1. The Lair Action: “Gravity Flux” (Refined)
Trigger: Initiative Count 20 (Losing ties). Effect: Roll a d4. The physics of the Breach shift violently.
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1. The Slide (West): Gravity lurches sideways. All creatures on the ground must succeed on a DC 14 Strength Save or slide 20 feet to the West. (This creates opportunities for The Lonely to drag people off edges).
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2. The Slide (East): Same as above, but 20 feet to the East.
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3. Zero-G: Gravity vanishes. All creatures float slightly off the ground.
- Movement is normal (you push off rocks), but melee attacks have Disadvantage unless the attacker is anchored (e.g., holding a ledge, grappling, or #13 using Gecko Grip).
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4. Heavy Weight: Gravity intensifies. All ground becomes Difficult Terrain. Flying creatures must make a DC 14 Strength save or fall prone.
2. The Map Hazard: “The Sphere of Trauma”
Look at the map you chose (Screenshot_20251124_200424.jpg). There is a large, glowing purple sphere in the center-right. Use it!
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The Mechanic: The sphere is a “Psychic Hotspot.”
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The Zone: Any creature that starts its turn within 15 feet of the Sphere, or enters that area for the first time on a turn, hears Lira’s screaming memories.
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The Effect: They must succeed on a DC 14 Wisdom Saving Throw or take 1d6 Psychic Damage and be Frightened of the sphere until the start of their next turn.
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The Tactic: The Lonely (Grasping Despairs) should try to Grapple the PCs and Drag them into the Sphere’s aura. This forces the players to fight for positioning, not just damage.
3. The Monster Reaction: “Shattered Mirror”
Since you have 6 players against ~5 enemies, the action economy favors the party. Give the Allips (Whispering Phantoms) a way to survive the Barbarian/Monk/Rogue burst damage.
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Reaction: Dispersion.
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Trigger: When the Phantom takes damage from a melee attack.
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Effect: The Phantom dissolves into shadow and teleports 15 feet to an unoccupied space it can see. It effectively takes the damage but escapes the follow-up “Multiattack” from a Monk or Barbarian.
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Why this is fun: It creates a “whack-a-mole” dynamic where the melee fighters have to constantly chase the ghosts, while the ghosts fly through walls/floors to attack the backline.
Summary of the Flow
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Round 1: The monsters peel off the players’ shadows. Terror sets in.
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Lair Action: Gravity shifts. People slide toward edges.
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Round 2: The Lonely grab the Tanks (#13/Elrath) or the Squishies (Toriman/Sarodan) and try to drag them into the Sphere of Trauma.
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Round 3: Chaos. Players are floating (Zero-G), enemies are teleporting away (Dispersion), and Toriman is praying his saves hold up.