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<blockquote data-quote="Occhronustinrist" data-source="post: 2089932" data-attributes="member: 22215"><p><strong>Now that's the Ticket!</strong></p><p></p><p></p><p></p><p> I think Jhartaine makes a very good point in the way he is approaching the problem. The problem with giving the NPCs tons of really good equipment is that the players will have access to them when the fight is over. Apply sparingly.</p><p></p><p> First, Morrus needs to take the witch-queen out back and smack the &^$& out of her. Here, we have a near-immortal, genius-level intellect with nearly unlimited resources who has decided to let the group just waltz up into her inner sanctum for a little toe-to-toe. Put yourself in her place and try to see how you would realistically deal with this. I assume she is at least an 18th level manifester.</p><p></p><p>Mission:Enemy:Troops:Terrain:Time</p><p></p><p><strong>1. Mission </strong> What is the Queen trying to accomplish? If the objective is to kill the players, she should be doing it in a manner that exposes herself to as little risk as possible. She is now sitting in a large sanctum with the players, much like fighting insects in a jar. Since we are stuck with this situation, try shifting her motives. One way to make her unkillable is to indicate to the players that she has information that they must have and killing her will not resolve. </p><p></p><p>Example I: She has captured some of the PC's friends/relatives/VIPs and had them imprisoned somewhere or in some way that her death will (Fate Link) kill them as well. </p><p></p><p>Example II: The players are not actually fighting the Queen, but a carefully crafted application of Fission that lets her "be in the action" with the real queen manifesting powers from a remote/safe location.</p><p></p><p><strong>2. Enemy</strong> Identify each character's threat and neutralize them ASAP.</p><p>Example below assumes with a Telepathic Psion: [Ensure she has Greater Psychic Endowment for +2DC]</p><p></p><p>Round -3:</p><p> Schism before the players get there (two brains are better than one). 7pts, 18 rounds.</p><p></p><p>Round -2:</p><p> a. Energy Burst (Delayed) 7pts</p><p> b. Energy Burst (Delayed) 7pst</p><p> These are triggered to when someone strikes the queen. </p><p></p><p>Round -1 </p><p> a. Energy Burst (Delayed) 7pts</p><p> b. Energy Burst (Delayed) 7pts</p><p> These are triggered to when someone strikes the queen. </p><p></p><p>Round 0: While queen is talking, the second brain is preparing the following:</p><p> <em>Death Urge</em> the Kensai. (Spend an extra 30 PPts to make the save DC 35, he won't save) It would be horribly appropriate for the dude to commit Hara-kari. Activate it on the first moment of combat as a held action, granting a surprise round.</p><p></p><p>Round 1: Two Powers/Round</p><p> <em>Dominate </em> the Archer. (Spend 36 extra PPts to make the save DC 35, he won't save) and order to kill the sorceror. The player should be moved to the rear of the party to take advantage of flanking and hold action until the sorceror tries to cast. If you want to be really mean, have the archer break his own bow. </p><p> <em>Decerebate</em> the Paladin (DC 23+) The magic circle will not help as you are not charming/compelling him the rest of this should be fun.</p><p></p><p>Round 2: 2nd Brain concentrates to make the Archer kill the sorceror.</p><p> <em>Crisis of Life</em> the Diviner (DC 21 + Spend 18 PPts to allow for up to 16 HD) Kill the head. This is a no-brainer. (Ha-Ha)</p><p></p><p>Round 3: 2nd Brain concentrates to make the Archer kill the sorceror.</p><p> If the queen has not been hit, 10d6 worth of energy bursts go off.</p><p> <em>Telekinetic Maneuver</em> to grapple any annoying remaining spellcasters. This should be a (d20 + 24 on your check). </p><p></p><p>Round 4: 2nd Brain concentrates to make the Archer kill the sorceror.</p><p> If the queen has still not been hit, another 10d6 worth of energy bursts go off.</p><p> Pin the annoying spellcaster. </p><p> Have your minions coup-de-grace the (now-pinned) remaining spellcaster.</p><p></p><p>Round 5: Accept the party's surrender. Have the archer break his bow.</p><p></p><p><strong>3. Troops</strong> </p><p></p><p> First, ensure that each NPC has a mission. Match up their strengths against party weaknesses. Gang up on spellcasters.