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  1. - Top - End - #1
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    HalflingPirate

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    Default Weird Races and Strange Places

    The point of this thread is to create or recreate strange intelligent creatures and/or their environment with the intent of inspiring DMs. PEACH of ideas is welcomed.

    The Spheracles:
    These bizarre creature are huge, (1m to 1.5m diameter,) single celled creatures. Their outer integument is smooth and dry, slightly translucent, and studded with straw-like, foot-long spikes which are set about a handspan apart. The spikes are not sharp, nor are they particularly sturdy, being about as strong as a human fingernail. They appear to be used to aid locomotion, but their purpose becomes clear when two Spheracles meet.

    When two or more of these creatures meet they come together, piercing the outer integument of their neighbors with the spikes. They then transfer a protein jell which is a complex form of communication, in which their memories, set as protein patterns in the jell, are passed to their neighbors. Thus, when one Spheracle knows something it is a matter of time until they all do via this chemical process. Indeed, the concept of individuality is poorly understood by this species due to the constant exchange of memory engrams.

    Another function of the spikes is to feel vibration, both in the ground and in the air. Although they are hearing impaired compared to humans to sound transmitted through the air, they are exceedingly well tuned to hear vibrations in the ground. (Reduce listen scores, but increase versus move silently.) Some Spheracles can create air bladders within their bodies which can be used to create sounds by squeezing trapped air through one or more Spheracles, but this produces a squealing, flatulent sort of speech.

    Within their bodies, close to the surface, multiple yellow spheres flow in the jelly-like interior. These are the eyes of the creatures, which can see with poor resolution in virtually any lighting condition. Because of the construction of their eyes and the integument through which they must see, their resolution of objects more than two meters away is insufficient to allow targeting with ranged weapons.

    When the Spheracle wishes to manipulate an object it extrudes a pseudopod designed for the object. The pseudopod can stretch to a length equal to the diameter of the Spheracle. When the task is done, the pseudopod retracts. They can extruded a pseudopod with, or without, the spikes attached. Damaging a pod can harm the Spheracle, but cutting one off does not reduce the ability of the Spheracle to produce another.

    Spheracles are omnivores, subsisting on rotten plant and animal matter. It is supposed that they evolved from cave-dwelling scavengers which now farm fields as bait for the rodents they consume, along with the plants which form the base of their rotting stew. They reproduce by cellular fission which can be triggered by an abundance of food, high stress, or after the individual grows to nearly two meters in girth.


    Spheracles are natives of the Shattered Moon, which forms a rocky ring around the world. They live in natural and artificial caves, moving from moonlet to moonlet on jet-propelled craft which are essentially glass spheres with an inflated balloon as the energy storage device. The gas inside the balloon forms the reaction mass when squeezed out of the jet nozzle. While they prefer low gravity for aid in mobility, they are quite capable of functioning in up to 2 gravities. Their low gravity moonlets are heavily farmed on any surface which faces the sun on a regular basis.
    Last edited by brian 333; 2017-12-28 at 05:52 PM.

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    The Chorus:

    These creatures vary greatly in shape, size, and disposition, but they are consistently considered apex predators in any environment they inhabit. This is achieved by their unique ability to routinely undergone metamorphosis to incorporate foreign DNA into their body. They use this ability to parasitize and eventually replace well adapted carnivores. The end result of this cycle of metamorphosis is a series of chimeras created from the DNA of random traits from other well adapted species.

    After ingesting animal DNA, some of the food goes through its digestive track, while a small portion of every meal gets stored in a sac like organ near its heart. When a chorus has ingested enough food if flies to a secluded area and creates a cocoon. The exact duration of the metamorphosis varies based on its size, it often takes anywhere from 1-4 weeks to complete. During which time, its entire body dissolves, embedding the nervous system into the cocoon, and releasing the DNA in the sac. The foreign DNA is then incorporated into the Chorus. The end result is a hybrid of the original version of the Chorus and the creatures it parasitized. Assuming that the cocoon was not damaged, the Chorus retains most of the memories from its previous stages. The size of a Chorus never increases by the total biomass at the time of metamorphosis, requiring them to gorge themselves to bursting and multiple metamorphosises to fully adapt. The only organs that remain mostly similar to its original form are the brain, the DNA sac, and internal sexual organs.

