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.
| Stat | Score | CC Prime | CC Secondary |
| HD | 6 (Psychic Master) | 12 | 18 |
| AC | 12 (Natural) | ||
| Atk | Psychic Blast (3d6 damage) or Mind Control | ||
| Move | 30' (Floating/Levitating) | ||
| Saves | F 14, 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:Â Intelligence (INT).
Atlantean Guardian (The Warlords' Soldiers)
The heavily armed, helmeted guards who enforce the Elite's will.
| Stat | Score | CC Prime | CC Secondary |
| HD | 2 | 14 | 12 |
| AC | 17 (Scale Mail and Helm) | ||
| Atk | Spear (1d6+1) or Blaster Pistol (2d6) | ||
| Move | 30' | ||
| Saves | F 12, R 12, W 15 |
Equipment:ÂScale Mail Armor, Metal Helm, Spear, Blaster Pistol (limited charge).
Primary Attribute: Strength (STR).
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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