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Welcome to the Wonders of NaeraCull! The July 2014 AaWBlog is dedicated to the theme of NaeraCull: the Hun- gering Jungle. This series is geared towards lower level PCs with content that has challenge ratings of 1-4. Each week in July we're releasing one of four brochures, each focusing on a notable location contained within Naer- aCull. These are a culmination of the daily posts made by various AaWBlog contributors, neatly grouped together in a single document to easily introduce this exciting new region of the Aventyr campaign setting as conceptualized by Joshua Gullion. This brochure covers the Stone Sentinels as envisioned by Justin Andrew Mason, and includes the content of six blog posts made between Saturday, July 26th, 2014 and Thursday, July 31st, 2014. I. One Man’s Religion is Another’s Fortune The famed dwarven surveyor Grimstark Stoneturner has turned his attention to the Stone Sentinels of NaeraCull. His research has led him to believe that the great stone monuments at the Stepping Mountain contain ancient mag- ic, and he’s determined to uncover that magic himself. Grimstark has made the arduous journey to the depths of NaeraCull with a crew of workers (20 human commoner 1) from nearby villages and has set up an excavation site at one of the sentinels. Their survey focuses on one of the giant stone statues posed in a postulated kneeling stance that provides him and his workers with easy access to the main torso of the figure. Unfortunately for Grimstark, the Stone Sentinels are also a sacred site for a sizeable group of stone giants that inhabit the region. The stone giants believe the sentinels to be the resting souls of their ancient ancestors—progenitors to their own gods. Not long after starting his archeological dig, Grimstark was approached by three angry stone giants who demanded that he cease defiling the sanctuary of their ancestors. Not AaWBlog Presents: Wonders of NaeraCull - The Stone Sentinels Introduction—NaeraCull Brochure #4 Sidequest Saturday — July 26th, 2014 The Brothers Stone (CR 5) Check out the Paizo blog post about Snow White! Sample file

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Page 1: Sample file · 2018. 4. 28. · Special Attacks favored enemy (giants +2), sneak at-tack +2d6, ... SQ rogue talents (combat trick), track +1, wild empathy +2 Gear chain shirt, masterwork

Welcome to the Wonders of NaeraCull! The July 2014

AaWBlog is dedicated to the theme of NaeraCull: the Hun-

gering Jungle. This series is geared towards lower level

PCs with content that has challenge ratings of 1-4.

Each week in July we're releasing one of four brochures,

each focusing on a notable location contained within Naer-

aCull. These are a culmination of the daily posts made by

various AaWBlog contributors, neatly grouped together in a

single document to easily introduce this exciting new region

of the Aventyr campaign setting as conceptualized

by Joshua Gullion.

This brochure covers the Stone Sentinels as envisioned by

Justin Andrew Mason, and includes the content of six

blog posts made between Saturday, July 26th, 2014 and

Thursday, July 31st, 2014.

I. One Man’s Religion is Another’s Fortune

The famed dwarven surveyor Grimstark Stoneturner has

turned his attention to the Stone Sentinels of NaeraCull.

His research has led him to believe that the great stone

monuments at the Stepping Mountain contain ancient mag-

ic, and he’s determined to uncover that magic himself.

Grimstark has made the arduous journey to the depths of

NaeraCull with a crew of workers (20 human commoner 1)

from nearby villages and has set up an excavation site at

one of the sentinels. Their survey focuses on one of the

giant stone statues posed in a postulated kneeling stance

that provides him and his workers with easy access to the

main torso of the figure.

Unfortunately for Grimstark, the Stone Sentinels are also a

sacred site for a sizeable group of stone giants that inhabit

the region. The stone giants believe the sentinels to be the

resting souls of their ancient ancestors—progenitors to

their own gods.

Not long after starting his archeological dig, Grimstark was

approached by three angry stone giants who demanded

that he cease defiling the sanctuary of their ancestors. Not

AaWBlog Presents: Wonders of NaeraCull - The Stone Sentinels

Introduction—NaeraCull Brochure #4

Sidequest Saturday — July 26th, 2014

The Brothers Stone (CR 5)

Check out the Paizo blog post

about Snow White!

