Hellbound Heists 5e review
9 "Ocean's Eleven" style adventures, one in each layer of Baator with potential hooks and further leads into other stories. It has been a great place to start for my epic level epilogue adventure as a collection of ideas, settings and characters with needs/wants and resources.
A few things to note:
1) It was written assuming a much lower PC level and can require significant finagling to fit the PCs true CR
2) PCs don't tend to want to pull an Ocean's Eleven so much as a Doom Guy/Mad Max when going into hell. This led to some significant shift and homebrewing on my part to allow them to proceed without constant unsuccessful stealth/deception/research checks and what they perceived as boring stakeouts.
3) Some of the motives could be more cohesive. Some of the payouts more reasonable
4) Benefits from repeat characters showing up and becoming known faces instead of 'random npc of the day'. Also from tying in PCs wants/needs/goals into going deeper and deeper into Baator.
5) Don't give the cure for corruption. When done right with great players this is sone of the funnest RP chances they get. Paranoia having them chase a naked colleague around the bathroom calling them a doppleganger. Wrath having then make sacrifices or morally gray choices that make the party argue and fight. Resentment turning into a shade throwing sass fest that digs deep into longterm character flaws and party bonds. I had assumed the players would feel their agency was being jeopardized and so offered a divine intervention to make it all temporary. I didn't expect the feedback of missing the other rp they had planned.
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