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Out of the Abyss: more level 10-15 adventures?
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<blockquote data-quote="ninjayeti" data-source="post: 6852620" data-attributes="member: 6789120"><p>Actually, I think that's pretty optimistic. My group is moving into the second half now and from my read through none of the chapters come close to a level of xp for appropriately leveled groups. </p><p></p><p>SPOILERS</p><p></p><p>Personally, I am planning to add some areas and beef up others, but wrap up the campaign around level 10. Really there is no reason the campaign needs to run to level 15 other than that seems to be a magic number the authors were trying to hit. Even as written characters are facing nerfed versions of the demon lords so if you just nerf them a bit more they become challenges for a level 10 party. Also I don't love how the last half of the campaign just becomes a scavenger hunt to find items for a ritual. </p><p></p><p>Another option is to just use milestone leveling, but frankly most groups are going to be getting multiple levels per session if you go this route so not really ideal IMO. </p><p></p><p>My outline for the last half of the campaign looks something like:</p><p></p><p>Lev. 7 - Mantol-Derith. Beefing up the duergar quarter a bit so its more than just a big warehouse of evil dwarves to fight and streamlining the story a bit. </p><p></p><p>Lev. 7.5 - Gravenhollow. The demonic corruption has hit Gravenhollow and driven the stone giant insane. The party will have to fight demons that have overrun the library, corrupted guardians, and insane giants, then figure out how to use the library. Eventually the meet and join forces with Vizeran.</p><p></p><p>Lev. 8 - Fetid Wedding/Tower of Vengeance. While plotting with Vizeran on how to defeat the demon lords, the party gets the summons from Soverign Basidia to the Fetid Wedding. Planning to beef up the episode with more mid-level demons, maybe more in the mind of Araumycos, but cut out the fight with nerfed Juiblex.</p><p></p><p>Lev. 8.5 Drider Enclave. Returning to the Tower of Vengence, Vizeran tells the party he has a plan but they need info in the possession of a failed drow wizard, now a exiled drider. The party must assault a drider enclave (I'm going to use the wormwrithings) and capture the target.</p><p></p><p>Lev. 9 Sorcere. Using the teleport circle sequence learned from the captured drider, Vizeran teleports the party to Sorcere where they assault Gromph's sanctum to obtain the information they need to banish the demon lords. Tough fights against drow, demons, and magic guardians, plus a race against time to get out before drow reinforcements overwhelm them. </p><p></p><p>Lev. 10 - Finale. Players attempt the ritual to send the demons back. If they go to Menzo they have to fight drow attempting to stop the ritual. If they attempt the ritual elsewhere they are attacked by waves of demons and eventually a weakened demon lord trying to stop them. </p><p></p><p>Personally, I think this hits all of the cool stuff without feeling like the campaign is bogging down with filler.</p></blockquote><p></p>
[QUOTE="ninjayeti, post: 6852620, member: 6789120"] Actually, I think that's pretty optimistic. My group is moving into the second half now and from my read through none of the chapters come close to a level of xp for appropriately leveled groups. SPOILERS Personally, I am planning to add some areas and beef up others, but wrap up the campaign around level 10. Really there is no reason the campaign needs to run to level 15 other than that seems to be a magic number the authors were trying to hit. Even as written characters are facing nerfed versions of the demon lords so if you just nerf them a bit more they become challenges for a level 10 party. Also I don't love how the last half of the campaign just becomes a scavenger hunt to find items for a ritual. Another option is to just use milestone leveling, but frankly most groups are going to be getting multiple levels per session if you go this route so not really ideal IMO. My outline for the last half of the campaign looks something like: Lev. 7 - Mantol-Derith. Beefing up the duergar quarter a bit so its more than just a big warehouse of evil dwarves to fight and streamlining the story a bit. Lev. 7.5 - Gravenhollow. The demonic corruption has hit Gravenhollow and driven the stone giant insane. The party will have to fight demons that have overrun the library, corrupted guardians, and insane giants, then figure out how to use the library. Eventually the meet and join forces with Vizeran. Lev. 8 - Fetid Wedding/Tower of Vengeance. While plotting with Vizeran on how to defeat the demon lords, the party gets the summons from Soverign Basidia to the Fetid Wedding. Planning to beef up the episode with more mid-level demons, maybe more in the mind of Araumycos, but cut out the fight with nerfed Juiblex. Lev. 8.5 Drider Enclave. Returning to the Tower of Vengence, Vizeran tells the party he has a plan but they need info in the possession of a failed drow wizard, now a exiled drider. The party must assault a drider enclave (I'm going to use the wormwrithings) and capture the target. Lev. 9 Sorcere. Using the teleport circle sequence learned from the captured drider, Vizeran teleports the party to Sorcere where they assault Gromph's sanctum to obtain the information they need to banish the demon lords. Tough fights against drow, demons, and magic guardians, plus a race against time to get out before drow reinforcements overwhelm them. Lev. 10 - Finale. Players attempt the ritual to send the demons back. If they go to Menzo they have to fight drow attempting to stop the ritual. If they attempt the ritual elsewhere they are attacked by waves of demons and eventually a weakened demon lord trying to stop them. Personally, I think this hits all of the cool stuff without feeling like the campaign is bogging down with filler. [/QUOTE]
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