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| Yayhya06-04-07, 12:06 PM | Background Story Long ago at the dawn of time, the Aberrations ruled over the Planes with an iron fist. The held sway for countless ages. The world was different then a place of jagged mountains, raging windstorms, darkness and raging storms that rent the heavens and filled the land with fire. The Aberrations needing a race of slaves created the first mortals, beings to act as slave laborers in mines and building their dark temples and cites. This race long since destroyed and only remembered in the oldest of tales, gave birth to the first Gods. The prime Gods, Nur: the God of life and death, Hextrall: the god of war and battle, Genishaa: the Goddess of the elements. The Gods saw their people in slavery and were filled with rage. They gave magic to the mortal races and items of terrible power. They then took form and lead the Mortals to war against the Aberrations. Years went by and each side fought with horrible skill and effectiveness. In the end the Aberrations were no match for the mortals with their divine backing. The Gods created a prison for the Aberrations knowing they could not wipe them out, as they would have liked to do. So beneath the Sea they created nine great dungeons. They sealed these prisons away under mountains and the seas of the world. But knowing some day they might need to reach the Aberrations they crafted another dungeon. In this dungeon they placed a portal to each of the other dungeons. They sealed the dungeon away in a mountain and hope that they would never need to open it. After these great feats they were left weakened and faded away into distant memory's, New Gods have taken their place. As the ages past the few Aberrations that had remained free, gathered to them selves a cult of insane worshipers. These cultists began conducting profane and insane rituals in secret temples across the land. Through these rituals they to contact the imprisoned Aberrations and aid their release. As the ages past the scoured the World for what few items remained of the First age when the Aberrations ruled the land. Hoping they would find something to help them in their insane quest. To complete their quest the insane cultist have hired Adventures to guard them as they dig a tunnel to the dungeon once it is completed they will pay the adventuring parities to enter the dungeon and the portals and manipulate them into freeing the Aberrations. This is where the Campaign begins the first two or three adventures nothing out of the ordinary happens. But then they are hired to help guard an archeological dig in its finest stages and once it is completed guard a scholar as he enters the ruins. |
| Yayhya06-04-07, 12:07 PM | Races by Book Players Handbook Humans Dwarves Elves Gnomes Half-Elves Half-Orcs Haflings Stormwrack Hadozee p. 152 Frostfell Neanderthals p. 36 Races of Destiny Mongrelfolk p. 98 Sea Kin p. 100 Races of Stone Dream Dwarf p. 89 Whisper Gnome p. 94 Races of the Wild Raptorans p. 65 Planar Handbook Buommans p. 8 Savage Species Any monster class or Race with an LA of +0 |
| Yayhya06-04-07, 12:07 PM | PC Classes by Book: Players Handbook Barbarian Bard Cleric Druid Fighter Monk (See variant rules) Paladin Ranger Rogue Sorcerer Wizard Players Handbook II Beguiler Duskblade Complete Adventure Ninja Scout Spellthief Complete Arcane Warlock Warmage Wu Jen Complete Divine Favored Soul Shugenja Spirit Shaman Complete Warrior Hexblade Samurai Swashbuckler Dungeinscape Factotum Heroes Of Horror Archivist Dread Necromancer Tome of Battle Crusader Swordsage Warblade Tome of Magic Binder Shadowcaster Truenamer Savage Species See the races section New Class Variant The Martial Artist: As Monk Except where noted. Loss: Bonus feats Evasion Still mind Ki strike Slow fall Purity of body Wholeness of body Improved evasion Diamond body Abundant step Quivering palm Timeless body Tongue of sun and moon Empty body Perfect self Gain: One Martial arts style at first level and one every five levels there after. (A Martial Artist may chose to not gain a style feat and in it's place they may gain a maneuver feat.) One Martial arts maneuver at first level and every third level there after. One Martial arts stance at first level and every third level there after. |
