Posted on Leave a comment

New Underdark Setting, Adventures, and Survivalist’s Guide to Spelunking Tutorial!

Setting, Tutorial & Adventures!

Applied & Aggregate Spelunking is the perfect way to kick off a survival campaign in the Underdark and teach the rules included in the Survivalist’s Guide to Spelunking in game!

To show our gratitude for those who supported the Survivalist’s Guide to Spelunking Kickstarter, we doubled the size of this book, from the promised 32 pages, to a whopping 64 pages in full color, with all new art, maps, setting content, and three adventures!

Applied & Aggregate Spelunking begins with a full-blown gazetteer depicting the frontier settlement of Rotu, including all members of the Rotu Roundtable, following that, you’ll get a massive hex map that depicts the surrounding region.

This hex map serves as the backdrop for the three adventures included in Applied & Aggregate Spelunking, and also features a plethora of strange and unconventional occurrences the party can encounter as they explore uncharted territory. The exploration of this wilderness can be handled with the hexcrawl rules provided in Survivalist’s Guide to Spelunking, and is supported by a massive random encounter table featuring additional hooks and complications that organically scales: Adversaries become more potent, the farther from Rotu that the group travels.

Now the main function of Applied & Aggregate Spelunking, beyond serving as a cool backdrop, is to teach the rules featured in Survivalist’s Guide to Spelunking during actual play. As such, each of the adventures begins with a summary that helps the GM introduce the respective sections. The adventures take the party from 1st level all the way to 4th level using a combination of XP and milestones.

The first adventure is, structurally, a pretty linear and simple quest by design, one that highlights the strange tools and resources found in the Underworld. It also teaches the very basics of using rules from Survivalist’s Guide to Spelunking, and how they can be employed to make adventures and challenges behave differently from regular gameplay. It is a guided tutorial, where the party is supported, out-game and in-game, in their first exploration expedition in the Underworld. Oh, and the party is introduced to the rather useful, but also pretty dangerous cobra coral!

The second adventure builds on these basics: It puts the responsibility for a longer trek through the wilderness on the party’s shoulders, as they venture towards a mining operation that has gone incommunicado. This adventure is more free-form, and places a higher emphasis on the agenda of the players. In many ways, this module can be seen as a tutorial for players and GMs alike, one that teaches moving away from a strictly linear “Adventure Path” style of play to one that puts its focus on the agenda of the players. It also showcases how engines in the Survivalist’s Guide to Spelunking can be combined and altered to make cool new rewarding things, like allowing the party to improvise traps. The module also features a deadly and unique creature that rewards clever roleplaying in combat over simply rolling high values. This design-philosophy goes both ways: It takes actual player skill to beat this adventure, but checks and balances are provided so a GM can help steer the party towards victory. That being said, foolish actions can get you killed in the Underworld.

The third adventure is an epic journey in three sections, one that highlights how hostile and deadly the Underworld can truly be, but also what stunning wonders it holds. Structurally, this module is intended to teach the GM how to use the wide variety of engines in the Survivalist’s Guide to Spelunking in a way that is rewarding for their respective table. While supported by a stunning isometric map, the adventure focuses on free-form, theater of the mind, style of play, as it showcases how to use and adapt the rules from the Survivalist’s Guide to Spelunking into your very own creations, without the requirement of a supplemental module, maps or the like. As such, plenty of guidance for the GM on rewarding engagement with the systems is included. The adventure also features a truly epic adversary that is sure to be remembered by the party beyond the confines of this adventure.

The differences in the respective structures of the three adventures is intentional, as this book aims to instill confidence and skill in GMs and players alike, teaching you to make YOUR Underworld as fantastic, as unique and wondrous as it deserves to be!

Make sure to pick up your copy of Applied & Aggregate Spelunking in PDF/Softcover and Survivalist’s Guide to Spelunking in PDF/Hardcover at AAWGames.com!

 

Posted on 1 Comment

Who’s Afraid of the Dark

Darkvision and Other Inconveniences

“The air is cold and dank, heavy with the weight of the earth hanging high above your head. Jagged, black stone walls stretch ahead and behind. The torch in your hand flickers as a dead breeze staggers down the passageway. You draw closer and closer to the end of this bleak tunnel until finally, the narrow rock walls vanish on both sides. You can hear the heavy breathing of something in the darkness ahead and…” 

 “I have darkvision!”

