Friday, November 15, 2024

Hodgepocalypse Ontario: A Thousand Fragments - Part 1 - Overview and factions


Shattered Ontario, where the remnants of civilization struggle to survive amidst the chaos of the Hodgepocalypse. The once-unified province is now a fractured landscape, each region controlled by distinct factions—each with its own goals, secrets, and conflicts. From the disciplined, authoritarian Dominion Patrol enforcing order in Central Ontario, to the mysterious Warland cult in Kingston obsessed with the sanctity of paperwork, and the relentless tech-fueled war between Windsor and Detroit in the Win-Troit corridor, Ontario has become a battleground of clashing ideologies and power struggles. As the Green Creep advances from the north and strange, mutated beings roam the wilds, the people of Ontario must navigate a world where the past collides with an unpredictable and dangerous future, their fate written in a thousand fragmented stories.

History



The echoes of the Hodgepocalypse reverberate through the forsaken lands of Ontario, once a proud province rich in history, now a fractured realm where shattered realities converge. In a twist of fate, Canada faced its own storms of chaos before the cataclysmic Hodgepocalypse. While it resisted annexation by the United States, the nation endured upheavals that left deep scars, forever altering its course. The prelude to the Hodgepocalypse saw the rise of internal strife, political fragmentation, and economic collapse, all of which primed the land for the devastation that would follow.



The Great Lakes Seaway, a critical artery of commerce and transportation, was once a marvel of engineering and a symbol of Canadian-American cooperation. Before the Hodgepocalypse, it facilitated trade and economic growth, but as tensions rose and the world teetered on the brink of chaos, the Seaway became a strategic asset and a battleground. After the Hodgepocalypse, the Seaway transformed into a treacherous route, its waters infested with mutated creatures and haunted by ghost ships, yet still vital for the survival of the scattered communities clinging to its shores.

As the Hodgepocalypse tore through the fabric of reality, Ontario became ground zero for genetic and arcane experiments gone awry. The most notorious of these was the creation of the "Green Creep," a sprawling mass of mutated flora and fauna that now dominates Northern Ontario. This unnatural wilderness, born from magic-infused fallout, pulses with a sinister life, offering survivors both untold dangers and rare opportunities.

Key Events Post-Hodgepocalypse

The Emergence of the Marlarkoids:

Amidst the ruins, a new threat arose—the Marlarkoids, mutants who claim extraterrestrial origins. These enigmatic beings wield advanced Faustian Mechanical weapons, blending ancient arcane technology with a malevolent intelligence. Their presence adds an eerie, otherworldly dimension to the already dangerous wastes, as they pursue their inscrutable goals with terrifying efficiency.

The Necromantic Wars:

The Necromantic Wars ravaged the land, centered around the dark influence of the Fallen Lord Wendigo. The conflict left Ontario scarred and tainted, with entire regions consumed by necromantic energies. Although Wendigo was eventually defeated, his dark legacy endures through the Corpsemen, an industrialized undead army created from the twisted remnants of fallen soldiers and workers. Among them, a figure stands out—an enigmatic war hero from Ontario’s past, whose name is whispered with both reverence and fear.


Brigadier Morgticia Avery Mould, a decorated but controversial figure from Canada's military history, was revered for her decisive actions during the Third World War. Yet, her brutal tactics and willingness to sacrifice lives for victory left a shadow over his legacy. In the wake of the Hodgepocalypse, this once-mortal general was resurrected by Wendigo’s necromantic forces and twisted into a dark reflection of her former self. Now leading the Corpsemen, she seeks to impose order on the chaos of the wasteland, though her methods are as ruthless as ever.

Overview



Ontario, in the aftermath of the Hodgepocalypse, is a paradoxical landscape—a blend of desolation and resurgence. The collapse of advanced technology has forced survivors to adapt in inventive ways. Bicycles and rollerblades now serve as primary modes of transportation, while wood gas-powered vehicles clatter along the ruined highways. The scarcity of ammunition has led to a resurgence of primitive warfare; survivors rely on cunning traps, ambushes, and an array of makeshift weapons, such as hockey sticks and powered lawn darts, to defend themselves.


The Great Lakes Seaway remains a lifeline, but its treacherous waters are fraught with dangers. Survivors must navigate not only the mutated aquatic life and the wreckage of the past but also the predatory bands that now control key chokepoints along the route. Despite the hazards, the Seaway is crucial for trade between isolated communities, with bartering and scavenging becoming the new economy.

As relative peace settles over the land, a new influx of weapons and equipment from the more intact southern regions of Canada has begun. However, this sudden influx of technology and resources has sparked a heated debate among the survivors: will these imports bring the hope of rebuilding, or will they rekindle the fires of conflict and exploitation?

Factions

Cybercult: The Keepers of the Locks



Location: Eastern Ontario and the St. Lawrence Seaway

Geography: The Keepers of the Locks dominate the crucial waterways stretching from Kingston to Cornwall, overseeing the St. Lawrence Seaway and the Great Lakes lock system. Their territory extends along the St. Lawrence River, providing them with control over vital trade routes connecting the Great Lakes to the Atlantic Ocean.

Faction Overview: The Keepers of the Locks, a sect within the larger Cybercult, are a technologically advanced faction dedicated to maintaining and controlling the lock systems that facilitate waterborne trade between the Great Lakes and the Atlantic. This group believes that the preservation and restoration of these mechanical marvels are not just practical but a sacred duty. Comprised of engineers, mechanics, and cybernetic enforcers, they blend advanced technology with fanatical devotion to their cause. The Keepers are locked in a bitter conflict with the Atlantic Compact over trading rights, their cybernetic enhancements and Faustian technologies making them formidable opponents. Their unwavering belief in the superiority of the artificial drives them to guard these waterways with religious fervor, seeing themselves as the last bastion of civilization's technological heritage.

The Secret Dairy Council (Mafia)



Location: Southwestern Ontario

Geography: This faction's power base lies in the fertile farmlands of Southwestern Ontario, particularly in the dairy-rich regions of Oxford County, Perth County, and Huron County.

Faction Overview: The Secret Dairy Council has evolved from a cooperative of dairy farmers into a powerful mafia-like organization that controls the production and distribution of dairy products, which are now a luxury in the post-apocalyptic economy. Their influence extends through the farmlands, and they use their control over dairy to exert power over nearby settlements. The Council is known for its ruthlessness in protecting its interests and its secretive operations, which include smuggling and black market trading. 

The Pencil Pushers



Location: Ottawa and Eastern Ontario

Geography: Centered around the ruins of Ottawa, this faction's influence spreads across Eastern Ontario, encompassing towns like Pembroke and Cornwall.

