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[Spoilers] Out of the Abyss - Graz'zt tactics
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<blockquote data-quote="Quickleaf" data-source="post: 7027652" data-attributes="member: 20323"><p><strong>Vizeran's Tower</strong></p><p>The approach to Vizeran's Tower shows signs of broken spell wards, reflective surfaces showing vague glimpses of how Vizeran's Tower fell, Underdark beasts fighting gruesomely to the death for 'mating rights', and as the PCs ascend the stairs succubi/inccubi subserviently offer the PCs wine and gems as tribute to the "conquering heroes." What you're doing here is trying to frame a classic "heroes walk into the hall of the aristocratic and woefully underpowered BBEG, talk smack, and kick his ass" scenario...which is exactly what Graz'zt wants them to think. If you want to get really psychological you can even have some of the reflective surfaces reveal glimpses <em>of the PCs themselves</em> being the ones to conquer Vizeran's Tower – which might even prompt them to want to talk to Graz'zt even more.</p><p></p><p>Vizeran's Tower has turned into a bacchanal hall filled with drow afflicted by pleasure-madness, succubi/inccubi lounging on silk pillows and cambions smoking opium/dreambliss (most of whom are semi-oblivious to the PCs, like in the den of the lotus eaters). Many wear alabaster masks, some of which bear an uncanny resemblance to some of the PCs, albeit with distorted ecstatic expressions. Braziers filled with steaming acid lend an acrid sweet smell to the air. The hall is ringed by perforated lattice walls akin to Indian jalis (relevant for Graz'zt's Teleport action later). Outside the tower are steep drops down into a chasm.</p><p></p><p><strong>Talking with Graz'zt</strong></p><p>Graz'zt's first order of business should be talking with the PCs, trying to sow doubt/discord among them, perhaps falsely posturing that he allying with him could help them against a much more difficult demon lord (one of his rivals), or hinting that he has long had an agent in their midst since events from Tyranny of Dragons, or perhaps offering to help them get vengeance on a hated enemy from Tyranny of Dragons. What makes the dialogue tricky, is that much of what Graz'zt offers may be very real.</p><p></p><p>Anything to keep them talking. You know that trick where the PC Bard fast-talks the villain while the party gets into position and sets up their strategy. Well, Graz'zt is doing this right back to them. He's heard about Fraz's death and is taking extra precautions...</p><p></p><p>For each conversation topic he keeps them talking about (~1 minute or fraction thereof), Graz'zt's followers are able to implement one of the following countermeasures/defenses:</p><ul> <li data-xf-list-type="ul">Beneath their masks, several of the succubi take on the appearance of the PCs (or possibly NPCs allied with the party, if Graz'zt is aware of them). This is relevant later when Graz'zt uses his <em>command</em> lair action to command the party to "don a mask, little mortals, and join my bacchanal." <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /></li> <li data-xf-list-type="ul">Succubi whisper into the ears of the drow lounging on silk pillows, who covertly come out of their stupor, awaiting their moment to attack the PCs from their flanks as <strong>drow elite warriors</strong>. Up to DM discretion how many are "awakened."</li> <li data-xf-list-type="ul">Succubi swap out the opium pipes for censers secretly packed with burnt othur fumes (see DMG p. 257) which will be lit as soon as it looks like combat is going to happen, blanketing the hall in poison incense (that the fiends are immune to).</li> <li data-xf-list-type="ul"><strong>Cambions</strong> slip off from the bacchanal hall, making Stealth checks with advantage, to try to set up for a surprise attack on the PCs. Up to DM discretion how many try to surprise PCs.</li> <li data-xf-list-type="ul">Graz'zt studies each PC during the conversation, learning the lowest saving throw of each of the PCs.</li> </ul><p></p><p><strong>Lair Actions & Flow of the Fight</strong></p><p>Before tactics, I'd suggest a few tweaks to his Lair Actions and the flow of the fight...