Combat Plan
Contents
- 1 π DM RUN GUIDE β Ritual of Returning Breath
- 2 β±οΈ SESSION FLOW (REAL-TIME PACING)
- 3 π ROUND STRUCTURE (Your Turn Order Cheat Sheet)
- 4 π― WHAT PLAYERS SHOULD BE DOING
- 5 βοΈ DIFFICULTY CONTROL (LIVE ADJUSTMENTS)
- 6 π¬ YOUR TONE CONTROL
- 7 β οΈ COMMON PITFALLS
- 8 π FINAL CHECK MOMENT
- 9 π ENDING DELIVERY
- 10 π§ QUICK REFERENCE (PRINT THIS)
π DM RUN GUIDE β Ritual of Returning Breath
π§ Core Principles (Read This First)
This encounter works if you prioritise:
- Clarity over complexity β players always know what matters
- Pressure over damage β threat comes from failure, not death
- Emotion over optimisation β reward meaningful roleplay
If players are asking βwhat should I do?β β clarify
If players are asking βcan I say/do something meaningful?β β encourage
β±οΈ SESSION FLOW (REAL-TIME PACING)
1. Arrival & Setup (20β40 mins)
- Describe the chamber
- Deliver Venriethβs guidance
- Let players discuss roles
π Do not rush this. This is where emotional investment forms.
2. Ritual Begins (60β90 mins)
You are now running a looped structure.
π ROUND STRUCTURE (Your Turn Order Cheat Sheet)
Run each round in this exact order:
1. π€ Prompt the Ritual
Give the narrative cue:
- Round 1 β βName them.β
- Round 2 β βGive them something real.β
- Round 3 β βGive them something that will be.β
π Look at a player and ask directly:
Let them roleplay first. THEN call for a roll.
2. π² Resolve Skill Check
- Default DC: 14
- Track:
- β Success
- β Failure
π Important:
- If roleplay is strong β give advantage
- If weak / rushed β no penalty, just neutral
3. ποΈ Spawn / Run Echoes
- Spawn 1 Echo per round
- Max 3 active
On their turns:
- Move toward the child
- Attack whoever blocks them
- End near the child β trigger Soul Pull
π Your priority is NOT damage.
Your priority is:
4. π Trigger Environmental Effect
Escalate tension each round:
- Round 1 β minor (whispers, disadvantage)
- Round 2 β moderate (restraints)
- Round 3+ β severe (light falters, harder checks)
π Keep it fast. One sentence, one roll.
5. π€ Apply Aasimar Pressure (If Needed)
Use only when:
- A failure happens
- Players hesitate
- Momentum drops
Speak quietly:
π Donβt overuse. 1β2 lines per round max.
6. π Check End Condition
- 3 successes β move to final check
- 3 failures β ritual collapses
π― WHAT PLAYERS SHOULD BE DOING
If things are working well, players will naturally split into roles:
π‘οΈ Defender
- Keeps Echoes away from the child
π€ Speaker
- Handles ritual checks
β‘ Disruptor
- Interrupts Soul Pull (uses reactions)
π§ Support
- Buffs, heals, assists checks
If theyβre not doing this, guide them subtly:
βοΈ DIFFICULTY CONTROL (LIVE ADJUSTMENTS)
If Too Hard:
- Reduce Echo HP mid-fight (quietly)
- βThe roots hold one in placeβ (skip a turn)
- Ignore one Soul Pull
If Too Easy:
- Spawn 2 Echoes in a round
- Increase Soul Pull range to 15 ft
- Target the ritual speaker more aggressively
π¬ YOUR TONE CONTROL
This encounter lives or dies on delivery.
Speak:
- Slowly
- Clearly
- With pauses
Use silence:
After a player speaks a memory or promise β pause before rolling
Let it land.
β οΈ COMMON PITFALLS
β Running it like normal combat
β Fix: Keep asking βwhat do you say?β
β Over-explaining mechanics
β Fix: Reveal only what matters
β Letting combat dominate
β Fix: Echoes move toward the child, not players
β Rushing the ritual prompts
β Fix: This is the encounter
π FINAL CHECK MOMENT
Slow everything down.
Ask: "who completes the ritual"
Let them choose.
This should feel like responsibility, not mechanics.
π ENDING DELIVERY
Regardless of outcome:
- Lower your voice
- Slow your pace
- Let silence sit between lines
π This is where players remember the session.
π§ QUICK REFERENCE (PRINT THIS)
Each Round:
- Prompt roleplay
- Roll (DC 14)
- Spawn Echo
- Run Echo turns
- Environmental effect
- Optional whisper
- Check success/failure