Update to use HOSR
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@@ -2,6 +2,7 @@
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title: Astral Adventuring
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description: Notes and rules for adventuring in the astral plane.
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date_pub: 2023-02-19T15:10:00-05:00
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date_upd: 2023-04-24T18:05:00-04:00
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section: astral
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content_type: feature
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short_code: aa1
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@@ -13,23 +14,23 @@ short_code: aa1
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1. Decide course: The players decide on their course of travel for the day.
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2. Losing direction: The referee determines whether the party gets lost.
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3. Wandering monsters: The referee makes checks as applicable.
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4. Description: The referee describes the regions passed through and any sites of interest that the party comes across, asking players for their actions, as required. If monsters are encountered, follow the procedure described in Encounters.
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5. End of day: The referee updates time records, with special attention spell durations.
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3. Wandering creatures: The referee makes checks as applicable.
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4. Description: The referee describes the regions passed through and any sites of interest that the party comes across, asking players for their actions, as required. If creatures are encountered, follow the procedure described in Encounters.
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5. End of day: The referee updates time records, with special attention to spell durations.
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### Astral Currents
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Invisible flows of psychic energy that permeate and swirl around the astral plane.
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**Creatures** - Can move up to 10x faster when moving with the current.
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- Creatures move up to 10x faster when moving with the current (or faster).
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**AstralJammers** - Ships designed to ride on these currents.
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- Ships designed to ride on these currents are called **AstralJammers**.
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### Calendar
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As of last session, it is the **end of the 3rd phase of the 1st Aerday of Urtson-Nu, in year 5023 of the Common Astral Calendar**.
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As of last session, it is the **middle of the 1st phase of the 1st Fyday of Urtson-Nu, in year 5023 of the Common Astral Calendar**.
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- Each day on the astral plane is broken up into 3 phases of 24 hours (to keep the astral calendars in sync with the material planes).
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- Each day on the astral plane is broken up into 3 phases of 24 astral-hours (to keep the astral calendars in sync with the material planes).
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- There are 6 days in a week, 5 weeks in a month, 3 months in a season, and 4 season in a year.
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- Each day is named after one of the elements:
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- Urtday (Earth)
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@@ -47,33 +48,32 @@ As of last session, it is the **end of the 3rd phase of the 1st Aerday of Urtson
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### Distance and Measurement
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**Ranges**: Are measured in yards, instead of feet, which means they are tripled.
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- Ranges are measured in yards, rather than feet (so **3x**).
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- Areas of spell effects, blasts, etc. are still measured in feet.
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- Movement rates:
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- For creatures - measured in feet.
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- For vessels - measured in yards.
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**Movement rates**: Are still measured in feet.
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### Chases
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**Areas**: Of spell effects, breath weapons, etc. are also still measured in feet.
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#### Evading
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### Evasion and Pursuit
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Evasion chance is determined by difference between the movement rates of the two sides’, listed in the table below.
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#### Evasion
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- **Success**: Pursuers lose track of fleeing side, can't catch up until next day (and only as a random encounter).
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The chance of evasion is determined by the difference between the two sides’ movement rates, listed in the table below.
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**Success**: If the evasion roll succeeds, the pursuers cannot attempt to catch up with the fleeing side until the next day, and then only if a random encounter roll indicates an encounter.
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**Failure**: If the evasion roll fails, a pursuit occurs.
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- **Failure**: Continue to **Pursuit**.
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#### Pursuit
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**Time**: Is measured in rounds.
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**Initial distance**: The two sides begin a pursuit at normal encounter distance.
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**Closing in**: The distance between the two sides decreases by the difference between their two movement rates each round (a minimum of 30’ per round).
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- Time passes in rounds.
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- Pursuit begins at normal encounter distance.
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- Pursuing side closes in on fleeing side
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- Distance between sides decreases by the difference between their movement rates (minimum 30' per round).
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#### Astralborne Evasion
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**By ship** - Use the same table, but replace feet with yards in the measurements speed.
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- Vessel use the same table, replacing feet with yards in the measurements speed.
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<div class="dividedTableWrapper">
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@@ -156,7 +156,7 @@ Thin streams of psychic "vapor", hundreds to thousands of miles across, which ap
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### Surprise
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Wandering astral monsters are not usually surprised by traveling vessels. Special circumstances (e.g. thick astral clouds, psychic storm) may alter this.
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Wandering astral creatures are not usually surprised by traveling vessels. Special circumstances (e.g. thick astral clouds, psychic storm) may alter this.
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### Temperature
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@@ -198,8 +198,8 @@ The ambient temperature in the astral plane tends towards the tepid side for mos
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**Frequency**: A check is typically rolled once every other day, but the referee may choose to make more checks (e.g. when near a port or outpost): up to 1 or 2 a day.
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**Chance**: The chance of encountering a wandering monster is 1-in-6 in the deep astral, 2-in-6 near other ports or outposts.
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**Chance**: The chance of encountering a wandering creature is 1-in-6 in the deep astral, 2-in-6 near other ports or outposts.
