d20 Goodman Games Aerial Adventure Guide - Volume One Rulers of the Sky.pdf

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Table of Contents
Writer: Michael Mearis
Artist: V. Shane
Logo Designer: Andy Hopp
Copy Editor: Joseph Goodman
Graphic Designer: Joseph Goodman
Crashing
20
Introduction
2
The Sky Realms
2
Altitude
20
Adding to Your Campaign
3
Sky Ships
21
In Your Campaign
21
Adventures
5
Races
6
Overview
21
Arachial
6
Combat
22
Avian
8
Designing Ships
24
Sample Designs
25
Sky Elf
9
Surface Races
11
Crews
26
Character Classes
12
New Monsters
26
Air Knight
13
Arachial
26
Sky Elf Battle Captain
15
Avian
27
New Feats
17
Cloud Lurker
27
Aerial Combat Rules
19
Elf, Sky
28
Leviathan
29
Aerial Initiative
19
Facing
19
Sky Serpent
29
www.goodman-games.com
goodmangames@mindspring.com
Abstract Movement
19
Thundercloud
30
Aerial Combat Options
19
Winged Creature (Template)
31
Attacks of Opportunity
20
Other Monsters of the Skies
31
Be sure to look for the rest of the Aerial Adventure Guide series!
if you like this book, you might also be interested in these:
Volume 2: Sellaine, Jewel of the Skies (GMG2oo1)
Volume 3: Monsters, Magic, and Sky Ships (GMG2oo2)
Complete Guide to Doppelgangers (GMG3000)
Complete Guide to Velociraptors (GMG1oo3)
Dinosaur Planet: Eroncosaurus Rex Core Rulebook (GMG1ooo)
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Introduction
The Sky Realms
Welcome to a world of fantasy and adventure that
quite literally may have been hanging over your cam-
paign's head for years. Flying ships and wondrous cas-
tles floating amongst the clouds have long been a staple
of fantasy. The fairy tale Jack and the Beanstalk features
a castle perched high in the sky, while classic fantasy
epics such as Tolkien's Lord of the Rings include intelli-
gent flying races like the great eagles. In a world where
magic makes almost anything possible, perhaps an
"P.. I industrious race of powerful magicians could take to the
sky and settle there permanently, free of the trials and
tribulations of life on the surface. Of course, this being a
game of fantastic adventure, life in the sky comes with its
own set of challenges, villains, and fearsome monsters.
This book posits a simple idea: what if in your cam-
paign world some of the clouds that drift overhead har-
bor small cities, villages, ruins, castles, and other settle-
ments? What sort of creatures would live up there? What
kind of cloud islands could you encounter? How do crea-
tures travel? Do they interact with the surface world?
Chapter 1 provides some guidelines to answering
those questions and maps out some basic ideas for what
a cloud realm may look like.
Chapter 2 details three races that dwell amongst the
clouds: the sky elves, the evil arachial, and the barbaric
avians. Each is given a brief description of their culture
along with complete game rules for playing characters of
those races.
Chapter 3 introduces two new prestige classes that
are at home in the sky and provides guidelines for how
the core classes operate in the air.
Chapter 4 describes new feats useful to aerial adven-
tures and the creatures who dwell in the realms above.
Chapter 5 includes expanded rules for aerial combat,
allowing you to fight out battles in the sky with ease.
Chapter 6 gives rules for sky ships, vessels much
like sailing ships that can soar through the sky and pro-
vide the primary means of transportation in the aerial
realms for wingless creatures.
And of course, no adventuring environment would
be complete without a few monsters to threaten the
heroes. Chapter 7 summarizes the core monsters that are
appropriate to an aerial realm and introduces several new
threats tailored for use in the sky.
There will be two more books that expand on these
concerns. The second volume of the Aerial Adventure
Guide, Sellaine: Jewel of the Clouds, will describe air-
borne settings that you can easily integrate into any cam-
paign. The third volume will introduce even more mon-
sters and items of the air.