    All Chorus begin their lives in egg sacs 2 mm in diameter, and after several weeks they hatch into small black shelled Arthropoda. For most of this infant stage they sustain themselves on the blood of nearby creatures, slowly working their way up the food chain. They often feel similar reproductive needs similar to the creatures they parasitize. As such they feel the need to breed with animals they are similar too. During sexual intercourse, regardless of their outward gender, they insert a clutch of asexually produced eggs into their sexual partner through their sexual organs. If the sexual partner, now called the egg host, does not have a immune system capable to resisting the eggs, the eggs will hatch. The eggs have the same DNA as parent Chorus but without any of the added DNA gained over its lifetime. If the eggs hatch the newborns will eat the egg host alive, and use its DNA to undergo metamorphosis. Assuming ideal conditions, the Chorus can live forever and continue to adapt and change. In nature they often are forced to eat one another after exhausting all on Chorus life, causing erratic changes in appearance and behavior.

    The home planet of the Chorus is unknown, at the moment they exist drifting through space in a derelict space ship. The only remnants of their history is found on that ship. Long ago, on their home world, they came into conflict with the dominant life form of that world. By chance, many of the Chorus found that by eating enough sapient life they could gain sapience. This led to a war for the survival of the species. This war allowed the Chorus to replace them as the dominant species, but it also caused the planet to be uninhabitable. The remaining Chorus built a fleet of space ships and planned to flee the star system, but most of their ships were destroyed by the last remnants of the previous inhabitants of the previous rulers of the home world. The only remaining Chorus have only rudimentary sapience and exist in a 0G self contained environment.

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    Carcinopolos

    A naive person might not expect there to be a sprawling metropolis in the middle of the negative energy plane. Upon hearing that there was they might expext its residents to be undead. Upon hearing that they weren't undead they might expect it at least to be a somber, dour, and ashen place. They would be wrong on all accounts.

    Propped up by powerful wizardry, the city of Carcinopolis is the ultimate party town. The people of Carcinopolis eat and drink and smoke and use amphetamines all hours of the day and night. It's not bad for them. In fact, if they stop, they'll die.

    Some time ago some powerful sages and magic users determined that the Negative Energy Plane is a great place for partying because so much bad stuff becomes less unhealthy there; overindulgence actually allows one to survive without magical protection. On the Negative Energy Plane people waste away, but not if they consume half their body weight in fat every day. On the Negative Energy Plane your heart will slow down and eventually stop entirely, but coke and meth will speed it back up againm. On the Negative Energy Plane cells die at an alarmingly fast rate, but if you smoke enough and eat enough processed crap they'll start multiplying at an alarmingly fast rate too.

    The founders of the town wove mighty spells and created wonderful artifacts to keep the flow of food and coke coming, and in time more people came as well; friends of the original founders, and planar travelers following rumors and, people stranded on the negative energy plane seeking refuge. In time the settlement grew into a sizable town.

    You'll never meet someone who lives there though unless you're there too. Occasionally you'll meet someone who's been there, but the permanent residents of Carcinopolis never leave. Like Elysium and Hades and the realms of the fey and elfin deities Carcinopolis is the kind of place that you can never leave once you've been there a long time and partook of the food. Most of the longtime residents are more cancer than man, and without the negative energy of the plane to keep their celk growth in check would die in a matter of days
    "If you want to understand biology don't think about vibrant throbbing gels and oozes, think about information technology" -Richard Dawkins

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    The Concentric Cathedral
    Built in a land beset with vampires this compound consists of a series of buildings built around smaller buildings like a set of nesting dolls. If a vampire is accidentally invited in the occupants can retreat to a more interior building.
    "If you want to understand biology don't think about vibrant throbbing gels and oozes, think about information technology" -Richard Dawkins

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    Default Re: Weird Races and Strange Places

    Quote Originally Posted by Bohandas View Post
    If a vampire is accidentally invited in the occupants can retreat to a more interior building.
    Isn't that like defending yourself from a vampire in your house then trying to hide in the bathroom? "Ah ha! I invited you into my house, but I didn't invite you into the guest bathroom!"

