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Teranon

These are meant to be fought and killed one by one until the last two, who are meant to be fought together.

Adversaries
The Watcher
by Teranon
Adversaries
The Peacekeeper
by Teranon
Adversaries
The Groundskeeper
by Teranon
Adversaries
The Doctor
by Teranon
Adversaries
The Treasurer
by Teranon
Adversaries
The Inventor
by Teranon
Adversaries
The Advisor
by Teranon

Theoretically, my players would fight the Watcher at Level 5 and then level up every time they killed a Lord, until they fight the Inventor and the Advisor at Level 10.

Replies

2
GoodBossfights
2 months ago

I would recommend adding specific mechanics to each fight. A truly good combat encounter has mechanics with weaknesses. Like ultra-powerful signature attacks that can be interrupted. Or a countdown on certain abilities. Think about bosses from video games generally their attacks do a lot of damage but they can be negated somehow. There's no dodge button in daggerheart but you can make ways to avoid or prevent attacks that take time to charge. Like attacks that start on one spotlight but then are shot off on the next natural spotlight. Or attacks that have a window where the boss is bul if you get to greedy you will get blasted by the full force of their kamehameha or something like that. If you go to homebrew adversaries and search up my name you can check out some of mine that have mechanics with vulnerability phases and avoidable attacks if you need inspo.

Teranon
2 months ago

@Henry Valderrama

Ooh, interesting. I do think the Groundskeeper's Archstone of Death is an example of the kind of attack you're talking about, on a smaller scale. The Watcher's Foresight feature is a bit simpler, but in its practical applications (that, outside of a critical success, it's only possible to hit him with a specific weapon) are kind of beastly.

I do want to point out that these adversaries are shown somewhat out of context; the players would be fighting them in environments which would do some of the heavy lifting (and which I have yet to actually design — my players only just reached Level 3). The Doctor, for example, has an active arcane machine that regenerates her every time she dies, and the players will have to destroy that to kill her for good.

I think I was afraid of overcrowding the adversary cards by giving them too many features, but I'll definitely look at some of your stuff to get more ideas. Thanks for the feedback!

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