Mouseferatu said:Above 10th? Wow. Hmm...
Honestly, I'm not sure. By that point, you're dealing with a whole array of magics that the module was simply not written for--not just on the part of the PCs, but the NPCs and villains as well.
I think it would be possible to take the story and villainous schemes presented in the module, and to write a new adventure around them, for 10th level and above. But I think that might be the best you can do with levels that high above what it was written for.
But hey, I could be wrong.
I just ran Gangs for my 9th level party. It worked fine, but I went into it with reasonable expectations. First, I beefed up the encounters with named opponents, but left the unnamed mooks alone. I wanted the party to have an opportunity to show off and feel good about their abilities. The adventure wouldn't make much sense if you decide that every thug, thief, drug dealer, and guardsman is 8th level. Second, I just accepted that the party might do an end run around some of the encounters with divination magic. As it turned out they didn't, they were having too much fun doing the investigation themselves and never hit a wall. However, if they wanted to use their high level information gathering abilities, I wasn't going to stop them.
Unrelated to the above discussion, Gangs worked very well for us because one of my PCs is a rogue/ sorceror who has been building his own smuggling operation since the beginning of the campaign. In Gangs, my party wasn't concerned with the corruption in the Sea Lord's guard. They never went to the guard, even though they know Xander Williams. Instead, the rogue is making a move to take over the white smoke trade and using the information he found during the adventure to put the squeeze on the other gangs. I don't imagine their going to take it well.
Morrow