Faction Overview: The Pencil Pushers are a shadowy organization that emerged from a merger of Stats Canada and CSIS (Canadian Security Intelligence Service). They operate as a secretive intelligence network, collecting information, controlling data, and manipulating events from behind the scenes. They are the remnants of pre-Hodgepocalypse bureaucrats and spies who now use their skills to maintain order, gather intelligence, and enforce their will on the region.

Beaverfolk Militia Compounds



Location: Northern and Central Ontario, particularly around Algonquin Park and the Canadian Shield

Geography: The Beaverfolk inhabit the wilderness regions of Northern Ontario, with their compounds hidden deep within the forests and rugged terrain of the Canadian Shield.

Faction Overview: The Beaverfolk are a fiercely independent and territorial species who have fortified their compounds throughout the dense forests of Northern Ontario. They have a strong connection to nature and are experts in guerrilla warfare, using their knowledge of the land to defend their territory from intruders. Their militia is well-organized, and they are known for their communal living and resourcefulness.

Dominion Patrol



Location: Central and Southern Ontario, including areas like Barrie, Orillia, and the outskirts of Toronto

Geography: The Dominion Patrol's territory stretches across Central and Southern Ontario, including the more populated regions around Toronto, Barrie, and Orillia.

Faction Overview: Established as a well-organized militia, they strive to maintain law and order in a post-Hodgepocalypse world, enforcing a strict code of discipline and civility reminiscent of the pre-collapse era. Their operations are heavily influenced by Warland, an old military base in Kingston that has evolved into a warrior cult obsessed with the sanctity of paperwork. Warland's shadowy past, as a focal point of the occupation, hints at dark secrets buried within its walls, which the Dominion Patrol seeks to uncover and control. This connection to Warland fuels the Patrol's authoritarian methods, as they aim to restore order across Ontario while navigating the hidden dangers and mysteries left behind by the Hodgepocalypse.

The Marlarkoid Cartel



Location: Greater Toronto Area, centered around the ruins of Toronto and the C.N. Tower

Geography: The Marlarkoid Cartel dominates the ruins of Toronto and the surrounding Greater Toronto Area (GTA). Their base of operations is the former C.N. Tower, which they have turned into a fortress and trading hub.  This is one of the most multicultural and multispecies areas in all of Hodgepocalypse North America and is a virtual melting pot.

Faction Overview: The Marlarkoid Cartel is controlled by the Xanford family whom are mutants who claim to be alien crash survivors. They have embraced their otherworldly identity, mixing techno-wizardry with a 1950s sci-fi aesthetic. The Cartel is known for their Faustian Mechanics, a blend of advanced technology and arcane practices. They are both traders and raiders, using their technological prowess to dominate the region and spread their influence.

The Graveyard



Location: Northwestern Ontario, centered around Thunder Bay

Geography: The Graveyard is an ever-changing region of wilderness and ruins in Northwestern Ontario, particularly around Thunder Bay. The area is haunted by the minions of Wendigo and other monstrous creatures.

Faction Overview: The Graveyard is less of a faction and more of a terrifying region where the servants of Wendigo roam. Thunder Bay, now a desolate and cursed city, is the epicenter of this region. Wendigo, one of the few Fallen Lords who still physically stalks the land, is said to haunt these areas, with his minions hunting anyone who dares to enter. This region is a no-man's-land, feared by all but the bravest or most desperate.  It is where Brigadier Morgticia Avery Mould is preparing her forces to strike at the rest of Ontario when the time is right.  

The Green Creep



Bizarre plant life slowly engulfs Northern Ontario, showcasing the unpredictable consequences of genetic experiments.  The core of the Green Creep would be in the wilderness north of the Beaverfolk Militia, extending from areas around Timmins to Thunder Bay, encompassing a broad swath of Northern Ontario's rugged, forested landscape.  It also creates conflict with the Graveyard, and dominion patrol.  Paradoxically Harvesters, psychic plant scientsts come to this area to study it and grab samples for their own purposes.

 #Hodgepocalypse #Ontario #Dystopian #PostApocalypse #dnd5e #drevrpg #dungeonsanddragons #Apocalypse 

Thursday, November 7, 2024

Keystone Wastes - Part 6 - Ursineholt: The Little Bear Settlement in Churchill



Overview: Ursineholt, located on the ruins of the former town of Churchill, Manitoba, is a bustling, tight-knit community that serves as both the heart of Little Bear culture and a vital gateway to the Borealis Reach. Despite its small size, this settlement has grown in importance, attracting adventurers, traders, and scholars drawn to the mysteries of the warmed Hudson Bay and the surrounding wilderness.

The Borealis Reach: Once known as Hudson Bay, the Borealis Reach is a vast, semi-tropical expanse of water, a stark contrast to its former frozen state. A pre-Hodgepocalypse engineering marvel warmed the waters, creating a unique ecosystem that has been further enhanced by magical influences in the aftermath of the Revelations. The Reach is now teeming with life, both mundane and mystical, making it a destination for those seeking adventure, rare resources, and knowledge.

Layout of Ursineholt: Ursineholt is a blend of old-world remnants and new-world ingenuity. The settlement is built primarily from sod, evergreen wood, and clay bricks, with many structures perched on stilts to avoid flooding from the Reach. The Little Bears have repurposed several pre-Revelation buildings, restoring them to provide modern comforts like electricity and running water. The town’s layout is compact, with narrow streets winding between small, sturdy huts and treehouses.

Key Locations:

The Great Hall of Grandpapa:



At the center of Ursineholt stands the Great Hall, a large communal building made from repurposed materials, where the town's matriarch or patriarch, known as Grandpapa (or Grandmama), presides. This hall is where the community gathers for town meetings, religious ceremonies, and celebrations. The Great Hall is also where adventurers can seek blessings or advice before setting out into the Borealis Reach.

Plothook: When Grandmama Bjornhilde, the beloved leader of Ursineholt, falls gravely ill, the town's unity is at risk. The only hope lies in retrieving an ancient, enchanted heirloom, lost decades ago to Skaldr the Frostbane, an ice troll who fled into the dangerous Borealis Reach. The adventurers are tasked with finding this artifact, believed to possess healing powers, before the town descends into chaos. However, they must navigate treacherous frozen landscapes, confront potential rivals within Ursineholt, and uncover the true nature of the heirloom, which may carry a hidden curse.

The Adventurer's Hearth:



The Adventurer's Hearth is the primary gathering place for travelers, adventurers, and Little Bears alike. This establishment functions as a tavern, inn, and marketplace, where tales of past exploits are shared, and future journeys are planned. The Hearth is known for its hearty meals, brewed from local ingredients, and its extensive collection of rare items and maps of the Borealis Reach. It is run by a jovial Little Bear named Brewmaster White Tip, who is famous for his berry-infused ales.

