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Foul Machinations: Stealing Stones part 2

granite grottoThe adventurers have made it into the Shlyappa zwerc enclave and are shadowed by a mysterious dwarf soon after: lysyy the hat merchant. He pleads with them to investigate the strange happenings in his storeroom, and the PCs find a bit of dust (as well as a deadly earthen mimic!) that can only lead to the Granite Grotto. The party uncovers P.R.A.N.K.S.T.E.R. smugglers in the unique cavern and would put an end to the illicit operation right there, but are held at bay by ignis the stonespeaker.

Though the trail is momentarily lost, a young dweorg boy flags the adventurers down and directs them to a side tunnel where the criminals fled. Unfortunately the dwarf reveals itself as a lethal and maddened gitwerc underterror not long after and when the PCs catch up to the P.R.A.N.K.S.T.E.R.S. the ne’er-do-wells cause a cave-in that threatens to kill everyone! Finally after prevailing against these deadly challenges, the adventurers take one last long walk through tunnels before emerging in a marsh somewhere in Aventyr.

 

bailey's hatStealing Stones has been designed with a sandbox approach and there are several other articles to use when running this part of the AaWBlog Adventure Path [the first post tying this month together is located here. —MM]. Six dwarves—all whom once knew Doc—lost their lives in or near Shlyappa and many of them are still tethered here, haunting the numerous passages and tunnels (and ideal for a sidequest of a GM’s devising: sneezing bell haunt, Bailey’s hat, graceless cackle haunt).
Of course we’ve also got traps galore (the replacement hat trap, festering crown fireball trap, hat rip trap) as well as a treatise on Subterranean Adventures by Justin Andrew Mason, and then of course, several new magic hats (infested tam o’shanter, maculos mask, Klavekian mining cap). Unlucky adventurers may even pick up the cursed amber attenuator somewhere along the way and have an even tougher time in the zwerc enclave!

 

It’s been an exciting build-up and we’re steadily moving toward a crescendo, so make sure to join us throughout August as we take the party through the Vast Swamp of Aventyr in Bogs of Bane!

 

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Stealing Stones: Cursed Amber Attenuator

cursed Amber AttenuatorCURSED AMBER ATTENUATOR
Aura moderate illusion; CL 8th
Slot —;Cost 16,000 gp; Weight 2 lbs.

DESCRIPTION
When used to navigate, a cursed amber attenuator blocks junctions and side tunnels while traveling underground or on the Amber Roads, covering the openings with illusions of walls and barriers seamlessly blended into the existing passageway. The image is projected to all creatures within 100 ft. of the bearer, but only the creature who has possession of the cursed amber attenuator can break the illusion (any other creature that tries to touch an illusory wall or barrier treats it as real). A cursed amber attenuator always leads its user to the closest aggressive monster instead of the correct path to reach their destination; this increases the chance of a random encounter by 10% every thirty minutes traveled. A DC 18 Will save allows the bearer to see through an illusion created by the cursed amber attenuator (this save may be attempted every time the bearer physically interacts with an illusory wall).

CREATION
Magic Items improved amber attenuator

[Submitted by Tim Snow!]

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Stealing Stones: Hat Rip Trap

Hat Rip Trap     CR 6
Type magic; Perception DC 30; Disable Device DC 30
Trigger location; Reset none
Effect spell effect (greater command to cause targets to remove and destroy headgear, DC 17 Will save negates); multiple targets (up to 9 targets within 70 ft.)

hat rip trapOne particular zwerc mage could not forgive his rival for stealing a spell of his invention, taking so great an umbrage that he crafted a contraption that saw him instantly banned from Shlyappa. To exact revenge he threw a grand party in honor of his nemesis and invited a veritable who’s who of guests to attend as well (along with many of his foe’s spell-casting friends). At several places both inside and outside he placed well concealed hat rip traps that commanded the targets to remove their headgear—and destroy the beloved chapeaus, instantly causing many to violate one of the settlement’s taboos! Before being cast out of the enclave, the wizard set many more of these traps throughout the tunnels as revenge and some still appear from time to time.

[Submitted by Rory Toma!]

The Aventyr Bestiary Kickstarter ends in only days!

Raven Mimura cover art!
Over 100 monsters!
Winged basilisk
FREE preview PDF!
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