Recommend High level modules?

mikebr99

Explorer
Hi all...

My current party (3.5) is in the middle of City of the Spider Queen right now. And I am starting to think of things to do with them once that has been completed. Any suggestions?

Thanks...


Mike
 

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How high is "high"? Seriously, not everyone may agree on what it meant by high level, so how about specifying the actual level range you're looking for.
 


Kalendraf said:
How high is "high"? Seriously, not everyone may agree on what it meant by high level, so how about specifying the actual level range you're looking for.
Well... City of the Spider Queen is supposed to end with a party of 4 at about 18th level. My party is 7 people... So, I am expecting at least 16th level by the end.


Mike
 

I recommend the 2e classic Return to the Tomb of Horrors; if you have the boxed set and you're enough of a bastard to use it on your party I could happily send you my conversion notes.
 

Did They Survive

Patman21967 said:
The Bastion of Unborn Souls is one that is good. I just finished my group through all 3 Rappan Athuk modules...very fun.
HOW IN ORCUSES NAME DID THE PARTY SURVIVE ALL THREE LEVELS OF RAPAN ATHUK
GFL OUT
 

the Jester said:
I recommend the 2e classic Return to the Tomb of Horrors; if you have the boxed set and you're enough of a bastard to use it on your party I could happily send you my conversion notes.
Do you have conversion notes, Jester?

Might I have? Please please?

e-mail mayur@walrus.com

Onto topic:

1) I think Necropolis is a poorly-written adventure. Sorry, but I just do. The encounters aren't well-balanced, the BBEG is a bit of a pushover, and the whole module just feels unprofessionally designed to me. I was hoping for GDQ1-7 all over again, and I got... well, something less than hoped.

2) At these lofty levels, I highly recommend designing your own adventures. The abilities of an individual PC party (especially one with seven(!) PCs) will vary widely from the normal expectations of any designer. If you're playing in the Realms, high-level adventure hooks abound. Some examples:

a) The phaerimm-Shade mess. Battling renegade phaerimm or getting entangled in the plots of the Shades (perhaps through Wyrruth in CotSQ?) are potentially-engaging work for 16th-level PCs.

b) Exploring Myth Drannor. If the PCs have encountered any non-Kiaransalee worshipers in the course of CotSQ, those drow may be connected with, or know of, potential drow plots to tap the power of Myth Drannor's mythal. Exploring the city (download the 2e supplement Ruins of Myth Drannor for some ideas; it is a DEADLY place!), battling the drow and their allies(?), and perhaps even gathering the pieces of some artifact or ritual needed to restore damage to the mythal (pieces of such artifact or ritual might lie far afield or even on other planes) could be a truly epic adventure.

c) More fun and games in the Underdark. Now that the PCs have become acquainted with the phenomenon of Lolth's Silence, perhaps they may seek to plunder the weakened cities of the Lolth-worshiping drow, or perhaps they're roped in by a Lolth-worshiping faction eager for allies against the priesthoods of Vhaeraun and Ghaunadaur? Or perhaps the PCs move to different Underdark races than the drow; the plots of illithids, aboleths, or kuo-toa could all trigger adventures.

3) And, of course, there are a few usable modules. I find Bastion of Broken Souls a bit boring, but Demon God's Fane (a Malhavoc print by Monte Cook) is pretty good, though it would need to be scaled up for your PCs. Another option is Glacier Season (in Dungeon 87).
 

Rulesy,

Sorry but I disagree. It might be a TPK but I found it REALLY fun (alligator thing aside), and reminscant of the Mummy.

I have to agree with Virtue. ANYONE that survived all three levels of RA must be DAMN lucky.
 

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