dream possibilities

Post/Author/DateTimePost
#1

paulos

Mar 09, 2009 11:00:18
Two of my 6 PCs are unavailable and the other four are on spring break and really want to play.

I want to make a dream session so the two don't miss anything. I want the 4 to be able to be a lot more powerful than they are now (lvl 4) and possibly be able to fly (wizard utility) etc. and possibly do crazy dream stuff like Matrix to get through traps and fights with aberrations and whatnot. I'd like to set it in the Feywild since not much happens there.

Any ideas?

I've got an womanizer Eladrin wizard, an aerialist-wannabe halfling rouge that acts a lot like Spiderman, a drow archer/ranger that likes exotic pets, and a friendly but happy-to-be-intimidating minotaur barbarian.

I'd like a simple plot, like some fun Indiana Jones or Ocean's 11-type heist (without much motive needed) or a damsel in distress for the wizard. Any other ideas that could be wrapped up in 1-2 sessions. That or the dream world could be a continuous alternate dimension whenever we're missing players.

As far as a heist, what about a gauntlet? What high level traps are fun, especially in a condition where they can break some rules and not worry about dying? Such as the sand-drowning room in the Sand King's Daughter. I've never used traps yet. Big rolling boulders, etc. The rouge has an obscene Theivery skill so he'd love to disable wickedly powerful traps, or even turn them against foes.

What high level monsters are fun to fight against or run (as the DM)? I've never run anything past level 9 and that was some normalish orc, so I don't know hwat it's like to play with so much power as a DM. Please recommend if and how I should do a playtest on my own to get a feel for the bigger foes. I prefer just weird or epic(huge classic, dragons, powerful mages) to creepy or extremely evil. My folk are pretty mercenary so they will take anyhting that opposes their goal of a shiny thing.

What monsters are fun for in-flight combat? (These four like animes, DragonBallZ type fighting maybe)

Should I allow any carry-over benefits to be earned, like interesting consumables (any ideas?). I don't want those absent to feel jipped(sp?), but these 4 are very into powergaming, so without xp they may not see the point, besides the cool things they can do.

They could wish up exciting mounts, etc.
#2

winterstar

Mar 09, 2009 11:50:47
Allow them to simply break the rules however they wish whenever they spend an action point.

Also you could give them an extra power that they can choose from whicher class they wish several levels above their own, then allow them to change whenever they take a Short Rest.

Other then that look into the rules for shaping multible planes, I don't remember if the Fourth Edition Rules are better than the old Third Edition ones to repersent what you are trying to do though, so take a gander at both of them.
#3

paulos

Mar 09, 2009 12:14:11
good ideas. Does the DMG 3 have those rules, or where are they?
#4

winterstar

Mar 10, 2009 0:46:48
If my aging memory serves me I think it is dicussed in Third's Manual of the Planes.

Also I think it actually details the Dream Plane.

Could be misremembering though.