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The Hum and the Vision - AI-generated fantasy Encounter

The Hum and the Vision

Protect · Low · 3 players, level 8

The Hum and the Vision

The training trial ends if the party is driven from the platform or the colossus is destroyed.

Run the fight

Round
1
4 to 6 rounds
Creatures
5
Low

This round

Nothing planned.


Win Destroy the briar colossus

Lose All characters are forced beyond the lantern rim


Party 3 players, level 8

System D&D 2024

Cheat sheet

Protect

Break the colossus's core before the shades drive the party over the lantern rim.

Win

Destroy the briar colossus.

Lose

All characters are forced beyond the lantern rim, or the party abandons the platform.

If it goes badly: The shades withdraw into the ravine when the colossus falls; the construct powers down and the trial ends.

Forces

  • 1 × Briar colossusAC 15 · HP 114 · CR 5
  • 4 × Echo shadesAC 12 · HP 22 · CR 1/2

Read aloud

Say this

The briar colossus tears free of the soil and blocks the path, its glass roots straining under its weight. Four pale shades peel away from the ravine walls and rush for the nearest lantern-lit edge. The roots hum beneath your boots, and a familiar triumph flickers just beyond the bridge.

Forces

2
  • Briar colossus

    Bruiser

    1 of them
    AC
    15
    HP each
    114
    CR
    5

    Rooted Bulk

    Opens
    Use Engulf on the closest character, then hold the root platform.
    Targets
    The character dealing the most damage to it; strike anyone trying to cross the ravine alone if possible.
    Flees
    It fights until destroyed; the training construct powers down when reduced to 0 hit points.
  • Echo shades

    Skirmisher

    4 of them
    AC
    12
    HP each
    22
    CR
    1/2

    Incorporeal Movement · Shadow Stealth · Sunlight Weakness

    Opens
    Two rush the nearest character while two use the ravine bridges to reach the lantern rim.
    Targets
    A character separated from allies or already near the platform edge.
    Flees
    They vanish when reduced to 0 hit points.

What happens

4 to 6 rounds
  1. ·

    At the end of rounds 2, 4, 6, and every other round thereafter.

    The roots show a character a personal victory. If they take a moment to acknowledge an ally or describe resisting the vision, nothing happens. Otherwise, they must move toward the vision on their next turn or lose their reaction until that turn ends.

The battlefield

Zones

  1. 1

    Root platform30 by 30

    The briar colossus starts here, among thick roots that provide half cover.

  2. 2

    Glass-root ravine25 by 10

    Narrow transparent bridges cross this shallow cut; a creature can cross one with 10 feet of movement.

  3. 3

    Lantern rim25 by 10

    Floating lanterns mark the edge. A creature pushed beyond them lands 10 feet below the platform.

What the party can use

A creature can snap a transparent root bridge with an action; creatures on it make a DC 14 Dexterity save or fall into the shallow ravine, taking 2d6 bludgeoning damage.
A creature can shove a floating lantern 10 feet with an action; it sheds bright light in a 10-foot radius until the next round.
The dark soil is difficult terrain where the roots do not cross.

Scaling

XP budget2,200 of 6,300 XP
Weaker

Low

One fewer Echo shades

Remove two echo shades.
As written

Low

Stronger

Moderate

One more Briar colossus

Add two echo shades, entering from the ravine at the end of round 1.

Treasure

The trial awards a stamped brass token from the Gilded Thorn quest.

Media

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