Plot Hook: At the Adventurer's Hearth, a mysterious traveler arrives with a torn map of the Borealis Reach, claiming it leads to a long-lost vault hidden beneath the Bay. Brewmaster White Tip offers free ale for life to anyone who can retrieve the treasure, sparking fierce competition among adventurers and locals. However, as more people follow the map, strange accidents begin to occur, and whispers of an ancient curse linked to the vault spread through the tavern. The adventurers must decide whether to pursue the riches or uncover the dark secret that lies beneath the Hearth's jovial atmosphere.

The TEDI Enclave:



In the town center, the repuposed community center of Ursineholt is dedicated to the TEDI Order. Here, young Ursine Sentinels train under the guidance of experienced warriors and mages. The enclave is a serene place, surrounded by ancient trees and marked by carved stone pillars inscribed with both Norse runes and TEDI symbols. Visitors can often find TEDI members practicing their martial and magical arts or meditating on the balance between the physical and mystical.

Plot Hook: A mysterious figure calling themselves "The Lost Sentinel" has been sending letters to TEDI initiates, challenging them to prove their mastery of both martial and magical skills. Those who fail are said to vanish into the Borealis Reach, never to be seen again. TEDI scholars believe this figure is a rogue Sentinel who has gone mad. Adventurers are asked to participate in the next test and put an end to the Lost Sentinel’s dangerous games.

The Polar Watch:



The Polar Watch is a lookout tower that serves as both a defensive position and a spiritual observatory. From here, Little Bears and visitors alike can observe the polar bears that roam the outskirts of Ursineholt. These majestic creatures are seen as omens and guides, and their movements are carefully interpreted by the Ursine. The tower also provides a stunning view of the Borealis Reach, making it a popular spot for those seeking inspiration or guidance.

Plot Hook: One night at the Polar Watch, a massive polar bear, larger than any seen before, is spotted wandering unusually close to Ursineholt. The Ursine elders believe the bear is a powerful omen, possibly signaling a major event for the settlement, but its meaning remains unclear. Meanwhile, strange tremors have been felt across the Borealis Reach, leading some to fear that something far worse is stirring beneath the ice. The adventurers are tasked with tracking the bear, deciphering its message, and discovering whether the creature is a protector—or a harbinger of doom.

The Old Train Depot:



An old, abandoned train depot has been converted into a bustling trading post. It serves as the primary hub for goods coming in and out of Ursineholt. Traders from distant lands bring exotic wares, while Little Bears offer unique crafts and preserved foods. The depot is a place of constant activity, where deals are struck, and new alliances are forged.

Plot Hook: Rumors spread through the bustling train depot that a newly arrived trader possesses a rare and ancient relic from before the Hodgepocalypse, one that could unlock untold power—or disaster. As traders and factions vie to purchase the relic, tensions run high, with whispers of sabotage and betrayal in the air. When the relic is suddenly stolen in the dead of night, the adventurers must navigate the dangerous underworld of the trading post, uncover the thief, and decide whether the relic is worth the risks it carries—or if it's better left forgotten.

Churchill River Beluga Whales: 



The beluga whales in the area have mutated, becoming either psychic creatures capable of communicating with survivors, but also monstrous leviathans that attack anything that comes near the area that isn’t approved. Their haunting calls could lure or terrify those who hear them.

Plot Hook:The psychic beluga whales that roam the Churchill River have begun communicating more frequently, delivering cryptic warnings of a great danger lurking beneath the Borealis Reach. One whale claims to know the location of an ancient, sunken city filled with relics from the old world—but it’s also guarded by the monstrous leviathan belugas. Adventurers must decide whether to trust the whale’s message and venture into the depths or risk ignoring the warnings.

Miss Piggy Plane Wreck: 



A relic of a bygone era, the Miss Piggy Plane Wreck looms large in the wasteland, its rusted fuselage a haunting reminder of the pre-Hodgepocalypse world. Once a C-46 cargo plane that crashed near Churchill, the wreckage has since become a vital landmark for scavengers and survivors, used as both a navigational point and a makeshift shelter against the unforgiving environment.

Plothook: Recently, scavengers have been disappearing around the Miss Piggy Plane Wreck, their camps found ransacked but with no signs of a struggle. The Little Bears believe the wreck is now home to a powerful spirit—perhaps the lingering essence of the plane's last pilot, who is said to protect the area from those unworthy. Adventurers are tasked with exploring the wreck and uncovering the truth, but they must tread carefully, as upsetting the spirit could have dire consequences.

The MV Ithaca, 



 Once a merchant vessel stranded in the shallows of Hudson Bay, has become a treacherous dungeon in the Hodgepocalypse. Its rusting hull, partially submerged and battered by the elements, now harbors twisted creatures drawn to the eerie aura of the wreck. Inside, the ship's flooded compartments form a labyrinth of crumbling steel, where adventurers must navigate through mutated sea life, dangerous debris, and the lingering spirits of the crew. The ship's cargo hold, long rumored to contain valuable or cursed relics, serves as the ultimate prize, but only the brave or foolhardy dare to explore its haunted depths.

Plot Hook: A recent storm has uncovered a previously sealed section of the MV Ithaca, drawing the attention of treasure hunters and scholars alike. Rumor has it that within this newly revealed compartment lies a long-lost artifact that could either restore balance to the chaotic Borealis Reach or unleash an ancient curse. However, the ship's treacherous depths have become even more perilous, as mutated sea creatures now guard the wreck, and the vengeful spirits of the crew are more restless than ever. The adventurers must race against rival scavengers to secure the artifact, but the question remains—what price will they pay for venturing into the ship's haunted, crumbling heart?

Prince of Wales Fort  



The Prince of Wales Fort, once a strategic outpost on Hudson Bay, has evolved into a formidable stronghold and haunted ruin in the Hodgepocalypse. Fortified by survivors who sought refuge from the surrounding chaos, the fort now stands as a bastion against the dangers of the post-apocalyptic world. Its ancient walls are lined with makeshift defenses, and its once-stately ramparts are now crowded with scavengers and defenders. However, the fort is also known for its spectral inhabitants; the spirits of past soldiers and settlers still roam the grounds, defending their domain with a vengeful intensity. The fort's shadowy corridors and battlements are a battleground of both the living and the dead, making it a place of both strategic significance and supernatural peril.

Plot Hook: The spectral defenders of the Prince of Wales Fort have become more aggressive in recent weeks, launching ghostly raids against nearby traders and travelers. Some survivors claim the spirits are re-enacting a long-forgotten siege. Adventurers are hired to lay the spirits to rest, but they will have to survive the fort's eerie battles, where the line between past and present is blurred, and both living and dead are caught in an endless cycle of war.

The Inukshuk



The Inukshuk is a towering stone figure, standing as a remnant of a long-forgotten past, predating even the Revelations. Built by the ancient Inuit, it is seen as both a marker of safe passage and a spiritual guide. To the Little Bears, the Inukshuk is revered as a sacred waypoint, its location believed to mark where the mortal and spirit worlds intersect.

