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Design
Secrets: High-Level Adventures
While
you have to keep many things in mind when dealing
with high-level characters and the challenges
they should face, I've boiled them down here
to three rules to remember when creating adventures
for these powerful PCs.
1.
Know What They Can Do. If you aren't prepared
for what the PCs can do with their skills, spells,
feats, and magic items, they are going to throw
you for a loop, and quickly. You have to be
ready when the spellcaster pulls out the high-level
divination spell that "ruins" the
adventure, or when the monk just jumps over
the 30-foot chasm of fire, or when the cleric
brings the murdered king back to life.
In
my adventure Demon
God's Fane, the scenario begins with
a murder mystery. So I thought of all the ways
the PCs could use spells to solve it and presented
a summary for the DM:
The
PCs can call upon a number of divination spells
to help them solve the murders. In fact, after
only a little investigation, the spells they
possess should make short work of the "mystery."
That's fine -- do not feel that the players
are "cheating" by doing this.
Divination:
The question this spell answers must be related
to an action or goal, such as, "Will we
find the murderer by questioning all the fishermen?"
to which the spell would reply (assuming the
roll for a correct divination succeeds), "Those
who plumb the waters know much, and one has
had dark secrets bestowed upon him only recently."
Commune:
This is probably most useful of all spells;
once the PCs get some suspects, they can simply
ask "yes" or "no" questions
using this spell and get the answers. Asking
if Drabat Finch is the murderer will obviously
get a "yes" answer.
Scrying
(including clairaudience/clairvoyance
or arcane eye): Once some suspects are
identified, another quick and simple way to
find out more about them is to spy on them magically.
Detect
Thoughts: Using this spell is fairly invasive,
but it gets the job done. However, the Umbral
Taint has placed a conditional spell on Drabat,
so if someone attempts to use this spell on
him, dire events occur. (See pages 6 and 7.)
Legend
Lore: This spell won't help much with solving
the murders-the events are too recent and not
"legendary." However, once the PCs
discover the existence of the Demon God's Fane,
they can use this spell to learn the history
of this area: Ochremeshk, both demon and
god, built a terrible temple here, where blood
sacrifices were offered to him night and day.
Demons cavorted with mortals, spreading pain
and misery throughout the land. Only the might
of Gaen's chosen one ended the Fane, sealing
it within a golden tomb that glistens today
right before your very eyes.
Speak
with Dead: If the PCs attempt to question
one of the victims with this spell, they discover
that not enough of the face and head of the
body remains for the corpse to speak. A make
whole spell, however, turns this into a
quick and easy way to get information. While
Ritter was killed quickly from behind (and thus
knows nothing), Drabat subdued and tortured
other three slowly. They remember it all in
horrifying detail, and do not hesitate to name
their killer. Hanna even heard Drabat mention
something called "the Demon God."
Raise
Dead/Resurrection: Too little of any of
the victims' remains to use raise dead.
Resurrection or true resurrection
is needed to bring them back to life. Once so
restored, however, they can relate any information
mentioned under the description for speak
with dead, above.
2.
Don't Negate, Embrace. It's a tendency for
DMs (and module writers) to do everything mentioned
in Step 1 and then systematically eliminate
the possibility of the PCs using those abilities.
If they have a clever trap in the adventure
that requires the characters to be on the ground,
they make it impossible to fly. That's
lazy design. One needs to realize that once
you've reached 10th level, pits aren't meant
to be the big challenge that they were at 1st
level.
That
doesn't mean that anti-magic fields (or whatever)
are always bad. Sometimes it's interesting to
strip away a character's magical abilities.
But only once in a while -- as the exception,
not the rule. If the PCs are always having their
good abilities taken away from them, they will
become frustrated.
Instead
of negating character abilities, design your
high-level adventures to require those high-level
abilities. If the PCs are 13th level, there's
nothing wrong with designing a quest that can
be completed only by teleporting to a special
area unreachable by conventional means. It's
in the PCs' power to get there (one way or another).
Again,
using Demon God's Fane as an example,
at one point in the adventure, the PCs will
further the plot with a holy word, dismissal,
or banishment spell. Another instance
assumes they have the capability to become ethereal.
And so on.
Now,
these capabilities aren't always necessarily
"required" (that punishes people for
simply preparing the wrong spell that day),
but they make things easier -- so it rewards
PCs for using the abilities they struggled for
so many levels to obtain. And even requiring
such displays of high-level power sometimes
is good, too. Maybe the only way to learn the
secret the PCs need is if the bard makes a DC
30 bardic knowledge check or the wizard casts
legend lore. You get the idea.
3.
Let Them Kick Butt (Sometimes). When you
play a computer game like Diablo, the
program scales the game to increase in difficulty
at exactly the same rate as your character increases
in level. So, as an example (I didn't actually
dig into the game to find the formula), if you
have 10 hp at 1st level and inflict 1d6 damage
on the monster with 5 hp, at 10th level you
have 100 hp and inflict 10d6 damage on the monster
with 50 hp. There are lots of interesting distractions,
and Diablo can be a fun game, but fights
at 10th level end up feeling exactly like fights
at 1st level, and you still need to go back
to town for healing potions just as often as
you did before.
Don't
let this happen in your D&D game. High level
isn't like low level. At low level, everything
is a challenge -- sometimes, a really tough
challenge. While you should challenge your players
sufficiently, make sure you also occasionally
give them opponents they can overcome easily.
The whole world doesn't rise in level as the
PCs do, so when they have made it to 15th level,
they should feel as though they really are superior
to some of the foes they must face. If this
isn't the case, then why keep trying to gain
levels?
The
whole point of these suggestions is to avoid
punishing characters for being high level. If
your players have reached 15th level with their
PCs, it is because they played in your game
for months and months. That's something you
want to reward.
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