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Wonders of NaeraCull: Igneous Trinket

Ioun Stone (Igneous)

Ioun Stone (Igneous)

Igneous Trinket
Aura faint abjuration; CL 3rd
Slot none; Price 300 gp; Weight 1 lb.

These rocks are generally unremarkable and can only be differentiated from a normal, non-magical rock by those with arcane or divine means,. Formed naturally from the effluent of Mt. Mahangua along with hundreds of mundane specimens, when found these are immediately cut and polished.

Igneous trinkets have formed naturally over the years from multiple eruptions of Mt. Mahangua. When they are harvested, they have no discernible powers until blessed by the lizardmen’s shaman. The ritual to create the stones has been passed down from generation to generation. A resist energy spell is bound nto the stone, which the igneous trinket is able to impart to the bearer due to its inherent properties. While the ritual of how to craft an igneous trinket remains, the knowledge of the spell used to enchant them has been long lost. Each igneous trinket absorbs 10 points of fire damage before becoming inert. Once inert, the polish fades and the rock becomes dull. The igneous trinket only has to be carried to be effective.

DC 15     Igneous trinkets are prized by the lizardfolk for their protective qualities. They are somewhat rare and generally only handed out to the leaders and shamans on patrol.
DC 20     The lizardfolk believe that the igneous trinkets protect them from becoming an undead creature, and carry them even after they have become inert.
DC 25     It is said that igneous trinkets are made from an ancient cutting and polishing process, lost long ago to time, but once common among the ancients. Speculation says that if an alchemist were to learn this lost method, other, similar types of magical stones could be made.

Requirements Craft Wondrous Items, igneous rock fragment from Mt. Mahangua, resist energy (fire); Cost 150 gp

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Wonders of NaeraCull: Ash Ghoul


A humanoid figure moves towards you. Silhouetted in flame, crispy flesh hangs from blackened bones and two red lights flicker where eyes should be. Small fires smolder wherever it steps.

XP 800
CN Medium undead
Init +0; Senses Perception +0
Aura flame aura (5 ft., 1 point of fire damage)

AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 deflection)
hp 19 (3d8+6)
Fort +3, Ref +3, Will +5
Immune undead traits, fire; DR 2/magic
Weakness vulnerability to cold

Speed 30 ft.
Melee bite +4 (1d6 + 1d4 fire damage) and 2 claws +4 (1d4+1 plus 1d6 fire damage)
Special Attacks create spawn, immolate

During Combat The ash ghoul attacks the nearest  living creature.
Morale As a mindless creature, an ash ghoul continues to attack until it is destroyed, concentrating attacks on a single opponent at a time.

Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 14
Base Atk +2; CMB +3; CMD 15
Feats Weapon Finesse
Skills Acrobatics +5, Climb +7, Perception +7, Stealth +2, Intimidate +7

Environment any
Organization solitary
Treasure none

Create Spawn (Su) A humanoid creature who dies while on fire from the ash ghoul’s immolate attack becomes an ash spirit under control of the ash ghoul in 1d4 rounds.
Immolate (Su) Two successful claw attacks from the ash ghoul on the same attack sets the target creature on fire, dealing 1d4 fire damage per round until extinguished by any healing magic or full submersion in water for 1 round.

Ash ghouls are undead that haunt near the places of their demise; legend says that ash ghouls are formed when a humanoid dies a lingering death by flame and the resulting remains are left to the elements. They tend to seek revenge by creating more ashen spirits, burning down all that they can.


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Wonders of NaeraCull: The Ash Spirits of Mt Mahangua

Ash Spirits

At the head of the trail to Mahangua’s Shrine is a small lizardfolk settlement, Xacana, nestled in the forest against the base of the mountain. There are roughly 100 lizardfolk living here, mostly hunters and a few merchants that profit from pilgrims visiting the shrine. A few guards are present, but these reptiles are friendly and warmly greet travelers of all races.

