odd little brochures to anyone that crosses his path.

Today we’re bringing you one of these unique pamphlets!

If you’d like to download a copy of this FREE PDF head on over to the Store page, but AaWBlog Presents: Wonders of NaeraCull Brochures are available on,,, and as well!


We’re keeping it short and sweet today; enjoy your free PDF!
[And hey, maybe check out that nifty Snow White Kickstarter the internet is all abuzz over! -MM]

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EZG reviews the FREE A0 – Crow’s Rest Island

 A0 – Crow’s Rest Island

This module is 23 pages long, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, leaving us with a total of 19 pages of content, so let’s check this out!

Now this being an adventure review, the following review contains SPOILERS. Potential players may wish to jump to the conclusion.

All right, still here?

After a short introduction to the area in which it is set in the default campaign setting of – essentially, the PCs will be people of the Klavekian kingdom, largest of the human realms and sent to the icy frontier of the kingdom to help the settlement Rybalka, which lies right at the border of Vikmordere-territory: Feared savages that could be considered a wild blending of Viking and Native American cultures. That out of the way, the module kicks off without much ado – the PCs are traveling en route to Rybalka for fame and fortune and on their way, they’ll need to pass the notorious “Crow’s Rest Island”.

When passing the island on their ship of Vikmordere-build (which comes fully mapped in gorgeous detailed full color with  maps (on deck, below deck, in a snow-storm and in full-blown snow-storm – awesome), they are forced ashore by the weather and see a weird white crow. In the island’s woods, they encounter a party of kobolds and it is also here, the PCs can start to piece together what has happened here. When kobolds were washed ashore on this island, their shaman summoned an ice demon to get rid of the local Vikmordere population. The wild men, confronted with the demonic entity faced annihilation and in order to save them, an adopted Vikmordere attempted a ritual that was interrupted by the kobolds. This ritual gone haywire has trapped the spirits of the Vikmordere on the island. The lavishly illustrated village of the Vikmordere contains the remnants of the kobolds and there, amid ghostly visions, the PCs can secure the missing item for the ritual and help the spirits of the dead find peace.



Editing and formatting are top-notch, I didn’t notice any glitches. Layout adheres to AaW’s latest 2-column standard with its more streamlined boxes and easier to read fonts and the artworks in full color range from awesome (vista of the village) to not-so-awesome (cover). As I’ve come to expect from AaW, the cartography is simply stellar and especially the weather and its effect on the ship is AWESOME. A great idea and something I’d love to see used in other modules as well. If you register at, you can also download for free all artworks (including a handouts through a spyglass), profiles of the AaW-iconics, high-res jpegs of all the maps, png-tokens for NPCs and adversaries and herolab-files. While usually I would complain about a lack of a backgroundless version of the pdf, this module is free, so it gets a pass on this one. The pdf is extensively fitted with nested bookmarks.

There are sometimes modules that as written are not too exciting, but spark the imagination via iconic locales, nice presentation etc. and this is one of them: The location presented in the module is cool, creepy and offers quite some potential for expansion by the DM – and expanded it should be, for the simple encounters fall flat of the awesomeness of the backdrop. Indeed, I wished this was not a free prequel module, but rather a full-blown haunting-investigation. Think about it: Traps in the wood, a deserted village, the sense of being watched, mysterious crows, weather worsening and keeping the PCs stranded on the place and then, the strange hauntings begin – every DM worth his salt can construct a complex investigation from this yarn instead of handing out the solution to what happened on a silver platter to the PCs. Were this a commercial module, that would exactly be what I’d complain about. It’s FREE, though, and every module that excites me enough to even contemplate expanding it like I just described is worth downloading and in fact, does a great job. Were I only to rate the module as it can be seen in the pdf, I’d probably go for 4 or 3 stars, depending on a hypothetical price. But since this pdf is free, comes with good production values and sparks one’s imagination, I’ll instead settle on a solid verdict of 5 stars – come on, it’s free and you know you at least want to scavenge the maps. 😉

Endzeitgeist out.

Link to download A0: Crow’s Rest Island