Difference between revisions of "Close the Portal"
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May not choose the Summoner class or Daily skills. | May not choose the Summoner class or Daily skills. | ||
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{{:Skill Martial Styles}} | {{:Skill Martial Styles}} | ||
{{:Skill Two Weapon Styles}} | {{:Skill Two Weapon Styles}} | ||
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Remember to Archive the Dream Walk to gain Resonance! | Remember to Archive the Dream Walk to gain Resonance! |
Revision as of 22:40, 9 February 2010
Contents
Introduction
On this Dream Walk, you will venture into the dangerous heart of the Dreaming and close some of the portals connecting the Dream World to Faerie.
This Dream Walk is ideal for people that
- want to close the channels between the Dreaming and the dangerous parts of Faerie, or
- dislike Fae
Requirements: At least four people, one of which must be a Vision. Everybody needs boffer weapons.
One scene will require an area where you can mark "jump stones" on the ground. See Scene 2 for details.
Props: two small boxes or containers. X props to represent keys, where X is the number of PCs on the module x 2. (do not count Shades)
Guides: 1/3rd (rounded up) of the players on this Dream Walk will be Guides.
Scene 1
Instructions for Guides:
- Fill in the blank with a name.
- One of the Guides will read this passage to everybody:
In order to find your way into the heart of the Dreaming, you'll first need to track down someone who knows the way. You've heard rumors of a vision named _______ who lives in a dangerous part of the Dreaming. _______ knows the name of the path you'll need to begin the journey. When you get to the portal nexus, you'll need to defeat the portal's guardian in order to close it
Send the players towards _______'s hideout. When you reach the spot you've chosen to be the outside of the hideout, monsters will attack.
- All the guides become Imps. Each Imp has three lives. They respawn from off-stage in waves. (ie, they may only respawn when all three of them are ready)
After all three waves are defeated, one of the Shades will become the NPC _______. He stands slightly off stage inside a circle of force. After the shades are defeated, he will call the players over. Here are his stats:
Portal Cleaver | Health: 5 |
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Race: Vision | |
Class: Shaman | |
Personality Traits: Gruff, humorless, patient | |
Motivation: Save the Dreaming by closing the portals | |
Notes: | |
Skills | |
may pick 5 skills |
_______ is afraid that the portals to Faerie are letting monsters through the rift. He explains to the players that the Rifts which the Fae are using to cross the planes has nodes of power which can be found in the Dreaming. Each node, if attacked, will manifest as a creature. If the creature is slain, the portal it is linked to will be closed.
He asks the players if they are willing to help save the Dreaming by closing these portals before more monsters cross over. If the players agree to do this, he tells them the name of the path to those portals, "Unterwatch Road". (the Guides may pick another name) Underwatch Road runs under the Dreaming - in order to take it, the players will merely have to declare "This must be Unterwatch Road" as they walk, with the intention of arriving at the portals.
If _______ is killed for any reason, the Dream Walk ends.
Scene 2
As the players progress along Unterwatch Road, they must cross a dangerous zone.
Set Up: This encounter takes place in a zone of at least 20 x 30 feet. The Dreaming is filled with lava here, and is hot to the touch. In this zone, if players touch the ground, they receive a wound.
There are areas which the heat hasn't touched yet. The zone has 15-20 areas which are okay to step on. You may create these by drawing them (ie, with chalk on asphalt), or leaving some kind of tile on the ground which players may step on. (trash can lids, linoleum tiles, empty cereal boxes, etc) Each of these "jump stones" should only be large enough to fit one person, but there should be room to stand on it comfortably. By hopping from stone to stone, you should be able to get to all four corners of the zone.
The corners of the zone (either clockwise or counterclockwise) are numbered 1, 2, 3, and 4.
In corner 1, there is a small box with X keys in it, where X is the number of characters on the dream walk x 2. A player may only hold one key at a time.
In corner 3, (opposite end from corner 1), there is another small box. When this box contains all the keys, the zone deactivates, the imps stop respawning, and the players may move forward.
In corners 2 and 4 there are respawn points.
Guides:
The Guides play Imps. They may not choose a class which uses ranged attacks, two handed weapons, or ranged weapons. They may walk on the lava without taking damage. They may respawn at one of the respawn points. This takes 3 seconds.
Once all the keys are put in the final box, the monsters vanish.
Scene 3
The Party has passed the lava and have gotten to the end of Untervatch Road. The portal's node should be around here somewhere...
The Portal itself is a living creature, capable of defending itself. If the Portal Guardian is slain, the portal to Faerie will be closed.
Guides:
One guide will play the Portal Guardian, the boss fight of this Dream Walk. The other shades will play imps. After they are killed, the imps may respawn from off-stage after a 10 second delay.
Portal Guardian | Health: 12 | ||||||||||||||||||||
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The Node is stationary, humming with energy. When the party approaches, it senses their hostility and becomes the Guardian. The Guardian may not talk, only hum. | |||||||||||||||||||||
Skills | |||||||||||||||||||||
May pick a class and 5 skills.
May not choose the Summoner class or Daily skills. Automatically has the following skills:
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Remember to Archive the Dream Walk to gain Resonance!