Burley
2022-09-15, 10:14 AM
Our group has skipped the last couple sessions because our DM likes to have the entire party present. Tonight, I'm running a one-shot for the incomplete group because I need to play or I'll shrivel up.
Anyway, it's a capture-the-flag sort of encounter where coral golems will come from the water and try to get to the village center and steal their totem. Then, they'll attack again, using the totem, this time trying to kill the village elder.
Going against a party of four 4th level characters:
Encounter 1: 6x Coral Soldiers (Warforged Soldiers stats) - some of them will engage while 2-3 attempt to break through to the village, steal their totem and take it back to the sea, and the remaining soldiers will disengage/retreat
Encounter 2: 1x Coral Golem (Flesh Golem stats) - players will see coral soldiers bonding together to create the larger golem creature. [If the coral soldiers succeeded in stealing the totem, they'll bond together around the totem, giving a few bonus abilities to the golem.] [If the party defends the totem, they may use it during this encounter, if they gain the village elder's approval.]
When I put this into the Encounter Builder on DDB, it shows a glowing red bar and "DEADLY" and a (888) number for Player Protective Services. Are 6 CR1s too many? Since I intend to have some of them not engage, should I actually add more CR1s? Is the CR5 Flesh Golem too strong? Does it make sense for coral to also eat lightning damage? Should I swap the fire/lightning aversion/absorption?
Anyway, it's a capture-the-flag sort of encounter where coral golems will come from the water and try to get to the village center and steal their totem. Then, they'll attack again, using the totem, this time trying to kill the village elder.
Going against a party of four 4th level characters:
Encounter 1: 6x Coral Soldiers (Warforged Soldiers stats) - some of them will engage while 2-3 attempt to break through to the village, steal their totem and take it back to the sea, and the remaining soldiers will disengage/retreat
Encounter 2: 1x Coral Golem (Flesh Golem stats) - players will see coral soldiers bonding together to create the larger golem creature. [If the coral soldiers succeeded in stealing the totem, they'll bond together around the totem, giving a few bonus abilities to the golem.] [If the party defends the totem, they may use it during this encounter, if they gain the village elder's approval.]
When I put this into the Encounter Builder on DDB, it shows a glowing red bar and "DEADLY" and a (888) number for Player Protective Services. Are 6 CR1s too many? Since I intend to have some of them not engage, should I actually add more CR1s? Is the CR5 Flesh Golem too strong? Does it make sense for coral to also eat lightning damage? Should I swap the fire/lightning aversion/absorption?