Ave Nox.pdf

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By Alex Coggon
& Charles Ferguson-Avery
Acknowledgments and Credits
Illustration and Writing:
Alex Coggon
Charlie Ferguson-Avery
Layout:
Charlie Ferguson-Avery
Proofreading:
Alex Dellarciprete
Special Thanks:
To our friends and Feral Family for their love, support, and comradery.
Dedication:
This book is dedicated to
Nutmeg and Hazel the cats.
The sun set too early for you.
May you rest easy now in our hearts.
ii
Chapters
System Neutral............................3
History of Solis ............................4
The Ghost-Fields .........................8
Shear Locations...........................9
Shear Locals..............................12
Shear Merchants .......................16
Shear Mercenaries.....................20
Character Backgrounds.............26
Ave Nox .....................................28
Dungeon Quirks ........................29
Dungeon Entrances...................34
The First Descent ......................35
The First Level
The First Level Map ...................36
The Grand Courtyard A1-A6 ......38
The Barracks B1-B7 ..................42
Outer Gate C1-C5......................46
Work Hall
Work Hall Map ..........................50
King Linnorm ............................50
Work Hall Landing D1-D3 .........54
Processing Hub E1-E6...............56
Livestock Hall F1-F8..................60
Sower Hall G1-G7......................64
Fishery Hall H1-H8....................70
Storage Hall I1-I7 ......................76
The Living Quarters
The Living Quarters Map ...........82
Living Quarters Landing J1-J6 ..84
Summer Quarter K1-K11...........88
Summer Cult Temple L1-L5.......95
Fall Quarter M1-M10...............100
The Louse-Eaters.....................107
Winter Quarter N1-N13 ...........108
Spring Quarter O1-O8 .............116
The Depths
The Depths Map ......................122
The Depths Landing P1-P5 ......126
Sanitation Quarter Q1-Q6 .......128
Dungeon R1-R13 .....................134
Tul-Yafshalamr........................144
Machinery Hub S1-S5 .............146
The Mines T1-T8......................150
Solar Palace
Solar Palace Map .....................156
Solaris Wards ..........................156
Solar Court U1-U6...................158
Royal Garden V1-V4 ................164
Villa of Greed W1-W4...............168
Serdati ....................................170
Serdati's Hoard........................171
Villa of Excess X1-X4...............172
Goloch.....................................175
Villa of Sloth Y1-Y4..................176
Vox-Solaris ..............................178
Sorcerer Hall Z1-Z5 .................180
The Guidance of Light Ritual ...187
Sun-King Domain
Sun-King Domain Map ............188
Sun-King Villa
e
1-
e
5 ..............190
Solar Sanctum
Q
1-
Q
4 .............196
Solaris-Rex, Sun-King .............199
Father Flame ...........................201
Afterwards ...............................202
Appendecies ............................203
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SYSTEM NEUTRAL, AND WHAT IT MEANS
The following book is written in the fashion of “System Neutral.” This means
that a majority of the book has been written to be immediately usable by
most RPG systems, but some additions or tweaks may be desired by Referees
and Players. The most important parts of the book are the ideas and con-
cepts for Referees and Players alike.
GLOSSARY
The following are a few mechanical terms and phrases that are used through-
out this book, in regards to running and playing the game; so a small glos-
sary has been made to explain what each one means in regards to play.
TURN
- The measure of a single player character’s actions.
ROUND
- The measure of every character and monster’s actions. In game
time, it is equivalent to about 6 seconds.
ADVANTAGE
- When a roll is made, roll two dice and take the higher of the
numbers. This is used when a character or creature is at an advanta-
geous position.
DISADVANTAGE
- When a roll is made, roll two dice and take the lower of
the numbers. This is used when a character or creature is at a disadvan-
tageous position.
SAVE VERSUS
- When attempting to avoid a spell effect, special attack, or
some other hazard, a player may be required to make a “Save versus (X).”
All this means is a character must roll a d20 and use their related ability
score in order to avoid harm.
Strength
Save v. Hold
Mobility hazards and force
Dexterity
Save v. Breath
Moving and dodging
Constitution
Save v. Poison
Poisons and disease
Intelligence
Save v. Magic
Magical influence
Wisdom
Save v. Madness
Mind alteration and effects
Charisma
Save v. Charm
Force of will and personality
- Systems that use a roll-under system are capable of using the rules as is.
- Systems that use a roll-over system should find a roll that suits the diffi-
culty of the situation:
Challenge
d20
d100
Easy
10
50
Average
15
75
Hard
20
85
Very Hard
25
90
Impossible
30
95
- These terms can be interchangeable if need be. Systems that have a con-
densed save system (Pathfinder, D&D 3.5) will need to consider which
save works best.
If some creatures, items, or spells need to be overhauled or groups agree to
add their own house-rules to fit their style of play, that’s okay! The informa-
tion, rules, and facets of this book are designed to be loose and malleable,
free to be broken down and changed for enjoyable play.
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