OotW Planning: Difference between revisions
Jump to navigation
Jump to search
| (One intermediate revision by the same user not shown) | |||
| Line 1: | Line 1: | ||
= Session 5 = | |||
Planned: | Planned: | ||
*The party finds itself resting, until Nalos stands up. | *The party finds itself resting, until Nalos stands up. | ||
| Line 6: | Line 6: | ||
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. | ||
== 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 == | == The Dragonguard == | ||
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 |