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Help with dressing up a combat
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<blockquote data-quote="fba827" data-source="post: 5091028" data-attributes="member: 807"><p>I only skimmed the subsequent posts and only read the OP completely, so apologies if this type of styuff I'm about to say was already covered ....</p><p></p><p>Will they have time to get 'in' the tower, Or this an outside fight (where they will be harrassed as the approach the tower? Since she is aware that they are coming, I would think that she tries to fight/stop them before they get inside the tower (she has the advantage of flight outside, not so much indoors).</p><p></p><p>She flies by a ghostly entity that she has commanded to surround her and carry her. When she is bloodied, it represents the link she had to command the thing be broken which grounds her atop the tower.</p><p></p><p>Alternatively, maybe she flies on an undead griffon/hippogriff. And killing the mount is the way to ground her.</p><p></p><p>During the first couple round of combat, as a minor action, she empties a little bag with a dozen or so little black pellets that fall onto the ground (randomly place them).</p><p>Round 1: The PCs see these pellets absorb into the ground, but all seems quiet. Round 2: Boney arms from warriors that died long ago at these spots raise out from the ground, the skeletons are half underground half above ground (treat as immobilized but with cover or superior cover). This allows for melee combatants to start wacking if they want. Round 3 the skeletons are fully out (no longer immobilzed and can act as normal). make the skeletons level 6 minions and use a lot of them <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Another option - zone effects. She had foreknowledge AND its her home turf. a burst area zone around the tower should ooze with life draining energy (necromantic damage if you start your turn in the zone) - this would also discourage PCs from trying to enter the tower if you wanted to keep this an outside fight.</p><p></p><p>Maybe (though use this idea with caution, too many things could go wrong) they can see she is on the roof, but just watching them, taunting them to come up and get her. Then let some PCs enter the tower before she starts her attack. The door magically slams shut and half the party is inside and must fight their way up 3 flights of stairs (or find a way to break open the door despite the magic) while the other half is outside and must fight whatever is attacking them out there (along with the necromancer who is now shooting down at them too). So you'll basically have two battle fields, inside the tower, and outside, going concurrently in the same initiative, just flipping back and fourth. Eventually the other PCs will emerge on the roof and will have half the party up there and half down/outside.</p><p></p><p>If no one in the party has a good athletics/climb ability, then include a subtle method of scaling the wall (gargoyles spaced every 10 ft or so to allow for some sort of handholds/easier DC) thus allowing the potential of some melee people to climb to the roof while the others are fighting from range (thus keeping everyone outside).</p><p></p><p>If you don't want all out skeleton minions (either as the idea above, or simply storming out from the tower to attacK) then maybe the area just has skeletal hands that burst from the ground to hold (i.e. immobilize save ends) the PCs</p><p></p><p>Are there any NPCs that the PCs know but were killed earlier in the campaign? Maybe one of them is there as an undead they have to fight (a zombie would still have flesh to make its former identy still identifiable, though a skeleton would not)</p><p></p><p>(anyway, just random thoughts from my sleep-deprived brain <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p></blockquote><p></p>
[QUOTE="fba827, post: 5091028, member: 807"] I only skimmed the subsequent posts and only read the OP completely, so apologies if this type of styuff I'm about to say was already covered .... Will they have time to get 'in' the tower, Or this an outside fight (where they will be harrassed as the approach the tower? Since she is aware that they are coming, I would think that she tries to fight/stop them before they get inside the tower (she has the advantage of flight outside, not so much indoors). She flies by a ghostly entity that she has commanded to surround her and carry her. When she is bloodied, it represents the link she had to command the thing be broken which grounds her atop the tower. Alternatively, maybe she flies on an undead griffon/hippogriff. And killing the mount is the way to ground her. During the first couple round of combat, as a minor action, she empties a little bag with a dozen or so little black pellets that fall onto the ground (randomly place them). Round 1: The PCs see these pellets absorb into the ground, but all seems quiet. Round 2: Boney arms from warriors that died long ago at these spots raise out from the ground, the skeletons are half underground half above ground (treat as immobilized but with cover or superior cover). This allows for melee combatants to start wacking if they want. Round 3 the skeletons are fully out (no longer immobilzed and can act as normal). make the skeletons level 6 minions and use a lot of them :) Another option - zone effects. She had foreknowledge AND its her home turf. a burst area zone around the tower should ooze with life draining energy (necromantic damage if you start your turn in the zone) - this would also discourage PCs from trying to enter the tower if you wanted to keep this an outside fight. Maybe (though use this idea with caution, too many things could go wrong) they can see she is on the roof, but just watching them, taunting them to come up and get her. Then let some PCs enter the tower before she starts her attack. The door magically slams shut and half the party is inside and must fight their way up 3 flights of stairs (or find a way to break open the door despite the magic) while the other half is outside and must fight whatever is attacking them out there (along with the necromancer who is now shooting down at them too). So you'll basically have two battle fields, inside the tower, and outside, going concurrently in the same initiative, just flipping back and fourth. Eventually the other PCs will emerge on the roof and will have half the party up there and half down/outside. If no one in the party has a good athletics/climb ability, then include a subtle method of scaling the wall (gargoyles spaced every 10 ft or so to allow for some sort of handholds/easier DC) thus allowing the potential of some melee people to climb to the roof while the others are fighting from range (thus keeping everyone outside). If you don't want all out skeleton minions (either as the idea above, or simply storming out from the tower to attacK) then maybe the area just has skeletal hands that burst from the ground to hold (i.e. immobilize save ends) the PCs Are there any NPCs that the PCs know but were killed earlier in the campaign? Maybe one of them is there as an undead they have to fight (a zombie would still have flesh to make its former identy still identifiable, though a skeleton would not) (anyway, just random thoughts from my sleep-deprived brain :) ) [/QUOTE]
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