THE HUSH:

Dwarven Warforged Colossus 68
The Godswar resulted in the destruction of millions of forces, both humanoid and otherwise. The powerful output of pure divine magic twisted and altered the landscape of Lazarius, Guavhardiim, the Spine of Durkault, Rhamier, Kajimara, and even bits of Skaelund, Trakaldar, and Zanitar. The fringes of the Grey and Eiliopia as well a the Weeping Wastes took damage and some of the nerve endings were destroyed. These Divinely wrecked places are called 'The Hush' for their silence and desperation , as if it's something that people are too afraid to talk about.
the Hush smells like death, destruction, and flaming flesh. Dwarves smell cordite and sulfur, elves say it smells like sterility and banality, humans say it smells like fear and horror, Mamluk say it smells like servitude and slavery, their worst fears realized.
The Hush is known for it's grey mists, the floating chunks of land, and the appearance of a Battlefield without mend. Bodies hang suspended in the air, spells lay half-cast, explosions half wrought, and bodies that look as if they died yesterday. In all ways, it looks like a battle that's been paused.
All this hangs over the terrain area that once dominated the region. It is a world solely seen in black and white, color does not exist except for the explosions in the distance. This is highly disorienting and disconcerting for those who've only just arrived.

Land of Desolation
Within the lands are pools of coloration that are the cogealed blood of gods, strange mechanical beasts of epic size are always in the shadows, the ancient wreckage of mechanized beasts, ancient ruined cities, wandering warforged, corpses of ancient elves, broken dwarven golems, ruined human ruins, and strange rotted weapons that could only be used in times not consistent with today. Things that could only be from the future and the past.
Red explosions and muted thunder are always in the distance, trenches are cut into the bleak terrain, the foliage has been blasted, pools of black tar, broken electronics, glowing ponds of hazardous wastes, wheels that are three stories high, Demonic entities impaled and flailing in the air, angelic creatures bleeding golden ichor centuries after the skies ripped, and zombie, skeletons, and golems march long after their uniforms no longer represent any nation, culture, or organization kill random wander-bys.
TIME DISTORTION:
The Hush has curious temporal distortion properties, seemingly, all times are present at the same time and things never before seen or long forgotten often appear on the same battlefield as things from the present times. Scholars have noted centuries old armies battling armies with technology and devices never before described. Some say that even events and creations from our future may be lurking in the Hush, though no one is sure what such implications may derive from such a paradox.
RADIANT POOLS:
The main reason one might willingly venture into the Hush is the pools of god blood that float and shimmer in the mists. Such pure untainted power is often a goal of those who hunt for increased power. A vial of God's blood can sell for 500 Gold coins or more depending on the deity siphoned. The more powerful the deity, the more the blood is worth.
QUIETUS:
