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2007-03-08, 07:31 PM (ISO 8601)
- Join Date
- Dec 2004
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- The Mindfields
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[Template] Abandoned to the shadows...
This was inspired by a very interestingly odd novel by Neil Gaiman...
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Neverwhere
The neverwhere are beings who have fallen through the cracks of reality and into the darkness of the underside of the world. They are the forgotten and cast away who matter no more to those in the overworld.
They take to the filthy crannies, the sewers, the lost buildings and basements and cellars of the world. The more man-like beings eek out livings by trade and barter, often setting up mass impromptu markets in the dark of night above or in the vaster locales beneath. Neverwhere beasts are found in abundance however, preying upon those of the unwholesome shadows...
Neverwhere creatures speak Common and a dialect of Undercommon.
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Sample Neverwhere
Neverwhere Giant Crocodile
Huge Magical Beast
Hit Dice: 7d10+35 (73 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 16 (–2 size, +1 Dex, +7 natural), touch 9, flat-footed 15
Base Attack/Grapple: +5/+21
Attack: Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12)
Full Attack: Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab
Special Qualities: Dark cunning, forgotten, hold breath, low-light vision, resistance to disease, scent, unveiled sight
Saves: Fort +10, Ref +6, Will +4
Abilities: Str 27, Dex 12, Con 21, Int 3, Wis 14, Cha 2
Skills: Climb +10, Hide +1*, Listen +6, Spot +6, Swim +16
Feats: Alertness, Blindfight, Endurance, Skill Focus (Hide)
Environment: Any urban
Organization: Solitary or colony (6–11)
Challenge Rating: 6
Advancement: 8–14 HD (Huge)
Level Adjustment: —
This appears as an absolutely enormous crocodile with leathery, albino skin the dead white of a maggot. Its pale pink eyes blaze with a feral intelligence as it rushes forward, enormous maw gaping.
Combat
A neverwhere crocodile hunts much as its above ground brethren do, though they often attempt to trick or surprise their victims instead of bold frontal attacks.
Dark Cunning (Ex): A neverwhere crocodile's natural proclivity for twists and turns prevents it from ever becoming lost.
Forgotten (Su): To creatures who live anywhere but in Underground enviroments the crocodile is considered invisible and inaudible to creatures. They cannot even detect its presence by means of blindsense, blindsight, scent, or tremorsense. They cannot pinpoint the neverwhere crocodile's location by any means short of True Seeing.
They remain unaware of the crocodile's actions, provided the it does not make any attacks or cause any obvious or directly threatening changes in the subject’s environment. If it attacks a non-neverwhere creature the effect ends.
If the neverwhere crocodile takes an action that creates a sustained and obvious change in the environment - for example, attacking a non-neverwhere creature or moving a large or attended object others can see - those within sight immediately notices it.
Reguardless of the crocodile's actions, within 2d4 rounds (+1 per round of combat) of the encounter the effected forget the neverwhere being.
A neverwhere being may be remembered with a DC 20 Autohypnosis check or the Remember the Forgotten feat.
Hold Breath (Ex): A crocodile can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.
Improved Grab (Ex): To use this ability, the crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.
Resistant to Disease (Ex): A neverwhere crocodile gains immunity to Blinding Sickness and Filfth Fever. It also gains a +4 racial bonus to checks against all diseases.
Unveiled Sight (Ex): Three times per day a neverwhere crocodile may see things as they truley are as if it had cast True Seeing. As well, a neverwhere crocodile who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if they were actively looking for it. It gains a +6 racial bonus to this check.
Skills: A neverwhere crocodile has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
*A crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.
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Creating a Neverwhere Creature
Neverwhere is a template that can be added to any being, hereafter referred to as the base creature. This template can be inherited or acquired. A neverwhere creature uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged.
Hit Dice: Animal and vermin HD become d10's.
Special Qualities: A neverwhere creature retains all qualities of the base creature plus the following qualities.
Dark Cunning (Ex): A neverwhere being's natural proclivity for twists and turns prevents them from ever becoming lost.
Forgotten (Su): You no longer seem to exist. To creatures who live anywhere but in Underground enviroments you are considered invisible and inaudible to the creature. They cannot even detect your presence by means of blindsense, blindsight, scent, or tremorsense. They cannot pinpoint the neverwhere creature's location by any means short of True Seeing.
They remain unaware of your actions, provided the neverwhere creature does not make any attacks or cause any obvious or directly threatening changes in the subject’s environment. If you attack a non-neverwhere creature the effect ends.
