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Statblock Sunday (Macabre Manses): Ipalolo Devil

ilpalalo devilA smooth bone covers the front of this creature’s head, a pair of slender wings folded neatly behind its back. The void of facial features gives off a chilling presence as you gaze upon it.

Silent Devil (Ipalolo) CR 11
XP 12,800
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +9; Senses darkvision 60 ft.; see in darkness; Perception +12
Aura unholy (20 ft., DC 26)

AC 28, touch 12, flat-footed 26 (+2 Dex, +16 natural)
hp 154 (14d10+70) fast healing 3
Fort +14; Ref +6; Will +14
DR 5/good; Immune silence, cold; SR 19

Speed 30 ft., fly 50 ft. (perfect)
Melee 2 claws +19 (2d6+6, Crit 17-20/x2), tail slap +14 (1d6+6)
Special Attacks silencing touch (Will 22 DC)
Spell-Like Abilities (CL 12th; concentration +17)
At will—deeper darkness
5/day—improved invisibility, suggestion
2/day—summon (level 4, 2d4 hello hounds 90%)

Before Combat Ipalolo devils usually hide in wait, offering what the victim wants most, hoping for the creature to turn against it own before summoning a lesser creature to attack enemies first.
During Combat If no prey take its bait, the ipalolo devil strikes shortly after its summoned creatures attack, targeting good-aligned casters to silence them, methodically wiping out spellcasters first. With each death the ipalolo devil tries again to bargain with the remaining creatures for what they most desire.
Morale Ipalolo devils fight until below 30 health before fleeing.

Str 23, Dex 14, Con 18, Int 20, Wis 18, Cha 15
Base Atk +13; CMB +19; CMD 26
Feats  Critical Focus, Critical Bleeding, Flyby Attack, Improved Critical (claw), Improved Vital Strike, Skill Focus (stealth), Vital Strike
Skills Acrobatics +19, Bluff +19, Diplomacy +19,  Fly +19, Intimidate +19, Knowledge (arcana) +21, Knowledge (planes) +21, Perception +20, Spellcraft +21, Stealth +25, Survival +20
Languages Celestial, Infernal, Undercommon;  telepathy 100 ft.

Silencing Touch (Su) The ability functions as the spell silence except that is targets a single target instead of an area. The silenced creature is not immuned from sonic- or language-based attacks, spells, and effects. This ability is included in all melee attacks the Ipalolo devil makes, and directly bypasses spell resistance.
Wicked Claws (Ex) An ipalolo devil’s claws are abominably sharp and deadly, dealing 2d6 slashing damage on a successful hit and possessing a natural critical threat range of 19-20/x2.

Ipalolo devils serve directly under dukes or counts of hell, largely so that they may sow distrust among the lesser creatures of the planes. These creatures love the feeling that washes over them when they’ve successfully convinced comrades to fight each other to win what they want most from life, regardless of what that might be. Ipalolo devils are solitary creature enjoying silence most in life (aside from initiated squabbles). It is not known if the smooth bone over the ipalolo devil’s face is its own, or a mask the creatures like to wear.

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Snow White Kickstarter – Coming in June!

The Rise of the Drow books (check out the video!) are on the way and we’re ramping up to launch our next big book: a premium quality, masterfully illustrated, professional grade, macabre adventure of the most devious variety—an authentic, innovative re-working of the classic fairy tale Snow White. Just as soon as those wonderful Rise of the Drow books are shipped out, we’re giving that iconic story the ultimate RPG makeover.

SNOW WHITE PART 2Easily among’s finest products, it was reviewed by Endzeitgeist and earned a spot in the top ten of 2013! The plethora of talented designers, incredible illustrators, and industry celebrities involved in the Snow White Kickstarter is staggering and in June (because it is launching next month!) as stretch goals are met, you’re going to see some impressive names showing up! Myriad plans are in motion (including some of that Wolfgang Baur magic!) and there’s an amazing array of high quality content in the Snow White Kickstarter, sure to knock your socks off.

You don’t want to be late to this party either! There’s a few (a few) early bird spots for folks that pledge right away (we know our fans, and they know us—get in early folks!) Be ready this weekend, and join the Snow White Kickstarter when it launches to secure your copy of the book! To get some more of the lowdown on the Snow White Kickstarter you can head over to or A Sword for right now, but next month we’re going to have another interview with the wonderful ladies at Defective Geeks, and are working out a few others in the meanwhile.

Keep your eyes peeled and ready for the official launch next month, and if you aren’t sold by our pitch on the Snow White Kickstarter page, we’ll convince you as the project funding period continues!

