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Serious inquiries only please - 100th level adventure hook and module in development

Yair said:
I've been workin on my epic spell grimoire. It's... so arbitrary. Especially given the fact that Kolshadai can round up just about any number of spellcasters for gigantic rituals. For example...

Complete Spell Reflection
This powerful ritual requires 1000 assistants to the primary caster, each casting a single level 2 spell. If cast successfully, any spell cast on the recipient is automatically reflected back unto the original caster. This includes area spells.
If the recipient falls under a dispelling spell effect, he resists the effect with a check of 1d20+primary caster's level+200 [1d20+269 in Kolshadai's case].
DC 125, Price 1,125,000.
Design: Reflect 27, +2 range touch, +180 for level 10 spells, +20 for area spells, +400 for +200 to resist dispelling, x5 permanent, -20 for 10 minutes casting time, -3000 for 1000 level 2 spells. [Note the seed states all non-epic spells are reflected, and only epic spells need a caster level check; my version is slightly less powerful.]

Kolshadai can definitely round up 1000 acolytes to cast a 2nd level spell for him. Heck, he can do it on a daily basis.

We need to set guidelines for the application of mitigating factors, I think.

Well, I suggest that you and Sage, who understand the details of epic spell construction better than I, come to a consensus on what should and should not be allowed. Perhaps adding expensive spell components or XP may limit the number of times you may cast it. Would it be okay if I had you too come together on this point and figure out what epic spells should and should not be allowed and how to balance them?
 

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Sage said:
ok, I've run some math and discovored that it's not an exponential increase (y = b*a^x) and not a potens increase (y = b*x^a). Anyway, my feeling from the numbers is that your cohort should have about 150,000,000 gp (175 would be closer but he's probably used some of it on his extraplanar farm and stuff like that).

I think it would be safe to say that your commoner would have donated 25,000,000 to farm aid or live aid and/or Katrina aid ;)

Give him 150,000,000 gp. To keep him from being anything truely effective, but still mildly playable, give him a few items that have random chances of exploding or summoning Orcus or other hurmorous things. I don't care if he can actually function in the game, you can make him somewhat playable, I'll through in some epic plant monsters just for him) but remember, we are trying to follow the guidelines that no one has the leadership feat because it unbalances the party as a whole. However, we have all agreed that your character has a lot of flavor and we like him and you have the feat because of a class requirement, so I want you to make him somewhat playable for that one moment when he may shine where the others can't ;)
 

I see your point RuleMaster.

Ozmars mage could easily do 115d6 damage without backlash but that's only and average of 402, which, according to Yair, is weak, AND you get to save for half.

I'm ready to work out a few restrictions with Yair (and possibly Ozmar).
An obvious one being that Koladishai might have 1000 4th level spellcasters as followers put probably not in the same plane and it would require a tremendous effort to get them all to stop what they were doing and convene for some reason.
However, as noted above, damage-dealing spells are fairly weak, but I guess that's not too bad since the strength of spells is usually in their versality and AoE.
 
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A LONG post. I warned you.

RuleMaster said:
The Epic Spell seed is broken - it is that simple. I haven't put that into true numbers, but even a lowly

21st level caster can create following spell:

-Get enough damage to kill all god in existance and steal their free divinity
-Include a true resurrection because of the thrird point
-Mitigate this through backlash damage to a DC of 5 or something like that

After all, it doesn't matter, if you die because of 500d6 damage or of 100,000d6 damage. I'm astonished, that this kind of

spell is cast every day.
I'm going to answer, and it's going to be long. These are more rambling thoughts than a straight ansewr, so just read the highlights if you want to skim it.

Well, while the system is broken it isn't really *that* broken, and it's broken both in the uber-spell and the pathetic-effect direction.
Leaving aside mitigating factors, there is simply no way to do a whole lot of damage. Let's assume Spellcraft +210, for example. The best you can do, keeping in mind a +100 saving throw, is

Sonic Bolt
You emit a bolt of sonic energy, 5 feet wide and 300 long. Anyone caought in it suffers 35d6 (122 hp) sonic energy damage, half on a successful save (DC 76+Cha=110).
DC 221, Price 1,989,000 gp
Design: Energy 19, +20 1-action, +2x66 for +66 to save DC, +2x25 for +25d6.

or if you figure the target will make his saving throw anyways and hope he doesn't have improved evasion:

Loud Sonic Bolt
You emit a bolt of sonic energy, 5 feet wide and 300 long. Anyone caought in it suffers 101d6 (353 hp) sonic energy damage, half (176 hp) on a successful save (DC 10+Cha=44).
DC 221, Price 1,989,000 gp
Design: Energy 19, +20 1-action, +2x91 for +91d6.

And then there are energy immunities. And SR. And spell reflection...

