Satisfactory BBEG fights?

I have an example of a great BBEG fight from one of my campaigns.

The BBEG, Leska, had hidden the source of her immortality in the bottom of a massive cavern, guarded by all sorts of monsters and traps and deceptions. The PCs had convinced a general to turn to their side in order to assault the cave, and Leska sent her armies to stop them. The PCs realized they needed to get in their quickly because Leska would probably be coming soon, so they headed into the cave without back-up.

Leska had made sure to set up the cave so that the surrounding several miles was completely inaccessible by teleportation and divination, which normally was good, but in this case meant that the PCs had a clear head start, and Leska would have to fight her way through an army to get to them.

Along the way through the cave, one PC (Kathor, a fatalist paladin-esque character whose mount had been nearly killed in the fight to get to the cave) was separated from the group, lost in a side tunnel. The rest of the party went on ahead, not wanting to risk Leska beating them to the end of the cave. They pressed on ahead and fought challenges, while Kathor struggled to make his way back to the main path. When he did get back to the main path, he saw sign that Leska and her bodyguards had just passed by, and were catching up to the main party.

The final chamber was a deep, steep pit, filled with a vast pool of blood at the bottom. The PCs in the lead found the chamber and were trying to figure out how to get past the blood and various magical wards to the source of immortality, when Leska arrived. From the position of the top of the pit, she rained down all manner of sorcerous doom, and though the party fought back, they were just in a terrible position and no real match for her. She managed to blast away all of their magical defenses, then trap them with a mass hold so she could taunt them. Her bodyguards stood at the ready to kill anyone who interrupted their empress's monologue.

Leska uses magic to read each of their minds, find what they cherish, and promise to destroy it. During this, a few of the PCs break out of the hold, but they choose to wait until the rest of the group is free so they have a better chance of surviving from this untenable position. They know that even if they kill Leska, she's immortal, and has some sort of contingent effect that kills anyone close to her and uses their life force to regenerate her. They don't know how they can win.

That's when Kathor makes his appearance.

He has conjured his mount just around the corner of the tunnel, and when he thinks Leska has dropped her guard, he mounts up, casts true strike, and charges, aiming his lance for Leska's heart. Hearing the charge, the PCs in the pit all take their readied actions, and in response all of Leska's mage bodyguards take theirs, and in a flurry of spells and attacks, one PC manages to dispel Leska's strongest magical ward, another hurls his magical greatsword and disrupts the spell she was trying to cast at Kathor, and a third PC jumps in the path of the bodyguard's spells to save another PC.

Overhead, at the top of the pit, Kathor rides in on his dying mount, trampling the bodyguards and driving his lance into Leska's heart. Power attacking for full on a spirited charge, with the critical hit he deals something like 150 damage. He strikes Leska in the heart, pierces her chest, and leaps his mount across the chasm, getting as high and as far from his allies below as possible. They strike the far wall, Kathor's lance driving deep into the stone, and though Leska's retributive spell slays Kathor and his mount (and her own bodyguards), Leska is pinned. Even in death, Kathor does not release his lance, and so Leska is trapped, the weapon impaled through her so she can never heal the wound.

Best of all, the impact is so powerful, it sends cracks through the stone of the cavern, and the entire cave begins to shake, threatening to collapse. The surviving PCs struggle out of the pit (taking the source of Leska's immortality with them), and cast a final look at Kathor and Leska as the stones begin to rain down, burying the knight and the witch forever.

That is probably the greatest climax I've ever had in a game. Even better than vampire King Arthur.
 

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I've got one.

The Freelance Police have been fighting the minions and the plots of the Artisan from day one. He's a yagnoloth escaped from Shavarath, the plane of battle, and he intends to restart the Last War for the sheer aesthetic challenge of it. The Freelance Police have finally managed to track down his lair - in a ship frozen in twenty feet of ice below the Frostfell.

They make it to the Frostfell via the Crimson Ship (thanks, Explorer's Handbook!) and start lobbing fireballs in order to be able to storm the frozen lair. The Artisan and his two mezzoloth bodyguards teleport out to engage them, the Artisan taunting them for thinking of themselves as anything less than pawns in a game played by intelligences vastly greater than their own. The warforged artificer's first action is to throw down a dimensional lock, so the Artisan has no way of escaping. The mezzoloths blanket the ice with cloudkills, and the battle is on.

