After
some technology-related delay, here are a few more area descriptions
for the asteroid colony known as Crossroads.
7.
Typical Homes
A
typical home in the Crossroads colony is a simple affair. It has a
common room (A) which is furnished with a table and chairs, along
with a hearth for heating water and cooking meals. There is usually
one larger bedroom (B) for the parents, along with smaller ones (C)
for the children. All have beds, of course, but the larger bedroom
boasts a wardrobe, while the smaller ones might have storage trunks.
Finally, there is often a storage room (D) that can be used for other
purposes as needed.
Unusual
Inhabitants
Populating
the Crossroads colony provides the GM with a good opportunity to
introduce characters of unusual races into adventures. As such,
here's a list of suggestions.
Bestiary
/ Creature
1
/ Aasimar
1
/ Lizardfolk
1
/ Tengu
1/
Tiefling
2
/ Fetchling
2
/ Ifrit
2
/ Oread
2
/ Sylph
2
/ Undine
3
/ Catfolk
3
/ Kappa
3
/ Ratfolk
3
/ Vanara
4
/ Kitsune
|
8.
The Obelisk
The
center of life in the colony, albeit one that might easily be
overlooked, is the elemental
obelisk that provides
warmth, breathable atmosphere and gravity to the asteroid city. This
one stands in the middle of the grove, surrounded by a fence for
protection—but nobody in one's right mind would try to damage this
important structure. Right?
9.
The Grove
As
life continues to develop on this island in the void, this grove is a
notable development. In addition to more common deciduous and
coniferous trees, there are also some that bear fruit. It is all part
of the druid Maelyrra's plan to turn this into a self-sufficient
colony with its own recurring flora.
Maelyrra
CR
7
XP
3200
Female
elf druid 8
CG
Medium humanoid
Init
+1; Senses Perception +2; Low-light vision
DEFENSE
AC
14, touch 13, flat-footed 11 (+1 Dex, +1 Dodge, +1 natural, +1
deflection)
hp
36 (8d8)
Fort
+6, Ref +3, Will +9
Resist
Elven immunities
OFFENSE
Spd
30 ft.
Melee
Weapon +6/+1 (None)
Ranged
Weapon +7/+2 (None)
Special
Attacks Elven magic
STATISTICS
Str
10, Dex 12, Con 10, Int 10, Wis 18,
Cha 16
Base
Atk +6/+1; CMB +6; CMD 17
Feats
Dodge, Natural Spell, Sea Tongue, Self-Sufficient
Skills
Handle Animal +14, Heal +15, Knowledge (nature) +11, Survival
+15, Swim +11
Languages
Elven, Common
SQ
Spells, nature bond, nature sense, wild empathy, woodland stride,
trackless step, resist nature's lure, wild shape 3/day
Combat
Gear Druid's vestments, amulet of natural armor +1, ring of
protection +1
Born
and raised in the embrace of the sea, the elf druid Maelyrra
considered herself a protector of the waters and the plants and
animals that inhabit it. To that end she spent most of her time in
the form of an orca, traveling with her dolphin companion and
bringing comfort to animals in need. She considers violence to be
abhorrent, except for that which is required to survive per the
natural order of the world. Her life changed drastically, however,
when she found the corpse of an oma floating dead in the water,
killed by an orc whaling crew. When another oma—the mate of the
deceased—appeared in the air, seeking it, she realized that her
mission had taken on a much broader scope. Eventually her travels led
her to Crossroads, where she works to create a livable biosphere
while also looking out for the orcs that killed the oma.
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