Showing posts with label shattered isles. Show all posts
Showing posts with label shattered isles. Show all posts

Friday, July 8, 2016

The Shadow of Hojo Mori

There is a continent with many names. Many of them are spoken in the language of its native inhabitants, an ancient race of saurian bipeds. They are all descriptive names, if you understand that language, and many of them are contradictory.

It is indisputable that this continent exhibits certain unique properties, but there are different points of view regarding the precise nature of these qualities. As a result, what the dwindling highland empire refers to as the One True Land, some others call Exodus or the Wandering Isles, and still others call Nexus.

There are other sentient species there too, from what may or may not be other places, depending on whether other places truly exist, which the saurians consider a matter of debate. They tend to assign this place the name of their cultural concept of hell.*

There is a dense rainforest on this continent, named for the saurian who once ruled it with an iron fist, Hojo Mori, whose kingdom died with him. His descendants seem incapable of working together, and only only hold any authority within their own isolated settlements. They are feudal lords who only promise protection to those within their own city walls, and there are many dangers in the wilderness.

The place is overrun not only with dinosaurs (or rather, what the dinosaurs may have evolved into if they had escaped extinction eons ago), but also traces of the many outside cultures that Hojo Mori brought here long ago to enslave and exploit.


YES BUT WHAT SORT OF THINGS DOES THAT INCLUDE

Abandoned Mining Colony
  • Emerald mine, abandoned 30 years ago when the earth into which the mine was carved was granted sentience and mobility by magical eco-terrorists. Anti-bodies formed in the shape of earth elementals and slaughtered anyone who couldn’t escape in time.
  • A few of the gems are in easy-to-spot locations on the first level. The elementals, stomping around below, sound like the faint echoes of heavy industry at a distance.
  • Lower levels contain more gems guarded by elemental antibodies. The elementals are incredibly loud, and have no chance of sneaking up on anyone who isn’t deaf. They exist as part of a hive mind that allows them to co-ordinate their attacks and defense, effectively adding +2 HD in combat whenever two or more elementals are present.
  • The lowest level contains a hive-mind crystal. Destroying it triggers a massive earthquake that collapses the mine.

Bronze Jungle Tyrant
  • Inspection of this huge, elaborate statue of the regional apex predator (basically like a t-rex but more so) reveals that it’s actually a vehicle with six seats in the head.
  • The activation gem (glows a brilliant white, is the size of your head, probably being worshipped by some feral tribe of filthy humans or elves or something) is missing.

Frozen Pond
  • A mace is half-buried in middle of a wide, frozen pond. The air here isn’t any colder than the surrounding rainforest, except within a foot or so of the ice itself.
  • There’s the skeleton of a sea monster visible, trapped underneath the ice.
  • Dislodging the mace requires a successful strength check and causes the pond to instantly melt, freeing an undead two-headed plesiosaur that attacks immediately, and dropping whoever’s standing on the surface of the pond into the water.
  • Three trigger words are inscribed on the mace’s handle, in the personal cypher of a long-dead saurian artificer. When these words are muttered before striking a contiguous body of standing freshwater, the mace causes the water to change phase as appropriate. The trigger words are codes for “liquefy,” “solidify,” “vaporize,” and “condense.”
  • the trigger words can also be used to cause additional elemental damage. When attacking a human, for example, the “vaporize” trigger word would cause 1d6 fire damage as the water content of their blood turned to steam, and the “solidify” would cause 1d6 cold damage as it became ice.

Bone Dog Encampment

  • Semi-nomadic escaped slaves taken from a universe where canine bipeds naturally grow partial exoskeletons. Only females are present.
  • PC bone dogs have hit dice and combat abilities as fighters, have advantage to wisdom tests related to scent and hearing, natural armor as chain, and a bite attack (but cannot use manufactured armor). Typical NPCs have from 1–4 HD and are usually armed with clubs or spears and bolas or slings. Their leader, Argluff, has 6 HD and wields a katana.
  • Their community won’t survive past this generation on its own, as the males were all killed in a unsuccessful insurrection attempt.
  • They need help to accomplish at least one of three goals: to get home or, failing that, to find some means of perpetuating their society here; either way, they also desire genocidal vengeance against their saurian ex-captors.


