Help with a level 28 boss encounter (Seven Kingdoms Players Stay Out)

ghrezdd

First Post
My party of 6 level 28 PCs is about to encounter one of the major baddies in my Campagin World, and I would like to call on you all for feedback and ideas.

The badguy is known as the Deceiver and his schticks are lies, illusions and perception manipulation. Here is what I have so far. He will be a level 32 Solo Lurker. When the party encounters him in a castle, everything will go black. Then the PCs will come to in a featureless grey plane. They will be surrounded by many Deceivers (think Mirror Image). Also the PCs will not see each other only other Deceivers in their place - basically each PC will only perceive themselves and the Deceivers (some of them will be the PCs made to look like the badguys).

Rules Mechanically speaking, the only PC that would be allowed at the table would be the one with initiative, while the others would be squestered away. The acting PC would then have to determine which of the Deceivers would be Allies and which would be Enemies and then act normally. All affects will be applied during the badguy's turn, which will be last. After the last pc completes their turn, then the board resets, minus any destroyed minions. At that time the PCs will learn of any damage they sustained. The only attacks the Deceiver will make will be a damage aura. It will be bad enough that the pcs will have a good chance of hurting themselves.

I am up in the air about whether or not the PCs know about bloodied allies or enemies (leaning towards not) and how many minions. Also should there be a way for the PCs to momentarily break thru his illusions to at least identify the true Deceiver - maybe thru an Insight check/Skill Challenge or a Saving Throw?

Any help you all can provide will be appreciated.

Thanks!
 

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That sounds like it could wind up being more frustrating than interesting, to be honest. I ran a fight against Vecna at one point, so of course, I put together some secrets for him. For instance:
  • I did not tell the PCs when Vecna was bloodied.
  • I did not put Vecna on the initiative. He acted twice during the round whenever he wanted to.
  • I did not tell the PCs when Vecna died.

The PCs gained information by completing a skill challenge (to learn the secrets of Vecna) with minor actions. On 4 successes, he was locked to the initiative. 8 successes revealed when he was bloodied. And 12 successes permitted him to die.
 

Yeah I can see how the novelty of the encounter would wear off quick. But since the baddie is a master of illusion, i think the idea of friendly fire is quite appropriate, but I want to avoid using dominate.

Those are some good ideas which I am now thinking of yoinking.

Thanks!
 

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