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General Tabletop Discussion
*Dungeons & Dragons
6-8 encounters/day - how common is this?
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<blockquote data-quote="Rhenny" data-source="post: 6850214" data-attributes="member: 18333"><p>One of the best adventures I made and ran was for 8th or 9th level PCs. It had about 13 encounters (some traps, some interaction and some combat) in one day, but it also gave the party a chance to take 3 short rests. </p><p></p><p>After the party found an amulet with the image of two lovers on it, the ghosts of those two lovers appeared and spoke with different members of the party. From the conversation it was clear that neither ghost could see or sense the other. They were forever searching for each other and asked the party to help them break the curse. The adventure site had 3 outside tombs and one central tomb that the PCs had to explore. They had to explore the 3 outer ones (collecting keys) before the inside one and it took place in a graveyard. The central tomb was protected by magic so that it could not be penetrated by spell of any type short of a wish. The party needed to enter the central tomb so that they could figure out how to uncurse the two ghosts so they could reunite in the afterlife.</p><p></p><p>2 of the tombs had 1 or 2 traps and an combat encounter, which depending on how the PCs interacted with the traps, they could be handled separately or all together.</p><p></p><p>The other outside tomb had a puzzle well (that could spawn and encounter if done improperly), a rug of smothering in front of one room door, a trapped treasure room with locking door and crushing walls (that took 2 rounds to move together to squish anyone in the room), and a banquet hall of ghosts that the party interacted with to find out more about the past and the curse (again, if they didn't interact in a non-violent way, this would also be a very dangerous combat encounter).</p><p></p><p>After clearing each tomb, the PCs could use each empty tomb to take a short rest (thereby granting them 3 rests), but as soon as they stepped out of the tomb, a strange abyssal fog filled the graveyard and they had to face another encounter. The first time in the fog they faced just 1 barbed devil (I think that's what it was). The 2nd time it was 2 barbed devil's. The 3rd time it was 2 barbed devil's and 2 huge bone skeletons that tore from the ground to guard the central tomb.</p><p></p><p>The central tomb had a few nasties in it which could be 2 encounters or 1 encounter depending on how the PCs explored the tomb. (maybe some kind of Ice devil and some more powerful wights, but I can't remember now). Then they had to find the coffins of the two lovers and figure out how to break the curse.</p><p></p><p>I can't remember what the party make up was, but I think it was a rogue, a wizard, a paladin and a cleric. This adventure design worked really well and the entire story that the party was doing something ultra good/sappy to help dead lovers made the end really satisfying in a sappy Victorian way.</p><p></p><p>I wonder how the adventure would run with warlocks and barbarians in the mix. For some reason, even though they benefit from the short rest mechanic, I still think it would work fine.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 6850214, member: 18333"] One of the best adventures I made and ran was for 8th or 9th level PCs. It had about 13 encounters (some traps, some interaction and some combat) in one day, but it also gave the party a chance to take 3 short rests. After the party found an amulet with the image of two lovers on it, the ghosts of those two lovers appeared and spoke with different members of the party. From the conversation it was clear that neither ghost could see or sense the other. They were forever searching for each other and asked the party to help them break the curse. The adventure site had 3 outside tombs and one central tomb that the PCs had to explore. They had to explore the 3 outer ones (collecting keys) before the inside one and it took place in a graveyard. The central tomb was protected by magic so that it could not be penetrated by spell of any type short of a wish. The party needed to enter the central tomb so that they could figure out how to uncurse the two ghosts so they could reunite in the afterlife. 2 of the tombs had 1 or 2 traps and an combat encounter, which depending on how the PCs interacted with the traps, they could be handled separately or all together. The other outside tomb had a puzzle well (that could spawn and encounter if done improperly), a rug of smothering in front of one room door, a trapped treasure room with locking door and crushing walls (that took 2 rounds to move together to squish anyone in the room), and a banquet hall of ghosts that the party interacted with to find out more about the past and the curse (again, if they didn't interact in a non-violent way, this would also be a very dangerous combat encounter). After clearing each tomb, the PCs could use each empty tomb to take a short rest (thereby granting them 3 rests), but as soon as they stepped out of the tomb, a strange abyssal fog filled the graveyard and they had to face another encounter. The first time in the fog they faced just 1 barbed devil (I think that's what it was). The 2nd time it was 2 barbed devil's. The 3rd time it was 2 barbed devil's and 2 huge bone skeletons that tore from the ground to guard the central tomb. The central tomb had a few nasties in it which could be 2 encounters or 1 encounter depending on how the PCs explored the tomb. (maybe some kind of Ice devil and some more powerful wights, but I can't remember now). Then they had to find the coffins of the two lovers and figure out how to break the curse. I can't remember what the party make up was, but I think it was a rogue, a wizard, a paladin and a cleric. This adventure design worked really well and the entire story that the party was doing something ultra good/sappy to help dead lovers made the end really satisfying in a sappy Victorian way. I wonder how the adventure would run with warlocks and barbarians in the mix. For some reason, even though they benefit from the short rest mechanic, I still think it would work fine. [/QUOTE]
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