Hey everyone I am having some trouble come up with obstacles for my boss chamber. The premise here is the party is infiltrating a mob bosses inner sanctum because he kidnapped a close friend of the party. In order to get them back they had to do some prep work that lead them to the inner sanctum. The boss runs a network of assassins and thieves that are also werewolves. Recently there has been a triple full moon in my world and the boss kidnapped this npc to create a device to harness the power of a triple full moon whenever he likes. So one thing I wanted them to fight was a room of werewolves plus the boss (alpha). I also wanted the chamber to be trapped so the boss or underling could activate different aspects of it (aka lair actions) the issue I'm having is what kind of traps should I have? Anti magic fields? Shield generators? I'm not sure what would be appropriate.
The party is a powerful group of level 15 characters (paladin, blood hunter/paladin, totem barb, monk/fighter, bard, sorc, and a bard npc at level 11). These guys have taken out an ancient undead deep dragon before so they can def hold their own.
Could use any suggestions, thanks and if you need more info I'll be glad to provide (even boss and minion stat blocks if needed).
When imagining a stereotypical criminal boss headquarters, invariably there's a big shark/alligator tank in the middle of the room to drop the heroes into.
Where my mind goes next is WERE-sharks/alligators.
When imagining a stereotypical criminal boss headquarters, invariably there's a big shark/alligator tank in the middle of the room to drop the heroes into.
Where my mind goes next is WERE-sharks/alligators.
I like where your head is at. Idk if I want to do were shark or alligator, but what's to prevent them from climbing back out without issue?
Have it be a long drop from wherever they fall in from, that way they have to rely on skills or spell resources in order to make it out again.
Fair enough. Any other types of ideas? One thing I thought of, but it might be too strong, was a one round anti magic field in a crisscross cone pattern
Given the plot my first thought is that there is a moon beam that buffs werewolves in it. Probably with healing so it becomes a goal to get them out of the beam something like 10 hit points a round and the effects of lesser restoration. To make it stronger combine it with loup garou like regeneration ignoring the weakness to silver while in the beam making them actually unkillable unless taken out of the buff area.
There is a interesting trap you could use from the Naddpod. Since they are there to rescue someone, have a trap that shows an illusion of the person falling into a trap. In Naddpod it was a programmed illusion of their friend falling into a shark tank. Could be a acid tank, burning pyre, or a room filling with poison gas. That way it kind of forces someone to jump into it.
Personally I like teleport traps especially if you want to do a little split of the 15 person party. Like 3 groups of 5.
There is a interesting trap you could use from the Naddpod. Since they are there to rescue someone, have a trap that shows an illusion of the person falling into a trap. In Naddpod it was a programmed illusion of their friend falling into a shark tank. Could be a acid tank, burning pyre, or a room filling with poison gas. That way it kind of forces someone to jump into it.
Personally I like teleport traps especially if you want to do a little split of the 15 person party. Like 3 groups of 5.
I love this trap. Might be something I use to set up the combat.
Also I think you have the party a bit confused. it is a party of 6 level 15 PC's, not 15 PC's
Given the plot my first thought is that there is a moon beam that buffs werewolves in it. Probably with healing so it becomes a goal to get them out of the beam something like 10 hit points a round and the effects of lesser restoration. To make it stronger combine it with loup garou like regeneration ignoring the weakness to silver while in the beam making them actually unkillable unless taken out of the buff area.
I do have something along this line that puts this into effect a bit. One of the machines that the group forced the parties ally to make (the NPC they are trying to save) was a machine that can create the effects of the moons. There are 3 moons in my world so that machine at maximum output can make an aura with the strength of 3 full moons and power up the werewolves in that area of effect. The stat block of the creature has adjustments to if the aura has pumping the power of 1, 2 or 3 moons worth of energy.
Ok final check list before game tonight on my Lair actions, let me know what you think:
each on of these lasts one round then has to recharge"
#1 Floor opens up into a 15 foot drop which leads to water. The floor then closes behind after one round (possibly getting the characters stuck if they don't get out in time), #2 Two robotic arms that appear in the back corner of the room each shooting out an invisible cone of anti magic field. #3 Clockwork Assassin, a Clockwork assassin construct falls from the top of the chamber (it opens releasing it). #4 Call of Reinforcements. When this option occurs summons 2 Werewolves onto the field
All of these are controlled by a minion on a console in the corner of the room under the effect of a shield generator. If the players figure out how to shut it off and stop the guy the lair actions stop (minus the reinforcements which there are an "x" number of other werewolves its not infinite). Also behind that generator is a Moonbeam transference machine which allows the radiance of the full moons into the chamber powering up any werewolves in the chambers up to 3 full moons. As the machine gets damage it then goes to the power of 2 moons, then 1, then it breaks.
Sounds fun. For even more spice I'd make the floor made up of square panels, then when #1 goes off roll to see if the panel under a PC pulls out or not. Keeps them guessing, otherwise they'll figure out where it opens up and just never go there. Unless you meant the entire floor opens up. Alternatively, have more and more sections fall away as the fight progresses, and make them choose helping their friend or fighting the boss. But as is sounds good to me. :)
Sounds fun. For even more spice I'd make the floor made up of square panels, then when #1 goes off roll to see if the panel under a PC pulls out or not. Keeps them guessing, otherwise they'll figure out where it opens up and just never go there. Unless you meant the entire floor opens up. Alternatively, have more and more sections fall away as the fight progresses, and make them choose helping their friend or fighting the boss. But as is sounds good to me. :)
I like that idea. Make random section fall out. How many sections do you think I should roll for that 1 lair action.