If the neverwhere creature takes an action that creates a sustained and obvious change in the environment - for example, attacking a non-neverwhere creature or moving a large or attended object others can see - those within sight immediately notices the neverwhere creature.
Reguardless of your actions, within 2d4 rounds (+1 per round of combat) of the encounter the effected forget the neverwhere being. If this is an acquired template then your family, friends, any non-neverwhere creature, forgets you ever existed, your existence becoming but a vague hole in their memory.
A neverwhere being may be remembered with a DC 20 Autohypnosis check or the Remember the Forgotten feat.
An object built by a neverwhere creature becomes unnoticed for as long as the neverwhere creature remains within 60 feet of it and for 1d6 hours thereafter.
Low-Light Vision (Ex): A neverwhere creature can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Resistant to Disease (Ex): Neverwhere creatures live in the filthiest of places. They gain immunity to any two diseases of their choice, and gain a +4 racial bonus to checks against all others.
Unveiled Sight (Ex): Three times per day a neverwhere creature may see things as they truley are as if they had cast True Seeing. As well, a neverwhere creature who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if they were actively looking for it. They gain a +6 racial bonus to this check.
Abilities: Increase from the base creature as follows: Con +2, Wis +2. An animal's intelligence and charisma is increased to at least 3.
Skills: A neverwhere creature gains Climb and Knowledge (architecture/dungeoneering/local) as class skills with a +2 racial bonus to such checks.
Feats: A neverwhere creature gains Blindfight as a bonus feat.
Environment: Any Urban
Challenge Rating: Same as the base creature +2
Alignment: Often chaotic (any)
Advancement: As base creature
Level Adjustment: +4
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Remember the Forgotten [General]
You notice the Neverwhere
Benefit: You are unaffected by the neverwhere's Forgotten ability. You also gain a +4 bonus to saves against affects that effect your memory.
Rat Speaker [General]
You speak with the masters of the forgotten dark.
Prerequisite: Neverwhere Creature
Benefit: You can speak with rats, both with and without the neverwhere template, as the Speak With Animals spell.Last edited by The Vorpal Tribble; 2007-03-10 at 12:17 PM.
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2007-03-08, 07:42 PM (ISO 8601)
- Join Date
- Oct 2005
- Location
- Earth
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2007-03-08, 07:55 PM (ISO 8601)
- Join Date
- Oct 2006
- Gender
Re: [Template] Abandoned to the shadows...
Ah, this reminds me of the bridge scene. I suppose someone is going to make a homebrew environment for this now.
Lovely work!MMORPGs come and go but D&D is forever.
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2007-03-08, 10:00 PM (ISO 8601)
- Join Date
- Jan 2007
- Location
- Oh gods i wish i knew
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Re: [Template] Abandoned to the shadows...
I think the ability to make the target forget is a big cheap. Other than that, really good.
from,
EE
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2007-03-08, 11:04 PM (ISO 8601)
- Join Date
- Dec 2004
- Location
- The Mindfields
- Gender
Re: [Template] Abandoned to the shadows...
Adjusted.
Excellent spy. Even better then a doppelganger.
I think the ability to make the target forget is a big cheap.
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2007-03-08, 11:08 PM (ISO 8601)
- Join Date
- Jun 2006
- Location
- Fairfield, CA
- Gender
Re: [Template] Abandoned to the shadows...
Ooh! Ooh! Do American Gods!
Wiki - Q&A - FB - LIn - Tw
d20r Compilation PDF - last updated 9.11.14
d20r: Spells (I-L) - d20r: Spells (H) - d20r: Spells (G) - d20r: Spells (F) - d20r: Spells (E) - d20r: Spells (D) - d20r: Wizard class
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2007-03-08, 11:13 PM (ISO 8601)
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- Dec 2004
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- The Mindfields
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2007-03-08, 11:49 PM (ISO 8601)
- Join Date
- May 2006
- Location
- The center of The Void
- Gender
Re: [Template] Abandoned to the shadows...
I've never read the book (will have to now ), but this is pretty cool
Now, I assume this would be possible, but I'll ask anyway:
Could a PC/NPC make a Knowledge check to know of the existence of Neverwhere creatures and then pull a "Memento" and writes down the name and a description of what the Neverwhere creature was. In this way, he would be able to say 'Well, I can't remember it because it has this special ability that stops me from remembering it, but here's what we encountered, even though you may not think we did." Obviously, this would do little good beyond hoping to meet someone with the "Remember the Forgotten" feat that can help get rid of the Neverwhere if it is following the character or the character deciding to pick up the feat next time it gets the chance to.