 “You… Oh, whatever! You see a feral troll in the back of the cave. Everybody, roll initiative.”

Continue reading Who’s Afraid of the Dark

Posted on Leave a comment

d100 Corrasional or Erosional Cave Finds

A d100 list of found objects, unexpected sights, and strange encounters for your players to experience while venturing through winding, eroded caverns.

Rushing rivers and streams gouge narrow passages into dark, stony depths.

Continue reading d100 Corrasional or Erosional Cave Finds

Posted on Leave a comment

Creator of the Dungeoneer’s Survival Guide Returns… on Kickstarter!

The Triumphant Return of Douglas Niles

Douglas NilesDouglas Niles, a legendary name for those who hail from the days of AD&D and TSR. A man whose legacy spans from the very first Forgotten Realms novels to the creation of the Dragonlance world, Doug is a New York Times Best-Seller and his work has been read and utilized by countless roleplayers. Doug is also well known for creating the groundbreaking Dungeoneer’s Survival Guide (TSR, 1986) with legends Gary Gygax and David C. Sutherland III, a book which detailed exploration of the subterranean world, a realm which was previously only hinted at and briefly explored in a few select modules. The Dungeoneer’s Survival Guide finally gave DMs the ability to craft their own adventures and full campaigns in the Underdark.

Continue reading Creator of the Dungeoneer’s Survival Guide Returns… on Kickstarter!

Posted on Leave a comment

Underworld Races & Classes Kickstarter: Only 6 Days Left!

Over the past few years we’ve been secretly hard at work on our latest project for the Underworld Races & Classes for 5th Edition and the Pathfinder Roleplaying Game. This immense tome (two books actually, one for each system) has been in the works for many years now, starting originally with individual books created by popular demand after our best-selling Rise of the Drow became a heavy hitter in the RPG world. Since the original builds we’ve gone back and revised/added a ton of new material, produced new gear, spells, archetypes, domains, and more to craft a solid book filled with gorgeous top notch artwork (thanks to stretch goals).

PDF, Print, Hero Lab, Realm Works, and Fantasy Grounds!

For those of you who are fans of Hero Lab, Realm Works, and Fantasy Grounds we’ve got some amazing backer goals which everyone gets by pledging for a copy of this amazing book. Sure to be a classic and weirder, more insidious companions to your core books– Underworld Races & Classes Kickstarter awaits you!

Help us make this project a reality- there’s only 6 days left to pledge!

BACK THIS KICKSTARTER HERE!

Have a great weekend everyone!

-Jonathan G. Nelson
AAW Games

Posted on Leave a comment

Underworld Races: The Hoyrall

Yesterday we gave out a taste of the duplicitous underterror, but today the AaWBlog dares to be even more bizarre with the otherworldly hoyrall! Back in January you might remember The Blessings of Zagn, where the insectile aliens are mentioned in passing. Jacob Blackmon is turning in the rest of the artwork this week, and it’s just too darned good not to share with everyone immediately.

Moreover, this player race takes up a very big role in the near future of Aventyr, and are a major part of PATHMASTER contest winner Michael Allen’s upcoming adventure path! They’ve terrorized Picollo in the past, and infest various regions of the Underworld—but where did they come from? What are their plans for the surface world? Why are they in Aventyr, and what keeps them here?

Today an unwitting band of apprentices dare to learn some of these secrets, perhaps biting off more than they can handle…

It was a rare day indeed, Markos thought. Not only had he, Sylveni, Karris and Jorall managed to sneak out of their rooms beneath the notice of Master Halwoan—he who bemoan, the quartet often joked—but down off of Cape Fin, jammed into a watery cove, they had found a true wonder.

cave-11The capsule (which it was Markos’ idea to call) was actually quite large, maybe 60 feet longways and another 15 across, laying at rest on a sandy beach at the far side of the watery cavern. Its exterior was pocked and marred by rocky abscesses in between chitinous scales that seemed to move ever so slightly of their own accord. Sylveni and Karris were very careful, unwilling to enter into the cove at all—it took foolish Jorall and his mischievous sling to convince them, but when the capsule didn’t show any signs of reacting to his stones their natural curiosity was sufficiently peaked. 

