lots of updates

add ecnounter alpha
pull out astral travel to own file
zine prep
fix multi-row table headers
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2024-04-14 22:06:30 -04:00
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---
title: Astral Adventuring
description: Notes and rules for adventuring in the astral plane.
description: Notes and rules for playing (or running) adventures on the astral plane.
date_pub: 2023-02-19T15:10:00-05:00
section: astral
content_type: feature
@@ -9,49 +9,13 @@ short_code: aa1
[[toc]]
### Astral Travel Procedure
The steps to take for each phase of astral travel:
1. **Setup**: Referee describes the situation
2. **Decide Course**: Players decide on their course of travel for the phase and any planned activities for the day.
3. **Complication Check**: Referee makes a complication check.
4. **Description**: Referee describes the regions passed through, any points of interest that the party comes across, and any complications they encounter.
5. **Actions / Responses / Complications** - Party declares actions, referee describes the results.
6. **End of Phase**: The referee updates time records.
7. **Repeat**: Return to step 2 and repeat until travel ends.
#### Complication Check
Roll 1d6, ignoring results of 4+ for the first 2 checks.
1. **Encounter**: Wandering creature or vessel, social encounter, or some other random interaction.
2. **Signs / Portents**: Indications of possible encounter nearby - could be a clue, indications of a creature nearby, etc.
3. **Locality**: Some environmental or external event that affects the PCs - psychic storm, fragment, etc.
4. **Pilot / Ship Issue**: Pilot / power source exhaustion or some other ship complication, takes 1d6 shifts to resolve and resume travel (50% chance the ship will have to remain in dock for 1d6 phases to make additional repairs).
5. **Lose Direction**: Each phase spent moving in the wrong direction adds 1d4-1 additional phases of travel.
6. **No Complications**
**Distance**
- Astral encounters between ships usually start 1400 + (1d6 x 100) yards out (about a mile, the distance at which two ships will pull each other out of travel speed).
- Wandering creatures are encountered 4d6 × 10 yards away, and are usually not surprised by astral vessels.
- If either side is surprised (see [Encounter procedure](/rules/adventuring.html#encounter-procedure)), this is reduced to 1d4 × 10 yards.
**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.
**Frequency of Check**
- In the deep astral, check once every other day (once every 6 phases, roll 1d6 to determine which phase).
- Near a [port](#portals) or [outpost](#outposts) (within 1-2 days travel), check once per day, or even once per phase (for busy outposts).
### Currents
Invisible flows of psychic energy that permeate and swirl around the astral plane.
- Creatures move up to 10x faster when moving with the current (or faster).
- Vessels designed to ride on these currents are called **astral cruisers**.
- They can use the currents to move at [travel speed](/astral/vessels#travel-speedl).
- They can use the currents to move at [travel speed](/astral/vessels.html#travel-speed).
### Distance and Measurement
@@ -67,44 +31,6 @@ Invisible flows of psychic energy that permeate and swirl around the astral plan
- -4 to attack rolls.
- Range is 1 mile.
<!--
### Chases
#### Evading
Evasion chance is determined by difference between the movement rates of the two sides, listed in the table below.
- **Success**: Pursuers lose track of fleeing side, can't catch up until next day (and only as a random encounter).
- **Failure**: Continue to **Pursuit**.
#### Pursuit
- Time passes in rounds.
- Pursuit begins at normal encounter distance.
- Pursuing side closes in on fleeing side
- Distance between sides decreases by the difference between their movement rates (minimum 30' per round).
#### Ship-Based Evasion
- Vessels use the same table, replacing feet with yards in the measurements speed.
<div class="dividedTableWrapper">
| Fleeing Sides Movement Rate | Chance of Evasion |
| -------------------------------------- | ----------------- |
| Faster than pursuer | 80% |
| 030 per round slower than pursuer | 50% |
| 3160 per round slower than pursuer | 40% |
| 6190 per round slower than pursuer | 35% |
| 91120 per round slower than pursuer | 25% |
| 121+ per round slower than pursuer | 10% |
[Astralborne Evasion Chance]
</div>
-->
### Fragments
Pieces of other planes (usually floating) in the astral plane. The shape is typically determined by the plane of origin:
@@ -139,12 +65,6 @@ A stronghold, shop, or town in the astral plane, usually established on a large
- Those interested in trade will have one (or more) docks for passing ships.
- Outposts with [permanent portals](#portals) to other planes are called **ports**.
### Psychic Clouds
Thin streams of psychic "vapor", hundreds to thousands of miles across, which appear as clouds when viewed from distance.
- Psychic Storms are enormous storms of psychic energy which can disable a ship as well as its crew. Often found crawling with astral zombies. Best to avoid.
