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Elves
2022-07-08, 07:14 PM
This forum is increasingly dead so this may get no takers, but let's try it as an experiment.

Explanation
This is a contest in the vein of Iron Chef.

The goal is to design an exciting game encounter. Go as far as possible from "an ogre in a bare stone room" -- put unique opponents in cool and dynamic settings. The person who creates the most challenging and memorable encounter wins.

Sources
All official sources are allowed, which includes Dragon and Dungeon magazines.

Each entry should include:

1) Name and EL. Title your encounter with a name and the encounter level (EL). For example, Bandit Attack! (EL 1). Calculate the EL with this tool (https://ion.uwinnipeg.ca/~afrey/dnd/calculator.html) (SRD mirror (https://www.d20srd.org/extras/d20encountercalculator/)).

2) Context. Where can GMs use this encounter? Where, why and when is it likely to occur? You can also include fluff text here if you want.

3) Environment. Describe the area where the encounter is likely to occur, including layout, terrain features, traps, etc. Including an actual map is optional (if you're low on inspiration, find a battlemap online).

4) Creature(s). Describe the creatures the PCs will interact with.

Stats — This is the preferred statblock format. (https://docs.google.com/document/d/1IfvqsKHT7jBy5bbsrBzo7_ODZ-F0gPAcerddrRQPCow/edit?usp=sharing) (Link a Google docs page or use this forum-fitted version (https://forums.giantitp.com/showsinglepost.php?p=25516311&postcount=11).) You don't have to provide a full statblock if it's not needed (for example, if a creature is from a book, with only its feats changed).
Tactics — What are the creatures’ objectives? What tactics do they use? What do they do on their turns? At what point, if any, will they run away?

Customized and unique creatures are highly encouraged. Be familiar with the rules on this page (https://www.d20srd.org/srd/improvingMonsters.htm). Many people aren't aware of the nonassociated class levels rule, the "adding special abilities" rule, or the fact that monsters with class levels use the elite array with no extra CR increase.

5) (Optional) Adaptation. At the bottom of your entry, you can talk about how to make your encounter easier or harder, or how to scale it for lower- or higher-level PCs.

6) Citations. Please cite sources for content from outside the SRD.


Feel free to include any other information that's important to your encounter.


Each person who volunteers to judge will score each entry from 0–5 on 4 categories, for a total score of 0–20.

1. Creatures. How well-crafted and creatively built are the creatures?

A high score is for custom-made opponents with interesting builds, template combinations, etc. Creatures taken straight from the book get a low score, not an average one.

Other forms of creature creativity can include a synergistic combination of creatures, or creative tactics, even if the creatures themselves aren't customized.

Even if a creature is customized, it might not be well-crafted (for example, a creature with a template that raises its CR while actually making it worse), but don't detract points simply for using "too many templates", etc.

2. Environment. Does an interesting environment enhance the fight? This includes features of the map such as terrain, room layout, traps, and interactive objects.
0: No environment mentioned in entry.
1: Environment significantly detracts from encounter (opponent uses ranged attacks but the setting is a 20' x 20' room).
3: Environment serves encounter adequately.
5: Environment makes the encounter much more interesting, synergizing with the creatures and/or giving PCs relevant strategic options.

Actually posting a map is optional. A text description is just fine.

3. Challenge. Is the encounter as a whole an adequate mechanical challenge for well-optimized characters of the EL? Is it an unfair challenge even for extremely optimized characters of the EL? Does it provide a reasonable reward for its EL?

4. Flavor. How well does the entry use the prompt? Does it have a fun fluff intro or tell a story? Is the scenario coherent and do the creatures' motivations make sense?

Unlike Iron Chef, there's no problem with brainstorming ideas in the thread if you want to. No one will get lower marks because someone already mentioned their idea.


Contest Theme: The Dragon's Hoard

https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/6b97d98f-6d52-4e90-84a2-715eb11a8e65/deotfao-b275d44d-0c3e-4b91-869d-9a7049ed3821.jpg/v1/fill/w_625,h_350,q_70,strp/dragon_s_hoard_by_louisetheanimator_deotfao-350t.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ 9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYw ZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OT gyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7Imhl aWdodCI6Ijw9NzE3IiwicGF0aCI6IlwvZlwvNmI5N2Q5OGYtNm Q1Mi00ZTkwLTg0YTItNzE1ZWIxMWE4ZTY1XC9kZW90ZmFvLWIy NzVkNDRkLTBjM2UtNGI5MS04NjlkLTlhNzA0OWVkMzgyMS5qcG ciLCJ3aWR0aCI6Ijw9MTI4MCJ9XV0sImF1ZCI6WyJ1cm46c2Vy dmljZTppbWFnZS5vcGVyYXRpb25zIl19.b9i3YpUg_Nf-TU2t7eDyT9LRdeeXH9QkqhWByaYUjvk

The dragon lies defeated. Before the PCs is its hoard of glittering treasures. Time for them to enjoy their reward? No — as the PCs count their loot, they find the hoard itself contains a hidden threat.

Treasure elemental? Cursed animated object? Pit trap that pours the PCs — and their loot — into a hidden room? Up to you...on this, the first and perhaps only edition of...Encounter Competition.

Deadline
Let's see if we have any entries by the end of the month.
I'll judge, ideally we could get a second judge too.


----

Final Scores
Entry Entrant loky1109 Elves Thrice Dead Cat Total Place
Gold Horde (https://forums.giantitp.com/showsinglepost.php?p=25537105&postcount=20) daremetoidareyo 12 16 14 42 2nd
Envious Elementals (https://forums.giantitp.com/showsinglepost.php?p=25537106&postcount=21) Bucky 14.5 12 17.5 44 1st

Thrice Dead Cat
2022-07-08, 07:30 PM
I love the idea of this contest and especially the opening theme, but think the time frame is a little tight when other contests operate on monthly scales. It may also help to narrow down an EL range, that way it's more of an apples to apples comparison.

pabelfly
2022-07-08, 08:37 PM
I'll judge, ideally we could get a second judge too.

The reason why the person running the contest doesn't judge entries is so the person who volunteers to judge won't be seen to be biased against any people whose entry they're judging.

In any case, this is an interesting contest concept. I'll have a think and see if any ideas come to me.

Biggus
2022-07-08, 09:43 PM
The reason why the person running the contest doesn't judge entries is so the person who volunteers to judge won't be seen to be biased against any people whose entry they're judging.


I'm a bit confused by this. Do you mean that the judge isn't told whose entry they're judging?

pabelfly
2022-07-08, 11:03 PM
I'm a bit confused by this. Do you mean that the judge isn't told whose entry they're judging?

Typical procedure: entrants DM the person running the comp
The person running the comp then posts all the entries they have at the end of the comp in separate posts, without posting the name of the entrant
Someone who didn't make an entry then decides to judge the comp, and goes through all the entries without knowing who made each entry.
After all the entries are judged, and disputes are finalized, it's then revealed by Elves who did each entry and the rankings for each person.

In this though, Elves seems to be both running this thread and volunteering to judge. Not sure how well that will work, but I definitely commend Elves for volunteering to judge given how long it takes to do proper judging for a contest.

Elves
2022-07-10, 03:13 PM
Yeah, the point is I'm willing to shoulder the less fun part.

AvatarVecna
2022-07-10, 03:15 PM
Do we have any guidance on what CR of encounter we should aim to make?

Bucky
2022-07-10, 05:09 PM
Yeah, the point is I'm willing to shoulder the less fun part.

This means you aren't capable of blind judging. You know who sent you each entry.


Do we have any guidance on what CR of encounter we should aim to make?
As far as I can tell, the only guidance is that it'd be appropriate to encounter after fighting a dragon that's large enough to have a hoard - that is, not a wyrmling.

Elves
2022-07-10, 10:34 PM
Do we have any guidance on what CR of encounter we should aim to make?
The idea is it's judged for its EL whatever that may be.
If enough people participate to do a second one, could experiment with a tighter limit. Maybe not a set EL but something like "secret ingredient: hurricane-force winds".


This means you aren't capable of blind judging. You know who sent you each entry.
Most contests in the world aren't judged blind. If multiple other judges volunteer I'll be all too happy to not.

Bucky
2022-07-11, 01:32 AM
...and done.

Elves
2022-07-11, 02:11 PM
...and done.

