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After Tyranny of Dragons (OR: What to do with 15+ level PCs?)
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<blockquote data-quote="Bigkahuna" data-source="post: 6880664" data-attributes="member: 6808141"><p>My experience so far is that 5th edition converts 1st edition material so easily it can be done on the fly but as already mentioned there aren't a terrible amount of modules that deal with 15+ level characters and there is a reason for that. At 15th level, your not really hero's anymore, your super heroes even in 5th edition. There isn't a creature in the Players Handbook that a group of 15th level character can't burn through.</p><p></p><p>What your left with is the oldest conundrum in the game, but also one that was actually addressed by 1st edition.</p><p></p><p>What it boils down to is that your players should be legendary heroes ready to take on the reigns of leadership. Its time for them to erect keeps, gather followers, create mage circles, start thieves guilds etc.. etc.. At 15th level what your looking to do is pull the game from the Indiana Jones style adventuring life and retire them to a life of politics, intrigue, and civilization building. Its there end game where they get to leave a mark on the world in a permanent way, their closing chapter where they get to create their legacy as characters.</p><p></p><p>In old school editions of the game their where a number of modules that effectively created the story situations to make that happen. The ones I have run, which I thought where good are as followed (in no particular order).</p><p></p><p>Test of the Warlords (CM 1): In this module the players effectively take up a King on his offer to claim land. They effectively become nobles, construct keeps, towns and live out the lives of noble leaders dealing with the politics, intrigue and potentially war of the land.</p><p></p><p>CM2: Death's Ride: In this adventure players again work for King Ericall though in this case they face ultra epic mega battles. This probobly would take a bit more prep, but their is a great back story and it does keep the game closer to more traditional D&D style of play.</p><p></p><p>CM9: Legacy of Blood: This is another take on empire building, but with a bit more adventuring style, its kind of a mix, though its one of those modules that offers a lot of fodder for creating your own adventures within the scope of a kind of mini campaign almost. There is a lot of great detail on individual places and characters.</p></blockquote><p></p>
[QUOTE="Bigkahuna, post: 6880664, member: 6808141"] My experience so far is that 5th edition converts 1st edition material so easily it can be done on the fly but as already mentioned there aren't a terrible amount of modules that deal with 15+ level characters and there is a reason for that. At 15th level, your not really hero's anymore, your super heroes even in 5th edition. There isn't a creature in the Players Handbook that a group of 15th level character can't burn through. What your left with is the oldest conundrum in the game, but also one that was actually addressed by 1st edition. What it boils down to is that your players should be legendary heroes ready to take on the reigns of leadership. Its time for them to erect keeps, gather followers, create mage circles, start thieves guilds etc.. etc.. At 15th level what your looking to do is pull the game from the Indiana Jones style adventuring life and retire them to a life of politics, intrigue, and civilization building. Its there end game where they get to leave a mark on the world in a permanent way, their closing chapter where they get to create their legacy as characters. In old school editions of the game their where a number of modules that effectively created the story situations to make that happen. The ones I have run, which I thought where good are as followed (in no particular order). Test of the Warlords (CM 1): In this module the players effectively take up a King on his offer to claim land. They effectively become nobles, construct keeps, towns and live out the lives of noble leaders dealing with the politics, intrigue and potentially war of the land. CM2: Death's Ride: In this adventure players again work for King Ericall though in this case they face ultra epic mega battles. This probobly would take a bit more prep, but their is a great back story and it does keep the game closer to more traditional D&D style of play. CM9: Legacy of Blood: This is another take on empire building, but with a bit more adventuring style, its kind of a mix, though its one of those modules that offers a lot of fodder for creating your own adventures within the scope of a kind of mini campaign almost. There is a lot of great detail on individual places and characters. [/QUOTE]
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