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    Quote Originally Posted by Xuc Xac View Post
    Isn't that like defending yourself from a vampire in your house then trying to hide in the bathroom? "Ah ha! I invited you into my house, but I didn't invite you into the guest bathroom!"
    More like a combination of a domed city and the Papadakis Building at Drexel University

    EDIT:
    Or perhaps the interior buildings are supported, and also suspended above the floor, by load-bearing drop ceilings on very sturdy cables (edit: if we change the cables to chains it would also work very well as a building in Minauros/Jangling Hiter

    EDIT:

    Spoiler
    Show

    A bit like this, as far as the main idea goes. As you can see the one area is built basically as a seperate building that even has windows looking "out" into the main building
    Last edited by Bohandas; 2018-07-22 at 03:13 PM.
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    The Ad-Infinitum Cannon

    An eldritch machine being constructed over the Grand Abyss (a bottomless pit in the abyssal layer Pazunia) designed to siphon conceptual infinity out of the bottomless pit and use it to power a weapon capable of destroying anything. It has been destroyed and rebuilt several times but never completed because everytime it gets seriously underway the abyssal lords start fighting over control of it. Not wanting a rival to gain control of it or for something to exist that can bring the Abyss' conflicts to a definitive conclusion. (think of a cross between Starkiller Base and the ad-infinitum siphons from the game Afterlife)
    Last edited by Bohandas; 2018-02-06 at 09:12 PM.
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    The Square Wheel
    A region in limbo that houses a miniature version of the great wheel populated by cartoonlike living caricatures of the movers and shakers of the planes. I'll fill in more details when I'm not so tired
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    Default Re: Weird Races and Strange Places

    Quote Originally Posted by Bohandas View Post
    The Square Wheel
    A region in limbo that houses a miniature version of the great wheel populated by cartoonlike living caricatures of the movers and shakers of the planes. I'll fill in more details when I'm not so tired
    In the square wheel the major locations of the planes (ie. Sigil, the realms of major deities, the city of brass, Dis, Azzagrat, etc) are also reproduced in miniaturized distilled form. Locales pop in and out of existence as the influence of different areas wax and wane. The area corresponding to the square wheel itself contains some combination of a gift shop, a theme park, and/or museum (it changes).

    The spirits of the place are incorporeal but clothe themselves in bodies made of stabilized limbo. These bodies can easily be re-formed if damaged or destroyed. Most can take on multiple forms and become any kind of entity that might be found in the general public of the area they reside in, but the most powerful ones are restricted to the caricatured form of a single major planar entity or tightly knit group of entities (such as the Dark Eight).

    The square wheel has the cosmic role of a sort of an opposite funhouse mirror counterpart of the modron planar orrery on mechanus
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    A holy snow fort
    A sanctified arctic fortress made out of pykrete composed of holy water soaked pages of scripture
    Last edited by Bohandas; 2018-04-01 at 10:43 AM.
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    Default Re: Weird Races and Strange Places

    Quote Originally Posted by Bohandas View Post
    A holy snow fort
    A sanctified arctic fortress made out of pykrete composed of holy water soaked pages of scripture
    Holy Crap! I am definately stealing that one. My vision is of a drip-sandcastle style construction constantly being built up over generations.

    Where the last continental islands lay under permanent glaciers and the frozen raft of the Polar Ice Cap grows to engulf the surrounding waters, the ice giants and their minions wage eternal war with the mountain dwarves. The giants seek to expand their territories into the glaciers which form in the vallies of the dwarven mountains while the dwarves drive them out and even attack onto the frozen seas.

    The Northernmost outpost of the dwarves is built of the winter prayers of the defenders of the faith. Each warrior records a passage of scripture or a prayer and the clerics perform rituals as the prayers are added to the fortress in the depths of winter. It is considered honorable to have served there, but relatively safe, as the ice giants rarely attack defended fortifications.

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    Galactic Orrery
    An orrery is a moving mechanical model of the movements of the planets in a solar system. This one, however, models an entire galaxy. Several blocks wide to accomodate all the complicated detail and with the outer regions making about one orbit per month the individual subordinate planet models whiz around at blinding speed as this one month represents thousands of years
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    The Dryad's Road

    This is a miles long line of trees to which a particular dryad has grafted cuttings from her home oak, thus allowing her to traverse the length of the area
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    Default Re: Weird Races and Strange Places

    In the voidless void is the nexus of all universes. Here, beings far beyond even the most powerful of overdieties freely create infinite universes and time lines, the Diems. Also known as Giems, these masters of creativity pull the strings of all that happens, all for the sheer amusement of it. Interaction with these beings is unheard of, as all beings lower than a Diem are unable to break through to the true realm. As such, some Diems have created facsimiles of their realm, as well as avatars for the pathetic lower beings to interact with. Behind every great hero, villain, apocalypse, and salvation, a Diem is responsible.

