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Awake in Alucinar: Shadow Overlap

The Plane of Dreams is a dimension that exists on the boundaries of many others—not just the Material Plane but also Limbo, the Plane of Shadow, and the Astral Plane as well. While this interactivity is what sustains Alucinar, there are areas where two or more dimensions interact and interfere with magic, change the nature of gravity, or even alter the flow of time.
Proximity (and thus accessibility) to so many different dimensions has made the Dreaming Island a locale sought after by arcane theorists and magical researchers since its discovery. shadow overlapReaching the Plane of Dreams is not as simple as a slumber, however; only certain creatures (those native to the realm) are able to leave it, and otherwise it is accessible only through very specific locales or the use of rare substances found only in Aventyr.
Though they can be dangerous and unpredictable, locating a dimensional overlap on the Plane of Dreams is a simple endeavor for anyone adept with arcane or divine energies. The convergence of planes is extremely easy to see; a detect magic spell and Perception check (DC 1 + 1 per 1,000 ft. from the overlap) allows a creature to read the ebb and flow of power in Alucinar.

Shadow Overlap
These areas of Alucinar have terrain or shape, gradually turning into just a flat plane spotted with orbs of normal darkness, supernatural darkness, and nothingness. The shadow overlap fluctuates in brightness, leading inexperienced travelers to paths that seem to illuminate but really only serve to cement the terror of losing one’s senses. Knowledgeable explorers know that within a shadow overlap, the safest path to travel is in supernatural darkness.

  • Within a shadow overlap all light brighter than normal light becomes normal darkness. Dim light and darkness becomes supernaturally dark. If an area already has supernatural darkness it becomes nothingness; all visual-based senses cease to function in that area, incurring a 50% miss chance to attacks and a 75% chance to move in a random direction.
  • Light-based spells do not function in a shadow overlap and fire-based effects only provide a dim gray glow, easily visible to creatures within 60 feet. Fire-based damage is reduced by 10 in the shadow overlap.
  • There is a 30% chance each hour that a shadow overlap fluctuates in brightness. When fluctuating the brightness of an area raises by one step up to normal darkness, if already at normal darkness it fades and all visual-based senses cease to function in the area. If a creature is in an area of normal darkness when this happens, that creature takes 4d6 negative energy damage (no save).
  • Any type of aberration or evil outsider can appear in a shadow overlap.

 

[Submitted by Tim Snow!]

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Awake in Alucinar: Limbo Overlaps

The Plane of Dreams is a dimension that exists on the boundaries of many others—not just the Material Plane but also Limbo, the Plane of Shadow, and the Astral Plane as well. While this interactivity is what sustains Alucinar, there are areas where two or more dimensions interact and interfere with magic, change the nature of gravity, or even alter the flow of time.

Proximity (and thus accessibility) to so many different dimensions has made the Dreaming Island a locale sought after by arcane theorists and magical researchers since its discovery. Reaching the Plane of Dreams is not as simple as a slumber, however; only certain creatures (those native to the realm) are able to leave it, and otherwise it is accessible only through very specific locales or the use of rare substances found only in Aventyr.

limbo overlapThough they can be dangerous and unpredictable, locating a dimensional overlap on the Plane of Dreams is a simple endeavor for anyone adept with arcane or divine energies.The convergence of planes is extremely easy to see; a detect magic spell and Perception check (DC 1 + 1 per 1,000 ft. from the overlap) allows a creature to read the ebb and flow of power in Alucinar.

Limbo Overlaps
Most of the time, the overlap into the plane of Limbo is stable. Where these overlaps occur, the area around the overlap seems to be slightly unstable. Visual effects may swirl slightly, and other sensory effects may seem subtly altered. However, in the blink of an eye, the overlap area can destabilize. These overlaps can be found anywhere on the island, but seem to be attracted to chaos magic use.

  • Within a limbo overlap, Perception based checks are at -2 due to sensory abnormalities.
  • There is a 10% chance each hour that a limbo overlap becomes unstable. Any chaos-based magical effects increase this to 25% and trigger an immediate check. When this occurs, Perception based checks within 500 ft. of the limbo boundary are made at a -4 penalty and a creature may make a DC 10 Will save each turn to grant themselves access to subjective directional gravity for 1 minute, though they are only able to “fall” at 1/5th the normal rate (30 ft. in the first round, 60 ft. every round thereafter).
  • There is a 5% chance each hour that a creature in a limbo overlap experiences wildly erratic time flow, their body aging one year in the span of an hour (aging effects accrued while in a limbo overlap do not take effect until a creature returns to its native plane).
  • Spells and spell-like abilities have a 100% chance to be affected by the Wild Magic Effects Table.
  • Any type of chaotic outsider can appear in a limbo overlap.
  • The terrain changes randomly every 1d10 rounds while in a limbo overlap. The change is completely random—it can go from desert to alpine, or anything in between with no rhyme or reason.