Thanks. So far you're winning gold by default. :smallwink:


Bucky put the statblocks right in his post instead of a separate doc, here's the format linked in OP if you want to do that (delete unneeded lines):

Name CR 1
Male human wizard 1
CG Medium humanoid
Init +; Senses darkvision 60 ft., low-light vision, scent; Listen +, Spot +
Languages Common
Active Effects mage armor (CL 5th),
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯
AC 10, touch 10, flat-footed 10 (+x size, +x armor, +x Dex, +x shield, +x deflection, +x natural)
Miss Chance x%
hp 1 (1 HD), fast healing x; DR x/y
Immune acid; undead immunities
Resist fire 20; SR 1
Fort +, Ref +, Will +; evasion
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯
Speed 30 ft., fly/swim/climb x ft.
Attacks (reach 5 ft.; base atk +x):
• Longspear +1 (1d8+1 plus 1d6 fire; 19–20)
• Longbow +1 (1d8; x3)
Atk Options: Power Attack
Special Actions breath weapon
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯
Insert widgets here (see below)
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯
Abilities Str 1, Dex 1, Con 1, Int 1, Wis 1, Cha 1
Feats RacialR, FlawF, BonusB, Normal,
Flaws
Skills Concentration +5, Jump +1; includes +2 racial bonus to Concentration and Jump.
Skill Tricks
Possessions
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯
Special Ability (Ex) Description.



Widgets


Spell-Like Abilities (CL xth; DC x + spell level)
At will—light
3/day each—
1/day each—
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯
Cleric/Wizard Spells Prepared (CL xth; DC x + spell level)
0th—light, guidance
1st—
2nd—
3rd—
4th—
5th—
6th—
7th—
8th—
9th—
Domains: Sun, War.
Specialty: conjuration. Barred: evocation, necromancy.
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯
Sorcerer Spells Known (CL xth; DC x + spell level)
0th (x/day)—light, guidance
1st (x/day)—
2nd (x/day)—
3rd (x/day)—
4th (x/day)—
5th (x/day)—
6th (x/day)—
7th (x/day)—
8th (x/day)—
9th (x/day)—
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯
Psion Powers Known (power points x; ML xth; DC x + power level)
0th—light, guidance
1st—
2nd—
3rd—
4th—
5th—
6th—
7th—
8th—
9th—


See Gdocs link in the OP for non-SRD subsystems

daremetoidareyo
2022-07-12, 02:35 AM
Not sure if I’ll enter or judge

Thrice Dead Cat
2022-07-12, 07:56 AM
I am not planning on entering, but I'm happy to judge.

Elves
2022-07-17, 03:14 PM
Sometimes bumps are needed

Bucky
2022-07-17, 03:56 PM
Do you judges have any intention of running the encounters against actual parties?

loky1109
2022-07-17, 03:58 PM
I'll maybe judge.
It's first round of this competition, so it can be complicated.
UPD. I think It's good to have encounter that can work with all optimisation levels, but if you make enc for only Tordek style party, or only high opt party (and you clearly say it) it can work, too.

Thrice Dead Cat
2022-07-18, 07:50 AM
Do you judges have any intention of running the encounters against actual parties?

I wasn't planning on it, but that does sound like a decent metric. "How would a stereotypical beat stick fighter, sneaky rogue, heal bot cleric, and direct damage wizard handle this? How much would the party need to deviate from that stereotype to be successful?"

Elves
2022-07-19, 02:41 AM
I wasn't planning on it, but that does sound like a decent metric. "How would a stereotypical beat stick fighter, sneaky rogue, heal bot cleric, and direct damage wizard handle this? How much would the party need to deviate from that stereotype to be successful?"
Party composition isn't really a thing though in 3e. The only must-have is at least one primary caster in order to have level-appropriate capabilities like flight and teleportation. And whether an encounter can match those capabilities is already part of whether it's a good challenge for its EL.

In my view the near lack of composition requirements is a good thing, because it lets everyone play what they want without worrying.

Elves
2022-08-01, 03:45 PM
Drumroll...
We got two entries, both about the same EL. One is a solo monster. The other is a lot of lower-level monsters.

Anyone who wants to can judge. I know me and Thrice Dead Cat are. Unless someone else volunteers, contest will end once we both post scores.

Special: If you still want to submit an encounter, I don't mind as long as you do it before contest ends. Just don't rip off either of these.


Thanks to the contestants and let's get to it...

Elves
2022-08-01, 03:53 PM
Gold Horde - ECL 9-10

"Riches do not consist in the possession of treasures, but in the use made of them."
-Napoleon Bonaparte


https://media.discordapp.net/attachments/704885103867723830/1002050534775214150/index.jpg



This is conceived of as an addendum to a dragon hoard but anything that keeps a room full of riches can use this. The idea is simple: The PCs fight the BBEG, then they enter the hoard. What they think is a pile of gold is really a gold golem infused with hoard scarabs. And there is a trap to make the fight more dynamic.

This is best used in a situation where the PCs mop up the BBEG and you want to give them some strife before they walk out rich.

Due to hivenest hoardscarabs, this dwelling should be found in a desert lair, be it pyramid, cave, or other dry hot and sandy external terrain. The room can be poorly lit or as dark as you desire. But it should be a big chamber. Amidst the gold strewn about, there are 4 "pressure plates" spaced out on the dungeon floor. These pressure plates all can activate a central trap harpoon that tries to hit, lodge in an opponent, and reel them towards the wall. The pressure plates should be set up roughly in a square around the room.




Hoard Scarab Swarm Hivenested Gold Golem (https://web.archive.org/web/20161101074114/http://archive.wizards.com/default.asp?x=dnd/re/20030901a)

Large Construct
Hit Dice: 10d10 + 30 (85 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 24 (-1 size, -1 Dex, +16 natural), touch 8, flat-footed 24
Base Attack/Grapple: +7/+19
Attack: Slam +14 melee (2d10+8) or tentacle +4 melee (1d10+8)
Full Attack: 2 slams +14 melee (2d10+9) +2d6 swarm, or slam +14 melee (2d10+8) and tentacle +9 melee (1d10+4), or 2 tentacles+14 melee (1d10+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Energy reflection, tentacle, Hivenest Attack, Hivenest Distraction
Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., half damage from slashing weapons, immunity to magic, low-light vision, Tremorsense 20 ft’, Hive death
Saves: Fort +3, Ref +2, Will +3
Abilities: Str 27, Dex 8, Con --, Int --, Wis 11, Cha 1
Skills: Listen +5
Feats: --
Environment: Giant Gold Hoard
Organization: Solitary
Challenge Rating: 7+1=8
Treasure: Special
Alignment: Always neutral
Advancement: 11-30 HD (Large), 31-50 HD (Huge))
Level Adjustment: –

Hivenest is an acquired template that combines two creatures into one hybrid creature. The template can be added to any Large or larger construct and to any Fine vermin of the swarm subtype. The Construct is a gold golem and the vermin swarm is the hoard scarab swarm.

An individual hoard scarab seeks to burrow into its target’s flesh. However, hoard scarabs prefer to attack en masse, swarming over a target and chewing it apart.

This automaton appears to be made from thousands of gold coins, bars, and other golden objects. It is nearly twice the height of a normal human and glistens as the light reflects from its golden surface.

A gold golem has a humanoid body that is comprised of a very large number of gold coins, gold bars, gold jewelry pieces, or other golden objects of value, and also, apparently, oodles of hoard scarabs.

It appears as a humanoid with a featureless face. It wears no garments or armor.
A gold golem is constructed from the gold of a treasure pile. In its natural state it appears as a pile of treasure, and indeed its creator can remove golden coins or objects from the pile and spend them, thus robbing the golem of part of its body mass. When the treasure pile is disturbed by anyone other than the creator, it swirls and forms the golem's humanoid form, and attacks.
Gold golems understand the language of their creator, but do not speak. They do not eat, breathe, or sleep. They weigh at least 2,000 lbs, which is the weight of gold required to create them. Each additional 10,000 gp added to the golem increases its weight by 200 lbs.


Combat
The tentacle ability and their magical protections and energy reflection make gold golems a truly terrifying foe. As a hivenest gold golem, anyone struck by the tentacle or slam attack is affected by the burrow ability of the hoard scarab swarm. Additionally, damaging a gold golem damages the treasure that makes up its body. Every 10 points of damage reduces the total worth of the treasure by 10,000 gp. If the golem is reduced to 0 hit points, it dissolves into its constituent treasure components, with the decrease in value from damage.

Special Attacks

Tentacle (Ex): A gold golem can use part of its body to extend into a whiplike appendage and strike with a reach of 30 feet. The appendage is reabsorbed into the golem at the end of the attack. Using this attack provokes an attack of opportunity from foes that threaten the golem. The golem uses its Dexterity modifier to resolve tentacle attacks.

