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FFN Offcuts - The Landguard (2e)

The FFN Offcuts are material that didn’t make it into the revised version of Faces of the Forgotten North for one reason or another. Today’s material covers the 2e version of an artifact: the Landguard, it’s associated items - the Thrones of the Landguard and the Chariot of the Landguard, and a number of new psionic powers.

The Landguard
The Landguard by Methvezem

The Landguard is a crystal the size of a halfling‘s skull that is shaped like a seven-pointed star, engraved with runes and inlaid with precious metals.

By itself, the Landguard creates a psionic network similar to that created by the convergence power, allowing for 7 individuals to pool their psionic strength and share their known powers, but the Landguard was designed to be a modular artifact.

Originally, the Landguard was slotted into the helm of a powerful war machine (the prototype for the modern undead war beetle) called the Chariot of the Landguard. The Chariot gained additional abilities when the Landguard was installed within it, and served as the vanguard of Daskinor’s forces in innumerable battles during the Cleansing Wars.

When the Cleansing Wars came to a close after the imprisonment of Rajaat and Daskinor chose to settle the Dim Lands, he moved the Landguard into a more permanent emplacement. Daskinor built the Thrones of The Landguard to assist his Watchers in the psychic defense and surveillance of the Dim Lands and Eldaarich. The Thrones gain additional capabilities when joined with the Landguard.

When Daskinor outlawed psionics, he imprisoned his Watchers and banished Chariot into a subterranean chamber barely big enough for it and then sealed the chamber with powerful magics. The room containing the Thrones of The Landguard was cast into the Grey and made to float aimlessly there. Despite repeated attempts to locate both, the Eldaarish Templar Orders have been unable to locate either the Chariot or the room containing the Thrones.

The Landguard

The Landguard itself maintains a sort of continual convergence effect. Up to 7 people may join at any time, provided that those already in convergence allow it. , limited to a maximum of 7 individuals (including one 1 conductor and 6 participants). Those connected to the Landguard are barely ambulatory, able to move no more than 10 feet per round and unable to take any physical actions other than walking. All participants must stay within 10 yards (3ed: 20 feet) of the Landguard to remain in the convergence.

The first time that an individual joins in convergence with the Landguard, they permanently lose one PSP/power point to the Landguard. The Landguard currently has a total PSP/power point base of 2954, which is the number of different persons who have ever joined in convergence through the Landguard. It regains these points every day.

In addition, the Landguard also possesses temporary power points from its psionic pool. Unlike a normal convergence, when an individual drops out of convergence, they do not regain a share of the power points. Points from the Landguard’s PSP/power point base are always spent before it begins to dip into its pooled points, because once these pooled points are spent, they are lost. The Landguard can hold a pool of up to 5000 PSPs/power points.

  • If the Landguard contains a pool of at least 1000 power points, it increases the maximum duration of the following powers to 8 hours, if applicable: clairaudience, clairvoyance, sensitivity to teleportation, teleportation mastery, remote view trap, and remote viewing (hereafter referred to as the base powers).
  • If the Landguard contains a pool of at least 2000 power points, it alters the area of effect of the base powers to 1-mile, if applicable.
  • If the Landguard contains a pool of at least 3000 power points, it alters the area of effect of the base powers to 5-miles, if applicable.
  • If the Landguard contains a pool of at least 4000 power points, it alters the area of effect of the base powers to 20-miles, if applicable.
  • If the Landguard contains a pool of at least 5000 power points, it alters the area of effect of the base powers to 60-miles, if applicable.

The Chariot of The Landguard

The Chariot of The Landguard creates a constant mindlink effect between those connected to the Landguard and the Chariot’s current crew, allowing instant and continuous communication between them.

