The map is designed based on inspiration from the Defense mode in the game Warframe. Players will meet their pre-prepared characters and will be confronted by enemies walking in the waves. The longer the rewards remain, but the harder the enemies should be. However, he can also go with the mode that each wave is random, or boss survival.
The whole defense consists of individual segments, each consisting of a counted number of enemy waves. For example: First segment -> First wave in turn one: Eight kobolds. Second wave in turn five: Eight kobolds. Third wave in turn fifteen: Ten kobolds. Then the segment ends and players are given only a very short time before the next segment begins where they decide to leave or stay.
If the thing / person they are supposed to protect is destroyed or everyone dies the whole progress is irreversibly lost.
This mode has no short or long rests, only very short moments between individual segments. So that magic-based classes aren't completely out of the game, there's a new thing.
From certain enemies, energy plows will fall that have the following levels: 0 White, 1 Turquoise, 2 Blue, 3 Light Pink, 4 Light Red, 5 Sieve Red, 6 Yellow, 7 Dark Green, 8 Gray, 9 Black. (How plowing falls from enemies is purely at the discretion of the DM).
These plows below their level represent the spell slot of the given level which they complement. In this mode, it is possible for wizards to overcharge their slots spell slots that would otherwise be over its limit. (This applies to all classes that use magic.)
The preparation of spells can be shortened to small pauses, or with the help of the lights representing the individual spells, their preparation can be replaced. (Instead of destroying the scroll, the magic of this place allows it to be cast from the sorcerer's energy.)
Death and salvation from death
In this mode, each player receives one to three free energy plows (depending on DM's discretion) that allow them to save themselves from death if their lives fall to zero. The player can try to throw at a normal death save, or use his energy orb rescue. This orb returns 25% of the lives of whoever uses it.
This is the map centre. Original idea of this map was to have something or someone to defend. Players would have to choose how long they want to stay but you as DM can say "ok you can stay like 5 minutes, then decide if you want to stay another five."
This map and mode is inspired by the Warframe defense mission where the longer you stay, more tougher enemies will come and the more rewards you get. If a mission fails all progress is lost.
You can make the first few rounds go really easy on players to get them up into combat paste as this whole area is made for never ending combat. You can make linear progression or make every single wave to be completely random based. It is up to you.
Bushes and vegetation
They provide vision blockade from outside and half cover for anyone inside. Anyone who is inside can see everything around them but they are hidden inside.
Cliffs and above areas
Down part is where you can see shadow and places with shadow on one side and things on another are mostly cliffs and impassable terrain. All these cliffs are claimable and provide full cover for creatures with size "Normal".
This is a full wall that blocks the view behind it and creates full coverage.
Light grey area on top is the highest part of the map. This area is best for spawning normal sized humanoid enemies.
Dirt paths on the bottom of the map are the lowest part of the map. This is the area best for beasts or large creatures.
This is one of the entrances to the map. There are eight entrances in total but you can always say that enemies can scale cliffs and mountains or fly in or just unborow. You can use entrances randomly or all at once (this part is completely up to DM).
To see where stairs lead (down / Up) you can navigate around the bottom large step. Where the large step is there is the bottom part of steps themselves. Shadow means that steps are going into the unknown. For stairs without large step, they always go down from the first step.
Statues provide half cover.
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