D&D 5e - Tyranny of the Cosmos Act II: The Star-Hoard Heist
Details
A 5th level adventure.
As the adventure opens, the characters are searching for a Spelljammer ship to track down the next lead on the Dragon Cult's movements. Everyone in the nearby coastal settlement is talking about the spectacular meteor showers that have blazed through the sky the past several nights. The adventure begins when enormous crystalline vines erupt from beneath the streets, throwing the community into chaos.
Character Creation guideline:
If you didn't play in Act I, create 3 5th level characters from any 2014/2024 edition
On creation of your 3 character variants you need to ask these questions:
1. The Turning Point: What was the greatest decision or turning point in your character's life?
2. The Alternate Path: If your character had made a different choice at that turning point, how might their life—and by extension, their class or abilities—be different now?
3. External Expectations: How would they be different if they had made choices based strictly on what others expected of them?
4. The Idealized Self: What is something your character wishes they could change about themselves, and how would the "best version" of them be different?
5. What is your character's signature possession or physical trait? This is an immutable icon—like a distinct scar, a specific pessimistic personality, or a beloved token—that remains constant across every single version of you.
Glitch Mechanics:
• The Trinity Rule: Each player creates three different versions of their character at the start. While they share the same level and core soul, each incarnation can have a completely different appearance, race, class, or gender.
• Death and Resurgence: When an active incarnation dies, a new variant reappears nearby shortly after. This newly incarnated character typically has no memory of what happened to the previous version or why they are in their current situation.
• Unified Progression: All incarnations share the same level and advance together. Narrative-wise, while one version adventures with the party, the others are assumed to be adventuring on different planes of existence, gaining equal experience.
• Inventory and Items: Items typically do not duplicate. If a character dies, their equipment remains on the corpse; if the new incarnation is a different class, their starting uncommon magic item might shift to something more suitable (e.g., a +1 Sword becoming a Staff of the Warmage).
- Standard array, point buy, or 4d6--drop low method
- Max HP for 1st level, roll or take the average HP (whichever is better) for levels 2-4
- Standard starting equipment or maximum starting gold for your class, +300 GP
- 1 rare magic item and 1 non-expendable uncommon magic item
- OR 3 uncommon magic items (where expendable items count for .5 items)
Things To Bring
• Pencils
• Paper
• Dice
• Feedback
• Imagination
As with all our games, No Experience Necessary!
