Home RPG Level Up (A5E) – ENterplanetary DimENsions: Teeming Terrapolis | EN World | Dungeons & Dragons

Level Up (A5E) – ENterplanetary DimENsions: Teeming Terrapolis | EN World | Dungeons & Dragons

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Level Up (A5E) – ENterplanetary DimENsions: Teeming Terrapolis | EN World | Dungeons & Dragons

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ENterplanetary DimENsions has gone to many bleak locations thus far—an infinite dungeon the place undead rule the day, a ruined husk of a world nonetheless crammed with hazard—however at the moment it’s a planet that’s positively populated. Get able to hit the streets as a result of we’re going to Teeming Terrapolis!

Terrapolis Level Up 5E DnD 5E.jpg

Pressed down beneath the floor are just a few notably sturdy constructions not but completely crushed by the trillions of tons of weight from the miles-high skyscrapers above—these ruins are all that is still of the traditional civilization that started constructing upon the planet millennia in the past. The nature of this chaotic place makes details about the progenitors simply as elusive, mere scraps of historical past amongst archives and libraries bursting with books, recordsdata, scrolls, and extra ephemeral types of recording detailing numerous different worlds. Some individuals (albeit not the neatest people) even assume the buildings themselves are the unique inhabitants, drawing vacationers to them and feeding upon their ideas. In any case the infinite metropolis is a crossroad for quite a few main spaceways, frequent portal vacation spot, a necessary cease on stellar routes, and node for cosmic journey through magic—although no solar reaches its pure face Terrapolis is a locus of life.

Practically each type of individual, creature, and object might be present in Terrapolis or in brief order introduced there, however there are lots of claims to who the world really belongs. No matter how far again their information go all of them are flawed: it is a planet that has been claimed by the multitudes which have made it residence. Moreover it’s a place just about unimaginable to instill large-scale order upon—there are legal guidelines of decency upkept by reciprocal therapy however little else. Justice is gained or misplaced by the property, coin, or credit spent to realize it. Whatever its former destiny Terrapolis is now a roiling ball of civilization, know-how, and commerce with connections all through the cosmos and multiverse.

Planar Traits. Terrapolis has the next planar traits and the Narrator ought to make use of the brown mildew, crowd, darkness, dense smoke, inexperienced slime, heavy precipitation, sturdy winds, and yellow mildew encounter parts. When it’s attainable to take action, noticing one among these encounter parts earlier than it’s too near keep away from requires a DC 12 Perception examine.

Always Available

The marketplaces of Terrapolis are well-known for what number of there are and the infinite variety of issues on sale inside—it’s mentioned that one may stay a thousand lifetimes and nonetheless not go to each dealer on town planet.

Getting a Fixer

Locating the best purveyor amongst the teeming lots, huge thoroughfares, and titanic skyscrapers is an actual artwork. Finder’s charges vary anyplace from a proportion (between 5–20%) or a flat charge decided by the perceived rarity of the merchandise (or kind of service provider) in query. For most individuals that is value no matter the additional cost is, the effort and time required to do the looking out themselves far too nice.

Going it Alone

Of course discovering one thing particular might be an journey in itself—although usually not a brief one. The variety of days it takes to find an object is set by its rarity (see Table: Shopping in Terrapolis). When an merchandise (or creature) doesn’t have a listed rarity it’s as much as the Narrator to find out a rarity for it. Each day of buying is just thought of profitable with a profitable Investigation examine (DC 5 + 1 per earlier day). An Investigation examine that’s profitable by 5 or extra reduces the variety of remaining days of buying by 1d4.

Table: Shopping in Terrapolis

Item Rarity Number of Days Shopping
Common 2d6 days
Uncommon 3d4+5 days
Rare 4d4+7 days
Very uncommon 5d4+9 days
Legendary 6d4+11 days
Artifact 10d4+15 days

Trades Preferred

There are as many currencies on Terrapolis as there are varieties of individuals so gold is not a very dependable kind of tender. Most issues are purchased and offered by means of bartering moderately than forex (one factor of an analogous worth for an additional), although makes an attempt to commerce one thing to an individual that has no sensible want or need for it have drawback. If there’s no possibility aside from coin nevertheless, normally there’s an answer for everybody. When the occasion visits a service provider, roll 1d6. On a 1–2 gold is valued as value 20% greater than regular, on a 3 gold is valued as regular, on a 4–5 gold is valued as 25% decrease, or on a 6 it isn’t even accepted as a type of fee.

