Mr. Nyx Boss Battle
The original boss battle against Mr Nyx.
Plot points/Scenes
]Need to spell out what happens after the players retrieve all the gems and place them in the statue. Mr. Nyx attacks Vom Fass and the players intervene. Should I wait for them to figure out the water secret weapon or allow them to drive off Nyx.]
Once all of the gems are collected and placed into the head of the statue A large blasts of purple and red smoke explodes forth front the floor and the head of Mr. Nyx (now 12 feet around, wizard of oz style) glares down at you. He screams “No! You were supposed to die! Or at least maim yourselves, this was supposed to be fun! Damn you all to Avernus, I can at least kill my nemesis Vom Fass!”
Nyx in his larger size looms over you. He stands 20 feet tall and his orange eyes glare down at you.
The large figure of Mr Nyx begins to cast. Roll Initiative.
Nyx - Tiny fiend (devil), lawful evil
Armor Class 18
Hit Points 145
Speed 20 ft., fly 40 ft.
STR 6 (-2) DEX 17 (+3) CON 13 (+1) INT 16 (+0) WIS 16 (+1) CHA 14 (+2)
Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 11
Languages Common, Infernal
Challenge 1 (200 XP)
Shapechanger. The imp can use its action to polymorph into a beast form that resembles a Demon Dog(speed 20 ft.), a Wyvern (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Devil's Sight. Magical darkness doesn't impede the imp's darkvision.
Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.
Actions
Horror Nimbus (Recharge 5-6): Nyx magically emits scintillating, multicolored light. Each creature within 15 feet of the Nyx that can see the light must succeed on a DC 15 Wisdom saving throw or be Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Nyx’s Horror Nimbus for the next 24 hours.
Teleport: Mr. Nyx magically teleports, along with any Equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Powers of illusion - The imp can cast major image every 6 rounds.
Invisibility. The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.
Polymorph others - Nyx will try to polymorph others into interesting shapes. Wisdom save DC20
[Remember , water is his weakness]
USE THIS- After defeating the Dark Jester the room expands into a larger room of Rimordus. The ceiling is now 50 feet tall and the six columns are now 6 foot in diameter. The statue at the end stands 30 foot tall and huge stained glass windows show eerie scenes of what you just accomplished. Mr Nyx stands in front of you in his huge form. As you prepare for the final battle Nyx disappears and 6 new Nyx's stand in front of each of you with smiles on their faces!
roll Initiative!
Next to Vorleana appears a bat like Nyx flying towards you
Next to Cog appears a tall tree like Nyx and he reaches towards you with branch like tentacles
Next to Hops appears an asymmetric large muscular Nyx. he stands about 6 feet tall and has an enormous super muscled right arm and a regular size left arm. He has big thigh muscles and has a big Nyx chin.
Next to Karnak appears a metal looking Nyx. Angular and shiny he advances on you with big metal fists.
Next to Mew appears a Nyx that seems to be made out of red lightning. He crackles with energy and seems to flicker in and out of your vision.
Next to Vom Fass Stands a huge twenty foot tall Nyx that towers over him and begins to laugh.
Nyx copies cannot cast spells but they are imbued with new physical features.
Nyx will attempt to single Vom Fass out and try to teleport away any obstacles. As his doubles attack the party have some of them make a constitution saving throw or be teleported out of the carnival. They will be labeled “No fun!” And tossed out of the dimension. Some may be held with a hold person spell. Let’s try to set up Vom Fass in a one on one boss battle. Maybe have the copies keep the rest of the party busy while Nyx grabs VF and takes him to the room of Rimordus.
After the battle goes poorly for Mr. Nyx he screams in rage and irritation. “Curse you all! I’m trying to have some fun and kill the kobold and you all have to spoil my plans! “. As he begins to fade out of the material plane he continues his diatribe “But you will all pay for this, mark my words, I’ll be back!” just like that he pops out of existence and the area around you dissipates and the original dungeon stands around you, dusty and dark. All of the colored lights and brightly painted signs are gone.
The chamber you are left in looks a lot like your standard dungeon. Large cobwebs cover all the rocks and columns that construct the floor and the ceiling. Many layers of dust cover most of the surfaces, a big change from the bright and busy carnival setting. From cracks in the ceiling rays of sunlight pierce the rocks and shine down onto the floor with a hazy yellow glow. Dust particles float through the air with every one of your movements. On a pedestal which stands at the Southern side of the room there is a mask. The mask is a basic leather mask in the shape of a kobold head. It is small and leathery with basic leather straps. It has a magical aura if anyone checks and the dust is less heavy on the pedestal. An area of the ceiling looks weak and you remember that the tunnel you used to get down here after the water weird collapsed.
