Skip to main content

Brainstorm: Krohnus the Crater Planet

There exists a world, ravaged by constant bombardment of radiation such that the surface has become a living hell.  No vegtation seems to survive there; life is barren, hot, unkind in every way.  However, deep in the depths of the planet's layers lay a crater, many miles deep and many miles wide.  The radiation passes over the crater, leaving the inside untouched by death.  Within this crater, all normal life on the planet survives.  Outside of this crater, well, the things that live there are things like outsiders, demons, devils, and other toughened species.

The crater itself is divided into large oval bands of layers, each band miles wide and supporting a specific ecosystem.  Various humanoid races are scattered through the vegetated layers in cities, tribes, and villages.  All the diversity of what once was perhaps a living, flourishing planet, now exists in these layers of the crater.

Deep within the crater is a radiation zone around the original meteor that created the crater.  It, like the planet, is called Krohnus.  Within its reach, only exotic, demented, and unnatural life spawns.

Under the crater, caverns delve far into the planet.  There, so rumors have told, entire cities dwell, living off the hidden life-giving water seas and lakes that still remain.  Few know of the undercrater life in the world above.

Comments

Popular posts from this blog

5E Starting Gold and Equipment for Higher Levels

The DMG has a rough recommendation for starting gold and equipment for higher levels, but with my groups running one-shots, we wanted to nail it down to level by level. Here's my DMG-inspired table. Generally I allow equipment to be traded in during character creation for half book value, where applicable. I also, as a GM, offer to make custom magic items for players who can't choose. A list of magical items by rarity can be found here  with stats available in the DMG. I also generally allow players to buy healing potions (2d4+2) for 50gp and greater healing potions for 250gp (4d4+4). PHB items are available at book cost at creation. I do not allow other equipment to be purchased except in game. This is generally based off the "high magic" campaign. Level Starting Gold Starting Equipment / Magic Items 1 - 160gp  OR Standard starting equipment 2 210gp Standard starting equipment 3 285gp Standard starting equipment 4 365gp Standard sta...

Rules for Flying Creatures in 5E

I'm not one for just throwing my players willy-nilly into something new without an idea of how it would work.  Flying races are on the horizon for one of my games, so here are my clarifications for flying creatures: A flying creatures requires a minimum space of at least 3 times their height in all directions in order to flight. For example, a 6 ft tall flying creature requires a room to be at least 18 ft in all dimensions before they can fly in it. A flying creature can attempt to grapple a creature.  If the the target or grappler are flying, grapple attempts are at disadvantage. If neither are flying, grapples are per RAW.  The state of flying or walking is determined by the last square you have moved.  To change between walking and/or flying, you must use at least 1 space of movement.  Movement rules per RAW apply (PHB pg 190 "Using Different Speeds") A successful grapple check by a flying creature can allow the flying creature to potentially carry th...

Exploiting Weakness in D&D 5e: A Guide for the Evil Plotting GM

I wrote a similar article to this on Pathfinder, and though this is a pretty evil topic, it has been of use to a lot of folks out there.  So, now, I think, is the time to start a similar article for D&D 5e.  This will be a living document to be updated with suggestions and more information as I find better methods. In general, 5e is a lot more challenging for a GM, because the classes are reasonably balanced and because the game mechanics don't have a lot of scale over the 20 levels. Here's a general list of things to increase the difficulty for the party: Increase the number of foes and the CR (ignore the book CR system if it isn't offering a challenge) Spells against the PCs low saves.  A high level sleep spell, for example, could take out a party with no elves. Drag out the opportunity for the long rest.  After 2 short rests, the 3rd battle of the day is tough. Hit the most vulnerable PC first. It almost always forces another teammate to take an acti...