Originally posted by iserith:
Here's another encounter with an alternate goal from my "superhero" D&D 4e mashup campaign. This takes place in a city at the
Cracker & Sons Fireworks Factory. This is a fairly average encounter for 8th-level PCs in our game as far as the XP goes.
T H E S I T C H
The villains Lily Larkspur aka
Mistletoe and Brian Teaser aka
The Puzzler have taken over this location as their temporary base at the behest of supervillain
The Comedian. They've rigged the factory owner
Cletus Cracker and his sons,
Bobby and
Jimbo, with explosives and put hidden them in the loaded powder stores (batteries). Clues have led the PCs here while The Comedian sets about some dastardly deed elsewhere in the city. If the Crackers aren't found in time, then the fireworks factory will go up in smoke.
There are two large, guarded entrances to the factory and one skylight above the long table at the center for superheroes inclined to dropping in. Suitably mocking graffiti is sprayed on the sign out front making fun of the PCs.
O B J E C T I V E
Find Cletus, Bobby, and Jimbo and disarm the bombs before they go off. They are located behind closed doors. Complications to overcome in order to disarm a bomb are listed in white left of the captive with a DC 16 for each. (One of them, determined randomly, is DC 23.) Once The Puzzler sets the timer (when they first see him), the PCs have 30 seconds (5 rounds) to succeed. Failure means the fireworks factory is destroyed as are any normals (non-superheroes) within and the distraction allows The Comedian to advance in his nefarious schemes across town.
Secondary Objective: The Puzzler has on him one magic item from a randomly determined character's wish list. This is noticeable by the PCs in some way when they see him.
T E A M V I L L A I N
Lily Larkspur aka Mistletoe
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Mistletoe aka Lily Larkspur
Medium fey humanoid
Level 8 Controller XP 350
HP 87; Bloodied 43 | Initiative +8 |
AC 22, Fortitude 19, Reflex 20, Will 21 | Perception+5 |
Speed 6 (forest walk) | Low-light vision |
Traits
Charmed Defense
Mistletoe gains a +3 bonus to all defenses while it is adjacent to a creature dominated by it.
Standard Actions
Poisonous Kiss (charm, poison) At-Will
Attack: Melee 1 (one creature); +11 vs. Will
Hit: 1d6 + 3 poison damage, and the target is dazed (save ends).
Slow-Mo Pollen (charm, poison) At-Will
Attack: Ranged 5 (one creature); +11 vs. Will
Hit: 1d8 + 5 poison damage, and the target is slowed (save ends).
Floral Perfume (charm) Recharge when no enemy is dominated by this power
Attack: Ranged 10 (one slowed or dazed creature); +11 vs. Will
Hit: Mistletoe pulls the target 3 squares, and the target is dominated (save ends).
Bedroom Eyes (sleep) Encounter
Attack: Area burst 2 within 10 (nondominated enemies in the burst); +11 vs. Will
Hit: The target is slowed (save ends).
First Failed Saving Throw: The target falls unconscious (save ends).
Skills Bluff +15, Diplomacy +15, Nature +10
Str 16 (+7) Dex 18 (+8) Wis 13 (+5)
Con 15 (+6) Int 15 (+6) Cha 22 (+10)
Alignment unaligned Languages Common, Elven
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Brian Teaser aka The Puzzler
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The Puzzler aka Brian Teaser
Small fey humanoid (gnome)
Level 8 Artillery XP 350
HP 71; Bloodied 35 | Initiative +7 |
AC 22, Fortitude 19, Reflex 19, Will 21 | Perception+3 |
Speed 5 | Low-light vision |
Traits
Illusory Defenses
The gnome gains a +2 bonus to all defenses against ranged attacks.
Standard Actions
Giggle Stick (psychic, weapon) At-Will
Attack: Melee 1 (one creature); +13 vs. AC
Hit: 3d6 + 4 psychic damage.
An Enigmatic Riddle (implement) At-Will
Attack: Ranged 10 (one creature); +13 vs. Reflex
Hit: 2d8 + 7 damage, and the target cannot take immediate actions or opportunity actions until the end of the gnome’s next turn.
A Real Stumper Recharge if the power misses every target
Attack: Area burst 1 within 15 (enemies in the burst); +11 vs. Will
Hit: 3d8 + 5 damage, and the target is dazed (save ends).
Triggered Actions
Disappearing Act (illusion) Encounter
Trigger: The gnome takes damage from an attack.
Effect (Immediate Reaction): The gnome becomes invisible until the end of its next turn.
Str 10 (+4) Dex 17 (+7) Wis 8 (+3)
Con 17 (+7) Int 12 (+5) Cha 20 (+9)
Alignment unaligned Languages Common, Elven
Equipment: giggle stick, ONE MAGIC ITEM
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7 hired goons
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Hired Goons
Medium natural humanoid, half-orc or human
Level 7 Minion Soldier XP 75
HP 1; a missed attack never damages a minion. | Initiative +7 |
AC 23, Fortitude 20, Reflex 19, Will 18 | Perception+4 |
Speed 8 | |
Standard Actions
Beatdown Stick (weapon) At-Will
Attack: Melee 1 (one creature); +12 vs. AC
Hit: 6 damage.
Effect: The goon marks the target until the end of the goon's next turn.
Bicycle Chain (weapon) Encounter
Attack: Ranged 5 (one creature); +10 vs. Reflex
Hit: The target is immobilized (escape DC 16).
Str 17 (+6) Dex 15 (+5) Wis 12 (+4)
Con 14 (+5) Int 11 (+3) Cha 10 (+3)
Alignment Evil Languages Common
Equipment: club, chain, membership card to the local #431 hired goon union
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Villain Goals: The Puzzler and Mistletoe have no desire to stick around once the heroes have arrived on the scene. Upon meeting the PCs and trading barbs, The Puzzler uses a device on his giggle stick to set the timer on the bombs. They'll stick around and fight until blooded or until Round 3 of the countdown at which point they will try to get in The Puzzler's car and escape (or flee on foot if necessary). The goons stick it out as goons will do.
Special: The Puzzler is actually bad at riddles and puzzles, so instead he tells dirty jokes. He tells one dirty one-liner at the start of his turn as a free action. If any PC can interrupt him with the right punchline before he can say it, he gets so angry that he's stunned until the start of his next turn. The notes to his act are in the glove box of his car. If the PCs find it, they'll know all the punchlines.