That's not a whole lot of damage, even in the rare case when it does work. Now let's try with the maximum allowed backlash:

Sonic Bolt
You emit a bolt of sonic energy, 5 feet wide and 300 long. Anyone caought in it suffers 135d6 (472 hp) sonic energy damage, half on a successful save (DC 76+Cha=110). The caster takes 200d6 (700 hp) in damage.
DC 221, Price 1,989,000 gp
Design: Energy 19, +20 1-action, +2x66 for +66 to save DC, +2x125 for +125d6, -200 for 200d6 backlash.

Loud Sonic Bolt
You emit a bolt of sonic energy, 5 feet wide and 300 long. Anyone caought in it suffers 201d6 (703 hp) sonic energy damage, half (351 hp) on a successful save (DC 10+Cha=44). The caster takes 200d6 (700 hp) in damage.
DC 221, Price 1,989,000 gp
Design: Energy 19, +20 1-action, +2x191 for +191d6, -200 for 200d6 baclash.

The damage is still not great, and in fact the backlash does more damage to you then the spell probably will do to your enemy.
When applied to damaging spells backlash may actually be too weak. It is certainly not broken.

Direct damage spells aren't broken as of themselves, buffing and mitigation are the big problems.
Brokeness in epic spells arises not from damaging spells, or even attack spells. These can, generally, be resisted by all kinds of means and as they need to be cast on the fly will be relatively weak. It is buffing spells that are the problem.
Even non-mitigated buffing spells may have some problems. But the real brokeness comes with mitigating factors.

For a spell with a long duration, backlash isn't mitigating anything. Even one feat of Fast Healing will cure the 700 hp damage in but 23 minutes, it's sacrificing nothing at all to include it. I suggest limiting this factor to spells that are meant to be cast in the heat of combat (not before it).

Up to 20,000 XP can be burned for an extra -200 mitigating factor. We need 100,000 XP to reach the next level, so losing 20,000 is felt. I'm not sure it's worth +200 to the spellcraft DC, but I'm willing to consider such a mitigating factor in just about any spell. XP are a painful resource to expend.

Extending the casting time can net you a -220 mitigating factor, and that's a huge problem. Permanent spells now effectively have +220 to their DC, eating up 44 of the spell's positive modifiers (before the x5 due to permanent duration kicks in).

Day-long spells can likewise be cast in 10 minutes, netting +20 (or is it +19?! the examples and table-text don't match) to the possible DC. None of this comes at any real cost.
I suggest making the increased casting time mitigating factor available only to spells without lasting effects. You can use it to Contact a god, Forsee the future, or Transport a city to another plane - but not to Armor your buddies, or Animate a creature to fight for you, or so on. (Evil spells should be able to circumvent this limit; I won't stop anyone from conjuring Cthulhu - my PC will. Spells with a huge area of effect, such as weather spells, may also be acceptable.)

Changing to Personal target is just a measly -2 mitigating factor, this won't break anything.
Decreased damage dice drops -5 per die type, I likewise thing it won't break anything.

The true offenders are Rituals. What's so wrong about them is that they are not capped, you could brandish a -3000 mitigating factor with ease (e.g. above). Furthermore, it again bears no real cost for spells with a long duration as you cast it at your home base with the aid of your acolytes/apprentices/minions so it isn't a problem.
I suggest limiting this factor to -200 for starters, in-line with the other mitigating factors.
In addition, it should be limited to spells with no lasting effects.

Of course, all these guidelines need to be taken with a grain of salt. I see no problem with a long ritual of Enslavement, for example - it's just fitting. A long ritual for buffing your AC or summong Nilberung, however, is a no-no.

So what does this net us? Let's reuse the two spells: we can only add -200 for burning 20,000 XP, adding yet more +100d6. That will raise the damage to 235d6 (822/411 hp) or 301d6 (1053/526 hp). STILL not broken, at the cost of 1/5 of your next level!
We see that combat spells can enjoy xp and backlash mitigating factors, for up to a -400 modifier.
A long-duration buffing spell will be able to mitigate its DC with XP and personal range, for a -202 mitigating factor. PERHPAS you can squize in a Ritual factor for minute-duration spells, as it's your team-mates that will need to participate and expand spell slots; so the mitigation is rather similar to the attack spell, -402 at most.
Truly powerful spells would only be appropriate ones. For example, Enslavement (turning a helpless target within touch range to your thrall) may have casting time, ritual, and xp, for a total of a -620 mitigating factor.

If used when appropriate, and not just when desired, the mitigating factors can kept to standardized amounts.

Now the problem becomes: what can you do with this +400 or +200 you've got? Does it make the effect broken?
This very much depends on the seed and spell, of course.

Attack spells can benefit from up to a -400 factor, but a -200 (backlash) is more likely except for desperate spells.

Converting it all to a saving throw results in save DC=110+Cha=144; the conclusion is that a large part MUST be devoted to increasing the DC if the spell is to be effective. This will significantly lower the power of attack spells that are not DC-based anyways.

Compare this with the Summon seed, for example. Summoning spells have an advantage in that they don't need to increase the save DC. I can see a quick Summon spell with ritual and xp mitigating factors, for a -400. My example caster can whip up a CR ~300 creature with such a spell, now THAT is broken.