Thank you to all the wonderful folks who supported Rise of the Drow—we’ll see you on Sunday and until then, here’s the Snow White Kickstarter Facebook page to keep you occupied!




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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 Crossingsa 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 shapetransmute 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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Anti-Vermin Powder

butterfly-fairies-5Anti-Vermin Powder
Aura moderate abjuration; CL 7th
Slot none; Price 700 gp; Weight 3 lbs.
This heavy white powder weighs considerably more than one might expect. When uncorked it emanates a harsh, overpowering odor that makes the air around it taste just a little bit like copper.

The enchanted dust in this flask has two properties. It may be used to duplicate the effects of the repel vermin spell for 2 and a half hours; these must be in half hour increments, but also keeps away any fey of Tiny size or smaller. Each time anti-vermin powder is used this way it consumes one use.
Alternatively it may be thrown as a splash weapon that deals 1d4+1 points of damage per available use to any fey of Tiny size or smaller or vermin hit by the flask of anti-vermin powder. This consumes all the remaining uses of anti-vermin powder.
Flasks of anti-vermin powder initially contain five uses of the magical powder.

Success on a Knowledge (nature) check to learn more about anti-vermin powder reveals some facts about the unique item’s lore:
DC 15     The origins of anti-vermin powder aren’t well known but its use is ubiquitous in the stocks of purveyors that deal in enchanted goods as well as the finest quality gourmet restaurants.
DC 20     Druids find this unique magical dust to be an abomination, but it isn’t unknown for some to allow its use on their lands when blights of vermin overcome a territory.
DC 25     A capricious fey by the name of Xyvzian was the first to introduce anti-vermin powder to the world at large. The creature’s reasons are still a matter of debate to this day, but remain unknown to most.
DC 30     One group is supposedly solely responsible for the distribution of the enchanted powder but are spoken of in hushed tones and even then, their name remains elusive. They protect the secret formulas to create it without the use of magic, though even then, it requires a DC 40 Craft (alchemy) check to create. Alchemists insist against it, however, and assure anyone that makes the attempt to keep their success a secret—those that don’t suffer untimely ends.

Requirements Craft Wondrous Item, repel vermin; Cost 350 gp 14 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) 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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Mischievous Meadows – Biddlywink

BiddlywinkBIDDLYWINK     CR 4
XP 1,200
CN Diminutive fey
Init +9; Senses darkvision 120 ft., arcane sight, see invisibility; Perception+12
AC 18, touch 18, flat-footed 14 (+4 Dex, +4 size)
hp 38 (7d6+14)
Fort +3, Ref +9, Will +8
Weakness silver, vermin qualities
Speed fly 60 ft. (perfect) or 40 ft. (see text)
Melee force fronds +11 (1d8+3 force)
Ranged +11
Space 0 ft.; Reach 0 ft.
Special Attacks force fronds
Spell-Like Abilities (CL 7th; concentration +10)
     Constant—arcane sight, nondetection, see invisibility
     At will—glitterdust, mage hand
     5/day—dimension door
Str 6, Dex 18, Con 12, Int 8, Wis 14, Cha 16
Base Atk +3; CMB -2; CMD 13
Feats Improved Initiative, Skill Focus (Sleight of Hand), Toughness, Weapon Finesse
Skills Escape Artist +14, Fly +15, Perception +12, Sense Motive +11, Sleight of Hand +17, Stealth +26, Survival +12; Size Modifiers Fly +6, Stealth +12
Languages Druidic
SQ Freeze, hide in plain sight


Interdimensional Sac (Su) While biddlywink can (and often do) consume enchanted items as quickly as possible, they also store them to digest later in an invisible extradimensional sac not unlike a handy haversack or bag of holding, but only capable of storing up to 30 pounds. When a biddlywink is killed, the sac appears on the material plane and bursts open dealing 3d8 force damage (DC 20 Reflex negates) to any creatures or items in a 10-ft. radius (though not to anything within it).
Force Fronds (Ex) The tendrils extending from a biddlywink’s mouth can be devastating when employed to attack a creature. On a successful melee touch attack, they deal 1d8+3 force damage.
Light Flier (Ex) When a biddlywink’s interdimensional sac is holding at least 2½ lbs. of items or a number of caster levels worth of items equal to twice the biddlywink’s hit die, it cannot maintain a sustained flight. Its speed is reduced and it moves in long bounds and hops that don’t exceed 5 feet in height or 10 feet in length—the biddlywink effectively now has a base speed of 40 feet until items in its Interdimensional Sac are digested.
Ranged Legerdemain (Su) A biddlywink can use Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and the biddlywink cannot take 10 on this check. Only object that weigh 5 pounds or less can be manipulated this way.
Wyrd Digestion (Su) These strange insectile-fey literally eat magic to survive. As a standard action, a biddlywink can ingest a magical item of Diminutive size or smaller. As a full round action, it can consume a magical item of Tiny size and over the course of a minute (ten rounds), a Small size magical item.
Once eaten by a biddlywink, an item is not instantly destroyed—instead it is secreted inside of its Interdimensional Sac. Potions are digested quickly within and are destroyed after a number of rounds equal to caster level. Wondrous items are more resilient and last for a number of minutes equal to caster level; any other enchanted items (rings, staves, weapons, armor) are destroyed after ten minutes per caster level.
AAW_Blog_Biddlytree_CacoonAny item recovered from a biddlywink’s interdimensional sac before it is fully digested operates at two caster levels higher than normal for one week. The first time it is stored in an extradimensional space, it remains empowered this way until removed again (though afterward, the increased power diminishes and it returns to normal).
Biddlywink that consume enough magic items (1000 gp x hit die) transform into a biddlytree and sprout 2d12+4 biddlywinks with the young template after 1d10 days.