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**Distance**: Wandering monsters are encountered 4d6 × 10 yards away. If either side is surprised (see Encounters), this is reduced to 1d4 × 10 yards.
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**Distance**: Wandering creatures are encountered 4d6 × 10 yards away. If either side is surprised (see Encounters), this is reduced to 1d4 × 10 yards.
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**Location**: Astral encounters may occur either in the open astral plane or on land (such as a fragment, island, or dock), if the party lands or docks at some point during the day.
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@@ -7,26 +7,38 @@ content_type: feature
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short_code: af1
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---
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### Astral Trade Union
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### Major Factions
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#### Astral Trade Union
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- Conglomerate of harbormasters, ship captains, and mining companies who control nearly all of the trade between certain ports.
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- Control all of the trading between nearly 100 ports, including ones leading to dozens of material planes, multiple to each inner plane, and even a handful to various outer planes.
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- Have excellent maps of all of the astral currents that run between these ports.
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- Control all of the trading between nearly 100 ports, including ones leading to dozens of material planes, multiple to each elemental plane, and even a handful to various transcendental planes.
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- This area is called the **Astral Trade Zone (ATZ)**
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- Have excellent maps of all of the astral currents that run between affiliated ports.
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### Drahki Federation
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#### Drahki Federation
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- Controlled by a race of dracokin from the world of Drahkenos, the so-called plane of dragons.
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- Controlled by a race of dracokin from the world of Drahkenos, the eternal plane of dragons.
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- Fly great ships made to look like their bigger cousins (called "dragonships")
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- Generally peaceful traders
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### Ghyffan Armada
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#### Lyffan Armada
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- Run by a militaristic race of musket-wielding hippokin from the material plane of Ghyffu.
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- Report to the Ghyffan Sovereignty, the plane-wide government of Ghyffu.
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- Enormous fleet of warships run by a militaristic race of musket-wielding elekin from the material plane of Lyffu.
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- Report to the Lyffan Sovereignty, the plane-wide government of Lyffu.
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- Strongly believe in the supremacy of law and civilization.
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- Ships range from light cargo carriers to massive warships, but everything in the armada is armed.
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### Society of Wanderers
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#### Stral Empire
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- Empire of ports ruled by a highly militaristic and decadent race of immortals, with sharp eyes, pointed ears, and no noses.
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- Huge warships patrol the borders of the empire, which run near some Astral Trade Union-aligned ports.
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- Also control the Forge, a massive smithing factory on the Plane of Fire.
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- Served by a race of automatons called Forgelings, some of whom have escaped their masters and fled to ports aligned with one of the other factions.
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### Minor Factions
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#### Society of Wanderers
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- Disparate, quasi-religious organization, with membership scattered about the planes.
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- Refer to each other as "friends".
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@@ -34,24 +46,29 @@ short_code: af1
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- Typically travel alone or in small groups.
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- Don't usually have their own ships, so they often have to book passage (or stowe-away).
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### Stral Empire
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- Empire of ports ruled by a highly militaristic and decadant race of immortals, with sharp eyes, pointed ears, and no noses.
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- Huge warships patrol the borders of the empire, which run near some Astral Trade Union-aligned ports.
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- Also control the Forge, a massive smithing factory on the Plane of Fire.
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- Served by a race of automatons called Forgelings, some of whom have escaped their masters and fled to ports aligned with one of the other factions.
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### Pirates of Ataxia
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- Led by (at least) 6 Pirate Lords (although some believe there are more).
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- Responsible for nearly all of the piracy within this part of the astral plane.
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- Come from all races and cultures.
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<!--
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### Relations
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#### Astral Trade Union
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- Are on good (trading) terms with both the _Drahki Federation_ and the _Ghyffan Armada_ (with some members of each also holding Union membership).
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- Are on good (trading) terms with both the _Drahki Federation_ and the _Zhyffan Armada_ (with some members of each also holding Union membership).
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- Think most of the _Society of Wanderers_ are hopeless layabouts, inadequately interested in commerce (although few ship captains will refuse their payment for passage).
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- Are on tenuous terms with the _Stral Empire_ (they've had some trade, but also some border skirmishes).
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- Actively seek the destruction of the _Pirates of Ataxia_ (even though some Union members occasionally double as pirates).
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@@ -59,37 +76,38 @@ short_code: af1
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#### Drahki Federation
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- Are on good (trading) terms with _Astral Trade Union_ (with some Drahki captains also being Union members).
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- Are on decent (trading) terms with the _Ghyffan Armada_ (there have been a few isolated incidents of fighting between the groups, but they generally continue to trade).
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- Are on decent (trading) terms with the _Zhyffan Armada_ (there have been a few isolated incidents of fighting between the groups, but they generally continue to trade).
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- Don't understand the _Society of Wanderers_, but generally allow them to book passage on their ships.
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- Are on deteriorating terms with the _Stral Empire_ (they've had an increasing number of border skirmishes).
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- Try to avoid engaging with ships from the _Pirates of Ataxia_, who generally return the favor (although there are some Drahki pirates who try to only attack ships from the other factions).