Generally speaking, a lot of seeds CAN be used to devastating effect even under my stricter allowance of mitigating factors.

Afflict can produce a -300 penalty or so, Armor can grant about +300 to AC, Slay can drain 380 negative levels (but mind the DC and immunities!), Dispel can rise up to 1d20+600 or so (against 11+caster level), Ward can block all spells at +400 or so to caster level (much worse than the possible Dispel!), Transport can teleport about 16,000 pounds, Transform can polymporph other to about 300 HD, Summon can conjure a CR ~300 creature, Reflect epic spells at +200 to resist dispel (very poor) or about 150 melee or ranged attacks, Life can raise someone dead for almost 6,000 years, Heal can restore lost levels within about 6 years, Fortify can almost reach a +300 enhancement bonus to an ability score/saving throw/save resistance/natural armor, Forsee about 17 hours into the future, Energy damage of about 300d6 (1050 hp before saves, SR, and immunities).

With mitigating factors, many epic spell seeds can produce overly-powerful effects for the caster's CR
But how are things without mitigating factors? With just +210 to play with, we have...

Afflict can produce a -100 penalty, Animate Dead about 200 HD of undead, Armor provides about +100 armor bonus, Banish about 340 HD of outsiders, Destroy deals about 100d6 (350 hp) of damage (with low save for half), Dispel at 1d20+180 or so, Energy to deal ~100d6 (350 hp, with low save for half), Forsee 6 hours into the future, Fortify for about +100 bonus, Heal to restore drained levels within the last 2 years, Life to raise those dead for about 2000 years, Reflect epic spells at caster level, Slay to grant about 100 negative levels (with weak save for half), Summon a creature of CR 90 or so, Transform to a creature of about 100 HD, Transport about 5500 pounds, Ward with +88 to resist dispelling.

Without mitigation, most epic capabilities are reasonable or weak, although some (mainly buffs) are still overly powerful.

The conclusion from all this long discussion is hence simple, and could have been made in advance: epic spells should be constructed to fit with the PC's power level, not to exploit mitigating factors. If mitigating factors are used sparingly, only to augment effects that are overly weak (such as the Energy or Destroy seeds), then most spells will not be broken. The
remaining problematic spells should be handled with care; I truly don't know how to set limits for buffing.

Mitigation should usually NOT be used. Its use should be limited to buffing otherwise weak spells. A few effects should not be pursued to their full potential, and should be reigned in by reason (e.g. Armor, Fortify).

A recurring problem is epic dispelling and the problems it poses. I think it can be resolved as follows:

The Ward seed is interperted as requiring a simple, unmodified, caster level check when opposed by the Dispel seed. This cannot be modified by any factor. A sufficiently enhanced greater dispel magic may also be able to overcome the ward, in this case the opponent's dispel check is limited by the (non-epic) spell.
The Dispel is interperted as adding +1 to the dispel limit per +1 to the DC for all spells except Ward epic spells.


With these interpertations, and the understanding that mitigating factors should NOT generally be used with most seeds, I think the epic spell system can work reasonably well. Its main difficulty is in setting a reasonable limit on buffing. No house rules required, just a sense for balance.
It can certainly be made better with some hourse rules. Energy and Destroy need to be significantly stronger, for example. Fortify and Armor probably need to be weaker. And so on. But we need not give in to house rules, nor discard it as unusable.
We can play by the book - and for the most part, I think it will work just fine.
 
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Ah, more money is always good. I'll think on how to use it and come back to you with a revised version, eventually.
Right now I'm working on Kolshadai some more.
Well, right now I'm going to sleep. I'll work on him tomorrow. :)
 

Okay, here is the begining of the module. I designed it like a Dungeon adventure. I am trying to follow their guidelines as I think people make be more comfortable in dealing with that format. He is everything I have before Act one, or the start of the adventure. I can change anything, I am open to suggestions, so give advice and let's make it good.

END OF THE COSMOS AS WE KNOW IT...(temp title)

Since the beginning of time man (and woman, but the last female reference, don’t start getting sexist on me), has sought out the unknown. He has strived for control of the uncontrollable and attained heights that few can imagine. Man has pushed himself, first in standing up straight and then in hunting and soon building. With a keen intellect they have drank knowledge with an unquenchable thirst. Some have obtained power of epic proportions while others strived further into the divine ranks of immortality and godhood. Being of such power that they could bend reality to their very whims.

Eons passed and the world changed and with that change came an understanding that divinity was a restriction. While one could achieve the nearly limitless power of the gods, they were restricted in ways that few even knew or understood. While they gained power in their own circles they never progressed in their mortal professions again. This lock on their progression was discovered recently by a dwarf who had forsaken his mortal name and is now only known as Unbreakable.

