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<blockquote data-quote="J-H" data-source="post: 8228087" data-attributes="member: 7020951"><p>I'm running one now, and I'll publish it on DMG after it's done in a year and a half or two years. Party starts at 13 and should go to multi-boon territory. It's a large hexcrawl in an area foreign to them, where they're trying to stop an evil god from manifesting in the flesh on the Material Plane. There's a main enemy temple/city and four supporting ones with high temples for subservient gods. Their enemies are Aaracokra and can fly, and have daylight-only flying ships, so everyone else has a mobility disadvantage.</p><p></p><p>Unless the party wants to take on a few hundred to thousand enemies at a time (depending on their tactics), they'll have to build alliances with and between the different factions, and coordinate cross-country movement and timing.</p><p></p><p>The enemy high priests can chuck multiple 9th level spells per day.</p><p></p><p>I have no idea strategically how they will choose to "solve the problem." There are two possible Weapon of Mass Destruction solutions (a sleeping kaiju and an old lich with a "cleanse city" spell that takes 1 hour to cast, which would totally get direct warnings to the numerous priests in the enemy cities when he starts), or maybe they'll try to start a rebellion, or do something with religion, or just build a big army and smash things flat.</p><p></p><p>At this level, it's not my job to figure out how the party will solve something. I just set up the situation and trust that they'll handle it - or that they'll figure out they need to bug out in time to have some of the party survive.</p><p></p><p>There are a number of dungeons scattered around because those are fun, but they're a bit tougher than what I think you'll find in most modules. One is a multi-mile Aboleth lair (he's probably going to be neutral/allied) with 3 boosted Aboleths and one very boosted Aboleth plus a ton of warlocks; another features an isolated community with a <em>Mirror of Lifetrapping</em> mounted in the ceiling near the entrance. Another is a "stuck in time warp" lab where the final fight is an ogre wight death knight accompanied by two invisible beholder zombies for a fight in a big AMF.</p></blockquote><p></p>
[QUOTE="J-H, post: 8228087, member: 7020951"] I'm running one now, and I'll publish it on DMG after it's done in a year and a half or two years. Party starts at 13 and should go to multi-boon territory. It's a large hexcrawl in an area foreign to them, where they're trying to stop an evil god from manifesting in the flesh on the Material Plane. There's a main enemy temple/city and four supporting ones with high temples for subservient gods. Their enemies are Aaracokra and can fly, and have daylight-only flying ships, so everyone else has a mobility disadvantage. Unless the party wants to take on a few hundred to thousand enemies at a time (depending on their tactics), they'll have to build alliances with and between the different factions, and coordinate cross-country movement and timing. The enemy high priests can chuck multiple 9th level spells per day. I have no idea strategically how they will choose to "solve the problem." There are two possible Weapon of Mass Destruction solutions (a sleeping kaiju and an old lich with a "cleanse city" spell that takes 1 hour to cast, which would totally get direct warnings to the numerous priests in the enemy cities when he starts), or maybe they'll try to start a rebellion, or do something with religion, or just build a big army and smash things flat. At this level, it's not my job to figure out how the party will solve something. I just set up the situation and trust that they'll handle it - or that they'll figure out they need to bug out in time to have some of the party survive. There are a number of dungeons scattered around because those are fun, but they're a bit tougher than what I think you'll find in most modules. One is a multi-mile Aboleth lair (he's probably going to be neutral/allied) with 3 boosted Aboleths and one very boosted Aboleth plus a ton of warlocks; another features an isolated community with a [I]Mirror of Lifetrapping[/I] mounted in the ceiling near the entrance. Another is a "stuck in time warp" lab where the final fight is an ogre wight death knight accompanied by two invisible beholder zombies for a fight in a big AMF. [/QUOTE]
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