Cog finds a small gemstone placed in a small metal frame. It will take some study to find out its origins and capabilities.
Karnak finds a small Owlbear figurine carved from jade.
Burt Oberton is in the cave with you he has managed to hold together after his ordeal and is conversant. A half elven woman named Belba , who was trapped as the furry phreak and a halfling by the name of Yorus Carobelt who was Globulus.
Ask you help your fellow party members out of the dungeon you stand on top of a rocky mound overlooking the wyvern sea. The salty warm air fills you nostrils yet again and the sun feels good on your skin. Except the drow of course who pulls her cloak closer to her. From behind you a fizzing sound begins and circle in the grass begins to glow. From the center of it steps the great wizard Agrimor! He hails you “How goes the dungeon crawl?”
“I figured I could give you a lift back to Tellenor if you all agree? I think we should discuss the idea of a franchise for the six of you. I see a lot of potential in Adventure team Grimm!”
As you step through the portal you walk back into the town square of Tellenor. Castle Kelleborne looms in front of you and you see the sign for the Green Arch Inn. You are back where you started, Corsunalia is over but the business in Tellenor is still going strong. You see all the shops and craftsmen of Tellenor, Carts of foods coming in from the farmlands and vineyards. Smoke unfurls from chimney’s at the blacksmith and the artificer.
Agrimor motions to an attractive half orc woman holding a slate and a pen “Let me introduce you to Trusilla Fane, Regional director for Penthaheim! She will finish setting you up with your headquarters and the paperwork for your franchise. That is if you are interested?”
Structure
Exposition
Should have Mr Nyx slowly remove Vom Fass’s Teammates and single him out. He could begin teleporting away Cog and Mew and have the rest slowly get restrained.
Climax
As you walk through the portal you arrive in a large well lit room. A few candle sconces blow out and a ream of papers and parchment fly off a desk as your sudden arrival changes the air pressure in the room. A man dressed in ornate robes, embroidered with the symbol for the Way of the Book, glares at you. His felt hat flies off of his head. He shouts “By the eye of Hellenox, Agrimor!”
“No more unannounced teleportation circle uses!”
Agrimor smiles at him humorously “Hello to you as well Master Alectur! These are new friends I’m giving them access to the castle library, if you don’t mind.”
Telkir Alectur says “We will see what the Duke says, but I’ll let it slide this time.” He harrumphs off to another corner of his library.
You look around and this particular room has polished wooden railings surrounding a circle on the ground which is ringed with runes and shapes that make up a standing teleportation circle. A large door frame leads to the next room which is the library in Castle Kelleborne. The castle ruled by the Duke Karbald Kerrigan. As you walk into the library following Agrimor, he motions to the huge stacks of books lining the walls and says “You know as a franchise of PACT you would have access to this library.”
You hear a mutter from behind one of the stacks from Telkir “That has not been decided!”
Agrimor ignoring the comment, leads you down a flight of stairs and into the large common room of the castle and then you all walk outdoors back into the sunlight. The temple of Corsun gleams with white marble to your left and the small cemetery that the corsunites tend to is dotted with white markers. The fountain that sits in the town square sprays its water in the air and you feel the light misty spray.
to your left you see the many shops and houses that make up Tellenor, the town lays before you down a slight hill. The many smokestacks and chimneys let out small puffs of smoke and people bustle around to their various jobs. Far below at the city gates you see farmers bringing in cart loads of grain and vintners bringing in grapes for processing.
Agrimor leads you down the hill and you pass the large Artificer’s building and the alchemical shop. A sign on one of the buildings reads “Your Felushian Tailor”
You walk up to the boat house that sits near the middle of town and a tall half orc woman waits for you there with a magical slate she is writing on. Small spectacles sit on the bridge of her nose and her hair is pulled back in a braided ponytail. Despite the mousy accoutrements she is an imposing figure. Almost seven foot tall and well muscled she wears a pressed linen shirt and a dark green vest. A dark green leather skirt and black boots completes the set. She has lime green skin and dark green hair and a bit of blush at the cheeks and nose, her high cheek bones and smaller tusks mark her bi racial heritage.
