I wanted to talked about my experience in running a mindscape dungeon, so far.
Some background on this:
An NPC that is apart of the characters' guild has been taken over by a Quori and trapped in a dream (Braewynn). One of the player characters (Aur'el) and one of their companion NPC (Lycia) are Mystics. Lycia using the Telepathic Contact Discipline with the help of Aur'el to supply the Psychic energy were able pull themselves and four others into Braewynn's mind. The downside to this, is that when they are finished the Mystics will be "burned out" and unable to use their powers for a few hours/days.
I came up with some basic rules for the characters:
For you this isn't a dream. You CAN die
Depending on who is in control of the dream can hurt or help you
You have no armor or weapons
You can attempt to manifest armor, weapons, magic items with a DC Int check
Nonmagical weapons and armor aren't that hard to manifest. DC 10 or 15
Magical Items are much harder to come by. DC 15 or 20
Armor and Weapons disappear between levels
You can attempt to change the dream to help you. (Convincing a hell hound it didn't actually exist. Yes that happen. Bard rolled a critical success)
Optionally you can allow characters to find weapons and armor, which in retrospect would have been easier.
I used this as a chance to pull out all the random maps I had created but never used and created encounters with creatures that I will probably never use because they don't fit the theme. Its fun to have your players go from fighting Hell Hounds in a dark cave to ice faeries in the middle of a Karrnath blizzard.
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I wanted to talked about my experience in running a mindscape dungeon, so far.
Some background on this:
An NPC that is apart of the characters' guild has been taken over by a Quori and trapped in a dream (Braewynn). One of the player characters (Aur'el) and one of their companion NPC (Lycia) are Mystics. Lycia using the Telepathic Contact Discipline with the help of Aur'el to supply the Psychic energy were able pull themselves and four others into Braewynn's mind. The downside to this, is that when they are finished the Mystics will be "burned out" and unable to use their powers for a few hours/days.
I came up with some basic rules for the characters:
Optionally you can allow characters to find weapons and armor, which in retrospect would have been easier.
I used this as a chance to pull out all the random maps I had created but never used and created encounters with creatures that I will probably never use because they don't fit the theme. Its fun to have your players go from fighting Hell Hounds in a dark cave to ice faeries in the middle of a Karrnath blizzard.