*The rare exceptions are usually those that have actually proven somewhat successful in this environment, such as the insectoid hive-minds, whose name for the place translates as Newhome. The individual hives have no names — the insectoids simply think of them as either This-Hive or Not-This-Hive, which are more similar conceptually to me/you than to here/there.

Wednesday, April 15, 2015

Gremlins


When the Shattered Isles appeared in the world of the gremlins, these bat-like creatures were in the middle of a war that prevented them from forming an effective defense against the saurian raiders. Many gremlins were taken as slaves, and others made their way to the Isles on their own, seeking to rescue or avenge their own.

Centuries later, there are almost as many gremlins living deep in the jungle in their tree-towns, as there are enslaved in the saurian cities. Skilled trades are considered to be as honorable as the arts of trickery in their culture, and these towns often include blacksmiths, alchemists, and other specialists.

Gremlins favor a weapon called a hook-chain, consisting of a miner’s pick attached by a 15’ chain to a heavy steel claw that doubles as a grappling hook (yeah I know but I don't think it counts as a kusari gama unless it has a solid weight at the end where the claw is on these). Sometimes, when stealth is required, the chain links are individually wrapped in leather; an industrious gremlin can accomplish this task in a single night. These elaborate weapons are justifiably prized by gremlin heroes and adventurers.

Gremlins are some of the most individualistic people on the Isles, possibly resulting from their relatively short lifespans. They feel that life is literally a test, and those who find a way to prosper are said to be One With the Shadow. Throughout their history, gremlin cultures have worshipped the Shadow in the same way that human cultures have worshipped the Sun. It’s the Shadow that protects them and keeps them hidden from predator and prey alike, and judges the lives of gremlins upon their deaths. Those who are found worthy, are permitted to spend eternity in the shadow’s embrace.

They make daily devotions to their shadow deity at sunset, which usually begins the day for those free gremlins who aren’t making accommodations for vision-dependent companions. Slaves, of course, are forced to keep the same sleep cycle as their saurian masters.

It’s much less common for enslaved gremlins to legally earn their freedom than their goliath peers, but those who do often find themselves too enamored with the luxuries of the big city (as well as disconnected from their people’s traditions) to join their jungle-dwelling kin. Others choose to operate out of the cities when working to liberate their brethren. These freedom fighters must maintain absolute secrecy or face public execution by torture, which has been known to last for days.


GREMLINS
>average height/weight: 4’6”, 80 lbs
>adventuring age: 8-45
>4d6 AWR, 4d6 AGI, 2d6 END, 2d6 STR
>echolocation & supersonic speech
>sound-based attacks do double damage to gremlins
>extremely loud noises (explosions and whatnot) can cause paralyzing pain
>+1 bonus with chain weapons
>backstab as thief
>HP, combat, and skills advance as thief

Saturday, April 11, 2015

Insectoids


The saurians were the only intelligent life form on the Shattered Isles before the place became unstuck from its original universe. They call themselves the One True Race and dismissively refer to everyone not from the isles as ephemerals. The fact that several other races have immigrated to the isles and not disappeared along with their worlds annoys saurian philosophers to no end, but the rest of their society is quick to capitalize on the opportunities this represents whenever possible.

The first immigrants to the islands were the equally xenophobic insectoids, many of whom never meet anyone from outside their own massive tower-hives. While these powerful psychics aren’t trusted by the saurians (or anyone else for that matter), their chitin weapons, armor, and tools are highly valued in saurian culture, so the insectoids are left alone for the most part. 

