wizarddog
08-14-2009, 04:10 PM
This is a encounter I'm designing for an advaenture. Would like comments on it.
The Eye in the Lake Level 10 Encounter
Description: This large chamber(size to be determind) is a pool of acid, 10 feet deep. Several 5' Stone pathways, surrounded by the acid lake, snake through chamber leading to stone doors. The fumes of the acid make the area foggy limiting visuals.
Anything more than 10 feet has concealment and may make a stealth check to hide. Line of sight is lost beyond 20 feet in the chamber for targeting. The said power will immediately discharge at the 20 foot mark is so targeted. An target outside the line of sight automatically misses. Above in the 20' high ceiling are 10' holes that lead to the next chamber, though they are hidden by the fog. The platforms below the 10' surface of the pool have arch openings, allowing the creature to move through.
Lurking in this chamber is a Acid Born Beholder who uses his flight to move around the chamber and attack from a distance. The creature may also retreat upwards or submerge into the pool below
Tactics: The beholder uses the concealment, healing powers of the lake, and advantage of it's sight to attack the players in hit and run maneuvers. Once it attacks, it moves outside the sight range of the players and hides in the mist. It will retreat to the acid pool to regenerate and above to catch the players off guard. The Beholder is immune to the concealment issues, using blind sight 25' to locate enemies. The creature may also half submerge itself in the acid pool where it can regenerate and gain partial cover (+2 to defenses). If submerges further than 10 feet it gains total concealment from the water and may make a stealth check to hide. It can use the platform arches for superior cover underneath gain +5 to defenses and preventing line of effect except from area attacks . It will use it's Central Eye to lower party defenses and use the telekinesis ray to force a target into the acid lake.
Those pushed into the lake must make a saving throw, success and they fall prone adjacent to the pool. Failure and the target falls into the pool and is one square from the edge of the platform. Those that fall into the acid pool are assaulted by the acid. Those in the pool also are under the effect of aquatic combat.
The beholder can shut off its flight and fall as a free action into the pool where it lands on the first 5ft. Consider this a pull when determining if the creature is effected by a condition that would prevent it moving or taking an action. If the creature becomes immobilized or slowed, it can fall into the acid as a free action.
The Beholder can also travel upwards in to the second chamber where it gains cover(+2) and disrupts line of effect save from area attacks and concealment (can make a stealth check).
Acid Born Beholder
Large Aberrant Magical beast (Aquatic, Acid)
Level 10 Elite Artillery XP 1000
Initiative +9 Senses: Blind sight, all around vision
Eyes of the Beholder aura 5; at the start of each enemy's turn, if that creature is within the aura and in the Acid Born beholder's line of sight, the Acid born beholder use one random eye ray power against that creature
HP 204 ; Bloodied 102;
AC 24 ; Fortitude 22 , Reflex 24 , Will 24
Saves +2 Immune: Acid
Speed fly 6 (hover) Swim 6
Bite(standard; at-will) ● Weapon, Acid
+15 vs. AC; 2d6 damage + 5 acid damage (save ends)
Central Eye (minor; at-will )
Ranged 8; the target gains vulnerability to 10 acid, and any attack that deals acid damage to the target also deals ongoing 5 acid damage (save ends both)
Eye Rays (standard; at-will) ● see text
The acid borne beholder can use up to two eye ray powers (chosen from the list below), at least one of which must be a acid ray. Each power must target a different creature. Using eye rays does not provoke opportunity attacks.
1-Acid Ray (Acid): Range 8; +14 vs reflex; 2d8+6 acid damage
2- Telekinesis Ray: Ranged 8; +14 vs Fortitude; the target slides 4 squares.
3-Fear Ray (fear): Ranged 8; +14 vs Will; the target moves its speed away from the acid born beholder by the safest route possible and takes a -2 penalty to attack rolls (save ends)
Acid Regeneration (free) ● Heal
While summered in acid, the acid Born Beholder heals 10 hit points and can make a saving throw.
Alignment Evil
Languages Deep Speech
Skills Stealth +15
Str 10 (+5) Dex 20 (+10) Wis 19 (+9) Con 18 (+9) Int 14 (+7) Cha 23 (+11)
Hazard Acid Pool Level 10 XP 500 Those pushed into the acid immediately are attacked:
+13 vs Fortitude 4d10+5 acid damage
Miss: Half Damage
At beginning of a players turn they are assaulted by the acid.
Once removed from the acid: Ongoing acid damage 5 (save ends),
False Doors (4): Level 10 Lurker XP 500
These door serve one purpose, to eject foolish intruders into the acid pools. A DC 22 perception notes their false hood. A DC 24 thievery disables the mechanism. They attack by pushing out +13 vs reflex; no damage but push the target back into the pool at a -2 save. A save will prevent the fall, making the target prone in adjacent square. During the fight, a PC under the fear effect will make their way to one of these doors and fall victim to it without a chance of perception to note it's falsehood. If they they still suffer the fear, they will get out of the pool and head to the next closes door, staying on the platforms.