### Portals
Usually manifest as flat, shimmering discs of various colors that appear to float in place.
@@ -158,36 +78,16 @@ Usually manifest as flat, shimmering discs of various colors that appear to floa
- Temporary portals which lead from the astral to other planes are called **pools**.
- Permanent portals which lead from the astral to other planes are called **ports**, and are usually established on a island and attached to an [outpost](#outposts).
### Surprise
Wandering astral creatures are not usually surprised by traveling vessels. Special circumstances (ex: thick astral clouds, or a psychic storm) may alter this.
### Temperature
The ambient temperature in the astral plane tends towards the tepid side for most humans and demihumans, being roughly equivalent to a warm spring day in a temperate climate.
### Time
- Time is quickened: 3 rounds pass in the astral plane for each round that passes in a Material Plane.
- Time is quickened: 3 rounds pass in the astral plane for each round that passes in a material plane.
- Spells cast in the Astral plane appear to last 3 times as long as listed
- The effects of time don't happen while on the astral plane. This means that characters in the Astral Plane:
- The effects of time don't happen while on the astral plane. This means that characters in the astral plane:
- do not age,
- do not need to breathe,
- do not need to eat or drink (which also means that they can't expend a ration to heal), and
- only need to sleep for 30 phase-minutes each phase, although they still need to rest for an entire shift (8 phase-hours), and only gain 1 HP back after resting and sleeping.
### Travel
Travel by astral cruiser (via the [astral currents](#astral-currents)) to any known location within the astral plane usually takes 3-30 days.
- Travel between most ports under the control of the Astral Trade Union only takes 1d6+2 days.
- Without a ship, the vast distances between landmarks means one could go for weeks, months, or even years before coming across anyone (or anything) else.
- It takes 1 turn for a ship to dock, and 1 turn for it to disembark.
- An astral cruiser cannot travel by currents while within 1 mile of another active vessel or large astral body (like an island).
- If a cruiser comes within a mile of a large astral object while traveling. it will automatically reduce its speed to normal movement (in yards).
### Visibility
- An astral body (such as a [fragment](#fragments), island, or even a dead god) may be spotted at a distance of hundreds of miles (based on its size).
- Vessels (and large creatures) may be sighted at great distances by the contrails they leave behind in the psychic clouds that permeate the plane.
- Identification is usually limited to tactical range (approximately 1 mile) in the open astral plane, or as little as 100 yards in a psychic storm.

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date_pub: 2023-10-01T12:57:00-04:00
section: astral
content_type: feature
short_code: atu
short_code: afa
status: hidden
---
- Conglomerate of harbormasters, ship captains, and mining companies who practically control the trade between nearly 100 ports.
_Major Faction_
- Conglomerate of harbormasters, ship captains, and mining companies who practically control the trade between nearly 100 ports on the [astral plane](../index.html).
- Ports include portals to dozens of material planes, multiple to each elemental plane, and even a handful to various transcendental planes.
- This area is called the **Astral Trade Zone (ATZ)**.
- Maintain excellent maps of all of the astral currents that run between affiliated ports which only their licensed navigators can use.

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---
title: Astral Trade Union
description: The "guild of guilds" for most arcane spellcasters.
date_pub: 2024-04-08T22:20:41.000-04:00
section: astral
content_type: feature
short_code: afc
status: hidden
---
- More properly known as **The Grand Consortium of Arcanists, Enchanters, Sorcerers, Summoners, Thaumaturgists, Warlocks, Wizards, and Others Practiced in Arts Elrditch and Magickal**.
- The "guild of guilds" for most arcane spellcasters (although [Bloodmages](/classes/bloodmage.html) are strictly disallowed).
- Trade in omnium pieces, a secret coinage made from a magic-infused, quasi-metal substance that can be used to make magic items.
- Typically work with the [Astral Trade Union](./astral-trade-union.html), although many of the guilds within are known to work with other factions to further their own agendas.

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@@ -12,7 +12,7 @@ The Astral Plane is an impossibly large, unfathomably vast plane, which is belie
- Rumored to be infinite in scale.
- Looks like a boundless, open sky, the color of pinkish-purple.
- Filled with sporadic clouds of swirling, brightly-colored psychic vapor.
- Distant arcs of light and dark energy occasionally cascade across the sky.
- Distant arcs of light and dark energy occasionally cascade across the sky, like streaks of white and black lightning.
- Everything appears to have a vague, silvery sheen applied to it.
- Gives off a perpetual twilight, bright enough to read, but still much dimmer than daylight.
- Known as "the swirling void", or "boundless infinities".