</p><p></p><p>King Sladd</p><p> The following feat selections for the Sladd King will be excellent -Power Attack, Improved Sunder, Combat Expertise, Weapon Focus, Improved Trip, and Compat Brute. Pay attention to the effects of two handed use of his chain and focus on disarming/disabling the Paladin. The Paladin's sword is a one trick pony, remove it or break it. His secondary objective is to guard the queen. Ensure that the energy burst is keyed to something he is immune to.</p><p></p><p>Other Sladd</p><p> As for the minions, the idea of using an invisible foe is great, especially when they are carrying pikes. Have the Sladd turn invisible (magic item) and harrass/flank the party. With powerful reach weapons, they should be able to strike without exposing themselves to risk. Their target should be the Cleric. Kill him good.</p><p></p><p>Other Githzerai</p><p> All three gang up on the sorceror and beat the snot out of him. Nuff Said.</p><p></p><p><strong>4. Terrain</strong> </p><p> Control the terrain. So far, this has not been done beyond the spinning pillars of death. To be fun, make them illusionary - but make the real danger the 20' deep, 8' wide pit trench underneath them. Cover that with an illusion as well. </p><p></p><p> Other measures:</p><p> Kill the lights, your folks have darkvision. You control the lighting in the room, have it simply turned off at the will of the queen. Or, if the party is "glowing" use <em>Damning Darkness</em> or <em>UtterDark</em> from the Book of Vile darkness. These are personal favorites of mine. If you want to be really cruel, have the Queen's throne contain a servitor Shadow Demon (Book of Vile Darkness) </p><p></p><p><strong>5. Time</strong> </p><p>a. Plan ahead. Make yourself a matrix with each NPC monster in its own column. In each row (-4 rounds thru 20 rounds) indicate what actions each monster will do in a combat. The Pit Fiend Example in the Monster Manual is a great example. Never leave yourself guessing. Also, leave one alternative action should your inital plan be thwarted. These are really smart Monsters, they should know how to best use their powers. </p><p>b. Know your enemy. There is no reason that the Queen and her minions do not know all about the party by now. Use what you know. Designate a PC as a target for an NPC who's weakness can take advantage of it.</p><p>c. Prepare in advance. If your group is not "buffed up to the max" before round one, you are mistaken.</p><p></p><p>Long post, I know. But there is no reason that a well-prepared, coordinated force cannot win on the defensive like this. The party simply charged into the "dragon's lair" on this one, it is ok to kill the ^&%$& out of them.</p><p></p><p>-Occhronustinrist.</p></blockquote><p></p>
[QUOTE="Occhronustinrist, post: 2089932, member: 22215"] [b]Now that's the Ticket![/b] I think Jhartaine makes a very good point in the way he is approaching the problem. The problem with giving the NPCs tons of really good equipment is that the players will have access to them when the fight is over. Apply sparingly. First, Morrus needs to take the witch-queen out back and smack the &^$& out of her. Here, we have a near-immortal, genius-level intellect with nearly unlimited resources who has decided to let the group just waltz up into her inner sanctum for a little toe-to-toe. Put yourself in her place and try to see how you would realistically deal with this. I assume she is at least an 18th level manifester. Mission:Enemy:Troops:Terrain:Time [B]1. Mission [/B] What is the Queen trying to accomplish? If the objective is to kill the players, she should be doing it in a manner that exposes herself to as little risk as possible. She is now sitting in a large sanctum with the players, much like fighting insects in a jar. Since we are stuck with this situation, try shifting her motives. One way to make her unkillable is to indicate to the players that she has information that they must have and killing her will not resolve. Example I: She has captured some of the PC's friends/relatives/VIPs and had them imprisoned somewhere or in some way that her death will (Fate Link) kill them as well. Example II: The players are not actually fighting the Queen, but a carefully crafted application of Fission that lets her "be in the action" with the real queen manifesting powers from a remote/safe location. [B]2. Enemy[/B] Identify each character's threat and neutralize them ASAP. Example below assumes with a Telepathic Psion: [Ensure she has Greater Psychic Endowment for +2DC] Round -3: Schism before the players get there (two brains are better than one). 