Tuesday, July 24, 2018
Cha'alt on Roll20: session 2
So, here's the listing if you want to play in session 2.
What happened in session 1? Some exploration of a cave-system near the crimson rock of sacrifice, and the PCs were attacked by raiders and taken as slaves.
Dragged to the capstone of a shiny black pyramid, the PCs are forced to explore and loot the pyramid for their new masters. The pyramid hasn't been seen in the wasteland for over a hundred years. Does its reappearance bode well for the dome-city exiles and wasteland wanderers? Hell no!
This is Cha'alt, campaign of sun-bleached death under magenta sky!!!
Elsewhere, I posted a little something about character classes. Below, I'm providing information on available races... (BTW, this is a work-in-progress and subject to change. A lot stuff I'm just throwing against the wall because I need to have something to show people. Eventually, all will be integrated smoothly... but we're a long way off.)
Human: The majority of city populations include humans. Humans are ambitious, deceptive, and always seeking power. Additional Hit-Points: 1d4
1st level... once per day, humans gain advantage on any roll they choose.
3rd level... once per day, humans can fight until they die - even if they'd normally be unconscious.
7th level... once per day, humans can take a secondary class that raises in level at the same time and rate as their original class.
Cockroach Men: Also known as roach-men, these are smaller humanoid insects with impervious shells. Unfortunately, they are frequently hunted for the natural shields growing out of their back. Additional Hit-Points: 2d4
1st level... roach-men are able to curl up into a defensive ball (roach-men cannot attack while in a defensive ball), which gives every opponent targeting them disadvantage on their attacks.
3rd level... roach-men get advantage on their saving throws where failure would lead to serious physical harm or death.
7th level... roach-men shells have matured to the point where they have damage resistance of 1d6 per attack.
V'symm: Demons with dark red skin, an ancient race native to the desert. They were tribal and sinister even before the apocalypse, splitting off from civilization to worship the Great Demons That Dwell Inside Cha'alt. Additional Hit-Points: 1d6
1st level... once per day, v'symm are able to beguile one or more humanoids using their devilish charm.
3rd level... once per day, v'symm are able to cast a spell as if they were a sorcerer. If they're already a sorcerer, this is an additional spell the character is able to cast per day.
7th level... once per day, v'symm gain advantage on a roll after they've shown favor or respect to the Great Demons That Dwell Inside Cha'alt.
Elf: The majority of elves flocked to the cities after the Industrial Revolution hundreds of years ago. However, pockets of feral and wild elves have always remained in the wilderness. Now that everything beyond the dome-cities is wasteland, they survive by banding together in tribal communities. Elves determine rank by pea-cocking around the tribe in an increasingly outlandish manner. Additional Hit-Points: 1d6
1st level... once per day, elves can impress others with their garish appearance, brash demeanor, and outrageous behavior.
3rd level... once per day, elves gain advantage against an opponent when initiating ritual combat.
7th level...at this level, elves may call upon their tribe (or tribal ancestors if no other tribesman is around) to give assistance.
Dark Elf: Exiled from their surface cousins for worshiping slimy tentacled gods instead of the dragons. For a time, they were hunted by various humanoid races who saw their nonconformity as proof of degeneracy. While not inherently evil, dark elves are naturally sneaky and have learned to disguise their presence whenever possible.
Their skin color is violet-black. Additionally, dark elf skin contains more water than any other race because of their subterranean existence... and also not being reptilian or insectoid. Unfortunately, that means dark elves are sometimes hunted purely for hydration (Mmm... flesh water).
1st level... in near or total darkness, you become invisible to the naked eye.
3rd level... dark elves can creep about with unnatural quiet.
7th level... in dim light, you become invisible to the naked eye.
Lizard-Men: These humanoid reptiles arose out of the apocalypse, but claim to have always been here... underground. The apocalypse forced them out of their subterranean home, deep inside Cha'alt. Now, they live in the desert, generally keeping to themselves, occasionally joining elf, human, and halfling tribes. Additional Hit-Points: 1d10
1st level... once per day, lizard-men have advantage on traveling the wasteland survival roll.
3rd level... once per day, lizard-men get advantage on hazards encountered while exploring.
7th level... once per day, lizard-men are able to fight in total or near darkness with advantage.
Sand-Grog: Brutish and muscular desert constructs created via sorcery, sand-grogs are both savage and intelligent beings of intelligence and culture. While most often found in the desert, the occasionally live in cities, using their massive strength to do the job of 7 men. Additional Hit-Points: 2d6
1st level... for as many times per day as their level, sand-grogs can perform a feat of amazing strength (if used in combat, this is the equivalent of double damage).
3rd level... once per day, sand-grogs are able to "melt" into a pillar of sand for as many minutes as their level.
7th level... once per day, sand-grogs can decide to "sand" part of their bodies just before a successful attack lands, effectively negating damage.