OotW Planning: Difference between revisions
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(Created page with "== Session 5 == Planned: *The party finds itself resting, until Nalos stands up. *Upon physically contacting Nalos they all find themselves transported to an underwater temple...") |
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= Session 5 = | |||
Planned: | Planned: | ||
*The party finds itself resting, until Nalos stands up. | *The party finds itself resting, until Nalos stands up. | ||
| Line 7: | Line 7: | ||
The players land on a circular area, connected to three wide stairways - each leading to a portal of sorts. Each stair and portal look identical, and each seems to have some sort of white-golden shimmer inside the portal way. | The players land on a circular area, connected to three wide stairways - each leading to a portal of sorts. Each stair and portal look identical, and each seems to have some sort of white-golden shimmer inside the portal way. | ||
=== The Dragonguard | == Dungeon: Vision Quest == | ||
The players are specters of themselves, trapped in this place until their unspoken mission is complete; Find out the weaknesses of the Temple Guardians. They have the same powers they usually have but: | |||
*When they die, they are respawned in the middle of the temple as if they just had a long rest and did not use any of their consumables. This only happens on a full TPK. | |||
*When the players beat a "wing", they regain HP and spell slots as if they took a long rest. Consumables are not restored. This is considered a save point, consumables consumed on this "wing" do not respawn if the whole party dies. | |||
*Rooms that have not been completed when players die reset to their original position and creatures respawn. Rooms that have been completed will stay completed. | |||
== The Dragonguard == | |||
Dragon themed enemies. | Dragon themed enemies. | ||
=== Room 1 === | |||
A circular, 40ft wide room. The exit is to the front, 90 degrees on the right compared to the entrance. No traps. | A circular, 40ft wide room. The exit is to the front, 90 degrees on the right compared to the entrance. No traps. | ||
*Two Enemies: One Spellcaster, one heavy armored with tower shield and glaive. | |||
*Tactic: Caster fires at party while the Bastion tries to keep them away using a massive glaive with reach and the sentinel feat. | |||
{| class="wikitable" | |||
!colspan="4"|The Bastion | |||
|- | |||
!colspan="4"|Will always stay in front, and has 20 feet reach with his glaive | |||
|- | |||
!colspan="2"|Physical Characteristics | |||
!colspan="2"|Simple stats | |||
|- | |||
|'''Race''' | |||
|Half-Dragon | |||
|'''HP''' | |||
|100 - 150 | |||
|- | |||
|'''Class''' | |||
|Fighter | |||
|'''AC''' | |||
|20 | |||
|- | |||
|'''Level''' | |||
|N/A | |||
|'''To Attack''' | |||
| (+)8 | |||
|- | |||
|'''Age''' | |||
|N/A | |||
|'''Saving Throws''' | |||
|STR +8 / CON +8 / DEX Disadvantage | |||
|- | |||
|'''Resistance''' | |||
|Fire | |||
|'''Special Ability''' | |||
|Fire Breath, 20ft Cone, 2d8, DC13 Dex / Sentinel Feat | |||
|} | |||
{| class="wikitable" | |||
!colspan="4"|The Magician | |||
|- | |||
!colspan="4"|Always tries to position the Bastion between himself and enemies | |||
|- | |||
!colspan="2"|Physical Characteristics | |||
!colspan="2"|Simple stats | |||
|- | |||
|'''Race''' | |||
|Half-Dragon | |||
|'''HP''' | |||
|75 | |||
|- | |||
|'''Class''' | |||
|Wizard | |||
|'''AC''' | |||
|13 | |||
|- | |||
|'''Level''' | |||
|N/A | |||
|'''Spell Save DC''' | |||
| 16 | |||
|- | |||
|'''Age''' | |||
|N/A | |||
|'''Saving Throws''' | |||
|INT +8 / WIS +8 | |||
|- | |||
|'''Resistance''' | |||
|Fire | |||
|'''Special Ability''' | |||
|Fire Breath, 20ft Cone, 2d8, DC13 Dex / War Caster Feat / Up to 4th Level Spells | |||
|} | |||
==== Room 2 ==== | ==== Room 2 ==== | ||
Latest revision as of 14:56, 29 May 2021
Session 5[edit]
Planned:
- The party finds itself resting, until Nalos stands up.
- Upon physically contacting Nalos they all find themselves transported to an underwater temple of sorts.
"DESCRIBE HOW THEY FLY THERE"
The players land on a circular area, connected to three wide stairways - each leading to a portal of sorts. Each stair and portal look identical, and each seems to have some sort of white-golden shimmer inside the portal way.
Dungeon: Vision Quest[edit]
The players are specters of themselves, trapped in this place until their unspoken mission is complete; Find out the weaknesses of the Temple Guardians. They have the same powers they usually have but:
- When they die, they are respawned in the middle of the temple as if they just had a long rest and did not use any of their consumables. This only happens on a full TPK.
- When the players beat a "wing", they regain HP and spell slots as if they took a long rest. Consumables are not restored. This is considered a save point, consumables consumed on this "wing" do not respawn if the whole party dies.
- Rooms that have not been completed when players die reset to their original position and creatures respawn. Rooms that have been completed will stay completed.
The Dragonguard[edit]
Dragon themed enemies.
Room 1[edit]
A circular, 40ft wide room. The exit is to the front, 90 degrees on the right compared to the entrance. No traps.
- Two Enemies: One Spellcaster, one heavy armored with tower shield and glaive.
- Tactic: Caster fires at party while the Bastion tries to keep them away using a massive glaive with reach and the sentinel feat.
| The Bastion | |||
|---|---|---|---|
| Will always stay in front, and has 20 feet reach with his glaive | |||
| Physical Characteristics | Simple stats | ||
| Race | Half-Dragon | HP | 100 - 150 |
| Class | Fighter | AC | 20 |
| Level | N/A | To Attack | (+)8 |
| Age | N/A | Saving Throws | STR +8 / CON +8 / DEX Disadvantage |
| Resistance | Fire | Special Ability | Fire Breath, 20ft Cone, 2d8, DC13 Dex / Sentinel Feat |
| The Magician | |||
|---|---|---|---|
| Always tries to position the Bastion between himself and enemies | |||
| Physical Characteristics | Simple stats | ||
| Race | Half-Dragon | HP | 75 |
| Class | Wizard | AC | 13 |
| Level | N/A | Spell Save DC | 16 |
| Age | N/A | Saving Throws | INT +8 / WIS +8 |
| Resistance | Fire | Special Ability | Fire Breath, 20ft Cone, 2d8, DC13 Dex / War Caster Feat / Up to 4th Level Spells |