| Yayhya06-04-07, 12:08 PM | Skills Form my game I have made the following to the core skills: 1. Anyone else with a strength score over 16 can use intimidate as if it were based on strength rather than charisma. 2. Hide and Move silently become Stealth. (Dex) 3. Listen, Search, and Spot become Perception. (Wis) New Feats Banter You have mastered the art of “witty” (read: annoying) repartee in combat. This serves to both annoy and distract your opponents. Prerequisite: Cha 13+, Bluff 5 ranks. Effect: You gain a Competence bonus to your Defense against melee attacks equal to your Charisma modifier. Any circumstances which cause you to lose your Dexterity modifier to defense also causes you to lose this bonus. |
| Yayhya06-04-07, 12:09 PM | Aberration stuff (grafts items etc) AHSN (Aberration Home Shopping Network) (http://boards1.wizards.com/showthread.php?t=724027) This Campaign shouldn't be run with out this stuff. So use it, so many goodies for the aberrations. Adventuring Permit These are formal documents recognized by all of the Formal nations, allow the owner to carry arms, armor, magic items, and use these items. They need only be purchased after sixth level. One could refuse to do so but there is a fine if one is caught with out a Adventuring Permit. These permits allow the governments to keep adventures from running wild and causing chaos in their realms. They also work as a great way t make sure that Adventures from time to time do the bidding of the rulers. Type of Permit___________Cost_______Fine Arms and Armor__________1,000 GP____2,500 GP Magic Item______________2,000 GP___10,000 GP Magic Using______________5,000 GP___25,000 GP Arms and Armor permit: Allows an adventure to carry and use any means of non magical arms and armor they wish, as long as these items break no laws. Magic Items permits: Allows an adventure to carry an kind of magic item and use that item as long as the action breaks no laws. Magic Using Permits: Allows an adventure to use magic of any sort as long as it does not break any laws. Aberration Battle Engines Leach Weaver Demolisher Tunneler |
| Yayhya06-04-07, 12:09 PM | Saved |
| Yayhya06-04-07, 12:10 PM | Disallowed Monsters MM I Achaierai Arrowhawk Athach Cockatrice Couatl Devourer Digester Dinosaur Doppelganger (changed) Dragon (changed) Dragonne Drider Drow Formian Girallon Gorgon Krenshar Lamia Lammasu Locathah Otyugh Owlbear Pegasus Rast Tojanida Triton Xill Xorn Yeth Hound MM II Abeil Bladeling Dinosaur Felldrake Hook Horror Jermline Leechwlker Myconid Needlefolk Ocean Strider Red Sundew Teratomorph Thri-Kreen Vaporighu MM III Abush Drake Avalancher Bearhound Boneclaw Bonedrinker Chrnel Hound Dinosaur Dread Blossom Swarm Golem Gloom Planar Web Harpoon Spider Lhosk Mivilorn Necronaut Needletooth Swarm Otyugh Lfeleech Petal Rage Drake Rejkar Runehound Shifter Shimmerling Swarm Siege Crab Trilloch Vermin Lord Warforged MM IV Bloodhulk Bloodsilk Spider Clockroach Corrupture Defacer Elf, Drow Fang Golem Howler Wasp Joystealer Lolth-Touched Creature Mageripper Swarm Necrosis Carnex Plague Walker Quanlos Skiurid Windblade Wrackspawn Voor FF Abrian Abyssal Ghoul Bonespear Chwidencha Death Dog Demodand Disenchanter Fensir Fhorge Formian Fossergrim Golem Blood Golem of Hextor Demonflesh Hellfire Huecuva Indricothere Keeper Kelpie Maelephant Maulgoth Megatherium Oread Quth-Maren Rilmani Selkie Senmurv Shedu Skulk Slaad, mud Terror Bird Ti-Khana Deinonychus Vine Horror Vorr Wendigo Yurian Libris Mortis Atropal Scion Blaspheme Lords of Maddness NONE Draconomicon Abyssal Drake Dragonkin