Energy Reflection (Ex): The gold in the golem's body is inert energetically. Thus, any energy attack directed at the golem is absorbed. From this energy, the golem first is healed 1 point for every 5 points of damage that the attack would have done. Once the golem is at full hit points, the remainder of the attack is reflected on the source as a free action in the same round. The golem must expel the extra energy every round; if somehow it is prevented from doing so then it takes half damage from the attack in the following round as the attack energy is forcefully dissipated.

Hivenest Attack (Ex): Any creature struck by one or more of a hivenest monster’s natural weapon attacks also takes damage from the base swarm’s swarm attack at the end of the hivenest monster’s turn, as if the base swarm had ended its turn occupying the same space as the creature. Any effect, such as damage reduction, that reduces or negates swarm attack damage is applied separately to the natural weapon attack and to the swarm attack. If the swarm attack of the base swarm delivers poison, acid, or some other special effect, a successful hivenest attack delivers the same effect.

Burrow (Ex): If a hoard scarab swarm hits with its swarm attack, on its next turn it can attempt to burrow into the target’s flesh. The target may attempt a Reflex save (DC 14) to prevent the hoard scarab from burrowing in (a helpless creature can’t prevent the burrowing). If the save fails, each round thereafter the target takes 2d4 points of Constitution damage. A hoard scarab doesn’t leave a target until the target is dead. Once a hoard scarab has burrowed into its target, it can be destroyed by any effect that would cure a disease, such as remove disease or heal. (A single spell eliminates all burrowing hoard scarabs, though it gives no protection against further burrowings.) Creatures with immunity to disease, as well as those with a natural armor bonus (including enhancement) of +3 or better, are immune to a hoard scarab’s burrowing attack.

Hivenest Distraction (Ex): Any living creature vulnerable to a hivenest attack’s damage that begins its turn in a square adjacent to a hivenest monster is nauseated for 1 round. A Fortitude save (DC 14) negates the effect; Spellcasting or concentrating on spells while adjacent to a hivenest monster requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a successful DC 20 Concentration check. The save DC is Constitution-based.

Special Qualities
Half Damage from Slashing Weapons (Ex): Because the golem's body is made of thousands of parts, slashing weapons pass through the body without causing as much damage as normal. The coins or objects part somewhat to let the slashing weapon through.

Immunity to Magic (Ex): A gold golem is immune to any spell or spell-like effect that allows spell resistance. In addition, certain spells or spell-like effects function differently against the golem, as described below.

Telekinesis can cause the golem to temporarily lose part of its form. Used in violent thrust option, the spell pushes 10,000 gp to 18,000 gp worth of the golem out of the golem's body for the duration of the spell (depending on caster level). This results in the golem suffering -1 to attacks and damage, and the temporary loss of 6 hit points. It also prevents the golem from using its ranged slam attack for the duration of the spell.
Transmute metal to wood does not change the golem's nature, but it does negate its magic immunity and damage reduction for 1 round.
Dismissal deactivates the golem for 1 round, returning it to a pile of golden objects.

Tremorsense (Ex): 20 ft

Construct Traits: A gold golem is immune to mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot heal itself but can be healed through repair. It cannot be raised or resurrected.

Hivedeath (Ex): If a hivenest monster is reduced to 0 hit points, the monster is destroyed but the swarm that nests within it is released. The Hoard Scarab swarm is immediately placed in the space previously occupied by the hivenest monster. The swarm has full hit points, regardless of the damage taken by the hivenest monster, and acts independently of any control the hive nest monster was under. Effects that completely destroy the hivenest monster’s body (such as disintegrate or implosion) prevent the hivedeath effect.


HOARD SCARAB SWARM (Draconomicon p.167)
Fine Vermin (Swarm)
Hit Dice: 6d8+6 (33 hp)
Initiative: +1
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +4./—
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10 ft./—
Special Attacks: Burrowing, distraction
Special Qualities: Tremorsense 20 ft., swarm traits, vermin traits
Saves: Fort +6, Ref +3, Will +3
Abilities: Str 11, Dex 13, Con 13, Int —, Wis 12, Cha 2
Skills: Hide +13*, Listen +5
Environment: Warm deserts
Organization: Individual swarm or cluster of swarms (2–5)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

COMBAT
An individual hoard scarab seeks to burrow into its target’s flesh. However, hoard scarabs prefer to attack en masse, swarming over a target and chewing it apart.

Burrow (Ex): If a hoard scarab hits a Small or larger living creature with a bite attack (or if a hoard scarab swarm hits with its swarm attack), on its next turn it can attempt to burrow into the target’s flesh. The target may attempt a Reflex save (DC 11 for an individual scarab, or DC 14 for a swarm) to prevent the hoard scarab from burrowing in (a helpless creature can’t prevent the burrowing). If the save fails, each round thereafter the target takes 1d2 points of Constitution damage (from an individual scarab) or 2d4 points of Constitution damage (from a swarm of scarabs). A hoard scarab doesn’t leave a target until the target is dead. Once a hoard scarab has burrowed into its target, it can be destroyed by any effect that would cure a disease, such as remove disease or heal. (A single spell eliminates all bur- rowing hoard scarabs, though it gives no protection against further burrowings.) Creatures with immunity to disease, as well as those with a natural armor bonus (including enhancement) of +3 or better, are immune to a hoard scarab’s burrowing attack.

Distraction (Ex): Any living creature vulnerable to the swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round (Fortitude DC 14 negates). Even with a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentra- tion check (DC 20 + spell level). Using any skill involving patience and concentration requires a DC 20 Concentration check. The save DC is Constitution-based.

Swarm Traits: A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. A hoard scarab swarm is immune to all weapon damage. Reducing a swarm to 0 hit points or fewer causes the swarm to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent. A hoard scarab swarm is immune to any spell or effect that targets a specific number of creatures (including single- target spells such as disintegrate). A swarm takes a –10 penalty on saving throws against spells or effects that affect an area, such as many evocation spells or splash weapons. If such an attack does not allow a saving throw, the swarm takes double damage instead. Hoard scarab swarms are susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on a hoard scarab swarm, treat the swarm as a creature of Fine size. Wind effects deal 1d6 points of nonlethal damage to the swarm per spell level (or Hit Die of the originating creature, in the case of effects such as an air elemental’s whirlwind). A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage. For full information about the swarm subtype, see pages 315 and 316 of the Monster Manual.

Vermin Traits: A hoard scarab is immune to all mind- affecting effects (charms, compulsions, phantasms, pat- terns, and morale effects). It also has darkvision out to 60 feet.

Skills: Hoard scarabs have a +4 racial bonus on Listen checks. Hoard scarabs have a +4 racial bonus on Hide checks when they are concealed among coins (at least 10 coins for an individual scarab, or at least 10,000 coins for a swarm). A hoard scarab has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.


Challenge Rating: As a group consisting of the base creature and as many of the base swarms as are released during hivedeath. CR 8.

EL with the Trap is 9.


To create a gold golem, one must have a minimum of 100,000 gold coins or gold in other forms that makes up the same mass. The gold becomes the body of the golem; there is no construction of a body. The creator can remove parts of this "body" at any time when the golem is not in humanoid form. The golem can be improved only through using more gold for the body. For each additional 10,000 gp added to the base requirement, the golem gains +1 HD (and 5.5 hit points). Additional Hit Dice increase the golem's abilities as noted under the rules for advancing monsters on page 294 of the Monster Manual. The only limit to the power of a gold golem is the amount of gold that can be amassed to make one. Gold golems cannot have additional treasure added to their bodies once construction is complete, so all the gold to be used must be present when the golem is made.
Spending the gold that makes up the golem reduces its size and power, at the same rate as additional gold adds to its statistics. If half or more of the gold is permanently removed by the creator, the golem is destroyed. Any gold removed cannot be returned to the golem.
A gold golem is always created with the default instruction to defend itself from anything other than its creator. Control of the golem can be passed to another only if the treasure hoard that makes up its body is given to another; whoever controls the gold controls the golem.
CL 16th; Craft Construct (see page 303 in the Monster Manual), animate objects, limited wish, polymorph any object, Bigby's clenched fist, caster must be at least 16th level; Price equals value of gold used to create it; cost equals the value of gold plus an additional 25% of the gold's value (for components) plus 4,000 XP. Additional gold used in the construction adds 400 XP per 10,000 gp added.

The gold golem is infested with hoard scarabs of the hoard. The gold elemental has a single other embedded instruction above and beyond the normal programming of a gold golem: they cannot voluntarily step on the pressure plates that trigger the alchemical platinum large harpoon and winch trap with living metal alchemical platinum chain. (CR 7 trap) The gold golem can, however, fall victim to the trap if it is involuntarily moved onto the pressure plate.