The muted sonic properties, black and white world, devoid of any coloration, coupled with the grey mists, and constant, far off booming of artillery or thunder gives the Hush a strange dreamlike quality. -4 to All Spot, Listen, and Search Checks.
NO-MAN'S LAND:
The land of the Hush looks as if every inch of it is scarred, brutalized, battered, and beaten. Pockmarks, trenches, craters, upturned earth, hills of corpses, and pools of muddy grey water make every inch of the terrain nearly impassable.
The land of the Hush looks as if every inch of it is scarred, brutalized, battered, and beaten. Pockmarks, trenches, craters, upturned earth, hills of corpses, and pools of muddy grey water make every inch of the terrain nearly impassable.
Base Movement is 1/2 in the Hush, charging is impossible.
--- DC 15: Balance checks for those who move at x2 movement.
--- DC: 20 for those who move at x3
--- DC: 25 at x4 Movement.
--- DC: 30 for those who move at x5 Movement.
DEADLY TERRAIN:
The land is dangerous and filled with a variety of man-made hazards. Every hour roll on this chart to determine what type of hazard may be encountered:
DANGER TYPE (Roll Every Hour):
01-07% - TERRAIN TRAPS
08-14% - UXO (Unexploded Ordnance)
15-21% - UNCAST SPELLS
15-21% - UNCAST SPELLS
22-28% - ANCIENT ARTILLERY
29-35% - MANTRAPS
29-35% - MANTRAPS
36-42% - SMALL MONSTER ENCOUNTER
42-49% - TRENCHWORK DUNGEON
50-56% - FORTRESS
57-63% - LARGE MONSTER ENCOUNTER
64-70% - TEMPORAL DISTURBANCE
71-77% - BATTLE
78-84% - DWARVEN WARGOLEMS
85-91% - PLANAR DISTURBANCE
92-99% - GOD'S BLOOD
00% - ROLL TWICE
TERRAIN TRAPS:
Natural Terrain Traps like pits, spiked pits, quicksand, poison gasses, and sinkholes are the results of the damage to the land. Though not planned by the warring armies, they present a real and present danger nonetheless.
To determine if the group encounters a natural Terrain Trap, roll 1d6 every 30 Pebbles (Minutes). On a '1' a Trap is encountered. Then roll 1d100. Depending on the number rolled, they roll the subchart to determine the trap. Since these are all natural occurrences, they do not register as Traps!
CR1 TRAPS (01-20%):
01-25% - Camouflaged Pit Trap - Debris covers a gaping hole, the covering cannot support the party's weight.
01-25% - Camouflaged Pit Trap - Debris covers a gaping hole, the covering cannot support the party's weight.
26-50% - Deeper Pit Trap - a really deep crater.
51-75% - Rolling Rock Trap - Debris on a ledge of earth that is triggered when weight is applied from below causing an avalanche.
CR2 TRAPS (21-35%):
01-25% - Burning Hands Trap - A Combustible pool of fuel ignites as the party passes by.
Camouflaged Pit Trap - Debris covers a gaping hole, the covering cannot support the party's weight.
26-50% - Pit Trap - A hole in the soil.
51-75% - Spiked Pit Trap - Once this was a tunnel but the ceiling was destroyed and the wood and lies at jagged angles, natural but deadly.
51-75% - Spiked Pit Trap - Once this was a tunnel but the ceiling was destroyed and the wood and lies at jagged angles, natural but deadly.
76-00% - Well-Camouflaged Pit Trap - In the dirty muddy world of the Hush, these are quite common.
CR3 TRAPS (36-45%):
01-25% - Burning Hands Trap - A Combustible pool of fuel ignites as the party passes by.
26-50% - Camouflaged Pit Trap - Debris covers a gaping hole, the covering cannot support the party's weight.
51-75% - Pit Trap - A hole in the soil.
76-00% - Spiked Pit Trap - Once this was a tunnel but the ceiling was destroyed and the wood and lies at jagged angles, natural but deadly.
