My group's next session will be my first in the DM chair. We recently completed The Sunless Citadel. The party is currently 4 characters at 6th level, possibly adding a 5th player.
I'd really like to run a heist adventure with this group. The Sunless Citadel took us a long time (we only play 1 hour per week, due to everyone's schedules), so something that's fast, light, action-packed, and adaptable would be great. I'm fine making something up, I think (in which case, any advice on writing a new adventure would be helpful). But I feel like the risks of character death or player boredom would be reduced if I stick to a module. I would probably want to adapt some of the particulars (ie the name of the mcguffin, etc) to the story as told so far.
What heist-based modules would you recommend for a group of 2nd-tier characters? I've done some drilling down on dmsguild.com, but there's a lot to weed through and I would be grateful for a recommendation from a human.
Thanks! But the description for it says "Adventure for Levels 1-5," which the characters have all surpassed. Is it possible to adapt it to their level? If so, are there good guidelines for doing that?
A lot of the adventure can be adapted to higher level play. At least three fourths of the the possible villains have access to monsters that can be swapped out to replace the lower level encounters. If nothing else, it makes the adventure climax more interesting, as higher-level players actually have a chance to win a fight against the Adult Gold Dragon guarding the vault.
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My group's next session will be my first in the DM chair. We recently completed The Sunless Citadel. The party is currently 4 characters at 6th level, possibly adding a 5th player.
I'd really like to run a heist adventure with this group. The Sunless Citadel took us a long time (we only play 1 hour per week, due to everyone's schedules), so something that's fast, light, action-packed, and adaptable would be great. I'm fine making something up, I think (in which case, any advice on writing a new adventure would be helpful). But I feel like the risks of character death or player boredom would be reduced if I stick to a module. I would probably want to adapt some of the particulars (ie the name of the mcguffin, etc) to the story as told so far.
What heist-based modules would you recommend for a group of 2nd-tier characters? I've done some drilling down on dmsguild.com, but there's a lot to weed through and I would be grateful for a recommendation from a human.
There's always the new Waterdeep: Dragon Heist......I mean it's in the name and everything!
Thanks! But the description for it says "Adventure for Levels 1-5," which the characters have all surpassed. Is it possible to adapt it to their level? If so, are there good guidelines for doing that?
A lot of the adventure can be adapted to higher level play. At least three fourths of the the possible villains have access to monsters that can be swapped out to replace the lower level encounters. If nothing else, it makes the adventure climax more interesting, as higher-level players actually have a chance to win a fight against the Adult Gold Dragon guarding the vault.