    Many Diems freely give up their absolute control to another Diem, in order to "play" as a mere mortal. These Diems then await the opportunity to rise up and conquer, or be epically or hilariously killed, at which point, they will simply create a new mortal, if there is no other way to fairly bring back their former meat suit.

    Truly, Only the most generous of Diems ever allow these tiny toys of theirs to learn a piece of the truth, and only to the most powerful and enjoyable.

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    The Tower and Keep of Scorn- Home to a minor deity of contemptfulness this fortress is built in the shape of a gigantic hand giving the middle finger
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    From the AD&D DMG cover art:

    A lake of fire over which brass galleys sail. Occasional basalt islands thrust black knives skyward, their steep slopes home to fishers and boatbuilders, traders and the dregs of the region who sail the ships or entertain those who do.

    Via brass staircases these islands conect to cloud cities which ride the plumes of ash and steam above the lake of fire; brass ziggurats and onion domes compete with glass and obsidian towers for space on thick grey clouds.

    This is the realm of intelligent fire elementals, ruled by the horrible tyrants known as efriti.

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    Peace Fiends

    These demons are completely evil, yet hate violence in all its forms, and do all they can to avoid it. Instead they go around spreading poison and disease, sabotaging things, and bricking people up insode buildings to starve. They look somewhat like giant vaguely-humanoid diseased pigeons
    Last edited by Bohandas; 2018-06-03 at 05:21 AM.
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    Helion Kryptum

    Starsystem of the dead. Ages ago the sun god of this place was slain and his power usurped by the local death god. Now the sun sheds a pale gray light which empowers the undead, which have overrun the planets. The sun itself is inhabited by a powerful race of reverse-vampires which draw energy from it and sleep beneath it's surface.

    (The name was inspired by Argonesson from the Eberron setting. I decided that I too would make up a name by slamming together the names of two noble gases. I think that assessment of Argonesson's name is an anacronism.)
    Last edited by Bohandas; 2018-06-16 at 04:27 AM.
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    Default Re: Weird Races and Strange Places

    Quote Originally Posted by Bohandas View Post
    Helion Kryptum

    Starsystem of the dead. Ages ago the sun god of this place was slain and his power usurped by the local death god. Now the sun sheds a pale gray light which empowers the undead, which have overrun the planets. The sun itself is inhabited by a powerful race of reverse-vampires which draw energy from it and sleep beneath it's surface.

    (The name was inspired by Argonesson from the Eberron setting. I decided that I too would make up a name by slamming together the names of two noble gases. I think that assessment of Argonesson's name is an anacronism.)
    Can my rogue quest to steal back the sun and introduce an age of hope for the living?

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    Succufish
    The succufish are an anglerfish-like subrace of succubi which absorb males that attempt to embrace them. They can also hypnotize people with the lures that protrude from their heads

    Incufish
    Complimemt to the succufish, this tiny anglerfish-like subrace of incubi engage in a combination of parasitism and demonic possession that involves physically fusing themselves into/onto women's bodies. This causes them to occasionally randomlu conceive half-fiend children.
    Last edited by Bohandas; 2018-07-22 at 02:02 PM.
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    Forest of weapon trees

    On the 896th layer of the abyss there is an endless forest where all sorts of weapons grow on trees and vines. Mostly edged/piercing weapons that sprout new weapon trees when left in the corpses of their victims, but there are also blunt weapons and even grenade fruits that explode when thrown, dispersing their seeds.
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    The Sandstorm Plains

    The 7152nd layer of the Abyss is a vast desert. While there are no natural water sources there there is a great deal of precipitation, for this layer not only has the kind of sandstorm that blows sand around it also frequently actually rains sand there. The surface gradually gets higher and higher as more percipitation rains down (it comes from nowhere) and any stationary structures are covered over in a matter of weeks, if not sooner, unless they are constantly dug out (and even then the structure ends up in the middle of a treacherous pit whose sides could easily collapse and bury it)
    Last edited by Bohandas; 2019-01-10 at 12:53 PM.
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    Brain Coral

    These sessile polyps form a colony which builds upon the shells of previous polyps, creating an irregular mass of stone with a convoluted and creased structure similar in appearance to a humanoid brain. At about three years from the point where free-swimming larvae settle and estivate, losing their capacity for swimming and forming their first calcite shell, the original larva-turned-polyp repeatedly clones itself until it exists as millions of polyps on the outer shell of a calcite ball about the size of a human brain. The coral will continue to grow larger year after year, but at the indicated point the coral becomes self-aware.