Weaknesses Biddlywink are vulnerable to silver and take x1.5 damage from all attacks made with the material (by spell or weapon). Moreover, whenever being treated as a vermin would prove negative for the biddlywink, such as when fighting an opponent with favored enemy (vermin), they are treated as the vermin type.

These odd creatures are easily hated as much as rust monsters and far more dangerous when left unattended near an enchanted treasure trove. Like an intelligent vermin, they eat away at magical items like termites before transforming into a plant-like creature that produces more biddlywinks. Entire dungeons have been overrun by hordes of the creatures and they are known to be used by druids attempting to cleanse a domain of an unwanted resident—dragons in particular dislike the little creatures, and many a warden of nature has fallen to draconic claws after attempting to seed the diminutive fey in the wrong treasure hoard.


[Today’s excellent artwork is brought to us by Justin Andrew Mason!]

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Mischievous Meadows – Lunar Larceny!

Snowy ForestWhile sleeping during the evening and making camp in the forest, the PCs’ magic items are stolen from them as they rest! Each loses one or more wondrous items—and eventually they find they are short an enchanted ring a piece as during the night, the party is  visited and re-visited by strange creatures of the woods that abscond with their goods!

In the unlikely event that none of the adventurers have the requisite items, the smallest (and least powerful) magic weapons targeted first. Otherwise the party loses a total of 1d4+1 random potions and 1 wondrous magic item (minor first and medium second; never any items that hold an extradimensional space) each time they are visited upon by the thieves. The final visit ends with the theft of a ring from every PC that has one in addition to the other purloined items. Only items that weigh 5 pounds or less are stolen—anything heavier is too heavy for theft by the stealthy robbers.

Thieves in the Night!

There are a total of four of the mysterious robberies during the night; the creatures stealing the items are not only diminutive (and thus undetectable with the alarm spell) but also extremely talented at blending in with their surroundings and constantly under the effects of a nondetectionspell. Particularly difficult to see or hear (DC 36 Perception check) and not idiotic (they have an Intelligence of 8), the PCs are unlikely to find them but if they do, their quarry teleports away with a prepared dimension door spell-like ability unless the adventurers are able to hide themselves (though the thieves have arcane sight and see invisibility, so the chances of that are slim; they have a +12 bonus to Perception checks and 120 ft. darkvision).

If the PCs don’t take turns at watch during the night…

As you wake up and take account of your surroundings in the light of the rising sun, something doesn’t seem quite right. Rooting about your belongings, checking your gear, and looking over all your equipment, you realize that some of the items are missing! All of you are similarly dismayed as it becomes clear that everyone has been robbed during the night!

Or give everyone opposed Perception check (vs +12) with a -10 penalty for being asleep as something employs Sleight of Hand against the adventurers.

woods-forest-backgroundAs the initial change of watch occurs and one of the PCs is awoken to take the next shift, read the following:

Stretching your limbs and taking account of your surroundings, you notice that something isn’t quite right and with a little investigation you quickly realize that a potion is missing from your pack! Looking at all of your companions you notice something else—one of your wondrous items has disappeared as well!

You did NOT just do that!

The PCs may be giving you nasty looks as the night goes on, but don’t worry—encourage the party to have faith in their sense of adventure! The AaWBlog might be devouring their loot now but we promise, there are great rewards that await the strong of heart and anyone that endures the whole of Mischievous Meadows!

There’s virtually no hope of catching the thieves in the act without the party actively watching all their goods or keeping an eye out with detect magic. The latter proves fruitless but the former gives them opposed Perception checks (vs +12) for each item stolen as three more robberies occur while the night drags on.