Asset Authority

One may say that Terrapolis is a hyper-complex system of eagerly contributing entities co-existing in an inevitably equitable state of useful resource flux and dynamic demographics, or that it’s plainly and easily run by revenue motive. All that retains the world metropolis from devolving right into a state of utter anarchy is that over time issues have happily settled out in order that for essentially the most half the wants of the various (of which there are an excellent many) are too supplied by the various.

Watching Corps

Of course that doesn’t imply there isn’t any type of authority on the planet. When one thing egregious sufficient has been completed—huge destruction injuring the lives and property of many, theft of remarkable supplies or objects, the homicide of the top of a skyscraper-owning company or the raiding and taking of such a construction—entreaties are made to the Watching Corps. Whether native to the planet or trapped there by highly effective mages eons in the past nobody is aware of, however these ephemeral creatures are really quite a few and as enigmatic as their origins. The information of the way to summon their consideration and the weird fee that they demand are fiercely defended, solely recognized to the world’s strongest individuals who in flip promote the service of policing for extra typical compensation. Although these bizarre entities use the statistics of wraith lords, they’re amorphous clouds of vitality that part into and out of existence as they silently go about their duties.

City Cyclones

One downside that also plagues Terrapolis which no company, credit score despot, or monied dragon has but been in a position or keen to unravel is the matter of town world’s distinctive climate patterns. Seemingly whipping up out of nowhere and with out warning, these tempests cost by means of plazas and skyscrapers to wreak havoc upon anybody not fast sufficient attending to shelter.

City Cyclone

2nd tier exploration problem (climate)
Challenge 6 (2,300 XP); DC 17/14
Area Immediate (lower than 1 hour)
Suddenly many voices cry out as trash and detritus shortly whip up into the air in a gusting zephyr that quickly grows in energy. Within seconds it’s a tornado crammed with lethal particles hovering by means of town streets!
Spell Solve. A casting of management climate instantly ends town cyclone and triggers a important success.
Tempest Winds. When a creature rolls a pure 1 on a capability examine towards town cyclone, it makes a Strength saving throw or is thrown 200 ft, taking 35 (10d6) bludgeoning harm. A creature suffers a stage of fatigue when it takes 20 or extra harm from being thrown by town cyclone.
Possible Solutions
A profitable group examine utilizing the next choices permits the adventurers to keep away from town cyclone or journey by means of the realm whatever the hazard.

  • A bunch Athletics examine to resist town cyclone and trudge ahead.
  • A bunch Deception, Intimidation, or Persuasion examine to seek out shelter alongside the way in which and take cowl, ready an hour for town cyclone to go.
  • A bunch Survival examine to seek out cowl outdoors, made with drawback if the occasion has no technique to create cowl for themselves (akin to with objects taken out of a bag of holding or utilizing magic to dig a trench).

Critical Failure. Each adventurer suffers one stage of fatigue, loses half of their Supply, and takes 28 (8d6) bludgeoning harm from particles.
Failure. Each adventurer suffers one stage of fatigue, loses 4 (1d4+2) Supply, and takes 21 (6d6) bludgeoning harm.
Success. The adventurers make it by means of however not simply, every taking 10 (3d6) bludgeoning harm alongside the way in which.
Critical Success. The adventurers journey by means of town cyclone unhindered. Roll as soon as on the Boons and Discoveries desk. Alternatively if the occasion is presently Shopping in Terrapolis (as per Asset Authority), the variety of buying days remaining is lowered by 1d4 as they run into simply the best individual.

