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Building a multi-goal encounter
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<blockquote data-quote="Orc Breath" data-source="post: 7295600" data-attributes="member: 6804090"><p>A few ideas,...</p><p></p><p><strong>Combat</strong>: Every x round(s) a new baddy pops through the portal. That should be incentive enough to get it closed. The Wizard’ s lackeys could move to protect the fleeing wizard or guard the portal. Maybe even try to push PCs into the portal.</p><p></p><p><strong>Closing the Portal</strong>: The simple way would be to require a series of standard action arcana/thievery/religion (whatever) checks to disrupt the magic or defuse the portal. Kind of abstract, but easy to do. </p><p></p><p>Another idea is to have components/artifacts/items dispersed across the chamber and the PCs need to gather/destroy/deactivate them to end the ritual/disrupt the magic keeping the portal open. Maybe they need to gather (Move action) all the components and toss (Minor/Standard Action?) them into the portal to close it.</p><p></p><p><strong>Escaping Wizard</strong>: Easiest solution (and the one my players would think of first) would be to kill him. Or at least stun or immobilize him. Alternatively, Standard Action Arcana (or whatever) checks to disrupt or deactivate the teleportation circle. Requires # number of successes. Or, again, could have some item located in the chamber that when brought into the teleportation circle renders it inert?</p><p></p><p>I ran a similar encounter a while back. A Duergar Priest had open 3 portals and a new Devil was popping through each round. I determined randomly which portal it came through and had a premade list of the Devils that would be coming through (rolled for them randomly too). It could be a standard monster (e.g., Bearded, Spined, Chain Devil) or a group of minion Legionnaires. To close an individual portal required a standard action Arcana check. To close the first portal was a difficult DC. Once that was closed, closing the second portal became a moderate DC, and closing the final an easy DC. Once the party realized that they needed to close the portals, it took the Wizard 4 or 5 rounds to move around, dodging Devils and Duergars, and close all three.</p><p></p><p>At the same time, there were three Wights chained to three stone pillars. The chains were pulled tight to the pillar at the start of the encounter, restraining the Wights. The Duergar Priest released a wheel lock, which allowed the Wights to move up to 5 spaces from their respective pillars (still chained, but the chains were now loose). Using Athletics, a PC could turn the wheel to rewind the Wights’ chains and restrain them again (or the PCs could just kill them).</p><p></p><p>Hopefully some helpful ideas here.</p></blockquote><p></p>
[QUOTE="Orc Breath, post: 7295600, member: 6804090"] A few ideas,... [B]Combat[/B]: Every x round(s) a new baddy pops through the portal. That should be incentive enough to get it closed. The Wizard’ s lackeys could move to protect the fleeing wizard or guard the portal. Maybe even try to push PCs into the portal. [B]Closing the Portal[/B]: The simple way would be to require a series of standard action arcana/thievery/religion (whatever) checks to disrupt the magic or defuse the portal. Kind of abstract, but easy to do. Another idea is to have components/artifacts/items dispersed across the chamber and the PCs need to gather/destroy/deactivate them to end the ritual/disrupt the magic keeping the portal open. Maybe they need to gather (Move action) all the components and toss (Minor/Standard Action?) them into the portal to close it. [B]Escaping Wizard[/B]: Easiest solution (and the one my players would think of first) would be to kill him. Or at least stun or immobilize him. Alternatively, Standard Action Arcana (or whatever) checks to disrupt or deactivate the teleportation circle. Requires # number of successes. Or, again, could have some item located in the chamber that when brought into the teleportation circle renders it inert? I ran a similar encounter a while back. A Duergar Priest had open 3 portals and a new Devil was popping through each round. I determined randomly which portal it came through and had a premade list of the Devils that would be coming through (rolled for them randomly too). It could be a standard monster (e.g., Bearded, Spined, Chain Devil) or a group of minion Legionnaires. To close an individual portal required a standard action Arcana check. To close the first portal was a difficult DC. Once that was closed, closing the second portal became a moderate DC, and closing the final an easy DC. Once the party realized that they needed to close the portals, it took the Wizard 4 or 5 rounds to move around, dodging Devils and Duergars, and close all three. At the same time, there were three Wights chained to three stone pillars. The chains were pulled tight to the pillar at the start of the encounter, restraining the Wights. The Duergar Priest released a wheel lock, which allowed the Wights to move up to 5 spaces from their respective pillars (still chained, but the chains were now loose). Using Athletics, a PC could turn the wheel to rewind the Wights’ chains and restrain them again (or the PCs could just kill them). Hopefully some helpful ideas here. [/QUOTE]
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