In their original hives, the insectoids form a hive mind dominated by the queen of that tower-hive. The insectoid worldview is, if anything, even narrower than that of the saurians. Beyond the hive itself, there is nothing worth caring about except threats to and opportunities for that hive. No two hives have ever been known to work together against a common threat.

These beings are often sent by their queen to trade goods with the saurians for food and other useful items, but they’re hardly ever comfortable with the task, and are highly anxious to get back. Insectoid adventurers usually come in three varieties: those performing some function for their queen, those whose hives have been destroyed, and those who’ve been exiled for some truly heinous act (a fate much worse than death).

RULES AND JUNK:
Note: This is intended for the type of ruleset that uses race as class. If you're using some other D&D that has half orc bards or whatever running around, you can either: 1. let this be the only racial class in your campaign or 2. just ignore the part about automatically advancing as a mage.
>Avg. height/weight: 6’/160 lbs
>Adventuring Age: 10 — 30
>Ability Scores: 4d6 INT, 2d6 END, 2d6 STR
>mantis-like forelimbs are natural weapons, flight at normal walking speed, natural armor as chain mail
>natural weapons act as scythes, or if you use damage-by-class, natural weapon attacks do fighter-level damage
>hit points, saving throws, and other mechanical stuff advances as a magic user (ignore the spells per day chart)
>psychic powers instead of vancian spells
>using powers requires a successful willpower saving throw (or save vs. magic or mind save or whatever); if the save fails the power still has its effect as normal, but costs 1d8 HP (1d2 in my house rules which use super low hit points in comparison to normal D&D)

PSYCHIC POWERS:
Telepathy: Allows the insectoid to communicate without speaking at a distance up to 1 mile or to read surface thoughts of unwilling targets (they notice a tingling sensation). Once formed, the connection lasts for one hour. This ability can also be used to detect the presence, number, and relative location of intelligent and semi-intelligent beings in a 60’ radius.

Telekinesis: Allows insectoids to pick up objects weighing up to 50 lbs per level with their minds. These objects can be “thrown” to do 1d6 damage per 50 lbs, using INT for the attack roll. This ability can also be used to perform delicate operations like picking locks. This would probably require some sort of a skill check but every version of this game seems to have it's own version of that mechanic so every DM will probably have to figure out their own thing. If your game usually uses DEX for lockpicking, use INT instead. In my game you already use INT combined with something called cunning (advances kinda like a reflex save), so I have insectoids use insight (advances kinda like a will save) in conjunction with INT.

Psychic Shield: Protects the insectoid from hostile psychic powers and provides a +4 bonus to armor class. Lasts 10 minutes.

Hypnotism: A chosen victim must save or obey the insectoid’s every command. Victims are allowed another save once per day, and any time they are ordered to do something against their personal moral code. This only works on intelligent beings, and only one being can be hypnotized at a time.

Phantasm: The PC describes an illusion that fools all the senses of any creature, in normal range of those senses, that fails its save. If it seems reasonable that the targets would be scared off by the illusion, then they're saving to avoid running away in terror. The phantasm is under the control of the insectoid (who has no problem maintaining the illusion while fighting or even walking and chewing gum) for 10 minutes, at the end of which it dissolves into nothingness.

Clairvoyance: The insectoid can see and hear through solid objects at a distance of 60’. This ability is blocked by 2’ of solid stone or any thickness of lead. This ability is only active as long as the PC is actively concentrating on it, rather than moving or performing any other actions.

Precognition: The insectoid can see what would happen to it up to one minute in the future, as a direct consequence of performing a particular action. If the answer is unclear to the DM, so is the vision the insectoid receives.

