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<blockquote data-quote="Unwise" data-source="post: 5628173" data-attributes="member: 98008"><p>Just had another idea. You could use a variation of the Collossus of Larn (encounter from Dungeon magazine I think). In that encounter, you have an literally invincible golem that the party can only defeat by completing a skill challenge to depower it.</p><p> </p><p>I would suggest using it to break up combat before people get sick of fighting. For instance:</p><p> </p><p>- They manage to break open the front gates and pour in, this has been a big fight at this stage</p><p>- They run into the courtyard, only to meet a staggeringly tall invincible golem slaughtering all their troops and bringing the assault to a halt.</p><p>- Their troops pull back, waiting for their leaders to deal with the threat. If it takes too long, they will likely route as the assault has hit a roadblock and the army is being peppered by ranged attacks while it sits around unable to move forward.</p><p>- The PCs soon discover it is unkillable (either through trial and error or knowledge checks)</p><p>- Looking around, they see a series of magical stones/whatever along the walls of the courtyard and a magic altar (maybe on the roof of the keep?). It takes perception/dungeoneering/arcana to notice these things maybe, make it sort of a skill challenge to work out how to shut down the golem.</p><p>- They must fight off the golem, who hits like a tonne of bricks, while they each scatter to try and shut down one of the devices keeping it activated.</p><p>- Naturally, each device is guarded by a captain (standard) and a bunch of soldiers (minions).</p><p>- It is a skill challenge to turn off the devices, so if they stick together, they will have to weather the golems pounding for longer, but if they split up, some of htem might not be able to face the guards by themselves.</p><p> </p><p>Just make sure to make the golem nasty enough that the tank cannot just lock it down while his friends take their time. I would make it hit so hard that the party actually have to share out the damage a bit or the tank will drop. I would take it very much down to the wire. Often you can get the idea across by having the golem hit for 50 damage on its first hit. After that they will respect it, so it can hit for less or miss a bit after that. I ran something like this with the golem hitting 5th level guys for 4d12 + 8 damage. It really made them pull out the buffs, heals and controller abilities to live through that.</p><p> </p><p>Hmm actually, consider ignoring what I said about raw damage and make it even nastier. The Collossus of Larn gets a turn after every PCs turn. It will be attacking 4-5 times a round. That is a really interesting mechanic. It makes it hard to keep the tank up for long without planning. You can't just rely on the cleric healing him up once he is bloodied, as the monster can easily do his entire HP in a round.</p></blockquote><p></p>
[QUOTE="Unwise, post: 5628173, member: 98008"] Just had another idea. You could use a variation of the Collossus of Larn (encounter from Dungeon magazine I think). In that encounter, you have an literally invincible golem that the party can only defeat by completing a skill challenge to depower it. I would suggest using it to break up combat before people get sick of fighting. For instance: - They manage to break open the front gates and pour in, this has been a big fight at this stage - They run into the courtyard, only to meet a staggeringly tall invincible golem slaughtering all their troops and bringing the assault to a halt. - Their troops pull back, waiting for their leaders to deal with the threat. If it takes too long, they will likely route as the assault has hit a roadblock and the army is being peppered by ranged attacks while it sits around unable to move forward. - The PCs soon discover it is unkillable (either through trial and error or knowledge checks) - Looking around, they see a series of magical stones/whatever along the walls of the courtyard and a magic altar (maybe on the roof of the keep?). It takes perception/dungeoneering/arcana to notice these things maybe, make it sort of a skill challenge to work out how to shut down the golem. - They must fight off the golem, who hits like a tonne of bricks, while they each scatter to try and shut down one of the devices keeping it activated. - Naturally, each device is guarded by a captain (standard) and a bunch of soldiers (minions). - It is a skill challenge to turn off the devices, so if they stick together, they will have to weather the golems pounding for longer, but if they split up, some of htem might not be able to face the guards by themselves. Just make sure to make the golem nasty enough that the tank cannot just lock it down while his friends take their time. I would make it hit so hard that the party actually have to share out the damage a bit or the tank will drop. I would take it very much down to the wire. Often you can get the idea across by having the golem hit for 50 damage on its first hit. After that they will respect it, so it can hit for less or miss a bit after that. I ran something like this with the golem hitting 5th level guys for 4d12 + 8 damage. It really made them pull out the buffs, heals and controller abilities to live through that. Hmm actually, consider ignoring what I said about raw damage and make it even nastier. The Collossus of Larn gets a turn after every PCs turn. It will be attacking 4-5 times a round. That is a really interesting mechanic. It makes it hard to keep the tank up for long without planning. You can't just rely on the cleric healing him up once he is bloodied, as the monster can easily do his entire HP in a round. [/QUOTE]
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