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Adventures In the Astral Sea?
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<blockquote data-quote="pukunui" data-source="post: 9597398" data-attributes="member: 54629"><p>Am I correct in assuming you're one of the players rather than the DM?</p><p></p><p>First is a question about your current adventure:</p><p>[spoiler]When you say you're too weak to confront Acererak -- do none of you have any of the trickster gods possessing you? Both times I've run ToA, I found the bennies from having trickster gods possess the PCs made Acererak a bit of a pushover. 50 THP every round plus a few other goodies is crazy! Acererak was whooped both times, despite the PCs being weakened by previous encounters.[/spoiler]</p><p></p><p>Second: although the final Part 4 of the Spelljammer adventure, <em>The Light of Xaryxis</em>, is meant for 8th level PCs, I bet it could be beefed up so it's suitable for non-optimized 11th level PCs without too much trouble. I think you could also play through that part without having played through the previous parts just fine, and I can easily see a way to have a summoned celestial say, "Here's a job for you! Get on this Spelljammer and go deal with the Xaryxian astral elves!"</p><p></p><p>The other option would be to depower "The Lambent Zenith's Last Voyage" chapter from <em>Vecna: Eve of Ruin</em>. It's set in Wildspace, but it's meant for 12th level PCs. I think it would be fairly simple to depower it so it's more suitable for 11th level PCs. That said, you could probably get through it just fine with no adjustments - numerous people have said <em>Eve of Ruin </em>errs on the "too easy" side after all.</p><p></p><p>You could even keep the macguffin in there - the celestial sends you to retrieve it in exchange for sending you home to Toril afterwards.</p></blockquote><p></p>
[QUOTE="pukunui, post: 9597398, member: 54629"] Am I correct in assuming you're one of the players rather than the DM? First is a question about your current adventure: [spoiler]When you say you're too weak to confront Acererak -- do none of you have any of the trickster gods possessing you? Both times I've run ToA, I found the bennies from having trickster gods possess the PCs made Acererak a bit of a pushover. 50 THP every round plus a few other goodies is crazy! Acererak was whooped both times, despite the PCs being weakened by previous encounters.[/spoiler] Second: although the final Part 4 of the Spelljammer adventure, [I]The Light of Xaryxis[/I], is meant for 8th level PCs, I bet it could be beefed up so it's suitable for non-optimized 11th level PCs without too much trouble. I think you could also play through that part without having played through the previous parts just fine, and I can easily see a way to have a summoned celestial say, "Here's a job for you! Get on this Spelljammer and go deal with the Xaryxian astral elves!" The other option would be to depower "The Lambent Zenith's Last Voyage" chapter from [I]Vecna: Eve of Ruin[/I]. It's set in Wildspace, but it's meant for 12th level PCs. I think it would be fairly simple to depower it so it's more suitable for 11th level PCs. That said, you could probably get through it just fine with no adjustments - numerous people have said [I]Eve of Ruin [/I]errs on the "too easy" side after all. You could even keep the macguffin in there - the celestial sends you to retrieve it in exchange for sending you home to Toril afterwards. [/QUOTE]
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