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Sunday, April 22, 2012

Drezilak's Room of the Immovable Golem


The long and winding hallway has been tormenting you and your party ever since you entered Drezilak’s Keep. Rooms after rooms have been explored by you and your courageous allies in the hunt to defeat the dread Cyclops-Minotaur Lich known as Drezilak. Drezilak has taunted you at every turn with minions and cohorts that seem to not only channel the lich’s rage but also his power. Tricks and traps have felled adventurers before you and even a few of your own. Bruce the Rat, a self-proclaimed master of locks, failed to notice that the massive stone double door at the entrance to the keep was booby-trapped. His screams never really seemed to die away as the ground opened up beneath him and swallowed him whole. Maybe you can still hear Bruce’s cries for help and shrieks of agony, or just maybe Drezilak the Dread is finally getting to you.

The hallway finally opens up after what feels like hours of tedious exploration. The room before you is massive; Elkhorn the Druidic-Magi has haughtily told everyone that he believes it to be close to 50 feet squared. The room itself would be all but empty except for the door on the far side of the wall with some sort of grid on it and the massive golem crafted of stone and metal seated in the center of the room.

Drezilak’s mechanization is a large-sized Golem that stands in the middle of a 10 squares by 10 squares room. Much like the door behind the Golem, the Golem itself has a grid on its back. The entrance to the room stands open at 10 feet in width with no doors or barring mechanism. The gridded heavy stone door on the opposite side of the Golem also stands 10 feet wide and has no visible or discernible handles or opening mechanism.


The gridded Golem’s back looks similar to the one shown above. On the back of the Golem are 8 colored gems with roughly etched numbers upon them. The gridded door has 8 blank settings for the gems to fit into. Within the empty slots on the door are also roughly etched numbers that can only be seen from directly adjacent to the door itself. The task is simple to open the door, the players must remove the gems from the Golem’s back and place them in their corresponding slots on the large stone door. The trick lies in the fact that Golem isn’t going to let its gems go that easily.

The Golem itself is a large size creature that stands in the middle of the room. The Golem is perpetually immobilized and cannot be subjected to forced movement. Aside from being utterly incapable of moving, the Golem is also impervious to all types of damage and immune to Fear, Poison, and Disease. Essentially, this is not a Golem that you want to mess with. The gridded Golem can only be defeated once all of the gems have been removed and placed in their corresponding door slots.


The Golem’s attacks are quite simple. It has a single At-Will that is a Close Burst 2 that both damages the adventurers in its reach and pushes them back 2 squares. In addition to that, the Golem has a rechargeable Minor action attack that does massive damage to a single foe. The Golem acts on its own Initiative roll.

In order to remove the gems from the Golem’s gridded back, the Golem must be granting Combat Advantage by Flanking only to the party and a Hard DC Thievery check must be successfully made. Whenever half of the Golem’s gems are removed its single-target massive damage attack automatically recharges and may be used as an Immediate Interrupt.

The solution for the Golem-door puzzle is shown above, but for clarity’s sake here it is again (albeit with slightly different colors):


Arch-Lich Drezilak the Dread’s Golem tore through your party with his devious puzzle. Belarion the Bold and Elkhorn fell before the Golem’s mighty fists before the solution was achieved. The door opened before the surviving members of the Wilderness Watch to reveal dread in the highest of forms; more hallways and more doors. Drezilak was a monotonous and deadly foe; how many more would fall before his works?

Now would be a good time to note that this trapped room is without mechanics. The reason for this is so that it can be plugged into any level of play. The powers have been described in such a way that one need but look at average damage outputs for the level of creature being encountered or through the XP Budget (or ignore it entirely if you are wanting some more Fourthcore fun!)

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The other day, when I first wrote this challenge room up, I posted on Twitterquery about what exactly a Minotaur-Cyclops Lich would look like. Well yesterday, out of my own curiosity, I decided to go ahead and quickly sketch up Drezilak the Dread. Now to build this baddie in the Character Builder for some fun!


UPDATE: I just finished building up this baddie in the DDI Character Builder. He's got a lot of powers, but they are thematic between his two races and lich-hood calling. I took the liberty of renaming some snagged powers to be better fitting. (ex. Vampiric Touch is now The Dread Lich's Touch) I hope you enjoy, this was a blast to make despite my netbook hating Silverlight! It should also be noted that I'm still trimming power selection as, admittedly Drezilak has far too many abilities. Suggestions are very welcome!



Until next time,


Follow me on Twitter @Sorcerer_Blob or via the hash-tag #legend4ry








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