Multitude of Missions

Crusades to drive out fiends (there are lots of devilish arbiters round), organizations set to rid Terrapolis of dragons (a number of of which lair within the tops of the firms they run), small societies aiming to do the other of both, and hundreds of different causes come and go right here. Visiting adventurers and mercenaries are by no means wanting for alternatives amongst the neverending city sprawl, whether or not partaking in espionage on behalf of the companies there or delving into and beneath the sub basements seeking deserted analysis or forgotten applied sciences value braving the hazards beneath. Who in the end pays for no matter is completed or discovered can be a extra fluid scenario than regular—traitors and turncoats are frequent when the opposite facet places down sufficient cash on the desk, and there’s all the time one other facet on Terrapolis.

Swarming Settlements

Unless the Narrator states in any other case a given area in Terrapolis is an Urban Township. There’s nonetheless a mess of varieties of surroundings to be discovered internationally nevertheless, even when it’s all constructed stone beneath. When the occasion travels throughout Terrapolis, the Narrator must be artistic and liberal when ascribing what a area is and its results—a Flowing River turns into a Waste Disposal Waterway that carries ailments in its present, Lofty Mountains grow to be Skyscraper Ruins with sturdy winds, and so forth.

Table: Terrapolis Regions

Region Region on Terrapolis
Blasted Badlands Accident Site
Country Shire Regulated Biome
Feywood Feypark District
Fiery Hellscape Industrial Venting Works
Flowing River Waste Disposal Waterway
Frozen Wastes Industrial Cooling Works
Haunted Lands SRA (Spectral Rich Area)
Lofty Mountains Skyscraper Ruins
Open Roads Busy Thoroughfare
Rolling Grasslands Protected City Park
Tangled Forest Unregulated Biome
Underland Realm Sub Basement, Underlevel
Unrelenting Marsh Sewage Treatment District
Wartorn Kingdom Corpwar Battleline

Terrible Traffic​

People and automobiles of startling selection are in all places at each hour of the day. This fixed throng makes circumstance and concrete exploration challenges extraordinarily frequent, but in addition presents a generally impassable barrier that requires rerouting that eats up minutes, hours, and finally even days. When taking a journey throughout Terrapolis the period of time required is doubled. The assist of a neighborhood navigator (which might vary from slick digital AI to dirtied mephits in out of fashion jackets and extra moreover) negates this trait, however their help isn’t free. Without negotiation a Terrapolis native (or equal service) might be employed for 1 gold per 5 miles (or an merchandise of equal worth; see Trades Preferred beneath Always Available). A run of dangerous diplomacy can improve that price by double, however a profitable Intimidation or Persuasion examine can scale back it by half.

Trouble Ticking​

Absolutely all the pieces is out there on Terrapolis—together with you. Whether it’s an previous nemesis, an leisure company specializing in gladiator fights, a society devoted towards adventurers of each ilk, or the digital ghost of a rogue subroutine in an errant laptop system the extra time the occasion spends on the planet the extra possible bother comes searching for them.

Trouble Countdowns​

When the PCs arrive in Terrapolis the Narrator secretly offers every a countdown pool based mostly on their background and sophistication (as per Table: Trouble Ticking) plus their Prestige score. At the top of every day on Terrapolis, roll these cube and take away any with a results of 6. When there aren’t any extra cube remaining within the countdown pool the adventurer turns into a goal till they’re caught or now not on this world. What precisely pursues them is set by the occasion’s common stage, the wants of the story, and the areas they’re touring by means of however can embrace constructs, dragons, supernaturally gifted hunters like driders, fey knights, invisible stalkers, and revenants, in addition to the Watch Corps (see Asset Authority) or different adventurers employed for the job.

Table: Trouble Ticking Backgrounds

Background Countdown Dice
Acolyte 5
Artisan 3
Charlatan 2
Criminal 2
Cultist 3
Entertainer 2
Exile 2
Farmer 5
Folk hero 3
Gambler 2
Guard 4
Guildmember 2
Hermit 5
Marauder 2
Noble 1
Outlander 5
Sage 3
Sailor 5
Soldier 4
Trader 2
Urchin 5

Table: Trouble Ticking Classes

Class Countdown Dice
Adept 4
Bard 1
Berserker 2
Cleric 1
Druid 1
Fighter 5
Herald 2
Marshal 3
Ranger 5
Rogue 3
Sorcerer 1
Warlock 2
Wizard 2


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