Chapel's Light
Overview:
This is a neat boss room. The main concept in this room is that while fighting the boss there are random spell effects going off affecting each part of (or all of) the room from each of the stained glass windows. Players will have to make choices about where they want to position themselves especially as the different affects have different consequences and saving throws.
Initial Description:
You walk into the chapel. You are immediately taken by the number of amazing stain glass windows. Each corner of the chapel has remarkably intricate patterns weaving an epic narrative. In the back behind the alter the biggest window sits, shinning so brilliantly it almost blinds you. You look up and the ceiling is nowhere to be found, it seems as though the chapel goes on forever. You see six massive columns jutting out from the floor. As you walk up you begin to speak with the avatar of (insert your choice of god or goddess here, cue Villainous speech). The being splits in half, reforming two whole, one of radiant white light and the other of opaque shadow.
Enemies and NPCs:
Enemies:
The avatar is punishing them for refusing whatever offer has been given the the PCs. They will smite them in the name of the god they represent. They have split themselves into two halves which use the stats of the following creatures:
Shadow Avatar - Bone Devil at Maximum HP
Radiant Avatar - Deva at Maximum HP
Objectives:
Main:
Defeat the Avatar! - We think this one explains itself.
Map:
Overview:
Players need to think carefully about their positioning. Stained Glass windows 1-4 each affect one quarter of the room (while number 5 affects the whole room). Nothing in the room provides cover from the window affects, if you are in the quadrant you must make the the throw.
Key:
Colored Half Ovals - The different stained class windows.
Brown Rectangles - Pews. These provide half cover if crouched behind them. They do not protect from the stained glass window affects.
Grey Circles - Pillars. They provide whole cover if you are between that and your attacker. They do not protect from the stained glass window affects
Purple X - Starting position of the avatars.
Gold rectangle within brown rectangle - The altar.
Special Mechanics:
Divine Retribution - At initiative 20 roll a d6. On a 1-5 the corresponding stained glass window effect happens. On a six roll twice The Avatar is immune to all Stained Glass Window Effects.
Stained Glass Window Effects:
1 - The blue windows go off giving a ice affect. Any creature in the blue quadrant needs to roll a DC 15 constitution saving throw. On a failed save you take 2d8 cold damage, your movement is reduced by half, and you have disadvantage on all constitution saving throws until you make the save. You can attempt to save at the end of each of your turns. On a successful save you take half damage.
2 - The green window goes off spewing acid affects. Any creature in the green quadrant needs to roll a DC 15 constitution saving throw. On a failed save you take 2d8 acid damage and your AC is reduced by 2 until you take an action to clean yourself off. This affect can stack. On a successful save take half damage.
3 - The red windows go off giving a fire affect. Any creature in the red quadrant needs to roll a DC 15 dexterity saving throw. On a failed save take 2d8 fire damage. At the start of each subsequent turn you take an additional 2d8 Damage until you spend your action rolling on the ground to put the fire out or you make the saving throw at the end of your turn. On a successful save you take half damage.
4 - The light blue windows go off giving lighting affects. Any creature in the light blue quadrant needs to roll a DC 15 intelligence saving throw. On a failed save the target takes 2d8 electric damage and is confused until the end of your next turn. On a successful save you take half damage.
5 - The yellow stained glass window goes off giving a radiant affect. All creatures in the chapel must make a DC 15 charisma saving thrown. On a failed save you take 2d8 damage and are stunned until the end of the next turn. On a successful save you take half as much damage.
Channeling Divinity - If one of the halves of the avatar is standing on the altar, they can spend their action to activate two instances of the stained glass window affect.
Extras:
How We Used it - Our players had to make a major choice in this room. Our game revolves around a steady string of sacrifices happening keep an evil and un destroyable threat under control. When our players met the avatar they had to choose between becoming the next sacrifice or refusing, defeating the avatar and preventing anyone from becoming the sacrifice. They chose the fight.
Easy Re-skins - Any BBG. It could be an evil scientists layer, a made mages tower, or anyone else who could create a trap and a duplicate.
Share - if you have encounters you want to share on this site go to our share page for guide lines and email you encounters to tabletoprpgencounters@gmail.com. If you liked this encounter feel free to share it with your friends using one of the share buttons above!