7pts, 18 rounds. Round -2: a. Energy Burst (Delayed) 7pts b. Energy Burst (Delayed) 7pst These are triggered to when someone strikes the queen. Round -1 a. Energy Burst (Delayed) 7pts b. Energy Burst (Delayed) 7pts These are triggered to when someone strikes the queen. Round 0: While queen is talking, the second brain is preparing the following: [I]Death Urge[/I] the Kensai. (Spend an extra 30 PPts to make the save DC 35, he won't save) It would be horribly appropriate for the dude to commit Hara-kari. Activate it on the first moment of combat as a held action, granting a surprise round. Round 1: Two Powers/Round [I]Dominate [/I] the Archer. (Spend 36 extra PPts to make the save DC 35, he won't save) and order to kill the sorceror. The player should be moved to the rear of the party to take advantage of flanking and hold action until the sorceror tries to cast. If you want to be really mean, have the archer break his own bow. [I]Decerebate[/I] the Paladin (DC 23+) The magic circle will not help as you are not charming/compelling him the rest of this should be fun. Round 2: 2nd Brain concentrates to make the Archer kill the sorceror. [I]Crisis of Life[/I] the Diviner (DC 21 + Spend 18 PPts to allow for up to 16 HD) Kill the head. This is a no-brainer. (Ha-Ha) Round 3: 2nd Brain concentrates to make the Archer kill the sorceror. If the queen has not been hit, 10d6 worth of energy bursts go off. [I]Telekinetic Maneuver[/I] to grapple any annoying remaining spellcasters. This should be a (d20 + 24 on your check). Round 4: 2nd Brain concentrates to make the Archer kill the sorceror. If the queen has still not been hit, another 10d6 worth of energy bursts go off. Pin the annoying spellcaster. Have your minions coup-de-grace the (now-pinned) remaining spellcaster. Round 5: Accept the party's surrender. Have the archer break his bow. [B]3. Troops[/B] First, ensure that each NPC has a mission. Match up their strengths against party weaknesses. Gang up on spellcasters. King Sladd The following feat selections for the Sladd King will be excellent -Power Attack, Improved Sunder, Combat Expertise, Weapon Focus, Improved Trip, and Compat Brute. Pay attention to the effects of two handed use of his chain and focus on disarming/disabling the Paladin. The Paladin's sword is a one trick pony, remove it or break it. His secondary objective is to guard the queen. Ensure that the energy burst is keyed to something he is immune to. Other Sladd As for the minions, the idea of using an invisible foe is great, especially when they are carrying pikes. Have the Sladd turn invisible (magic item) and harrass/flank the party. With powerful reach weapons, they should be able to strike without exposing themselves to risk. Their target should be the Cleric. Kill him good. Other Githzerai All three gang up on the sorceror and beat the snot out of him. Nuff Said. [B]4. Terrain[/B] Control the terrain. So far, this has not been done beyond the spinning pillars of death. To be fun, make them illusionary - but make the real danger the 20' deep, 8' wide pit trench underneath them. Cover that with an illusion as well. Other measures: Kill the lights, your folks have darkvision. You control the lighting in the room, have it simply turned off at the will of the queen. Or, if the party is "glowing" use [I]Damning Darkness[/I] or [I]UtterDark[/I] from the Book of Vile darkness. These are personal favorites of mine. If you want to be really cruel, have the Queen's throne contain a servitor Shadow Demon (Book of Vile Darkness) [B]5. Time[/B] a. Plan ahead. Make yourself a matrix with each NPC monster in its own column. In each row (-4 rounds thru 20 rounds) indicate what actions each monster will do in a combat. The Pit Fiend Example in the Monster Manual is a great example. Never leave yourself guessing. Also, leave one alternative action should your inital plan be thwarted. These are really smart Monsters, they should know how to best use their powers. b. Know your enemy. There is no reason that the Queen and her minions do not know all about the party by now. Use what you know. Designate a PC as a target for an NPC who's weakness can take advantage of it. c. Prepare in advance. If your group is not "buffed up to the max" before round one, you are mistaken. Long post, I know. But there is no reason that a well-prepared, coordinated force cannot win on the defensive like this. The party simply charged into the "dragon's lair" on this one, it is ok to kill the ^&%$& out of them. -Occhronustinrist. [/QUOTE]
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