Or, is a knowledge check to "remember" the existence of Neverwhere creatures impossible in the first place?Spoiler
My Stuffs:
Races and Monsters:
Kobork | Diverion | Tori | Zodiacal Hydra | Grecklerot | [Unnamed] | Faddle | Träumen
Feats:
Expand Wild Shape | Psionic Void | Quick Grab
Spells:
Ethereal Anchor | Twist Fate | Ghost Instrument
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2007-03-09, 12:03 PM (ISO 8601)
- Join Date
- Dec 2004
- Location
- The Mindfields
- Gender
Re: [Template] Abandoned to the shadows...
I'd say the existence of Neverwhere would be a Knowledge: Dungeoneering check. Creatures who are from underground, such as dwarves, have no problem remembering them.
Actually, in a setting that have neverwhen, the 'underworld' should be a place all but unknown and most creatures there should have this template.Last edited by The Vorpal Tribble; 2007-03-09 at 12:04 PM.
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2007-03-09, 01:20 PM (ISO 8601)
- Join Date
- Feb 2007
- Gender
Re: [Template] Abandoned to the shadows...
Ooh, this is cool. How does something become a neverwhere ceature?
"I have tasted the heat of many stars, and all of them were sweet."
-The Hive Queen
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2007-03-09, 11:25 PM (ISO 8601)
- Join Date
- Dec 2006
Re: [Template] Abandoned to the shadows...
If I remember it correctly, it's never actually spelled out how one becomes drawn into it. It sort of implies though, that for some people,it just sort of...happens. It seems to happen to others when they actually notice someone who's been forgotten and act upon it in some way. Being from "the City Below" also seems to be hereditary.
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2007-03-10, 12:50 PM (ISO 8601)
- Join Date
- Dec 2004
- Location
- The Mindfields
- Gender
Re: [Template] Abandoned to the shadows...
Rat Lord
Awakened Neverwhere Rat Aristrocrat 5
Tiny Magical Beast
Hit Dice: 2d10+2 + 5d8+10 (45 hp)
Initiative: +2
Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +4/-8
Attack: Bite +8 melee (1d3–4)
Full Attack: Bite +8 melee (1d3–4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Dark cunning, forgotten, low-light vision, resistance to disease, scent, unveiled sight
Saves: Fort +5, Ref +6, Will +6
Abilities: Str 3, Dex 15, Con 12, Int 16, Wis 14, Cha 6
Skills: Balance +15, Climb +16, Hide +20, Knowledge (Architecture) +15, Knowledge (Dungeoneering) +15, Knowledge (Local) +15, Listen +10, Move Silently +13, Sense Motive +6, Spot +10, Survival +12, Swim +15
Feats: Blindfight(B), Darkstalker, Quick Reconnoiter, Stealthy, Weapon FinesseB
Environment: Any
Challenge Rating: 5
Alignment: True Neutral
Advancement: By character class
This appears much as any rat, though it extraordinarily large, and its pelt is cleaner and its eyes bright with a piercing intellect.
Lord Rat speaks their own personal tongue.
Combat
Lord Rat prefers not to fight, but to stalk and spy, hiring larger neverwhere beings to do battle.
Dark Cunning (Ex): A neverwhere rat's natural proclivity for twists and turns prevents it from ever becoming lost.
Forgotten (Su): To creatures who live anywhere but in Underground enviroments the rat is considered invisible and inaudible to creatures. They cannot even detect its presence by means of blindsense, blindsight, scent, or tremorsense. They cannot pinpoint the neverwhere rat's location by any means short of True Seeing.
They remain unaware of the rat's actions, provided the it does not make any attacks or cause any obvious or directly threatening changes in the subject’s environment. If it attacks a non-neverwhere creature the effect ends.
If the neverwhere rat takes an action that creates a sustained and obvious change in the environment - for example, attacking a non-neverwhere creature or moving a large or attended object others can see - those within sight immediately notices it.
Reguardless of the rat's actions, within 2d4 rounds (+1 per round of combat) of the encounter the effected forget the neverwhere being.
A neverwhere being may be remembered with a DC 20 Autohypnosis check or the Remember the Forgotten feat.
Resistant to Disease (Ex): A neverwhere rat gains immunity to Blinding Sickness and Filfth Fever. It also gains a +4 racial bonus to checks against all diseases.
Unveiled Sight (Ex): Three times per day a neverwhere rat may see things as they truley are as if it had cast True Seeing. As well, a neverwhere rat who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if they were actively looking for it. It gains a +6 racial bonus to this check.
