
Indagare |

I'm referring to the original 1974 series, though I would not be adverse to taking elements from the 1991 remake or the more recent movie.
I'm just wondering if it would be able to be made into a setting, though. Obviously a lot of the series dealt with finding a way back, but the Sleestaks/Altrusians and Pakuni lived there and there's no reason other races couldn't.
Thoughts on this?

Sphen86 |

There is no reason why it wouldn't work at all. It may present some challenges, but I would suggest not focusing on the "get home" goal. Go with a more Swiss Family Robinson feel, learn how to survive in the environment. Luckily, the Bestiaries are full of dinosaurs, and you could even through in a few of other the repitilian monsters as flavor (ie shocker lizards or kobolds).
I actually ran a "side adventure" (it last almost 4 months) where the party got ship wrecked on an island full of dinosaurs, and played in one where there was a mad scientis/wizard playing around with animals and making all sorts of wierd hybrid lizards (Jurassic Park 3 in a horror setting).

Meirril |
A few thoughts. Run the adventurers through a small 'dungeon' filled with Kobolds. The chief has a treasure chest that contains a map that shows an arrow marked as "Golden Pyramids". A tiny locked iron chest contains a fist sized golden pyramid and a note that says "Key, do not sell" (pyramid is magical, identifies as a "magic key"). Also a Wayfinder that holds an odd stone. It isn't a ioun stone but it does create resonance and some minor magical benefit. The stone identifies as a "magical gem: (word)". Also include enough treasure to outfit a decent expedition plus a few mundane equipment upgrades.
The magic gems could work like Words of Power. By stringing several stones together magic effects can be created. A single "word" can be put into a Wayfinder to create a resonance effect based on the word. Each color of stone represents a school of magic, but each stone in that color could be one of several words. Identifying the words should mostly be the same DC. Also each stone should only have a few charges before they need to be returned to a pyramid to recharge. If they are completely drained they crumble to dust. There should be a spell to add 1 charge to a stone.
You might leave a camp that the Pathfinders used when they explored this area. There should be faded trails leading to the locations they visited often.
Instead of using a raft and a river, I'd recommend a cave where the entire floor collapses and the party gets story boarded into falling through 'darkness into a clear blue sky ending in a jungle' before they all black out to awaken slightly injured (3d6 damage each, or none for feather fall) and in a jungle where they can see a cliff with an obvious cave in it about 5' up the cliff.

DungeonmasterCal |

I'm going to throw my players into a Land of the Lost side campaign. I've got a lot of the adventure worked out in my head, just need to write down the notes. I figure the Sleestak might have a +1 Natural AC Bonus, +2 STR, -2 DEX, -2 INT. Strong, slow, and degenerate descendants of a superior race called the Altrusians. Light Crossbows, Dark Vision 120', -4 to fighting in sunlight or spells that duplicate such, and fear of fire.
They worship the telepathic intellects of their ancient ancestors in the Library of Skulls. They have limited telepathy, able to communicate only with other Sleestak and only within 60'. Can anyone think of anything else?

Indagare |

I'm going to throw my players into a Land of the Lost side campaign. I've got a lot of the adventure worked out in my head, just need to write down the notes. I figure the Sleestak might have a +1 Natural AC Bonus, +2 STR, -2 DEX, -2 INT. Strong, slow, and degenerate descendants of a superior race called the Altrusians. Light Crossbows, Dark Vision 120', -4 to fighting in sunlight or spells that duplicate such, and fear of fire.
They worship the telepathic intellects of their ancient ancestors in the Library of Skulls. They have limited telepathy, able to communicate only with other Sleestak and only within 60'. Can anyone think of anything else?
I think you covered everything. I always figured I'd just use Lizardfolk for Sleestak. I had forgotten about their psychic abilities and light sensitivities. I'll place it in a different format. Let me know if you like it:
Type: Sleestak are Humanoids with the reptilian subtype. [0 RP]
Size: Sleestak are Medium creatures. [0 RP]
Base Speed: Sleestak have a base sped of 30 feet; Normal [0 RP]
Ability Score Modifiers: +4 STR, -2 DEX, -2 INT: Sleestak are strong, but not nimble or smart. (Greater Paragon) [2 RP]
Languages: Sleestak are Xenophobic and tend not to learn languages other than their own. [0 RP]
Natural Armor: Sleestak scales are naturally hard, giving them a +1 AC. [2 RP]
Natural Attacks: Sleestaks have naturally sharp claws and can, when needed, also bite. Their claws cause 1d4 damage, and their bites cause 1d3. [3 RP]
Darkvision: Sleestak usually live underground and can see in the dark up to 120'. [3 RP]
Weapon Familiarity: Sleestak are proficient with light crossbows and nets. [1 RP]
Photophobia: Because they spend so much time in the dark, Sleestaks are extremely sensitive to light. They take a -4 to all attacks while fighting in sunlight or areas illuminated to the same degree (including by spells). [-4 RP]
Pyrophobia: When faced with fire, sleestaks are demoralized and take a -2 on saving throws against fear effects. The larger (or more numerous) the source of fire (including illusory fire), the greater their fear grows.^ Fire-based spells are anathema to them, and being hit by one will cause a sleestak to flee unless it saves on a morale check and frighten any that witnessed the attack. [-2 RP]
^Obviously there is some leeway here. A good rule would be that between five to ten torches (or a small campfire) will cause this effect. Ten to fifteen torches (or a medium campfire) and they are spooked. Fifteen or more (or a large campfire) and they are shaken. Note this should only apply to open flame not just any source of light. A huge source of flame, such as a fireball spell, would likely horrify the sleestak.
Limited Telepathy: Sleestak have a limited form of telepathy that allows them to communicate with one another within 60'. This is an at-will, spell-like ability [5 RP*]
*The Telepathy spell can be learned by a medium or mesmerist at level 4, falling within the Spell-Like Ability, Greater parameters. However, at-will abilities are 3rd level spells and lower and cost twice as much as the spell. Given that the spell is normally for all creatures within 100' rather than a specific creature within 60', I think this justifies the lower RP.

DungeonmasterCal |

I think you covered everything. I always figured I'd just use Lizardfolk for Sleestak. I had forgotten about their psychic abilities and light sensitivities. I'll place it in a different format. Let me know if you like it:
** spoiler omitted **...
That's excellent! Thank you for remembering to put in nets. That one slipped right past me. And thank you for putting in the effort to put this together!

DungeonmasterCal |

DungeonmasterCal wrote:That's excellent! Thank you for remembering to put in nets. That one slipped right past me. And thank you for putting in the effort to put this together!I'm glad to help! I've often wondered - if the Sleestak are devolved Altrusians could the Pakuni be devolved Humans?
It's quite possible, I suppose. They had the Dimetrodon breathing fire, so why not! lol