76-00% - Spiked Pit Trap - Once this was a tunnel but the ceiling was destroyed and the wood and lies at jagged angles, natural but deadly.
CR4 TRAPS (46-55%):
01-16% - Camouflaged Pit Trap - Debris covers a gaping hole, the covering cannot support the party's weight.
17-32% - Collapsing Column - Stacked debris falls as the party passes by.
33-48% - Pit Trap - A hole in the soil.
49-64% - Spiked Pit Trap - Once this was a tunnel but the ceiling was destroyed and the wood and lies at jagged angles, natural but deadly.65-80% - Water-Filled Room Trap - An old Chamber in a Trenchline that is filled with muddy water.
81-96% - Wide-Mouth Spiked Pit Trap- A Big hole filled with spiked debris from an explosion.
97-00% - Roll Twice
CR5 TRAPS (56-65%):
01-16% - Camouflaged Pit Trap - Debris covers a gaping hole, the covering cannot support the party's weight.
17-32% - Falling Block Trap - A large metal piece of debris hangs precariously over the party and falls on them.
33-48% - Flooding Room Trap - An old Chamber in a Trenchline that is filled with muddy water. When the group falls in the room starts to settle deeper into the earth raising the water level.
49-64% - Pit Trap - A hole in the soil.
65-80% - Spiked Pit Trap - Once this was a tunnel but the ceiling was destroyed and the wood and lies at jagged angles, natural but deadly.
81-96% - Spiked Pit Trap (80' Deep) - Once this was a mineshaft but the ceiling was destroyed and the wood and lies at jagged angles, natural but deadly.
97-00% - roll Twice
CR6 TRAPS (66-75%):
01-33% - Built-To-Collapse-Wall - An infirm foundation falls upon the party from the side.
34-66% - Spiked Pit Trap (100' Deep) - Once this was a mineshaft but the ceiling was destroyed and the wood and lies at jagged angles, natural but deadly.
67-99% - Wide-Mouth Spiked Pit Trap- A Big hole filled with spiked debris from an explosion.
00% - Roll Twice
CR7 TRAPS (76-85%):
01-20% - Acid Fog Trap - An old buildup of Toxic chemicals now possess acidic properties.
21-40% - Burnt Othur Vapor Trap - An old Pocket of Poison Gas.
21-40% - Burnt Othur Vapor Trap - An old Pocket of Poison Gas.
41-60% - Chain Lightning Trap - Pent up electrical currents explode when the party triggers them.
61-80% - Water-Filled Room Trap - An old Chamber in a Trenchline that is filled with muddy water.
81-00% - Well-Camouflaged Pit Trap - In the dirty muddy world of the Hush, these are quite common.
CR8 TRAPS (86-90%):
01-25% - Earthquake Trap - Not so much a trap but an earthquake caused by natural occurences but made deadly in this world of torn earth.
26-50% - Insanity Mist Vapor - Poisoned Gas Pocket.
26-50% - Insanity Mist Vapor - Poisoned Gas Pocket.
51-75% - Reverse Gravity Trap - A tear in the laws of Physics caused by Divine Magic.
76-00% - Well-Camouflaged Pit Trap - In the dirty muddy world of the Hush, these are quite common.
CR9 TRAPS (91-95):
01-25% - Dropping Ceiling Trap (Underground Only) - The ceiling begins to collapse.
26-50% - Incendiary Cloud Trap - Combustible Fumes exposed to Oxygen explode.
51-75% - Wide-Mouth Spiked Pit Trap - A Big hole filled with spiked debris from an explosion.
76-00% - Wide-Mouth Spiked Pit Trap with Poisoned Spikes- A Big hole filled with spiked debris from an explosion, add residual poison gas.
CR10 TRAPS (96-00%):
01-00% - Poisoned Spike Pit Trap - As a pit trap but with toxins added.