Depends on the size of the area I think and how big the floor panels are, but one suggestion would be roll for each character on the main floor. Decide what the chances are the panel opens up (doesn't have to 50/50) and roll a percent dice. I would lump baddies together though in one roll so it doesn't bog down too much. I'd also tell everyone to make a saving throw when it goes off but before they know if their floor opens or not.
"You hear the sound of ground sliding again. Make a Dexterity saving throw." Panic ensues. Hopefully.
Just a thought though. You could also, depending on your map, mark sections off and then just roll for those sections. Horizontal/Vertical lanes, Checkerboard, large quadrants, etc. Might be easy that way too.
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Hey everyone I am having some trouble come up with obstacles for my boss chamber. The premise here is the party is infiltrating a mob bosses inner sanctum because he kidnapped a close friend of the party. In order to get them back they had to do some prep work that lead them to the inner sanctum. The boss runs a network of assassins and thieves that are also werewolves. Recently there has been a triple full moon in my world and the boss kidnapped this npc to create a device to harness the power of a triple full moon whenever he likes. So one thing I wanted them to fight was a room of werewolves plus the boss (alpha). I also wanted the chamber to be trapped so the boss or underling could activate different aspects of it (aka lair actions) the issue I'm having is what kind of traps should I have? Anti magic fields? Shield generators? I'm not sure what would be appropriate.
The party is a powerful group of level 15 characters (paladin, blood hunter/paladin, totem barb, monk/fighter, bard, sorc, and a bard npc at level 11). These guys have taken out an ancient undead deep dragon before so they can def hold their own.
Could use any suggestions, thanks and if you need more info I'll be glad to provide (even boss and minion stat blocks if needed).
When imagining a stereotypical criminal boss headquarters, invariably there's a big shark/alligator tank in the middle of the room to drop the heroes into.
Where my mind goes next is WERE-sharks/alligators.
I like where your head is at. Idk if I want to do were shark or alligator, but what's to prevent them from climbing back out without issue?
Have it be a long drop from wherever they fall in from, that way they have to rely on skills or spell resources in order to make it out again.
Fair enough. Any other types of ideas? One thing I thought of, but it might be too strong, was a one round anti magic field in a crisscross cone pattern
Could use some more ideas if anyone has any because they could be facing this character on Monday or the following Monday.
Given the plot my first thought is that there is a moon beam that buffs werewolves in it. Probably with healing so it becomes a goal to get them out of the beam something like 10 hit points a round and the effects of lesser restoration. To make it stronger combine it with loup garou like regeneration ignoring the weakness to silver while in the beam making them actually unkillable unless taken out of the buff area.
There is a interesting trap you could use from the Naddpod. Since they are there to rescue someone, have a trap that shows an illusion of the person falling into a trap. In Naddpod it was a programmed illusion of their friend falling into a shark tank. Could be a acid tank, burning pyre, or a room filling with poison gas. That way it kind of forces someone to jump into it.
Personally I like teleport traps especially if you want to do a little split of the 15 person party. Like 3 groups of 5.
I love this trap. Might be something I use to set up the combat.
Also I think you have the party a bit confused. it is a party of 6 level 15 PC's, not 15 PC's
I do have something along this line that puts this into effect a bit. One of the machines that the group forced the parties ally to make (the NPC they are trying to save) was a machine that can create the effects of the moons. There are 3 moons in my world so that machine at maximum output can make an aura with the strength of 3 full moons and power up the werewolves in that area of effect. The stat block of the creature has adjustments to if the aura has pumping the power of 1, 2 or 3 moons worth of energy.
A Mob style like boss ought to have some constructs under their control too. I give you, the Clockwork Assassin: https://www.5esrd.com/database/creature/clockwork-assassin/
Enjoy your slop. I'll be enjoying good products elsewhere.
Very interesting, def would consider something like this to drop from the top of the room.
Ok final check list before game tonight on my Lair actions, let me know what you think:
each on of these lasts one round then has to recharge"
#1 Floor opens up into a 15 foot drop which leads to water. The floor then closes behind after one round (possibly getting the characters stuck if they don't get out in time), #2 Two robotic arms that appear in the back corner of the room each shooting out an invisible cone of anti magic field. #3 Clockwork Assassin, a Clockwork assassin construct falls from the top of the chamber (it opens releasing it). #4 Call of Reinforcements. When this option occurs summons 2 Werewolves onto the field
All of these are controlled by a minion on a console in the corner of the room under the effect of a shield generator. If the players figure out how to shut it off and stop the guy the lair actions stop (minus the reinforcements which there are an "x" number of other werewolves its not infinite). Also behind that generator is a Moonbeam transference machine which allows the radiance of the full moons into the chamber powering up any werewolves in the chambers up to 3 full moons. As the machine gets damage it then goes to the power of 2 moons, then 1, then it breaks.
What do you all think?
Sounds fun. For even more spice I'd make the floor made up of square panels, then when #1 goes off roll to see if the panel under a PC pulls out or not. Keeps them guessing, otherwise they'll figure out where it opens up and just never go there. Unless you meant the entire floor opens up. Alternatively, have more and more sections fall away as the fight progresses, and make them choose helping their friend or fighting the boss. But as is sounds good to me. :)
I like that idea. Make random section fall out. How many sections do you think I should roll for that 1 lair action.
Depends on the size of the area I think and how big the floor panels are, but one suggestion would be roll for each character on the main floor. Decide what the chances are the panel opens up (doesn't have to 50/50) and roll a percent dice. I would lump baddies together though in one roll so it doesn't bog down too much. I'd also tell everyone to make a saving throw when it goes off but before they know if their floor opens or not.
"You hear the sound of ground sliding again. Make a Dexterity saving throw." Panic ensues. Hopefully.
Just a thought though. You could also, depending on your map, mark sections off and then just roll for those sections. Horizontal/Vertical lanes, Checkerboard, large quadrants, etc. Might be easy that way too.