14th, 15th level published modules... help?


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BEYOND ALL REASON by Fiery Dragon is slated for 13th, but I find it is probably more deadly than that-- Fire Giants and all, you know.

Easy enough to bump it up if you have to:

1) Add a giant or two to any encounter with giants.
2) Increase the dragon's age just enough to give it SR.
3) Add a few more druid levels to the main bad guy (giving him access to 5th level spells, an important break point in power).


Wulf
 


The Harrowing in Dungeon #85 By Monte Cook is pretty good. It has to do with them Dark Elves though, so if you're tired of them, not worth it probably.
 


Where Dark Elves Rule, a pdf adventure from Bastion Press also fits that level criteria. It is designed to be a campaign of attrition - the players don't get much rest and the possible encounters may wear them down severely...
 

Besides "The Harrowing" in issue #84, Dungeon has printed a few in the near vicinity.

"Headless" in issue #89 is for 12th-level characters, but is easily scaled up.
"The Rock and the Hard Place" is a 16th-level Side Trek from issue #91.
"Interlopers of Ruun-Khazai" in issue #92 is for 13th-level characters.
"Demonblade" in issue #96 is for 16th-level characters. Although not released yet, this adventure is quite fun. It should be available in November to subscribers and December on the newsstand.

Of course, all our adventures are scalable, so anything in the 10–20 range is workable using the sidebar in the adventure.
 

The WotC site offers some options:

Hindsight is for 15th
Icy Heart is for 15th+
Black Rain is for 16th

Still on the WotC site, you might consider scaling any of the following:

A Question of Ethics (12th)
Black Water (12th)
Desert Sands (13th)
Frigid Demise (13th)

The adventure path module Heart of Nightfang Spire is also enough of a meat-grinder to more than challenge a 14th-15th level party.

Another option is Dungeon magazine (including converting some of the 2nd Ed modules - the True Ghoul adventure that provided the seed for Piratecat's White Kingdom storyline comes to mind). The "Scaling the Adventure" notes in the 3E issues should give you a lot of options, even for adventures not initially set at 14th-15th.

Finally, there are "campaign" modules like Necropolis (10th-18th) or Rappan Athuk (which would challenge a party of just about any level, I think).

But a big part of choosing suitable adventures is the kind of players you have: do they enjoy dungeons? Do they like NPC interaction? etc
 

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