Alchemical Platinum Large Harpoon with a powerful Winch and Living Metal Alchemical Platinum Chain trap (CR 7)

Mechanism: Mechanical, Four 5’ square location triggers, resets when fully retracted without a being attached to the harpoon. The trap’s turn begins on the initiative count of whomever first sets it off. When reset, the trap fires at anyone on one of the four pressure plates that activate it. Search DC 22, Disable device check on pressure plate DC 24, Disable Device on trap firing mechanism DC 24

ATK +14, 3d8 damage +harpoon abilities+ Retraction:

Harpoon: The harpoon is a broad-bladed spear forged with barbs. The shaft of the harpoon has a trailing rope attached to control harpooned opponents. Though designed for hunting whales and other large sea creatures, the harpoon can be used on dry land. If it deals damage, the harpoon lodges in an opponent who fails a Reflex saving throw (DC 10 + the damage dealt). A harpooned creature moves at only half speed and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the harpooned creature can move only within the limits that the rope allows (the trailing rope is 30 feet long). If the harpooned creature attempts to cast a spell, it must succeed on a DC 15 Concentration check or lose the spell. The harpooned creature can pull the harpoon from its wound if it has two free hands and takes a full-round action to do so, but it deals damage to itself equal to the initial damage the harpoon dealt. A character who succeeds on a DC 15 Heal check can remove a harpoon without further damage.

Retraction: On a successful hit and lodging into the opponent, the winch begins dragging a creature towards the wall at a rate of 30’ per round,

It takes a round to retract the harpoon to reset for another attack if it doesn’t hit.

To resist the dragging, a hit creature must make a contested strength check against a Str store of 24 to resist the pull; stability bonuses apply, and victim gets a bonus of +4 for each size category above large, creatures under the effect of freedom of movement must beat this contested strength check in order for freedom of movement to apply. While the harpoon is lodged in the victim, they can only move within the range that the chain allows unless they use a full round action to remove the harpoon and taking damage as normal for a harpoon, sunder the chain, or somehow otherwise free themselves. Harpoon can be deflected by deflect arrow feat.

Living metal weighs the same as steel, has hardness 12, and has 30 hit points per inch of thickness. Magically treated platinum weighs twice as much as steel, has hardness 10, and has 30 hit points per inch of thickness. Splitting the Difference then, if we assume that the chain links are 1/2" inch.

Living Metal Alchemical Platinum chain has hardness 12 and 15 hp, Break DC 28. An item made of living metal naturally repairs damage to itself, healing 1 hit point per minute. It cannot repair itself if brought to 0 hit points or destroyed (such as through disintegration).

Heavy Weapon (Magic of Faerun p.179), Alchemical platinum (MoF p.180) Harpoon (Frostburn p.76)
Large Harpoon 2d8 ×2 30 ft. 20 lb. Piercing
Large alchemical platinum harpoon: 3d8 x2 30 ft. 40 lb. Piercing.
Living Metal (MoF p.179) Alchemical Platinum Chain


Total Encounter Level: 9-10

For 4 adventurers at level 9 it is a very difficult encounter, for 4 adventurers at level 10 it is an easy encounter.


There's a lot of neat combat things happening here. This gold golem is relatively unharmed by spells cast at him, and he has a ranged ex attack form that results in hoard scarabs burrowing into a person for constitution damage. And, after beating on the golem, the crew still needs to beat the vermin swarm. Amidst all of this, the golem will only go adjacent to the trapped pressure plates, so there are a number of ways for PCs to use the trap to their advantage.


Note
Here's a version of the statblock that I reformatted for easier reading:
https://docs.google.com/document/d/1fGwqBm6xfxb7XOYhuDbIB5-rPTExZG2OGuJZiMWln9o/edit?usp=sharing
-Elves

Elves
2022-08-01, 03:54 PM
Envious Elementals (EL 10), broken down as:
Action Team (EL 8)
- Small Air Elemental Rogue (CR 6)
- Large Earth Elemental Barbarian (CR 6)

Containment Duty (CR 5)
- Large Earth Elemental

Disruption Team (EL 4)
- 2x Small Air Elemental Warrior (CR2 each)

Caster Support (CR 6)
- Small Air Elemental Sorceress

The party has just slain a (CR 11) adult dragon, and is processing the loot. While doing so, they remove a gem from its resting spot. Four rounds later, a gang of elementals appear around them as though Called. Each elemental's description will say where she arrives.

The party is in a cave that once housed a dragon, and now holds its hoard. The GM should already have a map from the dragon fight; if so, reuse it. Otherwise, assume the dragon's hoard is in a cavern 20 feet high, 35 feet wide and 50 feet long, irregularly shaped, with a single exit that is 15 feet wide. The floor is a thin layer of gravel over solid stone. The cavern is lit by numerous magical light sources both embedded in the walls and scattered around the floor.

In the center is a 10'x10' heap of treasure - coins and objects typical for that type of dragon - that is difficult terrain for Medium or smaller creatures due to uncertain footing. The party may have partly or fully cleaned up this difficult terrain before the encounter starts by collecting it.

There are also five trophies around and behind the heap, Medium-sized obstacles, either entirely as treasure or as smaller objects on pedestals and in display cases. Three of these are highly valuable art objects worth 2000, 2900 and 4000 gp respectively; this is part of the treasure from the dragon encounter. The party should be able to infer that damaging AoE attacks might reduce these art objects' value. The fourth is a mannequin wearing a +2 mithral shirt or similar armor, sized for a party member who could use it (GM's discretion), likewise part of the treasure from the dragon encounter.

The fifth is a multicolored precious gem. It rests inside of a glass case, on top of a glyph that conceals its magical properties.

It is recommended that the treasure from this encounter be a gem that, in addition to its innate value, can 2/day summon one medium or three small Air or Earth elementals for 2 minutes, based on Summon Nature's Ally IV.


The elementals' overall objective is for any elemental to seize the multicolored gem, and then perform a full-round ritual dance to trigger it. When thus triggered by an elemental, the gem banishes itself and all the elementals back to where they came from.

Their basic plan to pull this off is to knock out or kill whoever holds the gem, have an air elemental loot it off the ground and run for a corner or out of the cave, and for the rest to protect it or block the exit long enough to complete the ritual.

The elementals begin the encounter aware of the gem's exact location.

Should a party member speak Terran or Auran, they may attempt to negotiate. The elementals make no secret that they want the gem, but will not be talked down from fighting for it until it's in their possession. Even then, they will ready actions to obstruct attempts to interfere with the ritual.

Small Air Elemental Rogue “A1” CR 6
Air Elemental 2HD / Rogue 6
True Neutral small Elemental
Init +9; Senses darkvision 60 ft.; Listen +11, Spot +9
Languages Auran
Active Effects none
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯ ⎯
AC 19, touch 16, flat-footed 14 (+1 size, +3 natural armor, +5 Dex) (note Uncanny Dodge)
Miss Chance x%
hp 56 (HD 2d8+6d6 + 8); DR none
Immune poison, sleep, paralysis, stunning, critical hits
Resist no; SR none
Fort +3, Ref +13, Will +2; evasion
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯ ⎯
Speed fly 100 ft. (perfect)
Melee Longspear +8 (1d6+3); Rapier +10 (1d4+3 with 3d6 sneak attack; 18-20); slam +10 (1d4 + 3)
Full Attack Rapier +8 (1d4+3 with 3d6 sneak attack; 18-20) / slam +8 (1d4 + 3)
Ranged none
Reach 5 ft; Base Atk +5; Grp +4
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯ ⎯
Abilities Str 16, Dex 20, Con 12, Int 4, Wis 10, Cha 8
SA Sneak Attack +3d6
Feats Flyby Attack, Improved InitiativeB, Weapon FinesseB, Combat Reflexes, Improved Two-Weapon Fighting
Skills Listen +11, Spot +9, Sleight of Hand +16, Bluff +5
Advancement Rogue class levels
Possessions cold iron longspear, silvered rapier
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯ ⎯
Whirlwind (Ex) 4 rounds. See Elemental, Air
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯ ⎯
Air Mastery (Su) Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.

Uncanny Dodge (Ex) She retains her Dexterity bonus to AC even if she is caught flat-footed or struck by an invisible attacker.

Other elemental traits: does not eat, sleep or breathe; not subject to to flanking.
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯ ⎯
Behavior
A1 is the nominal leader of the mugging, and her priority is the gem itself. Given the opportunity to do so unobserved, she will attempt to obtain it by Sleight of Hand, or even make one attempt to pickpocket it. Denied that option but given a chance to Sneak Attack the holder, she do that. Denied either, and she might do flyby attacks with her longspear wherever she can apply a sneak attack, or she might full attack the gem’s holder.