Dragonnel Elemental Drake Faerie Dragon Felldrake, Spiked Golem Dragonbone Drakestone Ironwyrm Hoard Scarab Landwyrm Planar Dragons Squamous Spewer Storm Drake Book of Exalted Deeds NONE Book of Vile Darkness NONE Minitures Handbook Catfolk Cave Dinosaurs Gravehound Heros of Horror Bloodrot Bog Imp Manual of the Planes NONE Planar Handbook Astral Kraken Elsewhale Gaspar Limbo Stalker Pack Fiend Ur'Epona Dungeonscape Ascomoid Stormwrack Aventi Dinosaur Hippocampus Nereid Expanded Psionics Handbook Blue Thri-Kreen Frostfell Domovoi Ice toad Rusalka Uldra Yuki-On-Na Epic Level Handbook NONE THE ABERRATION ARMY Ranking of Aberrations Solider: Common soldiers of the army, they are often armed with bone blades and a few might have one minor graft. CR 1-7 Carrion Crawler CR 4 Grick CR 3 Rust Monster CR 3 Skum CR 2 Catoblespas CR 6 Ixitxachitl CR 1-3 (aquatic) Meenlock CR 3 Morkoth CR 5 (aquatic) Wyste CR 5 (aquatic) Mindshredder CR 1-8 Quarapon CR 5 Seryulin CR 7-10 (aquatic) Ahuizotl CR 6 (aquatic) Half-Illithid CR (base creature +3) Elan CR 1/2 (plus class levels, most common soldiers) Beholderkin CR 4-15 Cildabrin CR 7 Illithidae CR 3-7 Psurlon CR 5-11 Elite Solider: Same as Solider but better fighters often have two or more weapons, and a few have PC class levels. CR 7+ Mind Flayers CR 8 Umber Hulk CR 7-14 Psurlon CR 5-15 Windghost CR 15 (Airborne) Stonesinger CR 7 Susurrus CR 7 (specializes in killing undead) Lodstone Marauder CR 9 Darkweaver CR 10 Ethergaunt CR 9-17 Half-Illithid CR (base creature +3) Phiuhl CR 11 Runkanyr CR 9 Skybleeder CR 12 (airborne) Tunnel Terror CR 15 Neothelid CR 15 Beholderkin CR 4-15 Elder Eldolon CR (base creature +3) Psurlon CR 5-11 Shock Troop: Soldiers that are used at the beginning of a battle to weaken the enemy before the common soldiers are sent it, good fighters often have two or three grafts and a few weapons. Umber Hulk CR 7-14 Beholder CR 13 Mind Flayers CR 8 Fihyr CR 3 or 15 (normal Fihyr [CR 3] are kept till the become greater Fihyr [CR15]) Moonbeast CR 16 Quarapon CR 5 Rot Reaver CR 6-12 Shrieking Terror CR 10-13 Lodstone Marauder CR 9 Half-Illithid CR (base creature +3) Runkanyr CR 9 Skybleeder CR 12 (airborne) Thought Slayer CR 13 Thorciasid CR 22 Beholderkin CR 4-15 Zeugalak CR 12 Bio-engineer: This rank is for these who create the weapons, grafts, and breed new monsters for the cause. Aboleth CR 7 Mind Flayers CR 8 Grell CR 3 Ethergaunt CR 9-17 Neh-Thalggu CR 26 Beholderkin CR 4-15 Silthilar CR 7 Alchemist: They create poisons, potions, and help with the breeding of new monsters and creation of grafts lesser than Bio-engineer. Grell CR 3 Ethergaunt CR 9-17 Beholderkin CR 4-15 Silthilar CR 7 Magic User: Arcane magic users often among the ranks of Bio-engineer, and Alchemist. They are also used on the battlefield. Aboleth CR 7 Beholder CR 13 Mind Flayers CR 8 Naga CR 7-10 Grell CR 3 Ethergaunt CR 9-17 Ha-Naga CR 22 Neh-Thalggu CR 26 Beholderkin CR 4-15 Silthilar CR 7 Psionics User: Same as Magic User but use Psionics. Mind Flayers CR 8 Neothelid CR 15 Tank: Shock troops but are used in the midst of combat to break the enemy line. Stonesinger CR 7 Runkanyr CR 9 Gibbering Orb CR 27 Thorciasid CR 22 Vermiurge CR 24 Elder Eldolon CR (base creature +3) Assassin: Used to kill a single target. Choker CR 2 Cloaker CR 3 Mimic CR 4 Phasm CR 7 Grell CR 3 Julajimus CR 12 Prismatic Roper CR 9 Runehound CR 3 Ahuizotl CR 6 (aquatic) Darkweaver CR 10 Ocularon CR 12 (airborne) Slasrath CR 7 (airborne) Spectral Lurker CR 17 Intellect Devourer CR 7 Temporal Filcher CR 3 Spy: Spy’s Choker CR 2 Cloaker CR 3 Ethereal Filcher CR 3 Mimic CR 4 Phasm CR 7 Grell CR 3 Julajimus CR 12 Lurking Strangler CR 2 Prismatic Roper CR 9 Ocularon CR 12 (airborne) Folugub CR 2 Intellect Devourer CR 7 Temporal Filcher CR 3 Anti-Magic User: Are used against enemy spell casters of all sorts. Windghost CR 15 (Airborne) Balhannoth CR 10 Thought Eater CR 2 Anti-Psionics User: As