adventures in Hyboria, contents, area and level?

ferrinwulf

Mongoose
Hi,

I'm thinking of getting this and i can see the contents page in the preview but was wondering on the area each adventure is set and what level they are aimed at? Anyboddy help?
 
I finally got my copy :D . Here you go:

The Black Altar Of Katar: Dark Jungles of Vendhya, 4-6 players lvl 4-5.
The Thing That Lurks: Shadizar, 4-6 players lvl 5-6.
Kingdom of Apes: Kush, 4-6 players lvl 5-6.
Cursed Tomb of Al’Amar: Hyrkanian Steppes, 4-6 players lvl 3-4.
Moonlight on the Ocean: Western Ocean, 4-6 players lvl 5-7.
Scroll of Tsothemenes: Messantia/Pictish Wilderness, 5 players lvl 3-4.
The Children of Ishiti: Stygian Desert, 4-6 players lvl 2-4.
Honour of Men: Brythunian/Border Kingdom border, 4-6 players lvl 6-7.
 
Scroll of Tsothemenes can even be played with up to 7 characters of 3rd-4th level and can be readily easily upped in difficult to cope with 5th level and even 6th.

H
 
Still, I find it a bit :? that most published adventures are made for low-level groups (usually 7 or lower). The thought behind that may be to give beginning GMs a hand in getting used to the game and show them how adventures can or should be made up.

However, I've always found it more difficult to design an appropriate and challenging task for high-level groups, say, 12+ or somewhere around there.
 
Yep Cloven, I agree 100%. Things get really deadly at 12+, and it's harder do design encounters. Some adventures for high level would be great.
 
Still, I find it a bit :? that most published adventures are made for low-level groups (usually 7 or lower).
Personally, I prefer it that way. I tend to think the game is broken at higher levels. I actually consider the rules are worthless after the 10th level, but gain, that's a point of view...
 
Well, I know that the system base (D20) can work even on very high levels; for instance I played a modified / houseruled D&D on epic levels (up to level 30). The houserules were mainly nerfed spells and reduced magic items, btw. The battles were still very tough, and most opponents were "just" Orcs with class levels. (Many class levels. With PrCs like Weapon Master. Up to ~100 damage per hit.)

Basically, Conan is more manageable at high levels than D&D because all your combat values fit on one sheet, and don't change every other round as is usually the case in D&D with all its buff spells and items.
However, the main problem I see on high levels in Conan is the low defense, which basically prevents the GM from throwing like-levelled enemies at the PCs (unless he wants to see them dead).
 
Well I don t think it is unplayable but it sure requier adaptation. 10th level character are killing machine wich is fine with me in a sense (Conan is a killing machine in the book too).

Still you can confront them with really hard challenge like puzzle or intrigue where level have more or less impact. Also there is monster wich are rather challenging even for a 12th level party.

in doubt you can just throw a 20th level sorcerer just like the phoenix on the sword and Conan the conqueror :)
 
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