    Beginning at Intelligence 3, Wisdom 3, Charisma 3, the coral begins to acquire and exercise psionic powers. Thereafter once each year the coral gains a single Attribute Point to be assigned to one of the three attributes, selected at random. The Brain Coral learns to attract prey with its psionic lure, typically by stimulating its urge to reproduce. It draws its prey in close enough for the polyps to extrude their digestive organs with which they consume the prey.

    As the coral gains Int points, it may also gain psionic abilities which may aid it in survival and later in reproduction. At about twelve years of age the coral will average the size of a stone giant's head. At this point, when conditions ard right, it will begin to spawn, releasing floating eggs and sperm which cloud the water. These will be swept away by the flowing water to hatch far from the spawning colony.

    A spawning colony will typically kill a naescent colony within range of its psionic attack, but if there are multiple colonies in the same body of water which were separated enough to reach adulthood, their spawning will synchronize.

    Very large brain corals will begin to attempt to use their growing powers on more advanced minds, seeking to dominate those within reach for protection, to gather food and nutrients, and to scout locations fof new colonies. Dominated creatures imprint their knowledge upon the coral when it devours the victim's mind. Until then the dominated creature acts to serve the brain coral.

    When a scout discovers a likely location for a colony it returns to the master coral and immerses itself in the coral's water. Swarms of larvae invade the body as the victim gulps water. The scout then returns to the new location and drowns itself, eventually releasing the swimmers which estivate, becoming sessile corals which grow until they become a new brain.

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    Default Re: Weird Races and Strange Places

    For Halloween, some abyssal and far-realm environments
    \

    Planets At War
    Abyssal layer 7716 is a solar system consisting of a black hole orbited by a small star and several dozen planets and dwarf planets. The planets are all at war with each other, literally. The planets are sentient and don't get along, and every so often one of them will try to ram one of the others into the sun or the black hole. This naturally has devestating repurcussions for both planets' inhabitants, regardless of whether it succeeds or not. New planets occasionally pop up in various ways, and so the solar system never runs out. Planets will sometimes divide by binary fission, or a new one will be spat out by the sun, sometimes one will spontaneously spin up out of space dust and debris, and sometimes a pair of twin planets will simply pop into existence out of the void; this last kind almost always immediately smash each other into dust unless one of them is sucked into the black hole or destroyed by something else first. Sun occasionally disgorges huge or even gargantuan Callers in Darkness (expanded psionics handbook), often with fire or evil related templates. The black hole even more rarely disgorges Callers in Darkness that can be up to collassal+ in size and often have multiple templates.

    And the spelljamming inhabitants of the planets are also all at war with each other.

    Several facilities exist in orbit around the black hole dedicated to launching interplanetary projectiles out of the black hole via the Reverse Gravity spell (from Planar Handbook)

    The Forum
    Abyssal layer 41315 is a massive fractally repeating Roman forum, with other types of town squares occasionally sprinkled in, serves as an assembly place for political discourse in the form of bloody violence comitted with the many weapons convemiently strewn about

    The Bowels of the Underworld
    (this one's actually based on a location from the computer game Afterlife)

    This abyssal layer, layer 1777, is alive, specifically it appears to be the intestinal tract of some kind of enormous beast. In terms of inhabitants it boasts more human centipedes per square mile than any other location in the multiverse.


    Upside-Down Spinning Mountains
    This is a landscape in the Far Realm. It consists of an endless series (a square grid actually) of miles high cones, made of some otherworldly material, which face upside down, connecting to the underlaying landscape at their vertices, and rotate about their axis at a rate of about one to ten revolutions per minute. They don't face directly downwards; they are a few degrees off of vertical and precess around the vertical at a rate a little less than once per day. The landscape between he mountains is highly warped spatially. You can travel from mountain to mountain in straight lines across the grid, but the diagonal distance between them is infinite (think of trying to traverse the center of escher's Circle Limit With Butterflies; there are a finite number of butterflies around the edge, but you would have to pass an infinite number of butterflies to go through the center - the only way to get from one side to the other is to go around the edge)

    EDIT:

    Dictatoria
    An isolated dieselpunk Ravenloft domain styled after early 20th century dystopian literature and early 20th century dictatorships. Its paranoid leader relentlessly monitors, censors, oppresses, and disappears the populace, searching for a rebel forces that don;t seem to actually exist. He is also paranoid about external enemies that don;t seem to exist. Don't seem to exist that is, except when war is declared against them, which is this domain's supernatural border closure; during times of war (which is most time) anyone trying to escape past the domain's outlying walls and gates and trenches into the surrounding mists will invariably be hit by artillery fire coming from some indeterminate external place in the distance.