Plot Hook: Strange lights have been seen near the Inukshuk at night, and whispers of ancient voices drift on the wind. Adventurers may be asked to investigate, only to discover that the statue hides a portal to a forgotten Inuit spirit realm.

The Radar Station



 Once a Cold War-era military installation, the Radar Station is now an eerie ruin, its massive satellite dishes still standing but long abandoned. It sits on the outskirts of Ursineholt, its rusting husks partially buried by the shifting tundra. Local legends claim it was used for secret pre-Hodgepocalypse experiments, and its interior remains largely unexplored.

Plot Hook: A surge of electrical energy has been detected at the Radar Station, and strange creatures have been spotted lurking near it. The Little Bears need adventurers to investigate what lies within, but they'll need to be wary of both the station's lingering automated defenses and any surviving experiments.

The Rocket Range



Built in the 20th century for launching research rockets, the Rocket Range is now a desolate strip of land, littered with old launch pads and debris from failed launches. The area is still believed to contain highly valuable salvage, including rare metals and potentially dangerous technology.

Plot Hook: Recent sightings of glowing lights coming from the Rocket Range have piqued the interest of both local scavengers and TEDI scholars. Adventurers are hired to recover a piece of lost technology, but they quickly discover that the Range is haunted by ghostly apparitions of scientists and technicians who perished there.

Polar Bear Jail



 Originally built to house problem bears that wandered too close to human settlements, the Polar Bear Jail is now a fortified outpost where the Little Bears hold dangerous criminals or wild creatures that can’t be killed. It stands at the edge of town, surrounded by high fences and reinforced gates.

Plot Hook: Recently, several powerful and deadly mutant creatures were captured and placed in the jail, but now they have begun to mysteriously disappear. Locals suspect something—or someone—is freeing them. The adventurers are hired to track down these creatures and uncover the jail's secrets.

Wolf Statues



 Scattered around the outskirts of Ursineholt, the Wolf Statues are enigmatic stone sculptures left by an unknown pre-Hodgepocalypse civilization. The Little Bears regard them with reverence, believing they are protectors of the settlement, keeping away evil spirits and wild beasts.

Plot Hook: After a severe storm, one of the statues is found shattered, and strange wolf-like creatures have been spotted prowling the town’s borders. It’s up to the adventurers to figure out if the statues truly hold protective power—and if so, how to restore it before something worse appears.

Sea Port



The Sea Port is Ursineholt's lifeline to the outside world, a small but bustling dockyard where ships brave enough to sail the ever-changing waters of the Borealis Reach can load and unload goods. It is also the starting point for many expeditions across the Reach, offering adventurers a place to find passage or repair their vessels.

Plot Hook: A ship carrying valuable cargo has gone missing, last seen heading toward a mysterious island in the middle of the Reach. The ship's crew was known for their dangerous dealings, and the adventurers are tasked with both recovering the cargo and uncovering what truly happened to the vessel.

Little Bear Religion and Beliefs:

The Ursine believe they are the reincarnations of noble human souls lost during the Revelations, given a second chance to live in harmony with nature and the cosmic forces. Their religion blends ancient Norse beliefs with the teachings of the TEDI Order, creating a unique spiritual path that emphasizes balance, honor, and the pursuit of inner peace.

Norse Mythology: The Ursine worship the Æsir gods, seeing themselves as their chosen warriors in the eternal battle against chaos. They recount tales of Odin, Thor, and other gods, interpreting them as guides on how to live and fight with honor.



TEDI Order: The TEDI Order is the Ursine’s adaptation of the ancient Sentinel tradition, a blend of warrior and mage disciplines. Ursine Sentinels practice self-discipline, martial prowess, and arcane knowledge, striving to maintain the balance between the physical and mystical realms. They are taught the importance of mindfulness, the pursuit of harmony, and the need to protect the weak from the forces of darkness.



Viking Raids and Polar Bear Omens:

For the Ursine, taking on the mantle of a Viking is a religious duty. They embark on Vikingraids, journeys meant to protect the innocent, gather knowledge, and spread their teachings. Unlike the violent raids of old, these expeditions focus on exploration, diplomacy, and defending the weak.

Polar bears, which roam the lands around Churchill, are seen as sacred animals and omens. Their behavior is closely watched and interpreted as messages from the gods. A polar bear’s movements might predict the weather, foretell the success of a voyage, or signal a time of peace or conflict. These bears are never hunted; instead, they are respected and revered as living symbols of the divine.



Local Customs and Events:

The Raids of Light:

o Twice a year, the Ursine hold the Raids of Light, ceremonial Vikingraids where groups of Little Bears set out on expeditions across the Borealis Reach. These raids are not for conquest but for discovery and the spreading of the TEDI teachings. They bring back knowledge, resources, and sometimes new settlers to Ursineholt.



The Festival of the Shifting Lights:

o The Festival of the Shifting Lights is a celebration of the Borealis Reach’s magical auroras. This week-long event includes storytelling, feasting, and a series of ritualized duels and games held in honor of the TEDI Order and the Norse gods. It is a time for Little Bears to honor their ancestors and the forces that shaped their world.



The Polar Bear Procession:

o A spiritual event held when a polar bear is spotted near the town. The Ursine interpret the bear’s behavior as an omen, and the entire community may participate in a procession to honor the bear, offering it food and gifts. This ritual is believed to bring good fortune and protection to Ursineholt.



Challenges for Adventurers:

The Everchanging Reach:

o The Borealis Reach is a place of wonder and danger, where the waters and the creatures within them are influenced by both ancient technology and wild magic. Adventurers must be prepared to face both natural and supernatural threats as they explore this strange, semi-tropical bay.

Mysteries of the Old World:

o Within Ursineholt and the surrounding areas, remnants of the pre-Hodgepocalypse world still hold secrets. Adventurers may stumble upon old bunkers, forgotten technologies, or even ancient spirits that need to be laid to rest.

The Call of the TEDI:

o Those who come to Ursineholt may find themselves drawn to the TEDI Order, seeking to learn their ways. However, this path is not for the faint-hearted, requiring both discipline and a deep understanding of the balance between martial prowess and magical ability.



 


Friday, November 1, 2024

Keystone Wastes - Part 5 - The Dam Good Trading Co.

 



Pro commercia et gloria – "For Goods and Glory"

Origins of the Dam Good Trading Co.

The Dam Good Trading Co. (DGTC) is a dynamic organization, seamlessly merging trade, logistics, and community development in the Hodgepocalypse. Born in the aftermath of cataclysmic events, the DGTC has grown into a leading entity across the shattered landscape of North America. Combining the innovation of the industrious Beaverfolk with centuries-old trading traditions, the company’s influence stretches far and wide, controlling crucial supply chains, rare goods, and vital infrastructure in a world struggling to rebuild.

Divisions of the Dam Good Trading Co.

