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Chimes at Midnight scaled for 8th Level ...
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<blockquote data-quote="Grymar" data-source="post: 3835845" data-attributes="member: 41371"><p>I ran <em>Chimes</em> for 10th and 11th level characters. It was challenging considering all of the additional resources they had at their disposal from contacts to cash to 5th level spells. Frankly the most difficult part was slowing them down enough to get the timing right.</p><p></p><p>What I did in that regard was when they went to Viktor's office instead of the fire trap I put in there a contained living spell (cone of cold + enervation) which was set to be released when someone entered the water tower. The party retreated to the streets and only barely defeated the CR13 beastie. Weakened, they were not prepared for the Blackened Book attachment that showed up moments later to arrest them for casting high level evocation spells within the city (there had been a long going subplot about the BB being against the party and setting up magic detection grids around the city).</p><p></p><p>The party, after a long slow look around the table at each other, decided to surrender. Fortunately they were able to bribe the local magistrate (who was found murdered 12 hours later) and get out of the jail just in time to make it to the station.</p><p></p><p>The final battle in the church was a blast, but again I had to level up all of the rogue's gallery to be able to face the party, plus I changed their tactics a bit. Instead of fighting two, then two, then two, I had it more of a running battle against all six as the party fought/flew up the tower to save the woman. </p><p></p><p>The downside is that they killed <em>everyone</em>, Vrinn, Mange, Viktor...all dead.</p><p></p><p>The campaign has since petered out, but I've talked about getting those old characters back out and running the two follow-up sessions. Everyone agreed that it was the most detailed, atmospheric and "noir" adventure they had had yet.</p><p></p><p>Great job, nlogue, as always.</p></blockquote><p></p>
[QUOTE="Grymar, post: 3835845, member: 41371"] I ran [I]Chimes[/I] for 10th and 11th level characters. It was challenging considering all of the additional resources they had at their disposal from contacts to cash to 5th level spells. Frankly the most difficult part was slowing them down enough to get the timing right. What I did in that regard was when they went to Viktor's office instead of the fire trap I put in there a contained living spell (cone of cold + enervation) which was set to be released when someone entered the water tower. The party retreated to the streets and only barely defeated the CR13 beastie. Weakened, they were not prepared for the Blackened Book attachment that showed up moments later to arrest them for casting high level evocation spells within the city (there had been a long going subplot about the BB being against the party and setting up magic detection grids around the city). The party, after a long slow look around the table at each other, decided to surrender. Fortunately they were able to bribe the local magistrate (who was found murdered 12 hours later) and get out of the jail just in time to make it to the station. The final battle in the church was a blast, but again I had to level up all of the rogue's gallery to be able to face the party, plus I changed their tactics a bit. Instead of fighting two, then two, then two, I had it more of a running battle against all six as the party fought/flew up the tower to save the woman. The downside is that they killed [I]everyone[/I], Vrinn, Mange, Viktor...all dead. The campaign has since petered out, but I've talked about getting those old characters back out and running the two follow-up sessions. Everyone agreed that it was the most detailed, atmospheric and "noir" adventure they had had yet. Great job, nlogue, as always. [/QUOTE]
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