    Dystopialand
    A modern Ravenloft domain. A representatibe democracy with frequent elections, but a very poor choice of candidates. The elections there are always tight races between the No Smiling Party, whose platform involves executing anybody (other than party elite) who does not live a life of cold discipline and self-denial, versus the Smiling Only Party, whose platform involves euthanizing anyone (other than party elite) who seems unhappy or unfriendly. The occupant of their government's highest office appears to change, but is in fact always held by the domain's darklord, who has a split personality
    Last edited by Bohandas; 2018-10-22 at 04:26 AM.
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    Firbolg in the Playground
     
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    Default Re: Weird Races and Strange Places

    One location and one race

    The Burning Ship
    A half-sunken galleon with two enormous columns of flame shooting up from it, many times taller than the ship itself. Closer inspection reveals the flames to be towers constructed from elemental fire. They keep the ship from sinking, the elemental fire hedged out by the water as if it were solid. Based on the fractal of the same name.

    Spoiler
    Show





    .
    Homeopsychopaths
    The homeopsychopaths are undead minions of the Cult of Elemental Evil. At some point the Water Temple hit upon the idea of diluting its minions to increase their efficiency. A ritual is conducted in which selected initiates are taken to a pool of unholy water, held under, and violently shaken until they drown. Several days later their reanimated corpses drag themselves out of the pool, partly fluid and with supernatural power over water
    Last edited by Bohandas; 2018-10-27 at 04:31 PM.
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    Default Re: Weird Races and Strange Places

    Flat Cone/Angular deficit

    This is a series of three square rooms wherein if somebody goes into the room, turns 90° right and goes into the next room and then repeats this process they will return to the first room after traveling to two other rooms, rather than the three which would be expected (such that they return to their place of origin after going around only 270 degrees).

    I'll draw a map to make things clearer. Each number represents a specific door:

    Code:
    ------     
    |    |     
    |    3     
    |    |     
    --2----3---
    |    |    |
    |    1    |
    |    |    |
    -----------

    EDIT:

    on a similar note

    Angular excess/saddle point

    In this set of rooms the party must go around 450 degrees to return to their point of origin

    Code:
    ------     
    |    |     
    |    3     
    |    |     
    --2----5---
    |    |    |
    |    1    |
    |    |    |
    -----------
    
    
    ------     
    |    |     
    3    |     
    |    |     
    --4---
    |    |
    5    |
    |    |
    ------
    EDIT:


    Clifford Torus

    Code:
    --1---
    |    |
    2    2
    |    | 
    --1---


    EDIT:
    Found a youtube video that explains the Angular Defecit/Angular Surplus floorplan better.

    www.youtube.com/watch?v=kEB11PQ9Eo8#t=0m42s
    Last edited by Bohandas; 2020-08-29 at 02:13 AM.
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    Default Re: Weird Races and Strange Places

    Blaster Wyrm:

    Dragon (Air,Fire)
    Environment: Warm mountains and deserts.
    Organization:
    Challenge Ratings:
    Treasure:
    Alignment: Usually Chaotic Neutral