So, strap on your wings of flying, board the waiting
Warhawk sky ship, and prepare to explore a new vista of
adventure.
Far above the daily bustle of life, there floats a com-
pletely separate realm atop some of the seemingly inno-
cent clouds that drift through the sky. At the highest
points of the atmosphere, dimensional rifts shunt energy
to and from the elemental plane of air. Occasionally, the
diaphanous cloud materials of the elemental realm drift
through a gate. While these masses appear to be normal
clouds, they are in fact durable bodies of solid material.
In the elemental plane, they serve as floating islands
upon which civilizations grow and prosper. From the
bottom, they look like puffy, white clouds. Anyone view-
ing them from above can see the thick layer of soil and
the small, stunted forests that grow upon them. Within
these verdant realms, wild animals, humanoids, and
other creatures can grow and flourish. Fed by light rain
from even higher clouds and the moist winds that sweep
over them, cloud realms are viable homes for most crea-
tures.
Solid clouds are rare in most worlds of the prime
material plane. The typical barony may see one drift
overhead every decade. However, in some worlds these
formations are much more common, particularly those
that are tightly bound to the elemental plane of air. In
these realms, a full 10% of clouds are capable of sus-
taining life on their upper sides.
In worlds where cloud realms are common, flying
races colonize them. Creatures such as wyvems nest
amongst the clouds, as do griffons and sphinxes.
Dragons who wish to be alone with their hordes find a
suitable cloud realm, burrow a small cave or other shel-
ter into its center, and rest there for years free of bother
from crusading knights, greedy thieves, and other pests.
Cloud realms truly come into their own when intel-
ligent humanoids tend to them. Sleek flying ships craft-
ed by the sky elves soar through the air, glinting in the
sun as they approach to land at a sky town's docks. Brave
adventurers assemble valiant crews to sail across the sky
in search of undiscovered cloud realms that may hold
alien civilizations, forgotten treasure caches, and terrible
monsters. Enterprising halflings use magic and perhaps a
"liberated" sky ship to establish trade between the clouds
and the surface. With a high level of magic, it is possible
for the cloud realms to become as densely settled and as
well traveled as the surface.
Adding Cloud Realms to
your Campaign
As a default, this book presents three races that
dwell almost exclusively amongst the clouds: the sky
elves, the arachial, and the avians. All three races have
little contact with the surface, as travel between the
ground and the sky is rather limited. All are civilized to
varying degrees, and all claim ownership to various
brings far-flung kingdoms and empires into contact.
Before rushing to integrate cloud realms into your game,
be sure to carefully consider the repercussions they may
have. As a rule of thumb, it is best to stick with the first
two options presented above unless you plan to run a sky
campaign from the outset. Introducing these elements
too quickly or on too large a scale into an existing world I
may cause you problems down the line.
3
Designing Cloud Realms
A cloud realm can take on many shapes and forms.
They can range from miles wide to no more than a hun-
dred feet across. They can be thin and littered with holes
that can drop an unwary traveler to the surface, or thick
and honeycombed with passages and tunnels.
The bottom portion of a cloud realm is composed of
thick, fibrous white material. The upper half on most is
covered in a layer of moist, loamy soil capable of sup-
porting plant life, though some cloud realms feature rad-
ically different terrain. Most clouds have a temperate
environment, though they tend to mirror the climate of
the area beneath them. When a cloud wanders to the
polar regions, it becomes much colder and snowy. Over
deserts it grows dry, while over the ocean it becomes
wetter and warmer.
Clouds generally follow a predictable path over the
course of a year. The high winds push them through the
sky, giving them a regular turn of seasons and sometimes
causing cloud realms to temporarily combine into one
large mass. When two allied communities combine, they
celebrate with festivals and holidays until their clouds
part. If two rivals collide, the clouds are torn by war and
skirmishes until they finally drift away.
cloud realms.
