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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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<blockquote data-quote="Celtavian" data-source="post: 6844960" data-attributes="member: 5834"><p><strong>Description of Set Up and Planar Restrictions</strong></p><p></p><p>As noted above, after the PCs kill or subdue the giants, they face a 2 hour journey to the Mountain (or whats left of it).</p><p></p><p> Smart PCs should attempt to shorten this journey by any means possible in order to allow more short rest opportunities in the Demi planar rift upon arrival.</p><p></p><p> As the PCs journey to the mountain, they can immediately see it is no more. The sky over the mountains remains is dark as if something is sucking the light out of the sky. The party passes flattened trees on the way to the mountain; knocked flat as if by a giant explosion, only facing towards the mountain - as if some massive implosion has drawn them towards the scene of the carnage.</p><p></p><p> Upon reaching the mountain, the PCs quickly find the dimensional rift that houses the Atropal. It appears as an inky black swirling vortex that seems to draw matter and light into its central core. Appropriate diviniation magic, arcana or investigation checks identify it as a planar rift, and that it leads to a demi plane of sorts. Sufficiently high arcana checks identify that the plane to which it leads to is a 'plane between the planes' with no connection to the ethereal plane once iside (although astral travel is possible from the demi plane). The PCs may also be able to determine what created it (the interaction of a bag of devouring with an equally powerful dimensional space holding an equally potent extra planar being) with appropriate checks or magic (DMs call).</p><p></p><p> Any PC that enters the plane cannot leave unless via the astral plane, or via plane shift, or if the Atropal is slain. As the demiplane is a different plane, any familiars that are sent in to scout the plane cannot report back to the PCs (although once the PCs are in the plane, the familiars can scout as normal).</p><p></p><p> The interior of the plane appears as a dungeon of sorts with 10' wide passages and floors, ceilings and walls are made of some kind of virtually indestructible black stone that seems to absorb light and sound (a form of dark matter). The entire demiplane is shrouded by a magical dim light (treat as a 9th level spell) that even darkvision cannot pierce. Creatures without darkvision cannot see more than 30’ in the darkness, and creatures with darkvision can see up to the range of their darkvision (60’ or 120’) however even then the PCs vision is shrouded in darkness (advantage to stealth checks to hide). Devils sight works normally.</p><p></p><p> For the purposes of this experiment, the dungeon itself is not mapped, the individual encounter areas are.</p><p></p><p>I'll post subsequent encounters every 24 hours or so, leaving us all with time to discuss the encounters as they take place. </p><p></p><p><strong>Commentary</strong> This is what I was looking for. I recalled that <strong>Flamestrike</strong> indicated that once we entered, there was no coming out. This would make using summoned creatures more difficult because once they are inside, they can't come outside to report to you. You can't change commands until you enter. So you have to give them instructions upon entering to disperse and clear the room. Then you have to decide how long before you enter once you determine your summoned creatures cannot return and communicate with you. Once you're in, you're in. Not an uncommon feature of planar rifts.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6844960, member: 5834"] [b]Description of Set Up and Planar Restrictions[/b] As noted above, after the PCs kill or subdue the giants, they face a 2 hour journey to the Mountain (or whats left of it). Smart PCs should attempt to shorten this journey by any means possible in order to allow more short rest opportunities in the Demi planar rift upon arrival. As the PCs journey to the mountain, they can immediately see it is no more. The sky over the mountains remains is dark as if something is sucking the light out of the sky. The party passes flattened trees on the way to the mountain; knocked flat as if by a giant explosion, only facing towards the mountain - as if some massive implosion has drawn them towards the scene of the carnage. Upon reaching the mountain, the PCs quickly find the dimensional rift that houses the Atropal. It appears as an inky black swirling vortex that seems to draw matter and light into its central core. Appropriate diviniation magic, arcana or investigation checks identify it as a planar rift, and that it leads to a demi plane of sorts. Sufficiently high arcana checks identify that the plane to which it leads to is a 'plane between the planes' with no connection to the ethereal plane once iside (although astral travel is possible from the demi plane). The PCs may also be able to determine what created it (the interaction of a bag of devouring with an equally powerful dimensional space holding an equally potent extra planar being) with appropriate checks or magic (DMs call). Any PC that enters the plane cannot leave unless via the astral plane, or via plane shift, or if the Atropal is slain. As the demiplane is a different plane, any familiars that are sent in to scout the plane cannot report back to the PCs (although once the PCs are in the plane, the familiars can scout as normal). The interior of the plane appears as a dungeon of sorts with 10' wide passages and floors, ceilings and walls are made of some kind of virtually indestructible black stone that seems to absorb light and sound (a form of dark matter). The entire demiplane is shrouded by a magical dim light (treat as a 9th level spell) that even darkvision cannot pierce. Creatures without darkvision cannot see more than 30’ in the darkness, and creatures with darkvision can see up to the range of their darkvision (60’ or 120’) however even then the PCs vision is shrouded in darkness (advantage to stealth checks to hide). Devils sight works normally. For the purposes of this experiment, the dungeon itself is not mapped, the individual encounter areas are. I'll post subsequent encounters every 24 hours or so, leaving us all with time to discuss the encounters as they take place. [b]Commentary[/b] This is what I was looking for. I recalled that [b]Flamestrike[/b] indicated that once we entered, there was no coming out. This would make using summoned creatures more difficult because once they are inside, they can't come outside to report to you. You can't change commands until you enter. So you have to give them instructions upon entering to disperse and clear the room. Then you have to decide how long before you enter once you determine your summoned creatures cannot return and communicate with you. Once you're in, you're in. Not an uncommon feature of planar rifts. [/QUOTE]
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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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