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<blockquote data-quote="Guest 6801718" data-source="post: 6948610"><p>For The Mists, check out the Sanity rules and Madness tables in the back of the DMG. It may be right up your alley. While there, give everyone the Sanity stat (a seventh stat as recommended in the book) at 11 (also recommended). When encountering something strangely Fey, they make a sanity save (not proficient). Failed save gets them a roll on one of the madness tables. </p><p></p><p>For The Shifting Mountains, I like the bandits mapping out the area a lot. Some advantages to give them, you can have their ranged attacks ignore cover as they bend projectiles around the gravity wells to hit from different angles. Advantage on attack rolls isn't out of line either. You can also multiply jump distances on athletics checks when leaping through an area of affected gravity. You can also reduce distances on jumps where there is greater gravity (if you have that). </p><p></p><p>The Circles sounds really cool. Certainly an opportunity to play with different environments. You can also have things get more chaotic the closer to the center you get. Perhaps roll on the Sorcerer's Wild Magic tables behind the scenes whenever the party casts spells. Have some crazy and random effect.</p></blockquote><p></p>
[QUOTE="Guest 6801718, post: 6948610"] For The Mists, check out the Sanity rules and Madness tables in the back of the DMG. It may be right up your alley. While there, give everyone the Sanity stat (a seventh stat as recommended in the book) at 11 (also recommended). When encountering something strangely Fey, they make a sanity save (not proficient). Failed save gets them a roll on one of the madness tables. For The Shifting Mountains, I like the bandits mapping out the area a lot. Some advantages to give them, you can have their ranged attacks ignore cover as they bend projectiles around the gravity wells to hit from different angles. Advantage on attack rolls isn't out of line either. You can also multiply jump distances on athletics checks when leaping through an area of affected gravity. You can also reduce distances on jumps where there is greater gravity (if you have that). The Circles sounds really cool. Certainly an opportunity to play with different environments. You can also have things get more chaotic the closer to the center you get. Perhaps roll on the Sorcerer's Wild Magic tables behind the scenes whenever the party casts spells. Have some crazy and random effect. [/QUOTE]
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