Turanil
First Post
I am still creating my campaign setting, and I plan to run the campaign up to 20th level. Beyond 11th level however, it's going to become tough for me to run. In fact I have some metaphysical problems when challenging PCs: I want it to make sense. What do I mean?
Well, recently I did read a Dungeon Magazine scenario; it was for 16th level PCs. I was really interested in it but what: it was just a village being taken over by brigands, except that the "brigand leader" was a balor, the brigands were 9th level fighter/blademasters, plus a sprinkle of 16th level wizards, lieutnants, iron golems, and whatnot. Mmmmh...
So is this a typical high level adventure? The same plot as a low-level one but with uber-powerful critters that for some reason content themselves with having taken over a small village of farmers... :\
I understand why the DMG provides a vast system of Challenge Ratings to give PCs challenging opponents they can nonetheless defeat each adventure... But I am not satisfied with that. At 3rd level you go across the forest and meet with simple orcs, but going back to it later when you are 10th level you meet with trolls. Same for dungeons: the first tomb you plundered was inhabited by zombies plus a ghoul, but levels later the same tomb is populated by wraiths and liches. IMO, there is few sense of PCs becoming powerful heroes when each level you just find an adversary matching your skills, so you can defeat it with some pain and efforts. Then, they appear out of very simple plots: at 3rd level the village is taken over by bandits, and at 16th level by a bunch of creatures out of the Abyss. That is, nothing changes except the firepower that matches that of the PCs.
I want something more!!!
1) I want that PCs get a sense of becoming powerful and great heroes as they gain levels.
I remember this: long ago I did play a 1e UA Cavalier. At 3rd level with 15s in stats, mundane equipment, and his party of fellow 3rd level PCs we had a really hard time going across a forest we knew it being dangerous. We were glad to escape alive and would not have gone back into it. However, later my 10th level cavalier with 18s in stats, and magical equipment had to go back across the forest. Nobody dared to challenge the seemingly uber powerful champion! The forest was the same, but my character was now extremely powerful, it was a pleasure to ride in without being bothered. It would have been less funny to hve to fight again, this time with trolls instead of orcs, next time with dragons instead of trolls.
2) I want the players adapt to the world, not the CR of the world improve as they get more levels. I have seen too many times players thinking they could go anywhere they want, "cause monster would be such as they could defeat them at their level". When not, they looked outraged...
Now, in this next campaign of mine, dungeons are not reducing their forces to adapt to low level PCs who come by. Instead, there is Gather Information checks, divination spells, and a new Astrology skill to determine if the PCs are wise or not to go into a place they have heard of. Well, players will have to be educated first, so I won't kill them outright the first times, but they may probably end as slaves and humiliated... On the other hand, they could come back later (after a number of additional levels) and take revenge to former slavers or whatnot, and those would not be able to resist.
3) I don't want the PCs just learn about the Tarrasque rampaging the campaign world as they reach the 18th level. If a Tarrasque has been rampaging the campaign world, they have heard of it long before, have seen some of its disasters long before, etc., and the world has somewhat adapted to it long before the PCs came by the Tarrasque just per chance, to slay it, yet being challenged. I will have to describe a coherent world, where high CR monstrosities don't just pop-up where the PCs go to challenge them.
Or maybe I just will? I choose to create a Elric like world to have an explanation for weird events and monsters. It occured to me that PCs in reaching higher level would become agents of the gods (of Law). As such, it would be clear that the gods of chaos have to throw something to stop them, which could end being a Tarrasque drawn from an improbable Limbo. But well, this trick cannot be abused.
ANYWAY. Has any of you suggestions, comments, etc., to run high level adventures that make sense from a story development perspective?
Thanks.
Well, recently I did read a Dungeon Magazine scenario; it was for 16th level PCs. I was really interested in it but what: it was just a village being taken over by brigands, except that the "brigand leader" was a balor, the brigands were 9th level fighter/blademasters, plus a sprinkle of 16th level wizards, lieutnants, iron golems, and whatnot. Mmmmh...

I understand why the DMG provides a vast system of Challenge Ratings to give PCs challenging opponents they can nonetheless defeat each adventure... But I am not satisfied with that. At 3rd level you go across the forest and meet with simple orcs, but going back to it later when you are 10th level you meet with trolls. Same for dungeons: the first tomb you plundered was inhabited by zombies plus a ghoul, but levels later the same tomb is populated by wraiths and liches. IMO, there is few sense of PCs becoming powerful heroes when each level you just find an adversary matching your skills, so you can defeat it with some pain and efforts. Then, they appear out of very simple plots: at 3rd level the village is taken over by bandits, and at 16th level by a bunch of creatures out of the Abyss. That is, nothing changes except the firepower that matches that of the PCs.
I want something more!!!
1) I want that PCs get a sense of becoming powerful and great heroes as they gain levels.
I remember this: long ago I did play a 1e UA Cavalier. At 3rd level with 15s in stats, mundane equipment, and his party of fellow 3rd level PCs we had a really hard time going across a forest we knew it being dangerous. We were glad to escape alive and would not have gone back into it. However, later my 10th level cavalier with 18s in stats, and magical equipment had to go back across the forest. Nobody dared to challenge the seemingly uber powerful champion! The forest was the same, but my character was now extremely powerful, it was a pleasure to ride in without being bothered. It would have been less funny to hve to fight again, this time with trolls instead of orcs, next time with dragons instead of trolls.
2) I want the players adapt to the world, not the CR of the world improve as they get more levels. I have seen too many times players thinking they could go anywhere they want, "cause monster would be such as they could defeat them at their level". When not, they looked outraged...
Now, in this next campaign of mine, dungeons are not reducing their forces to adapt to low level PCs who come by. Instead, there is Gather Information checks, divination spells, and a new Astrology skill to determine if the PCs are wise or not to go into a place they have heard of. Well, players will have to be educated first, so I won't kill them outright the first times, but they may probably end as slaves and humiliated... On the other hand, they could come back later (after a number of additional levels) and take revenge to former slavers or whatnot, and those would not be able to resist.
3) I don't want the PCs just learn about the Tarrasque rampaging the campaign world as they reach the 18th level. If a Tarrasque has been rampaging the campaign world, they have heard of it long before, have seen some of its disasters long before, etc., and the world has somewhat adapted to it long before the PCs came by the Tarrasque just per chance, to slay it, yet being challenged. I will have to describe a coherent world, where high CR monstrosities don't just pop-up where the PCs go to challenge them.
Or maybe I just will? I choose to create a Elric like world to have an explanation for weird events and monsters. It occured to me that PCs in reaching higher level would become agents of the gods (of Law). As such, it would be clear that the gods of chaos have to throw something to stop them, which could end being a Tarrasque drawn from an improbable Limbo. But well, this trick cannot be abused.
ANYWAY. Has any of you suggestions, comments, etc., to run high level adventures that make sense from a story development perspective?
Thanks.
