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Please Help Design - Level 30 Epic End Campaign Encounter
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<blockquote data-quote="Nullzone" data-source="post: 5594773" data-attributes="member: 97538"><p>Just giving the lich hp restoration mechanisms does nothing but make the fight longer; you may as well just add the hp to his base pool. Consider instead using mechanisms that the PCs have to disable in order to get at the BBEG effectively/less likely to cause them to kill themselves. Example:</p><p></p><p></p><p>Lich is in a sacrificial chamber, and casts some kind of ultimate spell, causing 4 ritual circles/phylacteries/macguffins around the room to activate. Each one has a different effect.</p><p></p><p><strong>Skull of the Unholy:</strong> If you spend a healing surge, BBEG receives the amount healed in temp hp (normal temp hp rules apply, prevents stacking up too much and messing w/ bloodied condition effects). Alternately: Healing surges and related effects heal for 1/2 their normal amount.</p><p></p><p><strong>Echo of Doom:</strong> Attacks that hit the BBEG cause the attacker to take 20 necrotic damage (note: ATTACKS, this means per hit on powers like Twin Strike). This damage cannot be reduced in any way. Alternately: Moving willfully causes 5 necrotic damage per square. This damage cannot be reduced in any way.</p><p></p><p><strong>Lantern of Hollow Darkness:</strong> A portal to the shadowfell opens, spawning 2d4 shade minions at the start of every round. Shade minions can occupy the same space as other creatures. Alternately: A gravity well opens and pulls every living creature 4 squares towards it at the start of every round. Creatures pulled into the well are sucked into another plane, causing them to be removed from play until EONT; upon their return, they are thrown 1d6+4 squares in a random direction from the well, suffering 1d12 damage and knocked prone.</p><p></p><p><strong>Call of Dread Fury:</strong> PCs that do not make an attack roll on their turn are slowed until EONT. If they are already slowed, they are immobilized instead. Alternately: If you do not target an unliving creature with a power on your turn, make a saving throw at a -2 penalty. On a failure, you must charge the nearest living creature you can see as a free action and attack with a +5 bonus to attack and damage. This movement is considered forced for the purpose of all movement related rules.</p><p></p><p></p><p>These objects each have 300 hp, average defenses, and are vulnerable 20 to a specific damage type (spread the love among your party's damage capabilities); they may also be disabled via adjacent skill checks, running each one as a complexity 1 skill challenge. The PC can opt to use a Standard or Minor action to make the check once per round; Standard action checks will use DC 30, Minor action checks use DC 35. Failures cause 25 unresistable untyped damage.</p><p></p><p>The combination of the 4 effects should give your party a few things to focus on each turn besides the lich himself, and cause them to have to make some tough choices, rather than just bash on the boss for the encounter, occasionally stopping to patch up a few wounds.</p><p></p><p></p><p>This is the Big Bad Evil Guy that your party has been chasing for a long time, and your PCs are approaching the equivalent of godhood themselves. If he's their adversary, he'd better be friggin' powerful to even care about the PCs or for the PCs to care about him. Make this guy ruthless and completely capable of turning a small moon to dust. Remember that almost every Epic Destiny includes a way to return from the dead with no effort, and that the PCs should be able to look out for each other in the process, even in the face of something crazy and insurmountable.</p></blockquote><p></p>
[QUOTE="Nullzone, post: 5594773, member: 97538"] Just giving the lich hp restoration mechanisms does nothing but make the fight longer; you may as well just add the hp to his base pool. Consider instead using mechanisms that the PCs have to disable in order to get at the BBEG effectively/less likely to cause them to kill themselves. Example: Lich is in a sacrificial chamber, and casts some kind of ultimate spell, causing 4 ritual circles/phylacteries/macguffins around the room to activate. Each one has a different effect. [B]Skull of the Unholy:[/B] If you spend a healing surge, BBEG receives the amount healed in temp hp (normal temp hp rules apply, prevents stacking up too much and messing w/ bloodied condition effects). Alternately: Healing surges and related effects heal for 1/2 their normal amount. [B]Echo of Doom:[/B] Attacks that hit the BBEG cause the attacker to take 20 necrotic damage (note: ATTACKS, this means per hit on powers like Twin Strike). This damage cannot be reduced in any way. Alternately: Moving willfully causes 5 necrotic damage per square. This damage cannot be reduced in any way. [B]Lantern of Hollow Darkness:[/B] A portal to the shadowfell opens, spawning 2d4 shade minions at the start of every round. Shade minions can occupy the same space as other creatures. Alternately: A gravity well opens and pulls every living creature 4 squares towards it at the start of every round. Creatures pulled into the well are sucked into another plane, causing them to be removed from play until EONT; upon their return, they are thrown 1d6+4 squares in a random direction from the well, suffering 1d12 damage and knocked prone. [B]Call of Dread Fury:[/B] PCs that do not make an attack roll on their turn are slowed until EONT. If they are already slowed, they are immobilized instead. Alternately: If you do not target an unliving creature with a power on your turn, make a saving throw at a -2 penalty. On a failure, you must charge the nearest living creature you can see as a free action and attack with a +5 bonus to attack and damage. This movement is considered forced for the purpose of all movement related rules. These objects each have 300 hp, average defenses, and are vulnerable 20 to a specific damage type (spread the love among your party's damage capabilities); they may also be disabled via adjacent skill checks, running each one as a complexity 1 skill challenge. The PC can opt to use a Standard or Minor action to make the check once per round; Standard action checks will use DC 30, Minor action checks use DC 35. Failures cause 25 unresistable untyped damage. The combination of the 4 effects should give your party a few things to focus on each turn besides the lich himself, and cause them to have to make some tough choices, rather than just bash on the boss for the encounter, occasionally stopping to patch up a few wounds. This is the Big Bad Evil Guy that your party has been chasing for a long time, and your PCs are approaching the equivalent of godhood themselves. If he's their adversary, he'd better be friggin' powerful to even care about the PCs or for the PCs to care about him. Make this guy ruthless and completely capable of turning a small moon to dust. Remember that almost every Epic Destiny includes a way to return from the dead with no effort, and that the PCs should be able to look out for each other in the process, even in the face of something crazy and insurmountable. [/QUOTE]
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