Help with fight setup

PaulSC

First Post
Here's the tactical setup I want:

I want the party to face off against the evil heroes in a grand battle. I'd like the party to know the battle is coming the following day (so they can prepare spells, etc). Then I'd like there to be a fixed number of rounds for buffing (for both sides) before the melee ensues. The party is about 7th level.

The question is: how do I arrange such an encounter without too much artificiality? I have a fairly well estalished route to get the fore-knowledge of the fight (a vision/sending of the forthcoming encounter). But a way to have the parties become aware of each other but unable to do anything other than prepare is trickier. I'm thinking something what was done for the ending of Episode 1 with the periodic force fields. But that doesn't translate very well to a mid-level D&D campaign.

Any thoughts or suggestions?

- Paul San Clemente
 

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How about an elaborate door with a longwinded and very loud mechanism?

A series of cylinders that grind into place revealing a tunnel.

A bridge that slides into place over an 'L' shaped Shark pit - Mr Bond!

An indoor drawbridge - rather like the one in Blade II.

A room that slowly drains of water (poison, acid, lava?)...

Any of these could have a fixed opening time.

One consideration is whether any of the party can teleport, dig through or fly over the obstacle...
 


The party is within a dungeon at the time. Caverns built by dwarves long ago. I'm looking for an area that's fairly wide open (for both groups). I believe that the party will not have flight capability at the time. However, I'd like to avoid line of sight for spells like fireball and missile fire.

The good guys will probably have 8 people (including NPCs), the bad guys number 5 (but will likely summon some help).

Some good ideas so far, keep them coming!
 
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Possible set-up...

PaulSC said:
The party is within a dungeon at the time. Caverns built by dwarves long ago. I'm looking for an area that's fairly wide open (for both groups). I believe that the party will not have flight capability at the time. However, I'd like to avoid line of sight for spells like fireball and missile fire.

The good guys will probably have 8 people (including NPCs), the bad guys number 5 (but will likely summon some help).

Some good ideas so far, keep them coming!

Deep in the dwarven caverns is a wide mining area with low ceilings (5'-7'). The ceiling is supported by rock support column spaced unevenly about (left in place by the dwarves when mining). The dwaves used a series of polished metal mirrors (ala Legend) to filter light down from above. The dwarves abandoned the mining area because they struck an underground source of naphtha-(a naturally occuring flammable, volatile and liquid bitumenous asphalt - essentially a natural crude oil offshoot) contaminated groundwater. This contaminated ground water seeps now soaks the floor to a depth of 3-6 inches.

As the PCs approach the chamber, they catch a glimpse of the enemy PC party in one of the polished mirrors (and the enemy party catches a glimpse of them). The enemy begins preparing for battle, but, because of the placement of the mirrors, the two sides can't exactly see each other yet. They can hear each other, since the sound carries well across the water-covered floor and they can see reflected lantern light, but some of the large support columns block line of sight in the beginning.

Any dwarven PC or other PC with any mining skills or background will recognize the smell/texture of the naphtha-laced ground water and strongly recommend that no flame causing spells be used, since it could cause the whole area to catch on fire. Sharp-eyed PCs might notice that the reflected enemy are all using hooded lanterns or magical light sources. An open flame, such as a torch, dropped into the contaminated water, has a 50% chance of staring a small fire. Any magical flames will do so automatically.

If a fire is started, it eddies and swirls along the top of the water in random fashion, since the naphtha doesn't cover the entire area. This essentially creates small rivers of fire flowing throughout the area. Anyone within 10' of a burning area must make a DC 15 Reflex save or be singed for 1d6 of damage. Once a fire starts, it begins sucking the available oxygen slowly from the air. 5 rounds after the fire starts, anyone in the area must make a DC 12 Fort save or suffer 1-2 points of Con damage from choking fumes. 4 rounds later, the next save comes, but the DC goes up by 2 (14). Three rounds later, the next save comes, but the DC again increases by 2 (16). Two rounds later, the next save comes (DC 18). After that, a DC 20 Fort save is needed each round as the oxygen supply dwindles.

Due to the low ceiling height, missile fire is extremely difficult, so all range increments are halved and all range penalties doubled (since you have to put some arc on shots beyond point-blank range). In addition, the large support columns provide pretty good cover until foes are within melee range.

If you want to make the fight even more fun, the naphtha-laced water makes the floor somewhat slippery, requiring a DC 12 or 15 Reflex (or DC 5 or 8 Dex Check) to avoid falling if a combatent: hustles, runs, attempts a bullrush, charges or tumbles to avoid falling down. In addition, the slippery nature of the floor gives a +2 bonus to trip and bullrush attempts. Anyone who falls into the water must make a DC 15 Fort save or get naphtha-laced water in his/her eyes (blinded for 1 round, intense burning for 1d4+4 rounds unless washed out, -2 to hit/-2 to AC, ranged attack range penalties doubled) and is soaked in flammable naphtha. If a soaked target is hit with fire-producing magic, they suffer 1d4 points of residual burning for 1d4+2 rounds. Being hit with a torch has a 25% chance of lighting the target on fire.

My 2 coppers...

~ Old One
 
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That force field in one of the new Star Wars movies did that. I forget which movie it was, but I'm sure someone remembers better. But a wall of force is pretty good at keeping people apart, and it might even stave off teleports and such, since the wizard likely wouldn't want to be stuck alone on the other side of the wall.
 


Old One's idea not only covers your situation well, but makes for a very interesting battleground instead of the generic "arena" setting many battles tend to have.

Nice job Old One.

:)
 

Hehe...

Tortoise said:
Old One's idea not only covers your situation well, but makes for a very interesting battleground instead of the generic "arena" setting many battles tend to have.

Nice job Old One.

:)

Don't lavish too much praise...you may see this sometime soon ;)!

~ Old One
 

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