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3W Culture: Sleeping Sea

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13W Culture: Sleeping Sea Empty 3W Culture: Sleeping Sea Thu Apr 21, 2011 4:47 pm

Strange Agent

Strange Agent
GM

Residents of the Sleeping Sea

In the northern edge of the continent, there sits a vast lake, deeper than the night is dark. Here the laws of nature have taken a heavy hit, bending to the whims of a Sleeping God. As the sky dims, and the clouds grow heavy, what falls from the heavens is not rain, but dirt, and seed that clumps together to form islands. The residents of this lake rope these islands in to their waterborn city, farming what they can before the dirt dissolves into the sea.

Deep, deep below them, where light dare not tread, rests the frame of Slumber. His imposing image long since pushed into the deepest recesses of human consciousness, the residents of the Sleeping Sea ritualistically pour a Sleep-Aid into the water every week, to ensure that the behemoth beneath them stays adrift in the world of dreams. As a side-effect to this, the water around them has become tainted, a couple drops of it enough to put under an army of soldiers.

Cultural Traits

Well-Rested
Feat
Effect: When you are put under the effects of Sleep, gain a bonus to will equal to your wisdom, this bonus vanishes when you wake up. When you emerge from the sleep, gain an amount of health equal to your Wisdom.

The Price of Slumber
Your very blood is possessed of the same taint as the ocean upon which you were born, a single droplet is often enough to drown simpletons in a sea of dreams.
Encounter * Cultural Dream
MinorAction
Target: Self
Effect: You prick your finger, just enough to let a single droplet drip out. Take a recurring 1 damage at the beginning of each of your turns. At the beginning of your turn, before taking the 1 damage, you may bandage the wound, removing all effects of this ability.While under the effects of this ability, you may make an attack (Using either Intelligence or Wisdom) against target creature in an adjacent square, if the attack is successful creatures with a will score of 10 or less, are immediately put into a fitful sleep and their will is reduced to 1. Creatures with a will score of 15 or less are made drowzy, reducing their will by an amount equal to your Wisdom. Creatures with a will score of 20 or above have their will reduced by 1. The sleep effects last until the beginning of your next turn.

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