If you want to run a game where contact between
earth and sky is not a common occurrence, then travel to
the skies is incredibly rare. Few if any spellcasters pos-
sess the knowledge needed to construct a sky ship. Items
such as wings of flying are too rare to make travel there
possible for anyone aside from -a few powerful
individuals. The two realms are mostly ignorant of
each other.
The default setting as presented here assumes that
some travel takes place between the two regions but that
travel is too difficult for lasting bonds to emerge. Sky
ships are common amongst the clouds but almost
unheard of on the surface. Sages and other learned peo-
ple may know a bit about their opposite region, but many
commoners on both sides consider the surface or the
clouds to be mythical, mysterious realms. Of course,
cloud dwellers are a bit less leery of the surface world as
most have seen high mountains or caught a glimpse of
the ground while traveling. Still, they consider it a
place best avoided.
If you want a campaign where the sky realms are
just another kingdom or region, then sky ships are com-
mon modes of transportation. Major cities may have
docks set up in their harbors to serve ships that travel
from above and drop anchor beside those that sail the
ocean. In some places, air travel might eclipse ground
movement or ocean voyages as the preferred method of
transportation. Armies march to war with small
flotillas of sky ships soaring overheard, ready to drop
catapult and ballista fire upon their enemies.
Regardless of how you choose to introduce cloud
realms into your campaign, it is best to remember that no
change exists in a bubble. If a nation produces sky ships
for trade, they also use them in war. If air travel is com-
mon, then trade takes place over long distances and
Cloud Communities
Generate cities, towns, and villages just as you
would for a surface region. However, magic is much
more common amongst the clouds. On average, a cloud
settlement's maximum level spellcaster is two levels
higher than those found on the surface. Sky communities
also have large, complex harnesses to catch and hold sky
ships that dock there. Many sky ships are not maneuver-
able enough to hover. Thus, they must have specially
built knding cradles to hold them while they are in port.
Few communities bother with walls unless they are
built on cloud realms where dangerous creatures wander
their wilderness. Most towns feature a low stockade to
impede attackers, but in the aerial realm attacks from
above are far more common. Thus, defensive fortifica-
tions tend to be spread throughout a town or village. The
outer wall features guards and artillery designed to
thwart ground attacks, while taller towers form succes-
sive, concentric rings within the settlement. These tow-
ers are manned by archers and ballistae and serve to repel
aerial assaults.
Most towns require approaching ships to move
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directly towards the town docks. Ships sailing above a
settlement risk attack or serious fines. In the wilds of the
sky, it is best to shoot first and apologize later rather than
risk a pirate or arachial attack.
Buildings are normally built from wood and other
organic materials. While trees and other plants flourish
on clouds, stone and metal are both relatively rare. Sky
elf military bases and their ancient, original cities are
small, roofed colonies forged from iron, steel, and
bronze. These wondrous colonies are few in number but
provide a critical line of defense for the elf kingdoms.
Many incursions against the elves have worn themselves
thin with successive, futile assaults against these almost
impregnable fortresses.
Sky elf cities are built with defense first, aesthetics
second. Sky elf commoners learn to wield weapons and
every adult is expected to respond to an alarm, ready to
fight. The town guard in sky elf towns is renowned for its
no-nonsense attitude. A few wrong words can get a sur-
face-worlder or stranger thrown in the stocks.
Trading cities spring up whenever the surface and
sky worlds cross paths. These cosmopolitan centers are
run either by sky elves or by trading companies founded
by a surface merchant guild. These places tend to be
much more lax in terms of security and patrols than sky
elf towns.
