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Succubus Boss Fight - Finished(?) Product!
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<blockquote data-quote="Trit One-Ear" data-source="post: 6229390" data-attributes="member: 6678017"><p>For those interested, here's a quick recap of the Boss fight from a few weeks ago.</p><p></p><p>Things were very successful, and all involved had a lto of fun. Depite a high amount of damage being dished out, I really got a good view of how durable the players now are. I think I'll be stepping up my game in the future <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>After a impromtu roleplay/skill challenge section to start us off, in which the players used Magic, divine powers and reason to try and free the Duke from the Succubus' influence. With a decent number of successes they were able wake the Duke up enough to have him fight for control. He was essentially paralyzed, but removed from the combat.</p><p></p><p>Stage 1 was fairly straight forward. The heroes engaged the Cambion guards and ignored the Succubus hiding in the background. The guards dealt a decent amount of fire damage, though focused mostly on the Cleric who charged forth. Killing the last Cambion, the Cleric cast a daily which raised the Cambion from the dead to aid the heroes in Stage 2.</p><p></p><p>Stage 2 made things much more interesting. As the portals opened and minions began pushing forth, the ranger activated a her daily Spitting Cobra Stance, allowing her to make basic ranged attacks against anything within 5 squares that moved closer to her. Quickly learning defeating the minions as an easy way to close the portals without being overrun. I was slightly disappointed no one tried to make skill checks to close portals as well, but having them track down certain minion types across the board to close one portal first, while dancing from zone to zone to mitigate their effect was exciting. The dominated dead Cambion helped hold off a few waves, while the remaining friendly NPC took a few out as well.</p><p></p><p>I cut Stage 2 slightly short as we were running a little close on time for our session. After closing 3 portals, I moved us on to the last stage. The intevention of the Succubus' Dark Mistress got a satisfying rise from the players, who gleefully reveled in seeing their nemesis trapped before them.</p><p></p><p>Stage 3 was a touch shorter than I had hoped, but with all guns pointed directly at the Succbus I didn't expect her to last too long. She moved around the battlefield, escaping the Palading and Monk to grab the Ranger. Her Suggestive Whispers got several PC's to hit each other, and the Wizard drilled the grappled Ranger with a Magic Missle. I probably gave the players too much information up front about how often the Succubus could avoid damage (once a round) but they were sufficently annoyed with her for my design.</p><p>The largest problem I had was how often the Succubus missed with her mind-control power. Betewen having to hit the heroe, and then rolling to hit with their attack (even with a +2 bonus) there was a decent amount of time her attacks just missed. Mostly I felt this was due to poor rolling.</p><p></p><p>All in all, a very fun session, and satisfying end to the long adventure. Thanks to all those who helped me prep this; my players had a blast. Next time, I'll aim to be deadlier <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> .</p><p></p><p>Trit</p></blockquote><p></p>
[QUOTE="Trit One-Ear, post: 6229390, member: 6678017"] For those interested, here's a quick recap of the Boss fight from a few weeks ago. Things were very successful, and all involved had a lto of fun. Depite a high amount of damage being dished out, I really got a good view of how durable the players now are. I think I'll be stepping up my game in the future ;) After a impromtu roleplay/skill challenge section to start us off, in which the players used Magic, divine powers and reason to try and free the Duke from the Succubus' influence. With a decent number of successes they were able wake the Duke up enough to have him fight for control. He was essentially paralyzed, but removed from the combat. Stage 1 was fairly straight forward. The heroes engaged the Cambion guards and ignored the Succubus hiding in the background. The guards dealt a decent amount of fire damage, though focused mostly on the Cleric who charged forth. Killing the last Cambion, the Cleric cast a daily which raised the Cambion from the dead to aid the heroes in Stage 2. Stage 2 made things much more interesting. As the portals opened and minions began pushing forth, the ranger activated a her daily Spitting Cobra Stance, allowing her to make basic ranged attacks against anything within 5 squares that moved closer to her. Quickly learning defeating the minions as an easy way to close the portals without being overrun. I was slightly disappointed no one tried to make skill checks to close portals as well, but having them track down certain minion types across the board to close one portal first, while dancing from zone to zone to mitigate their effect was exciting. The dominated dead Cambion helped hold off a few waves, while the remaining friendly NPC took a few out as well. I cut Stage 2 slightly short as we were running a little close on time for our session. After closing 3 portals, I moved us on to the last stage. The intevention of the Succubus' Dark Mistress got a satisfying rise from the players, who gleefully reveled in seeing their nemesis trapped before them. Stage 3 was a touch shorter than I had hoped, but with all guns pointed directly at the Succbus I didn't expect her to last too long. She moved around the battlefield, escaping the Palading and Monk to grab the Ranger. Her Suggestive Whispers got several PC's to hit each other, and the Wizard drilled the grappled Ranger with a Magic Missle. I probably gave the players too much information up front about how often the Succubus could avoid damage (once a round) but they were sufficently annoyed with her for my design. The largest problem I had was how often the Succubus missed with her mind-control power. Betewen having to hit the heroe, and then rolling to hit with their attack (even with a +2 bonus) there was a decent amount of time her attacks just missed. Mostly I felt this was due to poor rolling. All in all, a very fun session, and satisfying end to the long adventure. Thanks to all those who helped me prep this; my players had a blast. Next time, I'll aim to be deadlier ;) . Trit [/QUOTE]
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