The mezzoloths go down fairly quickly in a barrage of spells and maul blows while the Artisan hangs back, using enervation rays and his breath weapon to harry the PCs. The party scatters to avoid the cloudkill and engage the Artisan at range. Tao, the party shugenja, drops a holy smite on the Artisan, who comes at him, cursing his descendants and ancestors. Tao is eviscerated by the Artisan's sword, and the outsider turns to face any others who dare attack him...

Zor, the party barbarian charges. And the Artisan gets a holy maul to the face. Critical hit. His skull bursts.

Most satisfying BBEG death I've had yet. Most of my BBEG fights tend to be either anticlimatic or near TPK bloodbaths. Nice to hit the right balance.

Of course, then they search his body and find the scroll from Vol the Lich-Queen herself, thanking the Artisan for his aid in the subjugation of Karrnath. And they don't have any way to get out of the Frostfell...

Demiurge out.
 

We had an interesting but LONG fight in our ongoing WLD campaign against a wererat sorcerer. To sum it up, my character was the only one one who had silver weapons. They were daggers and he was a fighter with 11 strength. Yay 1d4-1 damage per hit. I feel like it would have taken less time to talk the rat into killing himself.
 

RangerWickett said:
The surviving PCs struggle out of the pit (taking the source of Leska's immortality with them), and cast a final look at Kathor and Leska as the stones begin to rain down, burying the knight and the witch forever.

Kathor wins the prize. A bard (NPC if a PC isn't available) should immortalize his name in song.

What was the source of Leska's immortality?
 

Ahh man, Away, you remember Longtail, but you don't talk about the battle with the Spectre, black dragon, 4 wights and three hill giants, all on different teams?

IMO, this was a very cool fight. The party, at the unbeknowing behest of the black dragon, opens a crypt containing a powerful spectre and a book of great evil. The party starts beating on the spectre when 4 wights arrive and pledge allegiance to the spectre and begin attacking the party from the rear. Knowing that he wants the book, the dragon follows in a couple of rounds later and begins obliterating wights and PC's. The giants, who hate the dragon, arrive a few moments after that and begin assaulting the dragon.

This was one of the best fights of the game IMO. A four sided combat free for all.
 

I actually thought about that one shortly after I posted. I suppose it would be mroe apporpriate to the thread.

I think that being killed by a dragon brought it down a notch for me. :D
 

Hey, that's bragging rights. Anyone can get killed by nameless orc #37, but, getting whacked by a DRAGON is the only way to go in glory. :)
 

RangerWickett said:
I have an example of a great BBEG fight from one of my campaigns.

The BBEG, Leska, had hidden the source of her immortality in the bottom of a massive cavern, guarded by all sorts of monsters and traps and deceptions. The PCs had convinced a general to turn to their side in order to assault the cave, and Leska sent her armies to stop them. The PCs realized they needed to get in their quickly because Leska would probably be coming soon, so they headed into the cave without back-up.

Leska had made sure to set up the cave so that the surrounding several miles was completely inaccessible by teleportation and divination, which normally was good, but in this case meant that the PCs had a clear head start, and Leska would have to fight her way through an army to get to them.

Along the way through the cave, one PC (Kathor, a fatalist paladin-esque character whose mount had been nearly killed in the fight to get to the cave) was separated from the group, lost in a side tunnel. The rest of the party went on ahead, not wanting to risk Leska beating them to the end of the cave. They pressed on ahead and fought challenges, while Kathor struggled to make his way back to the main path. When he did get back to the main path, he saw sign that Leska and her bodyguards had just passed by, and were catching up to the main party.

The final chamber was a deep, steep pit, filled with a vast pool of blood at the bottom. The PCs in the lead found the chamber and were trying to figure out how to get past the blood and various magical wards to the source of immortality, when Leska arrived. From the position of the top of the pit, she rained down all manner of sorcerous doom, and though the party fought back, they were just in a terrible position and no real match for her. She managed to blast away all of their magical defenses, then trap them with a mass hold so she could taunt them. Her bodyguards stood at the ready to kill anyone who interrupted their empress's monologue.

Leska uses magic to read each of their minds, find what they cherish, and promise to destroy it. During this, a few of the PCs break out of the hold, but they choose to wait until the rest of the group is free so they have a better chance of surviving from this untenable position. They know that even if they kill Leska, she's immortal, and has some sort of contingent effect that kills anyone close to her and uses their life force to regenerate her. They don't know how they can win.

