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*Dungeons & Dragons
High Level Adventures Where the World Isn't at Stake
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<blockquote data-quote="Shiroiken" data-source="post: 7968824" data-attributes="member: 6775477"><p>I found BECMI did a really good job of having high level adventures that didn't necessarily involve saving the world/universe. Several involve dropping the characters into situations where the goal is survival. Some just involve stopping powerful foes who threaten their home. To be fair, a lot of these same adventures could be run as lower level concepts, but they work quite well at high level (at least they did in 1E, 2E, and 3E).</p><p></p><p>My favorite is the Maelstrom, a take on the Odyssey, where the party finds themselves on a boat traveling across an astral sea (a pocket dimension). The only way to get home is to complete the voyage, as magic prevents leaving the plane outside of a specific location (the end of the voyage). Teleportation magics still work, but without knowledge of the pocket dimension it becomes extraordinarily hazardous.</p><p></p><p>Another good one IMO is Five Coins for a Kingdom. Basic premise is the party is on a section of a city that is falling into the sun. The party has to figure out what's going on, find the five coins (McGuffins), then solve the puzzle that will return the city before everything is burned to a crisp. I honestly can't remember the introduction, so I'm not sure if the characters could just leave on their own (maybe innocents are in danger?).</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7968824, member: 6775477"] I found BECMI did a really good job of having high level adventures that didn't necessarily involve saving the world/universe. Several involve dropping the characters into situations where the goal is survival. Some just involve stopping powerful foes who threaten their home. To be fair, a lot of these same adventures could be run as lower level concepts, but they work quite well at high level (at least they did in 1E, 2E, and 3E). My favorite is the Maelstrom, a take on the Odyssey, where the party finds themselves on a boat traveling across an astral sea (a pocket dimension). The only way to get home is to complete the voyage, as magic prevents leaving the plane outside of a specific location (the end of the voyage). Teleportation magics still work, but without knowledge of the pocket dimension it becomes extraordinarily hazardous. Another good one IMO is Five Coins for a Kingdom. Basic premise is the party is on a section of a city that is falling into the sun. The party has to figure out what's going on, find the five coins (McGuffins), then solve the puzzle that will return the city before everything is burned to a crisp. I honestly can't remember the introduction, so I'm not sure if the characters could just leave on their own (maybe innocents are in danger?). [/QUOTE]
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High Level Adventures Where the World Isn't at Stake
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