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High level adventures in a constrained space
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<blockquote data-quote="Stormonu" data-source="post: 9133699" data-attributes="member: 52734"><p>One of the constraints D1-D3 used was that teleportation became unpredictable due to the "weird radiations of the underdark".</p><p></p><p>Overall, I think its better to design the adventure around knowledge the characters can get in/out/about easier than most - and perhaps incorporating and encouraging the use of those abilities in the first place. Look at the likes of Stardock for Undermountain - it opens the ability to incorporate space travel into the "megadungeon" experience.</p><p></p><p>Most of all, at those levels just realize that the adventure can't be confined to one dungeon/area and overall the experience should be over a wider area beyond a single structure - perhaps even extended to multiple planes and entrance/egress that would not be possible at lower levels (example, a dungeon with no door that <em>has</em> to be teleported into, or the demi-plane that can <em>only</em> be accessed by a <em>plane shift</em>). If there's worry the PCs might not have the appropriate ability, don't forget that at these levels PCs can acquire patrons, allies and even magic items that can get them where they need to go.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 9133699, member: 52734"] One of the constraints D1-D3 used was that teleportation became unpredictable due to the "weird radiations of the underdark". Overall, I think its better to design the adventure around knowledge the characters can get in/out/about easier than most - and perhaps incorporating and encouraging the use of those abilities in the first place. Look at the likes of Stardock for Undermountain - it opens the ability to incorporate space travel into the "megadungeon" experience. Most of all, at those levels just realize that the adventure can't be confined to one dungeon/area and overall the experience should be over a wider area beyond a single structure - perhaps even extended to multiple planes and entrance/egress that would not be possible at lower levels (example, a dungeon with no door that [I]has[/I] to be teleported into, or the demi-plane that can [I]only[/I] be accessed by a [I]plane shift[/I]). If there's worry the PCs might not have the appropriate ability, don't forget that at these levels PCs can acquire patrons, allies and even magic items that can get them where they need to go. [/QUOTE]
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