    Age Speed Init AC Special Abilities
    Wyrmling 40 ft., fly 90 ft. (good) +0 15 (+2 size, +3 natural), touch 12, flat-footed 15 CL 1, SR 9, Immune to Fire and Vulnerability to Cold, Resist Acid/Cold/Sonic/Electricity 5, Resistant Senses, Alternate Form, Sense Elements, Magic Missile 3/day
    Very Young 40 ft., fly 90 ft. (good) +0 17 (+1 size, +6 natural), touch 11, flat-footed 17 CL 3, SR 11, Resist Acid/Cold/Sonic/Electricity 6, Pyrotechnics 3/day
    Young 50 ft., fly 120 ft. (good) +0 19 (+9 natural), touch 10, flat-footed 19 CL 5, SR 13, Resist Acid/Cold/Sonic/Electricity 7, Sound Burst
    Juvenile 50 ft., fly 120 ft. (good) +0 22 (+12 natural), touch 10, flat-footed 22 CL 7, SR 15, Resist Acid/Cold/Sonic/Electricity 8, DR 5/magic
    Young Adult 50 ft., fly 120 ft. (good) +0 24 (-1 size, +15 natural), touch 9, flat-footed 24 CL 9, SR 17, Resist Acid/Cold/Sonic/Electricity 9
    Adult 50 ft., fly 120 ft. (good) +0 27 (-1 size, +18 natural), touch 9, flat-footed 27 CL 11, SR 19, Resist Acid/Cold/Sonic/Electricity 10, Disintegrate 3/day
    Mature Adult 60 ft., fly 150 ft. (good) +0 29 (-2 size, +21 natural), touch 8, flat-footed 29 CL 13, SR 21, Resist Acid/Cold/Sonic/Electricity 11, DR 10/magic
    Old 60 ft., fly 150 ft. (good) +0 32 (-2 size, +24 natural), touch 8, flat-footed 32 CL 15, SR 23, Resist Acid/Cold/Sonic/Electricity 12, Control Weather
    Very Old 60 ft., fly 150 ft. (good) +0 35 (-2 size, +27 natural), touch 8, flat-footed 35 CL 17, SR 25, Resist Acid/Cold/Sonic/Electricity 13, Incendiary Cloud
    Ancient 60 ft., fly 150 ft. (good) +0 38 (-2 size, +30 natural), touch 8, flat-footed 38 CL 19, SR 27, Resist Acid/Cold/Sonic/Electricity 14, DR 15/magic, Sunburst
    Wyrm 60 ft., fly 180 ft. (good) +0 39 (-4 size, +33 natural), touch 6, flat-footed 39 CL 21, SR 29, Resist Acid/Cold/Sonic/Electricity 15, Reality Maelstrom
    Great Wyrm 60 ft., fly 180 ft. (good) +0 42 (-4 size, +36 natural), touch 6, flat-footed 42 CL 23, SR 31, Resist Acid/Cold/Sonic/Electricity 16, Meteor Swarm


    Special Abilities

    Breath Weapon (Su): The Blaster Wyrm's breath weapon is a cone of fire and storm force winds (the specific severity is noted in the table)

    Alternate Form (Su): An acrane dragon can assume another form 3 times per day as a standard action. Each arcane dragon can assume the form of any animal or humanoid creature of size medium or smaller.

    Graceful Flight (Ex): Arcane dgagnns have thin, frail wings, yet they soar through the air with effortless grace. While slower than many other dragons, arcane dragons fly with good maneuverability no matter their size.

    Physical Frailty (Ex): Arcane dragons have shorter limbs and weaker natural weapons than other breeds, and are far less suited to physical combat. When detcrmining file type and damage dealt by their natural attacks, treat arcane dragons as if they were one size category smaller than they actually are (minimum Tiny), and subtract 5 feet from the reach of all claw and wing attacks with a reach 0f 10 feet or more.

    Resistant Senses (Ex): A Blaster Wyrm gains a +2 bonus to saves against effects that would blind it with light or deafen it with sound

    Sense Elements (Sp): As a full-round action, a Blaster Wyrm can become aware of all sources of Air or Fire within 10 x Age Category feet of
    them. The Blaster Wyrm learns the size of the objects but not their precise location or actual nature.
    By concentrating longer, a Blaster Wyrm can either extend her magical senses or gather more information about the elements he has detected. Each additional round spent in concentration allows the Blaster Wyrm to add 5 feet to the radius of his sense ability, to a maximum of 5 additional feet per caster level. Alternatively, the Blaster Wyrm can focus on one source of the sensed element per round, attempting a Spellcraft check to determine more about that single item. The amount of information he learns depends on his Spellcraft check result:

    Check Result Information Learned

    20 or higher: Item’s general location (square containing it, or its nearest boundary if it is larger than a 5-foot square)

    25 or higher: Whether the item is natural or a spell effect. (A normal Spellcraft check against DC 20 + spell level can then determine the nature of the spell effect.)

    30 or higher: Whether the item is a creature or an object.

    35 or higher: The exact nature of the item (for example whether a creature is an efreeti or a fire elemental, whether an object is gold or stone, whether air is breathable or not.)

    In subsequent rounds, a Blaster Wyrm can retry their Spellcraft check on the same item, shift their attention to a different item, or extend the range of his senses.

