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I GM'd this today at 2D Con in Minneapolis. Knowing it could easily be a TPK, I warned all the players at the beginning of the scenario's reputation and that there was something in it they were not supposed to try to fight. I had 5 pregens and 2 actual PCs being played. Three of the players have Org Play numbers with 3 or 4 digits, so there were some very sharp folks at the table. (One of them texted Thursty when the golem got the first hit and his response was, "RUN CHILDREN! RUN!")
When the golem appeared almost right at the beginning, one of the PCs got a great Engineering check and another got a great Mysticism check. So, I gave them some hints about what it might be like while trying to maintain the sense that it was ancient and of a strange design. I pointed out that it seemed to be moving sluggishly compared to what they would expect from such a creature. They used this and some tests to figure out what its limitations seemed to be.
Once they attempted to attack it and missed against an EAC in the mid 20s, they realized that they were never going to hit it. At that point, it was focused on the solarion, who began leading it in a loop between the Lounge, Rear Entrance, and the Elevator Room while the rest of the party spread out to dig up important items and clues. They finally entered the last room, triggering the golem to appear there among them. When it started zeroing in on 1 of the PCs, that person just lead it from one end of the room to the other, while the rest of the party tried and tried and tried to get the door open. I fully believe this would have been a horrible train wreck if I hadn't warned them--and if the golem's tactics didn't say that it focused on 1 target until dead.
This type of scenario can be great. The players really enjoyed it. However, I want to point out:
- The key to such scenarios is to make the enemy unkillable, NOT to make it unkillable AND able to 1 or 2 shot PCs in tier. It should have a high AC and/or obvious regen/DR/resistances, but its damage should be a HECK of a lot lower.
- The checks on the final door were a bit too high for the tier.
- It would really help to make the layout of the place less linear. More options for the whole group to get away from the thing and circle around to finish up with items or clues that they noticed, but didn't have time to spend on would help.
- The auto-opening doors really work against the PCs in this. It prevents them from being stealthy to check on where the golem is and trying to avoid it or get past it. I would rather allow for clever players to come up with ways to deal with the situation than forcing them to resolve the challenge the way the author thought they would.