Agrimor begins” Ah, here we are. I would like you all to meet Trusilla Fane, regional director for the Premier Adventuring Company of Tellenheim in Penthaheim. Take a look at all we have to offer before you sign, but I think it would be beneficial for all of us if you did! What you all did in such little time is nothing short of remarkable and I would be honored to have you as our sixth franchise, Adventure team Grimm! I must go but I’ll leave you in the capable hands of Ms. Fane. Farewell!”
And with that Agrimor draws a circle in the air and steps through. Trusilla fane immediately begins to go over details with you. She is brusque and to the point but willing to answer questions. She lays out what you would get as a franchise. The boat house is the new headquarters, purchased just weeks ago it has been refurbished and outfitted with PACT franchise gear. A magical slate sits on the common room wall and awaits instruction and signing. You can all pick your roles and Ms fane will dole out the items associated with them.
And with that Agrimor draws a circle in the air and steps through. Trusilla fane immediately begins to go over details with you. She is brusque and to the point but willing to answer questions. She lays out what you would get as a franchise. The boat house is the new headquarters, purchased just weeks ago it has been refurbished and outfitted with PACT franchise gear. A magical slate sits on the common room wall and awaits instruction and signing. You can all pick your roles and Ms fane will dole out the items associated with them.
Falling Action
After signing and getting settled in the new HQ ms fane will explain mission options and some basics of how those work. There are currently three options available to select from but the timeline and manner are open ended and the party can choose what to do , when and how.
You can all choose your rooms in the HQ. There is a large common room and six bedrooms/offices. Each room has a bed or a cot or a hammock, and each room has a desk and a chair for working on. You will have to supply your own parchment, ink, quills, and most of the food.
You can hire a hireling if you so choose and PACT will cover the cost for the first three months. An opening in the wall of the common room is surrounded with runes and magical writing it is about two foot by two foot and acts as a gateway between your HQ and PACT Home office. Any magical artifacts or sums of money can be magically tranferred to Home office once a week.
New Missions available -
Mission 01 - Stoneport artifact. A criminal organization in Stoneport has stolen a sculpture. It is a statue of Corsun and stands about a 20 inches. It was created by famed artist and artificer Elegon Vesticher. It is said to have magical properties. It was being transported to Agrimor's fortress in the mountains when the band of thieves attacked the convoy.
Mission 02 - The Gnoll problem. A large group of Gnolls are up to something in the Tellenor Mountains. There have been many reports of attacks on all manner of settlements in the area. On top of that Agrimor has sensed a large magical wave that emanates from a high peak once a month.
Mission 03 - Escort the sarcophagus to Lamborginus. Part of a trade between Agrimor and PACT and the Interested Parties of the Antiquities and magic or IPAM. This mummified 3000 year old body survived the last Shard fall in a crypt. IPAM wants to study it and is trading a Crystal orb for the sarcophagus. Agrimor is going to study the orb and find out if it is dangerous and what it's capabilities are.
Whichever of the three missions you choose the start is an escort of a large passenger carriage going to Morden's Bridge. The carriage has several merchants and gear that need to be protected.
[Gnoll attack/ A band of Gnoll's setting up a poison trap over a river see the party on the road. One of the Gnoll's will run off to make sure the poison goes into the river.]
Manticore part 2. A manticore flies in to attack the caravan and as the players assemble to do battle it is enlarged. The manticore doubles in size and its stats do as well. In the distance a huge perception roll shows a hooded figure on a hillside far away slowly walk away.
Day one - Show a Dragon off in the distance just to remind the players that we are playing D&D
[The party generally travels at night and the carriage folk move during the day. They may have to try to rest on the carriage during the day and guard at night]
On your way to the mission you are asked by the PACT and the locals to escort a trading caravan up to Morden's Bridge. As of now there are no soldiers in the area and all of the local militia are busy or off. There is a large wagon from the East Tellenheim company and a wagon of local dignitaries who are going to a conference in Stoneport.
Emissary - Höllisten Claborne Penthos House Nuxhall traveling to Lamborginus
ETC Regional salesman - Koller Klash - A large minotaur in charge of the convoy.
Dignitary - House Quail Ular BallenQuail essentially here to monitor what Claborne does
Carriage Driver - Human female named Zooey Hunterton
Mew- Detective
VF - is Communicator
Cog - is medic
Hops is Hammer
Cartographer is Karnak
Vorleana is Sharpshooter
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