She cares little for her spear, and might well drop it in favor of two-weapon fighting as soon as she feels confident that the gem holder is locked down and vulnerable. Note that A1 will usually attack from higher ground, with the associated bonus.

A1 arrives 10’ off the ground and 15’ from the gem, on the opposite side of it from the center of the cave, and holding her longspear.

Small Air Elemental Sorceress “A2” CR 6
Air Elemental 2HD / Sorcerer 6
True Neutral small Elemental
Init +9; Senses darkvision 60 ft.; Listen +2, Spot +3
Languages Auran
Active Effects mage armor (CL 6th)
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯ ⎯
AC 24, touch 16, flat-footed 19 (+1 size, +4 armor, +5 Dex, +4 natural)
hp 32 (HD 2d8 +6d4 +8); DR none
Immune poison, sleep, paralysis, stunning, critical hits
Resist no; SR none
Fort +3, Ref +10, Will +4;
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯ ⎯
Speed fly 100 ft. (perfect)
Melee Slam +9 (1d4)
Ranged Acid Splash +9 touch (1d3)
Reach 5 ft.; Base Atk +4; Grp +0
Atk Options Spellcasting
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯ ⎯
Sorcerer Spells Known (CL 6th; DC 13 + spell level, +1 for Conjurations)
0th (6/day)— Detect Magic, Acid Splash, Mage Hand, Mending, Message, Touch of Fatigue (DC 13), Prestidigitation
1st (7/day)— Grease (DC 15), Ray of Enfeeblement (DC 14), Magic Missile, Mage Armor
2nd (6/day)— Web (DC 16), Glitterdust (DC 16)
3rd (4/day)— Stinking Cloud (DC 17)
Note that two 1sts were already spent casting Mage Armor on herself and G1.
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯ ⎯
Abilities Str 10, Dex 20, Con 13, Int 6, Wis 8, Cha 16
SA Whirlwind
SQ Air Mastery, Elemental Traits
Feats Improved Natural Armor, Improved InitiativeB, Weapon FinesseB, Eschew Materials, Spell Focus Conjuration
Skills Spot +3, Listen +2, Concentration +7
Possessions none

⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯ ⎯
Whirlwind (Ex) 4 rounds. See Elemental, Air
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯ ⎯
Air Mastery (Su) Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.

Other elemental traits: does not eat, sleep or breathe; not subject to to flanking.
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯ ⎯
Behavior
A2 is the most intelligent of the gang, and has the toughest job: isolating the target of the mugging. Fortunately, her casting gives her plenty of tools to do that. Her allies are unbreathing, so she can use Stinking Cloud with impunity to simultaneously block sight-lines and lock down PCs. Alternatively, the enclosed space lets her drop Webs wherever she wants, trapping party members. If the holder of the gem goes invisible, she can Glitterdust the area. And she’s not above using Mage Hand to chuck the gem to a waiting assistant.

A2 arrives near the ceiling in the center of the cavern and stays up for the entire fight. She won’t make a play to grab the gem unless it’s loose and the entire party is immobilized or nauseated.

Small Air Elemental Pests CR 2
Air Elemental 2HD / Warrior 2
Chaotic Neutral small Elemental
Init +7; Senses darkvision 60 ft.; Listen +4, Spot +3
Languages Auran
Active Effects none
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯ ⎯
AC 19, touch 15, flat-footed 15 (+1 size, +4 Dexterity, +4 natural)
hp 18 (HD 4d8) DR none
Immune poison, sleep, paralysis, stunning, critical hits
Resist no; SR none
Fort +3, Ref +7, Will +0;
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯ ⎯
Speed fly 100 ft. (perfect)
Melee Slam +7 (1d4)
Ranged none
Reach 5 ft.; Base Atk +3; Grp -1
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯ ⎯
Abilities Str 10, Dex 18, Con 10, Int 4, Wis 11, Cha 11
SA Whirlwind
SQ Elemental Traits
Feats Flyby Attack, Improved InitiativeB, Weapon FinesseB, Improved Natural Armor
Skills Listen +4, Spot +3
Possessions none
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯ ⎯
Whirlwind (Ex) 2 rounds. See Elemental, Air.
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯ ⎯
Air Mastery (Su) Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.

Other elemental traits: does not eat, sleep or breathe; not subject to to flanking.
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯ ⎯
Behavior
A3 and A4 are present mostly to keep those other than the gem-holder occupied. They will whirlwind on top of PCs who look like archers or casters to spoil their aim or concentration, and use a readied action to follow them around. They’ll set up A1 for sneak attacks by flanking even those they can’t seriously threaten. But most importantly, they’re ready to drop whatever they’re doing to zoom in and grab the gem off the ground - note that since you can always take a move action in place of a standard action, Flyby Attack lets them snatch it and keep going.

Depending on the state of the room, one of the Pests might feign interest in some treasure other than the gem. She scoops it off the ground and zooms out of the cave in an attempt to bait a PC into following her. She will fly for up to 6 rounds if pursued, then drop the item and head back for the gem. If not pursued, she will spend one round grabbing and exiting, one round lingering outside the cave, and drop it and return during the third round.

A3 and A4 arrive 15’ off the ground in opposite corners of the cavern.

Large Earth Elemental Grappler “G1” CR 6
Earth Elemental 8HD / Barbarian 1
CN Large Elemental
Init +1; Senses darkvision 60 ft.; Listen +6, Spot +6
Languages Terran
Active Effects mage armor (CL 6th)
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯ ⎯
AC 24, touch 10, flat-footed 23 (-1 size, +4 armor, +1 Dex, +10 natural)
hp 88 (HD 8d8 +1d12 +45), DR 5/-
Immune poison, sleep, paralysis, stunning, critical hits
Resist none; SR none
Fort +13, Ref +3, Will +3
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯ ⎯
Speed 30 ft.; Earth Glide 20 ft.
Melee Slam +15 (3d8+9)
Full Attack 2x Slam +15
Ranged none
Reach 10 ft.; Base Atk +7; Grp +24
Atk Options Power Attack
Special Actions Push
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯ ⎯
Abilities Str 28, Dex 13, Con 20, Int 4, Wis 13, Cha 10
SA Earth Mastery, Push, Rage (1/day)
SQ Damage reduction 5/-, earth glide, darkvision 60 ft., elemental traits
Feats Power Attack, Improved Bull Rush, Improved Natural Attack (Slam), Improved Grapple
Skills Listen +6, Spot +6
Advancement By Barbarian level
Possessions none
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯ ⎯
Push (Ex) An earth elemental can start a bull rush maneuver without provoking an AoO. The combat modifiers given in Earth Mastery also apply to the elemental’s opposed Strength checks.
Rage (Ex) as Barbarian class, 1/day
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯ ⎯
Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
Earth Glide (Ex) An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Other elemental traits: does not eat, sleep or breathe; not subject to to flanking.
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯ ⎯
Behavior
G1 single-mindedly pursues the mugging target, the current or most recent PC to hold the gem. With her reach and slightly enhanced move speed, she can pursue her target anywhere in the cramped cavern. She will either attempt to pummel the target into submission with Slams, or preferably grapple the target first and then pummel it into submission with Slams. Unlike the other muggers, she will not stop attacking to attempt to retrieve the gem until her target drops.

G1 starts the battle on the ground to the left of the gem’s pedestal.


Large Earth Elemental “G2” CR 5
G2 is identical to a standard 8HD “Earth Elemental, Large”, except that the feat “Improved Bull Rush” has been taken before Great Cleave.
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯ ⎯
Behavior
G2’s main task is to prevent the gem holder from leaving the room, or anyone else from entering. If she sees any PCs in the entrance hallway when the fight starts, she will bar their way and slug it out. If she has initiative in the first round, she will ready an attack against attempts to slip past her.

Once A2 has put down obstructions, G2 is free to fight. She won’t stop anyone who doesn’t hold the gem from fleeing. She will try to Push PCs into webs and stinking clouds given ideal positioning. But otherwise, she will fight whatever targets are available while staying between the gem holder and the exit. Should A2 successfully break up the whole battlefield, G2 can earth glide under the obstructions and join the attack on the gem holder.

Should G2 have an opportunity to grab the gem, she will Earth Glide underground with it, and perform the ritual the following round.

G2 arrives directly in front of the cavern exit.


