Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Dungeons & Dragons
Designing Boss Fight - Succubus (Help Appreciated)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Trit One-Ear" data-source="post: 6205364" data-attributes="member: 6678017"><p>Not to disregard the great ideas [MENTION=20323]Quickleaf[/MENTION] and [MENTION=1268]mo[/MENTION]ustonRustique are coming up with, but I don't think I'm going to use them in this encounter. I've been playing with ways to make my players consider their options more than "which enemy do I attack," and this is perfect for that. I definitely will come up with ways to use this "bad thing X is coming, unless you do something" technique in the future.</p><p></p><p>Currently wrapping up Stages 1 and 2. Decided to move the Cambion guards into Stage 1, and keep 2 to be simply portals and minions (with Lurker appearances by our favorite Succubus.)</p><p>My current concern is that 4-5 low-HP mooks on top of the Succubus and her charmed Duke companion will be too much for the heroes (especially knowing they have 2 full stages left after this).</p><p>I'm currently looking to give the mooks a slightly large pool of HP than the 115 the Succubus gets each stage. 35 is a little low for a level 8 monster, but if the heroes manage to do 175 damage to the mooks, the Stage ends. This means that while they can just bunker down and blast through the guards to "win," it's still more effective to get to the Succubus herself.</p><p>Any thoughts on this element?</p><p></p><p>Meanwhile in Stage 2, I've created/reskinned/found four little devils to come out of four different portals. Some they've fought before (Burning Devils who explode on death), while others are new.</p><p>Stygian Skulkers - deal cold damage. When killed in melee they inflict -2 to attack rolls on whoever dealt the killing blow.</p><p>Legion Devil Grunts - Classic Devil minions, higher defenses around each other. </p><p>Bats of Malbolge - Reskin of many bat monsters. Fly by attacks, mostly used to disrupt any "hold the line" methods the players try to use.</p><p></p><p>3 of each spawn a turn from their own portals. While a portal is open it also covers a large section of the floor, causing different effects.</p><p>Fire - Deals 5 fire damage to anyone starting their turn there.</p><p>Ice - All squares are difficult terrain</p><p>Noxious Gasses - Healing surge value is reduced while in the zone (by 5? Too much/little?)</p><p>Burning Sands - Creatures have reduced Fort and Ref in this zone (-2).</p><p></p><p>As I have it set now, it's very difficult not to be in one of these zones during this stage. Aside from the Fire and Burning Sands, I feel most of them are only occasionally problematic.</p><p></p><p>My big fear is after all this design, I've created a situation too dire for my players. I have never really come close to killing any of them (very few occasions have ended with one player unconscious), but I'd hate to test that fully this time around. Still, it should be nerve-wracking. Anyone got a good sense of where I am on that spectrum?</p><p></p><p>Thanks for letting me organize some thoughts in these posts!</p><p></p><p>Trit</p></blockquote><p></p>
[QUOTE="Trit One-Ear, post: 6205364, member: 6678017"] Not to disregard the great ideas [MENTION=20323]Quickleaf[/MENTION] and [MENTION=1268]mo[/MENTION]ustonRustique are coming up with, but I don't think I'm going to use them in this encounter. I've been playing with ways to make my players consider their options more than "which enemy do I attack," and this is perfect for that. I definitely will come up with ways to use this "bad thing X is coming, unless you do something" technique in the future. Currently wrapping up Stages 1 and 2. Decided to move the Cambion guards into Stage 1, and keep 2 to be simply portals and minions (with Lurker appearances by our favorite Succubus.) My current concern is that 4-5 low-HP mooks on top of the Succubus and her charmed Duke companion will be too much for the heroes (especially knowing they have 2 full stages left after this). I'm currently looking to give the mooks a slightly large pool of HP than the 115 the Succubus gets each stage. 35 is a little low for a level 8 monster, but if the heroes manage to do 175 damage to the mooks, the Stage ends. This means that while they can just bunker down and blast through the guards to "win," it's still more effective to get to the Succubus herself. Any thoughts on this element? Meanwhile in Stage 2, I've created/reskinned/found four little devils to come out of four different portals. Some they've fought before (Burning Devils who explode on death), while others are new. Stygian Skulkers - deal cold damage. When killed in melee they inflict -2 to attack rolls on whoever dealt the killing blow. Legion Devil Grunts - Classic Devil minions, higher defenses around each other. Bats of Malbolge - Reskin of many bat monsters. Fly by attacks, mostly used to disrupt any "hold the line" methods the players try to use. 3 of each spawn a turn from their own portals. While a portal is open it also covers a large section of the floor, causing different effects. Fire - Deals 5 fire damage to anyone starting their turn there. Ice - All squares are difficult terrain Noxious Gasses - Healing surge value is reduced while in the zone (by 5? Too much/little?) Burning Sands - Creatures have reduced Fort and Ref in this zone (-2). As I have it set now, it's very difficult not to be in one of these zones during this stage. Aside from the Fire and Burning Sands, I feel most of them are only occasionally problematic. My big fear is after all this design, I've created a situation too dire for my players. I have never really come close to killing any of them (very few occasions have ended with one player unconscious), but I'd hate to test that fully this time around. Still, it should be nerve-wracking. Anyone got a good sense of where I am on that spectrum? Thanks for letting me organize some thoughts in these posts! Trit [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Designing Boss Fight - Succubus (Help Appreciated)
Top