  • Mortimer’s Luxe: An exclusive marketplace for the elite, specializing in luxury goods and rare artifacts. It's where wealthy traders and adventurers go to find the finest items salvaged from the ruins of the old world.
  • Beaver Bazaar: Located in the heart of Weird Pegg (Winnipeg), this eclectic market sells everything from mundane necessities to enchanted curiosities. It’s a bustling hub of commerce where deals are made and fortunes are lost.
  • Great Northern Traders: A decentralized trade network known for distributing practical, essential supplies to settlements in the remote northern regions. Great Northern Traders deal in raw materials, foodstuffs, and survival gear.
  • Keaton's Goods & Wares: An off-price emporium famous for high-quality salvaged goods. This division focuses on refurbished items and surplus gear at unbeatable prices, making it a favorite among scavengers and wanderers.

Operations and Structure

Each division operates semi-autonomously to cater to regional demands and ensure adaptability in a world where survival hinges on resourcefulness. The DGTC maintains outposts in strategic locations, offering defense and logistical support, while simultaneously ensuring their trade routes remain secure from rival factions and mutated threats.

Their Beaver Lodge Development branch manages real estate and community infrastructure, developing trade outposts, waystations, and supply hubs. The DGTC provides a sense of security and stability in a chaotic world, allowing settlements to thrive under their protection.

Defense and Fortification Strategies



DGTC outposts are modeled after the ancient Beaverfolk lodges, with an emphasis on natural fortifications and defensive ingenuity:

  • Compound-Style Outposts: Built like mini-fortresses, DGTC trading posts are equipped with traps, palisades, and natural barriers like rivers or forests, ensuring the safety of their goods and people.
  • Underwater Gardens and Hydropower: Many outposts feature hydro-powered defenses and underwater farms, making them self-sufficient and harder to siege.
  • Tactics and Armament: DGTC defenders rely on guerrilla tactics, traps, and ambushes. They also favor cutting-edge tech, from enchanted firearms to magical artillery, ensuring their strongholds remain formidable.

Trade Goods and Offerings



DGTC’s wares include a mix of survival essentials and rare items, serving adventurers, mercenaries, and wealthy elites alike:

  • Modern Weaponry and Armor: Firearms, explosives, custom armor, and other equipment suitable for traversing the hostile wastelands.
  • Faustian Mechanisms: Enchanted firearms, magical automatons, and hybrid machinery that combine technology with arcane power.
  • Underwater Farming Kits: Popular among aquatic species or communities near water, these kits help establish sustainable underwater gardens.
  • Salvaged Vehicles: Custom-built vehicles (affectionately called "Sweet Rides") range from armored trucks to bizarre, exotic contraptions.

Transportation and Portages



In Hodgepocalypse Canada, with its extensive wetlands and forests, traditional vehicles struggle. Enter the Pack Rats, six-legged beasts bred for their strength and adaptability:

  • Portage Routes: Pack Rats haul heavy loads across difficult terrain like dense forests or rocky outcrops, helping caravans move swiftly between riverways.
  • Water-Compatible Movement: Pack Rats, while not fully aquatic, excel in wet environments, able to wade through rivers and bogs.
  • Pack Rat Outposts: Special outposts serve as training centers for these creatures, where they are bred and prepared for overland trade routes.

Adventurer Hooks Involving Pack Rats

  1. The Pack Rat Problem: A DGTC trade route is blocked by a colony of wild Pack Rats, mutated by exposure to magical waste. Adventurers are hired to clear the infestation and recover stolen goods.
  2. The Great Pack Rat Rodeo: A yearly event in Weird Pegg draws competitors from all around. Adventurers are hired to investigate sabotage or compete in the rodeo.
  3. Lost Caravan: A DGTC caravan has disappeared in marshlands, and the usually docile Pack Rats are running wild. Adventurers are tasked with recovering the lost goods.

Key Dam Good Trading Co. Outposts Across Canada

Fort Driftwood (Winnipeg, Manitoba)



  • Focus: Central hub of DGTC’s operations, combining trade, governance, and research.
  • Defenders: A mix of Beaverfolk, dwarves, humans, and Feylin, all experts in trap-laying and defense.
  • Purpose: Serves as the primary warehouse and administrative center for DGTC operations.

Greenwood Enclave (Vancouver Island, British Columbia)



  • Focus: Herbalism, potion-making, and trade in magical goods.
  • Defenders: Animated plant creatures and Feylin defenders.
  • Purpose: Produces rare herbs and potions.

The Silver Lodge (Banff, Alberta)



A mountain outpost leased to the Dam Good Trading Co by the teenage dragon, Jargon, who runs his territory with a mixture of youthful ambition and chaotic rule. Despite his draconic nature, Jargon engages in limited trade, especially in rare minerals, metals, and enchanted goods.

  • Focus: Mining rare minerals and trading enchanted goods.
  • Defenders: Elves, Minotaurs, and Feylin, using natural terrain for defense.
  • Purpose: Jargon allows mining and limited trading of precious metals, alchemical reagents, and enchanted artifacts, though he demands a cut of all proceeds.

York Haven (Hudson Bay, Northern Manitoba)



  • Focus: A fortified trading hub near the historic location of York Factory, known for its prominent portage and waterways. This outpost specializes in long-range, water-based trade, relying heavily on York boats to navigate the numerous rivers and coastlines.  It takes advantage of the much milder climate to venture northward. 
  • Defenders: The rugged inhabitants include Humans, Dwarves, and adaptable Beaverfolk, who have constructed the outpost like a hybrid between a fort and a lodge. Defense systems include both traps and water-based barricades.
  • Purpose: York Haven acts as a key supply stop for traders venturing further into the north and serves as a hub for aquatic farming, rare textiles, and alchemical materials sourced from the surrounding wetlands and forests. 

Expanded Adventuring Hooks: 

The Good, The Bad, and The Ugly

  1. The Good: A hidden cache of pre-Hodgepocalypse technology has been discovered in a remote, waterlogged ruin. DGTC hires adventurers to escort a convoy to the dig site and protect the engineers.
  2. The Bad: A DGTC supply convoy has vanished near Lake Agony, a desolate and dangerous region. The company needs scouts to recover the goods.
  3. The Ugly: A relic known as the Bone Mirror of the Old World was acquired by a DGTC agent. Rival factions want it, and a mole may be undermining the company from within.


#Hodgepocalypse #Drevrpg #dnd5e #dungeonsanddragons #apocalypse #beaver #TradeAndGlory  #AdventurersWelcome #BeaverfolkBrigade

Saturday, October 26, 2024

Keystone Wastes - Part 4 - Garter Folk Technology



The Garter Folk, an anthropomorphic serpent-like people, have crafted a distinct technological aesthetic that blends their natural agility with the retro-futuristic charm of 1950s dieselpunk and atompunk. Their gadgets and weapons are built around glowing vacuum tubes, chrome finishes, and buzzing machinery, with excessive waste heat considered a signature of their designs.  However, there are some technology that goes the other way to take advantage of the natural stealth abilities.

