H4 The Throne of Bloodstone.pdf - Free
H4 The Throne of Bloodstone.pdf - Free
H4 The Throne of Bloodstone.pdf - Free
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in your campaign when creating an<br />
adventure, and tailor the monsters,<br />
traps and tricks to make them truly<br />
challenging. In the adventure in <strong>H4</strong>,<br />
for example, we take the PCs to the<br />
Abyss, and strictly apply the rules in<br />
Manual <strong>of</strong> the Planes, which will help<br />
us keep the characters’ powers under<br />
control, as you will see.<br />
3. Never Give a 100th-Level<br />
Character an Even Break<br />
At low levels, it is <strong>of</strong>ten incumbent<br />
on the DM to make adjustments on<br />
behalf <strong>of</strong> the PCs—fudging the odd<br />
die roll when an unfair “instant<br />
death” result would hurt the game.<br />
But as characters get more powerful,<br />
it is appropriate for you to get stricter<br />
in applying the rules.<br />
Let’s say that you manage to trap a<br />
party in a vat <strong>of</strong> boiling acid, and they<br />
take a mere 100 hp <strong>of</strong> damage apiece.<br />
<strong>The</strong>y shrug it <strong>of</strong>f, perhaps using a few<br />
heal spells. But then you insist that<br />
they make a saving throw for each<br />
item in their possession. <strong>The</strong> magicuser’s<br />
spell books save at a 10, the<br />
cleric’s pearl <strong>of</strong> wisdom saves at an 11,<br />
all scrolls in the party save at a 14, etc.<br />
Challenging a party <strong>of</strong> high-level<br />
characters is <strong>of</strong>ten a matter <strong>of</strong> attrition.<br />
Each individual monster, trap,<br />
or trick may do only minor damage,<br />
but it all adds up after a while. Work<br />
at designing adventures that force<br />
characters to move forward, rather<br />
than retreating to safety to recharge<br />
spells and heal damage. If they stop,<br />
attack them to disrupt the rest and<br />
recuperation they need. Bleed <strong>of</strong>f<br />
their spells by giving them juicy targets.<br />
Run their opponents intelligently;<br />
don’t give them lots <strong>of</strong> dumb cannon<br />
fodder (unless your goal is simply to<br />
drain their magic), Almost any monster<br />
in the system, from the wimpy<br />
kobold up to Orcus himself, can be<br />
made into a powerful opponent if<br />
intelligently handled.<br />
With one player per PC, the PCs<br />
are normally much more effectively<br />
run than are the monsters, which are<br />
all handled by a harried, overworked<br />
DM. Consider recruiting one or two<br />
assistant DMs to run the monsters.<br />
That way, the odds are evened up,<br />
since the assistant DMs will run their<br />
monsters as effectively as possible.<br />
Select the right monsters for your<br />
adventure. It doesn’t take a lot <strong>of</strong> skill<br />
as a scenario designer to throw 50 tarrasques<br />
at a party. It shows much<br />
more talent to use a less-powerful<br />
creature cleverly. A ring <strong>of</strong> spell turning<br />
on a monster <strong>of</strong> middling power<br />
turns the party’s magical strength<br />
against them. Or just working out<br />
details <strong>of</strong> creature tactics in advance<br />
can vastly increase the strength <strong>of</strong><br />
even a minor monster.<br />
Challenge high-level PCs by taking<br />
them to an environment that restricts<br />
their power. We’ve chosen the Abyss;<br />
virtually any extra-planar location has<br />
its plusses. On the way to the Abyss,<br />
we first enter the Astral Plane, where<br />
all sorts <strong>of</strong> fun things can occur. A<br />
broken silver cord, for example. <strong>The</strong><br />
silver cord <strong>of</strong> a 100th-level character is<br />
no more resistant to being broken<br />
than that <strong>of</strong> a 1st-level character.<br />
Magical items and spells that tap into<br />
extradimensional space or the Ethereal<br />
or inner planes do not function in<br />
the Astral. <strong>The</strong>se spells include<br />
Leomund’s secret chest, deeppockets,<br />
bag <strong>of</strong> holding, etc. This has the<br />
delightful effect <strong>of</strong> drastically limiting<br />
what party members can carry.<br />
In the Abyss, we have other interesting<br />
problems. For example, the<br />
wish, limited wish, and alter reality<br />
spells are granted by the nearest<br />
Power capable <strong>of</strong> granting such a<br />
desire—in this case, Orcus. All weapons,<br />
armor, and protection devices are<br />
reduced by one plus for each plane<br />
8<br />
through which they are taken, which<br />
means that all +5 swords are now<br />
only +3. Clerics turn undead at two<br />
levels lower than normal (that ability<br />
tops out at 14th, anyway), but can<br />
only recover 1st- and 2d-level spells.<br />
Remember that evil clerics can turn<br />
paladins.<br />
When designing an adventure, it is<br />
easy to believe that the fiendish trap<br />
you have just designed spells automatic,<br />
instant death for your unwary<br />
PCs. This reminds us <strong>of</strong> the story<br />
about a scientist who put a chimpanzee<br />
in a room with only four ways to<br />
escape, to see which <strong>of</strong> the four the<br />
chimp would first discover. <strong>The</strong><br />
chimp found a fifth way. So will your<br />
players.<br />
<strong>The</strong> very best encounters don’t rely<br />
on brute strength, but the intelligence<br />
and creativity <strong>of</strong> the player (not<br />
his character). All the power in the<br />
game is not enough when there is a<br />
puzzle to solve instead <strong>of</strong> a monster to<br />
fight. Or just changing the motivation<br />
<strong>of</strong> your monster from “kill the<br />
PCs” to something more subtle can<br />
make a great difference. Encounters<br />
that concentrate on role-playing skill<br />
rather than unlimbering the heavy<br />
artillery are just as challenging for a<br />
100th-level character as for a 10th.<br />
Fortunately, your objective is not<br />
necessarily to kill the PCs, but only to<br />
challenge them and make them<br />
believe that they could die. <strong>The</strong> looks<br />
<strong>of</strong> horror on your players’ faces when<br />
a magic-user’s spell book catches fire<br />
in a pool <strong>of</strong> boiling lava, or a paladin’s<br />
holy sword disintegrates on a roll <strong>of</strong><br />
10, will make running the adventure<br />
truly worthwhile for the suitably<br />
fiendish DM.