Higher level adventures

MaxKaladin

First Post
No, I'm not looking for modules.

I'm wondering what sorts of adventures people send their characters on when they're higher levels. Right now, my players are getting into the double digit levels (10-11) and have capabilities their younger selves could only dream of. Especially the spellcasters. This really changes some of the dynamics of the game and adventures that would work for lower level characters are no longer appropriate.

Politics is one solution, but I have at least one player who doesn't care for politics or events of world shaking significance.

I just thought I'd see what folks are doing with their higher level characters.
 

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An obvious thing to do would be to look at the Story Hour forum, where there are several very memorable high-level campaings are detailed
 

If the party is in any way beholden to a king or a temple, then such doughty adventurers would be ideal to send on a voyage of exploration! They don't have to find primitive tribes either: Marco Polo went to China and Vasco De Gama went to India.
 

I think that the most important thing you can do to make high lvl adventures more fun is to NOT just make them higher-powered versions of low lvl adventures. Lots of illogical uber-deadly dungeon traps and low-importance missions can get old fast.

Instead, I try to show the PCs that there is a pattern in the webs of events that they are seeing, and that for the first time they have the capability to fundamentally alter the way the world works. High lvl PCs can disrupt trade, change the rulership of a kingdom, and acquire magic and treasure that will make most people gasp.

Doing all these things tend to gain a person powerful enemies.

Best of all, the enemies are often wholly dependent on the PCs' actions. Let's say that kingdom X is smuggling mithral out of kingdom y, and they killed a bunch of adventurers who accidentally stumbled on the operation. The pcs are sent to investigate. The PCs learn what is going on, but are told that the mithral is to prepare to combat some ancient evil. They can:

a. attack the smugglers, causing the leadership from kingdom y to hate them and try to get revenge.

b. Side with kingdom y, causing kingdom x to declare them traitorous (especially when it turns out the mithrl is actually being used as a weapon.)

c. Tke the mithral for themselves. Free for all!

d. Try to negotiate the situation; but add sneaky viziers, doppelgangers, and people with grudges into the mix and they're screwed no matter who they choose to ally with. Still, some allies may be more useful or kinder than others, and it will be an exciting adventure no matter how you look at it.

Even better, when kingdoms x and y go to war, the PCs will know that they were there when it started. They'll have changed how the world works. It's a cool feeling, and more meaningful than killing another tough monster.
 

!00% agree with EVERTHING Mr. Cat says.

On top of that, a jaunt into the Planes is always fun, and not for the feignt of heart. Also remember that at this level, the PCs won't be challenged by single badass opponents anymore(not usualy.) It will probably take a group of baddies to give the walking-engines-of-death under your care pause. (A high level wizard won't cut it anymore, try a high level wizard backed up by his slightly lower level cleric, barbarian, and 12 pet Umber Hulks.)
 

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