Venom and Toxins


Garter Folk are typically only mildly poisonous, but they skillfully enhance their venomous saliva and natural musk with potent herbalism and pharmaceuticals, transforming their abilities into a remarkable weapon.Access and Crafting Levels:

Mild Neurotoxin: Available to characters around level 3 when herbalism kits and poisoner's kits become more accessible.

Pheromone Cloud: Available at level 5 due to its ability to manipulate groups and creatures with a reasonable saving throw DC.

Hemotoxic Serum: Available around level 7 as it starts dealing significant ongoing damage.

Neurotoxic Dream Draught: Accessible at level 9, with stronger mind-altering effects suitable for higher-level encounters.

Cardiotoxic Elixir: High-level concoction available at level 11, capable of potentially killing powerful foes.

Summary of Crafting DCs:

1. Mild Neurotoxin: DC 13

2. Pheromone Cloud: DC 15

3. Hemotoxic Serum: DC 17

4. Neurotoxic Dream Draught: DC 19

5. Cardiotoxic Elixir: DC 22

Mild Neurotoxin (Level 3)

Description: This concoction enhances the weak venom found in the Garter Folk's saliva. When applied to a weapon or delivered through a bite, it disrupts the target's nervous system, causing muscle spasms and mild paralysis.

Effect: The target must make a DC 12 Constitution saving throw. On a failed save, they are poisoned for 1 minute and suffer disadvantage on Dexterity saving throws and attack rolls.

Crafting Materials: Local neurotoxic plants (like belladonna), venom from small animals, and stimulants.

Cost: 20 GB for one dose (lasts 1 minute if applied to a weapon or lasts for one bite).

Real-Life Basis: Certain garter snakes are known to consume toxic newts and retain their toxins to enhance their own venom, causing temporary paralysis in prey.

2. Pheromone Cloud (Level 5)

Description: The Garter Folk’s natural musk can be distilled and enhanced to produce a cloud of pheromones that attracts or repels creatures.

Effect: When used, this concoction creates a 10-foot radius cloud for 1 minute. Creatures in the cloud must make a DC 14 Wisdom saving throw or be charmed or frightened (user's choice). Creatures affected can remake the save at the end of each of their turns. If charmed, creatures will prioritize following the Garter Folk or leaving the area if frightened.

Crafting Materials: Distilled pheromones, herbs that trigger attraction or fear, and minor hallucinogens.

Cost: 75 GB for one dose (lasts 1 minute).

Real-Life Basis: Garter snakes use pheromones during mating seasons to attract partners, and some snakes excrete a foul-smelling musk to ward off predators.

3. Hemotoxic Serum (Level 7)

Description: This concoction enhances the Garter Folk’s saliva to create a hemotoxin that damages blood vessels and prevents coagulation.

Effect: The target must make a DC 15 Constitution saving throw. On a failed save, they suffer 3d6 poison damage immediately, and an additional 1d6 poison damage at the end of each of their turns for 1 minute. A successful save halves the initial damage and prevents the ongoing effect.

Crafting Materials: Extracts from venomous snakes (like rattlesnakes), blood-thinning herbs (like garlic), and anti-clotting agents.

Cost: 150 GB for one dose (lasts for one bite or applied to one weapon).

Real-Life Basis: Hemotoxins are commonly found in pit viper venoms, which destroy red blood cells and cause internal bleeding.

4. Neurotoxic Dream Draught (Level 9)

Description: By refining neurotoxins into a concentrated brew, the Garter Folk can create a concoction that induces vivid hallucinations and an altered mental state.

Effect: The target must make a DC 16 Wisdom saving throw. On a failed save, they are stunned for 1 minute, experiencing disorienting hallucinations. At the end of each of their turns, they may remake the saving throw. While stunned, they are incapacitated and unaware of their surroundings.

Crafting Materials: Psilocybin mushrooms or similar hallucinogens, garter venom, and neurotoxic herbs.

Cost: 300 GB for one dose (lasts for one bite or inhaled in a gaseous form).

Real-Life Basis: Garter snakes' neurotoxins cause prey to experience temporary disorientation and paralysis, which has been exaggerated in this draught.

5. Cardiotoxic Elixir (Level 11)

Description: This deadly concoction is a blend of toxins that targets the cardiovascular system, inducing cardiac arrest or failure in its victims.

Effect: The target must make a DC 18 Constitution saving throw. On a failed save, they suffer 4d8 poison damage and become paralyzed as their heart begins to fail. At the end of each of their turns, they can make another Constitution saving throw. On three consecutive failures, the target dies.

Crafting Materials: Digitalis (foxglove), garter venom, and venom from animals with cardio-inhibitory effects (such as certain frogs or marine life).

Cost: 500 GB for one dose (lasts for one bite or applied to a weapon).

Real-Life Basis: Certain snake venoms can inhibit the heart’s ability to function properly, leading to cardiac failure or death.

Weapons & Combat Gear

Coil Bolas



A set of bolas designed to trip and constrict enemies, made from durable synthetic fibers that mimic their own constricting ability. These would work well with their quick, slithery movements.

Weapon Type: Ranged Weapon (Martial, Thrown)

Damage: 1d4 bludgeoning (on hit), plus additional effects based on constriction

Range: 20/60 feet

Weight: 2 lbs

Cost: 30 GB

Properties: Thrown, finesse, special

Rarity: Uncommon

Special Properties:

Constriction: On a successful hit, the target must succeed on a DC 13 Dexterity saving throw or become restrained as the bolas constrict around them. A restrained creature takes 1d6 bludgeoning damage at the start of each of its turns as the bolas tighten.

Escape: A creature can use its action to make a DC 14 Strength check to free itself from the bolas. Alternatively, an adjacent creature can use an action to assist the restrained target, allowing them to make a DC 12 Dexterity check to free the target.

Reusability: The Coil Bolas can be retrieved and reused after each throw unless damaged or destroyed.

Combat Usage:

Constriction Mechanism: When the Coil Bolas hit a creature, the synthetic fibers automatically tighten around the target, simulating the Garter Folk's natural constriction abilities. The bolas are particularly effective at incapacitating fast or lightly armored foes.

Restrained Condition:

  • A restrained creature's speed becomes 0, and it can’t benefit from any bonus to its speed.
  • Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.
  • The creature has disadvantage on Dexterity saving throws.

Tactical Use:

  • Quick Immobilization: The Coil Bolas are perfect for slowing down and restraining fast-moving enemies or targets attempting to flee.
  • Gradual Pressure: The gradual bludgeoning damage simulates the tightening effect of constriction, weakening the enemy over time while they struggle to escape.
  • Non-Lethal Control: Ideal for capturing targets alive or preventing escape without lethal force.

