Tokiko Mima
2009-07-10, 02:19 PM
Hi all!
I'm constructing a BBEG for a one shot Eberron adventure for 11th level PC's, and I was looking for any advice on how I could do this better, or if this is too powerful an encounter, or if I can do anything to make this encounter spookier.
I'm basically going to send the players on a hunt for serial killer who has been terrorizing Sharn ala Jack the Ripper. They're going to investigate murder scenes, get a few false leads, etc, but eventually they're going to find themselves down in the killer's personal chamber of torment, an old goblin mining cave in the Depths where he extracts liquid pain and souls from the "lucky" victims he didn't eviscerate immediately.
The only foe they will face is the BBEG, a fairly normal looking human who is essentially a Beguiler//Artificer gestalt. I know it's normally a bad idea to have only one foe in a BBEG encounter, but the BBEG is going to have the whole room trapped with explosives that detonate the insides of the cages the victims are in if set off, as well as exploding any nearby PCs.
The BBEG also has a full five levels of Master of the Unseen Hand, and 60' Arcane Reach via 2 levels of Archmage, meaning he's 16 level at least. He'll be spec'ed out for using Telekinesis (which he got via the Extra Spell Feat) and Chain Spell. He'll attack by telekinetically manipulating the helpless/drained bodies of the his hostages, having them take a weapon, and buffing the heck out of them with GMW, Greater Invisibility, and other Chain Spell-able buffs. Using Chain Spell + Telekinesis and MotUH levels means he can hit animate as many as 20 people, and have them full attack with his caster level as their BAB.
Meanwhile, the BBEG remains behind the traps, protected by guile and the best Beguiler buffs he has. So essentially he's going to try and trick the PC's into murdering the people they're supposed to rescue.
The players consist of one really, really strong, high damage Half Ogre, a sorceress specializing in enchantment and illusion, a diviner, and a rather standard cleric all of the 11th level. They're used to letting the Ogre do all the heavy lifting and just supporting him in melee, but I wanted this encounter to require them to think outside that box.
What do you think? Any ideas on improving this encounter?
I'm constructing a BBEG for a one shot Eberron adventure for 11th level PC's, and I was looking for any advice on how I could do this better, or if this is too powerful an encounter, or if I can do anything to make this encounter spookier.
I'm basically going to send the players on a hunt for serial killer who has been terrorizing Sharn ala Jack the Ripper. They're going to investigate murder scenes, get a few false leads, etc, but eventually they're going to find themselves down in the killer's personal chamber of torment, an old goblin mining cave in the Depths where he extracts liquid pain and souls from the "lucky" victims he didn't eviscerate immediately.
The only foe they will face is the BBEG, a fairly normal looking human who is essentially a Beguiler//Artificer gestalt. I know it's normally a bad idea to have only one foe in a BBEG encounter, but the BBEG is going to have the whole room trapped with explosives that detonate the insides of the cages the victims are in if set off, as well as exploding any nearby PCs.
The BBEG also has a full five levels of Master of the Unseen Hand, and 60' Arcane Reach via 2 levels of Archmage, meaning he's 16 level at least. He'll be spec'ed out for using Telekinesis (which he got via the Extra Spell Feat) and Chain Spell. He'll attack by telekinetically manipulating the helpless/drained bodies of the his hostages, having them take a weapon, and buffing the heck out of them with GMW, Greater Invisibility, and other Chain Spell-able buffs. Using Chain Spell + Telekinesis and MotUH levels means he can hit animate as many as 20 people, and have them full attack with his caster level as their BAB.
Meanwhile, the BBEG remains behind the traps, protected by guile and the best Beguiler buffs he has. So essentially he's going to try and trick the PC's into murdering the people they're supposed to rescue.
The players consist of one really, really strong, high damage Half Ogre, a sorceress specializing in enchantment and illusion, a diviner, and a rather standard cleric all of the 11th level. They're used to letting the Ogre do all the heavy lifting and just supporting him in melee, but I wanted this encounter to require them to think outside that box.
What do you think? Any ideas on improving this encounter?