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The Abyssal Campaign (~260pg).
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<blockquote data-quote="Zappo" data-source="post: 1373846" data-attributes="member: 633"><p>6th level for the Abyssal Campaign is very low, I played it with a party averaging a bit more than 8th. At 6th they would have to be <em>very</em> careful, and not knowing when to run is going to be a big problem.</p><p> </p><p> Luckily, everyone in my group is fairly experienced. Most monsters have visual cues to their power, and even if they don't read the MM in their spare time, they can recognize danger when they see it (the roper is the wrong monster for that, though... a stalagmite with teeth makes me think of something from Mario Bros).</p><p> </p><p> In the Abyssal Campaign, there are lots and lots of hints about the power of most opponents. Chiefly, the creatures of darkness' tactics: they bite and run, and this allows them to do lots of sneak attacks and to strike fear but it also means that PCs can get solid data on their power and still have a few rounds to prepare or run.</p><p> </p><p> Many of these hints are even designed to cause the PCs to overestimate their opponents (eg, the flames dancing on Rothakon's skin - some players now suspect that he's a <em>balor</em>, maybe with a reduce spell).</p><p> </p><p> In any case, here the PCs are in the <em>Abyss</em>. If they don't know when to run and hide, they'll learn. At the suggested levels, the upper prison can't be done by wandering around with lit torches and attacking all patrols; you must gather allies, exploit the demons' incompetency, and not get noticed. The monster zone can't be done in one strike; you have to scout it, develop tactics to avoid sneak attacks, and avoid attracting the monsters. The tanar'ri guarding the gate to the Plains can't be fought all together (this cost the life of a PC in my game); you have to wait for them to separate, create a diversion, and take them by surprise.</p><p> </p><p> When everything fails, there are always red shirts. The PCs have the occasion of freeing and joining up with plenty of NPCs in the prison. Nothing better than killing off one of them in the most messy way possible to send a message. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Zappo, post: 1373846, member: 633"] 6th level for the Abyssal Campaign is very low, I played it with a party averaging a bit more than 8th. At 6th they would have to be [i]very[/i] careful, and not knowing when to run is going to be a big problem. Luckily, everyone in my group is fairly experienced. Most monsters have visual cues to their power, and even if they don't read the MM in their spare time, they can recognize danger when they see it (the roper is the wrong monster for that, though... a stalagmite with teeth makes me think of something from Mario Bros). In the Abyssal Campaign, there are lots and lots of hints about the power of most opponents. Chiefly, the creatures of darkness' tactics: they bite and run, and this allows them to do lots of sneak attacks and to strike fear but it also means that PCs can get solid data on their power and still have a few rounds to prepare or run. Many of these hints are even designed to cause the PCs to overestimate their opponents (eg, the flames dancing on Rothakon's skin - some players now suspect that he's a [i]balor[/i], maybe with a reduce spell). In any case, here the PCs are in the [i]Abyss[/i]. If they don't know when to run and hide, they'll learn. At the suggested levels, the upper prison can't be done by wandering around with lit torches and attacking all patrols; you must gather allies, exploit the demons' incompetency, and not get noticed. The monster zone can't be done in one strike; you have to scout it, develop tactics to avoid sneak attacks, and avoid attracting the monsters. The tanar'ri guarding the gate to the Plains can't be fought all together (this cost the life of a PC in my game); you have to wait for them to separate, create a diversion, and take them by surprise. When everything fails, there are always red shirts. The PCs have the occasion of freeing and joining up with plenty of NPCs in the prison. Nothing better than killing off one of them in the most messy way possible to send a message. :D [/QUOTE]
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