Thursday, April 9, 2015

Goliaths


The elephant-headed goliaths make up one of several intelligent species found on the Shattered Isles. These eight-foot tall nomads are the accidental exiles of an ephemeral kingdom which actually tried to conquer the One True People. As laughable as that may seem, the islands were in danger of being overrun when the world of these giants, as well as the supply chain for their invasion, came to an abrupt end (from the point of view of the saurians, anyway). Now, most of the great-grandchildren of these warriors survive by hunting the largest dinosaurs on the island. While most goliaths prefer to follow the movements of their prey, rather than to build permanent homes for themselves, they are known to build elaborate underground shrines to their ancestors, which they return to on a regular basis.

Goliaths revere their living elders as well as the spirits of their departed ancestors, and both are often looked to for advice and protection. It’s unclear to outsiders whether or not any communication is actually happening, as the initiated tend to think of every dream and minor hallucination as a message from ever-watchful ancestors. The greatest tragedy imaginable, from their perspective, was the day their entire people was cut off from the generations of ancestral spirits that remain in their home world. Many goliaths have responded to this horror by replacing their traditional faith with messianic cults. These cults agree that a chosen one will arise or arrive one day, though their beliefs differ sharply in whether this savior will return them to their original world or deliver them from this living hell by bringing about the End of All Things.

Smaller groups of goliaths are sometimes overtaken by slaving parties, which sell them off for heavy labor or to fight as gladiators in saurian fighting pits. It’s not unheard of for goliaths to earn their freedom, at which point many decide to continue to work or fight in the cities, this time for a good deal of pay. 


While most goliaths detest slavery on principle, that doesn’t mean they’re above bullying smaller, weaker peoples into cooperation (for their own good, of course).

RULES AND JUNK:
Note: This is intended for the type of ruleset that uses race as class (Labyrinth Lord and Old School Essentials spring to mind). If you're using some other D&D that has gnomish priests of Thor or whatever running around, you can either: 1. let this be the only racial class in your campaign or 2. just ignore everything after the natural weapon attacks.
>Avg. Height/Weight: 8’/400 lbs
>Ability scores: 4d6 STR, 4d6 END (PCs should only roll their attributes after choosing to play as goliaths)
>Adventuring Age: 20 — 90
>+1 to attacks with natural weapons (tusks & trunk)
>advantage to dirty fighting
>free attack on kill, up to a number of attacks equal to level.
>Use the stats for a fighter or a barbarian (if your game has barbarians) for mechanical stuff (hit dice, combat bonuses, etc). If you’re using weapon-based damage, tusk attacks do the same damage as a spear.

Saturday, April 4, 2015

Raiders of the Shattered Isles

There is a chain of islands, near one of the world’s busiest shipping lanes, that wasn’t there a few days ago. That isn’t how the chain’s inhabitants see it, though.

The way they see it, their islands are the only place in the world that’s more than a few days old. The entire planet is repeatedly destroyed and instantly replaced with a drastically different one, at seemingly random intervals that can only be predicted by the doomsayers of the Shattered Isles. It’s been this way for millennia, and the dark times before the priests learned to predict these apocalypses saw the extravagant funerals of many adventurous saurians (the dominant people of the Shattered Isles) who were out exploring new worlds when the stars changed. Now every expedition beyond the Isles brings at least one doomsayer with it, to watch for signs of the end, and explorers almost always return home in time.

What would you do if you found yourself trying to run a kingdom and amass wealth, and everything around the kingdom kept shifting? You’d be coming into contact with exotic civilizations all the time, but never developing lasting, profitable trade relationships with them. 

The saurians decided long ago to lie, cheat, and steal, looting and pillaging whenever the opportunity presents itself. Which is fine, because their victims would cease to exist in a year or two at the most, anyway. Which of course means that the murder of anyone not of what their priests call the One True Race doesn’t count.

There are a few exceptions, other intelligent species that managed to get a foothold on the islands despite a hostile lost-world environment, and establish themselves as permanent residents. The mere of existence of these descendants of what they refer to as “ephemerals” annoys the hell out of saurian philosophers. Even more offensively, all of these alien races necessarily have their own cultural worldviews, which are seen as foolish at best and blasphemous at worst.