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| Eightbitmage04-03-05, 03:06 AM | As it stands: This is a major test given to the PCs. Party: Tari half-elf ranger 8 Pearl halfling rogue 8 Xanafiel elf wizard 8 Bumzak Bumzak half-orc Barbarian 8 The PCs will have reached level 10 from their adventures. The last test is a room 50x100 feet large. In each corner is a pillar with a green jewel on it. In the center is a large throne with a Bronze Clockwork golem on it (stats just as a regular stone golem with max, 170, hp, except no slow attack, and an iron golem's magical vulnerabilities, also its stats vary with each head.) It also has four heads that it rotates into the front, each of which has its own way of combat and it will change to a new head as a free action at the start of its turn. Indifference: gains +6 shield bonus to AC, one attack melee claw +14(2d8+5 damage), and gains a magical shadow that can be dispelled with a caster level check of 23, the shadow gives people attacking it a 20% miss chance. Sadness: One attack ranged spear that will retract on a chain once fired as a free action. +16 atk (2d8+ 7 damage) The chain can be severed with a readied sunder attack, and only those on its path of attack can try it. It has hardness 10 and 20 hp. If severed the golem will not attack until it is repaired. Also the golem has a constant bane effect around it. DC 17 will save avoids effects, con based. Rage: 2 full round attacks: claw +22 attack (2d10 +11 +1d6 flame damage) it also loses 2 AC. Love: no attacks gains spell like ability to use Cure light wounds mass at will. On its turn it prostrates itself front of the PCs and says "have mercy" If they do not attack he uses his ability on all of them. The golem activates as the PCs walk in and introduces itself as the final test via magic mouth. It then attacks the PCs. It begins with the indifference head, for 2 rounds, move to sadness for 2, indiff 2, rage 2, sad 2, love 3, then it seats itself on the throne. If it cannot for some reason it will switch to rage until it can sit and instead attack the PCs. Once it sits it drops all of its spell resistance, and the four jewels cast repair moderate on it until it is at full health, during this time spells the wizard casts can hurt it. The golem then goes to the start of his cycle, introducing itself again. The throne has a lock on it DC 25. If picked it opens to reveal strange innerworkings protected by a wall of force. The wall of force has runes that are apparent around the edges, it can be dispelled caster level check of 23, or disable deviced DC 25. If either is done the workings shut down and melt, and panels on all the colums in the corners open. If the golem sits it takes one round of all the colums healing the throne before they will heal the golem. If the throne is repaired the columns will close again. If the inner workings of the columns are inspected a similar disable device DC 25 or dispell magic level 23 will turn the jewel from green to red, and melt the workings. If this is done when the golem sits it will take 1d8+5 damage from that jewel instead of being repaired. If all four Jewels are changed or if the golem has a net loss of hp over 3 rounds it gets up and begins its attack cycle. The jewels will continue to hurt it for 3 rounds and its spell resistance remains down for 3 rounds. After those three rounds the jewels automatically repair themselves, and all the workings except in the throne return. Now how does this encounter look. And how do i ensure that it lasts as long as it should without too much risk (preferably very little) of a TPK. |
| OmiKapSi05-02-05, 05:10 PM | It looks really creative. However, there are so many factors and variables, it's hard to judge which way it will go. Will the PCs have any clues as to what they will be facing so they can prepare at all? Also, will the PCs be encountering this creature while fresh or after a few other encounters? |