Welcome to a fight night Friday where tonight I want to keep to very short and sweet to save some of the surprises for the weekend writeup.
Tonight I’ll go over the three stages of this weeks combat and explore what that means for our party, what trials they’ll face and what difficulties they may encounter.
So to get on with it, let’s stop my jabbering.
So the first part of the encounter is a slog fest with some hindrance or handicaps on my creatures due to holding Ester. The creature moves slowly, half speed, with disadvantage on attack rolls and dex saves as it’s currently carrying a prisoner and because one of its back feet is occupied in its attempt to stay upright in the snow its a bit more clumsy. This however doesn’t restrict some of its abilities which it will use as often as it can. The goal of the creature is to immobilise or cause as many of the player characters to become restrained by the ice or environment so it can savour their death.
The snow it self makes the players move at half speed but wont affect the creature, as its already slow. This evens the Playfield a smidge and grants a small advantage for the creature as it can cause parts of the battlefield to become hazards where they are nearly impossible to cross over. The goal of this round is to shatter the ice that cover the front clawed sections of wing which will cause it to slip over until it puts down Ester. The creature will also throw Ester at a party member that is within 30 feet as a reaction to their action (movement, attack, spell cast) when its at or below 50% health. Once it does this it will leap into the sky and summon spears of everfrost into the mountain peaks nearby creating an avalanche.
Round 2 is avoiding a terrain hazard, the avalanche, whilst fending off the creature as it swoops down to try and kill or drown (in snow) the party. It will always move in, attack once then bonus action disengage during this phase whilst sparing its ice breath. After the avalanche begins they party has five rounds until the avalanche his them and the exit/entrance to the valley is 300 feet away. The in party’s goal is to get out of the valley alive whilst the creatures goal is to prevent them from doing so (but not make it impossible). The wagon is back a further 200ft. If the party are caught by the avalanche they have 3 rounds of fighting a against the avalanche with a mixture of either skill and saving throws before being dumped onto the soggy ground at the end of the valley, just past its walls, from up high a battered creature is now furious for being denied it’s prize, but its now un-inhibited and mad gaining some additional combat options.
Round three is… Coming soon.
More on all of this on the weekend but trying a multi-stage boss fight gives three encounters with the party being swept and moved along by something outside of their control. I find this style of encounter rich and engaging without feeling overwhelming or lacklustre.
Thanks for joining me again for another night. Don’t forget to come back tomorrow for more content, and, as always, don’t forget to roll with advantage,
The Brazen Wolfe