Anti-Magic User but psionics instead of magic. Thought Eater CR 2 Guardians: Used to Guard areas, individuals, and items Chaos Beast CR 7 Gibbering Mouther CR 5 Naga CR 7-10 Darktentacles CR 7 Elder Eldolon CR (base creature +3) Urophion CR 13 Sappers: Used in the creation of underground tunnels and fortifications. Delver CR 9 Guerilla Fighters: Soldiers but they use hit and run tactics. Ettercap CR 3 (forests only) Darkweaver CR 10 Spectral Lurker CR 17 Tunnel Terror CR 15 Commanders: Lead a certain type of Aberration Beholder CR 13 Mind Flayers CR 8 Paragon template CR +12-+18 (of that type of Aberration only) Beholderkin CR 4-15 Elder Brain CR 25 Mind Flayer, Ulitharid CR 12 Commanders of the Aberration Army: The second highest rank, they lead the army and implement the orders of the Perfect Mind Gibbering Orb CR 27 Leaders of the Aberration Army Magic Users: They lead all the magic users including Bio-engineers, alchemists, and Psionic users. Ha-Naga CR 22 The Perfect One: Only one exists this is the being that is the mother or father of all Aberrations. The Perfect One Mount: Soldiers and shock troops use these Aberrations as mounts. Rust Monster CR 3 Catoblespas CR 6 Skybleeder CR 12 (airborne) Enthraller: These Aberrations are used to dominate other non- Aberrations and use them to help the cause. Aboleth CR 7 Mind Flayers CR 8 Naga CR 7-10 Neogi 1/4- 6 (Umber Hulks only, they also serve as merchants and slavers) Creator and Command of the Undead: This rank also includes magic users who have become Liches, or even Demi-Liches, they create and command undead to bolster the Aberration forces on the battlefield. Avolakia CR 10 Rot Reaver CR 6-12 NEW MONSTERS Coming soon |
| Yayhya06-04-07, 12:11 PM | coming soon |
| Yayhya06-04-07, 12:12 PM | coming soon |
| tryco06-05-07, 09:30 AM | :eek: wow, this is great. i really love the aberration army section. if you need any help just ask. i would also advice the AHSN (aberration homeshopping network), there must be some stuff you could use for this campaign. |
| Yayhya06-05-07, 11:33 AM | AHSN (aberration homeshopping network) Is one of the first pages i open when i do any DnD work its got such great stuff. And sure if you feel like it do what ever make monsters spells etc i don't care. post them and we can work it all out. Thank you. |
| MagicMouth06-05-07, 03:40 PM | I´ve actually had some ideas regarding a campaign of a similar theme. The aberrations could use titanic, biomechanical monstrosities that athach themselves to the land itself. Then they start to absorb the local flora and fauna and convert it to raw energy used by the aberrant masters for various purposes - this process also spawns dark smoke that blocks out the sun and adapts the local climate to better suit the invaders. What are the planned starting level for the PCs, and how high do you plan to take them? It seems quite high and/or epic level at a glance, at least. Additionally, you could use these for further inspiration: The Tyranids from Warhammer 40,000 The Zerg from StarCraft The Strogg from Quake 2 & 4 The Yuuzhan Vong from Star Wars: The New Jedi Order novel series. The Undead Scourge from the Warcraft universe. |
| Timedude06-06-07, 08:18 AM | I love the idea of an Abberation invasion! I've been thinking of doing something simular myself for a while now. I'm glad I've found somebody else who I can 'steal' some of the hard work from. I hope your caampaign turns out well... I thought I'd recommend you spend a $1.50 on a PDF:Emerging Forms:Xeshaal (http://www.rpgnow.com/product_info.php?products_id=4205&) The Xeshaal are a +0 LA Abberation race that was designed to be usable as a PC race, although they seem to be better fit as monsters. They are living portals to a plane of nothingness. They have mouths in their hands that they use to 'feed' the plane. I onw the PDF, and they seem like great low-level Abberation Troops. Even if you don't normally buy Digital d20 product, you should check this one out. Timedude |
