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General Tabletop Discussion
*Dungeons & Dragons
Beefing up Acererak for 16th level PCs?
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<blockquote data-quote="Quickleaf" data-source="post: 8389505" data-attributes="member: 20323"><p>I ran Acererak for a party of 4 very experienced players with 12th or 13th level PCs, more magic than typical, good builds, and both Artus & Dragonbait as allies. One PC was shoved into lava, Artus was knocked unconscious over lava and fell to his death, and Dragonbait died to <em>finger of death</em> (becoming a powered-up zombie).</p><p></p><p>My approach included a couple things:</p><ul> <li data-xf-list-type="ul">I ran the Sewn Sisters > Atropal > Acererak as a sort of running battle, no rests.</li> <li data-xf-list-type="ul">Instead of having Acererak arrive when the Soulmonger <em>and </em>Atropal were destroyed, I had him arrive when either the Soulmonger <em>or </em>the Atropal were destroyed. In our case that meant they had a last round of combat with Atropal that overlapped with first round of combat with Acererak.</li> <li data-xf-list-type="ul">I interpreted Acererak's legendary actions to allow him to upcast <em>animate dead </em>as a Legendary Action – this just made sense given all those skeletons in northern alcoves, and a way to pay off the overwhelming ossuary motif of the Tomb. I had these skeletons focus on Grappling (and dragging into lava), Shoving (into lava), and trying to break concentration of spellcasters – they never made normal attacks.</li> <li data-xf-list-type="ul">I had the lich phylacteries be an expendable resource for Acererak that he could "burn" to activate Legendary Resistance or to slightly modify his spells (e.g. extending range on <em>animate dead </em>to be able to reach the northern alcoves). I kind of foreshadowed that and was more lenient on the phylacteries being destroyable, so that players could choose to target the phylacteries if they wished.</li> <li data-xf-list-type="ul">Developed about 6 rounds worth of strategy focusing on creative use of Acererak's spell list as written.</li> </ul></blockquote><p></p>
[QUOTE="Quickleaf, post: 8389505, member: 20323"] I ran Acererak for a party of 4 very experienced players with 12th or 13th level PCs, more magic than typical, good builds, and both Artus & Dragonbait as allies. One PC was shoved into lava, Artus was knocked unconscious over lava and fell to his death, and Dragonbait died to [I]finger of death[/I] (becoming a powered-up zombie). My approach included a couple things: [LIST] [*]I ran the Sewn Sisters > Atropal > Acererak as a sort of running battle, no rests. [*]Instead of having Acererak arrive when the Soulmonger [I]and [/I]Atropal were destroyed, I had him arrive when either the Soulmonger [I]or [/I]the Atropal were destroyed. In our case that meant they had a last round of combat with Atropal that overlapped with first round of combat with Acererak. [*]I interpreted Acererak's legendary actions to allow him to upcast [I]animate dead [/I]as a Legendary Action – this just made sense given all those skeletons in northern alcoves, and a way to pay off the overwhelming ossuary motif of the Tomb. I had these skeletons focus on Grappling (and dragging into lava), Shoving (into lava), and trying to break concentration of spellcasters – they never made normal attacks. [*]I had the lich phylacteries be an expendable resource for Acererak that he could "burn" to activate Legendary Resistance or to slightly modify his spells (e.g. extending range on [I]animate dead [/I]to be able to reach the northern alcoves). I kind of foreshadowed that and was more lenient on the phylacteries being destroyable, so that players could choose to target the phylacteries if they wished. [*]Developed about 6 rounds worth of strategy focusing on creative use of Acererak's spell list as written. [/LIST] [/QUOTE]
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Beefing up Acererak for 16th level PCs?
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