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Help me plan THE END (My players can look now)
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<blockquote data-quote="Rel" data-source="post: 1896802" data-attributes="member: 99"><p>If there are no bad guys on the ground then that leaves us with a ship-to-ship battle unless I'm missing something. So let's take that as a given.</p><p></p><p>The bad guys primary goal is to set off their Armageddon Device. The meddling PC's wish to stop this so that means that the baddies will need to either Evade or Destroy the party. The problem with "Evade" is that (if I'm understanding things correctly) they can't actually just flee because that would put them out of the Manifest Zone. The best they can hope for is to fly around in the same general area and avoid the worst of the attacks from the enemy ship.</p><p></p><p>OR</p><p></p><p>They go at the party's vessel with all guns blazing, hoping to take them out first. The trick is that they don't have a whole lot in the way of potent guns to blaze with. So probably what the baddies need to do is spend some of their Magic Item Salary Cap on big boom items. Probably mostly Scrolls or maybe a Wand or two.</p><p></p><p>If they "outgun" the party's ship (in terms of spells with the range and damage to blast the party's ship from a distance) then they should still evade as long as they can and shoot the party's ship as they attempt to close the gap.</p><p></p><p>If the party's ship outguns them then their best bet will be to close and join the battle (possibly ramming, definately doing a boarding action) ASAP before they take too much damage. Their boarding attack should have a goal of disabling the party's ship because once that happens then they can go back to Evading thanks to their superior maneuverability. Secondary goals would be to kill anybody who seems cabable of doing the "big bang" magic (putting them once again in the position of being able to successfully evade) and (if things go spectacularly well) just killing everybody.</p><p></p><p>So my final analysis of what will make this encounter memorable and fun as the climax of the campaign is this: </p><p></p><p>If you deem it likely that the bad guys will outgun the good guys in a ranged battle, then the good guys will probably have lost a lot of their mooks by the time the battle is joined. That means that the party will need to wade through a lot of enemy mooks to get to the BBEG's and thus you don't really need to beef them up.</p><p></p><p>If you deem it likely that the good guys will outgun the bad guys in a ranged battle, then the bad guys will have lost a lot of their mooks by the time the battle is joined (and Team Good Guy will be largely intact). That means that there will be fewer mooks to deal with and you should probably beef them up a bit.</p></blockquote><p></p>
[QUOTE="Rel, post: 1896802, member: 99"] If there are no bad guys on the ground then that leaves us with a ship-to-ship battle unless I'm missing something. So let's take that as a given. The bad guys primary goal is to set off their Armageddon Device. The meddling PC's wish to stop this so that means that the baddies will need to either Evade or Destroy the party. The problem with "Evade" is that (if I'm understanding things correctly) they can't actually just flee because that would put them out of the Manifest Zone. The best they can hope for is to fly around in the same general area and avoid the worst of the attacks from the enemy ship. OR They go at the party's vessel with all guns blazing, hoping to take them out first. The trick is that they don't have a whole lot in the way of potent guns to blaze with. So probably what the baddies need to do is spend some of their Magic Item Salary Cap on big boom items. Probably mostly Scrolls or maybe a Wand or two. If they "outgun" the party's ship (in terms of spells with the range and damage to blast the party's ship from a distance) then they should still evade as long as they can and shoot the party's ship as they attempt to close the gap. If the party's ship outguns them then their best bet will be to close and join the battle (possibly ramming, definately doing a boarding action) ASAP before they take too much damage. Their boarding attack should have a goal of disabling the party's ship because once that happens then they can go back to Evading thanks to their superior maneuverability. Secondary goals would be to kill anybody who seems cabable of doing the "big bang" magic (putting them once again in the position of being able to successfully evade) and (if things go spectacularly well) just killing everybody. So my final analysis of what will make this encounter memorable and fun as the climax of the campaign is this: If you deem it likely that the bad guys will outgun the good guys in a ranged battle, then the good guys will probably have lost a lot of their mooks by the time the battle is joined. That means that the party will need to wade through a lot of enemy mooks to get to the BBEG's and thus you don't really need to beef them up. If you deem it likely that the good guys will outgun the bad guys in a ranged battle, then the bad guys will have lost a lot of their mooks by the time the battle is joined (and Team Good Guy will be largely intact). That means that there will be fewer mooks to deal with and you should probably beef them up a bit. [/QUOTE]
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