[Submitted by Rory Toma!]

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Awake in Alucinar: Astral Overlaps

The Plane of Dreams is a dimension that exists on the boundaries of many others—not just the Material Plane but also Limbo, the Plane of Shadow, and the Astral Plane as well. While this interactivity is what sustains Alucinar, there are areas where two or more dimensions interact and interfere with magic, change the nature of gravity, or even alter the flow of time.

astral overlapProximity (and thus accessibility) to so many different dimensions has made the Dreaming Island a locale sought after by arcane theorists and magical researchers since its discovery. Reaching the Plane of Dreams is not as simple as a slumber, however; only certain creatures (those native to the realm) are able to leave it, and otherwise it is accessible only through very specific locales or the use of rare substances found only in Aventyr.

Though they can be dangerous and unpredictable, locating a dimensional overlap on the Plane of Dreams is a simple endeavor for anyone adept with arcane or divine energies.The convergence of planes is extremely easy to see; a detect magic spell and Perception check (DC 1 + 1 per 1,000 ft. from the overlap) allows a creature to read the ebb and flow of power in Alucinar.

Astral Overlaps
The most commonly found dimensional overlaps on Alucinar are astral overlaps. These areas are shrouded in magenta and violet hues, and normally the least dangerous. Currently they are nearly all enveloped by the cinar boundary, but bits and pieces of astral overlap can be found in the Dreaming Island’s interior.

  • Within an astral overlap, a creature may make a DC 10 Will save each turn to grant themselves access to subjective directional gravity for 1 minute, though they are only able to “fall” at 1/5th the normal rate (30 ft. in the first round, 60 ft. every round thereafter).
  • There is a 5% chance each hour that a creature in an astral overlap experiences wildly erratic time flow, their body aging one year in the span of an hour (aging effects accrued while in an astral overlap do not take effect until a creature returns to its native plane).
  • Spells and spell-like abilities have a 20% chance to be improved by the Enhanced Magic planar trait.
  • Any type of outsider can be appear in an astral overlap, but some are more common than others (aeon, agathions, air elementals, asura, azatas, daemons, div, djinni, d’ziriak, fire elementals, invisible stalkers, proteans, and psychopomps).
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Bogs of Bane: Dreaming Fields

A curious anomaly of the lands around and near the Mangrove Maze combine with the influence of its fiendish overlord to create a wondrous—and extremely dangerous—rolling set of hills and plains known as the Dreaming Fields. The preponderance of rooted swamp plants surrounding the area create a semi-permeable subterranean boundary, turning the entire locale into a massive island of sod that floats atop a huge pool of muck and mud that makes for soil abundant with nutrients when flora can take hold in the dirt. Unwary travelers have been known to get sucked down into the mud beneath (sometimes while asleep) and though it is a truly lethal place avoided by much of the local wildlife, certain rare plants ensure that the Dreaming Fields are never completely bereft of sentient life.dreaming fields

The Rolling
The contiguous sod that comprises the Dreaming Fields is between 5 ft. and 8 ft. thick (or 1d4+4 ft.) depending where one stands, constantly spongy and moist wherever it is stepped upon. Movements of creatures in the muck below (some of which can erupt directly from beneath) and massive pockets of swamp gas cause the are to roil and ripple, making it constantly undulate ever so slightly. A DC 16 Perception check notices the wave-motions of the firma, giving any creature that notices the anomaly is inspired with lethargy, taking a -4 penalty on saving throws made to resist sleep effects.

The Plunging
Not the firmest of earthwork to tread atop of, the Dreaming Fields often swallow up creatures that spend too long standing in the same spot. Any creature carrying a medium load or heavy load sinks 2 feet into the sod after remaining stationary for 1 minute, falling another 2 ft. after another minute if not pulled out (requiring a DC 20 Strength check but potentially causing another creature to plunge) or when they fail a DC 20 Reflex save to extricate themselves. Creatures that make a jump check of a distance greater than 5 feet automatically sink 2 ft. into the sod of the Dreaming Fields (and may sink farther if not extricated).

