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Need advice on creating the Jar of Souls fight in DnD
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<blockquote data-quote="fba827" data-source="post: 5967716" data-attributes="member: 807"><p>the last time i tried spawning minions until an object summoning them was destroyed, i have to say it turned out very lackluster compared to what i had in my head.</p><p></p><p>Basically some PCs 'camped' at the spawn spot and just kept hacking at them (some doing so with an atwill blast) before they got to do much... and with the bottleneck that formed at the spawn spot due to the PCs blocking they didn't even get to move around much, just zapped</p><p></p><p></p><p>I'd suggest something else (simple) in the mix, some ideas ....</p><p></p><p>(Either, not 'all')</p><p>* After wave 2, the minions have following power</p><p>Trigger</p><p>Tough Bones * Encounter</p><p>Trigger: When reduced to 0 or fewer hit points by a noncritical hit</p><p>Effect: The skeleton is instead bloodied at 1 hit point</p><p></p><p>(thus the skeletons are there for 2 hits rather than one)</p><p></p><p>*there is a magic circle on the ground that offers some protection to the PCs. Not that the skeletons can't enter it but rather PCs in the circle are protected from some nasty power that you can assign to them (some sort of enervation type thing).</p><p>This would provide a bit more tactical choice and also discourages camping at a spawn spot.</p><p></p><p>* Maybe the skeletons have a bonus to their defenses from the soul jar. And a PC that is adjacent to the soul jar gains a bonus to hit to counteract the defense bonus (thus encouraging, but not requiring, PCs to be next to the soul jar and not camp).</p><p></p><p></p><p>* the floor is trapped (hazard). necrotic energy fills the room. if you end your turn on the same square that you started you take 1d6+1 necrotic damage.</p><p></p><p>again just something to encourage movement.</p><p></p><p>*if you want to really be a pain, give the following power to all the skeletons</p><p>Trigger</p><p>Powered by the Soul Jar * At-Will</p><p> Trigger: The Skeleton is reduced to zero or fewer hit points and the soul jar is still intact</p><p> Effect: The skeleton is instead at 1 hit point and bloodied and dazed until the soul jar is destroyed</p><p></p><p>* if you don't mind borrowing from an orc trick....(ie don't do this if you use a lot of orcs)</p><p>Death's Revenge * Encounter</p><p>Trigger: When reduced to 0 or fewer hit points</p><p>Effect: A bone from the skeleton flies towards the creature that killed it, make a melee basic attack at range against the triggering creature</p><p></p><p>this option let's you ensure to get -some- form of attack in if it's likely that the PCs will get to act first and kill them before they can do anything.</p><p></p><p>* some sort of hazard or obstacle that has to be dealt with also, thus splitting the PCs attention for the duration.</p><p></p><p></p><p>again, don't do all these sorts of things at once. but find a concept that you like an incorporate one of them (maybe 2 at most) else it will be come too complicated for you to have to adjudicate and remember all the working bits.</p><p></p><p>edit: a couple other simple things simply from placement:</p><p>* have more spawn spots than there are PCs (and randomly determine which spawn spot any given skeleton comes out of)</p><p>* have the spawn spots around corners or on catwalks or other things that would block an immediate line of effect from every angle</p><p></p><p></p><p>In any case, it sounds like fun. let us know how it goes.</p></blockquote><p></p>
[QUOTE="fba827, post: 5967716, member: 807"] the last time i tried spawning minions until an object summoning them was destroyed, i have to say it turned out very lackluster compared to what i had in my head. Basically some PCs 'camped' at the spawn spot and just kept hacking at them (some doing so with an atwill blast) before they got to do much... and with the bottleneck that formed at the spawn spot due to the PCs blocking they didn't even get to move around much, just zapped I'd suggest something else (simple) in the mix, some ideas .... (Either, not 'all') * After wave 2, the minions have following power Trigger Tough Bones * Encounter Trigger: When reduced to 0 or fewer hit points by a noncritical hit Effect: The skeleton is instead bloodied at 1 hit point (thus the skeletons are there for 2 hits rather than one) *there is a magic circle on the ground that offers some protection to the PCs. Not that the skeletons can't enter it but rather PCs in the circle are protected from some nasty power that you can assign to them (some sort of enervation type thing). This would provide a bit more tactical choice and also discourages camping at a spawn spot. * Maybe the skeletons have a bonus to their defenses from the soul jar. And a PC that is adjacent to the soul jar gains a bonus to hit to counteract the defense bonus (thus encouraging, but not requiring, PCs to be next to the soul jar and not camp). * the floor is trapped (hazard). necrotic energy fills the room. if you end your turn on the same square that you started you take 1d6+1 necrotic damage. again just something to encourage movement. *if you want to really be a pain, give the following power to all the skeletons Trigger Powered by the Soul Jar * At-Will Trigger: The Skeleton is reduced to zero or fewer hit points and the soul jar is still intact Effect: The skeleton is instead at 1 hit point and bloodied and dazed until the soul jar is destroyed * if you don't mind borrowing from an orc trick....(ie don't do this if you use a lot of orcs) Death's Revenge * Encounter Trigger: When reduced to 0 or fewer hit points Effect: A bone from the skeleton flies towards the creature that killed it, make a melee basic attack at range against the triggering creature this option let's you ensure to get -some- form of attack in if it's likely that the PCs will get to act first and kill them before they can do anything. * some sort of hazard or obstacle that has to be dealt with also, thus splitting the PCs attention for the duration. again, don't do all these sorts of things at once. but find a concept that you like an incorporate one of them (maybe 2 at most) else it will be come too complicated for you to have to adjudicate and remember all the working bits. edit: a couple other simple things simply from placement: * have more spawn spots than there are PCs (and randomly determine which spawn spot any given skeleton comes out of) * have the spawn spots around corners or on catwalks or other things that would block an immediate line of effect from every angle In any case, it sounds like fun. let us know how it goes. [/QUOTE]
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