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General Tabletop Discussion
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How much an 11th level party can take in a day?
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<blockquote data-quote="Voi_D_ragon" data-source="post: 8716117" data-attributes="member: 6855956"><p>I'll adress the final encounter since it's what seems to be the hottest topic here and I'm on my phone: </p><p>1) The reason they get similar enemies to the first encounter, story wise, is that the kill squad that was sent to whack them originally failed, so the same organization sends another, beefier one to chase them down, and reaches them as they approach their final goal. The three champions are also in this same vein, as I want to give them a sense of urgency to rush to the "safety" of the dungeon their mcguffin is in: they know the guards are after then in numbers, and if they stay in town too long they'll get overrun. Meeting them again at the end just drives the point that they are the main antagonists and are out to get them, but they win themselves a modicum of freedom by taking out a big shot commander and his strongest retinue.</p><p>2) Their final goal is a machine that is used to superpower creatures with dragonmarks (which everyone in the party has - these allow them to cast a few low level spells extra times per day) if somebody channels the machine, depending on how much the party needs it, the plan was to allow them to upcast the spells their mark gives them (to 9th level even, since this is an ancient artifact once used to flatten cities) or to make them do things they usually couldn't, like have a single target spell target all enemies in range. I'll probably play that by ear depending on how banged up they are.</p></blockquote><p></p>
[QUOTE="Voi_D_ragon, post: 8716117, member: 6855956"] I'll adress the final encounter since it's what seems to be the hottest topic here and I'm on my phone: 1) The reason they get similar enemies to the first encounter, story wise, is that the kill squad that was sent to whack them originally failed, so the same organization sends another, beefier one to chase them down, and reaches them as they approach their final goal. The three champions are also in this same vein, as I want to give them a sense of urgency to rush to the "safety" of the dungeon their mcguffin is in: they know the guards are after then in numbers, and if they stay in town too long they'll get overrun. Meeting them again at the end just drives the point that they are the main antagonists and are out to get them, but they win themselves a modicum of freedom by taking out a big shot commander and his strongest retinue. 2) Their final goal is a machine that is used to superpower creatures with dragonmarks (which everyone in the party has - these allow them to cast a few low level spells extra times per day) if somebody channels the machine, depending on how much the party needs it, the plan was to allow them to upcast the spells their mark gives them (to 9th level even, since this is an ancient artifact once used to flatten cities) or to make them do things they usually couldn't, like have a single target spell target all enemies in range. I'll probably play that by ear depending on how banged up they are. [/QUOTE]
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How much an 11th level party can take in a day?
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