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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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<blockquote data-quote="Flamestrike" data-source="post: 6852369" data-attributes="member: 6788736"><p><strong>The lair of Blackrazor.</strong></p><p></p><p>While many assume that Blackrazor is a magical sword, the reality is far different. It is actually a hole in reality – an extra planar rift – that houses a force of entropy so powerful that it is capable of annihilating whole planes. When the adventurers who raided Keraptis lair found blackrazor they placed it in a recently discovered bag of holding for safe keeping. </p><p></p><p>Unfortunately all was not as it seemed. The bag of holding was in fact a bag of devouring – and the magical resonance of the two potent forces of entropy occupying the same extra dimensional space at once broke the bonds that trapped blackrazor in its weapon form. A great and terrible evil was released into the world, and a hole was torn into reality. If blackrazor is not stopped, and the hole is not sealed, the entire multiverse is in peril.</p><p></p><p>In this room lurks the avatar of blackrazor – the greatest of the atropals and a force for entropy and the annihilation of the multiverse.</p><p></p><p>Use the stats for an <strong>Adult green dragon</strong> with the <strong>Shadow </strong>template. Increase its CR to 18 to account for this template. His lair actions take the form of grasping tendrils of shadow or billowing clouds of darkness. Like the rest of the demiplane the room is cast in a permanent magical dim light. Blackrazor currently sits atop a pyramid in the rear of this large [300' x 300'] room hidden (Perception DC 26 to detect thanks to the dim light, and the shadow template) 150’ away from the entrance and likely outside the range of the PCs vision. With his blindsight, darkvision and +12 perception he surveys the room. If he detects any intruders he waits till they have all entered the room and a PC moves more than 25 feet inside of it, and uses a lair action to trap the PCs in the room and monologue a bit. He then flies 80’ overhead breathing on them to catch as many as he can in one blast. He surveys the effect of his breath and either hides as a bonus action on his turn, or prepares to close to melee range against a weakened PC (to make use of his legendary melee attacks). </p><p></p><p>On turn two he uses another lair action to again trap the PCs for at least one turn and either breathes again (if available) or melees a weakened PC as described above. He breathes as soon as it recharges hoping to catch as many PCs as possible in the blast. If reduced to less than half his hit points, he forgoes using hit and run tactics and closes to melee, blocking the exit if at all possible.</p><p></p><p>XP to award 20,000 adjusted XP = 20,000 (Hard).</p><p></p><p>If the PCs are having an easy time of it, throw some <strong>shadows </strong>at them as well.</p><p></p><p><strong>Rewards</strong>: On top of the pyramid lies the (now completely clear, as if made of transparent glass) greatsword formerly known as blackrazor. Devoid of the entropic spirit that once resided within, it is now little more than a hole in space, infinitely thin on its edge, and sharper than any other sword in existence. It is a <em>vorpal greatsword</em>, and blackrazor is not immune to its decapitation power. If blackrazor is decapitated by this weapon its life force is sucked back into the sword and this sword becomes <em>blackrazor </em>as per the DMG.</p><p></p><p>Development: Once blackrazor is defeated the PCs are free to explore, finding the sword if they haven’t already. Once blackrazor is defeated and a PC holds the vorpal sword, the dimensional rift expels all of its occupants out into their respective planes, and then closes for good.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 6852369, member: 6788736"] [B]The lair of Blackrazor.[/B] While many assume that Blackrazor is a magical sword, the reality is far different. It is actually a hole in reality – an extra planar rift – that houses a force of entropy so powerful that it is capable of annihilating whole planes. When the adventurers who raided Keraptis lair found blackrazor they placed it in a recently discovered bag of holding for safe keeping. Unfortunately all was not as it seemed. The bag of holding was in fact a bag of devouring – and the magical resonance of the two potent forces of entropy occupying the same extra dimensional space at once broke the bonds that trapped blackrazor in its weapon form. A great and terrible evil was released into the world, and a hole was torn into reality. If blackrazor is not stopped, and the hole is not sealed, the entire multiverse is in peril. In this room lurks the avatar of blackrazor – the greatest of the atropals and a force for entropy and the annihilation of the multiverse. Use the stats for an [B]Adult green dragon[/B] with the [B]Shadow [/B]template. Increase its CR to 18 to account for this template. His lair actions take the form of grasping tendrils of shadow or billowing clouds of darkness. Like the rest of the demiplane the room is cast in a permanent magical dim light. Blackrazor currently sits atop a pyramid in the rear of this large [300' x 300'] room hidden (Perception DC 26 to detect thanks to the dim light, and the shadow template) 150’ away from the entrance and likely outside the range of the PCs vision. With his blindsight, darkvision and +12 perception he surveys the room. If he detects any intruders he waits till they have all entered the room and a PC moves more than 25 feet inside of it, and uses a lair action to trap the PCs in the room and monologue a bit. He then flies 80’ overhead breathing on them to catch as many as he can in one blast. He surveys the effect of his breath and either hides as a bonus action on his turn, or prepares to close to melee range against a weakened PC (to make use of his legendary melee attacks). On turn two he uses another lair action to again trap the PCs for at least one turn and either breathes again (if available) or melees a weakened PC as described above. He breathes as soon as it recharges hoping to catch as many PCs as possible in the blast. If reduced to less than half his hit points, he forgoes using hit and run tactics and closes to melee, blocking the exit if at all possible. XP to award 20,000 adjusted XP = 20,000 (Hard). If the PCs are having an easy time of it, throw some [B]shadows [/B]at them as well. [B]Rewards[/B]: On top of the pyramid lies the (now completely clear, as if made of transparent glass) greatsword formerly known as blackrazor. Devoid of the entropic spirit that once resided within, it is now little more than a hole in space, infinitely thin on its edge, and sharper than any other sword in existence. It is a [I]vorpal greatsword[/I], and blackrazor is not immune to its decapitation power. If blackrazor is decapitated by this weapon its life force is sucked back into the sword and this sword becomes [I]blackrazor [/I]as per the DMG. Development: Once blackrazor is defeated the PCs are free to explore, finding the sword if they haven’t already. Once blackrazor is defeated and a PC holds the vorpal sword, the dimensional rift expels all of its occupants out into their respective planes, and then closes for good. [/QUOTE]
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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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