Skills: Rats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat can always choose to take 10 on Climb checks, even if rushed or threatened.
A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks.
A rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.Last edited by The Vorpal Tribble; 2007-03-10 at 12:55 PM.
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2007-03-11, 09:26 AM (ISO 8601)
- Join Date
- Feb 2006
- Location
- Kanagawa, Japan
- Gender
Re: [Template] Abandoned to the shadows...
Good book, that, and a nice adaption.
It is a joyful thing indeed to hold intimate converse with a man after one’s own heart, chatting without reserve about things of interest or the fleeting topics of the world; but such, alas, are few and far between.
– Yoshida Kenko (1283-1350), Tsurezure-Gusa (1340)
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2007-03-11, 11:30 AM (ISO 8601)
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- Feb 2006
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- Somewhere far, far away...
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Re: [Template] Abandoned to the shadows...
Show was good.
-Croup and Vandamar are so cool.
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2007-03-11, 12:17 PM (ISO 8601)
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- Dec 2004
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- The Mindfields
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Re: [Template] Abandoned to the shadows...
There was a show?
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2007-03-11, 12:50 PM (ISO 8601)
- Join Date
- Feb 2006
- Location
- Kanagawa, Japan
- Gender
Re: [Template] Abandoned to the shadows...
Yeah, Neverwhere was made into a television series.
Last edited by Matthew; 2007-03-11 at 12:51 PM.
It is a joyful thing indeed to hold intimate converse with a man after one’s own heart, chatting without reserve about things of interest or the fleeting topics of the world; but such, alas, are few and far between.
– Yoshida Kenko (1283-1350), Tsurezure-Gusa (1340)
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2007-03-11, 12:53 PM (ISO 8601)
- Join Date
- Dec 2004
- Location
- The Mindfields
- Gender
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2007-03-11, 12:55 PM (ISO 8601)
- Join Date
- Feb 2006
- Location
- Kanagawa, Japan
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Re: [Template] Abandoned to the shadows...
I enjoyed it, but it was eleven years ago. No idea how it would stand up now. As I recall, it was the television series that prompted me to read the book.
It is a joyful thing indeed to hold intimate converse with a man after one’s own heart, chatting without reserve about things of interest or the fleeting topics of the world; but such, alas, are few and far between.
– Yoshida Kenko (1283-1350), Tsurezure-Gusa (1340)
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2007-03-11, 12:59 PM (ISO 8601)
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- Aug 2005
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- Ēast Seaxna rīc
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Re: [Template] Abandoned to the shadows...
"that nighted, penguin-fringed abyss" - At The Mountains of Madness, H.P. Lovecraft
When a man decides another's future behind his back, it is a conspiracy. When a god does it, it's destiny.
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2007-03-11, 01:00 PM (ISO 8601)
- Join Date
- Feb 2006
- Location
- Somewhere far, far away...
- Gender
Re: [Template] Abandoned to the shadows...
Oh, it was very good.
My d20 Modern setting is heavily influenced by it, matter of fact.
-I've heard the book is good, and wish to read it sometime.
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2007-04-14, 05:33 PM (ISO 8601)
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- Dec 2004
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- The Mindfields
- Gender
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2007-04-14, 05:43 PM (ISO 8601)
- Join Date
- Apr 2005
- Gender
Re: [Template] Abandoned to the shadows...
There was also a really good graphic novel of it.
I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.
Homebrew by The Demented One.
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2007-04-15, 07:45 PM (ISO 8601)
- Join Date
- Nov 2006
- Location
- I live in Denial Occupation: Starving Artist Alignment: Chaotic Good
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Re: [Template] Abandoned to the shadows...
now that I've fixed this, the next post won't make much sense. so be it. Let this serve as a lesson that one should never, under any circumstances, post while suffering from sleep deprivation.
Seriously, finding that you've made a fool of yourself is never fun if you didn't intend to be foolish.
What I should have said was: if you liked Neverwhere, you would probably like Imajica, by Clive Barker.
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2007-04-15, 07:48 PM (ISO 8601)
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- Apr 2005
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Re: [Template] Abandoned to the shadows...
Imajica's by Clive Barker, not Gaiman. I'd say either the whole Sandman series or American Gods is Gaiman's best, with Good Omens coming in third.
I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.
Homebrew by The Demented One.
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2007-04-15, 09:51 PM (ISO 8601)
- Join Date
- Nov 2006
- Location
- I live in Denial Occupation: Starving Artist Alignment: Chaotic Good
- Gender