Adaptation
The mugging is intended as a follow-up encounter, where the party might be in any condition from almost fresh with lingering buffs to badly injured with dead party members. It accommodates different party conditions with the enemy's tactics and win condition. A party that is in terrible shape can lose the encounter without a TPK, as the elementals will seldom kill more than one PC. Or they can voluntarily cede the gem. Conversely, a full-strength party can lose to the elementals' tactical focus, where a the action team controls the gem-holder and swipes the gem even as the party steamrolls the other half of the encounter. Thus, the encounter is self-balancing by design.

The nice thing about customizing encounters by adding PC class levels is that it’s a way to adjust the challenge without changing the feel - simply add or remove PC levels! A1 is one level away from iteratives, A2 could use more spells known, G1 is just starting on her own class development, and even G2 could do with some class features. Conversely, G1 could lose her rage and A2 her stinking clouds.

However, that requires recalculating the statblocks, while the following simple steps make it more challenging without much math:
* Give the Pests poisoned weapons; they have weapon proficiencies and are immune to accidental self-poisoning. (+0 CR)
* Allow more time for A2 to cast Mage Armor before the squad is called in. (+0 CR)
* Partition the room with 5’ natural rock walls and stalagmites that the air elementals can fly over and the earth elementals can go through but the party must go around. (+0 CR)
* Add a second copy of A2 and G2 in place of A4. (+1 CR); the former allows the battlefield to be controlled quicker while the latter puts even more pressure on the mugging target.
* Add some by-the-book elementals in general; the tactical plan is good until about EL 12 with the addition of a couple of Huge elementals threatening swathes of the room, but the cavern also needs to be expanded or else it becomes very cramped.

Finally, for more optimized parties, the martially inclined PC-classed elementals, A1 and G1, could exchange their vanilla core classes for ToB maneuver-granting classes. This ups the challenge without any impact on the CR, but the hidden nature of ready maneuvers means it happens at the expense of the party’s ability to plan.

While it is easy to make the encounter more difficult, its interlocking tactics mean there are few options for making it easier without radically changing its character. To cut it down to CR9, the three elementals with PC class levels could stand to lose one each and the door guard G2 could be downgraded to Medium. Or A2 can keep all her levels by cutting the door guard entirely along with one Pest. Beyond that point, it cannot get much weaker - the Earth elementals won’t be big and scary, or the party can’t be controlled effectively, or there’s no one left to do the job of actually snatching the gem.

All content is available in the SRD.

-------------

Contestant adds:


I think I'm done GMing Pathfinder for life. However, after the end of that campaign, I again reconsidered my ideals for encounter construction. This competition seems like a good excuse to display some of the new ideas.

Note that I've never GMed 3rd edition or 3.5, and don't have the splatbooks, so the spice here is almost entirely in the tactics.

loky1109
2022-08-02, 06:26 AM
Anyone who wants to can judge. I know me and Thrice Dead Cat are. Unless someone else volunteers, contest will end once we both post scores.

I'm volunteer, too.

loky1109
2022-08-02, 03:18 PM
Okay, let's look at this.
This is the first round and this competition is unique, so I think judging criteria will be made during evaluation.

Well, we have pretty interesting creatures here. Even Gold Golem and Hoard Scarab Swarm without any improvements are very good choices. I mean, I'd not give you the lowest score even in this case, but you did more, you mixed them! Cool! Hivenest is a good template, which improves monsters very much. Now they together are more than the sum of them. But on the other hand it isn't most customizable monsters, both are mindless so no feats, no skills. I give you 3 points here.
Okay. You didn't give me very much. Big chamber with one monster and one trap. Monster and trap are interesting, but... that's all. I just don't have anything to talk about. I give you 2.5 here for good trap.
It's dangerous, but not deadly encounter, if PCs will not do stupid things (but of course they will :smallwink:). Single monster is powerful melee and middle distance brute, but has low speed and PCs are able to kite it. It's not so interesting in a big flat room, but it's Environment issue, not Challenge. And coolest thing, it's a monster with a monster inside! Very different monster. Golem firstly and after it comes swarm! First is the enemy, hard for casters, second for mundanes. Plus it's easy to configure Gold Golem if the DM thinks it isn't powerful enough. I give you 4.
I can't give you much here. You have two mindless monsters. There is no story behind them and any motivation... doesn't exist. But you definitely use Dragon's Hoard, it gives you bonus (without this it was only 1 point).
2.5 points.
Total: 12

Creatures. They are pretty ordinary in base, but well customized. They have simple, but good synergy among themselves and individual tactics and functions. It should be 4 or 4.5, but... I understand, you make this Encounter from the DM's stance and this lets you make some decisions which are not acceptable in, for example, VC, but this doesn't let you make mistakes.
Rogue A1 and Improved Two-Weapon Fighting. First, you must mean regular Two-Weapon Fighting, not Improved. Second, it is a useless feat for you. Slam is a natural weapon and isn't applicable to TWF. You should take the Multiattack feat. And anyway slam should have damage 1d4+1 if you use it in this manner (it doesn't matter TWF or Multiattack). Plus Longspear should have damage 1d6+4, but it's very little mistake.
Barbarian G1 and Improved Grapple. Improved Grapple has Improved Unarmed Strike prerequisite.
Taking this mistakes into account I give you 3 points.
Environment is simple but with some features and I like your suggestion about natural rock walls and stalagmites very much! 4 points.
Well, this encounter looks pretty easy. Elementals can bring a few unpleasant moments especially if PCs are injured after fighting with a dragon, but optimized and fresh party will pass through them like a hot knife through butter. Your adaptation section helps to a certain limit, but I don't feel it enough.
On the other hand you gave the party some unique loot and the party's actions could reduce the value of art objects. Carrot and stick, I like it.
I give you 2.5 points here.
Wow! It's great! Your idea of a self-balancing encounter is very cool! Unwanted TPK is a horror for every DM, but here it isn't an issue, despite unpredictable party conditions after fighting dragon. Possibility to negotiate with enemies and solve encounter more or less amicably is cool, too. And you use Dragon's Hoard. Yes, Gold Horde uses it better - monster literally is part of the hoard, but you use hoard for enemies' motivation and obstacles.
I give you max points in this category - 5 points.
Total: 14.5

Table.
Name Chef loky1109 Judge 2 Judge 3 Total Place
Gold Horde (https://forums.giantitp.com/showsinglepost.php?p=25537105&postcount=20) 12.00 12.00 2nd
Envious Elementals (https://forums.giantitp.com/showsinglepost.php?p=25537106&postcount=21) 14.50 14.50 1st

Some updates.

Elves
2022-08-02, 04:34 PM
Thanks for getting those judgments in so fast loky. Will try to do mine tomorrow.

Elves
2022-08-03, 11:15 PM
Judgments

Creatures: 5
I think this is an inspired combination. It’s not only a great flavor fit, the template solves a big problem with the base creature: its attacks are wet noodles. The scarab swarm’s hivenest attack turns them into something scary that could actually hurt people.

Meanwhile, hivenest distraction punishes PCs for standing next to the golem, which mitigates the fact that its tentacle attack provokes AoOs — if the PCs want to be near enough to take those AoOs they have to stand in the distraction attack. This is easily overcome by reach weapons, but it’s still a neat synergy.

And despite the CR disparity, the CR 5 swarm isn’t an anticlimax, since it’s a last vindictive chance to infect PCs with the nasty Con damage effect.

It’s an unconventional and creative combination, and definitely earns the +1 CR.


Environment: 2
This is the weak part of the encounter. The trap doesn’t seem to have any connection to the monster’s mechanics — it’s a separate thing that’s just there. That’s a shame because there’s so much to riff off of. For example, helpless creatures don’t get to save against the golem’s swarm attack, so a trap that renders people helpless is an obvious complement and would mitigate the swarm attack’s low DC. A terrain feature could offer PCs a way to cure the swarm attack’s ongoing Con damage if they don’t have one. There could be something that plays on the golem’s energy reflection ability — perhaps a trap in the form of a carved dragon head that breathes fire/acid/lightning, which doubles as a threat to the players and a way for the golem to heal itself.

The area dimensions are poorly specified. One of the golem’s weaknesses is it has no ranged attack beyond 30 ft. I would have called out a 70x70x40 or smaller room to mitigate this. Or traps could have been used to punish players for getting too far from the golem — eg, make it a very big room but line the walls with traps that activate if you get within 10 ft. of a wall.


Challenge: 4
As a solo encounter, the main question is whether it has an answer to the action economy problem. It sort of does — all the immunities give it above average survivability, and the swarm adds a little extra phase at the end even if the golem dies quickly.

The golem’s lack of ranged attacks could be a problem in some environments, but since we’re indoors, it’s reasonable to assume the room isn't big enough to kite it, given the range of its tentacles.

