Blood Wars [Archive] - Wizards Community

Post/Author/DateTimePost
Prelate

11-15-07, 03:45 PM
I have a party of mid-level adventurers, cusping on being high level. the party is all level 12, with classes being: 2 paladins, 1 warlock, 1 battle sorcerer, 1 rogue, and 1 tattoed monk. in the next month we will have an additional player join us.

I am taking the group on a relatively epic arc, and am working to engage each player in the campaign as fully as possible at all time. The Blood Wars would offer them all something to make the Blood Wars easy enough for my needs, and the players have all expressed interest in going there.

What I am not sure about, is what is a relatively 'safe' level to send them into that element without having to worry about a TPK every 5 minutes? I've never played in a game that did not stay in it's primary world. Extra planar travel has never been something I experienced as a player, so I'm a little unsure of how to implement it as a DM.

The blood wars will not be the final destination of their game, I just want to take them there for awhile (8-12 gaming sessions), and let them get a level or 2 while there.

looking for any and all constructive advice, firsthand experiences (as both DM and players who had a DM that did a flawless transition to EP setting), or general feedback :)
blodgett

11-15-07, 06:02 PM
Do you want easy, hard, interesting, or nearly impossible?

You got all your choices with the Blood War.

The easiest way to involve the party, is to bring it to them. The fiends, can, have, and do take their war with them. All it really takes is a Tanar'ri (demon for you primes) and a Baatezu (or devil) to run into one another and gate in a few friends.

Alternatively, the Baatezu are known for manipulating mortals. If the Tanar'ri catch wind of what they're up to, they won't hesitate to involve themselves. In a big way.

Finally, sometimes the Blood War just spills over. One side or the other finds a gate, and presto, instant mayhem. Or maybe the planar walls are a little thin, or one side tries a short cut, or, you get the idea.

If you actually want to take them into the planes, I'd stay away from the fiends homes. That'll only lead to tpk. Both sides look for trouble and recruits. Find a plane somewhere off to one side or the other (stay away from the middle ground, that's where the heaviest fighting occurs).

A few things to remember about the Blood War:
1) Scope - both sides through HUGE armies into this thing. The Tanar'ri throw more than the Baatezu just because they have more. But both sides will have thousands on a side in any major skirmish.

2) Differences in fighting / organization - prior to the actual battle, the Baatezu will line up in neat orderly columns and march to the field. The Tanar'ri will just get together on the other side. Both sides will put their weakest troops out front. Once the fighting starts, it's actually hard to tell the two sides apart, the Baatezu are a little more organized, but not much.

3) Experience - both sides have been fighting in this thing for millenia. They won't fall for just any old trick. They also aren't push overs either. The leaders got where they are by being the best. The troops are still alive by being incredibly tough. Don't just treat the Blood War as a mosh fest.

Hope this helps.
pigknight

11-16-07, 12:04 AM
I'm planning on having my guys help the devils (no really it's still a good [alignment] campain) by having them free Azazel (Lvl 20 Erynies fighter/ranger/warlock/duskblade quad-salt), so that they can stop the demons from destroying us all (and make sure Pelor or someone gives the Pallies a get out of disgrace free card, 'cause the gods rather help demons then let the planes be destroyed).
temparus2000

11-16-07, 10:12 AM
the bearded devild are said to be the "foot-soldiers of hell", and the Erinyes are the arial troops for the devils. So the Devils seem to primarily use CR 5 and CR 8 creatures. So i'd say 10th level is when they'd reliably survive a skirmish in the blood war. barring, of course, they aren't unlucky enough to get caught between a balor and a pit fiend. Messy.
Prelate

11-16-07, 12:45 PM
I'm planning on having my guys help the devils (no really it's still a good [alignment] campain) by having them free Azazel (Lvl 20 Erynies fighter/ranger/warlock/duskblade quad-salt), so that they can stop the demons from destroying us all (and make sure Pelor or someone gives the Pallies a get out of disgrace free card, 'cause the gods rather help demons then let the planes be destroyed).

I was thinking about doing something similar.

the story arc my players are engaged in, has some of the evil/chaotic gods in a twisted sodality to destroy the faithful followers of the lawful deities (and any nemesis "good" gods they have).

I think that it would be easy enough to justify the group being sent to blood wars to have some limited partnership with the devils for a short time, while engaged in some crucial mission in the BW.