Charles Rampant
Adventurer
Wow, lots of great responses here! While I absorb them, here is some extra detail as requested by posters.
Statblocks for the Tl'a'ikith and the Kr'y'izoth
Party Equipment
My vague wording in the OP has caused some confusion on this front. When I observed that they had no magic weapons, what I meant was that inside the anti-magic field they'll be lacking them, which is vitally important against a Lich who is immune to normal ones. Here is a list of magic items possessed by the party. They also have massive piles of consumables, for example a giant-sized-potion of diminution, courtesy of Lyn Armaal.
Dwarf Monk - Bronze Horn of Valhalla, Ring of Three Wishes, Sun Blade, Bracers of Defense, Headband of Intellect, Ioun Stone of Insight, Ring of Swimming. Most importantly, he can Dodge with AC 21 and still attack multiple times a round. As a result, he isn't hit very often - my dice love to miss him. We use the fan-made Way of Four Elements for him, so he's often in Investiture of Ice form.
Half Elf Arcane Trickster - Shortbow +1, Shortsword +2, Amulet against Proof and Location, Ring of Mind Shielding, Cloak of Invisibility, Broom of Flying, Bag of Holding with about twenty spell scrolls in it, plus a Banner of the Krig Rune which they've never used. Normally flies around on the Broom of Flying with the Cloak of Invisibility active, and is immune to the Truesight spell since that's divination and blocked by his other items. In normal circumstances, he's functionally unkillable by enemies without native truesight.
Dwarf Cleric of Thor - Belt of Hill Giant Strength, Rod of Lordly Might, Cape of the Mountebank, Ioun Stone of Regeneration, Boots of Springing and Leaping, Figurine of Wondrous Power (never used). The party's main source of AoE damage since the Sorcerer's player changed to the Champion. A surprisingly versatile character, who can be irritating to get into melee with due to various pushbacks.
Dragonborn Oath of Devotion Paladin - Vorpal Greatsword, Periapt of Wound Closure, Cloak of Protection, Necklace of Fireballs. Makes everyone within 30ft. immune to Charm spells and Fear, hits like a freight train.
Half-Orc Champion Fighter - Gem of Seeing, Longbow +2, Bracers of Archery. Even with the Sharpshooter feat banned, this character does a disgusting amount of damage every round, not least because the player crits at least once per turn. Weakest defences in the party at AC17, but has over 200 hp.
Don't let anyone tell you that the 5th edition treasure tables don't give out magic items - they absolutely do, just only after level 9. As you can see, the party have a crazy number of items, and across the board have good AC, magical damage, great movement options, and lots of utility. The last time they felt in real danger of a TPK was around level 5, I guess. Though last week they did have to use a Bead of Force to imprison themselves in order to survive the calamitous detonation of the Fortress of Three Sorrows, also in the Githyanki city.
The Room
You can see a map of this floor of the dungeon here. (There are another two maps associated with this dungeon, albeit much smaller.) One thing holding me back from some of [MENTION=20323]Quickleaf[/MENTION]'s excellent ideas is that this is room 7 of a 60 room dungeon, including the crypts and Duthka'gith creation labs. As asked by [MENTION=6801670]Istbor[/MENTION], the players do not know where the Phylactery is, but will need to clear the rest of the dungeon to do so. They entered the dungeon via a teleport from rooms 1 to 2, and have cleared rooms 2, 3, 10, 11, and 12 so far.
There is an unhallow effect in play, which you can see on page 3 of this document, which I wrote to update the rules of the dungeon.
Statblocks for the Tl'a'ikith and the Kr'y'izoth
Party Equipment
My vague wording in the OP has caused some confusion on this front. When I observed that they had no magic weapons, what I meant was that inside the anti-magic field they'll be lacking them, which is vitally important against a Lich who is immune to normal ones. Here is a list of magic items possessed by the party. They also have massive piles of consumables, for example a giant-sized-potion of diminution, courtesy of Lyn Armaal.
Dwarf Monk - Bronze Horn of Valhalla, Ring of Three Wishes, Sun Blade, Bracers of Defense, Headband of Intellect, Ioun Stone of Insight, Ring of Swimming. Most importantly, he can Dodge with AC 21 and still attack multiple times a round. As a result, he isn't hit very often - my dice love to miss him. We use the fan-made Way of Four Elements for him, so he's often in Investiture of Ice form.
Half Elf Arcane Trickster - Shortbow +1, Shortsword +2, Amulet against Proof and Location, Ring of Mind Shielding, Cloak of Invisibility, Broom of Flying, Bag of Holding with about twenty spell scrolls in it, plus a Banner of the Krig Rune which they've never used. Normally flies around on the Broom of Flying with the Cloak of Invisibility active, and is immune to the Truesight spell since that's divination and blocked by his other items. In normal circumstances, he's functionally unkillable by enemies without native truesight.
Dwarf Cleric of Thor - Belt of Hill Giant Strength, Rod of Lordly Might, Cape of the Mountebank, Ioun Stone of Regeneration, Boots of Springing and Leaping, Figurine of Wondrous Power (never used). The party's main source of AoE damage since the Sorcerer's player changed to the Champion. A surprisingly versatile character, who can be irritating to get into melee with due to various pushbacks.
Dragonborn Oath of Devotion Paladin - Vorpal Greatsword, Periapt of Wound Closure, Cloak of Protection, Necklace of Fireballs. Makes everyone within 30ft. immune to Charm spells and Fear, hits like a freight train.
Half-Orc Champion Fighter - Gem of Seeing, Longbow +2, Bracers of Archery. Even with the Sharpshooter feat banned, this character does a disgusting amount of damage every round, not least because the player crits at least once per turn. Weakest defences in the party at AC17, but has over 200 hp.
Don't let anyone tell you that the 5th edition treasure tables don't give out magic items - they absolutely do, just only after level 9. As you can see, the party have a crazy number of items, and across the board have good AC, magical damage, great movement options, and lots of utility. The last time they felt in real danger of a TPK was around level 5, I guess. Though last week they did have to use a Bead of Force to imprison themselves in order to survive the calamitous detonation of the Fortress of Three Sorrows, also in the Githyanki city.
The Room
You can see a map of this floor of the dungeon here. (There are another two maps associated with this dungeon, albeit much smaller.) One thing holding me back from some of [MENTION=20323]Quickleaf[/MENTION]'s excellent ideas is that this is room 7 of a 60 room dungeon, including the crypts and Duthka'gith creation labs. As asked by [MENTION=6801670]Istbor[/MENTION], the players do not know where the Phylactery is, but will need to clear the rest of the dungeon to do so. They entered the dungeon via a teleport from rooms 1 to 2, and have cleared rooms 2, 3, 10, 11, and 12 so far.
There is an unhallow effect in play, which you can see on page 3 of this document, which I wrote to update the rules of the dungeon.