I think this sort of non-railroading makes for a better play experience. So I'm a bit wary of what you say here, that the Duke can't escape. That runs the risk of being blocking for the players. If you're worried that rescuing the Duke would make the minions give up the fight, all you have to do is have the succubus change shape to copy the Duke, and then bluff the minions into keeping going. (The PCs might then knock them out rather than kill them.)
This is a very good point, and something I'm trying to be better about in my games (one player in particular has said before he often feels like his options are a little limited to where I expect the story to go. Even hearing that once is enough for me to look at my running style critically).
So then I suppose I'll design an low-complexity skill encounter to take place -before- the Boss fight, not required in any way, but as an option if the players attempt this route. I still feel like I want to make it difficult to succeed, not for game balance but because it feels like it should be hard to out-talk a Succubus' ability to control someone.
As far as failure goes, the obvious consequence is they don't free the Duke from her clutches. As for success... I feel like a success by degrees system might be helpful. Maybe they all get once "chance" to speak their mind before the Succubus grows tired of playing with them and attacks. Depending on how many of the succeed, the Duke could be freed, conflicted, or just confused (all with different results on how he impacts the combat to follow).
This is very much a loose idea of how to put your advice into action. Any other insight would be great.
[MENTION=20323]Quickleaf[/MENTION] - Don't really follow the idea you're putting forth sadly. I agree with your assessment of a regular Dominate power being a drag. Are you saying dominating one player, but having that linked to something (an item, and action etc) that players can then disrupt to free their ally is a better alternative?
My idea is currently looking at various Enchantment powers from the Wizard (Hypnotism, Charm of Misplaced Wrath etc) which instead of eating up player actions simply make them take free actions to attack their friends when hit by the power. Doing that once or twice a round (and only for the intentionally messy Stage 3) keeps the idea that your friends can be your biggest threats, while not denying the players time to actually... play.
[MENTION=6696971]Manbearcat[/MENTION] - (and all others interested), my group hasn't had a lot of trouble with minions in the past, though they're hardly optimized for it.
Group breakdown (all Lvl 8, about to hit 9 after this fight).
Sword and board Paladin
Monk
Twin-Shot Ranger (not optimized, but loves the at-will)
Control-heavy Wizard
Halberd-wielding Cleric
I like using move actions to close the portals. I did a "complete the ritual before being overrun by minions" encounter not long ago, and the Wizard complained he felt he could only make Arcana checks to be the most helpful. ...Which was true. This will help prevent a similar experience.
I'll post my new thoughts on the breakdown of Stage 2 below.
Trit