@@ -26,6 +26,7 @@ The Astral Plane is an impossibly large, unfathomably vast plane, which is belie
- [Factions](./factions/index.html)
- [Monsters](/bestiary/index.html)
- [Timeline](./timeline.html)
- [Travel](./travel.html)
- [Vessels](./vessels.html)
<!--
- [Xynohpus Cove](./xynohpus-cove.html)

108
src/pages/astral/travel.md Normal file
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---
title: Astral Travel
description: Notes and rules for traveling in the astral plane.
date_pub: 2024-04-08T22:39:32.000-04:00
section: astral
content_type: feature
short_code: atr
---
### Travel Resolution Procedure
The steps to take for each phase of astral travel:
1. **Setup**: Referee describes the situation
2. **Decide Course**: Players decide on their course of travel for the phase and any planned activities for the day.
3. **Complication Check**: Referee makes a complication check.
4. **Description**: Referee describes the regions passed through, any points of interest that the party comes across, and any complications they encounter.
5. **Actions / Responses / Complications** - Party declares actions, referee describes the results.
6. **End of Phase**: The referee updates time records.
7. **Repeat**: Return to step 2 and repeat until travel ends.
#### Complication Check
Roll 1d6, ignoring results of 4+ for the first 2 checks.
1. **Encounter**: Wandering creature or vessel, social encounter, or some other random interaction.
2. **Signs / Portents**: Indications of possible encounter nearby - could be a clue, indications of a creature nearby, etc.
3. **Locality**: Some environmental or external event that affects the PCs - psychic storm, fragment, etc.
4. **Pilot / Ship Issue**: Pilot / power source exhaustion or some other ship complication, takes 1d6 shifts to resolve and resume travel (50% chance the ship will have to remain in dock for 1d6 phases to make additional repairs).
5. **Lose Direction**: Each phase spent moving in the wrong direction adds 1d4-1 additional phases of travel.
6. **No Complications**
**Distance**
- Astral encounters between ships usually start 1400 + (1d6 x 100) yards out (about a mile, the distance at which two ships will pull each other out of travel speed).
- Wandering creatures are encountered 4d6 × 10 yards away, and are usually not surprised by astral vessels.
- If either side is surprised (see [Encounter procedure](/rules/adventuring.html#encounter-procedure)), this is reduced to 1d4 × 10 yards.
**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.
**Frequency of Check**
- In the deep astral, check once every other day (once every 6 phases, roll 1d6 to determine which phase).
- Near a [port](./adventuring.html#portals) or [outpost](./adventuring.html#outposts) (within 1-2 days travel), check once per day, or even once per phase (for busy outposts).
<!--
### Chases
#### Evading
Evasion chance is determined by difference between the movement rates of the two sides, listed in the table below.
- **Success**: Pursuers lose track of fleeing side, can't catch up until next day (and only as a random encounter).
- **Failure**: Continue to **Pursuit**.
#### Pursuit
- Time passes in rounds.
- Pursuit begins at normal encounter distance.
- Pursuing side closes in on fleeing side
- Distance between sides decreases by the difference between their movement rates (minimum 30' per round).
#### Ship-Based Evasion
- Vessels use the same table, replacing feet with yards in the measurements speed.
<div class="dividedTableWrapper">
| Fleeing Sides Movement Rate | Chance of Evasion |
| -------------------------------------- | ----------------- |
| Faster than pursuer | 80% |
| 030 per round slower than pursuer | 50% |
| 3160 per round slower than pursuer | 40% |
| 6190 per round slower than pursuer | 35% |
| 91120 per round slower than pursuer | 25% |
| 121+ per round slower than pursuer | 10% |
[Astralborne Evasion Chance]
</div>
-->
### Psychic Clouds
Thin streams of psychic "vapor", hundreds to thousands of miles across, which appear as clouds when viewed from distance.
- Psychic Storms are enormous storms of psychic energy which can disable a ship as well as its crew. Often found crawling with astral zombies. Best to avoid.
### Surprise
Wandering astral creatures are not usually surprised by traveling vessels. Special circumstances (ex: thick astral clouds, or a psychic storm) may alter this.
### Travel Times
Travel by astral cruiser (via the [astral currents](./adventuring.html#currents)) to any known location within the astral plane usually takes 3-30 days.
- Travel between most ports under the control of the Astral Trade Union only takes 1d6+2 days.
- Without a ship, the vast distances between landmarks means one could go for weeks, months, or even years before coming across anyone (or anything) else.
- It takes 1 turn for a ship to dock, and 1 turn for it to disembark.
- An astral cruiser cannot travel by currents while within 1 mile of another active vessel or large astral body (like an island).