Cautiously, Markos produced a scroll, an invisibility spell he produced when Professor Kambrudge dozed off the other afternoon. As the others waited, he conjured forth the arcane magic and disappeared from sight, leaving only shallow footprints in the wet sand around the cave’s edge in his wake. Initially it seemed as though the entirety of the capsule was solid, but once he was quite sure that it would not react to his presence, Markos ran his gloved fingers along its edges and eventually found a large fold. With a bit of working he managed to work first one, and then both of his arms into it and with a bit of leverage, the whole thing made a large slopping noise and stretched open to make a portal within the capsule.

Giving a thumbs up to his companions, which Markos quickly figured was actually kind of silly given that he was invisible, the apprentice mage carefully peered into the interior of the strange thing hidden in the cove of Cape Fin. A soft orange glow filled the cramped expanse, just enough that he could make out what was on—or rather, in—the walls. Chitinous statues, their eyes made of large red rubies, peered outward from strange insectile faces. Each sculpture was slightly different, but all had antennae and four arms in repose, standing on two powerful legs seamlessly encased in the wall.

Seeing the gems was one thing—Jorall would undoubtedly be pleased—but this was unlike anything Markos had even read of before! One night when they snuck out to a tavern on the far side of the gate, a minstrel told tales of similar bug-men, four-armed warriors that terrorized Picollo before he had been born. Very little was known of them to the scholarly world, however, and suddenly the student in Markos leapt to the fore—this could be his mark of distinction! The founder of an alien artifact such as this was sure to be laden with rewards and laurels for their efforts, were they not?

While the cramped confines undermined his confidence, that urge for academic recognition spurred Markos deeper into the capsule and further on, even after the opening behind him slowly closed back up. The layout made no sense to him and denied a sense of the cardinal directions. Even in so small a space it only took him a few minutes to get lost, but he came upon a room filled with carvings and hieroglyphs that demanded Markos’ attention. A great, strange serpent of some kind sailed across the stars with crowds of dozens of the insect men on its back. Once arrived on the planet, the thing tunneled into and through the sphere as its passengers spread across the surface.  With a sense of dread, the apprentice mage followed the next series of symbols, but they were the same, cycling through the sequence in nonsensical directions that covered every surface of the room he was in.

Yelping in surprise, something in Markos’ peripheral vision caught his eye; a small movement in the hallway. Creeping closer he peered at the carved statue on the wall and breathed a sigh of relief, seeing that the gems on its face were still.

But then the scales above the gem moved, and whatever pretense of safety Markos once had evaporated in an instant.

___________________

Still huddled against the entrance to the cove, Sylveni, Karris, and (most of all) Jorall were getting impatient. He looked at his fellow apprentices sternly and said, “Markos should be back by now; I say we go in and make sure he’s okay.” The conviction of his words matched the resolve on his face, and Sylveni could tell right off he wouldn’t be dissuaded. Markos had always been sweet to her and if one of them didn’t return, she knew that Master Halwoan would be furious beyond description.

“Karris—you stay here near the entrance. If Jorall and I aren’t back within the hour, run back to the academy and tell them what you saw here.” Sylveni pressed her prized hourglass—a silver-gilded ornament bestowed to her for being scholar lariat a few years ago—into Karris’ trembling hands and squeezed them briefly. For her part, the timid novice mage gave a nod and shrunk behind some stalagmites, watchful of her friends as they approached the capsule.

Hoyrall front coverJorral practically sprinted up to it, running his hands along the edge like his friend Markos had done. With a victorious shout he found it, prying his arms inward and unfolding the doorway. Unlike what Markos had seen, however, no sculptures lined the walls—instead, standing insectile four-armed men briefly regarded him with ruby eyes. For one brief moment, everything stood still as Sylveni gaped in horror at the things within the capsule—Jorall’s scream broke the reverie as half a dozen of the creatures leapt out and dragged him inside.

Sylveni began to run for the beach, yelling for her friend to get away. The bug men were on to her too, though, and the last thing she saw as they wrestled her into the capsule was Karris’ cloak flitting out of view, whipping away in the direction of Nyamo.

What did the hieroglyphs mean? What are the hoyrall’s intentions with Karris’ friends? Where are the alien bugs from and why are they on Aventyr?

The answers to these questions (and so much more!) are in the upcoming Underworld Races: Hoyrall! Keep an eye out for it and the other Underworld Classes and Races books hitting the digital selves soon!