Athens-It's all Greek to me
Athens has become a post-Virus paradise for ancient myths and legends as well as some more modern ones associated with Greece.. Goblins, trolls, orcs, centaurs, werewolves, and other beasts roam free in an odd amalgamation of the ancient and the futuristic. The Parthenon, Temple of Olympian Zeus, and the other ancient structures are once more in use by species that find the scenery reminiscent of what they perceive as home.
Pre-Vanishing Locales Now
Parthenon-This ancient temple is now the home of Athena. Many Reals fear that she may begin to sway the masses to her will. Other residents include many Aasimars that tend to the Parthenon "queen".
Athens Olympic Stadium-Once home of the Olympics, this place is now used by Fictions as an old-fashioned gladiatorial arena...only now instead of longswords and nets many use Ak-47s and lightning guns.
Temple of Olympian Zeus-For reasons unknown to most Reals, this archaic structure is shrouded in fog and storms frequent the vicinity. Inside of this veil Zeus spends his time while he's not in the Temple of Zeus at Olympia.
University of Athens-While not much has changed, the University does have its differences. Now you're as likely to share your class with a centaur as a human and your teacher just may be a faun.
Temple of Hephaestus-Hephaestus lives here, go figure. Many blacksmiths come to learn from the best crafter this side of the Atlantic. Many constructs and golems wander around serving their master of crafting.
Post-Vanishing New Locales
Wreck of the Salt Dragon-A ship that came through from someone's short story or poem, the rusting hulk of the cargo vessel
Salt Dragon sits in the harbor. Many unusual sea beasts live in the spaceship's wreckage. There are even whispers that a kraken lives in the downed ship.
Colossus of Rhodes-The original Colossus was destroyed long ago, but this new one suddenly appeared in the middle of the Athens harbor where the original once stood. It appears a bit different from what people would have thought-that's because it is. This Colossus is in truth a mech that remains a still and silent vigil until called into movement by whatever force created it.
Characters and Creatures
Athena-The Mistress of crafts and wisdom, Athena stays in the Parthenon with her attendents. She also excels at the logical side of warfare.
Athena (Dedicated Hero 10/Smart Hero 8): CR 19; Medium-size Outsider; HD 10d6+10 plus 8d6+8; HP 81; Mas 13; Init +3; Spd 30 ft; Defense 21, touch 21, flatfooted 18 (+0 size, +3 Dex, +8 class); BAB +11; Grap +13; Atk +14 melee (4d10+2/18-20, mighty spear), or +15 ranged (4d10+0/18-20, mighty spear (thrown)); FS 5 ft by 5 ft; Reach 5 ft; SQ darkvision 60 ft, form of the bird, speech of the bird; AL good, law, good; SV Fort +8, Ref +8, Will +18; AP 9; Rep +7; Str 15, Dex 17, Con 13, Int 18, Wis 24, Cha 20.
Occupation: Academic (Decipher Script, Knowledge [Art], Knowledge [History])
Skills: Balance +5, Concentration +3, Craft (chemical) +14, Craft (pharmaceutical) +14, Craft (visual art) +21, Craft (writing) +21, Decipher Script +17, Diplomacy +10, Forgery +6, Gather Information +7, Investigate +16, Knowledge (Arcane Lore) +18, Knowledge (Art) +26, Knowledge (History) +19, Knowledge (Tactics) +21, Knowledge (Theology and Philosophy) +26, Listen +18, Read/Write Ancient Greek, Research +6, Search +16, Sense Motive +18, Speak Ancient Greek, Spot +18, Treat Injury +22.
Feats: Alertness, Archaic Weapons Proficiency, Archaic Weapons Proficiency, Attentive, Blind-Fighting, Dedicated Plus, Educated (Knowledge [Art], Knowledge [Tactics]), Far Shot, Focused, Iron Will, Leadership, Meticulous, Simple Weapons Proficiency, Studious, Surgery, Trustworthy, Weapon Focus (mighty spear).
Talents (Dedicated Hero): Empathy, Intuition, Healing Knack, Healing Touch 1, Healing Touch 2, Improved Aid Another, Skill Emphasis (Diplomacy).
Talents (Smart Hero): Linguist, Plan, Exploit Weakness, Savant (Knowledge [Theology and Philosophy]).
Possessions: Mighty spear, owl attendent, various (mostly Aasimar) followers.
Form of the bird-Three times a day, Athena can transform into an owl or eagle as if she was using
change self. Changing back into her own form doesn't count as a use and she can remain in the form as long as she wishes.
Speech of the bird-Athena can speak with birds as if she was using
speak with animals.
Colossus of Rhodes-This mighty monolith is really a mech in disguise. If ever activated, use the stats for the Final Judge (
d20 Future Tech).
Gwarr the Merciless-A ferocious minotaur gladiator, Gwarr is a crowd favorite. Few have ever defeated him but many have been struck down by his mighty axe. Although he sometimes participates in normal gladiatorial matches, he prefers the death matches so he can actually kill his opponent. Gwarr's thick pelt bears many scars from lions, acklays, and other beasts used by the arena as well as some stab and slash wounds from more sentient opponents. He prefers the ancient weapons, considering firearms an abomination in the ring. Gwarr usually opens a fight with a powerful bellow in an attempt to startle his opponent, following with a charge into battle. Despite his brutality and general stupidity, he is quite cunning. He tends to lure his opponents into the labrynthine layer of the arena, proceeding to get them lost and disoriented then coming in for a blow.
