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

The party imc is 18th-22nd level...

They're on a quest to find and destroy the phylactery of an uber-lich named Felenga, who they've already caused no end of distress to, robbing him of lots of his powers via an artifact that strips templates off of the target. So now, instead of an uber-lich with an antimagic beholder eye, rust monster tentacles, peryton horns, etc etc, he's "just" a 35th level lich.

They've tracked his phylactery to the demiplane of Moil, the City That Waits. While looking for it there, they've found a mysterious riddle left by Acererak, the demilich, who seems to have become another high-powered enemy. They are pursuing the threads of this riddle to try to free something called 'the phantom flyer' from behind a series of magical bars and gates so as to climb aboard its big ol' saddle and fly on it to Acererak's Fortress of Conclusion.

In other words, they're going through a heavily modified, extra complex version of Return to the Tomb of Horrors. :D
 

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My group is 15th -16th level. They have just recently completed a quest to find the holy avenger Xipherion for the paladin in the group. They travelled across the ocean into the war torn continent of Medeae to the haunted city of Maas and battled a gnollish ghoul kingpriest of Yenoghu and a balor.

They retrieved the sword from the bones of a dragon, and were immediately directed by the sword to find the demonblade Magnefarious, which Xipherion was created to guard. They travelled next to the Cold Waste, to the Towers of Silver Night and Shadowed Light, where they discovered Magnefarious embedded in the silver Tower of Silver Night where it extended into the Negative Material Plane. There they batteled a horde of shadows and vampires for the blade, triumphed, and returned home after several years of travel.

Realizing they were running low on funds, they hired several sages to search for a suitable dragon to vanquish for treasure, and have setteled on the great wyrm white dragon Lady Snowflake, who lairs in the Goth Highlands. They have just begun a raid against the frost giant castle that guards Snowflake's lair, and have discovered that a cambion baron they thought they had killed years before has warned the dragon of their plans, and that is where things are now.
 

Party is 11th level, soon to be 12th.

They traveled to a uninhabited (by normal civilizations, at least) continent, and got stranded when a white dragon flew out and sank their ship.

They rescued an avatar of a dead god from a cacoon from a spider's lair, and are working for him to retrieve remnants of his fallen deity. But currently, they are on a side-quest to investigate a dwarven stronghold that they are finding is now inhabited with shadows, wraiths, and spectres. They fought a shadow dragon last game, and have one more level to go.

Little do they know that a group of powerful vampires are following them, and are about to make life hard for them.

I seriously need to update my story hour on this.
 

I'm a player in a 10th-14th level campaign based around a fantasy rendition of Roman-Britain. We just finished destroying a massive "all-devourer" undead worm that was laying waste to north Britain by detonating a magical item that we had to go to the moon to retrieve. Believe it or not, we're in a low magic campaign :). Since the entire purpose of this game has been to take out the worm, I'm curious as to where we will go next. Hopefully it will get a bit more political since we've been doing little more than bashing undead for the past year and a half ;)

NCSUCodeMonkey
 

Currently my players are 22nd-23rd level.

After defeating the Lich Queen of the Githyanki and restoring an uneasy peace between the Astral and the Prime, our heroes have returned to the prime only to be hunted down by a CR 26 blackguard and allies who server their common enemies, including the Demon Princes Fraz Urb'luu and Orcus. The Prime material plane has been sealed from the other planes, as a recently revived God strives to stop one of the demons from attaining godhood. While Celestials and devils have resorted to open warfare on the Prime, our heroes need to find a way to thwart the efforts of Orcus and others to free the ancient Primals, ancient elemental beings who created the Prime itself.

And all the time, the Shadowking, the living shadow of imprisoned Tharizdun, seeks to destroy EVERYTHING.
 

Only our evil pc campaign is that high in levels. I am a player in this one and we are attempting to assisinate an elvish king that has been a thorn in Bane's side for much to long. Had to fight spirits of nature, celestials, earth elementals and now some ungodly dwarven defender just to sneak in the back way.

The Return to the Temple of Elemental Evil game I DM is only around 9th level but getting there.
 

My group has recently tried to prevent a fantasy analouge of World War II, Un-Undeaded an Elder Wyrm being used as a tank for field testing a Science/Mechanology reactor, and traveled back in time to the beginning of the world as they know it, possibly accidentally spreading the contamination they've been trying to stop.

