ErichDragon said:I was bouncing around something like Level 5 PCs. That way they can take a higher EL creature if they want, or just have a skilled goblin or kobold. The "tribe" will be standard evil humanoids.
If I do this I figure the "Adventurers" will have to be a party of 5 or 6 around level 7 with full magic items and pretty min/maxed? Any thoughts on this ratio?
There's a couple potential problems with this. First of all, a party of 7th level adventurers would almost never go goblin/kobold/orc hunting. Certainly, not "normal" goblin/kobold/orcs. Second of all, one or two fireballs are going to wipe out the entire tribe.
I agree with giving the PCs a challenge, but you're setting it up to be almost impossible if you start the Cheaty Adventurers at 7th level. Pits should at least *slow* the adventurers down, hopefully .
That's my opinion, at least -- I'd run it such that the Cheaty Adventurers aren't really going to be threatened much by the mooks (mook = random goblin or kobold), but they can't just completely ignore them.
On the other hand, if the tribe is made up of bugbears and a few ogres, it might be a little fairer. I still think it'll be more fun starting with 1st/2nd level PCs and a 3rd level party, though. Fewer possibilities to worry about at that level, for one (what happens if the Cheaty Adventurers cast Speak With Dead? Scry? What if they have a Teleport scroll? Dimension Door? Easy access to Fly? And again, a few Fireballs and it's all over.)