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Help beefing up EXT encounter
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<blockquote data-quote="DurrandDurr" data-source="post: 8896237" data-attributes="member: 7030786"><p>Need to add interest to this encounter (environmental hazards or monsters). I'm using this amazing battlemap for my ruined city: Cursed City: <a href="https://www.patreon.com/posts/cursed-city-town-75329951" target="_blank">https://www.patreon.com/posts/cursed-city-town-75329951</a></p><p></p><p>I have four lvl 15 players (Paladin with Pegasus, Druid, Sorcerer, and Artificer). They have plenty of mobility.</p><p></p><p>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.</p><p></p><p>So far I have:</p><ul> <li data-xf-list-type="ul"><strong>Four Skittering Horrors</strong> (CR 15) that are burrowed (hibernating) throughout the city. Left behind from the initial siege, they awaken if there are any loud sounds, combat. </li> <li data-xf-list-type="ul"><strong>Dragon Statue:</strong> 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.) </li> <li data-xf-list-type="ul"><strong>Fireball Statue:</strong> Casts Fireball at air or land invaders. -- Water District Map--not linked)</li> <li data-xf-list-type="ul"><strong>Fountain Statue:</strong> Water Tentacles (Black Tentacles reskin) --Water district map</li> <li data-xf-list-type="ul"><strong>Arcane Lock: </strong>Main building (using Knock spell awakens Horrors)</li> </ul><p>Questions:</p><ul> <li data-xf-list-type="ul">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.)</li> <li data-xf-list-type="ul">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.)</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">Any other mines or traps that elves might have left that are still active?</li> <li data-xf-list-type="ul">Any Far Realm siege weapons that might trigger?</li> </ul></blockquote><p></p>
[QUOTE="DurrandDurr, post: 8896237, member: 7030786"] Need to add interest to this encounter (environmental hazards or monsters). I'm using this amazing battlemap for my ruined city: Cursed City: [URL]https://www.patreon.com/posts/cursed-city-town-75329951[/URL] 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: [LIST] [*][B]Four Skittering Horrors[/B] (CR 15) that are burrowed (hibernating) throughout the city. Left behind from the initial siege, they awaken if there are any loud sounds, combat. [*][B]Dragon Statue:[/B] 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.) [*][B]Fireball Statue:[/B] Casts Fireball at air or land invaders. -- Water District Map--not linked) [*][B]Fountain Statue:[/B] Water Tentacles (Black Tentacles reskin) --Water district map [*][B]Arcane Lock: [/B]Main building (using Knock spell awakens Horrors) [/LIST] Questions: [LIST] [*]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? [/LIST] [/QUOTE]
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