</p><ul> <li data-xf-list-type="ul">His Lair Actions are underwhelming. I'd take a page from the d20 version of Graz'zt where he had quickened <em>dispel magic</em>, and let him use a Lair Action to cast <em>dispel magic</em>. Also, I'd add something else to his "reflective surfaces impose disadvantage to Stealth checks, such as creating an psychological opium-mirror maze that makes it hard for PCs to identify one another in the bacchanal hall (which feeds into the whole <em>command</em> thing below). You might play up the presence of his allied demon Verin/Ztefano within the mirrors.</li> <li data-xf-list-type="ul">At an early point in the combat, Graz'zt <em>commands</em> the PCs (everyone in the hall) to "don a mask, and join my bacchanal." This should, for 1 round, make it hard or impossible for PCs to identify one another, as the succubi swiftly adorn masked individuals with the gaudy silks similar to what everyone else in the hall wears. Being unable to identify one another means a lot of buffing/healing spells and features won't work, or will require educated guesswork (which could be skill checks, 1d8 scatter rolls, or some kind of puzzle depending on your table's gaming style). </li> <li data-xf-list-type="ul">Though Graz'zt uses his natural Large form for most of the encounter, he will polymorph to a medium humanoid and adorn a mask to blend in with any PCs who've been <em>commanded</em> to join the bacchanal. Then the players get to play Where in the World in Graz'zt -- think that scene from Batman Begins where Bruce has to figure out which of the ninjas is his enemy in a hall of ninjas. To make this work in 5e's action economy, I suggest letting Graz'zt change shape as a bonus action, instead of an action; this way he can still Ready his action to attack a PC getting close to him (with advantage if the PC doesn't realize which is Graz'zt). In fact, this might even be his main strategy. And if the PCs attack the wrong creature (not a fellow PC), then that <strong>drow elite warrior</strong> / <strong>succubi/inccubi</strong> / <strong>cambion</strong> joins the fight.</li> <li data-xf-list-type="ul">What happened to the <strong>archmage</strong> Vizeran? He should make an appearance midway through the fight, even if the PCs think he's dead. This could be the real Vizeran suffering under Madness of Graz'zt (e.g. "Mine is the path of redemption. Anyone who says otherwise is misleading." & "Anyone who doesn't do exactly what I say doesn't deserve to live".). Alternately it could just be a succubi guised as Vizeran, pretending to be under Graz'zt's control, maybe begging a PC to break a gem to free him so he can aid their fight; of course, the gem is a trap of some kind...perhaps a diamond housing a <em>delayed blast fireball</em> or a <em>sphere of annihilation</em> (DMG p. 201). <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /></li> </ul><p></p><p><strong>Combat Tactics</strong></p><p>Graz'zt is really meant to be encountered with minions. One his own, sure he's tough, but he lacks the sheer offensive capability needed to fend off a party of 16th level PCs who know what they're doing. A lot of my ideas so far were meant to help remedy that, but ultimately when it comes to the actual combat, he's going to need to be very careful and let his <strong>marilith</strong> companion do much of the heavy fighting for him.</p><ul> <li data-xf-list-type="ul">Beign with <em>sanctuary</em>, and use <em>crown of madness</em> on the tankiest PC. In addition to defending Graz'zt, this PC can be used to implement lair countermeasures/defenses that Graz'zt's succubi didn't have time for during the talking scene. In pursuing targets, this tanky PC should be sent after a spellcaster. Back this up with <em>dominate person</em> on the same or different PC.</li> <li data-xf-list-type="ul">If the PCs conjure a beast or have an animal companion or any kind, Graz'zt should use <em>dominate monster</em> on it early in the fight.</li> <li data-xf-list-type="ul">Cast <em>counterspell</em> every round, particularly against spells that would (a) prevent Graz'zt from teleporting/moving, (b) free PCs from his charm or grant immunity to charm, (c) purge his ongoing magic.</li> <li data-xf-list-type="ul">Use <em>telekinesis</em> to send a PC out of the hall and drop them off the edge of the tower, probably later in the fight as Graz'zt seems to be losing ground.</li> <li data-xf-list-type="ul">When reduced to ~50% HP, drop <em>greater invisibility</em>, and Teleport outside the perforated lattice jalis surrounding the bacchanal hall. This gives him 1/2 cover, line of sight to the PCs for his charm spells, and a barrier to soak any damage dealing spells the PCs deal (DM discretion how much it takes to destroy jalis). From here he can cast <em>dissonant whispers</em> and other spells, until the PCs figure out where he is. This is a good time to play up the battle against any minions / charmed PCs.</li> <li data-xf-list-type="ul">When using Dance, My Puppet!, Graz'zt should send the charmed PC into one of the acid braziers (taking ~2d6 acid damage) and/or into a guard position where they'd be able to opportunity attack a PC moving away.</li> </ul></blockquote><p></p>
