Godstones

Some of Colombia Games Harnmaster 3 Psionic rules were used for inspiration.

Godstones are Earthmaster Mechanisms gateways allowing near-instantaneous transportation to another Godstone. They were created around 20,000 years ago by the mysterious Earthmasters and appear as monolithic pseudostone blocks usually five feet wide, three feet thick, and ten feet tall with a black portal. Anyone with an trained Psionics Skill can attempt to use them.

Using A Godstone (D&D 5E rules)

Learning ID of Existing Godstone

Godstone.png
Godstone by Attacus

Each Godstone is a Psionic mechanism which has an unique signature. This "address" can be learned by touching a given Godstone or traveling through it.

Psionics Skill Check DC5 + special factors**. On a fail, a character gains a metal block but can try again after a long rest.

Setting the Destination Address To a known Godstone

Psionics Skill Check DC 10 + distance modifiers* + special factors**. On a fail, a character can try again after a long rest. On a second fail, a character gains a metal block but can try again after six months has elapsed.

*Distance modifiers - same region (Harnic Isles) +0, adjacent regions Ivinia, Shorkyne, Trierzon +5, Vendrian Sea states, Azeryani Empire +10, Distant Regions such as the Far East +15

** Special factors - included magical/psionic locking the portal, e.g., Pesino in the Even forest has a DC adjustment of +15. The Cherafir Godstone in the Guildhall of Arcane Lore in the Kingdom of Melderyn gets considerable use and has a DC adjustment of -2. Additionally, some Godstones may be faulty, adding to the difficulty.

Opening the Gateway

Once opened, the person must walk through the portal, followed by up to 10 companions. Note the gateway is one way, to return it has to be opened at the destination. This prevents accidents with travelers arriving and leaving simultaneously. Additionally, a Godstone will generally not function if there is a physical obstruction too close to the destination Godstone.

Psionics Skill Check DC5. A failed check results in a headache and the character must take a short rest before opening a Godstone again.

Godstone Operation

A typical Godstone generally keeps the last address set but has 1 in 20 chance of a mishap while being used. The person operating the Godstone can identify if the transport is going off target or a mishap occurring by making a Psionics Skill Check DC20, and correct it during transport.

Note some Godstones are faulty and have an increased chance of a mishap.

Mishap roll (D20)

1-8 Opens through a random Godstone in the same region (40%), adjacent region (40%) or anywhere in the same world (20%).

9-10 Opens through the previous address set on the Godstone.

11 - 13 Opens through the target Godstone but 1d20 days in the future.

14- 15 Opens through the target Godstone, but some or all magic/psionic items are fully recharged (75%) or fully drained (25%).

16 Opens on another plane of existence or world.

17 Opens into a demiplane. This space is newly created (50%) or occupied (50%).

18 Opens through the target Godstone, but travelers appear in different bodies (50%), aged d20 years (25%) or creation of mirror duplicates (25%).

19 Opens through the target Godstone, but all travelers gain 1 Psionic Talent.

20 Roll twice.

Note when traveling through a Godstone all active magical spells and effects are dispelled.

Unusual Godstones

Whether by mishap or design, some Godstones have special features. Reports of strange properties include.

  • One Godstone is said to be located deep underwater, which is said to imbue travelers with the ability to breathe water.
  • Another Godstone is said to open to a featureless circular Room. Travelers will find all ferrous based metal items will have turned to stone.
  • A few Godstones in the far east appears to gift the travelers with skills in the local languages, but this ability disappears after a few weeks.


Cover image: Ruins 2 Header by Attacus

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