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Reinhard
IF I would seach for a problem it would be the glyph of warding spell.
The trap was also foolproof. Even if the Marilith stood for 9 more rounds, the magic circle would have made sure she would eventually die. It is a death trap for deamons and meant to be that.
She would just teleport out of it. A CR 14 or 15 charisma save isn't that difficult to escape for something with a +10 to charisma. Random chance is always in play, but still.
1) The ability to actually summon the marilith was handwavium. In game story reasons provided the opportunity so the 5th level PCs could do it.
The cost associated that was given was also too low. And really, high level characters don't have that sort of power ready to summon high cr monsters against their will.
I would suggest opening planar gates in the future.
A Marilith against that party isn't a Deadly encounter as people have said before and as such will not come close to providing a challenging solo experience. Even without the party gaining advantages out the wazoo. (Sure the CR system is flawed, even for a party of 4... But this example is not a case where the CR system is the main issue. A perfect CR system couldn't account for this)
2) Related in game story reasons let the PCs plan the summoning in secret. This was a decision I made because I saw the CR 16 and said I should give them a little boost. I did not realize that little boost would make the encounter trivial.
Anything that gives a party a surprise round and the ability to plan it all out to extreme levels is going to essentially 2x-3x their output. This isn't necessarily bad, just be aware that it will happen.
Players should be rewarded for actual creativity, but unless you plan on running easy encounters they need to be balanced out against what you as the GM hand to them advantage wise.
3) They summed the marilith into a reversed magic circle where they had laid down 4 glyphs of warding, each of which cast 3rd level Cloud of Daggers in one of the 4 squares she occupied. So, she is summoned (surprised) and glyphs go off doing 24d4 magic slashing damage (no save or attack roll). On the start of her turn (she was the second in the initiative order) she takes another 24d4 and can now take reactions.
Obtaining 4 200gp valued diamonds should be fairly difficult under normal circumstances. It doesn't have to be, but it is a part of the spell's requirements. And I just realised this meant you allowed them to summon a specific high level demon without any actual cost. Ouch.
4) Various characters attack her in various ways, whittling her down a little (she parries some of these attacks).
Are the characters using rolled stats?
What magical items did you give them? (Curses should have some sort of actual negative effect btw, in this case with the planning grants you removed the negative effect entirely)
Why didn't the Marilith have her own magical artifacts in this case? (Iron flasks with some hellhounds would not have gone astray)
Did she teleport out of the circle? The save DC should have been easy for her to overcome.
How many magical items does the party have? The system is expecting 1 uncommon magic item per player at level 5 as per the DMG.
Identify doesn't reveal if an item is cursed and certainly not what cursed it.
5) At the start of her next turn she takes another 24d4 and dies before she can actually act.
Note that while Cloud of Daggers requires concentration, Glyph of Warding specifically states that concentration spells last for their full duration when cast through GoW, bypassing the concentration rules. Also note that the wizard PC player that set the trap is my go-to rules/optimization player when I need some insight into the fiddly bits of the system.
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I would also say that cloud of daggers would be resisted. It is a powerful spell even with resistances and the spell doesn't specify magic or elemental damage as other spells do.
But that is up to the GM and only came up in my game when some players were arguing about whether the catapult spell was making it's projectiles deal magic damage (RAW, for sure... RAI... ehhhh)
It should be fairly effective though, it uses up two level 3 slots per character casting it.