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<blockquote data-quote="Saagael" data-source="post: 5658579" data-attributes="member: 84839"><p>Coincidentally, I'm running a boss fight (level 20, not 10, however) with a similar structure. What I would suggest doing is putting scene changes and small skill challenges between phases. </p><p></p><p>If this is at a party, phase 1 would be in the ballroom, and the assassin would utilize the other patrons as living shields. Perhaps give him the ability (whether through powers or just DM narration) to push and pull other NPCs with him as he shifts, so that OAs do damage to patrons (and since they're minions, they'd die). This way, you have an interesting "terrain" feature that makes it unique.</p><p></p><p>Then, when phase 2 starts, the assassin throws down a smoke bomb and flees, but really is luring the players away to the courtyard where the full moon is shining down on them, as the lycanthrope assassin pounces on them from the some hiding spot (roof, bushes, whatever). You could play this whole phase as a small skill challenge, with the players needing to spot and chase after the assassin through the building (perception, athletics, acrobatics, streetwise, whatever else). Since you'd be in a courtyard, terrain could include things like statues, bushes, fountains, perhaps an inebriated couple being intimate...</p><p></p><p>Phase 3 would involve the Lycan going moon crazy, grabbing an onlooker (maybe one of the inebriated couple) and flee to the roof of the house. More skill checks to follow (to rescue the innocent person, if no other reason), and the last phase is on the roof of the house under the full moon. Terrain is difficult and includes leaping between levels and smaller buildings. For this whole phase the lycan would use the person as a shield, requiring the players to be creative (only attacking from behind while someone else distracts the assassin, or using "enemy only" powers).</p><p></p><p>One thing I've done in the past with these multi-phase boss fights is to change the role of the monster between fights. Here, you could have:</p><p></p><ul> <li data-xf-list-type="ul">the first phase would mean the enemy is a lurker, ducking and dodging and hiding in the crowd, then jumping out to attack 3 players.</li> <li data-xf-list-type="ul">The second phase could feature the assassin as a brute, now that he's transformed. Lots of pushing and shoving the players (into fountains, through windows, off balconies) or grabbing.</li> <li data-xf-list-type="ul">The last phase might mean he acts like a skirmisher, running around really fast (he'd be in "survival mode") and jumping between buildings, trying to get the players to fall off.</li> </ul><p></p><p>To make things more fun (and slightly evil on your part), have the party's goal at this shindig rely on having as few casualties as possible ("You let that monster kill that lovely woman, the host, and his children, you're not getting anything from us!"). I find story limitations like this stop the players from going nova on a solo, and they stop to think of other ways to kill or capture the big bad.</p></blockquote><p></p>
[QUOTE="Saagael, post: 5658579, member: 84839"] Coincidentally, I'm running a boss fight (level 20, not 10, however) with a similar structure. What I would suggest doing is putting scene changes and small skill challenges between phases. If this is at a party, phase 1 would be in the ballroom, and the assassin would utilize the other patrons as living shields. Perhaps give him the ability (whether through powers or just DM narration) to push and pull other NPCs with him as he shifts, so that OAs do damage to patrons (and since they're minions, they'd die). This way, you have an interesting "terrain" feature that makes it unique. Then, when phase 2 starts, the assassin throws down a smoke bomb and flees, but really is luring the players away to the courtyard where the full moon is shining down on them, as the lycanthrope assassin pounces on them from the some hiding spot (roof, bushes, whatever). You could play this whole phase as a small skill challenge, with the players needing to spot and chase after the assassin through the building (perception, athletics, acrobatics, streetwise, whatever else). Since you'd be in a courtyard, terrain could include things like statues, bushes, fountains, perhaps an inebriated couple being intimate... Phase 3 would involve the Lycan going moon crazy, grabbing an onlooker (maybe one of the inebriated couple) and flee to the roof of the house. More skill checks to follow (to rescue the innocent person, if no other reason), and the last phase is on the roof of the house under the full moon. Terrain is difficult and includes leaping between levels and smaller buildings. For this whole phase the lycan would use the person as a shield, requiring the players to be creative (only attacking from behind while someone else distracts the assassin, or using "enemy only" powers). One thing I've done in the past with these multi-phase boss fights is to change the role of the monster between fights. Here, you could have: [LIST] [*]the first phase would mean the enemy is a lurker, ducking and dodging and hiding in the crowd, then jumping out to attack 3 players. [*]The second phase could feature the assassin as a brute, now that he's transformed. Lots of pushing and shoving the players (into fountains, through windows, off balconies) or grabbing. [*]The last phase might mean he acts like a skirmisher, running around really fast (he'd be in "survival mode") and jumping between buildings, trying to get the players to fall off. [/LIST] To make things more fun (and slightly evil on your part), have the party's goal at this shindig rely on having as few casualties as possible ("You let that monster kill that lovely woman, the host, and his children, you're not getting anything from us!"). I find story limitations like this stop the players from going nova on a solo, and they stop to think of other ways to kill or capture the big bad. [/QUOTE]
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