That's when Kathor makes his appearance.

He has conjured his mount just around the corner of the tunnel, and when he thinks Leska has dropped her guard, he mounts up, casts true strike, and charges, aiming his lance for Leska's heart. Hearing the charge, the PCs in the pit all take their readied actions, and in response all of Leska's mage bodyguards take theirs, and in a flurry of spells and attacks, one PC manages to dispel Leska's strongest magical ward, another hurls his magical greatsword and disrupts the spell she was trying to cast at Kathor, and a third PC jumps in the path of the bodyguard's spells to save another PC.

Overhead, at the top of the pit, Kathor rides in on his dying mount, trampling the bodyguards and driving his lance into Leska's heart. Power attacking for full on a spirited charge, with the critical hit he deals something like 150 damage. He strikes Leska in the heart, pierces her chest, and leaps his mount across the chasm, getting as high and as far from his allies below as possible. They strike the far wall, Kathor's lance driving deep into the stone, and though Leska's retributive spell slays Kathor and his mount (and her own bodyguards), Leska is pinned. Even in death, Kathor does not release his lance, and so Leska is trapped, the weapon impaled through her so she can never heal the wound.

Best of all, the impact is so powerful, it sends cracks through the stone of the cavern, and the entire cave begins to shake, threatening to collapse. The surviving PCs struggle out of the pit (taking the source of Leska's immortality with them), and cast a final look at Kathor and Leska as the stones begin to rain down, burying the knight and the witch forever.

That is probably the greatest climax I've ever had in a game. Even better than vampire King Arthur.

I have to say, that’s pretty awesome. I totaly saw the fight in my mind, and it had some stunning dramatic visuals. its better then TV BABY. Sounds just like the climax of anime. You know when you start a story or game and you hear about the adventures a generation before you and how they royally saved the world and shifted the balance too good. That’s what this sounds like. I think if my character died such a death, i would be proud. Actually i am playing a elf lancer, and i never thought of taking a level of wizard for the true strike (at least not for this build). man the dm's going to so kill my mount soon.

if you can give me better discriptions of the charicters and such, im so going to draw this (may take awhile but it will get done).
 
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I think the fight with Baldur qualifies. He was only a MBEG, but the campaign was abandoned after the fight and the PC's never saw his superiors (Well, in theory they saw his ultimate superior, a demon prince of maschines and flawed logic, when they saw a exact statue in his old temple), so it's pretty close.

The game was a low magic dark setting and by campaign end all PC's had turned evil. Baldur was a hired killer, but more importantly he was a demon cultist who had stolen the shifter relict the party wanted to retrieve.

This was like the tenth session and after a short mystery solving, a treck over half the continent, a travel though a haunted forest that killed two members and nearly TPK'ed them about four times, they had found Baldur in the most depraved city in the kingdom and, some double dealings and fights with criminal gangs , as well as some of Baldur's pupils (one of them disquised as Baldur) later they had lured him to them.

Of course Baldur was an accomplished diviner and was thus able to set his ambush before they set their's. Settup:

Four 4th level PC's, one shifter druid, one shifter barbarian, one halfelf necromancer and a dwarfen cleric on the ground against Baldur, a 8th level cleric on a balcony, flanked by two or three skeletal archers, the abandoned house connectedto the balkony filled with some more skelletal guard.

Baldur starts the whole thing with some good old BBEG gloating.

Baldur use a summoning/sanctuary combo.

The barbarian, necro and cleric rush into the house, leaving the druid stranded with first one, then two summoned fiendish giant praying mantis'. He literaly looses his head over his dire situation.

Meanwhile the others fight through Baldur's undead and hilarity ensues as first the dwarf takes control of Baldur's skelleton, before Baldur in turn takes control of the necromancers summoned undead. In between the necro get's hit by a spell of blindness and the others are battered pretty well, but in the end the mantis' return to the abyss, the skelletons go down and Baldur runs out of spells.

No melee combatant by any stretch of the word, Baldur jumps down the balcony and wants to run away, but barbarians tend to be faster and the cultist goes down with a very big sword in his back.

But sadly for him, his life doesn't end there jet.

Instead the new PC, a professional torturer, makes Baldur reveal his innermost (physical and psychical) over three days, before he is finally send to the pits of his lord.

Yes, the reason that campaign was scrapped was because there was more EEEEVIL than I was comfortable with. But that end was satisfying nontheless.
 

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