When he surpassed his mortal peers and attained such a level of power and respect, the Gods banded together and offered him Divinity. To their dismay, he declined the offer. He was marked for death by the Gods and by epic skill and a good deal of luck he broke the odds and survived. Decades went by and as the toll of the war with the Gods went on, he grew in power and strength. Soon, his might was not measured by epic deeds or divine rankings, but in overwhelming skill and experience that not even the most powerful god could match. The Gods had mixed reactions to this increasing strength, some of them thought he was a threat and wanted him eliminated while others sought to strike an alliance with him to safe guard themselves from his might and seek protection should the need arise. One thing was for certain; he could take on most Gods in single combat. It would take the whole of the pantheon to take him down and none had the power now to organize such an endeavor.

Unbreakable watched the rise and fall of many would be heroes. The Gods tried to recruit more and more to the ranks of divinity, but after hearing the tales of Unbreakable and with his aid, he elevated a select few above the ranks of Godhood to seek and gain power the Gods lacked and could never achieve. It was true that the Gods also had powers that the newly dubbed immortals did not, but many feel the trade off was worth it.

“End of the Cosmos as We Know it…” is a Dungeons and Dragons adventure designed for four 100th level characters. Characters will gain experience to achieve higher levels by the end of this adventure, however, it is suggested that you give out experience as the characters earn it, as many spells at this level require experience points to cast. *might add something for none spell caster so they are not left out*. This is a one shot adventure, designed with no intentions of making a sequel. If you feel so compelled, you may choose to add to this adventure and propel your characters into a whole new world of play. In this case, rules from the Immortals Handbook, by CRGreathouse and UpperKrust are suggested reading materials.

Campaign Setting
The “End of the Cosmos as We Know it…,” 100th level adventure module is mostly designed with no particular world in mind. However, we do refer to Gods in the Forgotten Realms since that is the most popular high-magic, high-level gaming campaign and we have stats for many of the Gods. If you have your own world that you prefer and would like to substitute in your world instead, please feel free.
The module was designed with the following source books and we tried to keep things simple by limiting the number of books allowed:

Character creation books
The Player’s Handbook 3.5
The Dungeon Master’s Guide 3.5
The Monster Manual 3.5
The Epic Player’s Handbook 3.0
Other source books for play
The Book of Exalted Deeds 3.5
The Book of Vile Darkness 3.5
Deities and Demi-Gods
Faiths and Pantheons

Any reference to a monster, or item, or feat, etc., will be referred to by a page number of the appropriate book along with a stat block for monsters and encounters. We have thrown in a few items and creatures of note from other sources and will list the sources and the relevant information. Most of the other sources will come from the Immortal Player’s Handbook.

Preparation
To play “End of the Cosmos as We Know it…,” you must have access to the previously mentioned books, although, truth be told, you can do without The Book of Exalted Deeds 3.5 and The Book of Vile Darkness 3.5. You must also have your players make 100th level characters. We have provided some pre-generated characters if you wish to use them to save time and a few headaches. We have found that making the characters themselves is great fun; very time consuming, but great fun. We strongly suggest that you have your players make their own characters and even dedicate four hours of gaming time into making their own character, although, that may not be enough time.

In order to create a module that would support 100th level characters, we had to impose some limits during character creation. The variables are way too high if you just let people go completely nuts. Even with our limitations you could easily break the rules. Magic, wizards in particular, have a way of bending the rules to do obscene damage. At one point we figured that a 100th level wizard could easily do 1,000,000 points of damage in one round if he took the right feats and memorized the correct spells. It is strongly suggested that you monitor what your spell casters are doing in terms of character creation and what combination of spells they might try. Make sure you have a serious talk about what is and is not allowed for spell casting. *perhaps we need to expand the magic restrictions in a separate section* You can feel free to break our suggestions as you will, but by doing so, you must be prepared to improvise at a moments notice when things go completely and insanely nuts.

