Making higher level scenarios plausible/believable?

Ferox4

First Post
As a DM/GM I have often found it difficult to give higher level PCs (13+) a plausible scenario to interact with (aside from extended interplanar activity). What I need from you are suggestions to enliven my campaign(s). I just need the Who, What, When, Why & How of it.

Note: Our group role plays, but not as much as I would like (and that is another issue entirely), so it is critical that I provide adequate guidance/opportunity that is compelling enough to stimulate my "hack & slashers." Please advise.

In a rut,
F4:mad:
 

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They're likely starting to be well known in the appropriate places, assuming that high-level characters are reasonably rare. Prolly to a certain extent the adventures come to them- enemies, would-be allies, people looking to make a name for themselves, etc. Most people in their base town likely know them on sight, and they prolly have a certain amount of reputation by now. Try to capitalize on that.

I'm presently working on a high-level adventure for my group; I'm gonna put it into a new story hour once I get it written up. (My old story hour is some of the same characters five game years before.)
 

Ferox4,

Jester's got a great point. 13th level and up is where PC's can really start to perform near miracles, especially if they are Spellcasters of any sort. Depending on where they are, they could easily be overwhelmed with requests from needy supplicants for they're services. 13th + is also high enough level to start talking about taking out that evil stronghold that been troubling the countryside, or getting involved in serious intrigue at the local court, as the party should now be seen as a force to be reckoned and leveraged in some nobles game of poer climbing. You appear reluctent to go Planar, but there'e no reason the Planes can't come to you. There's a great Dungeon adventure about 2 Outsiders who are looking for the same powerful mini-artifact and the PC's get in the middle. You could use that as a starter for a more serious intervention from Celestial's who could use help and wish to be inconspicious about it. I've got more ideas, and if you want to flesh any of these out further, let me know and I'd be happy to help.
 

It takes a bit of work...

but these levels are easily manageable. The trick is doing three things:

1) Give them plenty of stuff to whup on that has low hp, CR, and some cool special abilities. High level PCs win the vast majority of their fights easily, that's part of the fun of playing high level. Few people like their archmages and weaponmasters getting their butt-kicked consistently. But make these fights quick, or they will get boring, so make sure that these enemies have low hit points. Now, this may sound insane, but not only will this be enjoyable, it will also make your job easier. The reason is this: if you can scare them the PCs will blow their best spells and abilities against monsters they could beat without them. Ambush encounters, hostage situations, dealings with local authorities, or anything else with a "complication" usually will cause this. Just remember to keep the CR low or you'll just compound the problem.

2) Don't let them reload between fights: This is actually the hardest part. Any group can probably heal any hit point loss within minutes, and equipment (charges on magical items, potions, arrows, etc) is not likely to be a problem unless you specifically design it in this manner, so spell recovery will be your biggest friend. Remember, anything you can do to put time limits on adventures will prevent the PCs from popping into the Mordenkainen's Magnificent Mansions and getting 8 hours of rest and one more hour of quiet study.

3) Finally, when you get to your "boss," pull no punches. And bring friends. Your PCs will teach you effective tactics, use them against them. Remember, everything with a good intelligence and a CR of 11 or above will have to consider Harm, and everything CR 17 or above will be dealing with Timestop. Having multiple minions, one who can defend your bad guy (held actions work wonders for this), and one with a high spot. Just remember to let the cleric get his harm every now and then, and not to have the Big Bad Guy see the rogue every time he comes up on him.

Hope this helps.
 

What about the old 'sealed up evil from another time that just got released'? That's a good standby. Like the Balrog, only with more of an inclination to go out into the countryside and start taking over kingdoms. It starts off as a challenging dungeon crawl (ending up with accidentally freeing said beastie), and goes on to affect the whole world, whereupon you can haul in all the high-level characters, set up soap-opera plot arcs, or just complicate things by making the villain the new Big King Of The World.
 

Just send another group of adventurers after them. Perhaps one or two of these enemies have Leadership - that helps you build the organization - plus hired mercenaries and such. What motivation does this group need? Greed or fear, the two things that motivate RPG characters 90% of the time. Put the party on the other side of a 'we just want your loot to sell and your teeth for spell components', and it will encourage future roleplaying from all.

-Fletch!
 

Good suggestions, all

Just a clarification, FYI-

I am only reluctant to go extraplanar because that is the crux of our other campaign, in which I play a PC. I want to be sure that my campaign has a different flavor. I love extraplanar travel, I just don't want to ue it as much when I DM.

Again, thanks.
 

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