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<blockquote data-quote="fba827" data-source="post: 8160559" data-attributes="member: 807"><p>Encounter in broad strokes:</p><p></p><p>at the entrance/path: mooks (a lot) - this is the main hide out, of course the big bad has lots of its mooks </p><p></p><p>At the main encounter:</p><p>Some mooks (just a couple that aren’t equipped for fighting as they were being helpers to what the big bad was doing - but there might be a on the side of the room a scepter or wand that if they get to it they’ll be more combative - giving the pcs the chance to notice the mooks will be more dangerous if ignored, thereby adding tactical choices)</p><p></p><p>The big bad itself. Remember his goal is to go somewhere else (the material plane) and given his role is likely more tactical to realize it doesn’t need to brawl just complete it’s mission to leave ( and close gate behind it ). So don’t fall in to the trap of forgetting motivation</p><p>The big bad also has a new option for its bonus action (trained arcana skill check, with advantage dc 15 ) success the gate is empowered by 1 step closer to opening</p><p></p><p>The gate should be there ( an archway? Or runic circle on ground , or Stonehenge like rock circle with embedded gems, or magic circle floating in the air through which the material world can be seen hazy but progressively getting more clear).</p><p>The gate requires 10 empowerings to open. The closer the gate gets, ham it up and have the big bad gloat about how soon the mortals will be but a footnote as the rest of the mortal plane will be full of his puppets/husks holding his power serving him.</p><p>If the bug bad knows the pcs personally and the players have established family members maybe the big bad starts calling them out by name to make it more personal </p><p></p><p></p><p>Two gems on sconces on opposite walls empowering the gate. Every round each gem gets the gate 1 empowering step closer. Gems are immune to damage that isn’t slashing, piercing, bludgeoning. Vulnerable to bludgeon. Is ac 5. After 50? Hp damage gem is destroyed. (adjust hp to level, each gem should be half hp of a creature of the level). If you want more gems then divide hp more such that total hp of all gems is the same as one monster. And it shouldn’t be capable of more than one/two gate empowerings per round. Maybe the gems alternate or go sequentially, etc </p><p></p><p>PCs can use a bonus action intelligence arcana dc 10 to understand how the gems are working</p><p>If they do that, they can then as a standard action use an intelligence (arcana) dc 15 skill check to reverse one empowering, as a standard action. Probably won’t be used much if at all but it’s an option if they start fiddling with the gems. Of course fiddling with the gems draws direct attention from big bad</p><p> </p><p>After maybe 4 rounds when theplayers look comfortable in their tactics, have about four-five of the mooks (ready for combat) charging in from different directions ( if the players are bad off and you’re feeling guilty maybe they come from the direction the players come and are predamagaded as they some how survived and healed a little from that earlier encounter ). But basically some wave to make a new wave of enemies coming to shake up tactical decisions</p><p></p><p></p><p> ANyway just rambling how I’d do it. Everyone’s dm and group Style is different but maybe something in there will help</p></blockquote><p></p>
[QUOTE="fba827, post: 8160559, member: 807"] Encounter in broad strokes: at the entrance/path: mooks (a lot) - this is the main hide out, of course the big bad has lots of its mooks At the main encounter: Some mooks (just a couple that aren’t equipped for fighting as they were being helpers to what the big bad was doing - but there might be a on the side of the room a scepter or wand that if they get to it they’ll be more combative - giving the pcs the chance to notice the mooks will be more dangerous if ignored, thereby adding tactical choices) The big bad itself. Remember his goal is to go somewhere else (the material plane) and given his role is likely more tactical to realize it doesn’t need to brawl just complete it’s mission to leave ( and close gate behind it ). So don’t fall in to the trap of forgetting motivation The big bad also has a new option for its bonus action (trained arcana skill check, with advantage dc 15 ) success the gate is empowered by 1 step closer to opening The gate should be there ( an archway? Or runic circle on ground , or Stonehenge like rock circle with embedded gems, or magic circle floating in the air through which the material world can be seen hazy but progressively getting more clear). The gate requires 10 empowerings to open. The closer the gate gets, ham it up and have the big bad gloat about how soon the mortals will be but a footnote as the rest of the mortal plane will be full of his puppets/husks holding his power serving him. If the bug bad knows the pcs personally and the players have established family members maybe the big bad starts calling them out by name to make it more personal Two gems on sconces on opposite walls empowering the gate. Every round each gem gets the gate 1 empowering step closer. Gems are immune to damage that isn’t slashing, piercing, bludgeoning. Vulnerable to bludgeon. Is ac 5. After 50? Hp damage gem is destroyed. (adjust hp to level, each gem should be half hp of a creature of the level). If you want more gems then divide hp more such that total hp of all gems is the same as one monster. And it shouldn’t be capable of more than one/two gate empowerings per round. Maybe the gems alternate or go sequentially, etc PCs can use a bonus action intelligence arcana dc 10 to understand how the gems are working If they do that, they can then as a standard action use an intelligence (arcana) dc 15 skill check to reverse one empowering, as a standard action. Probably won’t be used much if at all but it’s an option if they start fiddling with the gems. Of course fiddling with the gems draws direct attention from big bad After maybe 4 rounds when theplayers look comfortable in their tactics, have about four-five of the mooks (ready for combat) charging in from different directions ( if the players are bad off and you’re feeling guilty maybe they come from the direction the players come and are predamagaded as they some how survived and healed a little from that earlier encounter ). But basically some wave to make a new wave of enemies coming to shake up tactical decisions ANyway just rambling how I’d do it. Everyone’s dm and group Style is different but maybe something in there will help [/QUOTE]
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