Crafting DC:

DC 15 (for characters proficient in Tinker's Tools or Weavers' Tools) to craft Coil Bolas from durable synthetic materials. Crafting requires at least 15 GB in materials for one set.

Variations:

  • Heavy Coil Bolas: A heavier version that deals 1d6 bludgeoning damage on hit and increases the Dexterity saving throw DC to 15. However, the range decreases to 15/45 feet. Cost: 40 GB.
  • Barbed Coil Bolas: This variant includes small barbs that dig into the target’s skin, dealing an additional 1d4 piercing damage when the bolas first hit. Cost: 45 GB.

Dart Guns



Air-powered or CO2-based dart guns, used by wildlife conservationists in the 20th century, are adapted for tactical use. 

  • Weapon Type: Ranged Weapon (Martial)
  • Damage: 1 piercing (base), with additional effects based on the dart used.
  • Range: 25/100
  • Cost: 75 GB for the gun, 20-50 GB per specialized dart.
  • Special Ammunition: Paralyzing Dart, Sleeping Dart, Poisoned Dart, Tracking Dart, Blinding Dart.
  • Use: Ideal for stealth missions, capturing foes, or non-lethal engagements.

1. Paralyzing Dart

  • Effect: The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
  • Cost: 25 GB per dart (due to the venom and craftsmanship involved).
  • Use: Ideal for incapacitating targets without killing them, especially for capture or interrogation.

2. Sleeping Dart

  • Effect: The target must succeed on a DC 12 Constitution saving throw or fall unconscious for 1 hour. The target wakes up if they take damage or if someone uses an action to shake them awake.
  • Cost: 20 GB per dart.
  • Use: Non-lethal option to render a target unconscious, good for stealth or abduction missions.

3. Poisoned Dart

  • Effect: The target must make a DC 14 Constitution saving throw or take 1d8 poison damage and become poisoned for 1 minute. They can repeat the saving throw at the end of each of their turns to end the poisoned condition.
  • Cost: 30 GB per dart (due to the dangerous nature of the poison).
  • Use: Useful for weakening enemies before engaging in combat.

4. Tracking Dart

  • Effect: No immediate damage. Instead, the dart embeds a magical tracker (similar to the Locate Object spell) that allows the shooter to track the target within 500 feet for up to 24 hours. Requires concentration to focus on the tracker.
  • Cost: 50 GB per dart (due to the magical properties).
  • Use: Perfect for keeping tabs on someone or tracking a target without needing to physically follow them.

5. Blinding Dart

  • Effect: The target must succeed on a DC 13 Dexterity saving throw or be blinded for 1 minute. The target can make a Constitution saving throw at the end of each of their turns to end the effect.
  • Cost: 20 GB per dart.
  • Use: Provides a tactical advantage in combat by temporarily blinding the target.

Additional Properties:

  • Silent: Because dart guns rely on compressed air or similar mechanisms, they make very little noise when fired. Attacks made with the dart gun are not automatically heard unless a creature is within 15 feet of the shooter, in which case they must make a DC 15 Perception check to hear the shot.
  • Non-Lethal Option: A dart gun can deliver non-lethal damage if the dart's effects are meant to incapacitate or paralyze rather than kill.

Sticky Venom Mines



Small, adhesive mines that can be placed on surfaces or thrown at enemies. Upon detonation, they release a sticky substance laced with venom that slows or incapacitates targets.

  • Type: Throwable Device / Trap
  • Damage: No direct damage; effects are based on venom and adhesive substance.
  • Range: 20 feet (thrown)
  • Weight: 1 lb (per mine)
  • Cost: 50 GB (per mine)
  • Rarity: Uncommon

________________________________________

Effects:

Adhesive Explosion: When the mine is triggered (either manually or by proximity), it detonates, releasing a sticky, venom-laced substance in a 10-foot radius. All creatures in the area must make a DC 14 Dexterity saving throw or be affected by the mine's venom and adhesive.

Failure on Dexterity Save:

Restrained: A creature that fails the saving throw is restrained by the sticky substance. The restrained creature can attempt to break free by making a DC 13 Strength check as an action on its turn.

Venomous Effect: A creature restrained by the substance must also make a DC 14 Constitution saving throw or be poisoned for 1 minute. While poisoned, the creature has disadvantage on attack rolls and ability checks. The creature can repeat the saving throw at the end of each of its turns, ending the poisoned condition on a success.

Successful Dexterity Save:

On a success, the creature avoids being restrained but its movement speed is halved for 1 minute as the sticky substance clings to them.

Combat Usage:

Set the Trap: The mine can be placed on surfaces (walls, floors, or ceilings) as a trap. It can be thrown at a target or used to set up defensive zones in advance. Triggering the mine requires either a creature moving within 5 feet of it, or it can be manually triggered by the person who placed it.

Throwing the Mine: As an action, the mine can be thrown up to 20 feet. Upon impact, it detonates in the same 10-foot radius, affecting creatures in that area.

Tactical Use:

  • Area Denial: Perfect for blocking off corridors, doorways, or choke points to slow down or restrain enemies.
  • Incapacitation: The venomous nature of the mines allows them to both restrain and poison targets, making them highly vulnerable to further attacks from the Garter Folk or other allies.
  • Non-Lethal Control: The Sticky Venom Mines are useful for capturing or disabling enemies without lethal force, making them ideal for ambushes or defensive tactics.

Crafting DC:

DC 15 (for characters proficient with Tinker’s Tools or Poisoner’s Kit) to craft a Sticky Venom Mine. Crafting requires at least 25 GB in materials and access to venom.

Variations:

  • Paralyzing Venom Mine: A variant that applies a paralyzing venom instead of poison. The creature must make a DC 14 Constitution saving throw or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the paralysis on a success. Cost: 75 GB per mine.
  • Explosive Sticky Mine: In addition to the adhesive and venom effects, this version deals 2d6 fire damage on detonation. Cost: 100 GB per mine.

This versatile trap is ideal for Garter Folk and any group that focuses on stealth, control, or ambush tactics.

Suppressor (for Ranged Weapons)



  • Cost: 200 GB
  • Description: A suppressor is a cylindrical device that attaches to the end of a ranged weapon, muffling the sound of the projectile being fired. It can be used with firearms It is typically made of treated wood, metal, or other sound-dampening materials, designed to make shots quieter and harder to detect.
  • Stealth Enhancement: When a weapon with a suppressor fires, creatures within 30 feet of the shooter cannot hear the shot unless they succeed on a DC 15 Perception check (modified by distance and environmental factors). This allows the shooter to remain hidden when making ranged attacks, if they are otherwise concealed.
    • For example, if the shooter is hidden before making an attack, they can remain hidden even after firing, provided they take steps to avoid being visually detected and there are no loud impacts (e.g., hitting metal armor).
  • Range Impact: The suppressor reduces the weapon’s effective range slightly, lowering the weapon’s normal range by 20% (rounded down). For example, an Auto pistol with a range of 30/120 would become 24/96 while the suppressor is attached. The reduction reflects the impact of the suppressor on the projectile’s speed or aerodynamics.
  • Precision Penalty: Due to the impact of the suppressor on the weapon's balance or projectile path, attacks made with a suppressed weapon have -1 to attack rolls. This penalty reflects the slight difficulty in aiming caused by the suppressor’s weight and impact on weapon dynamics.