Sam

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AaWBlog Presents: Wonders of NaeraCull - The Stone Sentinels

willing to take on three stone giants himself (and finding

none of his workers brave enough to try), he agreed to

abide by the giants’ wishes, expressing feinted regret that

he was “unaware” of the site’s sacred nature. This tempo-

rarily appeased the angry giants and they have returned to

their nearby encampment to await the dwarf’s departure.

II. Seeking Giantslayers, Will Pay!

Unwilling to give up on the opportunity of fame and fortune

that could be gained by such an important archeological

find, Grimstark sends several of his workers to various vil-

lages in the area offering a reward (1,000 gp) for anyone

brave enough and strong enough to slay the giants. The

adventurers are approached by one of the surveyor’s work-

ers and informed of the prize being offered. If the PCs are

interested, the worker safely guides them back to the dig

site on Stepping Mountain where they can meet and nego-

tiate with Grimstark himself.

When the party accepts the job, Grimstark tells the PCs

where the giants have set up camp (further down the

mountain’s base). He doesn’t’ much care how the situation

is taken care of—diplomacy or slaughter, whatever works—

and is willing to pay as long as the stone giants stop inter-

fering with his excavation.

III. Three Angry Brothers

The three stone giants in question are brothers named

Vontu, Vanat, and Volder, young pilgrims who traveled for

several days from the home of their people further up the

valley. They came to Stepping Mountain to pay homage to

the Stone Sentinels, only to discover them being defaced!

The three brothers are stone giants (CR 5) with the young

(once) and drunk (twice) templates.

Completely inebriated and highly uncoordinated due to an

angry drinking binge after their initial meeting with the

dwarf, the three brothers are unwilling to discuss any other

outcome to the situation short of Grimstark leaving the

mountain. If the PCs insist on continuing discussion of oth-

er options, the trio eventually become enraged and attack

the party. After meeting the adventurers, the stone giants

allow three hours for the excavation site to be cleared out

or they attack Grimstark and his workers (and anyone else

there), fighting to the death.

There is no peaceful resolution to the situation; either the

PCs kill the three giants and claim the reward from Grim-

stark, or they do nothing and leave the surveyor and his

crew to their demise. Both parties are uncompromising.

IV. Unleashing a Curse

After the conflict between Grimstark and the three stone

giants has resolved, if the trio has been slain the PCs re-

turn to the excavation site to claim their reward. When the

adventures get there they find that the dig has already re-

sumed, and the dwarf has discovered something

“interesting” inside the Stone Sentinel.

In the presence of the PCs Grimstark removes, from the

Stone Sentinel, a massive glowing gemstone; the Heart of

the Neolith, a magic item known an earthbound gem which

triggers the Shout of the Sentinel haunt, then leading to the

wrath of the effigy landslide trap.

If Grimstark survives the haunt and trap, the dwarf gladly

pays the PCs but abandons further excavation at the site,

convinced that the Sentinels are actually cursed (a threat

he’s not willing to assume). He leaves the Heart of the Neo-

lith behind, fearing its possession may also be a curse.

However, if Grimstark is killed by the haunt or trap, the

workers (if any survive) all flee in fear, leaving behind the

dwarf’s dead body and all of his gear for the PCs to collect.

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AaWBlog Presents: Wonders of NaeraCull - The Stone Sentinels

When scholar-meets-profiteer nothing is sacred or forbid-

den as long as it can offer coin, fame or fortune. One such

eager individual is Grimstark Stoneturner, dwarven survey-

or. Though considered on the fringe of academia and usu-

ally dismissed by professional scholars, the dwarf has man-

aged to become quite popular with the common folk of Av-

entyr, and accounts of his adventures (often exaggerated

or fabricated) are among the most frequently requested

tales for storytellers.

