Quick, describe your high-level (10th+) game.

I am running A group who is currently 12th-13th level.

Basic plot is Demons and devils once ruled the world over 2000 years ago. There is a plot to return them to the lands.

The characters started off normal caravan guards who where still searching for purpose after a recent 2 year war that decimated several nations. The war was against humanoids and undead lead by a dracolich and a necromancer.

The characters protect the caravan that heads to a lone town that survived the war on the borderlands. They have some misc adventures then one day a group of mercenaries show up demanding a sword one of the characters captured from some goblins. The discover the sword carried a message about the missing heirs to the throne. they set about rescueing them. they do then get ambushed and lose them. Soon the discover the children/heirs are wanted for something more than just that they are the kings heirs (who was killed in the war) They head to the leven lands since it seems the that is where the bad guys are headed. They fight some wandering monsters left over from the war. Get to the elven lands get blackmailed into retrieving a book that details the real history of the world and the demons/devils who ruled it. They learn of the artifacts that helped put away the demons/devils and it seems the bad guys are searching as well.

So begins the race against the bad guys to get the artifacts. the artifacts are not the classical D&D ones but more devices and puzzle pieces for a ceremony each has unique powers dealing with the ceremony. Characters have learned a ton and still have some to learn.

The children were needed for the Spellfire they wield as the Royal line. Each race made a contribution/sacrifice to send away the demons and devils. each race also had stewardship of one of the artifacts. So far the party has recovered The Book (instruction manual), The Bowl (which drained life from the races(who were slaves) to power the ceremony, The Demon heart (Which Summoned or called the demons to the gate). They need to get the Knife (which opened the wound that allowed life to be drained) and then get to the gate which is in the center of the Bad Guys (Dark Spire) lair.

The only thing missing is the kids who's spellfire jump starts the whole process. Oddly enough one of the players chose Spellfire as his starting feat and so I made him a bastard son of the king. Its been a blast as he was the one who lost the kids and felt guilt then realized the were his half brother and sister and now feels even worse. He has secretly been made king and hates it. A general still sits as regent.

There is political unrest among the kingdoms cities and all sorts of fun.

now that they are higher level I am introducing much more about the politics since they are in contact with various leaders now. Their reputation is more a secret one becuase they don't wnat the general populace to know what is going on as they quietly go behind the scenes finding the artifacts.

Later

Edit:: Forgot to add the demons/devils took over in part due to a deal made with the Gods of the world. Now that same deal prevents a lot of divinations that ask direct questions about the objects. Also the Gods have a vested interest in seeing the Demons/Devils do not return but appearently cannot directly interfere. One of the ways I have controlled Divinations without making them useless just have to be inventive to be effective and also how I can explain raise deads and ressurections for the party but not have them commonly available. A story logic that helps deal with Meta game issues. Also the Gods are not almighty and omniscient (obviously) but they draw power from peoples actions thoughts. It explains the evil gods in that every lie told even little white lies powers the Gods. One reason to explain a paladins devotion to refuse to give any evil God power and also keeps me from having huge cults worshiping evil Gods when that doesn't always make sense. they are getting their power sin by sin.

Later again
 
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My players (level 11-15) are the rulers of a small country, and are basically running missions to keep the peace.

Currently, they are giving paybakc to a cult of Orcus that sacked a small town in preperation for sacking the capitol.

Before that, they cleared out a beholder that was squatting in the nearby admantine mine that was killing gnomes.

Bevore that, they were involved with negotiations with a goblinoid tribe, tipping the balance in a civil war in the southern Hobgoblin nations.
 

High powered campaign.
No one arrived to 10th yet, one is close though.

Break down.
Level 9 wiz with Jewel Magic (anne bishop style, unofficial conversion of the Dark Jewels Trilogy) and other tweaks.
Level 7 Cleric with MirrorBall orb stuck in chest (thanks to MirrorBall from this forum for giving me the idea of a planar travelling semi-sentient ball)
Level 8 High Assassin (home brew class)
Level 8 Rogue
with some various npcs.

