Showing posts with label Skyrealms of Jorune. Show all posts
Showing posts with label Skyrealms of Jorune. Show all posts

Monday, May 1, 2023

Science fantasy campaign with floating islands, quick notes

Floating islands are cool. I want a science fantasy campaign, a big hexmap, with, like, five islands floating above it, each with its own quirks and behavior. Of course, there is Skyrealms of Jorune, I'm intrigued by it, but I cannot use settings so dense (and I envy Samwise who can grok it and runs a BRP Jorune campaign!).

Anyway, in this campaign I envision, the Referee would have to track the movements of the floating islands, which could be a hassle, but perhaps could be done in weekly turns. 

The islands would be like wildcards, most of them moving around randomly. Due to the randomness, they could crash into each other, into the ground, or tall mountains. And some islands would have environmental effects. Obv. all of them would be adventure locales with ruins and dungeons and treasure and conflict and peril.

Something along these lines:

Floating island

Movement

Special

1, Inhabited by monsters

Immobile

Weird weather magnet.

2, Inhabited by sentient beings, split into two warring factions

Controlled by dominant faction, 1 hex/day or 30 degree turn/day

Mostly functioning tech and ecosystem.

3, Inhabited by monsters

Erratic, roll 1/week

Corruption field. If the island stays on the same hex for more than 1 week, the hex becomes Corrupted.

4, Inhabited by a single sentient being and a bunch of monsters

Continuous, roll 1/week

Transporter beam. Every midnight, a 30’ diameter column of red light projects from the lower tip of the island, stays for 1 minute, then teleports everything in its reach to the island (incl. a hemisphere of ground below).

5, Inhabited by sentient beings

Continuous, roll 1/week

Crumbling. There is a chance of either a rain of small debris or a large chunk falling down from it.

Movement types:

 

Erratic

Continuous

1

Turn clockwise

2

Descend 1000’

3-4

Move 1 hex

Move 1 hex

5-6

Stop

7

Ascend 1000’

8

Turn counter-clockwise




Bonus Lin Carter quote: