Do all high-level modules in 3E suck?

gfunk

First Post
Before I begin my pseudo-rant, let me preface what I am about to say. I've been playing D&D for ~17 years or so and have gone through all of the editions. Our 1st ed campaigns never brought our characters above 8th level or so and our 2nd ed campaigns capped at about 11th. In our current 3E campaign, the entire party ranges from levels 12-14 and we have been running through the Wizards modules (e.g. Sunless Citadel --> Deep Horizon).

The biggest problem we encounter while playing (esp. Heart of Nightfang Spire and Deep Horizon) is very poor adventure design. Characters of our level have access to very potent divination and teleportation magic. When we are given a mission by our church or other affiliations, we tend to scry on our targets, 'port in and whoop some ass. *Or* we role-play with allies to try to find the root of the problem (e.g. usually winds up being the boss of the module), discuss tactics, and throw all of our resources at it.

From the player perspective, we know that we are powerful characters in our campaign world and we like to do things efficiently. We don't generally wander around in the Underdark simply to "gain experience." So what I'm saying is that the high-level adventures that we've played seem to be strictly linear with increasing difficulty. In my view, this is absurd for a high-level module b/c PCs will simply tend to go to the end quickly. Unfortunately, since they will be lower level than required since they didn't plow through all the grunts and underlings like they were supposed to, they will get killed quickly.

So my question is: WHAT GIVES? In Gygax high level modules, spells like T'port and/or other spells were barred for, IMO, pretty decent reasons.

Are Wizards' modules just crappy? Should we switch companies or what? Please let me know your opinions.

P.S. Please don't tell me that we our DM needs to make adventures for us. Everyone in my group is a professional (doctors, lawyers, engineers) and we have neither the time nor inclination to devote so much time to adventure design.
 

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If the modules had those spells banned for somereason, I know my players would say "wtf" (no really they would say w t f). It's damned if you do, damned if you don't. All you have to do is either not use teleport and scrying, or just house rule them out for somereason for the quest. there are many spells that can block these. (many you can make up on the fly.)
 

Hmmm...teleport is always a problem. There have been several threads in which DMs and players have described bypassing the rest of the adventure and going right to the main bad guy, often with frustrating results. But how do you fix this problem? There are only so many barriers that you can throw up against teleport before it becomes ridiculous.

You might want to check out Dungeon. Recently the magazine has features some really awesome high level adventures in some interesting locations. And usually these adventures do a better job of discussing issues like teleportation and other powerful magics than the individual modules do.
 

High level PCs shouldn't be Barred from spells like teleport, not to knock Lord Gygax, but that's Horribly poor adventure design.

Characters have these spells so they can use them.

If you block all the high level options why did anyone even bother to fight their way up to that level


High level PCs are expected to use Scry to find out who the bad guy is, and teleport to go straight to him. That's what High level PCs do.
 


This isn't going to help you at all - it'll be six months before it hits shelves, probably - but I think you'll like Of Sound Mind 3. High level, no real nerfing. So far. :)
 

If you don't like official adventures, your DM should create the adventures himself!... No, just kidding!:D

Seriously though, I too find that high-level adventures are usually, and not only those by WotC, quite unadapted to be played as is. I'm a big fan of high-level campaigning myself, and unfortunately, I have huge problems finding good adventures. I thus usually end up modifying the adventures a lot, or create them myself, which doesn't take much longer. The problem is often that official adventures are generic enough to be used by anyone. However, by the time you're high-level, you have too much of a background story to easily fit in generic adventures.

As far as design is concerned, I usually end up giving powerful enemies mind blank spells so that they can't be scryed upon and protect their lair so that the players can't teleport easily there. It's kinda bad designing too (since every enemy always ends up like this), but if I want the players to do a "normal" adventure, I have to do this. Furthermore, a high-level NPC normally always would protect himself this way...

I realize that I'm not really useful, since I only say that your DM should create adventures himself, or then modify existing ones heavily. To help you a bit more, I heard that Monte Cook had created high-level adventures. I haven't read nor played them myself, but maybe your DM should take a look this way...
 

DarwinofMind said:
High level PCs shouldn't be Barred from spells like teleport, not to knock Lord Gygax, but that's Horribly poor adventure design.

Characters have these spells so they can use them.

If you block all the high level options why did anyone even bother to fight their way up to that level


High level PCs are expected to use Scry to find out who the bad guy is, and teleport to go straight to him. That's what High level PCs do.
If that's in your opinion what High Level PC do, your high-level adventures must be boring*. I prefer to play high-level with a lot of roleplay and interaction at a realm or sometimes world level. But then, my players usually go up nearly one level/session up until 10th level before progression slows down and "real" roleplay begin. At least, when they've reached that level, I find it normal that other important people start looking at them seriously. I always found it funny when high-level NPC ask the help of a low-level party when they have henchmen that could do the job easily, ala king who ask the low-level adventurers to rescue the princess who has been kidnapped by the evil wizard when his sergeant of the guard is a 10th-level fighter!

*By no mean do I want to be insulting by saying this...
 

You need to improve your intel gathering skills.

If you are finding out who the boss is, you should also be able to get the skinny on how powerful he or she is. When you find out you're outclassed, time to pick targets of opportunity to take away some of the supporting characters. You might also take out the supporting characters in order to get better intel on the big boss.

Just because you're high level doesn't mean that you should be able to stomp on everything out there. There are still things that are tougher than you are.
 

As Monte Cook says on his sight a good high level adventure takes into account the PC's abilities.

I just read my newest aquisition fridy night that being WoTCs new adventure Bastion of Broken Souls (yes,Its out)And I think it fills the bill.In fact The characters pretty much have to have the scrying and teleporting to advance in the story.

Monte Cook's Demon god's Fane is also this way,But you would do best to check out monte's site for more
 

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