Aberration Invasion campaign [Archive] - Wizards Community

Post/Author/DateTimePost
Yayhya

06-04-07, 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.
Yayhya

06-04-07, 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
Yayhya

06-04-07, 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.
Yayhya

06-04-07, 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.
Yayhya

06-04-07, 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
Yayhya

06-04-07, 12:09 PM
Saved
Yayhya

06-04-07, 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
Yayhya

06-04-07, 12:11 PM
coming soon
Yayhya

06-04-07, 12:12 PM
coming soon
tryco

06-05-07, 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.
Yayhya

06-05-07, 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.
MagicMouth

06-05-07, 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.
Timedude

06-06-07, 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
Yayhya

06-09-07, 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???
Yayhya

06-10-07, 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
Delfedd

06-10-07, 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.
Yayhya

06-10-07, 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.
Yayhya

06-11-07, 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?