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Test of High Level 5E: Design 4 or 5 lvl 13 PCs for 6 to 8 encounter adventuring day
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<blockquote data-quote="Flamestrike" data-source="post: 6842178" data-attributes="member: 6788736"><p><strong>Encounter 3:</strong></p><p><strong></strong></p><p>Encounter conditions: Same as the rest of the demi-plane.</p><p></p><p>Encounter environment: The PCs enter a 40'x40' room,with exits to the north, east, west and south. They enter via the southern entrance. The exits to the east and west are twisting corridors that lead to 40'x40' rooms of their own. The northern passage leads further into the dungeon.</p><p></p><p>Creatures: Patrolling between the three rooms is an <strong>Iron Golem</strong>, its elemental spirit corrupted by the Elder Elemental Eye after it was sucked into the demiplane from Keraptis lair. Reduce its hit points by 50 (to 160) to acount for damage sustained in the transition to the demi-plane, but due to its rage, the Golem can <em>dash </em>or make an additional <em>slam </em>attack as a bonus action on its turn. Its CR remains unaltered.</p><p></p><p>As soon as a a PC enters this room, check their passive perception. Those with a passive perception of 15 or higher notices a clanking sound coming from the eastern exit. Give the party 12 seconds to decide upon a course of action, and a further few seconds to narrate it to you before the Golem emerges. Decrease the DC to hear the incoming Golem to 10 the following round, but reduce any time to plan or react to 6 seconds. </p><p></p><p>The round after, the golem bursts into the room and attacks in a berzerk rage.</p><p></p><p>It patrols between the three rooms, appearing in this room every minute or so. Once it notices the PC's it attacks as noted above. It cannot be reasoned with, pursues the party throughout the dungeon, and fights to the death.</p><p></p><p>DMs notes. Its anticipated that most parties will have 1-2 rounds advance warning to either set up an ambush for the Golem or to avoid it entirely (assuming they head down the northern corridor and not the western one in order to avoid the Golem - a party that heads west will instead be cornered in the dead end). A party who obtains surprise on the golem should be able to finish it off inside of a single round or two at worst. This encounter rewards stealthy PCs who focus on scouting and swift planning and decisive action. </p><p></p><p>If the party take too long deciding how to best deal with the Golem, they face a stand up fight with the creature.</p><p></p><p>Encounter difficulty: 15,000 XP - 'medium'</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 6842178, member: 6788736"] [B]Encounter 3: [/B] Encounter conditions: Same as the rest of the demi-plane. Encounter environment: The PCs enter a 40'x40' room,with exits to the north, east, west and south. They enter via the southern entrance. The exits to the east and west are twisting corridors that lead to 40'x40' rooms of their own. The northern passage leads further into the dungeon. Creatures: Patrolling between the three rooms is an [B]Iron Golem[/B], its elemental spirit corrupted by the Elder Elemental Eye after it was sucked into the demiplane from Keraptis lair. Reduce its hit points by 50 (to 160) to acount for damage sustained in the transition to the demi-plane, but due to its rage, the Golem can [I]dash [/I]or make an additional [I]slam [/I]attack as a bonus action on its turn. Its CR remains unaltered. As soon as a a PC enters this room, check their passive perception. Those with a passive perception of 15 or higher notices a clanking sound coming from the eastern exit. Give the party 12 seconds to decide upon a course of action, and a further few seconds to narrate it to you before the Golem emerges. Decrease the DC to hear the incoming Golem to 10 the following round, but reduce any time to plan or react to 6 seconds. The round after, the golem bursts into the room and attacks in a berzerk rage. It patrols between the three rooms, appearing in this room every minute or so. Once it notices the PC's it attacks as noted above. It cannot be reasoned with, pursues the party throughout the dungeon, and fights to the death. DMs notes. Its anticipated that most parties will have 1-2 rounds advance warning to either set up an ambush for the Golem or to avoid it entirely (assuming they head down the northern corridor and not the western one in order to avoid the Golem - a party that heads west will instead be cornered in the dead end). A party who obtains surprise on the golem should be able to finish it off inside of a single round or two at worst. This encounter rewards stealthy PCs who focus on scouting and swift planning and decisive action. If the party take too long deciding how to best deal with the Golem, they face a stand up fight with the creature. Encounter difficulty: 15,000 XP - 'medium' [/QUOTE]
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Test of High Level 5E: Design 4 or 5 lvl 13 PCs for 6 to 8 encounter adventuring day
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