New answers tagged

1

So I agree with @JA Streich on his direct answers to your questions. But I think it's also worth mentioning that building a "generic" quest for characters above level 15 is really hard for a number of reasons. Access to world-warping spells. 8th-level Cleric spells include Antimagic Field, Control Weather, & Earthquake. 8th-level Wizard spells add ...


0

Yes, There are some changes but they are minor and small. As 2nd Edition is just a re-made and better made version of 1st.(That is up for debate but I'm not here to argue.) If you have ever ran any 3.5 modules in Pathfinder it'll be quite similar. Use logic when the stats don't completely match and you'll find it works quite well. In short: Yes they are ...


10

Are there? No, there are none from WotC. Why not? When Crawford, Mearls and Perkins were asked about it the consensus was that after level 15 the game is mature enough that the DM can build on whatever has already happened. Moreover, few games last long enough to get much beyond level 15 or 16 for real life reasons. Real life reasons (at request of the ...


1

As for published adventures, as best I can tell there is no non-WotC published adventures that go beyond level 15. Here is the list of currently published adventures (2016-04-29). Confrontation at Candlekeep [2] (15 Jul, 2014) Lost Mines of Phandelver [1 - 4] Hoard of the Dragon Queen [1 - 8] (19 Aug, 2014) Curse of Strahd [1 - 10] Princes of the ...


3

Its pretty massive - how many sessions depends on how long your sessions are, how efficient your party is at dealing with encounters and how you strike the balance between role-play, exploration and combat. The Temple itself has 435 keyed locations with four attached "elemental nodes" of about 25-35 keyed locations. In addition, the moathouse contains 32 ...


2

Add guardians to the trap, someone who will attack or harrass players as they try to overcome it. Suppose the party has to cross a pit: most of the time, they'll do this one-by-one, rather than all fly/leap/teleport to the other side at the same time. Have hidden enemies step out and attack them when they've effectively been split into two smaller and ...


11

Let me start off by saying that Curse of Strahd certainly has some very challenging encounters, many of which can be stumbled into at points when the party is woefully under-levelled. I've only run it once so far, but that did end in a TPK. It's important to note, however, that this type of danger is a common feature of sandbox campaigns. On top of that, ...


0

Have you tried checking pg. 6 of Curse of Strahd under character levels? there is a passage there that I'm not entirely sure I can repeat here without a copyright issue, but it should solve your problem. Curse of Strahd has a specific leveling style all its own. Reading it you get the impression that the adventure without extra pre-work anticipates a ...


0

Something else to keep in mind is magical means of detecting and disabling traps. A lot of people seem to forget that it is possible to disable and detect traps magically, despite it being potentially costly as well depending on caster level.


4

If environment allows, spread the traps over a larger area. For instance, if there is normally a single trap in a 5' wide hallway, instead, increase the size of the hallway, and put two traps side by side.\ Alternatively, a cheesy solution for people who like to play gnome/halfling/short rogues is to put the trigger for the trap higher up, where it will ...


9

Depends on the party composition. Rogues here refers to any character with Trapfinding and ranks in Perception and Disable Device. 1 or more rogues When there are rogues in your party, traps become basically a rogues-only minigame. The rogue gets to roll Perception and Disable Device, everyone else gets to stand around and wait for the next combat to ...


2

There are online LMoP encounter modifiers (like this one) that will adjust the number and strength of the monsters for the encounters. I used it to run LMoP with 6 players with moderate success. As a new GM, I didn't have the best understanding of the system, and some of the battles went a little quicker than I was expecting. Don't compensate for this by ...


4

As a GM who was in your exact situation (except I had closer to 9 players at the table) I speak from experience when I say: Rooms can get cramped. It is probably a good idea to add a few five feet to either side of a room. Leave hallways and doors alone, though, those are excellent ways to funnel your players so that their numbers aren't very overwhelming. ...


8

The adventure will take care of itself. I've run some of the other (DDEN) published materials with larger-than-recommended groups and didn't bother making many modifications. The effect is that the party breezes through some of the early stuff* but, because of dividing XP by 7 rather than 4 or 5, they level a little "slower" along the story arc. These ...


0

Not so much with the Starter Set but there have been many criticisms of the D&D 5e modules such as The Hoard of the Dragon Queen because they don't tell you EVERYTHING that the players should know and/or hold your hand throughout the entire scenerios. IMO and as an answer to your question the information in the module handbooks are guidelines and fodder ...


4

Spoilers ahead: As a side note: the adventure book you're using is not a rulebook. It is merely a suggestion on how to play the adventure the way the author imagined it. DM's are allowed (and required, imho) to adapt the adventure according to how the campaign is going. Sticking to the book is handy for new DM's that are still struggling with all their ...


10

The odd-looking wall below the number 3 in the diagram isn't special in any way. The map itself is confusing, but it's trying to depict that there is a tunnel underneath the stone balcony. Basically, the white door with the dotted lines is at ground level, then there is one set of stairs that leads up to the stone balcony. From that balcony, another set of ...



Top 50 recent answers are included