Character Creation
Sources allowed are PHB, DMG, MM, and EPHB. Alternative sources are DMGII, MMII, MMIII, BOED, BOVD,
Deities and Demigods NO DIVINE RANKS, and Faiths and Pantheons NO DIVINE RANKS. Everything from the alternative sources is up for approval by the DM IT IS SUGGESTED NO TEMPLATES ALLOWED, IN PARTICULAR THE PARAGON, MONSTER OF LEGEND OR MAGESTIER.
You should not allow races other than the standard - By not allowing level adjusted races you prevent a ton of problems. If you open the door for level adjusted races, prepare for someone to play a monster of legend, paragon magestier, lich rakshasa sorcerer who would end up immune to all 8th level and below spells and could easily make himself immune to all weapons of +26 or lower.
For ability scores use the Elite array or the 30-point buy. All abilities automatically get a +5 inherit bonus across the board (this is partial compensation for character wealth by level) A character can be of any age.
A character may have one base class, one prestige class and one epic prestige class. This is more to keep things simple for both the players and the DM. We strayed from this slightly during our character creation, but we kept the spirit of the rule alive. No one had levels in more than three classes, other than the 87th level commoner, focusing on one class. We ruled that if you took a base class, you had to take at least 10 levels in that class and if you took a prestige class, you had to max it out (5 or 10 levels). This was to prevent people from taking 2 levels in paladin to get divine grace and two levels in ranger to get two-weapon fighting, etc.
When calculating skill-points keep a close eye on your Intelligence. Skill-points are not retroactive. Note that you can decide when your character gets his +5 inherit bonus to Intelligence but it can’t be before 15th level.
Use average rolls for hit points and other variables. There is a lot of die rolling, the module is designed for average die rolls, again, be prepared if you allow your players to roll everything out.
The Leadership feat is not allowed. Things are crazy enough without having to worry about your players controlling two characters (three if you have the Thrall herder prestige class). We allowed one player to take a cohort as he needed it to qualify for an Epic Prestige Class and we loved his character concept. He decided to be a good sport and make a 87th level commoner as a cohort, a mostly worthless character that still ads flavor without letting him control two massively powerful characters. While it makes sense that character of this power level most likely would have followers, if not worshipers, it really breaks the game strength down.
You have 250,000,000 gp to buy magic items for. The gold actually comes out to 277,777,770, or something like that. We gave all PCs +5 inherit bonuses to all ability scores and then rounded it down to 250,000,000 gp, chalking up the difference to keep upkeeps and kingdom welfare.
All magic items from the DMG and the EPHB are allowed. Homemade magic items follow the creation rules in the SRD and the following guidelines:
- No item may be exceeding 50,000,000 gp in price.
- Items that increase ability scores are capped at +30 enhancement bonus. You can only use enhancement and inherit bonuses for ability score increases.
- Skill increases are capped at +100 competence, no other bonus allowed.
- Weapons are capped at +50 enhancement bonus. This is divided into max +25 enchantment bonus and max +25 special abilities.
- SR items are capped at 112.
- All bonuses on one item should be of the same type. No divine or sacred or other miscellaneous bonuses. Example: no ring of Strength +25 luck bonus, or a Helm of epic insight +25 sacred bonus to AC.
You can deviate from the guidelines, but try to not do so by too much. Trust us when we say that the more you allow in from other sources, the more pain and punishment you are asking for when you begin play.
Making a quick 100th level character
I think the best, or at least fastest, way is to make a character with 100 levels all in one class. Make a 20th level character without any gear (feats and skills only), then add: +40 to your attack, +40 to your saves and 27 bonus feats and 20 ability increases and a +5 inherit bonus to all your ability scores. Use the point buy method for stats using 30 points and use the die averages for hit points.
The above is true if you take at least 20 levels in one class up to 20th level and the rest are bonus feats and ability score increase for your normal leveling to 100th level.
If you go for a straight class, here are your bonus feats for over 20th, or epic, levels:
The epic level Fighter would gain 40 additional bonus feats
The epic Cleric and Paladin would gain an additional 26 bonus feats
The epic Rogue would get 20 additional feats and 50d6 sneak attack and + 30 against traps
The epic Wizard and Sorcerer would gain 20 bonus feats

More to the point, this is starting to set a standard of capabilities I think. I suggest the following Value Guidelines:
*hp should around 3000 hp for front-line combatants, 1000 to 2000 for secondary combatants and other characters.
*AC must be 60 to have any chance of being useful against even non-combatants. AC 100 to 110 is needed to function in combat, with 150 or so needed for a decent chance to evade front-line combatants.
*Attack bonus of +100 or so is needed for secondary combatants, and frontliners can reach +140 or so.
*Spell DCs reach 71 or so; almost anyone saves automatically.
*Saves are often set too high; +71 or so should suffice. (Epic spells may break this.)
*A reasonable (optimal) damage output will be around 1000 hp/round, around 3000 is deadly and below 500 is weak.

Why play/design a 100th level module?
It has been asked many time by us, “Why would you play a 100th level module?” For us the answer is simple, because we can. The module originally started as a conversion of the original 100th level module H4 - The Throne of Bloodstone. H4 was designed under first edition rules, where the main difference between a 20th level player and a 100th level player was hit points. It quickly became clear to me, and others, that the module could never be converted into 3.5 for one main reason, hit points are the lest of things that a 100th level 3.5 character gains over 80 epic levels.

We quickly came together as a group of PCs and DMs to design 3.5s version of a 100th level module.

This module is not for everyone. Many have told us that they would never play in such a module, however, many who have said they would not play in a 100th level module also stated that they don’t play D&D above level 9 because the game gets too crazy for them. If you like low magic or low level gaming, then this module is not for you. If you love stories of Gods and mortals who can do fantastic feat, then this may be for you. The EPHB has many skills, feats and spells that can’t be used until much higher levels. This module is designed to exploit the seldom-used abilities of the EPHB and push the limits of the game to the max.
 
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Sorry I've been a while. I've kept up with the thread but I haven't finished my character yet -- maybe by Saturday?

I like the campaign gloss. It reads pretty well, though a little heavy-handed on the DMing suggestions (perhaps rightfully so).

What versions of feats are we using? The versions in the ELH/original 3.5 SRD, or the versions reprinted later? For example, Armor Skin was knocked down to +1 in some supplement (Complete Warrior?)... do we use it as +2 or +1? Likewise for other modified feats.
 

