Adventure ideas after 10th level

jontherev

First Post
Ok, so my players are still 2nd level...but I am finding that planning the entire campaign out helps me a lot. What I need help with is finding an adventure (actually, probably several adventures) for my 8 players after the Red Hand of Doom. Here's the basics of the campaign:

We're starting off with the Slaughtergarde module. The BBEG helped create 8 powerful intelligent items and was foiled in his attempt to steal them during the Battle of Slaughtergarde about 1000 years ago. Fast forward to now, and the players "free" the items (placed in stasis for all this time) and start the Slaughtergarde module. I'm leaving out tons of details...just trying to sum up. They start out in the Silver Marches. Once they finish the Slaughtergarde module, they must follow the Delimbiyr River all the way to Waterdeep, and then take a ship from there all the way to the Shaar region for the Red Hand of Doom module.

They will meet the BBEG itself during the Red Hand of Doom module, but it's just toying with them at this point (~CR 25 or so). Eventually, I want them to come back for the BBEG (or they will be forced to at some point, when he's ready), but they'll need to get to at least 17th level before taking him on (a party of 8 with these intelligent items should be ready around that time).

I have a few "generals" of the BBEG to annoy them or push them in the direction I need them to go in, but I need some other adventures to use as filler/experience, as I don't wish to spend the time to create them myself. It's much easier to just make up the connections between adventures.

Given the above, does anyone have any suggestions for a good 3.5 adventure after 10th level that might fit in with the campaign? We're playing in Faerun, in case it matters. I appreciate anyone's comments.
 

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Here's my five...
1) BBEG's undead lieutenant is scheming to get revenge, long thought dead, he's back.
2) Someone's grandson or daughter who was killed serving the BBEG wants revenge, hell, make it the whole clan.
3) Competing unscrupulous adventurers are starting to look for stuff on the PC's turf. And brag. And insult the PC's. (The PC's buy a 10 gp map and the competition laughs at them. Too late. And make them two druids, a cleric and a Wiz)
Quotes: Reporting to the king: Wiz: "Oh that's a kiddie dungeon. Oh, that's so cute. We only do real dungeons. Did you stub your toe there?" King: You did fine. (shoots a warning look to at the wiz, who nods.)
Feat suggestions.
Druid1: Wild shape, Natural Spell, Improved Natural Attack.
Druid2: Augmented Summoning.
Wiz: Improved Initiative, Arcane Thesis (PH2) Scorching ray, enlarge (for the scorching ray)
Cl: No suggestions.
4) Giants decide to migrate into that area with some secret agenda. Maybe war, maybe conquest, definitely to settle. With a secret agenda that only their leaders know. If the PC's actually decide to meet with them, they say it's only temporary. The wooden wall? That's only temporary as well. Two years tops.
5) Ye old cultists. (behind that is the arch devil or demon prince who is actively after the PC's using his pawn the BBEG.)

Edit: Ooops.
 

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