The Garterfolk usually use a SMG or Micro Gatling. With these suppressors for quiet, stealthy operations. The Garter Folk’s focus on hit-and-run tactics would favor these over bulkier firearms.

They also prefer Sniper Rifles for Defense of territory from afar, or taking down key targets from stealthy vantage points.

Tripwire Nets



Garter Folk would utilize light tripwire-activated nets, similar to those used by law enforcement. These nets constrict and tighten around captured enemies, leveraging their natural knowledge of constriction.

  • Type: Mechanical Trap (can also be used as equipment)
  • Weight: 5 lbs
  • Cost: 50 GB (for a pre-made, reusable net trap)
  • Range: The trap can be set up to cover a 10 ft x 10 ft area.
  • Trigger: A creature stepping into the area covered by the tripwire must succeed on a DC 14 Dexterity saving throw or become restrained by the net.
  • Effect: When a creature is restrained by the net, it must succeed on a DC 13 Strength check to free itself. The net automatically constricts, applying the restrained condition to the target. If left for 3 rounds without escape, the net deals 1d6 bludgeoning damage per round due to its constriction, as it tightens around the target.

Properties:

  • Reusable: The net can be reused if recovered and undamaged. Reusing the net after a successful capture requires a successful DC 10 Dexterity check to reset the tripwire mechanism (takes 1 minute to reset).
  • Silent Capture: The net can trap targets without noise, making it ideal for stealthy situations or ambushes.
  • Restraining: A creature restrained by the net has disadvantage on attack rolls and Dexterity saving throws, and its movement speed becomes 0.

Combat Usage:

  • Setting the Trap: It takes 5 minutes to set up a tripwire net and requires a DC 12 Dexterity (Sleight of Hand) check to do so without being noticed.
  • Escaping the Net: The restrained creature can attempt a DC 13 Strength check to break free, or a creature adjacent to the restrained creature can use an action to free them with a DC 10 Dexterity (Sleight of Hand) check.

Tactical Use:

  • Trapping Intruders: Garter Folk use these nets to incapacitate or immobilize enemies before engaging in direct combat, giving them time to flee or prepare other actions.
  • Ambush Tool: Excellent for setting ambushes or securing areas like doorways, trails, or choke points.
  • Non-Lethal Immobilization: Allows for the capture of targets without risking their lives, particularly useful for capturing enemies for questioning.

Crafting DC:

DC 14 (for characters with proficiency in Tinker's Tools or Weavers' Tools) to craft a reusable tripwire net from materials, requiring at least 25 GB in materials.

Variations:

  • Weighted Net: An upgraded version that increases the Strength DC to 15 to escape but deals no bludgeoning damage. Cost: 75 GB.
  • Poisoned Tripwire: A variation that coats the net with poison. If the target fails the Dexterity saving throw to avoid the trap, they must also succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. Cost: 100 GB.

Tools & Utility Equipment

Besides using radios and flares for communication, the garter folk have done some adjustments to maximize utility.

Coilback Packs



  • Price: 10 GB
  • Rarity: Common
  • Weight: 2 lb (empty)
  • Capacity: The Coilback Pack can carry up to 30 pounds of equipment, distributed in smaller compartments across the Garter Folk’s body.
  • Special: Adapted to the physiology of Garter Folk, it doesn’t impose disadvantage on Dexterity (Stealth) checks, unlike typical backpacks.
  • Use: Ideal for long-term missions, it can store tools, rations, or ammunition without hindering agility or movement.

Flashlights with Red Filters



  • Price: 15 GB (handheld), 25 GB (helmet-mounted)
  • Rarity: Uncommon
  • Weight: 1 lb (handheld), 0.5 lb (helmet-mounted)
  • Use: Grants 30 feet of bright light and 30 feet of dim light in low-light or dark environments.
  • Red Filter Effect: When using the red filter, the light becomes dim light only, up to 30 feet, which does not disrupt darkvision or stealth checks. Perception checks relying on sight in dim light are made with advantage when using this filter.
  • Special: When used in stealth operations, those attempting to detect the light source via standard perception checks must succeed on a DC 14 Wisdom (Perception) check.

Pheromone Communicators



  • Price: 50 GB
  • Rarity: Rare
  • Weight: 0.5 lb
  • Range: 120 feet.
  • Effect: Allows Garter Folk to silently communicate through pheromones over a short range. Non-Garter Folk cannot detect these signals without a specialized tool or magical means.
  • Special: Requires an Intelligence (Medicine) check (DC 18) to detect or counter these pheromone signals if not a Garter Folk. Messages sent are basic, such as directions or emotional states.
  • Duration: Lasts indefinitely but requires concentration to communicate detailed messages (similar to the Message cantrip). Simple signals can be passively emitted.

Tail Grappling Hook



  • Price: 75 GB
  • Rarity: Uncommon
  • Weight: 5 lb
  • Range: 50 feet (max range).
  • Use: As an action, the user can fire the grappling hook to latch onto a solid surface within 50 feet. A Strength (Athletics) check (DC 12) is required to secure the hook. Once secured, the Garter Folk can climb or swing as part of their movement, treating the grappling hook as part of their natural movement (up to half their speed while climbing).
  • Special: Firing the grappling hook is a ranged attack (use Dexterity) with a range of 50 feet. On a hit, the hook latches on and allows for quick escapes, climbing, or traversal in urban environments. Firing the grappling hook does not occupy the hands, but retraction and resetting the hook take an action.

Transportation

1. Coil Tanks 



Light, mobile armored vehicles that can “coil” and compress into compact forms for easier movement through rough terrain. They could deploy venom gas or immobilizing mines as part of their armament.

o Use: Offers a compact, agile defensive unit with venom-based artillery.




2. Slithercycles



Lightweight, fast-moving motorbikes adapted to the Garter Folk’s serpentine movement. These vehicles are low-profile and designed for speed and maneuverability.

o Use: Urban transportation, messengers, or recon scouts.




3. Venom-Tipped Drones 



Small flying or crawling drones that can deliver venomous payloads or act as scouts for reconnaissance missions. These drones would be controlled via neural interface or pheromonal signals.

o Use: Equipped with tiny venomous stingers, useful for disabling enemies or marking targets.


#TTRPG #DnD #GameDesign #Worldbuilding #Homebrew #TabletopGames #RPG