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Recommend High level modules?
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<blockquote data-quote="ruleslawyer" data-source="post: 1552816" data-attributes="member: 1757"><p>Do you have conversion notes, Jester?</p><p></p><p>Might I have? Please please?</p><p></p><p>e-mail <a href="mailto:mayur@walrus.com">mayur@walrus.com</a></p><p></p><p>Onto topic: </p><p></p><p>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.</p><p></p><p>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:</p><p></p><p>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.</p><p></p><p>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 <em>mythal</em>. Exploring the city (download the 2e supplement <em>Ruins of Myth Drannor</em> 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.</p><p></p><p>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.</p><p></p><p>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).</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 1552816, member: 1757"] Do you have conversion notes, Jester? Might I have? Please please? e-mail [email]mayur@walrus.com[/email] 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 [i]mythal[/i]. Exploring the city (download the 2e supplement [i]Ruins of Myth Drannor[/i] 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). [/QUOTE]
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