The Chariot itself is a massive undead watroach war beetle (see Athasian Emporium for details). Crafted by Daskinor’s most powerful defilers and necromancers, the Chariot is perfectly preserved and will never rot or fall apart, and possesses maximum (180) hit points. Additionally, controlling it only requires the use of an effect capable of commanding undead (such as the spells command undead or control undead or the ability to rebuke undead) be used within the Chariot (in case of a conflict between two potential controllers, the winner of an opposed caster level check retains control of the Chariot, at least until another undead-controlling effect is used and another caster level check must be made; attempts to control the Chariot via rebuke undead use the character’s effective cleric level instead of caster level).

The Thrones of The Landguard

The Thrones of the Languard appear to be 7 stone thrones surrounding a central pedestal containing a niche specially made to fit the Landguard. The Thrones create a psychic link between all those seated on them, and anything learned by an individual currently seated on one of the Thrones (referred to as an Enthroned) is instantly known to all other Enthroned. The thoughts and deepest secrets of the Enthroned are not automatically shared, however, just new information learned while Enthroned. Any clairsentient or psychoportive powers used by an Enthroned ignore any distance-based costs and have no maximum range so long as the target(s) and destination are within the Dim Lands or Eldaarich itself.

The Chariot of The Landguard + The Landguard

Inserting the Landguard into a specially fitted socket within the Chariot of the Landguard catalyzes changes in appearance and function. The most obvious change is the doubling of the undead war beetle’s speed. Less apparent to outside observers are the changes experienced by those connected to the Landguard. Immediately upon the insertion of the Landguard into its socket, the walls of the Chariot become completely transparent to those connected to the Landguard. Additionally, all psionic effects produced by those connected to the Landguard may originate from the outside of the war beetle, instead of from the manifester. The result of these two effects is that line of sight and line of effect can be achieved between those connected to the Landguard and targets outside the Chariot while the manifesters remain safely within the Chariot.

The Seven Thrones of The Landguard + The Landguard

The functionality of both the Landguard and the Seven Thrones of the Landguard are enhanced when the Landguard is placed within the Thrones’ central pedestal. Immediately, Enthroned who are participating in the Landguard’s convergence effect become completely immobile, but may each take independent actions, essentially allowing the single mind created by the convergence/ effect to take up to seven actions per round (one action per Enthroned participant). All psionic powers used by an Enthroned ignore any distance-based costs and have no maximum range so long as the target(s) and destination are within the Dim Lands or Eldaarich itself.

Campaign Uses

The Landguard: Not long after Daskinor outlawed psionics, the Landguard was stolen by thieves working for the Order. Held in secret by senior members of the Order, the guardian of the Landguard died during the Psionatrix debacle, and its hiding location was lost. If found by the PCs or their enemies, the Landguard could serve as a potent way to secure a base of operations or disrupt an enemy stronghold. Regardless of its other abilities, the Landguard and its pool of power points can be a mighty tool for a small group of psions or even a single psion, greatly expanding the number of powers they can manifest each a day.

The Seven Thrones of The Landguard: Being adrift in the deep Gray, it could be extremely difficult for Athasians (such as the PCs) to reach the Seven Thrones of The Landguard, but the Thrones are quite accessible for the numerous undead denizens of the Gray, and some of them might even find it useful. If psionically powerful undead were to make use of theThrones, they could rain terror down on the Dim Lands by conjuring undead minions wherever they like within the region. Even if undead have not started to make use of the Thrones, PCs searching them out should expect powerful undead to be haunting the area of the Gray where the Thrones rest and serving as unwitting guardians.

The Chariot of The Landguard: The Watchers have managed to escape their confinement, free the Chariot, and flee the Dim Lands, leaving a path of destruction in their wake as they search for the Landguard. The Watchers might seek out the most powerful psionic emanations on the continent, heading for Nexus or the Dragon Crown Mountains and the waning echoes of the Psionatrix’s power. Or perhaps they will simply terrorize the Trembling Plains and Kurn’s lands, hoping to force that city-state’s sorcerer-king (whom they still know as Keltis) to reveal the Landguard’s location to them. Regardless, their reign of terror will not end until the Watchers have the Landguard in their possession, or either they or the Chariot of the Landguard are destroyed.