Frontier settlements are small, crude communities
founded by independent-minded explorers, settlers,
prospectors, or exiles who would much rather avoid civ-
ilization. Rough-and tumble in the extreme, these towns
sometimes serve as havens for pirates and other crimi-
nals. Sky elf raids on suspected bandit strongholds are
common and have led to tensions and minor wars
between the elf nations and independent cloud realms.
forth what is commonly called a fire cloud. From below,
fire clouds look like thunderclouds that flash and rumble I
with energy. From above, they are heat-blasted, hellish
planes of smoking rock. Most travelers would avoid
them, save for their one important feature. Fire clouds
are rich in iron ore and other metals. The humanoid races
of the skies battle ferociously for the chance to mine
these places. Unfortunately, they are rife with fire crea-
tures, including elementals and stray efreets, and are
havens for demons, devils, and other planar threats. Still,
metal is rare enough in the sky that the potential profits
from extracting ore outweigh the risks.
Fire clouds are shaped much like normal ones. They
are vaguely bowl-shaped form above, though craggy
peaks rise from their central areas. The temperature on a
fire cloud ranges from 90 to no degrees Fahrenheit.
Water is unknown on them, forcing travelers to carry
their own. Hell cloud settlements are heavily defended
against both aerial and ground assaults. Pirates common-
ly lurk near these clouds, waiting for an opportunity to
seize a shipload of ore.
Floating Island: A floating island is a large chunk
of earth that floats through the sky like a cloud. From
below, it looks like a large, dark mass that is far too
opaque to be a cloud. Floating islands result from magi-
cal experiments gone haywire or an attempt to create a
flying citadel, tower, or other structure. Floating islands
kck the natural ecosystem of a cloud realm but tend to
preserve the plant and animal life that lived on the chunk
of rock when it was still earthbound. Most floating
islands include a wizard's tower, castle, or other structure
that was once some powerful archmage's abode. Others
have structures built into them, with wondrous cities
crafted from brass, iron, and wood suspended between
cloud masses. These sky castles serve as trading centers
and resting points along trade routes. Most structures
built on clouds are inhabited, but many fall into disuse
after the owner dies, moves on to a different lair, or
grows bored of life in the sky. Dragons, pirates, and other
marauding creatures favor these places as lairs due to
their defensibility and the presence of pre-built structures
of stone. Obviously rock is a rare commodity in the sky,
making a stone castle atop a floating island the ultimate
fortress. On the other hand such redoubts are not nor-
mally designed to repel aerial attacks, making some of
them quite vulnerable to attacks from above.
Negative Energy Cloud: Similar to the process that
forms fire clouds, a negative energy cloud comes into
being when a dimensional vortex forms between the air,
negative, and prime material planes. These clouds are
inky black masses of frigid matter, with temperatures
dipping below freezing. From below, they look like
slow-moving clouds leaden with rain. They utterly block
out the sun. These clouds are infested with undead crea-
tures and serve as a thorn in the side of all intelligent aer-
ial races. Their upper surfaces are covered in thick, black
ashes. Dead trees, crumbled ruins, and other blasted
wreckage litters the area. Flying undead such as specters
and wraiths plague the surface world below these cloud
land the aerial region all around them. Necromancers,
4
Types of Cloud Realms
Most cloud realms are as described above: lush
realms that can support crops, settlements, and creatures.
However, the magical nature of these realms makes them
apt to take on strange and unique forms. The following
list categorizes and describes the commonly encountered
cloud realms.
Typical Cloud: The typical cloud realm is covered
with light forest broken up by rolling, grassy plains. In
moist areas, a cloud may have a small lake at its center.
Towards the cloud edges, mountains of cloud material
rise up towards the sky, forming a bowl-like shape. As
metal ores are virtually unknown in cloud realms, most
settlements founded on these places rely on trade with
mining colonies established atop the world's towering
mountain peaks. From below, the typical realm looks like
a white, fluffy cloud.
Fire Cloud: These boiling hot realms are a strange
union of fire, earth, and air elemental energies.
Sometimes, a dimensional vortex forms a gate between
multiple elemental planes. Normally the interplay of
opposing energies annihilates the gate, but in some rare
cases the mixture of air, earth, and fire energy belches
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