Day 4 Begins and 2nd Stretch Goal Unlocked!
almost 2 years ago
– Fri, Jun 14, 2024 at 08:04:26 AM
Thanks so much to everyone for your support! It’s because of you we managed to unlock the second stretch goal! We are moving our way of course now to the third but let’s enjoy this victory 😊
The second stretch goal is Elemental Storms, this adds another 6 special environmental hazards to the Encounter Pack.
As usual where’s the fun in telling and not showing so I thought I’d put something together and get your opinion on it. Are there parts missing? Is it too much information? I would love your feedback so I can create encounters tailored for you and what you want to see and use 😊
Thunder in the Skies
Introduction
High above the ground, the party navigates the floating Skylands when they encounter a magical thunderstorm brewing on the horizon. This storm is not just a natural phenomenon but a mystical challenge that tests the mettle of even the most seasoned adventurers.
Encounter Features
• Magical Thunderstorm: Arcane energy, wild magic surges.
• Three Phases: Increasing intensity and danger.
◦ Phase 1: Gathering Storm, DC 12 Strength check, 1d8 lightning damage, DC 14 Dexterity saving throw.
◦ Phase 2: Raging Tempest, DC 14 Strength check, 2d8 lightning damage, DC 16 Dexterity saving throw, torrential rain, roaring thunder.
▪ Visibility: Reduced to 30 feet.
◦ Phase 3: Eye of the Storm, DC 16 Strength check, 3d8 lightning damage, DC 18 Dexterity saving throw, cyclonic winds, lightning web.
▪ Vortexes: Lift and throw creatures.
• Wild Magic: Effects based on Wild Magic Surge table.
• Monsters: Storm Elementals, Air Elementals, Djinni.
Beginning Read-Aloud Text
As you soar through the skies, a dark mass of storm clouds begins to form in the distance. The air grows heavy and the first rumblings of thunder echo across the Skylands. Streaks of unusually shaped lightning crackle down.
Encounter Description
Phase 1: Gathering Storm
- Description: The storm begins to form, with gusty winds, sporadic lightning, and magical anomalies.
Read-Aloud
"The storm intensifies, the wind howling and lightning crackling around you. Arcane energy flickers through the air, causing strange magical effects. The very fabric of reality seems to shimmer and warp."
- Hazard: All creatures in the area must succeed on a DC 12 Strength (Athletics) check to maintain their footing or be pushed 10 feet by the wind. Random lightning strikes hit the ground; any creature in an open area must succeed on a DC 14 Dexterity saving throw or take 1d8 lightning damage. Additionally, pockets of wild magic (refer to the Wild Magic Surge table in the Player’s Handbook, p. 104) sporadically manifest, causing unpredictable effects.
Phase 2: Raging Tempest
Read-Aloud
"The tempest reaches new heights, rain pouring down in sheets and lightning striking all around which appears to move in odd angles. The roar of thunder is deafening, and arcane energy pulses through the storm, causing magical surges and distortions."
- Description:The storm grows more violent, with torrential rain, frequent lightning strikes, and amplified magical phenomena.
- Trigger: This phase begins 3 rounds after Phase 1 starts.
- Hazard: All creatures must make a DC 14 Strength (Athletics) check to avoid being pushed 15 feet by the wind. Lightning strikes become more frequent; creatures must succeed on a DC 16 Dexterity saving throw or take 2d8 lightning damage. Visibility is reduced to 30 feet due to heavy rain. Magic is affected; each spell cast requires a DC 10 Arcana check to avoid triggering a wild magic surge.
Phase 3: Eye of the Storm
Read-Aloud
"The storm reaches its climax, with winds forming deadly vortexes and lightning turning the sky into a web of electric fury. Arcane energy surges wildly, causing unpredictable magical effects. It’s as if the storm itself is intent on driving you from the skies.”
- Description: The storm reaches its peak, with cyclonic winds, continuous lightning, and rampant magical effects.
- Trigger: This phase begins 2 rounds after Phase 2 starts.
- Hazard: All creatures must succeed on a DC 16 Strength (Athletics) check to avoid being pushed 20 feet by the wind. Any creature in an open area must succeed on a DC 18 Dexterity saving throw or take 3d8 lightning damage. The storm creates vortexes that can lift and throw creatures (DC 14 Strength saving throw or be lifted 30 feet into the air and thrown 20 feet, taking 3d6 bludgeoning damage). Additionally, the air is charged with raw magic; every creature must make a DC 14 Wisdom saving throw at the start of their turn or be affected by a random spell effect (as determined by the GM using the Wild Magic Surge table or similar table of effects).