N village
Corruption -1; Crime -1; Economy +0; Law +1; Lore +1; Society -5
Qualities tourist attraction, tribal
Danger +0
Government Autocracy
Population 100 (100 lizardfolk)
     Lescius (N Male lizardfolk commoner 2)
     Chief Xacana (N Female lizardfolk shaman 2
Base Value 600 gp; Purchase Limit 2,500 gp; Spellcasting 3rd
Minor Items 2d4; Medium Items 1d4; Major Items None

Near the trailhead a lizardman merchant, Lescius, (+3 Appraise, +3 Bluff, +4 Sense Motive) hawks his wares. The trader sells various volcanic rocks and fetishes (each for a few silver pieces), as well as full skins of watery wine for 15 sp. Lescius also has a map of the Mahanguan Pilgrimage Trail. Notes are scribbled on it, pointing out vistas, vegetation, interesting natural formations—and even a few warnings—all for the low price of 2 sp.

If engaged, the reptilian merchant mentions that he is from a nearby tribe, and a small group of visiting lizardmen started their pilgrimage just a few hours ago. A successful DC 15 Diplomacy check, along with the purchase of the map, gets the trader to inscribe a short prayer on the map’s edge with the suggestion that the party should recite it at the shrine for good luck; the incantation seems harmless enough.

“May the spirit of Mahangua ever shine and keep travellers safe; may pilgrims be free from harm and be brought good luck”

At some point during the adventurers’ visit, the ground violently shakes as an explosion echoes along the mountain. A fresh stream of lava rushes by the village and into the ocean, creating a huge steam cloud that obscures vision for several minutes. When the steam clears two lizardmen guards sound the alarm as a cloud of ash rolls down the hill towards the settlement. Several of the villagers begin to flee the town as six sturdy lizardmen take up arms and form a battle line at the edge of the forest in the cloud’s path—now seconds away from overtaking the village.

Any PC that ventures into the forest to attack the spirits have to deal with a super sap trap for every 30 feet of forest movement. The ash spirits fight to the death and concentrate their attacks on the foe that is deepest in the forest, be it a PC or a lizardfolk.

(6) Ash Spirit CR 1

This enormous humanoid figure is made from dense, choking smoke that roils between black and dark grey fumes with each step.
XP 400
CN Huge undead
Init -5; Senses Perception +0

AC 3, touch 3, flat-footed 3 (-5 Dex, -2 size)
hp 15 (2d8+4)
Fort +2, Ref -5, Will +3
Immune undead traits, fire; DR 5/—
Weakness wind based spells deal 1d6 damage per caster level

Speed 30 ft.
Special Attacks suffocate, salt the earth

During Combat The ash spirit attacks the nearest living creature and tries to maximize the number of opponents it is in contact with.

Str 3, Dex 1, Con —, Int 8, Wis 8, Cha 8
Base Atk +1; CMB -1; CMD 4 (can’t be tripped or moved)
Feats Iron Will
Skills Fly +2
SQ occupy space

Environment any
Organization any number
Treasure none

Occupy Space (Ex) The ash ghoul may occupy other creature’s spaces with no penalty.
Suffocate (Su)
Any breathing creature in the ash spirit’s space begins to suffocate.
Salt the Earth (Su) Upon death, the area occupied by the ash spirit is despoiled, unable to produce crops or grow anything. This condition lasts for 1d4 years or until consecrated.

squareWhen the ash spirits are defeated, the lizardfolk’s attitude in Xacana towards the PCs becomes Helpful. Chief Xacana gives them a piece of volcanic rock, carved in the shape of a lizardman. Any other lizardfolk’s attitude on the island is Friendly if shown the rock. Should the PCs run away or do not engage the ash spirits, the lizardfolk’s attitude is Unfriendly; they don’t interact, and attack the PCs if they remain in the area or attempt to enter the Mahanguan Pilgrimage Trail.


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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!

