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<blockquote data-quote="Iron Sky" data-source="post: 4948449" data-attributes="member: 60965"><p>By the looks of it, we have somewhat similar styles Jester; push your PCs to the limit and see how they fare. Looks like a fun encounter.</p><p></p><p></p><p></p><p>I've done that before, missing an aura here or there that would have made the fight waaay harder. Gotta love those moments 4 rounds in when you go "Oh, uh, I guess the boss suddenly turns his aura on..."</p><p> </p><p> <strong>Scenario:</strong> The Pinman</p><p>[sblock]</p><p> <strong>XP Encounter Difficulty</strong>: Level 9(PCs level 4)</p><p> </p><p> <strong>Brief summary</strong>: The PCs discover a madman's lair inside an ancient, rusting, half-destroyed spine-covered metal snake.</p><p> <strong></strong></p><p><strong>Area setup</strong>: The fight starts inside the snake's mouth and winds down the innards of the snake. The snake is anywhere from 4-6 squares wide and all the squares next to the wall are covered with spines that do 1d6 damage per square a creature moves through them.</p><p></p><p>Scattered in hidden alcoves the length of the snake are suits of armor the Pinman can put on as he retreats down the snake.</p><p> <strong></strong></p><p><strong>Enemies</strong>:</p><p>Pinman, Level 6 Custom Elite Controller (Specializing in many flavors of AoE ongoing damage)</p><p>4 Spine Golems, Level 5 Custom Soldiers (Mark imposes ongoing damage if marked PCs don't attack them and they explode when killed)</p><p>10 suits of Pinman armor, Level 1 minions</p><p>4 Spine Traps, Level 2 Custom traps</p><p> </p><p> <strong>Enemy setup:</strong> </p><p> The Pinman and two Spine Golems face the PCs at the mouth of the snake. The Pinman begins with a suit of armor on that absorbs all the damage of the first hit against him as a minion and falls of when hit.</p><p></p><p>The Pinman leaves retreats down the snake to put on new suits of armor while the Spine Golems hold off the party. If the party pursues, they likely hit the hidden Spine traps the Pinman has built in here and there in the snake. Half-way down the snake, two more Spine Golems wait.</p><p> </p><p> <strong>How it went:</strong> The idea was a hit-and-run fight with the madman down the length of the snake, while he kept throwing on new crazy suits of spiked armor, all with lots of ongoing damage, spike traps, and harassment by the Spine Golems. Instead, the party knocked the Pinman prone and kept him prone and dazed the rest of the fight. The whole fight happened just inside the snake's mouth.</p><p></p><p>The Spine Golems however inflicted huge damage since when they died they exploded in a Close Burst 2 shower of spines that did decent damage and ongoing - and the party's sorcerer killed 3 of them in the same round while they were surrounding the party. So, in all, it didn't go exactly as planned.</p><p> </p><p> <strong>Actual Difficulty</strong>: Due to most of the pinman armor (minions) not being used and avoiding all the traps until after the fight, it was much easier than planned. Since the Pinman got the "prOWNed" condition (what we call dazed + prone), he was fairly uninteresting while the Spine Golem's were terrifying when 3 died at once and nearly took 2 players to negative bloodied.</p><p> </p><p> <strong>How well did it work(on a scale of 1-10)</strong>: 5. It was a challenging fight, but the party's lockdown of the Pinman nerfed the whole hit-and-run idea, the traps, and the "minion armor". The Spine Golems explosions were supposed to make the players work on positioning bloodied Golems away from the group, but ended up nearly killing some party members instead.</p><p> </p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Iron Sky, post: 4948449, member: 60965"] By the looks of it, we have somewhat similar styles Jester; push your PCs to the limit and see how they fare. Looks like a fun encounter. I've done that before, missing an aura here or there that would have made the fight waaay harder. Gotta love those moments 4 rounds in when you go "Oh, uh, I guess the boss suddenly turns his aura on..." [B]Scenario:[/B] The Pinman [sblock] [B]XP Encounter Difficulty[/B]: Level 9(PCs level 4) [B]Brief summary[/B]: The PCs discover a madman's lair inside an ancient, rusting, half-destroyed spine-covered metal snake. [B] Area setup[/B]: The fight starts inside the snake's mouth and winds down the innards of the snake. The snake is anywhere from 4-6 squares wide and all the squares next to the wall are covered with spines that do 1d6 damage per square a creature moves through them. Scattered in hidden alcoves the length of the snake are suits of armor the Pinman can put on as he retreats down the snake. [B] Enemies[/B]: Pinman, Level 6 Custom Elite Controller (Specializing in many flavors of AoE ongoing damage) 4 Spine Golems, Level 5 Custom Soldiers (Mark imposes ongoing damage if marked PCs don't attack them and they explode when killed) 10 suits of Pinman armor, Level 1 minions 4 Spine Traps, Level 2 Custom traps [B]Enemy setup:[/B] The Pinman and two Spine Golems face the PCs at the mouth of the snake. The Pinman begins with a suit of armor on that absorbs all the damage of the first hit against him as a minion and falls of when hit. The Pinman leaves retreats down the snake to put on new suits of armor while the Spine Golems hold off the party. If the party pursues, they likely hit the hidden Spine traps the Pinman has built in here and there in the snake. Half-way down the snake, two more Spine Golems wait. [B]How it went:[/B] The idea was a hit-and-run fight with the madman down the length of the snake, while he kept throwing on new crazy suits of spiked armor, all with lots of ongoing damage, spike traps, and harassment by the Spine Golems. Instead, the party knocked the Pinman prone and kept him prone and dazed the rest of the fight. The whole fight happened just inside the snake's mouth. The Spine Golems however inflicted huge damage since when they died they exploded in a Close Burst 2 shower of spines that did decent damage and ongoing - and the party's sorcerer killed 3 of them in the same round while they were surrounding the party. So, in all, it didn't go exactly as planned. [B]Actual Difficulty[/B]: Due to most of the pinman armor (minions) not being used and avoiding all the traps until after the fight, it was much easier than planned. Since the Pinman got the "prOWNed" condition (what we call dazed + prone), he was fairly uninteresting while the Spine Golem's were terrifying when 3 died at once and nearly took 2 players to negative bloodied. [B]How well did it work(on a scale of 1-10)[/B]: 5. It was a challenging fight, but the party's lockdown of the Pinman nerfed the whole hit-and-run idea, the traps, and the "minion armor". The Spine Golems explosions were supposed to make the players work on positioning bloodied Golems away from the group, but ended up nearly killing some party members instead. [/sblock] [/QUOTE]
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