Upgrading the Campaign


Shattered Star


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Hey Everyone,

I am working on an idea, I want to adjust the Shattered Star arc to be ran post Rise of the Runelords as a high level and EPIC arc...

Any and all help I can attain in modifying, and adjusting the encounters to match these new levels.

Thanks in advance...
~Elvnsword

Silver Crusade

No one have any ideas?

I'm interested in the same concept, but I couldn't figure out any way to do it. Maybe add mythic levels to everything (except the PCs)?


Well,
What I am working at right now is the first module, Shards of Sin, set to 20th level starting and ending at 21rst level... The shard being the artifact which pushes the PCs over the edge.

I am trying to catalog the likely material and weapons the PCs have access to by the end of Rise of the Runelords, so I have a more accurate picture of what to put into the epic level game.

I want to keep the basic story, and characters but increase the overall difficulty. Keep in mind with Epic level games each challenge need not push the PCs on a game level, but rather puzzles, and the like become far more important. Figuring out how to make the puzzles proof against the PC abilities is important as well. Things such as adding a dimensional anchor to all of the Magnimar monuments, as a residual effect of the ancient Thassolonian Magic.

Any other ideas folks?

Liberty's Edge

I would add a rival group and put the whole AP on a timer. Let the PCs know, that their rivals are pro-runelords, and that they are fast gathering information on the shards. Everytime your PCs are going to rest, let them think about it twice - shall they really waste time, or just plough through the coming dungeons, to stay ahead of their rivals.

Maybe add weather and strange happenings regarding magic, making Wind walk and teleport spells hard to cast.
Snow could fall throughout Varisia, and maybe, somehow, the rivals found out about the location of the final shard...


Dryder wrote:

I would add a rival group and put the whole AP on a timer. Let the PCs know, that their rivals are pro-runelords, and that they are fast gathering information on the shards. Everytime your PCs are going to rest, let them think about it twice - shall they really waste time, or just plough through the coming dungeons, to stay ahead of their rivals.

Maybe add weather and strange happenings regarding magic, making Wind walk and teleport spells hard to cast.
Snow could fall throughout Varisia, and maybe, somehow, the rivals found out about the location of the final shard...

Love the ideas Dryder,

Especially the rival group. My ideas so far are to use the moment they touch the first shard to be what prompts the jump to lvl 21. Post lvl 20 I am breaking the game, and making it about completion of story objective rather then xp on when they level. They will level each time they lay hands on another piece of the Star, and when they make the Star Whole.

thoughts?


So, I have finished Auditing the first chapter from the RotRL hardcover.

https://docs.google.com/spreadsheet/ccc?key=0AmiVCFNP2fCvdHlJZU01ZzlDZlFCb0 NZTlpWNGpSUlE&usp=sharing

(I will be updating this document as I work through the rest of the book in my off time.)

The Total number is an auto generated total for the GP value of EVERYTHING picked up normally in the game. I plan to compare this to the Staring GP for characters of the appropriate level to see how this is working for GP Value.

I want to know the total amount of whats in place once I start remaking the Shattered Star arc for high level.

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