Grimstark Stoneturner, Dwarven Surveyor CR 4

XP 1,200

Male dwarf ranger 2/rogue 3

CG Medium humanoid

Init +3; Senses darkvision 60 ft.; Perception +11

DEFENSE

AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1

shield)

hp 40 (2d10+3d8+13)

Fort +6, Ref +9, Wil +3; +2 vs. poison, spells and spell-

like abilities); +2 vs. falling and falling objects; +2 vs. sleep

and charm effects

Defensive Abilities evasion

OFFENSE

Speed 20 ft.

Melee masterwork longsword +7 (1d8+2, Crit 19-20/x2),

silver dagger +6 (1d4+3, Crit 19-20/x2)

Ranged composite longbow +7 (1d8+2, Crit x3)

Special Attacks favored enemy (giants +2), sneak at-

tack +2d6, +1 on attack rolls against humanoids with the

giant subtype

STATISTICS

Str 14, Dex 16, Con 15, Int 18, Wis 14, Cha 6

Base Atk +4; CMB +6; CMD 19 (21 vs. overrun and trip)

Feats Breadth of Experience, Dodge, Mobility, Point-

Blank Shot, Uncanny Alertness

Skills Acrobatics +10, Appraise +10 (+12 nonmagical

metals or gemstones), Climb +10, Disable Device +10,

Knowledge (geography) +7, Knowledge (local) +7,

Knowledge (history) +7, Linguistics +5, Perception +11

(+13 unusual stonework), Ride +5, Survival +10

Languages Common, Draconic, Dwarven, Elven, Giant,

Nr’Cul, Terran

SQ rogue talents (combat trick), track +1, wild

empathy +2

Gear chain shirt, masterwork buckler, silver dagger,

composite longbow (+2) with 60 arrows, masterwork long-

sword, climber’s kit, light horse (combat trained) with mili-

tary saddle, saddlebags, thieves tools, map case, collection

of maps of NaeraCull, adventurer’s logbook, archaeologist

tools, and surveyor’s tools.

Money 15 pp; 1,700 gp; 800 sp; 100 cp.

Grimstark Stoneturner’s Adventurer’s Log

In addition to what appears to be a daily log of his journey

into and throughout NaeraCull, the book has many pages

of notes referencing dozens of historical tomes. Most of the

entries are focused on the Stone Sentinels of NaeraCull,

and when read it provides the following information:

Statblock Sunday — July 27th, 2014

Grimstark Stoneturnner

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AaWBlog Presents: Wonders of NaeraCull - The Stone Sentinels

“The great stone men of the jungle, though inanimate, are

living. Their hearts beat in rhythm with the spirit of the land

as they gaze out across the endless valley and great water-

falls to the southwest.” –Vymil Ghorstin, excerpt from,The

Forgotten Lands.

“From a time when the gods walked the lands and commit-

ted great atrocities among the lesser races, the brave lords

of stone arose to the defense of mankind. For their bravery,

they were punished – cast upon the mountainside and

bound to gaze upon the suffering of those they sought to

protect.” – Ursal Lanbythem, excerpt from,

Times Forgotten.

“It is said the hearts of the titans bears the blood of ancient

gods, though forever sealed within their stone bodies. It is

possible that a faint hint of this magic may persist within

each of the statues.” –Thomalon Solbeur, excerpt from, Old

Arcanas.

“The gem, glowing with power, casts an amber light upon

the cavity. Once bound within, the energies from this gem-

stone, bound to the earth, will force the vigorous lot of the

living upon the stone figure.” – Xeddick, excerpt from, Gri-

moire of a Golem Master.

The book also contains various detailed drawing of the

Stone Sentinels from various angles, including one that

depicts Grimstark’s engineering plans for excavating one of

the giant statues.

Aura faint transmutation; CL 7th

Slot none; Price 5,200 gp; Weight 15 lb.

DESCRIPTION

This multi-faceted gemstone is as large as a human skull,

and noticeably heavy for its size. It glows from within with a

faint amber light that pulsates rhythmically (similar to a

heartbeat), gently vibrating as each pulse reaches its apex

of intensity.

