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L&L: The Challenges of High Level Play
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<blockquote data-quote="Upper_Krust" data-source="post: 5829478" data-attributes="member: 326"><p>Hey there pemerton! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>I reviewed all the E-series on my website and I think I awarded them all a generous 5 (out of 10). Long dungeon crawls don't fit the epic tier. Those adventures would have been much better served by having a greater number of smaller locations then let the PCs determine which locations and in which order they tackle them. Instead its an overly long railroad wherein nothing the PCs do is relevant until the final encounter (80 encounters later). Added to which they are far too weak to tackle Orcus until the end, so the preceeding 80 encounters are one big grind.</p><p></p><p></p><p></p><p>Timesus is one of the cooler parts of the adventure. His illustration is quite freaky (its a touch Escher).</p><p></p><p></p><p></p><p>My suggestion for running planet sized beings would be to stack multiple solo stat-blocks but have each represent a different aspect of the planet. Force PCs to fight them in turn. They can retreat at any time, but doing so means they would have to start again as the planet repairs itself.</p><p></p><p>#1 = The magnetic field: The PCs need to destabilize the planets magnetic field to get closer. The planet would assult the PCs with space debris, radiation and mega-lightning. While parts of the planet would manifest as Force Golems (of various sizes).</p><p></p><p>#2 = The surface: The PCs need to significantly rupture the surface. The very ground rises up to meet them as all the elements do battle with them: earthquake's, tidal waves and hurricanes. The planet's 'blood' manifests as Quicksilver Golems (of various sizes).</p><p></p><p>#3 = The mantle: Thinning air and high pressure. With the planet manifesting as Diamond Golems (of various sizes).</p><p></p><p>#4 = The core: Insane heat, no air and oppressive pressure. While the planet attacks with Molten Iron Golems (of various sizes).</p><p></p><p>...of course all the above is in addition to Allabar's tentacle attacks and psionic powers.</p><p></p><p>I should maybe do a Planet sized monster based on the above for my website.</p><p></p><p></p><p></p><p>I think the key for battling enormous monsters is firstly to battle them piecemeal in multiple staged encounters. First you fight them on the ground and then jump on their bodies etc.</p><p></p><p>The second advice is to give PCs some sort of speed boost recovery powers.</p><p></p><p>ie. Say for instance the PCs are fighting on the back of a giant (Godzilla sized) monster and one PC (fails an Acrobatics check and) gets swatted off. You have to give them either a 'super-jump' or 'teleport-shift'* to allow them to get back in the fight...of course these should grant the monster an opportunity attack.</p><p></p><p>*for even bigger monsters.</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 5829478, member: 326"] Hey there pemerton! :) I reviewed all the E-series on my website and I think I awarded them all a generous 5 (out of 10). Long dungeon crawls don't fit the epic tier. Those adventures would have been much better served by having a greater number of smaller locations then let the PCs determine which locations and in which order they tackle them. Instead its an overly long railroad wherein nothing the PCs do is relevant until the final encounter (80 encounters later). Added to which they are far too weak to tackle Orcus until the end, so the preceeding 80 encounters are one big grind. Timesus is one of the cooler parts of the adventure. His illustration is quite freaky (its a touch Escher). My suggestion for running planet sized beings would be to stack multiple solo stat-blocks but have each represent a different aspect of the planet. Force PCs to fight them in turn. They can retreat at any time, but doing so means they would have to start again as the planet repairs itself. #1 = The magnetic field: The PCs need to destabilize the planets magnetic field to get closer. The planet would assult the PCs with space debris, radiation and mega-lightning. While parts of the planet would manifest as Force Golems (of various sizes). #2 = The surface: The PCs need to significantly rupture the surface. The very ground rises up to meet them as all the elements do battle with them: earthquake's, tidal waves and hurricanes. The planet's 'blood' manifests as Quicksilver Golems (of various sizes). #3 = The mantle: Thinning air and high pressure. With the planet manifesting as Diamond Golems (of various sizes). #4 = The core: Insane heat, no air and oppressive pressure. While the planet attacks with Molten Iron Golems (of various sizes). ...of course all the above is in addition to Allabar's tentacle attacks and psionic powers. I should maybe do a Planet sized monster based on the above for my website. I think the key for battling enormous monsters is firstly to battle them piecemeal in multiple staged encounters. First you fight them on the ground and then jump on their bodies etc. The second advice is to give PCs some sort of speed boost recovery powers. ie. Say for instance the PCs are fighting on the back of a giant (Godzilla sized) monster and one PC (fails an Acrobatics check and) gets swatted off. You have to give them either a 'super-jump' or 'teleport-shift'* to allow them to get back in the fight...of course these should grant the monster an opportunity attack. *for even bigger monsters. [/QUOTE]
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