An entry for the Summer LEGO RPG Setting Jam created by DIY & Dragons. If you want to have a go - here are the curated helpful links we were given.
I was too slow with my initial idea (pirates plus atlantis - TableTobRPG did the Azure Archipelago) so it took me a while to come up with a fresh idea - portal invasion! Here we have a world of islands where the resident elves are getting pushed back by clockwork invaders. All is not going well for the invaders however, as it turns out this place is rife with ferocious deep sea monsters and a resident bunch of underwater hostiles. This is a setting about dragon-riding! Aerial combat using the rules of your choice - MCDM's Aces High if you're feeling like quick stuff, Calidar Skyship Combat Mechanics work for monsters if you're on for a challenge.
Below are the tagged hexes and outside of those use the High Seas random table. I drew on Dungeonfruit's "Making Good Factions (For Your Dungeon)" is a good one.
Hex list:
0101 - Home Trees - elven idyll, as yet relatively undisturbed by the encroaching invaders - place for rest and resupply
0801 - Turtle Island - elven beastmasters and turtle riders patrol against the deep ones and keep the monsters at bay.
0901 - as 0801. Here find Queen Blinze - turtle-rider, druid-like, tactical genius, neglects realm
0203 - Grace Harbour - home of the elven fleet, the most raucous port around.
0205 - Scorpion Shallows - a great sea scorpion lairs in the shallows between the two islands and preys upon any who stray near
0206 - Dragon haven - training base for dragon riders, nursery for young dragons.
0207 - as 0206. Here find Polse - dragon trainer, elven eldest
0303 - Megapirahna
0304 as 0203. Directed by Captain Folmirth - most senior ships captain, record-holding free-diver.
0306 as 0206.
0308 - Great Black Shark
0405 - Hall of the Deep Ones - center of their own trans-world network of sub-ocean gates - utterly uninterested in the doings of the 'skim-world' above them
0501 - Manta-folk tribe
0507 - Giant sea spider
0603 - Clockwork forge tower - sprouting from the seabed, creating new portals to drive the invasion.
0604 - Deep One beast-masters - those charged with keeping the pesky skim-worlders from disturbing their betters
0608 - Deep One archmage lair with guardian colossal squid and chained undead octopi
0802 - Clockwork interchange hub - constant traffic of purple mining units bring ore to forge before shipping to the clockwork construction yards
0804 - Predatory octopi
0806 - Seabed mine - operated by Purple Mining Unit with white cuboid nodule scavenger
0809 - Clockwork lava forge
0901 - Dragon Watch - home to most dragon riders, including nests
0905 - Clockwork construction yards - dragon-automata made in mimicry of the local species are beginning to be completed and starting to fly against the native dragons
Over the deep ocean, the mobile forces from various locations or roaming monsters can be encountered.
Deep Ocean table (2d6)
2 - Young elven dragon on training flight
3 - Elven dragon on patrol
4 - Elven fleet on blockade run
5 - Elven turtle rider scouts
6 - Calm skies
7 - Inclement weather - roll d6 to determine what neighbouring hex you get thrown to
8 - Deep Ones
9 - Giant octopus
10 - Megapiranha
11 - Great Black Shark
12 - Clockwork dragon on a test flight
A dragon-riding setting! Very cool idea! :D
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