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Adjusting Encounters for 3 PCs
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<blockquote data-quote="Quickleaf" data-source="post: 5494324" data-attributes="member: 20323"><p>Interesting reskin! </p><p></p><p>So I noticed your idea about Skirmishers bypassing the PCs and I came up with a good example - I choose the earth element as the theme because of the burrowing ability to go underneath the PCs.</p><p></p><p><strong>Elemental Earth Mini-Boss</strong></p><p>Level 15 (6,000 XP)</p><p></p><p>The PCs descend into a huge cavern with a large lower room with sloping passages leading up to 4 overlooking side rooms; it's a wide open space save for several stone pillars scattered around the cavern. There is an ominous fissure along the floor of the large room. Whitish/purplish stalactites and stalagmites emerge from the ceiling and floor, encasing preserved corpses within them like amber. Vaguely luminescent quartzite deposits line the corners of the cavern. Keen eyed dungeoneers will notice thunderstone deposits in a side room and signs of lodestone in another.</p><p></p><p>Derghodemon (12 elite soldier): occupies main room, it's demonic influence has corrupted the area. This nasty demon grabs, restrains and does 10 ongoing, the burrows with it's grabbed victim (presumably dragging them through earth, and knocks PCs prone above its burrowing path. Nasty. It is a scavenger feeding on the corpses encased in mineral stalactites/mites.</p><p></p><p>Stormstone Fury (14 artillery): it begins in one of the side rooms, servitor of the big earth elemental boss</p><p></p><p>4 "minionized" Stormstone Furies (14 minion artillery: they are part of a classic "guess which is the real enemy" puzzle. Meld to Ground power is changed so that when a minion Stormstone Fury dies, the rest teleport to different locations swapping places. There's a pattern to this and figuring it out allows the players to anticipate where the real Stonestorm Fury will go next.</p><p></p><p>12 "minionized" Xorn (9 minion skirmisher): they come in waves, burrowing through stone to attack party where they're weakest. Corrupted by derghdemon. Hitting a Xorn breaks the demon's spell and the Xorn escapes sinking into earth, hence their minion status. A previous encounter might unlock a complexity 1 skill challenge in this fight allowing the PCs to free some of the Xorn from corruption or even sway some to their aide.</p><p></p><p>Fracturing Fissure (11 obstacle/blaster hazard): Triggered early in the fight by demon's first use of Earth Furrow, a seal broken to enter cavern, a rumbling quake hinting of big elemental earth boss, etc. The fissure cracks erratically across floor (obstacle), releasing gouts of poison/acid vapor (blaster).</p><p></p><p>Cave-In (13 lurker hazard): triggered later in fight when derghodemon is bloodied or killed, when it thrashes around causing havoc. Players might be able to trigger specific areas to cave in, using this to their advantage to drop rocks/pillars/stalactites to bridge or fill in the fissure.</p><p></p><p>Just a quick outline, but is it helpful?</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5494324, member: 20323"] Interesting reskin! So I noticed your idea about Skirmishers bypassing the PCs and I came up with a good example - I choose the earth element as the theme because of the burrowing ability to go underneath the PCs. [B]Elemental Earth Mini-Boss[/B] Level 15 (6,000 XP) The PCs descend into a huge cavern with a large lower room with sloping passages leading up to 4 overlooking side rooms; it's a wide open space save for several stone pillars scattered around the cavern. There is an ominous fissure along the floor of the large room. Whitish/purplish stalactites and stalagmites emerge from the ceiling and floor, encasing preserved corpses within them like amber. Vaguely luminescent quartzite deposits line the corners of the cavern. Keen eyed dungeoneers will notice thunderstone deposits in a side room and signs of lodestone in another. Derghodemon (12 elite soldier): occupies main room, it's demonic influence has corrupted the area. This nasty demon grabs, restrains and does 10 ongoing, the burrows with it's grabbed victim (presumably dragging them through earth, and knocks PCs prone above its burrowing path. Nasty. It is a scavenger feeding on the corpses encased in mineral stalactites/mites. Stormstone Fury (14 artillery): it begins in one of the side rooms, servitor of the big earth elemental boss 4 "minionized" Stormstone Furies (14 minion artillery: they are part of a classic "guess which is the real enemy" puzzle. Meld to Ground power is changed so that when a minion Stormstone Fury dies, the rest teleport to different locations swapping places. There's a pattern to this and figuring it out allows the players to anticipate where the real Stonestorm Fury will go next. 12 "minionized" Xorn (9 minion skirmisher): they come in waves, burrowing through stone to attack party where they're weakest. Corrupted by derghdemon. Hitting a Xorn breaks the demon's spell and the Xorn escapes sinking into earth, hence their minion status. A previous encounter might unlock a complexity 1 skill challenge in this fight allowing the PCs to free some of the Xorn from corruption or even sway some to their aide. Fracturing Fissure (11 obstacle/blaster hazard): Triggered early in the fight by demon's first use of Earth Furrow, a seal broken to enter cavern, a rumbling quake hinting of big elemental earth boss, etc. The fissure cracks erratically across floor (obstacle), releasing gouts of poison/acid vapor (blaster). Cave-In (13 lurker hazard): triggered later in fight when derghodemon is bloodied or killed, when it thrashes around causing havoc. Players might be able to trigger specific areas to cave in, using this to their advantage to drop rocks/pillars/stalactites to bridge or fill in the fissure. Just a quick outline, but is it helpful? [/QUOTE]
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