Game 9 Items
awarded:
#8
Powerpack:
When used this item transfers 20 power points to the wearer. These stack on top
of the daily allowance and are only expended through use, not through rests.
The first two power points used each day must be from this stash before
starting the daily allowance.
Echo
Battlestandard:
Daily/Minor Action
Plant the
standard in a space adjacent to you. As long as you and your allies remain
within burst 20 of the standard you gain a +1 morale boost to every roll until
the end of the encounter. (Attack, Damage, Saving Throws, Checks)
Enbel
Alchemists
Attaché: Encounter/Minor action
You pull out
a random item – dictated by the DM. You may use it at any point during this
encounter only.
Altus
The Critical
Coin: Encounter/Minor action
The next d20
roll you make will be considered a natural 1 or 20 depending on a coin flip.
(If an attack requires more than 1 roll, use the coin for each roll within that
1 attack)
DM’s Notes,
Game 9
In the game
I wanted to have a large horde of enemies that could be intimidating and
overwhelming if not dealt with properly. I didn’t want to have to keep track of
large amounts of HP, but I also didn’t want all the enemies to be minions – I
didn’t feel that it gave the right flavour.
So to get around this I made up 3 distinct groupings of enemies for the
game. Each set had common defences and attacks. The first group were minions.
The second were a group I nicknamed ‘maxions’ – that didn’t take damage, but
would die if they took 2 hits. Like double minions, I suppose.
Minions –
All defences 17. On a Critical hit, do 8 extra damage.
Maxions –
All defences 20. On a critical hit, spawns a minion.
Dread
Spectre – All defences 22. On a critical hit, spawns a maxion.
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