Once per day an earthbound gem allows its user to use a

number of different spell-like abilities: soften earth and

stone (CL 3rd) once per day, stone shape (CL 5th) once

per week, and transmute rock to mud (CL 7th) once per

month. Each time the earthbound gem is used there is a

cumulative 1% chance that the user is turned to stone as

flesh to stone (CL 11th). This cumulative chance only dissi-

pates if the earthbound gem is unused for a full. An earth-

bound gem is activated when the user holds the large jewel

in one hand and uses their other hand to touch the target of

its spell-like abilities.

HISTORY

Success on a Knowledge (history) check to learn more

about an earthbound gem reveals some facts about the

unique item’s lore:

DC 15 - Legends surrounding the creation of the Stone

Sentinels of NaeraCull mention that even after the titanic

creatures were petrified, their hearts still beat, the life-force

within sustaining their existence in a motionless state

where they are forced to helplessly gaze out over the land

they so loved. [More informationcan be found in Grimstark

Stoneturner’s Research!]

DC 20 - Some researchers claim that earthbound gems are

used to animate the inanimate. The existence of this magic

item within the core of one of the Stone Sentinels brings to

question whether they are simply statues or instead immo-

bile living constructs.

Magic Item Monday — July 28th, 2014

Earthbound Gem

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AaWBlog Presents: Wonders of NaeraCull - The Stone Sentinels

DC 25 - While not exceedingly powerful, earthbound gems

are exceptionally rare because they are notoriously difficult

to craft. Earthbound gems are highly sought after by artifi-

cers as a core component in the construction of many pow-

erful stone-based constructs and golems.

CONSTRUCTION

Before starting to craft an earthbound gem, the ruby com-

ponents must be stored together in a stone mold and heat-

ed to a red-hot glow once per day for six months (to create

the single massive gem); otherwise the gem cracks during

the crafting attempt.

Requirements Craft Wondrous Item, cluster of rubies

with a combined value of at 1,000 gp or more, soften stone

and earth, stone shape, transmute rock to mud, dancing

lights, permanency; Cost 2,600 gp

The Stone Sentinels of NaeraCull are mounted upon the

southwest side of a steeply inclined mountain face. There

are several natural outcroppings and ledges that dot the

landscape as well as piles of eroded debris and large boul-

ders.

Type magical; Perception —, Disable Device —

Trigger event (shout of the Sentinels haunt);

Reset none

This trap is triggered by the Shout of the Sentinels haunt.

When the haunt triggers the ground trembles violently for

two rounds, causing much of the loose boulders and debris

resting upon the incline to come tumbling down. The falling

debris strikes the Stone Sentinels, but causes very little

damage due to their size and hardness.

Effect A torrent of debris, followed by several large

rolling boulders, crashes down the mountainside. To avoid

the debris creatures must succeed a DC 12 Reflex save. If

failed, the creature takes 1d4 points of bludgeoning dam-

age from tumbling debris and falls prone.

There is a 50% chance that one of the enormous, rolling

boulders comes towards any one creature. The boulders—

while deadly—are large and highly visible, and thus easily

avoided. A creature in the path of one of these massive

rolling stones must succeed a DC 6 Reflex save or take

4d6 points of damage and be knocked unconscious for 1d6

rounds.

Note: This trap affects all creatures located at

Grimstark Stoneturner’s excavation site.

Trap Tuesday — July 29th, 2014

Wrath of the Effigy (CR 2)

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AaWBlog Presents: Wonders of NaeraCull - The Stone Sentinels

XP 600

CN haunt (all Stone Sentinels)

Caster Level 5th

Notice obvious (no check required)

Trigger removal of the earthbound gem from the Stone

Sentinel at Grimstark Stoneturner’s excavation site.

Reset never (though it repeats for each of the sentinels

if their “hearts” are ever removed).

When Grimstark’s excavation of the Stone Sentinel reach-

es its core, he discovers the earthbound gem and promptly

removes it.

Effect When the “ heart” is removed from the Stone

Sentinel, the statue suddenly seems to come to life. The

figure stands straight up, sending light debris falling down

all around it. Outstretching its arms, palms-down, to the

sides, it speaks with a near deafening, booming voice. In

the Giant language the Sentinel loudly shouts, “To the

earth I commend my spirit. Before my brethren, I return

from whence I was wrought.”