Subterranean Transport Tunnel
UXO (Unexploded Ordinance):
The millions of spells, shells (Dwarven Artillery), and shrapnel littering the broken and uneven earth makes overland movement especially dangerous, awful things left unexploded are hidden like landmines in the treacherous soil.
The millions of spells, shells (Dwarven Artillery), and shrapnel littering the broken and uneven earth makes overland movement especially dangerous, awful things left unexploded are hidden like landmines in the treacherous soil.
--- for every hour of movement, roll 1d8. On a '1' the group has encountered Unexploded Ordinance. This takes the form of a Mechanical Trap DC: 20 to Disarm:
SYSTEM:
Roll 1d4, then roll that number of 1d6 dice. add 5 foot radius per 1d6 of damage dice starting at 5 foot radius for 1d6 damage.

Dwarven Futuretech
UNCAST SPELLS:
Uncast Spell Energy - roll 1d8, this is how many d8 dice of damage the spell explodes for when the characters encounter it. Usually, the miscast spell is seen as a slight glimmer in the air, as if heat waves in a globular formation.
--- for each d8 rolled for initial damage, the explosion is 5 foot in radius, thus if the Explosion is 3d8 it will explode in a 15 foot radius from the source.
--- REF Save is DC: 15 (+1 per d8 rolled) for 1/2 Damage.
--- Barely visible DC: 25 to Spot.
--- Detect Magic Spells pick them up quite well and the spell energy is easily visible as a rainbow colored globe of light about a foot across floating in the air.
--- Dispel Magic treats the Spell as 1st Level + 1 per d8 of explosion potential.
SPELL CATEGORY (Roll 1d10):
01) Abjuration - In addition to Damage, the spell negates all magical abilities and effects for 1d10 Minutes. DC: 20 WILL Save.
02) Illusion and Phantasm - In addition to Damage, the Spell causes Hallucinations for 1d10 Minutes. DC: 20 WILL Save.
02) Illusion and Phantasm - In addition to Damage, the Spell causes Hallucinations for 1d10 Minutes. DC: 20 WILL Save.
03) Enchantment and Charm - In addition to Damage, the Spell causes everyone in the area to suffer the effects of Glitterdust, for 1d10 Rounds. DC: 20 WILL Save.
04) Necromancy - In addition to Damage, the Spell raises 1d10 ghouls that immediately attack the party.
05) Conjuration and Summoning - In addition to Damage, the Spell casts Summon Monster V and the Bearded Devil immediately attacks for 1d10 rounds before disappearing.
06) Greater Divination - In addition to Damage, the Spell casts True Sight for 1d10 Minutes. Each party member is affected.
07) Invocation and Evocation - In addition to Damage, the Spell casts Magic Missile at a random Party Member as a 20th level caster.
08) Transmutation - In addition to Damage, the Spell casts Polymorph Other on everyone within 60 feet. The effect lasts 1d10 minutes. DC: 20 WILL Save.
09) Lesser Divination - In addition to Damage, the Spell casts Detect Magic, Detect Poison, Detect Undead, and Detect Animals for 1d10 Minutes. Each party member is affected.
10) Roll Twice.

The Nine Schools
ALIGNMENT CONSIDERATIONS (Roll 1d6):
1) LAWFUL - Does 2d6 Extra Damage to Chaotic Creatures, But heals 2d6 Damage to Lawful Creatures.
2) NEUTRAL - No Effect
3) CHAOTIC - Does 2d6 Extra Damage to Lawful Creatures, But heals 2d6 Damage to Chaotic Creatures.
2) NEUTRAL - No Effect
3) CHAOTIC - Does 2d6 Extra Damage to Lawful Creatures, But heals 2d6 Damage to Chaotic Creatures.
4) GOOD - Does 2d6 Extra Damage to Evil Creatures, But heals 2d6 Damage to Good Creatures.
5) EVIL - Does 2d6 Extra Damage to Good Creatures, But heals 2d6 Damage to Evil Creatures.
6) Roll Twice

An Uncast Spell
ANCIENT ARTILLERY:
Dwarven use of Bombard Cannons set their defenses apart from other races. Bombard Golems are animated cannons built on the structure of a mobile robot built on Tracks, a spider-like chasis, or humanoid steel golem bodies. These cannons shoot high-powered explosive rounds. Bombard Golems are deadly artillery pieces but they are prone to exploding and self-destruction.
Occasionally, the rounds fired did not explode and they remain buried in the muddy soil.
SYSTEM:
Roll 1d10, then roll that number of 1d6 dice. add 5 foot radius per 1d6 of damage dice starting at 5 foot radius for 1d6 damage.

