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Need help with a Clockwork sidequest
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<blockquote data-quote="J.Quondam" data-source="post: 8840726" data-attributes="member: 7030100"><p>Iserith beat me to it, and pretty much covers my own thoughts....</p><p></p><p>Clockworks are often associated with gnome tinkerers; modrons / denizens of Mechanus; or maybe just mages who specialize in constructs. For something big for a level 12 party, that could be some sort of siege engine, or maybe just a strange tinkerer's experiment gone awry, or a remnant of a lost civilization or crashed spaceship.</p><p></p><p>A super-simple approach would be to just take an existing creature of the appropriate level, but give it thematic attacks (buzzsaws, grinding gears, toxic or corrosive aura, or whatnot), a handful of construct traits, the usual damage and condition immunities. Perhaps some sort of lightning susceptibility that introduces brief "glitches" that make the encounter more erratic with accidental heals, speedups, explosions, equipment rusting, etc? MMotM has some oddball (gnome inspired) features that might attach clockworks.</p><p></p><p>As an encounter, it could also be presented in stages as a tiny dungeon. For example, in Phase 1 a rusty clockwork dragonturtle that first must be defeated. Then Phase 2, the party enters it and make their way inward, confronting various defensive systems traps or clockwork "antibody swarms". Finally Phase 3, to find and neutralize the power core, and extract it as some sort of series of skill challenges, maybe as a complex trap.</p></blockquote><p></p>
[QUOTE="J.Quondam, post: 8840726, member: 7030100"] Iserith beat me to it, and pretty much covers my own thoughts.... Clockworks are often associated with gnome tinkerers; modrons / denizens of Mechanus; or maybe just mages who specialize in constructs. For something big for a level 12 party, that could be some sort of siege engine, or maybe just a strange tinkerer's experiment gone awry, or a remnant of a lost civilization or crashed spaceship. A super-simple approach would be to just take an existing creature of the appropriate level, but give it thematic attacks (buzzsaws, grinding gears, toxic or corrosive aura, or whatnot), a handful of construct traits, the usual damage and condition immunities. Perhaps some sort of lightning susceptibility that introduces brief "glitches" that make the encounter more erratic with accidental heals, speedups, explosions, equipment rusting, etc? MMotM has some oddball (gnome inspired) features that might attach clockworks. As an encounter, it could also be presented in stages as a tiny dungeon. For example, in Phase 1 a rusty clockwork dragonturtle that first must be defeated. Then Phase 2, the party enters it and make their way inward, confronting various defensive systems traps or clockwork "antibody swarms". Finally Phase 3, to find and neutralize the power core, and extract it as some sort of series of skill challenges, maybe as a complex trap. [/QUOTE]
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