[QUOTE="Quickleaf, post: 7027652, member: 20323"] [B]Vizeran's Tower[/B] The approach to Vizeran's Tower shows signs of broken spell wards, reflective surfaces showing vague glimpses of how Vizeran's Tower fell, Underdark beasts fighting gruesomely to the death for 'mating rights', and as the PCs ascend the stairs succubi/inccubi subserviently offer the PCs wine and gems as tribute to the "conquering heroes." What you're doing here is trying to frame a classic "heroes walk into the hall of the aristocratic and woefully underpowered BBEG, talk smack, and kick his ass" scenario...which is exactly what Graz'zt wants them to think. If you want to get really psychological you can even have some of the reflective surfaces reveal glimpses [I]of the PCs themselves[/I] being the ones to conquer Vizeran's Tower – which might even prompt them to want to talk to Graz'zt even more. Vizeran's Tower has turned into a bacchanal hall filled with drow afflicted by pleasure-madness, succubi/inccubi lounging on silk pillows and cambions smoking opium/dreambliss (most of whom are semi-oblivious to the PCs, like in the den of the lotus eaters). Many wear alabaster masks, some of which bear an uncanny resemblance to some of the PCs, albeit with distorted ecstatic expressions. Braziers filled with steaming acid lend an acrid sweet smell to the air. The hall is ringed by perforated lattice walls akin to Indian jalis (relevant for Graz'zt's Teleport action later). Outside the tower are steep drops down into a chasm. [B]Talking with Graz'zt[/B] Graz'zt's first order of business should be talking with the PCs, trying to sow doubt/discord among them, perhaps falsely posturing that he allying with him could help them against a much more difficult demon lord (one of his rivals), or hinting that he has long had an agent in their midst since events from Tyranny of Dragons, or perhaps offering to help them get vengeance on a hated enemy from Tyranny of Dragons. What makes the dialogue tricky, is that much of what Graz'zt offers may be very real. Anything to keep them talking. You know that trick where the PC Bard fast-talks the villain while the party gets into position and sets up their strategy. Well, Graz'zt is doing this right back to them. He's heard about Fraz's death and is taking extra precautions... For each conversation topic he keeps them talking about (~1 minute or fraction thereof), Graz'zt's followers are able to implement one of the following countermeasures/defenses: [list][*]Beneath their masks, several of the succubi take on the appearance of the PCs (or possibly NPCs allied with the party, if Graz'zt is aware of them). This is relevant later when Graz'zt uses his [I]command[/I] lair action to command the party to "don a mask, little mortals, and join my bacchanal." :devil: [*]Succubi whisper into the ears of the drow lounging on silk pillows, who covertly come out of their stupor, awaiting their moment to attack the PCs from their flanks as [B]drow elite warriors[/B]. Up to DM discretion how many are "awakened." [*]Succubi swap out the opium pipes for censers secretly packed with burnt othur fumes (see DMG p. 257) which will be lit as soon as it looks like combat is going to happen, blanketing the hall in poison incense (that the fiends are immune to). [*][B]Cambions[/B] slip off from the bacchanal hall, making Stealth checks with advantage, to try to set up for a surprise attack on the PCs. Up to DM discretion how many try to surprise PCs. [*]Graz'zt studies each PC during the conversation, learning the lowest saving throw of each of the PCs.