Challenges and Modifications
Low-Level Parties (Levels 1-4):
- Phase 1: DC 10 Strength check, DC 12 Dexterity saving throw, 1d6 lightning damage, Wild Magic Surge with a DC 8 Arcana check.
- Phase 2: DC 12 Strength check, DC 14 Dexterity saving throw, 1d8 lightning damage, Wild Magic Surge with a DC 10 Arcana check.
- Phase 3: DC 14 Strength check, DC 16 Dexterity saving throw, 2d8 lightning damage, DC 12 Strength saving throw for vortexes, 2d6 bludgeoning damage, random spell effects with a DC 10 Wisdom saving throw.
- Monsters: Storm Elementals (refer to Monster Manual, p. 124) appearing intermittently.
Mid-Level Parties (Levels 5-10)
- Phase 1: DC 12 Strength check, DC 14 Dexterity saving throw, 1d8 lightning damage, Wild Magic Surge with a DC 10 Arcana check.
- Phase 2: DC 14 Strength check, DC 16 Dexterity saving throw, 2d8 lightning damage, Wild Magic Surge with a DC 12 Arcana check.
- Phase 3: DC 16 Strength check, DC 18 Dexterity saving throw, 3d8 lightning damage, DC 14 Strength saving throw for vortexes, 3d6 bludgeoning damage, random spell effects with a DC 12 Wisdom saving throw.
- Monsters: Air Elementals (refer to Monster Manual, p. 124) actively participating in the storm.
High-Level Parties (Levels 11-16)
- Phase 1: DC 14 Strength check, DC 16 Dexterity saving throw, 2d8 lightning damage, Wild Magic Surge with a DC 12 Arcana check.
- Phase 2: DC 16 Strength check, DC 18 Dexterity saving throw, 3d8 lightning damage, Wild Magic Surge with a DC 14 Arcana check.
- Phase 3: DC 18 Strength check, DC 20 Dexterity saving throw, 4d8 lightning damage, DC 16 Strength saving throw for vortexes, 4d6 bludgeoning damage, random spell effects with a DC 14 Wisdom saving throw.
- Monsters: Djinni (refer to Monster Manual, p. 144) controlling the storm, with legendary actions and lair actions.
Let me know what you think!
-Jadyn
Day 2 Begins! Cloud Forged Items Unlocked!
almost 2 years ago
– Wed, Jun 12, 2024 at 06:55:48 AM
What an amazing first day! Wowzer! 😁
Thanks to everyone who backed first day to get the project not only off the ground running but straight through the first stretch goal. 🫨
With your help we are moving towards the second one now! You'll notice that some of the goals have the encounter, monster or side quests attached to them. These are special stretch goals for anyone who backs at those tiers. If it doesn't have that or anything just like goal number 1 then it’s for everyone.
So before we get into the excitement of the second goal lets see what we just unlocked!
I thought to myself hmm what’s better than just saying “yay we unlocked 10 new and unique items!” well that would be actually making one and letting you see, use, touch err smell it. I’d love to know your thoughts 😊
Tempest
Weapon (longsword), rare (requires attunement)
This blade is imbued with the raw power of a raging storm. The blades' steel crackles with electricity and turbulent gusts of wind vortex around the hilt creating a humming sound when drawn.
While attuned to this weapon, you gain a +3 bonus to attack and damage rolls made with it. Additionally, when you hit a creature with this sword, the target takes an extra 1d6 lightning damage.
Stormstrike (Recharge 5-6): As an action, you can use Tempest to call upon the power of a storm. When you do, choose a point you can see within 30 feet. A bolt of lightning strikes creating a burst of energy in a 10-foot radius centered on that point. Each creature in that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 3d8 lightning damage and is pushed 10 feet away from the center. On a successful save, a creature takes half as much damage and isn’t pushed.
Winds of Protection: While wielding this weapon, you can use a bonus action to envelop yourself in a protective gust of wind. Until the start of your next turn, you gain advantage on saving throws/checks against being grappled or restrained.
Whispering Winds: The sword allows you to cast the message spell at will. The message travels with the wind, reaching the intended recipient regardless of distance within a 5-mile range. The message carries with it the sound of faint, howling winds.
Lightning Reflex: When you are hit by a melee attack, you can use your reaction to release a burst of lightning. The attacker must make a DC 15 Dexterity saving throw. On a failed save, the attacker takes 2d8 lightning damage and is stunned until the end of their next turn. On a successful save, the attacker takes half as much damage and is not stunned. Once used, this ability cannot be used again until you finish a short or long rest.
Attunement: To attune to Tempest, you must hold the blade towards the sky during a thunderstorm. Roll a DC 15 Constitution saving throw; on a success, you take half of 3d6 lightning damage and gain attunement, while on a failure, you take full damage and can’t try again until after a long rest.