Recommend High level modules?

Patman21967 said:
Only one character made it out. They each died many times, but the conclusion was cool...They freedomed all the NPC trapped in the pillars, laid some smack down on the Mariliths, Undeath to Death on the Liches, and ultimately, the one who lived was the 25th level Dwarf Cleric, who wound up grabbin the Staff of Power and breaking it. Long story. If I ran it right, it would be a TPK, but that would have been a real bastardly thing to do after playing it for 2+ years.


We also kept everything at 3.0...so when the Wizard rolled a 20 for initiative and rolled a 4 foer timestop, he had 10 spells in hand, and had 3 Mazes memorized, not to mention a bunch of smack spells....I wanted to convert demons to 3.5, but that would be mean at the end...3.0 Demons blow chunks.
 

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mikebr99 said:
Hi all...

My current party (3.5) is in the middle of City of the Spider Queen right now. And I am starting to think of things to do with them once that has been completed. Any suggestions?

Thanks...


Mike


Bastion of Broken Souls into The Razing of Redshore (Dungeon #92) into The Storm Lord's Keep (Dungeon #93).

If you're players are 18th level when they wrap CotSQ, those adventures should bring them to 22nd-23rd level.
 

My characters ended their campaign a couple weeks back at 23rd level or so. On that road, I hunted for every high level module I could find.

Yes, the best thing to do is create your own adventures - but at that high level, making something that has any level of detail takes so much time, you may not be able to do it right. The PC's are so powerful, that if you don't put as much thought into their adverseries as they have into their characters, the party will simply roll your monsters, or worse, your epic monsters will destroy them in a round and give you a TPK.

So if you have the time and energy to detail out a homemade run, do it. Otherwise, these are high level adventures that I have run and that have all been thouroughly enjoyed (most have been mentioned in this thread already):

Demon God's Fane from Malhavoc Press
- Great run from Monte Cook, make sure you read throught he whole thing.

Demonblade Adventure in Dungeon

Lord of the Iron Fortress from WotC
- This was challenging, fun, and fit well into three full sessions

Bastion of Broken Souls from Wotc
- Excellent, but make sure your party is truly high enough level for the final showdown.

Hellstone Deep from Monkey God Enterprises
- Great for those very powerful parties and also can nicely be divided into multiple sessions. The plot is fairly involved, but really makes the PC's slug through encounter after encounter, which is great because it taxes even those uber-parties with spellcasters having 50 spells and fighters with 300 hp.

High-level play is slower, more complicated, a touch silly, and a lot more like superheros than anything else - but it can be an absolute ton of fun.

Enjoy!
 


My party is currently at 23rd level, all the way from 1st.

My recommendation? Steer clear of Bastion of Broken Souls, for one. It's very sloppy, in my opinion. It goes out of it's way to nerf a good deal of the player's abilities (particularly divination powers), is very linear and features some elements that just don't work very well. The very first encounter throws a cool but vicious creature, the Cathezar, at the party, and then sends in a epic-level (but pre-ELH) NPC to save the party. You chase her down, go through a series of throughly unnecessary combats (such as fighting a pair of celestials who are only doing their job containing an ancient god...and then you fight the god and his minions, who aren't evil). Ultimately you find your way to a series of uninspired slugfests in the positive energy plane, to fight the BBEG, without much preamble or semblance of a story.

Storm Lord's Keep is another module that was released in conjunction with the ELH, and it's a dungeon-crawl that is generally uninteresting and sometimes silly. Things like making all the walls of the castle regenrating force-walls, to prevent players from destroying them, epic-level monsters that are just sitting around waiting for the PCs, and other things that are designed to prevent the players from using their abilities to get around the author's limited set-up.

In short, both of these modules make the mistake of creating a very uninspired dungeon-crawl, and then coming up with ways to block the players from bypassing it. They don't seem to understand the full ramifications of the player's abilities.

The single best high-level module I know of is "Lich Queen's Beloved" from Dungeon #100, I think. It's a 3.5 module, it's well-written and easy to mold into your game...and the author gave serious consideration of ways to allow the PCs to flex their muscles without derailing the adventure. If you get the web-enhancement from Paizo with the details of the surrounding city on the body of the dead god, you can extend the adventure further.

Generally, I would use some resources from other locations, and then adapt them to your own game. Lord of the Iron Fortress is a better module than Bastion, and could be upscaled fairly easily to work at a higher level (some extra levels here and there; buff up or replace some creatures, etc.). Swap out the mind-flayers with the advanced mind-flayer from the 3.5 MM, for example, or add a few more class levels to them, and add another shield guardian into the mix.
 


Voadam said:
Any other high level monkey god modules?

The other one I am familiar with is Black Ice Well. It's a pretty tough, 13th-14th level module (for a party of 6-8 PCs). So, if you have 4 PCs, it would be more like 15th-16th level.

It's fairly easy to scale upwards, too, and the web enhancements have notes on scaling the power upwards and downwards. The Web enhancement also has notes on how to remove the psionics (a key selling point for me), since the module as-is includes quite a bit of psionic beasties.

The flavor in BIW is very similar to Hellstone Deep, and the two can be tied together, IMHO, very easily.
 


the Jester said:
I recommend the 2e classic Return to the Tomb of Horrors; if you have the boxed set and you're enough of a bastard to use it on your party I could happily send you my conversion notes.
Jester, is your conversion Epic level? If it is I'd love a copy of your notes, joshh@sharpline.com. Thanks!
 

I second The Lich Queen's Beloved from Dungeon 100. A well written module and if you use the Incursion concept in that same magazine, a easy sell to get the party to go after the Lich Queen.
 

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