- If a cruiser comes within a mile of a large astral object while traveling. it will automatically reduce its speed to normal movement (in yards).
### Visibility
- An astral body (such as a [fragment](./adventuring.html#fragments), island, or even a dead god) may be spotted at a distance of hundreds of miles (based on its size).
- Vessels (and large creatures) may be sighted at great distances by the contrails they leave behind in the psychic clouds that permeate the plane.
- Identification is usually limited to tactical range (approximately 1 mile) in the open astral plane, or as little as 100 yards in a psychic storm.

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---
title: Xynohpus Cove
description: TBD
date_pub: 2023-10-01T17:23:45-04:00
section: campaign
content_type: feature
short_code: axc
status: hidden
---
A relatively small port on the outer rim of the Astral Trade Zone, Xynohpus Cove is a collection of small wooden buildings on a carved fragment from the earth plane, complete with its own magic shop, blacksmith, and a single, two-story warehouse.
- Located on a oblong fragment of earth, about 200' across by 50' around.
- 20' diameter portal to the warehouse district of the aptly named Portown, a city on the material plane.
- A large magical clock above the portal shows the [current time](./adventuring.html#calendar) both on the astral plane and in Portown.
- Usually has 1-2 ships in dock.
- Founded almost [100 years ago](./timeline.html) by the wizard Xynohpus.
### Locations
### 1 - Unkhlar's Ironworks
- A fairly-modest blacksmith's workshop, small, dingy, with several globes of flame stacked in the corner.
- Run by Unkhlar Thildison, a thin dwarven male with short copper hair and green eyes.
- Sells custom-made light globes and dwarven unitools, along with weapons and armor.
**Stock**
- 2x Dwarven Unitools ()
- 2x Regular Light Globes ()
- 2x Improved Light Globes ()
- 1x suit of plate armor ()
- 1x suit of chainmail ()
- 2x shields ()
- 2x longswords ()
### 2 - The Armory
- Strong, 2-story, half-timbered building, that serves as the headquarters of the town guard when stationed at the cove.
- Bottom story is a large, divided cage which is used to detain thieves and scofflaws, usually holds prisoners temporarily before shipping them back to Portown.
- Always at least 1 guard in the armory, in addition to the 2 making the rounds, and the 2 guarding the gateway.
### 3 - Sapphire Shark
- Long bar runs along most of the back wall.
- People standing and sitting at perpendicular gravities to each other.
- Tables and chairs clustered in the center of each wall (and the ceiling), with people freely standing about.
- Everyone's drinks are served in small globes with straw-like protrusions.
- Bartender is an apparently exasperated (and sweaty) large human male.
- Most 2nd shifts, a waitress () is also workingan athletic felinar female
#### Menu
Drinks
- Natural Spring Water - 2 sp
- Coffee - 1 sp
- Dragonberry juice - 3 sp
- Bloo Milk - 1 sp
Wine
- Bloodwine - 3 sp
- Evermead - 2 sp
- Fire Wine - 5 sp
- Glowfie - 4 sp
- Topaz - 3 sp
- Westgate Ruby - 2 sp
- Wizard's Choice - 5 sp
Liquor
- Cherry Fire - 1 sp
- Death Wish - 3 sp
- Elverquis - 2 sp
- Seawin - 1 sp
- Whiskey - 2 sp
Ale
- Bleak Stout - 1 sp
- Dragon's Breath - 3 sp
- Golden Sands Ale - 2 sp
- Halfling's Best - 3 sp
- Purple Noble - 2 sp
- Shadowdark Ale - 4 sp
Food
- Bloodhawk Breast from Krynn - 1 gp
- Sea Serpent Sushi Roll - 3 gp
- Mimic Tongue in Sauce - 2 gp
- Owlbear Steak & Eggs - 4 gp
- Tarrasque Ribeye - 5 gp
### 4 - Warehouse
- 2 storey, multiple (locked) entrances on the bottom floor (and a large locked trap door on the top)
### 5 - Amary's Emporium
- Run by Amaryllis the Alchemist
- Appears to be bigger on the inside.
- Lots of books, hints of "other services".
- She buys live animals and rare creature bits.
