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Test of High Level 5E: Design 4 or 5 lvl 13 PCs for 6 to 8 encounter adventuring day
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<blockquote data-quote="Flamestrike" data-source="post: 6840786" data-attributes="member: 6788736"><p><strong>Encounter 2:</strong></p><p></p><p>Encounter environment: The entry room to the dugeon demi-plane of blackrazor. As noted above, all walls and floors are made of a near indestructable black stone that eminates a gloomy light. Vison is reduced to 30' for creatures without darkvision, and 60 or 120' (as appropraite) for creatures with darkvision. Regardless, all visibility is reduces to dim light (advantage on stealth checks). Devils sight is unaffected and works normally. Treat this as a 9th level spell effect. The demipalne is not connected to the ethereal plane, so ethereal travel is not possible.</p><p></p><p>The above encounter conditions persist for the remaining encounters.</p><p></p><p>The room is 40' wide (N-S) and 70' long (E-W). A black portal is on the middle of the eastern wall - it is through this portal that the PCs arrive. A 10' wide coridoor extends onwards into the dungeon from the centre of the west wall. The room slopes gently upwards towards the western exit.</p><p></p><p>Encounter conditions: This is the entry room to the demiplane. PCs who step into the vortex outside appear in the demiplane infront of the nearest empty space near the portal on the east wall. As noted above, its possible that a PC may send a familiar in to scout the demiplane first in which case the Slaadi kill it (leaving the PC unaware due to the fact it happens on a different plane) or possibly the PCs may enter one at a time... this could lead to a very challenging encounter if they do so. The DM should giver the PCs ample time to enter the demiplane as a group; a PC entering on his own could be quickly overwhelmed.</p><p></p><p>Creatures: 2 Death slaads (beings allied to the entity Blackrazor aeons ago) have recently plane shifted into this chamber. They currently lurk on either side of the western exit of the room. They are invisible and communicate to each other with telepathy. </p><p></p><p>Compare the passive perception of any PC entering this room with the Slaads stealth DC (17; including advantage from the dim light). A PC that notices them sees two faint shimmerings in the gloom of the chamber and is not surprised on the first round of combat. </p><p></p><p>The Slaadi instantly initiate combat with fireballs, repeating this tactic on turn two. If the Slaad remain unengaged on turn 3, one uses major image to create illusion of another death Slaadi adjacent to any obvious spellcasters or ranged characters as a distraction (a PC watching this tactic can make a DC 15 Arcana check to notice the ruse and realise that Slaadi are masters of illusion and not of summoning magic. A PC that fights an illusory salad gains a DC 15 investigation check on a successful attack that strikes the slaad to also notice the ruse). The other slaad either closes to melee or drops a cloudkill on the party. These creatures of chaos cannot be bargained with, pursue any PCs that leave the room (using fly if needed, and invisibilty) and fight to the death.</p><p></p><p>Adjusted difficulty 17700 XP (Hard). XP to award: 11,800</p><p></p><p>Treasure: None.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 6840786, member: 6788736"] [B]Encounter 2:[/B] Encounter environment: The entry room to the dugeon demi-plane of blackrazor. As noted above, all walls and floors are made of a near indestructable black stone that eminates a gloomy light. Vison is reduced to 30' for creatures without darkvision, and 60 or 120' (as appropraite) for creatures with darkvision. Regardless, all visibility is reduces to dim light (advantage on stealth checks). Devils sight is unaffected and works normally. Treat this as a 9th level spell effect. The demipalne is not connected to the ethereal plane, so ethereal travel is not possible. The above encounter conditions persist for the remaining encounters. The room is 40' wide (N-S) and 70' long (E-W). A black portal is on the middle of the eastern wall - it is through this portal that the PCs arrive. A 10' wide coridoor extends onwards into the dungeon from the centre of the west wall. The room slopes gently upwards towards the western exit. Encounter conditions: This is the entry room to the demiplane. PCs who step into the vortex outside appear in the demiplane infront of the nearest empty space near the portal on the east wall. As noted above, its possible that a PC may send a familiar in to scout the demiplane first in which case the Slaadi kill it (leaving the PC unaware due to the fact it happens on a different plane) or possibly the PCs may enter one at a time... this could lead to a very challenging encounter if they do so. The DM should giver the PCs ample time to enter the demiplane as a group; a PC entering on his own could be quickly overwhelmed. Creatures: 2 Death slaads (beings allied to the entity Blackrazor aeons ago) have recently plane shifted into this chamber. They currently lurk on either side of the western exit of the room. They are invisible and communicate to each other with telepathy. Compare the passive perception of any PC entering this room with the Slaads stealth DC (17; including advantage from the dim light). A PC that notices them sees two faint shimmerings in the gloom of the chamber and is not surprised on the first round of combat. The Slaadi instantly initiate combat with fireballs, repeating this tactic on turn two. If the Slaad remain unengaged on turn 3, one uses major image to create illusion of another death Slaadi adjacent to any obvious spellcasters or ranged characters as a distraction (a PC watching this tactic can make a DC 15 Arcana check to notice the ruse and realise that Slaadi are masters of illusion and not of summoning magic. A PC that fights an illusory salad gains a DC 15 investigation check on a successful attack that strikes the slaad to also notice the ruse). The other slaad either closes to melee or drops a cloudkill on the party. These creatures of chaos cannot be bargained with, pursue any PCs that leave the room (using fly if needed, and invisibilty) and fight to the death. Adjusted difficulty 17700 XP (Hard). XP to award: 11,800 Treasure: None. [/QUOTE]
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Test of High Level 5E: Design 4 or 5 lvl 13 PCs for 6 to 8 encounter adventuring day
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