Expedition to the Demonweb Pits

Yes, its almost seems perfect, except for level...though I guess you shouldn't have to worry about your, say, 10th level PCs, being challenged.
 

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TerraDave said:
Yes, its almost seems perfect, except for level...though I guess you shouldn't have to worry about your, say, 10th level PCs, being challenged.
Huh?

I'm not sure what sort of Disneyland ride the Abyss would have to be turned into for a level 12 group (to say nothing of level 10) to find it anything other than "oh crap, let's grab the McGuffin and RUN!"

At this point, I don't think we have any reason to believe this is going to be a cakewalk.
 

TerraDave said:
Yes, its almost seems perfect, except for level...though I guess you shouldn't have to worry about your, say, 10th level PCs, being challenged.

Challenge is always relative to the power level of the characters. Two ogres are a greater challenge for 1st level characters than an adult red dragon is to 15th level characters.

As for the levels chosen... as we've been discussing on other threads, most groups play in the low and medium levels. Therefore, there is a certain logic in Wizards aiming this adventure at the top end of that level band.

Personally, I would have preferred it to be aimed at 15th+ level characters, but that's just me.
 

delericho said:
Challenge is always relative to the power level of the characters. Two ogres are a greater challenge for 1st level characters than an adult red dragon is to 15th level characters.

As for the levels chosen... as we've been discussing on other threads, most groups play in the low and medium levels. Therefore, there is a certain logic in Wizards aiming this adventure at the top end of that level band.

Personally, I would have preferred it to be aimed at 15th+ level characters, but that's just me.

Well, they can always put lots of designer sidebars covering aspects of how to bump the levels. Paizo does this routinely for their Dungeon adventures. Of course the bumps at those levels would have to be significant to be challenging.
 

D'karr said:
Well, they can always put lots of designer sidebars covering aspects of how to bump the levels. Paizo does this routinely for their Dungeon adventures. Of course the bumps at those levels would have to be significant to be challenging.

Aye, and it's easier to scale the module up than to scale it down.

<Shrug> It was a preference. But I'll be buying this one whatever.
 

9th level PCs could have Teleport available, and 12th level PCs should have that and Plane Shift available, so the challenges should be easier to scale up -- from the get-go, they're not going to be low-level location-based stuff.

Hmm. Perhaps I'll buy an adventure. -- N
 


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