[/list] [B]Lair Actions & Flow of the Fight[/B] Before tactics, I'd suggest a few tweaks to his Lair Actions and the flow of the fight... [list][*]His Lair Actions are underwhelming. I'd take a page from the d20 version of Graz'zt where he had quickened [I]dispel magic[/I], and let him use a Lair Action to cast [I]dispel magic[/I]. Also, I'd add something else to his "reflective surfaces impose disadvantage to Stealth checks, such as creating an psychological opium-mirror maze that makes it hard for PCs to identify one another in the bacchanal hall (which feeds into the whole [I]command[/I] thing below). You might play up the presence of his allied demon Verin/Ztefano within the mirrors. [*]At an early point in the combat, Graz'zt [I]commands[/I] the PCs (everyone in the hall) to "don a mask, and join my bacchanal." This should, for 1 round, make it hard or impossible for PCs to identify one another, as the succubi swiftly adorn masked individuals with the gaudy silks similar to what everyone else in the hall wears. Being unable to identify one another means a lot of buffing/healing spells and features won't work, or will require educated guesswork (which could be skill checks, 1d8 scatter rolls, or some kind of puzzle depending on your table's gaming style). [*]Though Graz'zt uses his natural Large form for most of the encounter, he will polymorph to a medium humanoid and adorn a mask to blend in with any PCs who've been [I]commanded[/I] to join the bacchanal. Then the players get to play Where in the World in Graz'zt -- think that scene from Batman Begins where Bruce has to figure out which of the ninjas is his enemy in a hall of ninjas. To make this work in 5e's action economy, I suggest letting Graz'zt change shape as a bonus action, instead of an action; this way he can still Ready his action to attack a PC getting close to him (with advantage if the PC doesn't realize which is Graz'zt). In fact, this might even be his main strategy. And if the PCs attack the wrong creature (not a fellow PC), then that [B]drow elite warrior[/B] / [B]succubi/inccubi[/B] / [B]cambion[/B] joins the fight. [*]What happened to the [B]archmage[/B] Vizeran? He should make an appearance midway through the fight, even if the PCs think he's dead. This could be the real Vizeran suffering under Madness of Graz'zt (e.g. "Mine is the path of redemption. Anyone who says otherwise is misleading." & "Anyone who doesn't do exactly what I say doesn't deserve to live".). Alternately it could just be a succubi guised as Vizeran, pretending to be under Graz'zt's control, maybe begging a PC to break a gem to free him so he can aid their fight; of course, the gem is a trap of some kind...perhaps a diamond housing a [I]delayed blast fireball[/I] or a [I]sphere of annihilation[/I] (DMG p. 201). :devil:[/list] [B]Combat Tactics[/B] Graz'zt is really meant to be encountered with minions. One his own, sure he's tough, but he lacks the sheer offensive capability needed to fend off a party of 16th level PCs who know what they're doing. A lot of my ideas so far were meant to help remedy that, but ultimately when it comes to the actual combat, he's going to need to be very careful and let his [B]marilith[/B] companion do much of the heavy fighting for him. [list][*]Beign with [I]sanctuary[/I], and use [I]crown of madness[/I] on the tankiest PC. In addition to defending Graz'zt, this PC can be used to implement lair countermeasures/defenses that Graz'zt's succubi didn't have time for during the talking scene. In pursuing targets, this tanky PC should be sent after a spellcaster. Back this up with [I]dominate person[/I] on the same or different PC. [*]If the PCs conjure a beast or have an animal companion or any kind, Graz'zt should use [I]dominate monster[/I] on it early in the fight. [*]Cast [I]counterspell[/i] every round, particularly against spells that would (a) prevent Graz'zt from teleporting/moving, (b) free PCs from his charm or grant immunity to charm, (c) purge his ongoing magic. [*]Use [I]telekinesis[/I] to send a PC out of the hall and drop them off the edge of the tower, probably later in the fight as Graz'zt seems to be losing ground. [*]When reduced to ~50% HP, drop [I]greater invisibility[/I], and Teleport outside the perforated lattice jalis surrounding the bacchanal hall. This gives him 1/2 cover, line of sight to the PCs for his charm spells, and a barrier to soak any damage dealing spells the PCs deal (DM discretion how much it takes to destroy jalis). From here he can cast [I]dissonant whispers[/I] and other spells, until the PCs figure out where he is. This is a good time to play up the battle against any minions / charmed PCs. [*]When using Dance, My Puppet!, Graz'zt should send the charmed PC into one of the acid braziers (taking ~2d6 acid damage) and/or into a guard position where they'd be able to opportunity attack a PC moving away.[/list] [/QUOTE]
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[Spoilers] Out of the Abyss - Graz'zt tactics
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