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It's the end of the tier as we know it . . .
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<blockquote data-quote="Riastlin" data-source="post: 5467444" data-attributes="member: 94022"><p>Oh you and your perfectly reasonable requests. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p> </p><p>Anyway, the setting for the encounter is a now abandoned and corrupted Temple of Pelor. It was abandoned roughly 100 years prior when the town started to worship a Far Realm entity and the structure is now more cave-like than building (the temple was pulled beneath the ground and covered up). </p><p> </p><p>The base storyline is that the bad guys are trying to free the heart of a powerful primordial who was defeated during the Dawn War, but who required 6 gods, including Pelor, to defeat. At the end, they couldn't kill him but did imprison his heart. The gods then placed 6 seals on the prison and distributed the 6 pieces of the artifact that helped defeat the primordial (the artifact pieces being the MacGuffins). The seals are now breaking and the Heart can be used to either free the primordial, or simply be used as a powerful weapon. </p><p> </p><p>Some thoughts that I had for terrain/etc.:</p><p></p><p>[sblock]</p><ul> <li data-xf-list-type="ul">Doomcrystal(?) from DMG 2. These provide the only source of light and are perfectly spaced to just cover the area. When they are hit, they not only explode but start reducing the light in the area.</li> <li data-xf-list-type="ul">Defiled Ground from DMG 2. (Might have this one confused). Was thinking of having 6 altars in the encounter area and the area around each altar is defiled, reducing healing surge value. Perhaps also have the altars grant a bonus to the undead faction. When the altars are cleansed (thinking a single Religion check per altar) the ground around them becomes Healing Ground instead (while also eliminating the associated benefit to the undead faction).</li> <li data-xf-list-type="ul">Portals for third faction. They use these for reinforcement. There are four and they are spaced out. The portals can be closed to cut off reinforcements.</li> <li data-xf-list-type="ul">Sprinkle a few energy nodes around the area given the likely length of the encounter, though this will not be a new feature for the group as they have encountered them before.</li> </ul><p>The crystals will likely be more notable for their explosive property since the party has plenty of light sources, but it will likely at least divert their attention at some point (requiring them to get the light source out, etc.). I suppose I could have an additional magical effect that suppresses light sources but that seems a tad heavy-handed to me. [/sblock]</p><p> </p><p>Nothing else is really jumping out at me at the moment, and I'm also concerned about creating too many features as it could simply overly complicate the encounter. I do; however, want the party to realize that they need to do more than just swing away in order to get through the encounter.</p><p> </p><p>The encounter area is not the home ground to any of the factions but the undead faction will at least have had some time to prepare for the coming fight. The other faction btw is an aberrant faction hailing from the Far Realm.</p></blockquote><p></p>
[QUOTE="Riastlin, post: 5467444, member: 94022"] Oh you and your perfectly reasonable requests. :p Anyway, the setting for the encounter is a now abandoned and corrupted Temple of Pelor. It was abandoned roughly 100 years prior when the town started to worship a Far Realm entity and the structure is now more cave-like than building (the temple was pulled beneath the ground and covered up). The base storyline is that the bad guys are trying to free the heart of a powerful primordial who was defeated during the Dawn War, but who required 6 gods, including Pelor, to defeat. At the end, they couldn't kill him but did imprison his heart. The gods then placed 6 seals on the prison and distributed the 6 pieces of the artifact that helped defeat the primordial (the artifact pieces being the MacGuffins). The seals are now breaking and the Heart can be used to either free the primordial, or simply be used as a powerful weapon. Some thoughts that I had for terrain/etc.: [sblock] [LIST] [*]Doomcrystal(?) from DMG 2. These provide the only source of light and are perfectly spaced to just cover the area. When they are hit, they not only explode but start reducing the light in the area. [*]Defiled Ground from DMG 2. (Might have this one confused). Was thinking of having 6 altars in the encounter area and the area around each altar is defiled, reducing healing surge value. Perhaps also have the altars grant a bonus to the undead faction. When the altars are cleansed (thinking a single Religion check per altar) the ground around them becomes Healing Ground instead (while also eliminating the associated benefit to the undead faction). [*]Portals for third faction. They use these for reinforcement. There are four and they are spaced out. The portals can be closed to cut off reinforcements. [*]Sprinkle a few energy nodes around the area given the likely length of the encounter, though this will not be a new feature for the group as they have encountered them before. [/LIST]The crystals will likely be more notable for their explosive property since the party has plenty of light sources, but it will likely at least divert their attention at some point (requiring them to get the light source out, etc.). I suppose I could have an additional magical effect that suppresses light sources but that seems a tad heavy-handed to me. [/sblock] Nothing else is really jumping out at me at the moment, and I'm also concerned about creating too many features as it could simply overly complicate the encounter. I do; however, want the party to realize that they need to do more than just swing away in order to get through the encounter. The encounter area is not the home ground to any of the factions but the undead faction will at least have had some time to prepare for the coming fight. The other faction btw is an aberrant faction hailing from the Far Realm. [/QUOTE]
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