CRGreathouse said:
What versions of feats are we using? The versions in the ELH/original 3.5 SRD, or the versions reprinted later? For example, Armor Skin was knocked down to +1 in some supplement (Complete Warrior?)... do we use it as +2 or +1? Likewise for other modified feats.
Using anything beyond the listed sources will result in the users needing to have these sources to play - which is something we wish to avoid. I strongly suggest keeping to the feats as listed in the SRD/ELH.

DM-Rocco:
I must confess I am not very pleased with the introduction. I just don't see how it is relevant to the storyline we agreed on - IIRC, the characters were in fact sent by the gods to climb on the Spire at level 20 as the initial scene, they were certainly not the god's opponents.
I don't mind playing god's opponents at all, but this is just not the storyline we agreed on. If you want to change the storyline to "Beyond God and Devil" (a la "beyond good and evil"), I would be very happy to explore this theme. But it needs to be stated and a storyline worked out.
I also am not sure that our characters can take on gods one-on-one. If using the Faiths & Pantheon stats, I'm pretty sure we can't - I'll work on that and keep you posted.

As for the mechanical technicalities, I would order the explanations the other way around.

Here is my version of your text. It's more formal, I'm afraid - that's just my style of writing. But note how I ordered it differently, I think the order in my version is better (then again, I have been known to err).

Introduction

The winds buffeted horribly this high up the Spire. By rights, they should have thrown the old Wizard to an impossibly long plummet, bereft of his magic as he was. But the wizened old man did not reach level 100 without some cunning. “Forward! Up!” he bellowed at the great beast he rode, though he doubted it could hear him over the wind's howl. Prodding it forward, he slowly made his way up the Spire at the center of the Heartlands, climbed the very heart of the multiverse. Haggard, cold, and wind-shorn he reached his destination. The No-Priest was already waiting for him at the top.
“You look uncomfortable” the No-Priest chuckled. “Unbuckle and come sit with me, enjoy the view.”
The Wizard frowned. “We have work to do, this is no silly matter.”
“Come now,” the No-Priest was smiling, but there was a hint of steel in his eyes. “You should at least take one last look at what you're about to destroy.”
They sat upon the Spire, watching the Heartlands below them spreading out into the horizon, into all the planes of existence. Above them the lights of Sigil were just barely visible, but they could almost see the fine net of portals it wove, poised like spider at the center of the multiverse.
After a long time, the Wizard shifted. “Come on” he said, “we have a multiverse to destory.”
Upon the spire at the center of everything, where even a God's power is quelled, the two impossibly wove their spell, and the foundations of existence begun to crumble.


It's The End Of The Cosmos As We Know It is a Dungeons and Dragons adventure for level 100 characters, with a prelude for level 20 or higher characters that will culminate in increasing the character's level to 100. It is not set in any particular world, and could be easily worked into any campaign where the Spire may exist. Although it is designed to be usable as part of an ongoing campaign,it is primarily designed as a one-shot adventure. The adventure can be run with your own characters, but the pregenerated characters that were used in playtest are provided and recommended. During the adventure the characters should gain enough XP to raise several levels, and downtime will be provided for the manufacture of magic items or spell research. The whole adventure is designed to take about [??] 4 to 6 hour sessions to complete.
__This adventure uses the epic level rules as defined in the System Reference Document, which are a mixture of the rules in the 3.5 Dungeon Master's Guide and additional content from the 3.0 Epic Level Handbook (ELH). It was necessary to impose some further guidelines and interpretations, within these rules, as otherwise the variability in power level is too extreme to accommodate (see Character Creation, below).
__In addition to the core and epic rules, the adventure uses rules from Deities and Demigods, Faiths and Pantheons, and a few additions from the Book of Vile Darkness, the Book of Exalted Deeds, and the Epic Insights section from Wizards of the Coast's website. Faiths and Pantheons is all but required for the statistics of some deities, but for the most part the portions used from the other books can be understood without them or fairly easily replaced.
__This is a one-shot adventure, produced with no intention of making a sequel. As such, it accepts the epic rules as they are, without making compromises or changes that may enhance a longer campaign. If you are interested in continuing play in high epic levels, the Immortals Handbook from UpperKrust and CRGreathouse should make for fine reading material if it is published in your lifetime.

Preparation
To play this adventure, you must have access to the core and epic rules. Access to Deities and Demigods, Faiths and Pantheons, The Book of Exalted Deeds, The Book of Vile Darkness, and the occasional other sourcebook used can be useful, but lack of these books can be circumvented with less or more work.
__The adventure may begin with “lowly” level 20 characters, but turns to level 100 fairly quickly. The players can use the pregenerated characters, which are provided at level 20 and 100, or create their own characters. Making a level 100 character is great fun, but very time consuming. Make sure that you are conversant with the epic rules before setting down to make one, and be prepared to dedicate four hours or more to character generation. It is imperative that the characters will be created in accordance with the character creation guidelines below, or the adventure will need to be retrofitted on the fly to accommodate them.