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#### Ghyffan Armada
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#### Zhyffan Armada
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- Are on good (trading) terms with _Astral Trade Union_ (with some Ghyffan captains also being Union members).
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- Are on good (trading) terms with _Astral Trade Union_ (with some Zhyffan captains also being Union members).
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- Are on decent (trading) terms with the _Drahki Federation_ (there have been a few isolated incidents of fighting between the groups, but they generally continue to trade).
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- Don't understand (or like) the _Society of Wanderers_, and don't allow them on their ships.
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- Are on deteriorating terms with the _Stral Empire_ (they've had an increasing number of border skirmishes).
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- Actively seek the destruction of the _Pirates of Ataxia_ (although some Ghyffan ships have been known to turn pirate, abandoning the Armada and working for the Pirate Lords).
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- Actively seek the destruction of the _Pirates of Ataxia_ (although some Zhyffan ships have been known to turn pirate, abandoning the Armada and working for the Pirate Lords).
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#### Society of Wanderers
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- Don't care for the leadership of the _Astral Trade Union_, but try to stay friendly with the ship captains.
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- Don't understand most of the _Drahki Federation_, but are generally happy to book passage on their ships.
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- Don't get along with the _Ghyffan Armada_, and generally avoid them.
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- Don't get along with the _Zhyffan Armada_, and generally avoid them.
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- Don't understand (or like) the _Stral Empire_, although a few Travellers have tried to engage with Stral crews (which hasn't ended well)
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- Have many members who also work as _Pirates of Ataxia_, and don't generally preclude pirates from their ranks (although the pirate captains aren't always thrilled to have Wanderers on their ships).
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#### Stral Empire
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- Are on tenuous terms with the _Astral Trade Union_ (they've had some trade, but also some border skirmishes).
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- Are on deteriorating terms with both the _Drahki Federation_ and the _Ghyffan Armada_ (they've had an increasing number of border skirmishes with each of them).
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- Are on deteriorating terms with both the _Drahki Federation_ and the _Zhyffan Armada_ (they've had an increasing number of border skirmishes with each of them).
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- Don't understand (or like) the _Society of Wanderers_, and don't allow them on their ships.
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- Try to avoid engaging with ships from the _Pirates of Ataxia_, who generally return the favor (although they have had engagements in Stral territory).
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#### Pirates of Ataxia
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- Actively attack (and raid) the ships of the _Astral Trade Union_ and the _Ghyffan Armada_, occasionally even looting their ports.
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- Actively attack (and raid) the ships of the _Astral Trade Union_ and the _Zhyffan Armada_, occasionally even looting their ports.
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- Try to avoid engaging with ships working for the _Drahki Federation_, who generally return the favor (although there are some Drahki pirates who try to only attack ships from the other factions).
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- Have many members who also identify as members of the _Society of Wanderers_, usually pirates of lower ranks (the ship captains aren't fond of having members in their crew because of the high number of stowe-aways).
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- Try to avoid engaging with ships of the _Stral Empire_, who generally return the favor (although they have had a few engagements in within Stral territory).
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-->
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@@ -21,7 +21,7 @@ short_code: a1
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- [Adventuring](./adventuring.html)
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- [Factions](./factions.html)
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- [Monsters](/monsters/index.html)
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- [Monsters](/bestiary/index.html)
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- [Timeline](./timeline.html)
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- [Vessels](./vessels.html)
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@@ -2,12 +2,13 @@
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title: Astral Timeline
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description: A timeline of trade and war in the astral plane.
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date_pub: 2023-02-19T20:47:00-05:00
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date_upd: 2023-04-24T18:05:00-04:00
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section: astral
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content_type: feature
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short_code: at1
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---
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As of last session, it is the **end of the 3rd phase of the 1st Aerday of Urtson-Nu, in year 5023 of the Common Astral Calendar**.
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As of last session, it is the **middle of the 1st phase of the 1st Fyday of Urtson-Nu, in year 5023 of the Common Astral Calendar**.
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Below is a timeline of major events in (this section of) the astral plane:
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@@ -196,12 +196,12 @@ Fire energy bolts that function like magic missiles. Requires 2 common Eye Tyran
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#### Rams
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Can be used against ships or giant monsters. Small individuals cannot be targeted.
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Can be used against ships or giant creatures. Small individuals cannot be targeted.
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**Attack rolls**: Are made using a THAC0 of 19 [0] and occur at the same point in the combat sequence as missile fire.
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**Attack modifiers**: May be applied for environmental conditions, manoeuvrability, etc.
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**Large ships**: Deals 1d6+5 x 10 hull points damage against ships and 6d6 hit points damage against monsters.
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**Large ships**: Deals 1d6+5 x 10 hull points damage against ships and 6d6 hit points damage against creatures.
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**Small ships**: Deals 1d4+4 x 10 hull points damage against ships and 3d8 hit points damage against monsters.
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**Small ships**: Deals 1d4+4 x 10 hull points damage against ships and 3d8 hit points damage against creatures.
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