MrFahrenheit
2017-01-01, 10:01 AM
Hi all,
My party is level 17 now, and there's a good chance they hit 18 next session (what can I say, I like a game that progresses relatively quick). They'll be going all the way to level 20, and so I've been planning out their final boss batte(s). Would appreciate any input/advice. Note my party is rather large at 8 players. The following is assuming no further character deaths...
Party as it stands:
Hill dwarf vengeance paladin 17 (staying single classes)
Wood elf death cleric 17 (ditto)
Human open hand monk 17 (same)
Lightfoot halfling assassin rogue 6/battlemaster fighter 11 (going rogue rest of the way)
Stout halfling arcane trickster rogue 12/hunter ranger 5 (rogue the rest)
Tiefling silver dragon blood sorc 14/undying light chain warlock 3 (sorc to finish)
Half elf lore bard 14/life cleric 1/rogue 2 (bard to finish)
Bugbear barbarian 11/thief rogue 3/battlemaster fighter 3 (barb to finish...but note that this player is the "death guy" of my campaign; regardless, he enjoys playing BSFs).
Whew.
Here's what I'm creating for the final encounters:
Combat 1 (this'll be an enemy party encounter, though there'll only be four enemies. Takes place in between two portcullis gates - very tight quarters):
Stout halfling divination wizard 20 with war caster and lucky feats. Can blast if necessary but prefers control.
Hill dwarf life cleric 20. Almost entirely pure support for team bad guy.
Half orc champion fighter 20. Wields a great axe; has the mobility and GWM feats.
Wood elf thief rogue 20. This guy is the real kicker here. He has a bag of devouring; team PC's members each have a bag of holding. Swipe'n'devour.
The purpose of combat one is to drain the party of material resources. They'll get a long rest before...
Combat 2 (takes place in the great hall of an old mansion. There are tables and chairs as obstacles, for instance, but a fair deal of space otherwise):
Adult blue dracolich
Adult green dracolich
Death tyrant (in lair)
This shouldn't be too terribly hard for the party, barring a massively unlucky initiative. However, they'll have to expend some amount of resources, and can only get a short rest before...
Combat 3 (takes place in the great hall also):
Pit fiend
Ice devil
This could bruise the party a bit, given the previous encounter. They should still be able to deal with it between two and five rounds, I'd guess. They'll have a couple rounds - may maybe ten, tops - before the next fight, as the BBEG they're going up against will deliver one of those epic final boss speeches.
Combat 4 (takes place in a throne room. More space than combat 1, but there are stairs to ascend to get in melee range of the BBEG):
Lich (in lair) (utilizing both the hand and eye of Vecna).
I'm just hoping no more than one or two party members are already unconscious at this point (though there shouldn't be any if the cleric and bard used the speech time to heal their buddies). I want there to be a good chance of TPK, but not a guarantee. It's the last fight, after all. If only two or three party members are still alive, and only one of them still conscious at the very end, then that's perfectly acceptable.
So...is this all too tough/easy/just right?
EDIT: the lich can simply will any room to switch with another in his mansion, hence why the final fight is in his throne room.
My party is level 17 now, and there's a good chance they hit 18 next session (what can I say, I like a game that progresses relatively quick). They'll be going all the way to level 20, and so I've been planning out their final boss batte(s). Would appreciate any input/advice. Note my party is rather large at 8 players. The following is assuming no further character deaths...
Party as it stands:
Hill dwarf vengeance paladin 17 (staying single classes)
Wood elf death cleric 17 (ditto)
Human open hand monk 17 (same)
Lightfoot halfling assassin rogue 6/battlemaster fighter 11 (going rogue rest of the way)
Stout halfling arcane trickster rogue 12/hunter ranger 5 (rogue the rest)
Tiefling silver dragon blood sorc 14/undying light chain warlock 3 (sorc to finish)
Half elf lore bard 14/life cleric 1/rogue 2 (bard to finish)
Bugbear barbarian 11/thief rogue 3/battlemaster fighter 3 (barb to finish...but note that this player is the "death guy" of my campaign; regardless, he enjoys playing BSFs).
Whew.
Here's what I'm creating for the final encounters:
Combat 1 (this'll be an enemy party encounter, though there'll only be four enemies. Takes place in between two portcullis gates - very tight quarters):
Stout halfling divination wizard 20 with war caster and lucky feats. Can blast if necessary but prefers control.
Hill dwarf life cleric 20. Almost entirely pure support for team bad guy.
Half orc champion fighter 20. Wields a great axe; has the mobility and GWM feats.
Wood elf thief rogue 20. This guy is the real kicker here. He has a bag of devouring; team PC's members each have a bag of holding. Swipe'n'devour.
The purpose of combat one is to drain the party of material resources. They'll get a long rest before...
Combat 2 (takes place in the great hall of an old mansion. There are tables and chairs as obstacles, for instance, but a fair deal of space otherwise):
Adult blue dracolich
Adult green dracolich
Death tyrant (in lair)
This shouldn't be too terribly hard for the party, barring a massively unlucky initiative. However, they'll have to expend some amount of resources, and can only get a short rest before...
Combat 3 (takes place in the great hall also):
Pit fiend
Ice devil
This could bruise the party a bit, given the previous encounter. They should still be able to deal with it between two and five rounds, I'd guess. They'll have a couple rounds - may maybe ten, tops - before the next fight, as the BBEG they're going up against will deliver one of those epic final boss speeches.
Combat 4 (takes place in a throne room. More space than combat 1, but there are stairs to ascend to get in melee range of the BBEG):
Lich (in lair) (utilizing both the hand and eye of Vecna).
I'm just hoping no more than one or two party members are already unconscious at this point (though there shouldn't be any if the cleric and bard used the speech time to heal their buddies). I want there to be a good chance of TPK, but not a guarantee. It's the last fight, after all. If only two or three party members are still alive, and only one of them still conscious at the very end, then that's perfectly acceptable.
So...is this all too tough/easy/just right?
EDIT: the lich can simply will any room to switch with another in his mansion, hence why the final fight is in his throne room.