Character Creation
In order to create an adventure for level 100 characters, you have to impose some limits during character creation. The variability is otherwise so high that no single adventure would be able to match the party's capabilities. Even with the following limitations you can easily “brake” the game, so when creating a character try to keep her capabilities in line with the pregenerated characters provided. Significantly more or less powerful characters would require the DM to significantly modify the adventure to fit the party, which at this power level entails a lot of work. You should be especially leery of exploiting “combos” or loopholes to achieve optimal tactics; this is especially true for spellcasters. With the right choice of spells and feats, for example, a level 100 wizard can do in excess of 1,000,000 hit points of damage in one round. The adventure does not cater to such power levels.
__The primary statistics that the adventure is built to expect are as follows:
* HP should be around 3000 for front-line combatants, 1000 to 2000 for secondary combatants and other characters.
* An AC of 60 is needed to have any chance of being useful against even non-combatants. ACs of 100 to 110 are needed to function in combat, with 150 or so needed for a decent chance to evade attacks from front-line combatants.
* An Attack bonus of +100 or so is needed for secondary combatants, and frontliners can reach +140 or so.
* The adventure assumes that most characters will have 50% concealment, and that they will be able to overcome most sources of concealment.
* Saving throws are assumed to be around +100, with +70 or so being weak and +135 or so being possible.
* Spell DCs of non-epic spells reach 70 or so, so saving throws against non-epic spells will often succeed. Monsters are designed and chosen with this in mind.
* Skills are assumed to reach up to +200 to +300 in the character's focus. The adventure tries to make use of all skills, including Knowledge and Perform skills, Diplomacy and Bluff, Sense Motive, Hide and Move Silently, Listen and Spot, Search and Disable Device, Open Lock, Spellcraft, Concentration, Climb and Jump, and more.
* A reasonable optimal damage/round output is around 1000 hp/round, around 3000 hp/round is deadly and below 500 hp/weak is weak.

The pregenerated characters do not use Level Adjusted races or templates. Some of these may be problematic at high levels, in particular the Paragon, Monster of Legend, or Magister templates. Consider carefully before allowing non-PHB races or templates whether their effect at level 100 is problematic; this is often the case with templates that improve based on HD.
__Only the core and epic rules were used for the pregenerated characters. You may include other material, the exemplars were kept core mainly for simplicity. Of course, we strongly discourage including material that is not balanced by Level Adjustment, such as divine ranks and some 3.0 templates.

Here are the rules for actually making your level 100 character:
Choose your Ability Scores from the Elite Array, or use a 30 point buy (DMG, page ??). All abilities automatically benefit from a +5 inherent bonus across the board. A character may be of any age.
__Your character may have one base class, one prestige class, and one epic prestige class. This is just to keep things simple for both the player and the DM. You should avoid dipping into several classes to cherry pick class special abilities, if you enter a class pursue it to a significant amount (usually to its non-epic end, at least). Cherry picking will just increase your power beyond what's appropriate for your level, and unbalance the adventure. You are limited to the core and epic rules and classes unless your DM says otherwise; think carefully before allowing non-core classes.
__When calculating skill ranks keep a close eye on your Intelligence. Skill ranks are not retroactive. You can decide when your character gets his +5 inherent bonus to Intelligence, but it can't be before level 15.
__Use average rolls for hit points (maximum at level 1) and other variables. There is a lot of die rolling, the adventure is designed for average die rolls. (In fact, there is so many die that it's not reasonable that you'll get a significantly different result from rolling them.)
__Do not take the Leadership feat. The main problem with this is the cohort, as running two high-epic PCs is very difficult. Note that we do have one pregenerated character with this feat - his cohort was intentionally made as an epic commoner to alleviate this problem (and for fun).
__You have 250,000,000 gp to purchase personal gear. (A level 100 character should actually have 277,777,770 gp; assume the rest goes to the inherent bonuses, supporting a few kingdoms, and so on.) All magic items in the DMG and the ELH are allowed. Custom magic items can, and should, be created to fit the character; use the following guidelines:
* No single item should exceed a 50,000,000 gp market price.
* Increasing an ability score is capped at a +30 enhancement bonus. Only enhancement (and inherent) bonuses are allowed.
* Skills increases are capped at +100 competence. Only competence bonuses are allowed.
* Weapons are capped at a +50 total bonus equivalent, with up to +25 enhancement bonus and +25 in special abilities.
* Spell Resistance is capped at 112. SR items cost x10, like other epic items and not like the Mantle of Spell Resistance suggests.
* No custom item should not provide divine, sacred, morale, or other miscellaneous bonuses; leave those to spells. Armor class should be increased by armor (and enhancement), shield (and enhancement), natural armor (and enhancement), and deflection bonuses; saves should be increased with resistance bonuses; and so on.
You can deviate from these guidelines, but try not to stray too far. For example, the epic commoner has a multitude of epic classes, but that's because there is no Epic Commoner class. The most important thing is to keep the characters within the expected power level of the adventure.
__When designing PC epic spells, keep their power level in mind. In general, mitigating factors should not be used. The exception are weak spells, such as Energy or Destroy spells, that need the boost, and cases where it is thematically appropriate and not overpowering. Some seeds should not be used to their extreme (e.g. Armor and Fortify).

