| Post/Author/DateTime | Post |
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| Tom McCarthy04-26-07, 08:02 PM | I've begun reading Eyes of the Lich Queen with an eye towards using it for a higher level party (6 characters, above average attributes, CL 11), probably a 7 point bump in the ELs in general. I'm only at the end of part One, so I may need to revise these plans along the way. Still, here are some preliminary thoughts. I'd appreciate feedback. I've been vague in several places as to avoid clear spoilers. Encounters A2-4 The opponents advance by 6 levels in ranger or 6 levels in barbarian as appropriate, and there's 50% more of them. Encounter A5 Again, 6 levels in barbarian and 50% bump in numbers for the familiar figures. The unique fellow gets 5 levels in barbarian and adds a mate with 5 levels in sorcerer. Select sorcerer spells with an eye to precasting several of them. Encounter A7-8 Add 6 levels to the humanoids and then 50% more adepts is a good start, and a large bump in HD for the animal in the corner. Encounter A9-10 Add 6 levels in adept to each adept, and add 50% more of them. Give the priest 6 more levels, and support him with level 8 dragon shaman, perhaps. Encounter A11 To get the right TL, advance from very young to adult. The ground scale of the map needs to change (one square = 10' or 20'?). That means changing the scale above, which may change the tactics in a place or two (most of the new space can be empty or unused). Encounter A12 Skill check DCs should be a bit harder; maybe 5 more. 6 or 7 would be appropriate, of course, but perhaps unrealistic. Encounter A13 Just advancing these beasts won't be enough to keep this challenging. Adding 8 HD to each having 6 times as many makes the map crowded and busy. I'd rather have the statues become something dangerous and supplement the main monsters here. Encounter A14 The monsters in this room could be made more numerous and advanced to a higher HD. I believe several of the obstacles are too easily sundered or damaged to challenge a high-level party. Perhaps I'll look in Dungeonscape for a good encounter trap to supplement or replace this (but I love the monster/obstacle mix). Encounter A15 This room's inhabitant probably should become 4 inhabitants, or maybe have some constructs to aid him. In addition, he'll need some class levels added to him, probably in barbarian or sorcerer for ease of use. The 'treasure' in this room (described on page A10) could use significant improvement. It feels too weak for 11th level characters. I'll probably tie the effect to two bonus feats, perhaps dragon hunting feats from Draconomicon. It would be interesting for them to grant feats or powers focused on dragonmarks, but dragonmarks didn't exist in Eberron when this ancient item was created. Action Surge and the like also are good feats for granting options. Encounter A16 feels fairly good as is, though I'll probably advance the leader by a few levels and perhaps throw in a supporting spellcaster. |
| davethebrave37104-28-07, 04:25 PM | I'll be watching this thread with interest, as the seven players in my group all have either level 10 or 11 characters right now, and I probably won't be running it for a little bit, so they might go up a level or two between now and then (likely only one). Most of the time what I do is just increase numbers. Increasing class levels I shy away from, for the most part. And, if they can still get experience from an encounter (i.e. it's less than 8 levels below the highest level party member), I often leave it alone (or maybe increase the numbers if it makes sense), unless it's a "boss battle". Like the trap encounter with the constructs? I'm probably leaving that as is. Unless they're level 15 by the time they run that, which is unlikely. If they can't get exp from it, I bump it up so they can. But for the most part, I tend to leave well enough alone, and let them breeze through some areas. If they're having too easy a time of it, I compensate on the fly. If I've made it too difficult (i.e. if double the amount of dracotaurs and dracotaur ragers was a bit much) then I have a little deus ex machina (like a couple White Wanderers "wandering" in to distract and deal damage). |
| Nomadicc04-29-07, 10:49 PM | I too will check/add to this thread... I plan on running EotLQ after the other Eberron modules ending with HotEC, which will probably have the party ~7-8 levels. |