Sunday, September 5, 2010

Encounter Brainstorming

So in addition to work-related matters, I've also recently been thinking about running a D&D "Encounters" type group once a week after work; just a few people with persistent characters who meet regularly to run through a single encounter.

Obviously if you're only doing one encounter after work, they've got to be a cut above the average.  So I've been brainstorming.  Yesterday I managed to come up with 12 or so good ideas, and I've added one today that just popped into my head while I was reading.

Here are some samples:


1) Separate groups of two weaker monsters advance on each other.  When they meet, they combine into a much more powerful monster.
* Skeletons stand at one end guarding a Necromancer.  He casts a spell- from the other end, small Fire Elementals begin to spawn and advance on the Skeletons.  If a Fire Elemental reaches a Skeleton, the Skeleton transforms into a Flaming Skeleton- much stronger, more HP, more damaging fire attacks.
* Players are forced to split their focus between the boss (necromancer) and the trash (skeletons and fire elementals) to avoid the creation of more powerful adds.


2) Players fight their way up a spire.  From the top, a behemoth launches ranged AOE attacks down at them.  On the way, they fight through hordes of a protecting army.  When they reach the top, they must deal with the behemoth- splitting their damage between his sections, choosing either to damage his health or to hinder his ability to deal damage.
* Players must choose between expending their powers to reach the boss quickly (taking less damage from him on their ascent), or climbing more slowly to reach the boss with more powers left- but potentially less health or healing.


3) Boss creature spawns in a chasm, with two ledges flanking it.  His front side is heavily armored and impervious to damage, but his back is weak.  It’s too far to run- players must split their party, and focus on dealing as much damage as possible when he faces away, and withstanding his attacks when he’s facing them.
* Players must divide evenly, so that each smaller group can both withstand attacks and deal sufficient damage to force the creature to turn around.

9) A large zombie queen spits out her tongue and entraps one of the players within her hollowed, oozing ribcage.  Acid damage ensues, until the player is broken out.  The ribcage regenerates after a short period of time, and the cycle continues.

11) A few smaller, neutral creatures run by the players regularly, fleeing in the direction of the players, swollen and almost bursting with some black, pitch-like substance.  When slain through normal means, they simply die.  However, when the monstrous creature fighting the party hits them with its fire breath, they explode in a blast of burning pitch.


13) A priest has set up a pylon in a graveyard.  Hordes of undead attack, but the pylon periodically heals anyone nearby, helping the players face the far-greater-than-usual numbers of their foes.  There are two further options for specific mechanics, probably exclusive to each other:
A) The pylon can be damaged or healed.  If it falls below 50% health, it stops healing.  If it falls to 0, it is destroyed.  The undead will try to destroy the pylon, and the players must work to keep it functional (and battle their enemies) until the hordes are exhausted.
B) The pylon requires a ritual prayer to be repeated regularly.  The priest performs this prayer, but the undead can target the priest.  If the priest falls, then the players must take up the prayer, spending actions to keep the pylon active.

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