The fastest way to generate a level 100 character is as follows:
* Make a single-classed level 20 character, using the Elite Array (15,14,13,12,10,8) and the core-rules only, with no gear.
* Add a +40 epic bonus to your base attack (but do not increase iterative attacks!) and saves.
* Add 20 level-based ability increases, and a +5 inherent bonus to each ability score.
* Add 27 epic (or non-epic, if you choose) feats, plus more based on your class: 40 for an epic Fighter, 26 for a Cleric or Paladin, 20 for a Rouge or Wizard or Sorcerer, ... This can take time; to speed it up, you can focus on taking one or two types of stacking feats (such as Improved Spell Capacity or Improved Sneak Attack) and only take a few other feats to complement it; this will lower the number of choices, and hence the time.
* Add your class's special abilities. Rouges add +50d6 sneak attack and +30 against traps, ...
* Set aside 250,000,000 gp and whittle it away by acquiring magic items. Set your sights on the power levels described above. This can take a lot of time, so if you want to keep things simple just focus on getting ability score enhancement, competence, resistance, natural armor, and deflection bonuses to bring you to the needed power level, add in a weapon or two, and a mantle of SR 112, ring of universal energy immunity, and shield of greater reflection. You're set.
* Decide on when your Int was raised and by how much, if at all, and calculate skill ranks appropriately. Allocate skill ranks according to your class skill list.
Put it all together, and congratulations – you have a (single-classed) level 100 character in a (relatively) short time.

Why play/design a 100th level module?
It has been asked many time of us, “Why would you play a 100th level module?” For us the answer is simple: because we can. The module originally started as a conversion of the original 100th level module H4 - The Throne of Bloodstone. H4 was designed under first edition rules, where the main difference between a 20th level player and a 100th level player was hit points. It quickly became clear that the module could never be converted into 3.5 for one main reason, hit points are the lest of things that a 100th level 3.5 character gains over 80 epic levels.
__We quickly came together as a group of PCs and DMs to design 3.5s version of a 100th level module.
__This module is not for everyone. Many have told us that they would never play in such a module, however, many who have said they would not play in a 100th level module also stated that they don’t play D&D above level 9 because the game gets too crazy for them. If you like low magic or low level gaming, then this module is not for you. If you love stories of Gods and mortals who can do fantastic feat, then this may be for you. The ELH has many skills, feats and spells that can’t be used until much higher levels. This module is designed to exploit the seldom-used abilities of the ELH and push the limits of the game to the max.
 
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I like both plotlines, but Yair's has more flair and I'm a planescape fan, so my vote would go there :)

I like the idea of characters that supposedly reached 100th level the standard way even better, why is that not an option? We could create guidelines for character backgrounds/achievements and stuff, and they would even try to reach 100th level (I haven't started working on mine, but I intend to).

Also, is this going to be playtested over OpenRPG? something else? in someone's basement?
 
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Sage said:
I like both plotlines, but Yair's has more flair and I'm a planescape fan, so my vote would go there :)
Thanks, but it's basically just the plot we agreed on back on page 3 or so.
Phew, these pages are long...

I like the idea of characters that supposedly reached 100th level the standard way even better, why is that not an option? We could create guidelines for character backgrounds/achievements and stuff, and they would even try to reach 100th level (I haven't started working on mine, but I intend to).
Well, sure. But there aren't going to be many 100 level characters around, and we'd like anyone to be able to use the adventure. The prelude supplies such a method. It should, I think, be roleplay based and flexible enough to accomodate nearly any PC power level, so you could use your 25th level or your 14th level characters, or perhaps even your level 100 characters.
We could try to make the prelude optional, allowing you to take your level ~20 characters through it to incorporate them into the story but using it only as a background detail in the histories of our level 100 characters, which can already be enmeshed in the story's background. Is that what you mean?
I hope you don't mean reaching level 100 through play. That's... 6.25 years of playing by WotC's generous DMG assumptions. Highly unlikely.

Also, is this going to be playtested over OpenRPG? something else? in someone's basement?
I think we should write the adventure before we debate how to playtest it. :) I'd like as many playtestings as possible, and *may* be able to force convince my regular group to playtest it to humour me once it's done. Once it's done. I also look forward to playing it with one another here. I believe some chat-baesd program would be vital to pulling this off successfully, OpenRPG is certainly a possibility. Fantasy Grounds would be ideal, but that's expensive.
I wonder if programs such as DMGenie will be able to monitor the combat stats of our epic characters? That would certainly ease a lot of problems.
At any rate, we are still a long way from playtesting. Patience, young man, patience! [Of course now you'll tell me you're twice my age, but hey...]
 

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