    Spellcasting: A wyrmling Blaster Wyrm casts spells as a 1st level sorcerer and gains two additional caster levels per age category. In addition to their normal picks for sorcerer spells known Blaster Wyrms automatically know all Evocation spells on the sorcerer spell list as well as all the spells from the Air, Fire, Knowledge, Storm (spell compendium p280)

    Spell Resistence: A wyrmling Blaster Wyrm starts out with SR 9 as a wyrmling and gains 2 points of SR per age category

    Spell-like Abilities: 1/day: Control Weather (Old or older), Incendiary Cloud (Very Old or older),Reality Maelstrom (Wyrm or older), Sound Burst (Young or older), Sunburst (ancient or older), Meteor Swarm (great wyrm). 3/day: Disintegrate (Adult or older), Pyrotechnics (Very Young or older), Magic Missile (Wyrmling or older)

    Skills: Blaster Wyrms add Bluff and Spellcraft as class skills

    EDIT:
    WTF!? The bloody forum software ate one on the stat tables!

    Here's my notes until I can reconstruct it:

    Dragon (Air, Fire)
    HD, Size, BAB, & Base saves: As Brass Dragon
    Breath weapon: 2d10 as wyrmling +2d10 per age category Cone of fire and severe wind as wyrmling, increasing to windstorm at very young, hurricane as young, and finally tornado force as young adult
    str-as hex dragon (9 to 29)
    dex- 10
    con- as blue dragon (13 to 27)
    Int- as red dragon (10 tp 26)
    Wis-As white dragon (11 to 19)
    Cha-as copper dragon (12 to 22)

    EDIT:
    Here's the other half
    Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grp Atk Fort Ref Will Breath Weapon Damage Breath Weapon DC Frightful Presence
    Wyrmling T 4d12+4 9 10 12 10 10 12 4/-5 3 5 4 4 2d10 + Severe Wind 13 -
    Very Young S 7d12+14 10 10 14 12 10 12 7/3 7 7 5 5 4d10 + Windstorm 15 -
    Young M 10d12+20 10 10 14 12 10 14 10/10 10 9 7 7 6d10 + Hurricane 17 -
    Juvenile M 13d12+39 12 10 16 14 10 14 13/14 14 11 8 8 8d10 + Tornado 19 -
    Young Adult L 16d12+64 14 10 18 14 10 16 16/22 18 14 10 10 10d10 + Tornado 22 21
    Adult L 19d12+95 16 10 20 16 10 16 19/26 22 16 11 11 12d10 + Tornado 24 22
    Mature Adult H 22d12+110 18 10 20 18 12 18 22/34 26 18 13 14 14d10 + Tornado 26 25
    Old H 25d12+150 20 10 22 20 12 18 25/38 30 20 14 15 16d10 + Tornado 28 26
    Very Old H 28d12+168 22 10 22 22 14 20 28/42 34 22 16 18 18d10 + Tornado 30 29
    Ancient H 31d12+217 24 10 24 24 14 20 31/46 38 24 17 19 20d10 + Tornado 32 30
    Wyrm G 34d12+272 26 10 26 24 14 22 34/54 42 27 19 21 22d10 + Tornado 35 33
    Great Wyrm G 37d12+296 28 10 26 26 18 22 37/58 46 28 20 24 24d10 + Tornado 36 34
    Last edited by Bohandas; 2018-12-04 at 12:58 AM.
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    Default Re: Weird Races and Strange Places

    Meatheads

    The meatheads are a race of humanoid creatures with modified cardiac muscle tissue in place of neurons. The cardiac muscle works much the same way as neurons, transmitting action potentials between cells according to the all-or-none rule, but it does make their movements rather jerky and if one's head were to be opened up you would see their brain squirming and writhing as they thought. They are believed to be descendents of a population of one of the normal humanoid races which were altered, either by evolution or my magic, to make them less appealing prey to mindflayers
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    Default Re: Weird Races and Strange Places

    The Sound Plains

    Abyssal layer 3425 is pervaded with music coming frokm nowhere which frequently abruptly changes, just when a song starts to get good. In addition to being really annoying, this also imposes a penalty to listen checks and acts as a forced countersong (at +0) against any sonic or language dependent buff anyone attempts to cast or otherwise initiate
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    Default Re: Weird Races and Strange Places

    Quote Originally Posted by Bohandas View Post
    The Sound Plains

    Abyssal layer 3425 is pervaded with music coming frokm nowhere which frequently abruptly changes, just when a song starts to get good. In addition to being really annoying, this also imposes a penalty to listen checks and acts as a forced countersong (at +0) against any sonic or language dependent buff anyone attempts to cast or otherwise initiate
    From time to time simple, repetitive, even monotonous music plays, and then will replay after a short diversion to another song. These melodies tend to get stuck in the heads of the hearers, who will soon discover they are humming the nonsense melodies.

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