Sunday, March 15, 2015

1. The Watchtower (CR 16 Encounter)


1. The Watchtower (CR 16 Encounter)

Standing in the center of a rubble strewn clearing is a 100’ tall 40’ square watchtower. Three prominent sigils mark the entrance to the tower. If one looks closely at the tower the stone resembles people who have been broken and put into horrifically unnaturally bodily positions to form the tower.


Perception DC 35 (+1 per 10 feet you are from the tower) reveals the inevitable arbiter keeping watch from the top of the tower.
Detect magic: 1st rd: magic is present here, 2nd rd: strongest magic radiates from the tower, 3rd: The sigils radiate moderate abjuration, and the tower radiates strong transmutation
Detect law: will reveal the presence of the arbiter watching from the top of the tower.
True seeing: will reveal that the tower is an animated object.

The treeline before the tower has been cut back by the Deathless Dukes followers so it is 250 ft away from the watchtower. If a creature who does not bear the arcane mark of The Deathless Duke comes within 15ft of the watch towers door, trigger’s the first sigil which is a greater glyph of warding (flying flaming corpse DC 26, Attack Roll +28) and the watchtower attacks. If it comes within 10 ft of the door it triggers another (chain lightning DC 26), and within 5ft. of the door the last (freezing sphere DC 26) All spells are caster level 18.

 If the tower is significantly injured the arbiter will use his make whole spell-like ability to repair he tower, as he has been commanded to do so by the Deathless Duke who bound him here. The tower only uses its catapult to attack fleeing opponents. There is a cellar door at the base of the tower’s normal resting place that leads down to Area 2 The Doorwardens.

A DC 15 Perception check reveals loud arguing going on beyond the cellar door. The tower was constructed by the craftsman and oracle Rhys Larkchild of Our Mother of Madness along with the deathless duke’s cohort the medusa Charissa who supplied the stone bodies that make up the tower’s walls. The arbiter knows this and can reveal this is if he is interrogated.

 Greater glyphs of warding are magical traps and as such are hard to detect and disable. A character with the trapfinding class feature (only) can use the Perception skill to find the glyph and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for greater glyph of warding.


Flying Flaming Corpse 


School: Evocation [Fire]; Level: Sorcerer/Wizard 6
Casting Time: 1 standard action
Components: V, S, M (puppet strings)
Range: Long (400 ft. + 40 ft./level)
Target: One corporeal creature
Duration: Instantaneous
Saving Throw: Reflex partial; Spell Resistance: Yes
You set a creature on fire and fling it with telekinesis, potentially hitting nearby opponents or objects. The target takes 8d6 points of fire damage and is set on fire (1d6 additional each round) A creature can extinguish the target as a full-round action. You also hurl the target at any creature or object within range of the spell. You must make an attack roll whenever you use the target as a weapon. The attack bonus for this attack is equal to your caster level plus either your Intelligence or Charisma modifier (whichever is higher). If you successfully hit the new target with the creature, both it and the creature take damage based on the creature’s size plus 2d6 fire. The target struck by the subject of this spell must make a Reflex save or also be set on fire. If the subject would be killed or destroyed by the damage this spell inflicts, it remains intact until after it has been hurled. A successful saving throw halves the initial damage (4d6), the subject is not set on fire and is not hurled at another target. 


Watchtower CR 11

XP 12,800
Colossal Animated Object
N Colossal construct
Init -2 Senses darkvision 60, low-light vision; Perception -5

Defense

AC 19, touch 0, flat-footed 19 (-2 Dex, +19 natural, -8 size)
hp 151 (13d10+80 size)
Fort +4, Ref +2, Will -1
Defensive Abilities hardness 8, object Immune Construct Traits, critical hits and sneak attack.

Offense

Speed 30 ft.
Melee slam +23 (2d8+27 plus trip)
Ranged catapult +3 (2d8 +27) 50 ft. range increment
Space 30 ft.; Reach 30 ft

Statistics

Str 46, Dex 6, Con -, Int -, Wis 1, Cha 1 
Base Atk +13 CMB +39 CMD 47 
SQ 6 construction points (additional attack, imitation ranged attack, stone, trip)


Special Abilities 

 Object (Ex): the Watchtower as an object has a number of special defenses:


  • Energy attacks: These deal half damage to Watchtower. Divide the damage by 2 before applying the Watchtower's hardness. Acid does full damage against the watchtower. 
  • Ranged Weapon Damage: Watchtower takes half damage from ranged weapons (unless the weapon is a siege engine or something similar). Divide the damage dealt by 2 before applying the watchtower's hardness. 
  • Ineffective Weapons: Most melee weapons have little effect on the stone walls and doors of the watchtower, unless they are designed for breaking up stone, such as a pick or hammer. Siege engines or something similar are also effective. 




Inevitable Arbiter

XP 600
LN Tiny outsider (extraplanar, inevitable, lawful)
Init +3; Senses darkvision 60 ft., detect chaos, low-light vision; Perception +5

Defense

AC 16,  touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 15 (2d10+4); regeneration 2 (chaotic)
Fort +5, Ref +3, Will +3
Defensive Abilities constant vigilance, constructed; SR 13

Offense

Speed 20 ft., fly 50 ft. (average)
Melee short sword +7 (1d3/19–20)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks electrical burst
Spell-Like Abilities (CL 2nd; concentration +4)
Constantdetect chaos
3/daycommand (DC 13), make wholeprotection from chaos
1/weekcommune (CL 12th, 6 questions)

Statistics

Str 11, Dex 16, Con 14, Int 11, Wis 11, Cha 14
Base Atk +2; CMB +3; CMD 13
Feats Flyby Attack, Weapon FinesseB
Skills Diplomacy +7, Fly +12, Knowledge (planes) +5, Perception +5, Sense Motive +5, Stealth +16
Languages truespeech
SQ locate inevitable

Special Abilities

Constant Vigilance (Su) An arbiter gains a +4 bonus to recognize and disbelieve illusions created by creatures with the chaotic subtype or possessing the chaotic descriptor.
Electrical Burst (Ex) An arbiter can release electrical energy from its body in a 10-foot-radius burst that deals 3d6 electricity damage (DC 13 Reflex half). Immediately following such a burst, the arbiter becomes stunned for 24 hours. The save DC is Constitution-based.
Locate Inevitable (Su) An arbiter can always sense the direction of the nearest non-arbiter inevitable on the plane, the better to help it report back to its superiors. It cannot sense the range to this inevitable.


Treasure: 

The arbiter has gathered a great deal of wealth from the fallen who have approached the tower, it keeps on the top level a tower shield +4 (16,180 gp), a light steel shield +2 (4,159 gp) most it is in the four iron chests the 1st chest with a good lock (DC 30) worth 69 gp within you find
Magic: potion of resist energy, acid (300 gp), dust of illusion (1,200gp), potion of bless weapon (50 gp), potion of erase (50 gp),
Special: sunrod (2 gp), masterwork sap (301 gp), masterwork silver sling bullets (10, 80 gp), 
Mundane: elven curve blade (80 gp), kama (2 gp), scholar’s outfit (5 gp), scroll case (no scroll 1 gp), spell component pouch (empty 5 gp), signal whistle (1 gp),
Gems and Coins: fire opal (573 gp), fiery yellow corundum (612 gp), sardonyx (14 gp), chrysoprase (39 gp), malachite (9 gp), hematite (1 gp), lapis lazuli (2 gp); 37 pp, 567 gp, 2,500 sp, 6,300 cp

1 comment:

  1. I love this - a tower, animated! The party would never see it coming.

    ReplyDelete