Adjusting the encounter:
Add more doors that may force the players to activate should they fall under the fear ray.
The Eye in the Lake Level 10 Encounter
Description: This large chamber(size to be determind) is a pool of acid, 10 feet deep. Several 5' Stone pathways, surrounded by the acid lake, snake through chamber leading to stone doors. The fumes of the acid make the area foggy limiting visuals.
Anything more than 10 feet has concealment and may make a stealth check to hide. Line of sight is lost beyond 20 feet in the chamber for targeting. The said power will immediately discharge at the 20 foot mark is so targeted. An target outside the line of sight automatically misses. Above in the 20' high ceiling are 10' holes that lead to the next chamber, though they are hidden by the fog. The platforms below the 10' surface of the pool have arch openings, allowing the creature to move through.
Lurking in this chamber is a Acid Born Beholder who uses his flight to move around the chamber and attack from a distance. The creature may also retreat upwards or submerge into the pool below
Tactics: The beholder uses the concealment, healing powers of the lake, and advantage of it's sight to attack the players in hit and run maneuvers. Once it attacks, it moves outside the sight range of the players and hides in the mist. It will retreat to the acid pool to regenerate and above to catch the players off guard. The Beholder is immune to the concealment issues, using blind sight 25' to locate enemies. The creature may also half submerge itself in the acid pool where it can regenerate and gain partial cover (+2 to defenses). If submerges further than 10 feet it gains total concealment from the water and may make a stealth check to hide. It can use the platform arches for superior cover underneath gain +5 to defenses and preventing line of effect except from area attacks . It will use it's Central Eye to lower party defenses and use the telekinesis ray to force a target into the acid lake.
Those pushed into the lake must make a saving throw, success and they fall prone adjacent to the pool. Failure and the target falls into the pool and is one square from the edge of the platform. Those that fall into the acid pool are assaulted by the acid. Those in the pool also are under the effect of aquatic combat.
The beholder can shut off its flight and fall as a free action into the pool where it lands on the first 5ft. Consider this a pull when determining if the creature is effected by a condition that would prevent it moving or taking an action. If the creature becomes immobilized or slowed, it can fall into the acid as a free action.
The Beholder can also travel upwards in to the second chamber where it gains cover(+2) and disrupts line of effect save from area attacks and concealment (can make a stealth check).
Acid Born Beholder
Large Aberrant Magical beast (Aquatic, Acid)
Level 10 Elite Artillery XP 1000
Initiative +9 Senses: Blind sight, all around vision
Eyes of the Beholder aura 5; at the start of each enemy's turn, if that creature is within the aura and in the Acid Born beholder's line of sight, the Acid born beholder use one random eye ray power against that creature
HP 204 ; Bloodied 102;
AC 24 ; Fortitude 22 , Reflex 24 , Will 24
Saves +2 Immune: Acid
Speed fly 6 (hover) Swim 6
Bite(standard; at-will) ● Weapon, Acid
+15 vs. AC; 2d6 damage + 5 acid damage (save ends)
Central Eye (minor; at-will )
Ranged 8; the target gains vulnerability to 10 acid, and any attack that deals acid damage to the target also deals ongoing 5 acid damage (save ends both)
Eye Rays (standard; at-will) ● see text
The acid borne beholder can use up to two eye ray powers (chosen from the list below), at least one of which must be a acid ray. Each power must target a different creature. Using eye rays does not provoke opportunity attacks.
1-Acid Ray (Acid): Range 8; +14 vs reflex; 2d8+6 acid damage
2- Telekinesis Ray: Ranged 8; +14 vs Fortitude; the target slides 4 squares.
3-Fear Ray (fear): Ranged 8; +14 vs Will; the target moves its speed away from the acid born beholder by the safest route possible and takes a -2 penalty to attack rolls (save ends)
Acid Regeneration (free) ● Heal
While summered in acid, the acid Born Beholder heals 10 hit points and can make a saving throw.
Alignment Evil
Languages Deep Speech
Skills Stealth +15
Str 10 (+5) Dex 20 (+10) Wis 19 (+9) Con 18 (+9) Int 14 (+7) Cha 23 (+11)
Hazard Acid Pool Level 10 XP 500 Those pushed into the acid immediately are attacked:
+13 vs Fortitude 4d10+5 acid damage
Miss: Half Damage
At beginning of a players turn they are assaulted by the acid.
Once removed from the acid: Ongoing acid damage 5 (save ends),
False Doors (4): Level 10 Lurker XP 500
These door serve one purpose, to eject foolish intruders into the acid pools. A DC 22 perception notes their false hood. A DC 24 thievery disables the mechanism. They attack by pushing out +13 vs reflex; no damage but push the target back into the pool at a -2 save. A save will prevent the fall, making the target prone in adjacent square. During the fight, a PC under the fear effect will make their way to one of these doors and fall victim to it without a chance of perception to note it's falsehood. If they they still suffer the fear, they will get out of the pool and head to the next closes door, staying on the platforms.
Adjusting the encounter:
Add more doors that may force the players to activate should they fall under the fear ray.