Dwarven Floating Mines
MANTRAPS:
These are traps set for enemies that were never triggered and now lie in wait for any passersby who are unfortunate enough to move by them. Not even the creators remember their position or lived to disarm them.
CR1 TRAPS:
Basic Arrow Trap - Tripwire
Basic Arrow Trap - Tripwire
Fusillade of Darts - a Landmine. Explodes from center point outward.
Poisoned Dart Trap - Tripwire
Poison Needle Trap - Tripwire
Spear Trap - Tripwire
CR2 TRAPS:
Burning Hands Trap - a Landmine. Explodes from center point outward.
Inflict Light Wounds Trap - Magical Landmine
Javelin Trap - Tripwire
Large Net Trap - Tripwire
Poison Needle Trap - Tripwire
CR3 TRAPS:
Burning Hands Trap - a Landmine. Explodes from center point outward.
Fire Trap - Old Mortar Shell.
Extended Bane Trap - Magical Landmine
Ghoul Touch Trap - Magical Tripwire
Hail of Needles - An Antipersonnel Landmine. Explodes from center point outward.
Acid Arrow - Tripwire Spell Trap
Poisoned arrow - Tripwire
CR4 TRAPS:
Bestow Curse Trap - Magical Landmine
Collapsing Column - Tripwire
Glyph of Warding - Magic Landmine
Lightning Bolt Trap - Magic Landmine
Lightning Bolt Trap - Magic Landmine
Poisoned Dart Trap - Tripwire
Sepia Snake Sigil - Magic Landmine
CR5 TRAPS:
Falling Block Trap - Tripwire
Fire Trap - Old Mortar Shell.
Fireball Trap - Magic Landmine.
Fusillade of Darts - a Landmine. Explodes from center point outward.
Phantasmal Killer Trap - Magical Tripwire
Ungol Dust Vapor Trap - Poison Gas Landmine.
CR6 TRAPS:
Flame Strike Trap - Magical Landmine
Fusillade of Spears - Tripwire
Glyph of Warding - Magic Landmine
Lightning Bolt Trap - Magic Landmine
Lightning Bolt Trap - Magic Landmine
Whirling Poisoned Blades - Tripwire
Wyvern Arrow Trap - An Antipersonnel Landmine.
CR7 TRAPS:
Acid Fog Trap - Magical Landmine
Blade Barrier Trap - Pressure Plate
Burnt Othor Vapor Trap - Magical Landmine
Chain Lightning Trap - Magical Tripwire
Black Tentacles Trap - Magical Landmine
Fusillade of Greenblood Oil Darts - Tripwire
Summon Monster VI Trap - Landmine
CR8 TRAPS:
Deathblade Wall Scythe - Tripwire
Destruction Trap - Magical Landmine
Earthquake Trap - Magical Landmine
Insanity Mist Vapor Trap - Magical Landmine
Acid Arrow Trap - Magical Tripwire
Power Word Stun Trap - Magical Landmine
Prismatic Spray Trap - Magical Tripwire
Reverse Gravity Trap - Magical Pressure Plate
Word of Chaos Trap - Magical Pressure Plate
CR9 TRAPS:
Incendiary Cloud trap - Magical Landmine
CR10 TRAPS:
Energy Drain Trap - Pressure Plate
Forcecage and Summon Monster VII trap - Magical Tripwire
Wail of the Banshee Trap - Magical Pressure Plate

Spiked Pit Trap
SMALL MONSTER ENCOUNTER:
The Godswar cause rips in the very fabric of reality, this ripped holes in the planes and allowed creatures from other realms of existence to rift in. Thus, any monster imagineable can be encountered in these lands. Even creatures not native to the World of Gaela'dra are sometimes found here in the Endless War.
The Godswar cause rips in the very fabric of reality, this ripped holes in the planes and allowed creatures from other realms of existence to rift in. Thus, any monster imagineable can be encountered in these lands. Even creatures not native to the World of Gaela'dra are sometimes found here in the Endless War.
NOTE: This is the place for any DM to add any favored creatures into the world of Gaela'dra and challenge your Isimiirian Heroes.
The 'Small Monster Encounter' title does not mean that only small monsters are allowed, it means that the monsters found are only in small numbers.Roll 1d4, on a '1' you encounter a Small group of creatures.
ROLL 1d10
1-3 - Solitary (1)
4-6 - Tiny group 1d6
5-7 - Small group 2d6
8-9 - Medium Group 3d6
10 - Large Group
1-3 - Solitary (1)
4-6 - Tiny group 1d6
5-7 - Small group 2d6
8-9 - Medium Group 3d6
10 - Large Group

TRENCHWORK DUNGEON:
The Trenchwork Dungeon is a series of sprawling trenches with rooms that were once used as fighting positions in ages past, present, and future. Filled with cowering monsters, lurking predators, and those caught in-between, the Trenchwork Dungeon is infighting at it's closest and deadliest.


XXX