Concluding the Lottery Dungeon arc.

worldbetween_bannerSaedenn and Kaedo became the center of the Lottery Dungeon game by dint of interest and longevity; I think Saedenn was in every adventure, Kaedo missing one, of the nine.

In those nine adventures (six of them featuring Simon Forster‘s Lottery Dungeon adapted for Fictive Hack in the World Between), Saedenn got to 24th level, and Kaedo got to 28. They are now the most experienced Fictive Hack characters ever made.

(For an idea of what the scale and levels mean in Fictive Hack, check here.)

They may not be totally up to date, but if you want a sense of what is possible with high level play in Fictive Hack, here they are!

KaedoKaedo, Northron Berserker.

Saedenn

Saedenn, Scavenger Master.

Their last two outings featured the Hellad Tower map by Dyson Logos, stocked in Scavenger Land dangers featuring Black Warlock monster-mongers. That battle is now part of the legendry of Langtland. Our heroes are earning their reputation as well as the epic powers of high-level play.

Now they are more determined than ever to get to the bottom of the Lottery Dungeon–and they have the power to manage it.

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2 Responses to Concluding the Lottery Dungeon arc.

  1. Ah, a super useful look at what a high-level Hack character looks like! I have a great fondness for D&D 3.5/Pathfinder, but a lot of things get distorted at high levels. I’m really becoming more and more of a fan of OSH and Fictive Hack–though, naturally, I’ll need to do my own personalized hack of both of them =)

  2. fictivite says:

    A key point is to manage expectations, both for the players and for the DM. Start out scaring them with short tarry constructs. By now, let them whack a fire breathing hydra and a pack of displacer beasts. At high levels, think more anime, and let them get away with truly outrageous stuff. Now they can wipe out big and numerous threats–they plowed through a mass of ogres, for example, and at low levels one would have done them all in.

    Still, even with those adjustments, it doesn’t approach the complexity and raw power of high level D&D. Which is good, at my game table.

    I am interested to know what changes you make.

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