Suggested Means of Destruction

  • Use the Landguard to spark a revival of goblin culture, with the possessor of the Languard causing a great many people to celebrate goblin culture enthusiastically and intentionally, which will cause the Landguard to crumble into salt dust.
  • Convince Daskinor to swallow the Landguard while psionically connected to it, allowing its salt crystal form to dissolve in the acids of his draconic gullet.

Sensitivity to Teleportation (Clairsentience Devotion)

Power Score: Wis
Initial Cost: 5
Maintenance Cost: NA
Range: 0
Preparation Time: 0
Area of Effect: 40 foot radius
Prerequisites: None

Some individuals have an uncanny awareness regarding the space around them, and can feel when it is disturbed by teleportation. Sensitivity to teleportation is a devotion that is triggered by the use of teleportation (coming or going, magical or psionic) within 40 feet of the psionicist. Any time teleportation is used within range of the psionicist, they may attempt a power check to see if they notice the use. This power is always active unless consciously suppressed.

A successful power check does not reveal the location of the teleportation, it simply confirms to the psionicist that teleportation has occurred within 40 feet of them. They will be aware of the mass displaced as relative to their own (greater or lesser) but will not know if it is one creature or many. This awareness of the mass teleported is always calculated from the teleporting creatures’ natural form regardless of what their present form is (if a Huge Tanar’ri is polymorphed into a Medium-sized creature when it arrives, it still registers as a Huge creature).

Since the player will know teleportation has been used near their character when called upon to make this check, the DM should occasionally provide false alarms or make the character’s power check for them in secret.

Power Score: The character is immediately aware of the method, number of signatures, precise location, and direction of travel regarding the use of teleportation (“1 huge creature, 19 feet to the S-SE, same elevation, an arrival by magical teleportation” or “3 small creatures, 23 feet to the W, 10 feet above, a departure by psionic teleportation”).

20: The character is afflicted with severe motion sickness for (25-Con) hours. They effectively have a Dex of 1 for the duration.

Teleportation Mastery (Psychoportation High Science)

Power Score: Int
Initial Cost: 25
Maintenance Cost: NA
Range: 0
Preparation Time: 0
Area of Effect: 120 foot radius
Prerequisites: Sensitivity to Teleportation, Teleport Lock, Teleport Other, 13th level

Some who are sensitive to teleportation eventually develop a mastery of the space around them to the point where they may dictate not only who can teleport within that space, but where they may teleport to as well. Teleportation mastery expands the area of effect of sensitivity to teleportation to a 120 ft radius. This power is always active unless consciously suppressed.

Additionally, any time anyone attempts to teleport into or out of that area, they must succeed in a psychic contest (per The Complete Psionics Handbook, pgs 22-24) against everyone with teleportation mastery within 120 ft of both their departure point and intended destination. If the teleporter is successful, they may teleport as intended (including anyone/anything they brought with them, though only the teleporter engages in the psychic contest). If they fail, the succeeding psionicist with teleportation mastery may allow the teleportation to proceed unaltered or select a location that they are familiar with which is within range of the teleporter’s departure point (e.g. if an inbound teleporter was travelling 500 miles and failed, the psionicist with teleportation mastery could send them to any location they were familiar with, as long as it was within 500 miles of both their current location and the teleporter’s departure point).

If there is more than one psionicist with teleportation mastery within range of the teleportation attempt (at either end), then they all may be included in the psychic contest with the ‘most successful’ power check dictating who allows or diverts the teleportation attempt, with checks occurring at the teleportation departure point being resolved before those at the intended destination point.

The new destination for the teleportation must be one the diverting psionicist (with teleportation mastery) is familiar with, though it needn’t be a safe location to teleport to (e.g. potential destinations could include 100 yards above the Lava Gorge or the floor of the Sea of Silt off the coast of Shault). If their teleport gets diverted, the teleporting individual gets a Saving Throw vs Spells to abort the entire teleportation to avoid going to the diverted destination and simply not leave their point of departure. If they fail the Saving Throw, they and any cargo or passengers included in the teleportation are diverted to the new destination rather than the intended one. All of this occurs on the same initiative in which the teleporter initiated the teleportation attempt, with all of the decisions, power checks, and Saving Throws occuring in an instant.