The primary threat here is the Con damage from the hivenest attack. At 14, the DC is low, but the effect is so devastating that it’s still an acceptable number at this level. The main balance problem with the encounter is how swingy that Con damage is. Some groups won’t have a counter. I do think the encounter would be better if there were some built-in way to prevent it from being a death sentence to groups that don’t. But many groups will have at least one counter, whether it’s a monk, paladin, or high-Reflex character, and it’s nice to see disease immunity matter for once. And even if you wipe, you’ll remember the time you killed the dragon but died to its hoard.


Flavor: 5
Perfect use of prompt. The gold golem is an obvious but perfect fit, and hoard scarabs are specifically noted as inhabiting dragon hoards — so you use the hivenest template to combine both into one.

You don’t explain how and why the dragon turned its hoard into a golem, but it’s easy enough to assume it was to protect the hoard against would-be thieves just like the PCs. It seems self-explanatory.

Total: 16
Creatures: 3

The elementals form a sort of anti-party, and it’s interesting how you frame that in terms of how they might try to get the gem — rogue by theft, barbarians by brute force, sorcerer by crowd controlling the holder.

Some small optimizations could be made to these creatures with non-Core content, but they aren't necessary and I understand that you’re staying SRD-only. I’m not bothered by the errors loky mentioned. Swapping those feats out doesn’t change the fundamental encounter design, which is what matters.

Stinking cloud is thematically appropriate for the air elemental sorceress. It would be cool if her other spells known also focused on wind, gas and lightning.

The earth elementals are good hp bags for their CR, and their bull rushes are capable of pushing PCs into the sorceress’s area effects. However, as meatshields for the sorceress, it’s a problem that they’re groundbound and she’s flying in the air, so they can’t directly block her.

The pests are meh. Whirlwind lets them move without provoking but it only affects smaller creatures so it won’t do anything else. There will be no reason to attack them until they grab the gem, and once they do they will go down in one hit. And even if wasting those attacks is their only purpose, there aren’t enough of them to make that annoying.

The rogue is really doing nothing here. His damage even with SA is very low, and to lift an object from a person only requires Sleight of Hand DC 20. What I would do is fold the rogue in with the pests — have at least 4 pests, all with 1–3 rogue levels and maxed Sleight of Hand ranks (evasion also helps to protect against AoEs that could take them all out at once). They’re the thieves. Whenever one grabs a gem, PCs must waste an attack or more to take it down.

It might be interesting to have an earth elemental rogue since he could hide inside walls and sneak attack out of them, which could be strong if you go with the “natural partitions” terrain idea. This could be a good replacement for the vanilla earth elemental.

Despite some reservations, you put effort into creating a customized and diverse team, which is good.


Environment: 4


- * Partition the room with 5’ natural rock walls and stalagmites that the air elementals can fly over and the earth elementals can go through but the party must go around. (+0 CR)

I love this suggestion — a single terrain feature that creates a different tactical advantage for each type of elemental.

I understand the 20 ft. ceiling is to allow floor to ceiling webs, but it doesn’t give the sorceress the kind of space she wants to float up high and lob her medium-range spells on the PCs below. That matters, since she’s lower level than the PCs and goes down easily if hit. The 35 x 50 dimensions don’t give her much lateral space either. I’d make the cave at least 40 ft. tall, or 60 ft. so that she’s outside the range of thrown weapons and CL 10th close-range spells from right below her. Maybe the cavern could even be partially exposed to the sky for even more range. Her spells have 160 ft. range, and distance is her only defense -- let her make use of it!

The pedestals: I’m guessing the intent of the other four pedestals is to dissuade the PCs from using AOEs that could quickly take down multiple elementals. That’s a neat way to use a treasure hoard as a terrain element. By contrast, the 10x10 treasure pile doesn’t seem to play any part, so I’d be tempted to double down on the anti-AOE art objects and make this sort of a museum gallery arrangement type hoard.

Although if you partition the room with rock barriers and stalagmites as suggested, the pedestals/art objects become unnecessary, since the barriers will naturally limit AOEs. And that idea is a better thematic match for the elementals — so maybe this doesn’t need to be a dragon’s hoard encounter at all and would be stronger if it were its own thing.

Despite two good ideas (the partitions and the pedestals), not a perfect score because they’re redundant with each other and the ceiling height/room dimensions interfere with the effectiveness of the most important enemy.


Challenge: 2.5

In an encounter made up of many lower-level creatures, the main question is: are the creatures actually capable of doing anything to the PCs?

Offensively, no. Web, glitterdust and stinking cloud are all powerful spells that can absolutely CC the PCs even at this level, but none of the elementals have the offensive power to actually kill them. But I understand that their goal is just to lock the PCs down and take the gem. Otherwise this would be a problem.

The sorceress is clearly the most threatening enemy and will get focused hard. With that low ceiling and her meatshields landlocked there’s nothing to really stop that. I think she should probably be higher level and at least have wind wall, also a perfect thematic fit. As is she will go down pretty easily and it’s over if she does.

Basically the NPCs aren’t strong enough, and their nuanced tactics will probably get lost in the pew pew pew. It’s definitely hard to get these 4e-style many-creature encounters to be threatening under the 3e CR system. The cure is often some HD “trickery”. You could advance the pests by one Hit Die and add a rogue level at no CR increase, or add 3 rogue levels for just +1 CR. Likewise you could make the sorceress an advanced (7 HD) Medium air elemental and she’ll have the same CR with 5 more HD and higher stats.

I want to suggest an alternate route. You could give the sorceress Rashemi Elemental Summoning and have her summon her own elemental minions, possibly changing her to a conjurer wizard. CR-wise, this could be a more efficient way of getting a similar result, since she can be higher-level and the other elementals would be part of her CR. But this might make it *too* hard for something that’s meant as a wind-down encounter.

You have a sophisticated vision of encounter design here, but I think on a practical level it isn't meeting its full potential right now.


Flavor: 2.5

I understand you want to provide an out for injured parties. That’s good design — suddenly, the players are facing a surprise “efficiency test” (did they beat the dragon handily enough that they have juice for another fight), but not one that will screw them over if they fail. And it's their choice whether to gamble that they can beat the new encounter in front of them.

But there are two problems. One, that choice is only exciting if the stakes are high. Since the gem is only one small part of the hoard, I think a lot of parties will be ready to let the elementals just take it. Besides the rest of the hoard, there are no less than five pedestals with precious objects. Those other pedestals serve a terrain role, but they interfere with player motivation. If the gem were the *only* object on a pedestal, the players would view it as more valuable and care more.

Two, if you want to embrace the possibility that PCs might cede the gem without a fight, you should add something so that this doesn’t feel anticlimactic — maybe it leads to a new plot hook (the elementals invite the PCs to their realm in thanks) or some new conflict arises. A noncombat encounter is fine, but the noncombat resolution here seems brief and disappointing. It seems like for a large percentage of parties, this will just be a disappointing little surprise mugging where they’re like “ok”. Which is sad because then your hard work goes to waste.

And when it comes down to it, the PCs can surrender at any time by ceding the gem. So if you’re concerned about not TPKing, I think it would be better to hype up the conflict, but then make sure the PCs have an easy out. For example, maybe the elementals tell the PCs that the dragon stole his whole hoard from their djinn pasha, and they initially demand the PCs yield it all. But later, if the PCs are doing badly but the elementals have also taken damage, they lower their “offer” to only taking the gem — so despite losing, the PCs feel they made progress.

Use of prompt — as mentioned in environment, though I didn’t penalize it there, I feel this encounter doesn’t really need the dragon’s hoard concept and might be conceptually stronger without it. But the way you focused on it being a postlude to a challenging dragon fight is another way to use the prompt and evens this out.

But I think it's a problem that there's such a high chance of the encounter not even happening, and I don't think that's necessary because the PCs can surrender at any time (-0.5).

Total: 12


Table.
Name Chef loky1109 Elves Judge 3 Total Place
Gold Horde (https://forums.giantitp.com/showsinglepost.php?p=25537105&postcount=20) 12.00 16 28 TBD
Envious Elementals (https://forums.giantitp.com/showsinglepost.php?p=25537106&postcount=21) 14.50 12 26.50 TBD

Looks like it's up to Thrice Dead Cat to break the near tie.
(I honestly feel like these judgments should also be submitted via PM, then posted all at once so that judges don't know the other scores.)

daremetoidareyo
2022-08-04, 11:32 AM
I wish there were more entries. This is a cool contest idea.

