Danielqueue1
2019-05-16, 03:26 PM
I am currently building a campaign and one of the enclaves in the setting are trying to build a doomsday failsafe device that is essentially time travel. if successful Messages could be sent from the future to warn of impending doom and such. if unsuccessful it could make a tear in continuity that warps reality and possibly creates the doomsday they were trying to prepare against. and if in the hands of the corrupt, could be used for manipulating markets and kingdoms by knowing what would happen next. the party's interactions with each enclave can push things in different directions so they will have to make significant decisions affecting groups who's actions affect the whole world. there will most likely come a time when the party will either have to combat the enclave, the corrupt members of the enclave, or the abominations that come from a failed test.
all of these are in the Idea phase so other ideas and recommendations greatly welcomed.
Enemy 1: light melee fighter affected by time magic. At the end of this creature's turn roll 1d6 (maybe a d8?) and add it to their initiative. if this creature was already first in initiative subtract the initiative of the highest initiative opponent from their initiative and adjust accordingly.
notes: this enemy would be rather unpredictable able to "lap" characters in initiative and the unpredictable nature of the way their initiative is modified means a party facing them could not rely on turn order to coordinate abilities. (can still do it, but might get interrupted)
Enemy 2: Summoned group of enemies either through damaged continuity or Enclave specialist. easy to take down initially, but increase in power quickly. Weak attack but it makes a number of attacks equal to the number of rounds it has been active. if it is active more than 1 minute it explodes damaging everything in a 10 foot radius.
Notes: I was thinking of having this creature's AC, movement and maybe damage modifier also increase per round, but I'm not sure how much of that would be overkill. naturally running the creatures I would have them all summoned/form at the same time to make it easier to track. An Enclave specialist could use them to distract the party long enough to escape or hope the party focuses on something else long enough for them to build up power. It would also be unlikely for a specialist to summon some before combat starts due to the explosion.
Enemy 3: Lightning Bruiser. Moves fast and hits hard dealing lightning damage with melee attacks that have the same effect as shocking grasp. If it gets hit hard in turn, can use its action to teleport back to where it was at the start of its last turn with the health it had last turn with the ability recharging on a 6. (stolen blatantly from overwatch think Doomfist with Tracer's rewind)
Notes: I would be using Roll20 for the campaign so it will be straight forward to keep the position and health on the GM layer
the enclave would be mostly full of civilians, common soldiers and such with the above enemies as leaders, shock troops etc.
suggestions and new ideas welcome.
all of these are in the Idea phase so other ideas and recommendations greatly welcomed.
Enemy 1: light melee fighter affected by time magic. At the end of this creature's turn roll 1d6 (maybe a d8?) and add it to their initiative. if this creature was already first in initiative subtract the initiative of the highest initiative opponent from their initiative and adjust accordingly.
notes: this enemy would be rather unpredictable able to "lap" characters in initiative and the unpredictable nature of the way their initiative is modified means a party facing them could not rely on turn order to coordinate abilities. (can still do it, but might get interrupted)
Enemy 2: Summoned group of enemies either through damaged continuity or Enclave specialist. easy to take down initially, but increase in power quickly. Weak attack but it makes a number of attacks equal to the number of rounds it has been active. if it is active more than 1 minute it explodes damaging everything in a 10 foot radius.
Notes: I was thinking of having this creature's AC, movement and maybe damage modifier also increase per round, but I'm not sure how much of that would be overkill. naturally running the creatures I would have them all summoned/form at the same time to make it easier to track. An Enclave specialist could use them to distract the party long enough to escape or hope the party focuses on something else long enough for them to build up power. It would also be unlikely for a specialist to summon some before combat starts due to the explosion.
Enemy 3: Lightning Bruiser. Moves fast and hits hard dealing lightning damage with melee attacks that have the same effect as shocking grasp. If it gets hit hard in turn, can use its action to teleport back to where it was at the start of its last turn with the health it had last turn with the ability recharging on a 6. (stolen blatantly from overwatch think Doomfist with Tracer's rewind)
Notes: I would be using Roll20 for the campaign so it will be straight forward to keep the position and health on the GM layer
the enclave would be mostly full of civilians, common soldiers and such with the above enemies as leaders, shock troops etc.
suggestions and new ideas welcome.