Really high level adventures?

From the free adventures, we found The Thunder Below to be excellent. It has a good variety of activities throughout, from a mystery at the beginning to several combats with interesting mixes of foes. Easy to scale up if necessary. One of the NPC villians, Lzeirabel, became a recurring villian because our group reacted so well to her.
 

log in or register to remove this ad

Li Shenron said:
I haven't run it either, but it's my #1 choice for when the party reaches those levels. IMO it seems very good, but it's much better if you have run previous adventures that feature the same dragon (or can adapt it at least).

Honestly I played it and was not overly impressed. I found it to be pretty forgettable.

buzzard
 

The really high level adventures in recent issues of Dungeon include:

The Twisted Run (lvl 17)
in Dungeon 129: http://paizo.com/dungeon/products/issues/2005/129

Seekers of the Silver Forge (lvl 15)
in Dungeon 125: http://paizo.com/dungeon/products/issues/2005/125

Chambers of Antiquities (Maure Castle, lvl 16)
in Dungeon 124: http://paizo.com/dungeon/products/issues/2005/124

Quicksilver Hourglass (lvl 30)
in Dungeon 123: http://paizo.com/dungeon/products/issues/2005/123

The Root of Evil (lvl 18)
in Dungeon 122: http://paizo.com/dungeon/products/issues/2005/122

Asylum (lvl 19; extraplaner, the last Shackled City adventure)
in Dungeon 116: http://paizo.com/dungeon/products/issues/2004/116

Strike on Shatterhorn (lvl 18, Shackled City)
in Dungeon 115: http://paizo.com/dungeon/products/issues/2004/115

And that's about it for adventures in issues since the relaunch. Both of those Shackled City adventures are fairly discreet and should be able to stand alone. All of the rest of them could fairly easily be scaled to the levels you are playing at, if they are not already written for them directly. Age of Worms is entering the high-level band, so it will consume the high-level adventure slot for the next few issues.

Jeremy Walker
Editorial Assistant: Dungeon Magazine
Paizo Publishing, LLC
 

Another suggestion, if you can find it, get "A Paladin in Hell", or a "A Paladin Goes to Hell" by Monte Cook. I don't recall the exact title.

Its actually a 2nd Edition AD&D adventure for 18th level characters, but it would probably be easy to convert to 3.5 rules. Its one of the coolest high level adventures ever and really forces your high level PCs to embrace all their abilities instead of nerfing them like many poorly written high level adventures.

For example, there are rooms that the PCs can only access by teleporting into, and there are some truly epic battles and foes in there, including a couple Lords of the 9 Hells.

Good planar stuff too.
 


I suggest you find some really good 11-15th level pre-gens and tweak them upwards based on your players. It's pretty easy to go through and level up NPCs and boost challenges once you have the core plots, maps, and most of the details. You'll lose the pretty NPC character sheets but I think that's a minor trade off.

Unfortunately, I can't recommend anything. I've run maybe six pre-gen modules in the ~20 years I've been a DM. In the beginning I had a bad memory for details and screwed them up. By the time I was ready to try them again my standards were too high for the bulk of modules and I got tired of wasting my cash.
 

interwyrm said:
I'm a big fan of throwing assassins (not the class) at parties when they are high enough level to have earned some powerful enemies.

In general, anything you can do to tie the new adventure to past adventures is a good thing. But don't over do a single nemesis; Kirk had more enemies than just Khan. High level heroes should have a rogues gallery of a few that got away or left behind some vengeful minions. Mix it up a bit.
 

DaveMage said:
Outside of the ones mentioned, there's Hellstone Deep from Monkeygod (levels 18-20).

Dungeon Magazine probably has some that fit your bill as well - and I think there's a Dungeon Index in a thread around here somewhere...

Hellstone Deep is pretty good. It needs some editing, but the concepts are interesting. I also think that you can tweak Demon God's Fane by malhavoc and have an excellent game.

Catsclaw
 


Remove ads

Top