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<blockquote data-quote="Shardstone" data-source="post: 8659964" data-attributes="member: 6807784"><p>I also have to say, I just finished the adventure.</p><p></p><p>It is very Elden Ring inspired.</p><p></p><p>A mid-boss quotes a big Elden Ring boss almost line by line, and Vecna is in a temple at the edge of time, and he has a one-liner he says when you find him, and he's standing at the other end of his sanctum like an Elden Ring boss and begins the battle.</p><p></p><p>At this point, you will have gone through literally over a dozen traps and a few short but painful fights. The sanctum also has numerous effects. The sanctum:</p><p></p><ul> <li data-xf-list-type="ul">The walls are made of a mixture of stone and <a href="https://www.dndbeyond.com/monsters/17077-zombie" target="_blank">zombies</a>. The zombies are melded with the stone and cannot be removed without destroying them. Any creature that comes within 5 feet of the walls must succeed on a DC 15 Dexterity saving throw or become <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Grappled" target="_blank">grappled</a> by the zombies in the wall. Any creature that starts its turn grappled by the zombies gains one point of <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Exhaustion" target="_blank">exhaustion</a>. A creature can repeat the saving throw as an action on each of its turns.</li> <li data-xf-list-type="ul">The sanctum is warded against living creatures. Spells that restore hit points to a living creature only restore half as many hit points (minimum one).</li> <li data-xf-list-type="ul">The sanctum is protected by <a href="https://www.dndbeyond.com/spells/forbiddance" target="_blank">forbiddance</a>. Celestial creatures that enter the tower for the first time or start their turn in it take 5d10 radiant damage.</li> <li data-xf-list-type="ul">The sanctum is unaffected by the effects of Limbo.</li> </ul><p></p><p>Vecna on top of this has lair actions, he is given the Book of Vile Darkness, and his lair actions summon the deadliest low CR creature in the game - shadows. One per player. All to mob whoever he wants.</p><p></p><p>Vecna is a very detailed boss fight with a strong lair, a gauntlet you have to get through to reach him, and his own powers. And even if he loses, he comes back to life in 1d100 years to run it all back. And he has the book of vile darkness to give him any spell you want.</p><p></p><p>This is, once against, fantastic design. This is how you make high level D&D fights work.</p></blockquote><p></p>
[QUOTE="Shardstone, post: 8659964, member: 6807784"] I also have to say, I just finished the adventure. It is very Elden Ring inspired. A mid-boss quotes a big Elden Ring boss almost line by line, and Vecna is in a temple at the edge of time, and he has a one-liner he says when you find him, and he's standing at the other end of his sanctum like an Elden Ring boss and begins the battle. At this point, you will have gone through literally over a dozen traps and a few short but painful fights. The sanctum also has numerous effects. The sanctum: [LIST] [*]The walls are made of a mixture of stone and [URL='https://www.dndbeyond.com/monsters/17077-zombie']zombies[/URL]. The zombies are melded with the stone and cannot be removed without destroying them. Any creature that comes within 5 feet of the walls must succeed on a DC 15 Dexterity saving throw or become [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Grappled']grappled[/URL] by the zombies in the wall. Any creature that starts its turn grappled by the zombies gains one point of [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Exhaustion']exhaustion[/URL]. A creature can repeat the saving throw as an action on each of its turns. [*]The sanctum is warded against living creatures. Spells that restore hit points to a living creature only restore half as many hit points (minimum one). [*]The sanctum is protected by [URL='https://www.dndbeyond.com/spells/forbiddance']forbiddance[/URL]. Celestial creatures that enter the tower for the first time or start their turn in it take 5d10 radiant damage. [*]The sanctum is unaffected by the effects of Limbo. [/LIST] Vecna on top of this has lair actions, he is given the Book of Vile Darkness, and his lair actions summon the deadliest low CR creature in the game - shadows. One per player. All to mob whoever he wants. Vecna is a very detailed boss fight with a strong lair, a gauntlet you have to get through to reach him, and his own powers. And even if he loses, he comes back to life in 1d100 years to run it all back. And he has the book of vile darkness to give him any spell you want. This is, once against, fantastic design. This is how you make high level D&D fights work. [/QUOTE]
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