Power Score: No other effect.

20: The teleporter cannot be affected by this power again by the same psionicist until after the psionicist with teleportation mastery gains an experience level.

Remote View Trap (Clairsentience Devotion)

Power Score: Wis -4
Initial Cost: 7+
Maintenance Cost: NA
Range: Personal
Preparation Time: 0
Area of Effect: Personal
Prerequisites: Psychic Crush, Sensitivity to Observation

When others use clairvoyance, environment, remote viewing, or any other methods of scrying you from afar (be they magical or psionic), your prepared trap gives them a painful surprise. If the scryer fails a Saving Throw vs Paralyzation, their method of scrying fails. Furthermore, they suffer 1d8 points of damage per 7 PSP’s spent on this power’s initial cost (to a maximum damage of 1d8/level). If the scryer succeeds in the Saving Throw vs Paralyzation, they are still able to view you and will only suffer half damage. This damage is untyped and not subject to any resistances aside from the above Saving Throw. The trap dissipates after (24 + level) hours unless already triggered, and you are aware if the trap is triggered or dissipated.

Power Score: A successful Saving Throw from the scryer only allows the scrying, and does not reduce the damage taken.

20: Misfire! The trap does not hinder attempts to scry you. When it would normally be triggered or dissipate, the trap damages you. The DM should roll the power checks for this power in secret to ensure that misfires are a surprise.

Remote Viewing (Clairsentience Devotion)

Power Score: Wis (Modified as below)
Initial Cost: 10
Maintenance Cost: 5/round
Range: Unlimited
Preparation Time: 1 hour
Area of Effect: 1 creature, anywhere.
Prerequisites: Clairaudience, Clairvoyance, Ectoplasmic Form

Remote viewing is a method of sending your mind across space and dimensions. You create a quasi-real viewpoint from which you can hear and see the specified target of your remote viewing. Planar boundaries have little effect on this power, and distance itself is inconsequential. The viewer doesn’t require knowledge of the target beyond a name and a physical description, though knowledge of the target and a possession from (or piece of) the target will greatly increase the chances of successfully viewing the target.

Knowledge Modifier
None (Connection is Required) -10
Secondhand (You’ve heard of the target) -5
Firsthand (You’ve met the target) -2
Familiar (You know the target well) 2
Connection Modifier
Likeness or picture 1
Possession or garment 2
Body part, lock of hair, etc 5
Target is on another plane (Astral, Outer, etc) -3

With a successful Power Check, the psionicist is able to create a quasi-real viewpoint near enough to the target to see them and their immediate surroundings (up to a 30’ radius if unobstructed). The psionicist’s physical body lies dormant and unaware of their own immediate surroundings, and the quasi-real viewpoint is treated as if it were an invisible ectoplasmic form of the psionicist. As a quasi-real viewpoint, the psionicist can speak, but can do so no louder than a whisper. The viewpoint may be sensed by the target (targets who can see or sense invisible creatures will see the viewpoint plain as day) and can be the target of Attack Modes, though it is not subject to physical attacks. The viewpoint may be moved up to 20 ft per round, though it must stay within 30 ft of the intended target or the power ends.

The psionicist can do nothing aside from view the target or use Defense Modes while remote viewing the target. It is possible to initiate a single psionic power from the viewpoint, but the remote viewing will cease and the viewer will find themselves back at their physical body at the end of the round in which the power was initiated.

Power Score: Maintenance interval increases from 5/round to 5/turn.

20: Viewer is comatose for (25-Con) hours. The psionicist’s companions won’t necessarily know anything is wrong, as the psionicist simply seems to be viewing the target for an extra long period of time.

AthasianLaborer