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<blockquote data-quote="Zardnaar" data-source="post: 9661268" data-attributes="member: 6716779"><p>Party Size will be 6. Running RAW more or less from the 5.5 MM Can tweak as required as it is for Sunday. Backdrop is dead three heretics of the Ebon Triad in Baldurs Gate. PCs have located a Vampire nest and are going in at night time as they have been informed it will be less busy vs a daytime strike. The nest is a repurposed Black Geode from page 135 Prioces of the Apocalypse at the bottom of a seaside cliff. Baneites, Myrkul and Bhaalists are tweaked from Descent into Avernus and refluffed 5.5 MM NPCs.</p><p>xp budget is 7800, 12000 and 15600 for low/medium/high. Most encounters are mediums</p><p>Encounters</p><p>1. Death Knight Aspirant and 6 Warrior Veteran skeletons (immune poison resistant to necrotic, vulnerable bludgeoning)</p><p></p><p>2. 2 Assassins invisible near stone bridge. Falling PCs face 4 vampire spawn. </p><p></p><p>3. 2 assassins', 4 reapers of Bhaal, 1 death head of bhaal (+25% hp 5.0 critters)</p><p></p><p>4. Archpriest of Bane + 2 priests, 6 fists of Bane and a black Gauntlet of Bane.</p><p> </p><p>5. Arcanoloth + 8 Medium szed refluffed Ogre Zombies. Arcanoloth has an legendary Myrkul's Staff of Cherished Necromancy and +2 bloodwell vial, and some spells/metamagic</p><p></p><p>6. Statue of Myrkul (refluffed Stone golem, extra HP dealing necrotic damage in a hallowed area for vulnerability to necrotic damage CR 11 or 12 I suppose)</p><p></p><p>7. Vampire DM special encounter. 4 globes with counter spells keyed to daylight. Vampire is linked to 7 familiars with warding bond effect on each one. Each familiar is paralyzed strapped to an obelisk and has 30 HP. Half damage is assigned to each familar in order. They are AC 10 (naked) and are paralyzed (half damage goes to Vampire). 5 rounds to defeat or Vampire becomes Umbral Vampire. </p><p></p><p>8. If reduced to 0 hp Vampire is teleported to Black Cauldron PCs encountered level 7. Cauldron swells and explodes in 1d4 rounds (8d6 piercing damage 20' save for half). Huge Avatar of Myrkul appears (refluffed death knight). </p><p></p><p> Party </p><p>Light Domain Cleric</p><p>Lightning Sorcerer</p><p>Glamour Bard</p><p>Celestial Bladelock w/legendary weapon (+2 greatsword +2d6 necrotic)</p><p>Way of Fists Monk w/vicious weapon</p><p>Champion Fighter sword and w/board vicious trident</p><p></p><p>Spellcasters have +1 wands/amulets type stuff with some +2 ones located in the adventure.</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 9661268, member: 6716779"] Party Size will be 6. Running RAW more or less from the 5.5 MM Can tweak as required as it is for Sunday. Backdrop is dead three heretics of the Ebon Triad in Baldurs Gate. PCs have located a Vampire nest and are going in at night time as they have been informed it will be less busy vs a daytime strike. The nest is a repurposed Black Geode from page 135 Prioces of the Apocalypse at the bottom of a seaside cliff. Baneites, Myrkul and Bhaalists are tweaked from Descent into Avernus and refluffed 5.5 MM NPCs. xp budget is 7800, 12000 and 15600 for low/medium/high. Most encounters are mediums Encounters 1. Death Knight Aspirant and 6 Warrior Veteran skeletons (immune poison resistant to necrotic, vulnerable bludgeoning) 2. 2 Assassins invisible near stone bridge. Falling PCs face 4 vampire spawn. 3. 2 assassins', 4 reapers of Bhaal, 1 death head of bhaal (+25% hp 5.0 critters) 4. Archpriest of Bane + 2 priests, 6 fists of Bane and a black Gauntlet of Bane. 5. Arcanoloth + 8 Medium szed refluffed Ogre Zombies. Arcanoloth has an legendary Myrkul's Staff of Cherished Necromancy and +2 bloodwell vial, and some spells/metamagic 6. Statue of Myrkul (refluffed Stone golem, extra HP dealing necrotic damage in a hallowed area for vulnerability to necrotic damage CR 11 or 12 I suppose) 7. Vampire DM special encounter. 4 globes with counter spells keyed to daylight. Vampire is linked to 7 familiars with warding bond effect on each one. Each familiar is paralyzed strapped to an obelisk and has 30 HP. Half damage is assigned to each familar in order. They are AC 10 (naked) and are paralyzed (half damage goes to Vampire). 5 rounds to defeat or Vampire becomes Umbral Vampire. 8. If reduced to 0 hp Vampire is teleported to Black Cauldron PCs encountered level 7. Cauldron swells and explodes in 1d4 rounds (8d6 piercing damage 20' save for half). Huge Avatar of Myrkul appears (refluffed death knight). Party Light Domain Cleric Lightning Sorcerer Glamour Bard Celestial Bladelock w/legendary weapon (+2 greatsword +2d6 necrotic) Way of Fists Monk w/vicious weapon Champion Fighter sword and w/board vicious trident Spellcasters have +1 wands/amulets type stuff with some +2 ones located in the adventure. [/QUOTE]
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