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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.

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