Thrice Dead Cat
2022-08-04, 03:10 PM
Sorry for the delay! Here are my reviews:



Gold Golem is perfect for a crazy dragon. I also feel that a crazy dragon would have a harder time getting rid of a hoard scarab swarm or maybe just not care enough to remove one. The harpoon trap is just an added bonus to the above. I feel as those the golem would have standing orders to try to direct enemies towards the pressure plates. It sadly doesn't have any feats, so it's not like it is likely to bullrush an enemy onto the plates, but still. Call it a 4.5/5.



I like the description you gave, plus the use of a trap (which admittedly blurs the lines a bit between environment and creatures). Given that the prompt was for defeating a dragon, I feel like you missed an easy chance to reference blue dragons, given that deserts are their primary habitat. I also feel like you could have an an opportunity to better describe the piles of gold - both those of the golem and general treasure. Call it 3/5.



The golem is a pretty standard big stupid fighter. It's slow, but the 30 feat of reach it can get with its tentacles helps somewhat. Its inherent energy reflection mean no orb bombing it, and its magic immunity means that most mages had better have some buff spells or summons if they want to assist in taking it down. Otherwise, they're stuck with a crossbow. The infestation just worsens that for them, too. While the DC is low against the burrowing, the fact that it's a reflex save instead of the usual constitution save mean that most fighter types are going to start losing Con to it. Sure, there's not the death spiral you get with a con save lowering con making the next save more difficult, but con damage sucks all around. Its regular damage isn't anything to write home about though.

Altogether, this feels like a rough CR 10 fight after beating a dragon. My one complaint is that you don't have anything targeting will saves. You've got pressure on the other two saves, plus obviously AC, but not Will. The Distraction ability comes close to that, but not quite. Still calling it a 4/5.



The flavor of a dragon using a gold golem to protect its piles of treasure only to eventually have a horde scarab infest it is perfect for me. The traps feel like the odd thing out. Sure, dragons would likely also use traps. It's just that the golem doesn't really synergize with them from a flavor perspective. Call it a 2.5/5.






This is the weakest section for me. Everything's an elemental, but it is a little weird for me that you've got two Earths and four Airs. The how and why they're here is also a little weak for me, but not enough to really penalize you. 3/5



Your description for the area is great! I love the detail about calling the area difficult terrain, the trophies, the possibility of damaging said trophies, and of course the magical gem that starts the whole encounter! Easy 5/5.



The challenge itself is great. You have multiple monsters and a distinct plan of attack: get the gem, perform the ritual, and leave. You've got great tactics for the entire group, too. While it would require the PCs actually negotiate and give up a small portion of their loot, I also like that you give them an out to resolve everything peacefully. "Hand over the gem and no one gets hurt." Heck, I could see a group of players who either lose the gem or hand it over then start investigating where the elementals went and what their whole deal was. A challenge that's also a potential plot hook is great in my books! Ignoring the gem, which is technically a custom magic item, everything here is from the SRD! 5/5



I love the details put into everything. The only thing really missing for me is a blurb about how or why the elementals are here and strike at this moment. Just explicitly saying that they were bound by another glyph would do it for me. 4.5/5

Elves
2022-08-04, 05:02 PM
I wish there were more entries. This is a cool contest idea.
Well, what we do have over other contests, apparently, is much quicker turnaround.

If contestants have disputes, now is the time. PM them to me and I'll send to the judges to keep you anonymous. Remember, nothing less than a Photoshop trophy is at stake.

daremetoidareyo
2022-08-04, 05:32 PM
Well, what we do have over other contests, apparently, is much quicker turnaround.

If contestants have disputes, now is the time. PM them to me and I'll send to the judges to keep you anonymous. Remember, nothing less than a Photoshop trophy is at stake.

No disputes here

Bucky
2022-08-04, 07:38 PM
Sure, no complaints that I think would actually affect the ratings.

Elves
2022-08-05, 04:39 AM
Final scores and reveal~

Table.
Name Chef loky1109 Elves Thrice Dead Cat Total Place
Gold Horde (https://forums.giantitp.com/showsinglepost.php?p=25537105&postcount=20) daremetoidareyo 12 16 14 42 2nd
Envious Elementals (https://forums.giantitp.com/showsinglepost.php?p=25537106&postcount=21) Bucky 14.5 12 17.5 44 1st

Thanks to everyone who participated. Here are your little digital diplomas:

Bucky (https://i.imgur.com/F3lR2Lq.png)
Dare (https://i.imgur.com/vMcRmXv.png)


Speaking with judicial impartiality, I think you got robbed Dare. Not that your encounter was so much better but because your creature was like the perfect fit for this prompt. But I scored environment low and the other judges had problems with that as well as flavor (which I didn't see as an issue). So in the end it was close but Bucky's ambitious multi-part encounter takes it.

---

Now that the contest is over, thoughts on how it went? Should the judging categories be changed?

loky1109
2022-08-05, 05:30 AM
Now that the contest is over, thoughts on how it went? Should the judging categories be changed?
It looks well. Some injecting a stream of new. I like it. Judging categories are ok, but firstly I didn't correctly understand "How well does the entry use the prompt?" part. Maybe it needed to have clarification with more details.

Thrice Dead Cat
2022-08-05, 08:29 AM
Creatures, environment, and flavor all are perfect categories to judge. "Challenge" seems a little redundant because all of the other three pieces contribute to the overall challenge. I think it might be better to instead have that category be "Use of the Prompt" or maybe even just "Originality" instead.

Bucky
2022-08-05, 12:32 PM
Creatures, environment, and flavor all are perfect categories to judge. "Challenge" seems a little redundant because all of the other three pieces contribute to the overall challenge. I think it might be better to instead have that category be "Use of the Prompt" or maybe even just "Originality" instead.

Disagree on "Challenge" being irrelevant. There should be some place to penalize encounters for "this is marked EL4, but it's so cheesy that it will wipe most level 5 or 6 parties", or for "this is marked EL6, but a well equipped vanilla Fighter 4 should be able to solo it head-on without much difficulty".

The challenge rubric could use tightening, though. Two of the judges rated the Elementals a 2.5 challenge because it was a weak challenge, and the third gave a 5 rating because it was an interesting challenge, and that was the difference between first and second place. Ideally, the judging guidelines would say to take both into account.

Further, I think future prompts should designate both a target encounter level, and a target party level. (e.g. "This is an EL8 encounter to seriously threaten a fresh level 6 party.") The two entries here happened to be comparable, but if the competition expands the judges will have a headache trying to compare goblins to liches. I noticed that judging was easy and prompt compared to other competitions, and the focus on a narrow level band is probably the reason why - the other competitions generally require the judge to look at 20 levels of power for each entry, but this competition gives a single snapshot to evaluate in detail.

As for the possibility of an "Originality" category, I would fold it into Flavor. A very flavorful encounter should be distinct and memorable.

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Speaking of challenge, I made some concessions to keep it interesting over difficult.


I understand the 20 ft. ceiling is to allow floor to ceiling webs, but it doesn’t give the sorceress the kind of space she wants to float up high and lob her medium-range spells on the PCs below. That matters, since she’s lower level than the PCs and goes down easily if hit.
Yes, A2 would be a whole lot more difficult to deal with hugging a 50-foot ceiling behind a wind wall. Against parties with strong specialization, she might be able to web the one real threat to her inside a stinking cloud and then rain down spells with impunity. Even if the party takes out the earth elementals and forces the surviving air elementals away, it can be very difficult - again, depending on composition - to actually take her down as she plinks away at the gem-holder with magic missiles until the CC runs out of duration or she runs out of slots.

That isn't my idea of a fun encounter, though. Instead, I consider it a failure mode. There's a similar failure mode if the party's flying and all the air elementals go down.

As actually arranged, I tried to put the ceiling-clinging fliers just barely out of reach of ground-bound melee, so that they can try something creative to break a ground/sky stalemate.

Elves
2022-08-08, 07:44 PM
That isn't my idea of a fun encounter, though. Instead, I consider it a failure mode. There's a similar failure mode if the party's flying and all the air elementals go down.

This is the kind of thing you can bring up in disputes. Whatever form it takes I think the sorceress needs some form of protection that she doesn't have right now.

I think this is also part of level-appropriateness. At low levels, I agree it might not be fair to expect all groups to deal with a flying opponent. In that situation, putting a flying creature in a constrained space where it can't just kite them becomes good design. But at level 10 it's reasonable to ask PCs to have a way to deal with a flying opponent or suffer. Especially since she doesn't have any actual killing power (magic missiles won't kill people).

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New contest! (https://forums.giantitp.com/showthread.php?648591-Encounter-Contest-2-Curse-of-the-Mummy-s-Tomb&p=25543953#post25543953)