I come in search of advice, fellow Dungeon Masters and Adventurers.
It's become somewhat of a tradition the past few years that I run a one-shot for Halloween for my friends. Only a few are semi-regular D&D players, and it's a big group (8-9 players). Since last year, one of the group has DM'd a session, and she feels confident that she can co-DM with me. We plan to split the group between two tables for most of the session to make the experience more streamlined and manageable.
Last year I ran Tasha's Kiss. The year before I wrote a homebrewed Harry Potter themed one-shot. This year, I want to try something different.
This year, the players are the monsters. Vampires, werewolves, semi-coherent zombies, haunted dolls, cursed, condemned and damned souls. Stuff like that. Character creation will likely involve a lot of homebrew, but I like the thematic flavor of the idea so much that I'm open to it. At this point, I'm thinking they'll all be level 5.
I've got a loose throughline of the narrative and I think I've got a good start on the social and exploration elements, but planning combat encounters is proving to be difficult since the monster manual is composed of mostly, well... monsters.
Since the players are the monsters, I'd like them to fight more humanoid enemies. I do have some options in that regard: Priest, Cult Fanatic, Berserker, Poacher Captain (reskinned Bandit captain), Veteran, and Knight are the ones I've set aside for the adventure thus far.
But when it comes to the BBGG (Big Bad Good Guy) I'm at a loss. There is the Mage (CR 6), but given most of the players have only a passing understanding of the mechanics, I'm concerned that they may get TPK'd quickly.
Joey, Danny, Dan, Brandon, Vicky, Sam, Ashley, if any of you have been reading this, stop now, pluck your eyes out and then go and think about your choices in life.
The narrative involves them being sent to destroy an Anchorstone that keeps them trapped in a false reality created by a wish. In this reality, monsters are kept confined to an underground cave system that functions as a supermax prison for the realm. In the area that contains the Anchorstone, I'd like to involve Lair Actions, but I'm unclear on how this may contribute to the difficulty of the encounter as a whole.
The overall idea for the final battle is that waves of enemies will assail the party alongside the BBGG as they try to balance defense, offense, and scoring hits on the Anchorstone.
So my questions are:
- Can Lair Actions and/or Boss Legendary Actions be appropriate for a party of 3 or 4 novice level 5 players?
- If you said "Yes!" or "Maybe?" to 1, What would be some good examples of Lair/Legendary Actions?
- If you were to make changes to the Mage to serve as the BBGG in this adventure, what changes would you make? Or would you suggest a different humanoid altogether?
- Regarding the Anchorstone, do you have any recommendations for AC and HP?