Writeups are kept here
 

My players have just reached level 18.

They are former agents of the demonhorde that's trying to take over the world. After they got in the middle of a feud between the demonlords Tartarus and Ragnarok, they lost faith in the demoncause.

They switched side, and are now on the side of the gods, residing on the island of Conle, where the god Arawn has given them a fortress. From there they're using astral projection and plane shift to operate on the prime material.

They have just twarted the plans of the demons to create two new gates that would have poisoned a dwarven hold and a large part of the sea with the breath of the Beast. Also they've participated in a hit-and-run on the Hall of the Architects, where the demons kept the plans on making the gates, destroying most of the adamantine slabs on which the plans were drawn.
Next session the gods will welcome them back for their rewards.
 

I'm running a heavily-modified Forgotten Realms campaign with 5 players (and 6 PCs) at about 13th level. The group is quite low on magical firepower, having only a single druid as a dedicated spellcaster. Included in the party are a monk, paladin, bard/psychic warrior, ranger, and ranger/wolf brother (from Wheel of Time).

I benefit (?) from the fact that my players are avid gamers but seem to hate to read, so I'm blatantly stealing a lot of obvious plots (can you believe that among the players, only my wife has read Lord of the Rings? And she's read it multiple times... Nobody else seems to be interested. *shrug* More plot for me...).

I'm running and Incursion-based game, though the players don't know it, yet. My BBEGs are Mind Flayers, and they're slowly working to take over the surface world. I figured early on that the Mind Flayers needed some way to work together to coordinate their attacks, and decided on the "fallen empire/lost secrets" plot element. Specifically, I've decided that Elder Brains can spawn multiple Brain Golems (more than the stock allows, but only, say 6 each) and that the contact range for a Brain Golem is greater than normal. I'm treating the Brain Golems like a WiFi base station, allowing Elder Brains to network together, with the root-level EB hidden under the Moonshaes (a place the PCs have never been). As the Mind Flayer communities join the network, they begin building domination-devices to control surface communities. Brain Golems also act like strong, roving domination-devices to exert control on areas in-between cities and towns.

So far, the PCs are caught up in the events of a war between one faction of the Church of Tyr (a major force in my Realms, and probably very different from the FR novels (never read any of them)), the Zhentarim (who seem, strangely enough, to be allied with this faction of the Church of Tyr, and the Western Heartlands and Cormyr. The Mind Flayers are using power groups on the surface to weaken resistance before they come bursting forth. The players are soon to realize that the evil they thought they were fighting is not the real evil after all, and will (hopefully) deceide to chase down the Elder Brain causing all the chaos and destroy it. There's a long distance between the current place in the plot and the end result.

Player-driven sub-plots have abounded throughout this game, including the monk knowing nothing about his past, but seeming to have a strange connection with the bard's sister -- who lost her psionic abilities and memory when fighting a Mind Flayer; the druid who knows little of her family, but seems to have something in common with a blind psion from the Moonshaes; the ranger/wolf brother (wolf-sister, actually) who just wants to live a peaceful life in harmony with wolves and nature; the bard/psychic warrior who learned of her mother's supression of psionic abilities and a disowned sister who embraced psionics and ran off for adventure; and a paladin whose father and older brothers joined a campaign in the Goblin Marches north of Cormyr, only to never return, leaving the young knight suddenly in charge of a small manor he never thought he'd inherit.

Combats have ranged from the mundane to the epic, and roleplaying (though somewhat less-important to most of the players than it is to me) has occasionally been really good. My wife -- the ranger/wolf sister -- practically seethes with hatred toward nearly all of the authority figures in my game. Perhaps, it's just an opportunity to express how she really feels about me. ;)

Our game has continued nearly weekly for 3 years. It was our first 3e game, and has become the longest-running campaign I've ever been a part of. It's a lot of fun.
 
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ECL 15+ party of Drow and a Bugbear and a Kuotoa, including a Revenant, a Vampire, and a Draegloth. They just finished the first quarter of the WOTC super-module City of the Spider Queen.

Interesting evil vs. evil action, with the PCs being very weak on clerical magic due to Lolth's silence.
 

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