Sunday, December 14, 2025

Aethel, the Sunken Core Inner Earth Sword & Sorcery Campaign Adventure Using both Castles & Crusades (C&C) and Night Shift: Veterans of the Supernatural Wars (NSW) Rpg - The Atlantis States

 The PC's made it out of the underworld states of  Aethel, a vast, unexplored subterranean realm from last session here.  Only to be washed away in a vast under ground ocean! When they awoke they found themselves face to face with the Atlantian Guardians! 

Atlantean Elite (Martian Masters)



The ruling class, aloof and psychically powerful.

StatScoreCC PrimeCC Secondary
HD6 (Psychic Master)1218
AC12 (Natural)
AtkPsychic Blast (3d6 damage) or Mind Control
Move30' (Floating/Levitating)
Saves14, R 12, W 8
  • Mind Control (Special Attack): The Elite can target one creature within 60' (WIS SIEGE Check CC 14). If the target fails, they are mentally dominated and must follow the Elite's commands for 1d4 rounds or until they take damage.

  • Levitation: Can levitate up to 5 feet off the ground indefinitely as a meditative state.

  • Primary Attribute: Intelligence (INT).


Atlantean Guardian (The Warlords' Soldiers)

The heavily armed, helmeted guards who enforce the Elite's will.

StatScoreCC PrimeCC Secondary
HD21412
AC17 (Scale Mail and Helm)
AtkSpear (1d6+1) or Blaster Pistol (2d6)
Move30'
Saves12, R 12, W 15
  • Equipment:ÂScale Mail Armor, Metal Helm, Spear, Blaster Pistol (limited charge).

  • Primary Attribute: Strength (STR).

The PCs were picked up by a giant Octopus and deposited within a strange limbo like series of Greco Roman cityscapes with mini villages put along the side of an inner walled state. The whole thing was incredibly disorienting to them. 
The party was made to drink a foul tasting potion that enabled them to temporarily survive within the alien underwater dryscape.  Here's what's going on with the 

The Lost City of Atlantis (Campaign Setting Elements)

Atlantis in this campaign is less a magical city and more a Super-Science Totalitarian State in a vast undersea cavern system.

  • Atmosphere: The cavern system has an atmosphere breathable by surface dwellers for a time, but its unique composition makes it slowly toxic without special care (or Atlantean manipulation). Treat this as a constant, low-grade poison (Save vs. Poison or take 1d4 damage every 6 hours, potentially leading to exhaustion) that can be negated by a Gas Mask or an Atlantean Respiration Device.

  • The Seven Cities:  Only five remain, built in a Utopian/Ancient Greek style, but administered with a harsh, totalitarian Martian logic.

  • Atlantean Elite (Martians): The ruling class possesses superior intellect and powerful psychic abilities. They manipulate the surface world towards war to fast-track scientific development. They are rarely encountered, often seen levitating in meditation.

  • Slaves/Guardians: Surface dwellers, often sailors (like the crew of the  Mary Celeste), abducted over the centuries. They are often converted into "Gill Men" or trained as Guardians.

New Class Ability/Trait: Mental Resilience

To resist the psychic domination of the Atlantean Elite, a player character with a high WIS or  CHA  score may be able to choose this trait.

  • Mental Resilience (Trait): The character receives a +2 bonus on all Saving Throws or SIEGE Checks made to resist psychic attacks, mental domination, or magical illusions. This bonus applies when trying to "snap out" of a hypnotic or mind-controlled state.



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