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Downscaling an Iron Golem
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<blockquote data-quote="ruemere" data-source="post: 3686337" data-attributes="member: 5515"><p>The monster, as written, is fine. Well, almost. All you need to do is to adjust environment so that:</p><p>- the players can manoeuver around the golem, yet they are not able to enter the tower,</p><p>- the players can outrun the golem,</p><p>- the players cannot solve the situation by using long range attacks,</p><p>- single round of melee with will not results in player deaths,</p><p>- the golem will not use grappling to kill players.</p><p></p><p>Proposed adjustments:</p><p>- tower entrance is accessible via little causeway crossing a shallow pool .</p><p>- causeway is 5 feet wide.</p><p>- the pool is filled with a boiling water from hot water spring. </p><p>- steam coming from boiling water restricts visibility to 15 feet.</p><p>- the golem does not leave the pool.</p><p>- golem hands have been replaced with weapons (cannot use grapple attack).</p><p></p><p></p><p>In game effects of the proposed environment:</p><p></p><p>- boiling water (I have simplified d20 rules a bit to enhance the flow of this encounter): </p><p>3 points of fire damage per round of contact. The golem heals 1 hitpoint per round of contact.</p><p></p><p>- steam (over and 30' around the pool):</p><p>restricted visibility (10' = concealment, 20% miss; 15' = total concealment)</p><p>d6 points of fire damage to all breathing creatures per minute (no save).</p><p></p><p>- poison breath attack is limited by steam to the following effects:</p><p>golem's poison breath takes one round to fill its attack area space - each character should have at least one round to leave attack area.</p><p></p><p>golem's poison breath persists for one round after it fills its attack space - anyone beginning his turn within attack area suffers the damage.</p><p></p><p>condition of the character hit by such attack changes as per original poison breath attack, however, instead of original result, change character status using chart given below:</p><p></p><p>Healthy > Sickened > Sickened & Nauseated > As previous & Poisoned (partial) > As previous & Poisoned (full)</p><p></p><p>Sickened - -2 penalty to all checks (attack, damage, skill, save)</p><p>Nauseated - can take only Move action each turn</p><p>Poisoned (partial) - equal to successful save vs original attack</p><p>Poisoned (full) - equal to failed save vs original attack</p><p></p><p>Save changes character status...</p><p>... 1 step up (if out of attack area) on success,</p><p>... 1 step down (if within attack area) on success,</p><p>... 1 step down (if out of attack area) on fail,</p><p>... 2 steps down (if within attack area) on fail.</p><p></p><p>This should make your encounter more interesting.</p><p></p><p></p><p>regards,</p><p>Ruemere</p></blockquote><p></p>
[QUOTE="ruemere, post: 3686337, member: 5515"] The monster, as written, is fine. Well, almost. All you need to do is to adjust environment so that: - the players can manoeuver around the golem, yet they are not able to enter the tower, - the players can outrun the golem, - the players cannot solve the situation by using long range attacks, - single round of melee with will not results in player deaths, - the golem will not use grappling to kill players. Proposed adjustments: - tower entrance is accessible via little causeway crossing a shallow pool . - causeway is 5 feet wide. - the pool is filled with a boiling water from hot water spring. - steam coming from boiling water restricts visibility to 15 feet. - the golem does not leave the pool. - golem hands have been replaced with weapons (cannot use grapple attack). In game effects of the proposed environment: - boiling water (I have simplified d20 rules a bit to enhance the flow of this encounter): 3 points of fire damage per round of contact. The golem heals 1 hitpoint per round of contact. - steam (over and 30' around the pool): restricted visibility (10' = concealment, 20% miss; 15' = total concealment) d6 points of fire damage to all breathing creatures per minute (no save). - poison breath attack is limited by steam to the following effects: golem's poison breath takes one round to fill its attack area space - each character should have at least one round to leave attack area. golem's poison breath persists for one round after it fills its attack space - anyone beginning his turn within attack area suffers the damage. condition of the character hit by such attack changes as per original poison breath attack, however, instead of original result, change character status using chart given below: Healthy > Sickened > Sickened & Nauseated > As previous & Poisoned (partial) > As previous & Poisoned (full) Sickened - -2 penalty to all checks (attack, damage, skill, save) Nauseated - can take only Move action each turn Poisoned (partial) - equal to successful save vs original attack Poisoned (full) - equal to failed save vs original attack Save changes character status... ... 1 step up (if out of attack area) on success, ... 1 step down (if within attack area) on success, ... 1 step down (if out of attack area) on fail, ... 2 steps down (if within attack area) on fail. This should make your encounter more interesting. regards, Ruemere [/QUOTE]
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