After the sentinel speaks the words, countless cracks

emerge and crawl across the surface of its body—in an

instant it collapses into a pile of featureless rubble.

In the moments after the Sentinel is destroyed, the dust

cloud it left lingering behind dissipates. One of the other

Stone Sentinels suddenly opens its mouth and a booming,

deep hum-like harmonic resonates from within it. After a

few seconds a dozen other sentinels join the first, each

emitting a baritone drone in various octaves that generates

a tingling sensation upon the bodies of all creatures in the

surrounding area.

The drone of the sentinels is unimaginably loud and can be

clearly heard as far as 25 miles away from the site. All

creatures on the mountainside must make a DC 15 Forti-

tude save or be deafened for 2d6 hours as their ears

trickle of blood and constantly ring with a sound similar to

the resonating alarm being emitted by the Stone Sentinels.

Any creature affected by this deafness for more than 6

hours must make a DC 20 Will save or be driven insane (a

psychosis that lingers for 1d4 days) by the unending drone.

After a one round all of the remaining sentinels join the

chorus, and the resonance causes the ground to shake

upon the entire mountainside, triggering the wrath of the

effigy landslide trap. As the debris and boulders tumble

down, all of the sentinels stop their shout in unison, close

their mouths, and return to the state they were in before the

haunt activated.

Destruction The only way to stop the haunt once it is

triggered is to place the earthbound gem back into the core

of the Stone Sentinel before it self-destructs.

Weird Wednesday — July 30th, 2014

Shout of the Sentinels (CR 2)

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AaWBlog Presents: Wonders of NaeraCull - The Stone Sentinels

The Stone Sentinels of NaeraCull are several immense

figures, each standing over 50-feet tall, that appear to be

large humanoids carved from the stone of the Stepping

Mountain. The mountain itself draws its name from the fact

that several of the Sentinels stand with heavy stone vistas

hoisted upon their shoulders. These extend behind them to

brace the mountainside, creating a series of outcroppings

that from the distance appear to be steps up the side of the

towering mountain.

Representing both male and female humanoids, the Stone

Sentinels are depicted unclothed and without accoutre-

ments. While several elevate the stone vistas, others seem

to be in various states of pose; some sitting, lying, or kneel-

ing. One of the gigantic figures even supports an elaborate,

now abandoned, structure that was long ago built upon one

particularly large vista. The one thing that all of the titanic

figures have in common is that each and every one of them

is turned to face southwest towards the distant valley that

extends from the storm-wreathed Drakesdown Mountain.

The origin and history of the Stone sentinels has been for-

gotten to time, and even the oldest of creatures in Naer-

aCull cannot recall a time before their existence. For those

learned whom do delve into such historical mysteries, the

Stone Sentinels of NaeraCull offer a note of interest, but

little more. It seems that scholars cannot agree on the

origin or purpose of the Sentinels and pursuing the matter

further than, “no one really knows,” is taboo.

The following text is the property of Wizards of the Coast, Inc. and is Cop-yright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Materi-al” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correc-tion, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including trans-lations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; crea-tures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trade-mark clearly identi-fied as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f ) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and other-wise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.

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Story Locale — July 31st, 2014

The Stone Sentinels

OPEN GAME LICENSE Version 1.0a

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AaWBlog Presents: Wonders of NaeraCull - The Stone Sentinels

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Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Ja-cobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wes-ley

Schneider, James L. Sutter, and Russ Taylor, based on material by Jona-than Tweet, Monte Cook, and Skip Williams.

Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.

Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Pub-lishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.

Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publish-ing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reyn-olds, Owen K.C. Stephens, and Russ Taylor.

Pathfinder Roleplaying Game: Ultimate Equipment (OGL) © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, Russ Taylor, and numerous RPG Superstar contributors

Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo

Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck,

Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean,

Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd

Stewart, and Russ Taylor.

Book of Beasts: Monsters of the River Nations, copyright 2010 Jon

Brazer Enterprises; Author Steven Helt.

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AaWBlog Presents: Wonders of NaeraCull - The Stone Sentinels

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