DurrandDurr
Villager
Need to add interest to this encounter (environmental hazards or monsters). I'm using this amazing battlemap for my ruined city: Cursed City: https://www.patreon.com/posts/cursed-city-town-75329951
I have four lvl 15 players (Paladin with Pegasus, Druid, Sorcerer, and Artificer). They have plenty of mobility.
Background: Elven ruins of a Illithid/Far Realm attack. A few elves stayed behind to finish a ritual against the incursion while the city was sieged. They finished the ritual, but died in the process. Except for a few attempts, no one has entered the city in a thousand years and lived. The players want to explore this "lost" city instead of asking the Oracle I gave them a compass to find. Regardless, a journal here could provide them with good info. The vibe I'm going for is empty colony of LV-246 in ALIENS.
So far I have:
I have four lvl 15 players (Paladin with Pegasus, Druid, Sorcerer, and Artificer). They have plenty of mobility.
Background: Elven ruins of a Illithid/Far Realm attack. A few elves stayed behind to finish a ritual against the incursion while the city was sieged. They finished the ritual, but died in the process. Except for a few attempts, no one has entered the city in a thousand years and lived. The players want to explore this "lost" city instead of asking the Oracle I gave them a compass to find. Regardless, a journal here could provide them with good info. The vibe I'm going for is empty colony of LV-246 in ALIENS.
So far I have:
- Four Skittering Horrors (CR 15) that are burrowed (hibernating) throughout the city. Left behind from the initial siege, they awaken if there are any loud sounds, combat.
- Dragon Statue: It can shoot a cone of cold 30 ft. 6d6 damage (Unsure about what DC for Dex Save, and if I should also make it able to move from its spot and attack like a golem or remain able to attack in almost 360 degrees but can't leave it's spot.)
- Fireball Statue: Casts Fireball at air or land invaders. -- Water District Map--not linked)
- Fountain Statue: Water Tentacles (Black Tentacles reskin) --Water district map
- Arcane Lock: Main building (using Knock spell awakens Horrors)
- How do I keep them from all just attacking from the air the whole time? (I don't know if they will, but the Horrors have no ranged attacks.)
- Or is it enough that there are four CR 15 creatures? (They've sailed through most battles, but I've had no environmental hazards in those.)
- Any Far Realm/Aberration creatures that can survive for 1000 years without food I can put in here? Intellect Devourers seem too fragile to have survived. (Illithids will appear later in the campaign--their ship here was damaged but it withdrew and crashed in the ocean.) But one Intellect Devourer would be nice because they will also show up later.
- Any other mines or traps that elves might have left that are still active?
- Any Far Realm siege weapons that might trigger?