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god tear falls 1

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Wonders of NaeraCull: God Tears Fall and The Green Spire

god tear falls

When it comes to magnificent waterfalls, one of the Great Wonders of NaeraCull—the God Tears Fall—is the predominant example. Manifest from a three-tiered system of parallel rivers that cut a swath southwest-to-northeast down the Drakesdown Mountains (one of the highest elevation points in Aventyr), the great falls dominate the length of a valley as it descends from near the mountain summit to eventually tributary into a great lake near another wonder of NaeraCull, the Sentinel Stones.

The highest summit of the Drakesdown mountains, known as Yolotli Ihuicatl, is always shrouded in dark, churning thunder clouds and lightning; the constant unending downpour of rain, the source of water for the three rivers. The two greater elevated rivers, the Rio Ihuicatl and the Rio Iccauhtli crest their edges, creating the God Tears Fall as their waters pour over the sides of the Ixtli Valley and cascade in a torrent down into the lower Mecatl River.

Along the length of the great waterfall (which extends for dozens of miles) there are several gaps and outcroppings that provide respite to travelers and denizens alike. One such sanctuary is known as the Green Spire and consists of a large green-hued stone that juts out from behind the western side of the God Tears Fall. Opposite the unusual landmark is a length of rocky shoreline that follows the Mecatl River across a gap in the eastern side of the waterfall that extends for three miles.

Lower in altitude and nearer the rivers’ tributary lake, the Green Spire is said to be home to a minor goddess—a nature spirit that provides protection to those who would brave the river torrents. For this reason the spire is a local landmark frequented by travelers who kneel beneath it to pray for safe journeys and area druids who pilgrimage the outcropping as a sacred and blessed site.

The river’s length near the Green Spire is inhabited by several hovels of waterfall nymphs and local legends states that it’s an omen of good fortune to spot one of these beautiful creatures dancing across the waves of the great falls.



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Wonders of NaeraCull: The Queen’s Passage

The Queen’s Passage     CR 3
XP 500
NG haunt (15 ft.-radius around the Green Spire)
Caster Level 3rd
Notice — (only appears when summoned)
hp —; Trigger verbal (circumstantial), Reset —
Effect This haunt only triggers if the PCs have befriended the waterfall nymphs that live behind the God Tears Fall beneath the Green Spire. If the adventurers call out (by name or otherwise) to the “queen,” the torrent of water parts and reveals a safe passage to the outcropping behind the great waterfall where the nymphs make their home.

Without the effects of the queen’s passage, the waterfall is 30 ft. deep and impenetrable except by magical means. If a creature attempts to pass through the waterfall’s torrent, it is immediately sucked beneath the surface of the river. The downward churning force of the current holds it there until it begins to drown unless the creature makes a DC 15 Swim check to escape the current and swim back to the safety of dry land.

queens passageDue to the unpredictable nature of the tremendous volume of descending water, if magical means are used to create an opening through the waterfall (such as with control water) a DC 10 Spellcraft check is required for each character that passes through such a magically created passageway.

The effects of this haunt are granted at the will of the Amril, so called Queen of the Waterfall Nymphs, a lingering benevolent spirit of a once powerful fey that inhabited the region. Though to many locals she is considered a minor goddess or nature spirit, Amril rarely interacts with the world of the living. Preferring to be a bit of a recluse, she only appears after witnessing an act of kindness, unconditional love, or when she is called to aid those who would protect her beloved waterfall nymphs. The queen’s passage is but one of the the spirit’s many possible powers.

The queen’s passage remains as long as the spirit remains. The only way to dismiss Amril—and thus the haunt—is to destroy the Green Spire.

The God Tears Fall rages down the western wall of the valley interrupted only by the massive green-hued stone spire that jets high overhead. Calling out to the queen of the waterfall nymphs, a harmonious feminine voice can be heard mingling with the roar of the waterfall. Though the words she speaks cannot be understood, soon her voluptuous feminine silhouette appears from behind the cascading water. A moment later her figure fades and the waterfall parts, opening a safe 30-foot passageway to what appears to be a cavernous outcropping on the other side.

The water remains parted until all the PCs have passed through to the home of the waterfall nymphs, at which point it quickly reverts back to its natural state.


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