- Potions / Supplies
- healing - 100 gp
- 1gp for mystery potion
- 10gp for orbs of light
- Also carries "Sorcerer: The Summoning"
#### Emporium Stock
<!--
Random Potions
- https://litrpgreads.com/blog/100-fun-dnd-random-potion-effects-to-surprise-your-players
- https://www.dndspeak.com/2017/12/24/100-random-potion-effects/
Random Trinkets
- https://www.thievesguild.cc/tables/trinkets
-->
Potions
- Clairvoyance - 250 gp
- Control Giant - 350 gp
- Delusion - 250 gp
- Diminution - 100 gp
- Divination - 500 gp
- ESP - 100 gp
- Flying - 200 gp
- Gaseous Form - 150 gp
- Growth - 100 gp
- Healing (1d6+1) - 50 gp
- Healing, Greater (2d6+2) - 125 gp
- Healing, Supreme (3d8+3) - 300 gp
- Invisibility - 300 gp
- Invulnerability - 300 gp
- Levitation - 150 gp
- Poison - 100 gp
- Polymorph Self - 300 gp
- Raise Dead - 2500 gp
- Remove Curse - 200 gp
- Speak with Dead - 200 gp
- Random Potion - 2 gp
Equipment
- Acid (vial) - 1 gp
- Alchemist's Fire (flask) - 5 gp
- Antitoxin - 1 gp
- Bottle (glass) - 2 gp
- Flask or Tankard - 5 sp
- Elemental Fire Globe - 200 gp
- Elemental Water Globe - 200 gp
- Ink (1 ounce bottle) - 1 gp
- Ink, Gold (1 spell level) - 100 gp
- Jug or Pitcher - 5 sp
- Light Orb - 10 gp
- Oil (flask) - 2 gp
- Paper / parchment (2 sheets) - 1 gp
- Vial - 1 gp
Scrolls
- [Continual Light](/spells/continual-light.html) - 150 gp
- Haste - 500 gp
- Massmorph - 1200 gp
- Polymorph others - 1000 gp (x2)
- Detect Magic (A) - 25 gp
- Light (A) - 50 gp
Live Animals
- spider - 10gp
- bat - 20gp
- newt - 5gp
Random Potions (1 gp each)
- Clairaudience
- Clairvoyance
- Control Animal
- Control Dragon
- Control Giant
- Control Human
- Control Plant
- Control Undead
- Delusion
- Diminution
- ESP
- Fire Resistance
- Flying
- Gaseous Form
- Giant Strength
- Growth
- Healing (1d6+1)
- Healing, Greater (2d6+3)
- Healing, Supreme (4d6+7)
- Heroism
- Invisibility
- Invulnerability
- Levitation
- Longevity
- Polymorph Self
- Potion of Speed
- Treasure Finding
### 6 - The Obelisk of Law
- Maintained by Zohar, Keeper of the Obelisk
- Open temple of Law
- A monolith of polished stone, with a praying circle around it.
- Primarily dedicated to Phoris, but other Law gods are listed as well, including Endrion (Dragon god of Law).
### 7 - Harbormaster's Office
- Office of Lord Stengar
- Fine wooden desk and chairs.
- Bronze suit of armor in corner.
- Several knick-knacks seres as reminders of various deals he's put together.
### NPCs
- **Amaryllis (Amary), the Alchemist**
- A polite and pretty (but bored) human female
- Owns and runs Amary's Emporium, the port's magic shop
- Smarter than she appears.
- Wears long, dark-colored dresses.
- Has connections with the [Grand Consortium](./factions/index.html#the-consortium).
- Seems to be developing a relationship with Segu.
- Took the demonic scroll from Segu to destroy it.
- Claims to be able to muster a "Wizard Army".
- Is the daughter of Xynohpus himself.
- Upstairs is a teleportation circle, part of the CTN (Consortium Teleportation Network).
- Only open to Consortium members.
- **Lord Stengar Muziv**
- Human noble harbormaster (Level 0)
- Dresses in fine purple silks
- Hopes to use his position as tradelord to gain favor with ruling houses of Portown.
- Always seems preoccupied, tends to fly off the handle at Fenwick when he screws up (and oftentimes when he doesn't).
- **Zohar, Keeper of the Obelisk**
- Half-elven male cleric of Phoris.
- Chatty and personable, he tries to be helpful when he can.
- **Fenwick C. Fizzlebell**
- Harbormaster's Assistant / Secretary
- Fussy gnome dressed all in yellow
- Always appears to be in over his head
- Constantly apologizing for his failure, looks at the ground
- **Rocky**
- Fenwick's living statue
- Exquisitely carved statue of human male
- Apparently mute
- Also serves as Fenwick's transportation and muscle
- **Unkhlar Thildison**
- Dwarven blacksmith
- Thin and kinda shifty, with short copper hair and green eyes.
- Has a pet spider named Therva that occasionally hangs out on his shoulder.
<!--
- Actually an assassin
- He wears leather armor (disguised as a blacksmith's apron and gloves) and wields a poisoned short sword and dagger
- Has an animal companion, a giant spider named Therva
- Actual name is Festi
-->