D&D General What Should High Level (17th+) PCs Be Doing?

What Should High Level PCs Be Doing?

  • Saving the Kingdom or World.

    Votes: 43 72.9%
  • Building and/or Ruling Kingdoms.

    Votes: 44 74.6%
  • Adventuring for Fortune and Glory.

    Votes: 26 44.1%
  • Unlocking the Biggest Mysteries of the World or Universe or Multiverse.

    Votes: 44 74.6%
  • Traversing the World and/or the Planes.

    Votes: 48 81.4%
  • Defeating Ancient and/or Powerful Evils.

    Votes: 52 88.1%
  • Finding Mighty Items of Power.

    Votes: 42 71.2%
  • Crafting Might Items of Power.

    Votes: 32 54.2%
  • Seeking Immortality or Godhood.

    Votes: 39 66.1%
  • Wresting Power from the Mightiest Beings.

    Votes: 35 59.3%
  • Meddling with the Affairs of "regular" NPCs and factions.

    Votes: 23 39.0%
  • Other Stuff I Haven't Thought of Right This Second

    Votes: 25 42.4%

According to some, they should be investigating and clearing out every kobold warren and orc encampment in the area instead of delegating these to low-level adventurers. You know, instead of dealing with the nation- and world-threatening problems.
 

log in or register to remove this ad

Seeking Immortality

  • Building and Meddling with the Affairs of Factions and Kingdoms.

  • Crafting Mighty Items of Power.

  • Defeating Ancient and/or Powerful Evils.

  • Unlocking the Mysteries of the Multiverse

Becoming Legends

 
Last edited:



Well, I have used the Ye Old D&D Path: Basic, Expert, Companion, Master, Immortal. BECMI!!!

So......17th level characters is may game will have established Dominions and be major players in the world..............AND they would have to defend their lands from an attack by giant mecha attack(Because Earthshaker is one of my favorite modules ever).
 

i0yJlMJ.gif
 

A couple of options I'd have voted up had they been there:

--- training and mentoring lower-level adventurers
--- acting as peacekeepers and war-enders between rival states/nations/realms; in other words, diplomacy
--- retiring
 

If the Circle of Eight is anything to go by, screwing with each other and every archmage or political figure they can, just because they can.
 

All of this. Though every group may not do all of this.

Lots of requests from the really scary powers. An evil dragon who needs a negotiator to a druid grove because the dragon doesn't feel like all-out war this decade. The outsiders brought in to figure out who killed a royal unseelie fey that was mediating between djinn and celestials. Drow ask for help dealing with an invasion of vampires, etc, etc.

And just a note that a form of immortality should be a given for a group with a caster with Wish (and every 17th level mage/sorcerer and 18th level bard should have Wish). Clones for everyone as an instant resurrection (though maybe nowhere near their stuff).

Add a simulacrum of the fastidious one in the party who likes managing the affairs (but with a dye job & different hair, introduced as a cousin except to trusted allies). If you are really twisty (and have the spell), you use True Polymorph on the simulacrum to turn it into a dragon with innate shapeshifting so it can stay in humanoid form for the most part but then poof dragon.
 


Remove ads

Top