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*Dungeons & Dragons
Adventurers in Faerun-The Book of Low and Mid Level Adventures?
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<blockquote data-quote="Sword of Spirit" data-source="post: 9791197" data-attributes="member: 6677017"><p>What we kind of need are instructions for how to run high level adventures. It's the kind of thing that would be great right in a DMG. Rather than a paragraph, hav 5-8 pages explaining how all the variables need to be changed.</p><p></p><p>You don't just suddenly run into tougher and tougher monsters on the road between towns, or inexplicably have the levels of the same sorts of villains scale with the PCs. No, you think in terms of where these high level challenges make sense. That's typically out on the Planes. I mean, there are some real high level challenges out there that make perfect sense. There are entire hierarchies and military setups of fiends. A random patrol of Baatezu may not be a climatic battle for 18th level characters, but it can definitely be a close equivalent of low level bandit encounters designed to whittle away some HP.</p><p></p><p>One of the absolute best, lore appropriate challenges that very believably scales up with virtually no cap is to launch some sort of mission against a fiendish army. Stealth infiltration for an easy one, right up to, "See that meeting of balors way over there? Yeah the one watched over by the molydeus and surrounded by a bunch of marilith and goristro attendants and such. No, your not looking for enough; look way over there past the thousands of demons of various ranks they command. Yeah, we're pretty sure their mages have set up a bunch of protections and surveillance, and our intel says the Demon Prince they are meeting with might already be in the tent. We figure stealth is probably the going to be right out given all that. You may want to open with a meteor swarm to clear out some of the rabble in carefully selected areas, because there's no way you'll be able to get all the ones you need to get past in the spell areas, and some of them won't go down to it anyway. But nevermind me, you guys know what you're doing, that's why we hired you! Just remember that after you eliminate everything in and around that tent, you're going to half to get quick, because the remaining 20,000 or so fiends on that field will be after you, and a good number of them will be able to divine where you went and teleport after you. But we really need to completely eliminate that gathering. That's why you get paid the big bucks!"</p><p></p><p>And while that encounter might be a high level campaign climax, it's just one battlefield in the Blood War! The planes are infinite, so the DM can reasonably have infinite dragons and stuff that stretches credulity in a regular setting.</p><p></p><p>And that's just for combat encounters--you can do really fun non-combat stuff out there also. And this goes way back to 1e. If you don't retire or shift to realm rulership, you start adventuring mostly on the Planes where everything is already scaled up for you.</p><p></p><p>But it would be great to have a lot of explicit how-to info, probably including guiding DMs through setting up some high-level one shots to get a taste for it rather than expecting you can't do it until you've played with a group from level 1.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 9791197, member: 6677017"] What we kind of need are instructions for how to run high level adventures. It's the kind of thing that would be great right in a DMG. Rather than a paragraph, hav 5-8 pages explaining how all the variables need to be changed. You don't just suddenly run into tougher and tougher monsters on the road between towns, or inexplicably have the levels of the same sorts of villains scale with the PCs. No, you think in terms of where these high level challenges make sense. That's typically out on the Planes. I mean, there are some real high level challenges out there that make perfect sense. There are entire hierarchies and military setups of fiends. A random patrol of Baatezu may not be a climatic battle for 18th level characters, but it can definitely be a close equivalent of low level bandit encounters designed to whittle away some HP. One of the absolute best, lore appropriate challenges that very believably scales up with virtually no cap is to launch some sort of mission against a fiendish army. Stealth infiltration for an easy one, right up to, "See that meeting of balors way over there? Yeah the one watched over by the molydeus and surrounded by a bunch of marilith and goristro attendants and such. No, your not looking for enough; look way over there past the thousands of demons of various ranks they command. Yeah, we're pretty sure their mages have set up a bunch of protections and surveillance, and our intel says the Demon Prince they are meeting with might already be in the tent. We figure stealth is probably the going to be right out given all that. You may want to open with a meteor swarm to clear out some of the rabble in carefully selected areas, because there's no way you'll be able to get all the ones you need to get past in the spell areas, and some of them won't go down to it anyway. But nevermind me, you guys know what you're doing, that's why we hired you! Just remember that after you eliminate everything in and around that tent, you're going to half to get quick, because the remaining 20,000 or so fiends on that field will be after you, and a good number of them will be able to divine where you went and teleport after you. But we really need to completely eliminate that gathering. That's why you get paid the big bucks!" And while that encounter might be a high level campaign climax, it's just one battlefield in the Blood War! The planes are infinite, so the DM can reasonably have infinite dragons and stuff that stretches credulity in a regular setting. And that's just for combat encounters--you can do really fun non-combat stuff out there also. And this goes way back to 1e. If you don't retire or shift to realm rulership, you start adventuring mostly on the Planes where everything is already scaled up for you. But it would be great to have a lot of explicit how-to info, probably including guiding DMs through setting up some high-level one shots to get a taste for it rather than expecting you can't do it until you've played with a group from level 1. [/QUOTE]
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