Following their trail is another matter entirely!

Unlikely Trails

The mysterious thieves only steal from a distance (of 30 feet) and take the time to hide their tracks, making them move away at only 20 feet a round and leaving a meager trail—opposed Survival checks (vs +16) reveal the marks of their erratic retreat, but anyone with detect magic receives a +10 bonus to the check as drops of spilt potions appear every teen feet or so.

forest-pictures-8Eventually the PCs are led to a grove and a DC 25 Perception check finds the fresh markings of whatever left the trail leading up into a tree. Detecting the creature in the branches is virtually impossible (requiring a DC 47 Perception check as it utilizes the freeze special quality) and just as in their camp, it teleports away with a prepared dimension door spell-like ability as soon as it feels endangered.  If caught this way more than five times, half the stolen items reappear and the creature flies away until another day.

As the adventurers give up on the chase and realize their quarry is too elusive to find them, a chittering emits from the brush and a small stick-like insect latches onto an item held by one of the PCs—either a bag of holding, glove of storing, handy haversack or other wondrous item that provides an extradimensional space!

Stay tuned to the AaWBlog tomorrow to find out what the 1d4+3 creatures attacking the party are in the first Statblock Sunday for Mischievous Meadows!

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Designer’s Spotlight – Michael Allen and Three Faces of the Muse

B18 COVERWhy should someone check out Three Faces of the Muse?
This is a great adventure to run when the PCs are ready to visit a big city—perhaps even the capital settlement of the lands they are in. It is an intense investigation that has nothing to do with sewers, and there are some nice hooks to tie ongoing plots from your game into the module if you are so inclined.

What makes Three Faces of the Muse different from other adventures?
I like to read the bestiaries and monster manuals to mine ideas. There is a huge amount of grist for a writer to work from hidden in these tomes—I love building on a sentence or phrase in the monster design or ecology. The idea for this adventure was sparked by the boss fight and I chose monsters that fit appropriately with the theme.

Three Faces of the Muse previewDid you put cool stuff in there?
As the back jacket says, “this adventure is a chance for minstrels to shine, and not just through diplomacy encounters.” The sites and themes lend themselves to characters with civilized skills and an appreciation of the arts. Three Faces of the Muse also creates unique opportunities for recurring villains that make it noteworthy.

What was your favorite part of the adventure?
I had a blast researching the “renaissance man” themes throughout. I am a set designer during the day, so much of the architectural, painting, musical history, and craft in the adventure was already known to me, but I delved deeper into the specifics of each to really understand them and bring them out (I even learned some new technical terms.)

Did you focus on Investigation, Encounters, Puzzles or Dungeons?
The whThree Faces of the Muse preview 1ole story is one of investigation—unraveling the how and why, but I definitely spent some time on the encounters and went back after the play test to tweak them. I wanted each to tie into the major themes of the module (even cutting one that felt was a bit repetitive and random) and to have as many unique twists as possible. Some combats require skill checks to get the upper hand, some standard monsters have a nifty thematic effect added onto them, and all contain notes to adjust the challenge rating if need be.

In one sentence, what can we expect from Three Faces of the Muse?
Art is beauty, and the most delicious beauty is one that fosters a sense of anticipation—and, for the most adventurous souls, even a bit of danger.

[Editors Note: Michael is not giving himself enough credit—this module is bursting with creativity. Your PCs will be pleasantly surprised time and again throughout, and I would be very surprised if they don’t truly engage with the very rich tapestry that he’s woven together here. Three Faces of the Muse is a must-play and absolutely deserves a look. -MM]

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The Aawblog’s Diet Evolves!

Image_Portfolio_107_Fantasy Jason Walton 65After how delicious Cultus Sanguineus turned out to be, the AaWBlog has grown particular taste buds: every month is going to be devoted to one user-driven central theme to appease this voracious beast’s appetite!
If you’re stopping by for the previews of upcoming material, author interviews, contests or news on Rise of the Drow, don’t worry; those posts will still be making appearances as snacks and morsels!

So what does this matter? Some of the contributors are already planning things for the future already, but we want to know what you want to see!

Image_Portfolio_107_Fantasy Jason Walton 68More sets of magic items? Wizard schools?
Tentacle horses? Fantasy mechs?
Werecreatures? Airships? 

Say something! Throw it into the cauldron! is all about our readers and we want to make the AaWBlog an expression of your tastes as much as ours, so any and all suggestions are on the table!

Comment below with your ideas for what sorts of meals the AaWBlog should consume for the rest of 2014—we’ll work them into the menu for everyone to enjoy!


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