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*Dungeons & Dragons
What Would Devils Do?
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<blockquote data-quote="thedmstrikes" data-source="post: 6160402" data-attributes="member: 56834"><p>Here are some thoughts given the intellect of the bad guys involved:</p><p></p><p>Mind flayers are smart enough to create a contract that will hold up for the short period they desire, and the nature of the devils is to twist everything to their advantage. However, find a way for the devils to have discovered the Mind Flayer's end result and make it so that the departure of the Mind Flayer frees them from their indentured servitude to do as they desire on the prime plane. Now you have created the stage for dividing the adventure again into two distinct goals, stopping the Mind Flayer from taking the town's people, either defeating him or just preventing him from departing with them and then getting rid of any devils that remain, now unbound to the Mind Flayer and free to create havoc at their own whim. The PCs can use hit and run tactics to nail some of the devils before the final confrontation with the Mind Flayer to reduce his "body guards" and simultaneously create a condition which prevents the worst of the devils from being summoned to his devense during that encounter (this can be done by not stationing the devils constantly around the Mind Flayer, probably because he does not like their smell, or whatever, and that gives them their own lair for the hit and run tactics). Remember, once freed of their indentured service, the devils will be free to gate in reinforcments of their own, so the PCs will want to act fast in elimiinating them, while giving you a way to keep those encounters appropriately challenging. These are merely ideas to help you along, but knowing what the style of that adventure is overall, I think this presents an opportunity to keep that same style going until it is resolved. In the final battle, you could also set it up so that the PCs discover that the devils are coming from behind the background because they figure they are going down anyway and want to create as much openly public havoc as possible before their impending departure back to hell.</p><p></p><p>Again, those are just some ideas to keep the same flavor of the original adventure...</p></blockquote><p></p>
[QUOTE="thedmstrikes, post: 6160402, member: 56834"] Here are some thoughts given the intellect of the bad guys involved: Mind flayers are smart enough to create a contract that will hold up for the short period they desire, and the nature of the devils is to twist everything to their advantage. However, find a way for the devils to have discovered the Mind Flayer's end result and make it so that the departure of the Mind Flayer frees them from their indentured servitude to do as they desire on the prime plane. Now you have created the stage for dividing the adventure again into two distinct goals, stopping the Mind Flayer from taking the town's people, either defeating him or just preventing him from departing with them and then getting rid of any devils that remain, now unbound to the Mind Flayer and free to create havoc at their own whim. The PCs can use hit and run tactics to nail some of the devils before the final confrontation with the Mind Flayer to reduce his "body guards" and simultaneously create a condition which prevents the worst of the devils from being summoned to his devense during that encounter (this can be done by not stationing the devils constantly around the Mind Flayer, probably because he does not like their smell, or whatever, and that gives them their own lair for the hit and run tactics). Remember, once freed of their indentured service, the devils will be free to gate in reinforcments of their own, so the PCs will want to act fast in elimiinating them, while giving you a way to keep those encounters appropriately challenging. These are merely ideas to help you along, but knowing what the style of that adventure is overall, I think this presents an opportunity to keep that same style going until it is resolved. In the final battle, you could also set it up so that the PCs discover that the devils are coming from behind the background because they figure they are going down anyway and want to create as much openly public havoc as possible before their impending departure back to hell. Again, those are just some ideas to keep the same flavor of the original adventure... [/QUOTE]
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