Gwarr the Merciless (Minotaur Tough Hero 4/Thrasher 4): CR 12; Large monstrous humanoid; HD 6d8+24 plus 4d10+16 plus 4d12+16; HP 131; Mas 18; Init +1; Spd 30 ft; Defense 20, touch 15, flatfooted 20 (-1 size, + Dex, +5 class, +5 natural, +1 shield); BAB +12; Grap +19; Atk +14 melee (1d12+3/20/x3, greataxe), or +12 ranged (1d6+0, weapon); FS 10 ft by 10 ft; Reach 10 ft; SQ charge 4d6+6, scent, natural cunnning, darkvision 60ft.; AL chaos, evil; SV Fort +12, Ref +9, Will +9; AP 6; Rep +1; Str 17, Dex 12, Con 18, Int 8, Wis 15, Cha 12.
Occupation: Gladiator (Intimidate).
Skills: Climb +11, Concentration +10, Gamble +4, Intimidate +12, Listen +8, Read/Write Giant, Search +3, Speak Giant, Spot +16, Survival +8, Swim +9.
Feats: Alertness, Archaic Weapons Proficiency, Archaic Weapons Proficiency, Athletic, Brawl, Cleave, Confident, Endurance, Power Attack.
Talents (Tough Hero): Electricity Resistance, Fire Resistance.
Talents (Thrasher): Tough Defense, Ability Surge 1/day, Uncanny Dodge X.
Possessions: Impromptu shield (street sign), greataxe, tattered clothes.
Urban Legends Alive
There was once a time when urban legends where fun tales to tell after dark. Now, many urban legends have been brought to horrifying life by the 23 hours. The legends of bogeymen, haunts, and disasterous nightime horrors now roam across the land. Any adventurer should be wise to heed the warnings from the locals, you never know when the nightmare tales might find you.
Bridge Haunts
From the Goat Man, a crazed man who wears a skull of a goat on his head, to the Donkey Lady of San Antonio, a disfigured psycho who attempts to kill all who look at her, bridge haunt legends are very common ones. After the 23 hours, these legends are now very real and very dangerous. Each bridge haunt lives near the bridge that their legend states. They are not undead but very much alive killers.
Typical Bridge Haunt (Maniac Tough Hero 3): CR 4; Medium-size humanoid; HD 3d12+15 plus 3; HP 38; Mas 23; Init +2; Spd 30 ft; Defense 14, touch 14, flatfooted 12 (+0 size, +2 Dex, +2 class); BAB +2; Grap +7; Atk +7 melee (1d3+5, unarmed strike), or +4 ranged; FS 5 ft by 5 ft; Reach 5 ft; SQ Ability Surge, Damage Reduction 5/–, Immunities, Resistance to Massive Damage; AL chaos, evil; SV Fort +11, Ref +3, Will +0; AP 2; Rep +1; Str 20, Dex 15, Con 20, Int 10, Wis 9, Cha 15.
Occupation: Rural (Climb, Survival).
Skills: Bluff +4, Climb +8, Concentration +11, Disguise +4, Intimidate +8, Read/Write one language, Speak one language, Survival +4.
Feats: Archaic Weapons Proficiency, Brawl, Deceptive, Great Fortitude, Improved Damage Threshold, Run, Simple Weapons Proficiency, Toughness.
Talents (Tough Hero): Second Wind, one Resistance talent.
Possessions: Varies.
Hook Man
The classic legend of the man with the hooked hand. There are many hook men due to the many legends, appearing in many spots all over the globe. A cold and calculating killer, a hook man plans his attacks before starting his hunt.
Hook Man (Bogeyman Strong Hero 3/Tough Hero 3/Dedicated Hero 1): CR 8; Medium-size humanoid; HD 3d8+15 plus 3d10+15 plus 1d6+5; HP 70; Mas 23; Init +1; Spd 30 ft; Defense 19, touch 16, flatfooted 18 (+0 size, +1 Dex, +5 class, +3 natural); BAB +5; Grap +9; Atk +9 melee (1d6+5, hook hand), or +6 ranged; FS 5 ft by 5 ft; Reach 5 ft; SQ Death’s Door, Fast Healing 5, Immunities; AL evil, chaos; SV Fort +12, Ref +3, Will +5; AP 4; Rep +2; Str 19, Dex 13, Con 20, Int 12, Wis 14, Cha 12.
Occupation: Criminal (Hide, Move Silently).
Skills: Climb +8, Concentration +9, Hide +11, Intimidate +12, Knowledge (Streetwise) +7, Move Silently +11 Read/Write English, Speak English.
Feats: Archaic Weapons Proficiency, Blind-Fighting, Brawl, Cleave, Great Cleave, Great Fortitude, Improved Damage Threshold, Knockout Punch, Power Attack, Simple Weapons Proficiency.
Talents (Strong Hero): Extreme Effort, Melee Smash.
Talents (Tough Hero): Acid Resistance, Remain Conscious.
Talents (Dedicated Hero): Skill Emphasis (Intimidate).
Possessions: Hook hand, coat.