| Yayhya06-09-07, 09:42 AM | OK so i have a massive list of aberrations . . . but it doesn't seem like a unified army to me just a buntch of monsters the DM (me) put to gether yeah they are all Aberrations but it feels disunified. so iwas thinking of taking some of the aberrations out and making the list of those aberrations in the army smaller, i dont know if i would revome the ones i take out off the list from the setting or not. So please i need feed back what do you guys think about this??? |
| Yayhya06-10-07, 01:47 PM | The aberrations could use titanic, biomechanical monstrosities that athach themselves to the land itself. Then they start to absorb the local flora and fauna and convert it to raw energy used by the aberrant masters for various purposes - this process also spawns dark smoke that blocks out the sun and adapts the local climate to better suit the invaders. What are the planned starting level for the PCs, and how high do you plan to take them? It seems quite high and/or epic level at a glance, at least. I like the idea of giant biomechanical monstrosities that draw energy from the land and change the climate to suit them. I'm working on stats and stuff for them. planed level well I'm going to start the game at 2nd or 3rd and throw the invasion in at around 12th level. so they will have time to grow and if they pick up on the hints i give them then they can prepare. more latter |
| Delfedd06-10-07, 02:14 PM | Here's an Idea. Have the players be the reason that the portals are opening. Let the players have their fun. For a while. Make sure that they fight humanoids and "normal" opponents for a while. Then they go into a dungeon. Fairly average. Their patron (a cultist,) Hired the players to open a portal. They do just that. Nothing obvious happens, and the players move on. There are several more quests like these. Eventually, the players meet up with more characters, who, after some questions, are revealed to have been doing similar quests. More and more rumors of strange creatures should be heard.If a player wants to be a psion, consider granting him a pool of power points. And then have the invasion. |
| Yayhya06-10-07, 03:55 PM | Have the players be the reason that the portals are opening. Let the players have their fun. For a while. Make sure that they fight humanoids and "normal" opponents for a while. Then they go into a dungeon. Fairly average. Their patron (a cultist,) Hired the players to open a portal. They do just that. Nothing obvious happens, and the players move on. There are several more quests like these. Eventually, the players meet up with more characters, who, after some questions, are revealed to have been doing similar quests. More and more rumors of strange creatures should be heard.If a player wants to be a psion, consider granting him a pool of power points. And then have the invasion. I've been toying with this aslo i've been reading a lot of H.P. Lovecraft recently (probably where the idea came from) so i was thinking of making the Aberrations come out of the ocean instead of the mountains . . . so i could have them go underwater and do a few quests under the sea, always a good thing make the PC's think differently. |
| Yayhya06-11-07, 08:02 PM | OK so i need a bit of help how would i handle the Aberrations biomecanical creations. i was thinking that they would have great engines of war, like a tunneler to build fortifications, a weaver a giant spider like thing that would eat rock and metal and "spin" out a building substance and they would then "weave" buildings, or at least the framework for them. Also some one suggested a giant leach like thing so drain the life forces from the land it's self i like this idea, now would these be monsters, buildings items or a hybrid combination, they would be sort of cybernetic as well living creatures with metal frames and such. Any ideas? |