Mentis Quie (“living spores”)
This narcotic flower is used by the nearby clergy of the Current and is highly sought after by alchemists across the land, but it only grows in this dangerous territory of the Vast Swamp. [It also plays a central role to a recent plot by the P.R.A.N.K.S.T.ER.S.; tune in for Magic Item Monday to find out more! —MM]

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Story Locale: Mangrove Maze

In this part of the Vast Swamp, onlooker sees swaths of beautiful mangroves, thick and lush, extending around the murky waters, but travelers best beware. After the Treaty Draconis was agreed upon by the dread Blackscale’s children, the divided lands began to take up the attributes of its ruler. Magical and natural terraforming has taken place throughout the centuries of rule, and now the domains mimic to an extent their owners’ nature and demeanor as well.
Kallothrax’s influence has weaved a devious natural maze, enhanced by insidious traps and his fiendish demonic lord. Unwary travelers or hunters invited by the beauty of the surroundings or the bountiful hunt of local fauna eventually find themselves lost and slowly directed towards the center of the locale. The Mud King’s servants patrol the labyrinth and utilize the many dangers of the environment to their benefit, waiting to pounce upon the unlucky victims who fall prey to them.

mangrove mazeConvalescent Leeches
Swarms of bloodsucking worms are not missing from these lands and any who wade through deeper waters for too long could easily find themselves in trouble as
parasites latch on to any exposed skin (or sometimes even wiggle through plates to get inside an armoured target). The barbarians of the Moonhowlers’ tribe actively seek these creatures out, specifically looking for a rare breed of leech that can be found amidst the waters of the Mangrove Maze. Identifying them is simple—the dead-white worms are easily distinguishable by the purple vein like tendrils crisscrossing their tiny bodies.

A convalescent leech that latches on a creature drains it of blood as a normal leech would (usually 1 point of Constitution damage per turn) but as it does so, it also releases enzymes that have a curative effect upon any disease or poison that inhibits its host’s body. For every point of Constitution damage suffered from a convalescent leech the victim is allowed a new saving throw against a disease or poison that infects their body.

Moonhowler’s Bane
An albino werewolf has haunted the local tribes that survive on the outskirts of the Mangrove Maze. If the rumors are to be believed this creature was the son of an eminent shaman of the tribes, but the fiendish whispers of the Mud King’s minions convinced him to lure his peoples’ hunters into the labyrinth’s deadly hazards, killing them  while boggards assaulted the defenseless tribal village. It is said that when the doomed warrior came back to his senses, the magical suggestions still echoing in his ears, he purveyed the destruction of his village and murdered loved ones, taking on a madness so intense that it turned his hair white. The stories also say that it was his father’s dying words that cursed him with lycanthropy (although many suspect that this is the Moonhowler’s themselves who twist the tale in order to avoid outsiders realizing that the tribe is cursed with lycanthropy.)
Encountering the Moonhowler’s Bane can be a blessing or a curse for foreigners. The werewolf (CE Dire werewolf barbarian 5; Vollensag Stalker) may as easily attack any he encounters as aid them, especially if they work against the Mud King and his minions.

[Submitted by Stefanos “netlich” Patelis!]

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Bogs of Bane: Bloodclaw Territory

A portion of the Vast Swamp is home to a tribe of seemingly savage humans, a clan that are often perceived as little better than primitive hunters—nothing could be further from the truth. While the spreading of technology has been slowed in these marshlands, the culture of the Bloodclaw is one of the most nuanced to be found in all of Aventyr. These demon hunters have resisted the darkness that curses the region and fought against its fiendish inhabitants for time immemorial, refining their societal practices and traditions to weed out the touch of evil before it can corrupt them. Not to be easily undone, malevolent and chaotic outsiders persist and the lives of the Bloodclaw are often consumed with the protection of their homes and kin rather than adventure or study. bloodclaw territoryAnyone that manages to reach one of their settlements is heavily scrutinized to ensure they are not demon interlopers, then briefly offered shelter before being asked to leave (though in some cases travelers receive an opportunity to become part of the Bloodclaw tribe).

Abyssal Illusions
Demonic influence seeps throughout the area, present whether a fiendish outsider is nearby or not. Every 1d4 hours a creature travels through Bloodclaw territory there is a 20% chance they encounter an illusion of a demon (as major image, CL 5th; DC 14 Will negates).

Bloodclaw Chants
The spellcasters among the Bloodclaw have passed down all of their magical knowledge from generation to generation and over thousands of years they developed a complex dirge that can drive away or impede demons that might hear it. A DC 18 Perform (singing), Profession (singer), or DC 23 Perception check is required to master the nuanced tonal changes and melody of a Bloodclaw chant, but those who know it avoid singing it whenever a foreigner is nearby (unless they have been accepted into the tribe).

Fiendish Flora
The Bloodclaw Territory and all the areas around the Mud King’s domain are filled with trees infused with fiendish power. Any Good-aligned creature that passes within 100 ft. of one of these plants has a 50% chance of it alerting their presence to any demons within a 1-mile-radius. A DC 20 Bluff check fools a fiendish tree.and a DC 20 Stealth check allows a creature to pass by undetected. Spotting one of these cursed plants requires a DC 22 Perception check (druids, hunters, and rangers receive a +4 bonus to this skill check). Any creature singing a Bloodclaw chant automatically succeeds on both the Bluff and Perception checks associated with fiendish flora.