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D&D 3E
Fiendish revenge 
28th-Mar-2009 12:18 pm
So I've got an encounter I'd like some opinions on:

My players had previously thwarted an assassination/theft attempt involving some cultist thieves (who died horribly) and an erinyes (who escaped).  The erinyes has since been promoted into a pleasure devil (Fiendish Codex II, basically a pumped up erinyes with more abilities focused on manipulation, like beguile).  This ambush is planned for as soon as the PCs return from their mission in the wilderness.

My group is 3 11th lvl  characters: a human fighter/wizard/spellsword (complete warrior), a human ranger, and a halfling ranger/halfling outrider (complete warrior).  The ambush will occur in a crowded street or just outside an inn, anywhere with lots of bystanders.  The baddies consist of the pleasure devil (CR11), a tiefling illusionist 9 (CR 10), and one or two bearded devils (CR 5 each).  The plan is for the tiefling to throw down  a darkness globe in the surprise round (which they're almost guaranteed to get), the bearded devils to teleport in and start hacking randomly, and the pleasure devil to observe gleefully while polymorphed and charm bystanders to run into the fray, causing more bloodshed.  Further rounds will put down another darkness globe , and the wizard to maybe lob some spells in like fireball.  The goal is to hurt the group badly, but not kill them all.  With the amount of cityfolk who will die (especially with a fireball spell...burning building maybe), and the pleasure devil trying to charm/beguile the PCs into hitting innocents also, the city guard will have some hard questioning and possible imprisonment for the group.  The fiends will try and cause as much damage as possible before a) the guards or other adventurers show up b)1 PC and an animal companion are dead c) the darkness gets dispelled and a bearded devil dies.

Do people think this is too vicious/not enough/will cause fits?  I'm also looking for any opinions on how the guards might treat the PCs; even if they prove that they didn't attack any cityfolk, the attack was obviously aimed at the group.  Votes on imprisonment, exile, aid?

Comments 
29th-Mar-2009 12:54 am (UTC)
At 11th level, are your guards going to have much say over what the PCs do? I like the encounter with the need to save other people and not just kill the bad guys, but having the repercussions coming from the local authority might be difficult (though I guess you don't have a full wizard...).

Sounds like an excellent way to launch the PCs into the next adventure. Need them to leave town? Have them get kicked out for being a threat. Or maybe they get sent on a mission to "atone" for what happened (or maybe gather materials for a kind of mass raise dead spell to bring back some of the unfortunate bystanders). Basically, whatever you want to happen next, this seems like a nice way to lead into it :)
29th-Mar-2009 01:13 am (UTC)
Thankee! As for the guards, that is true. If it boils down to that, the guards would have to boogey, and then it'd be other adventerers or high-ranking NPCS stepping in. The group is mostly law-abiding, so it probably won't come to that. Thank you for bringing that up, though :).

Ooh, I like the mass raise dead idea. My campaign's goddess of death is pretty strict about resurrection, so that's a very interesting springboard...
29th-Mar-2009 06:46 am (UTC)
Do people think this is too vicious/not enough/will cause fits?

Evil is evil. Fiends are the epitome of evil. Vicious is in their job description, and if your players have a problem with you playing NPCs true to their character, suggest they play Candyland instead. Personally, I think the "let's get as many bystanders killed by the heroes as possible" is a delightfully twisted goal.

I'm also looking for any opinions on how the guards might treat the PCs; even if they prove that they didn't attack any cityfolk, the attack was obviously aimed at the group. Votes on imprisonment, exile, aid?

Depends on the exact city. Metropolises are brimming with high level characters and could easily deal with most threats, while small towns would most likely beg the party to leave before they cause more harm.
29th-Mar-2009 08:32 pm (UTC)
Personally, I think the "let's get as many bystanders killed by the heroes as possible" is a delightfully twisted goal.

*grins* that's exactly what I'm going for. Good to know I'm on track.
29th-Mar-2009 09:22 pm (UTC)
What's the DC of the charm effect the devil will be trying to use? She'll probably need to beef up the DC if she's planning on convincing party members to kill bystanders. They'll get two saves: One when they get hit with it, and another when the request is something they are morally opposed to.

If you just get the citizenry charmed, you'll have to have the devils kill them. A good party could easily ignore constant attack rolls by a low-level commoner or even warrior, and can easily knock them out with nonlethal damage, and having the big bad guys kill the peasants is a lot less fulfilling for the demon than blood on the paladin's hands. :)
29th-Mar-2009 09:39 pm (UTC)
Her Charm monster is 23. She also has morality undone at DC 24 (spell from Fiendish Codex I), which changes a character's outlook to evil for 2 hours. The nasty trick, though, is the beguile ability (which I believe is similar to the class of the same name. 3 times per day, DC 25 will save, must be within 30 feet. If the save is failed, the subject takes a full turn's worth of actions under the pleasure devil's control. Thus, no second save for hacking at poor city dweller #3.
This is the first time I'm using the pleasure devil, so it'll be a test for the monster as well.
29th-Mar-2009 10:03 pm (UTC)
Nice. I saw Morality Undone in the Book of Vile Darkness but never thought to use it as a prelude to Charm. Sounds like this will be a great intro do adventures and "OH NO WHAT HAVE I DONE" roleplay.
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