What are they doing, They are presently recuperating and getting ready to return home. The appearance of the Mirrorball offsets the need to travel through Destiny's Ordeal (a name of a challenge). What they don't know, when they return home, the skies are darkened by rifts. The sun barely shines on the earth. The premise , something is horribly wrong in the planes.
(the start of the Devil/Demon alliance, and the campaign world is the first world to be targetted to be made into a staging area).

Heroes aren't made by chasing orcs around. Heroes are made when something big happens and they do something about it.
 

We're now at level 18 and above. We had spent a lot of time delving into foreign politics before I tried to do a long underdark crawl, defeating a kingdom of ghouls that had plans above-and-beyond the simple acquisition of more food. That ended spectacularly, and with a quick jaunt into a mindflayer refuge to deal out swift justice the group is now headed back up to the surface for the first time in months.

Once there, it will be a mix of religious politics and plane hopping. One of the PCs has learned that he's inadvertently engaged to some sort of fiend, and he wants to do something about it before the wedding date. . .

Mostly, I'm looking forward to transitioning away from combat-heavy adventures and to getting back into politics- and role-playing heavy adventures. I miss them.
 
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My group is 12th level.

Just killed a fully buffed 14th level Cleric and an Elder Earth Elemental that the Cleric had buffed with Spell Resistance and Silence. Plus 4 large elementals (one of each type).

Here is some tactical advice. Multiple buffs. I have found that dispel magic starts to become SOP. So, my above cleric had 2 freedom of movements and 3 Prot frm Good spells up. They don't stack, but all of them need to be dispelled to end the effect.
 

The Elves of Evermeet, all ECL 25:

We are toting around an artifact that is the prision of an ancient elder dragon god. It's leaking. We need to restore the Elven nation before he's free, so the elves stand a chance against him.

We've retaken Myth Drannor, and it's off to lift the curse on the Elven Court. Unfortunately, that requires the head of an avatar or Lolth. We've discovered that she's going to put in an appearance at a priest graduation ceremony in Menzoberranzan. We have an agent (rogue/spy master ex-PC) hidden in the city, we travelled back in time to the raising of Evermeet for the material components for an artifact of our own design, the Val-Koron. We stopped part way back to the present to create the Val-Koron (which is a single use item that casts 62 spells on us at once. Val-Koron is elvish for 'buff-ball' :)). And we've enlisted Shevaresh, an elven deity that hunts drow and was, coincidently, at the Elven Court as a mortal when the curse was placed.

So on Sunday we're seeing if we can take down a god.

PS
 

My 11th level group is currently running through If Thoughts Could Kill. If they survive that, they're going to gain the attention of some very interested individuals in my campaign world. Basically they have proved themselves to be do-gooders of the highest order, and those that would want to use them for their own ends are going to approach them. It will be up to the party to determine who's side they want to be on when things start happening.
 

The one I'm playing in the four of us are 14th level. We are hunting down a powerful vampiric mystic theurge in his unholy tower of Nightfang Spire. It is dungeon raiding with heavy combat and investigation of historical, religious, magical, and planar issues.

We are currently in a fight with four zombified girallons, eight wights and the theurge (our third confrontation with him). We are outside the room of a bound reformed demon I am trying to free from the theurge, although the paladin thinks it is a bad move despite the divination confirmation by his god of the justness of my plan.

We use a lot of modified persistent feat spells and extended spells for longterm protects and buffs, teleports from a base camp we created, and overwhelming melee force.
 


My husband's 10th level campaign is a Oriental Adventures/Planescape crossover. We are leading a trade caravan based in Sigil as it wends its way through various planes. We just finished thwarting a plot to extend the shadowlands in a particular plane, by restoring the seven bells containing the souls of seven shugenja who died fighting against the oni of the shadowlands. Oh, and my character just got a floating cloud like in Dragonball :)

PC's:

Half-orc Samurai
Elven Rogue/Sorcerer
Nezumi Monk
Spirit Folk Wu-jen

Balsamic Dragon
 

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