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

Okay, after reviewing some powerful CR210 encoutners and the immortal handbook page, I realize that there are just a bunch of things that CRGreathouse and UpperKrust know that I don't. So, with that said, you two are going to have to come up with tactics for the encounters for those of us who don't know the full potential of the monsters. Sure we could come up with a max, empowered, still, twin, enlarged, shaped, quickened and silent horridwilting, but not all of us know about shape reality or divine ranks and such, and I have a feeling that you two do;) .


Anyway, we still need a story first, and thanks for posting more encounters and monsters, Lady of Pain, ouch:cool:

So, that said, I would like to take a roll call quick on who is in and then vote on the source material. I had originally posted this:

guide lines, I think we need to set a number of books to work with, Obviously,
3.5 PHB
DMI
DMII
MMI
MMII
MMIII
Deities and Demi Gods
EPHB
The Book of Exhaulted Deeds
The Book of Vile Darkness
Faiths and Patheons from the forgotten realms

If you post or want to add something from anything else, you would have to post all details. CRGreathouse wanted to use material from his high CR sources, I agree, we should, but we have to list everything that is relavent, that is all. I included the Books of exhaulted Deeds and Vile Darkness cause of the Vile damage (can't really be prevented) and a few other things I think are possible to annouy 100th level characters.

After we agree on this we will vote on what we like for character creation and then plot. I know I have listed some rules in the first post, but I am not the only person on this, so I feel we should all agree on it and then move on.

So, do we all agree on the source books?
 

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DM-Rocco said:
3.5 PHB
DMI
DMII
MMI
MMII
MMIII
Deities and Demi Gods
EPHB
The Book of Exhaulted Deeds
The Book of Vile Darkness
Faiths and Patheons from the forgotten realms

If you post or want to add something from anything else, you would have to post all details. CRGreathouse wanted to use material from his high CR sources, I agree, we should, but we have to list everything that is relavent, that is all. I included the Books of exhaulted Deeds and Vile Darkness cause of the Vile damage (can't really be prevented) and a few other things I think are possible to annouy 100th level characters.

Frankly we can pare it down even more (as desired) -- the core 4 (PH/DMG/MM plus ELH) plus Exalted Deeds/Vile Darkness should be enough. The god books (Deities and Demigods & Faiths and Pantheons) would be decent for the DM, but otherwise not needed.

Also, we'll need to have a strict policy on epic spells. They're a little wacky.
 

DM-Rocco said:
I propose nothing over 50,000,000 million gold or +50 enhancment, whichever comes first. I figure you can't have any item over +10 enhancment in pre epic, so for every to levels you can get another +10 and no more than a +25 in item enhancement and +25 in bonuses, like vorpal and such. It is going to be nuts, but we should still have rule and limitations, everyone agree to that? :cool:
I think that a 100th level adventure doesn't require uber magical items. I would stick with normal DMG items, plus a few artifacts. However, this epic play doesn't need anything other than +5 intelligent vorpal swords.

DM-Rocco said:
I hope that if we don't go with Turanil's idea that he will still want to help.
Well, ahem...

Upper_Krust said:
How about etc. <see post 17>
Excellent synopsis!

CRGreathouse said:
Frankly we can pare it down even more (as desired) -- the core 4 (PH/DMG/MM plus ELH) plus Exalted Deeds/Vile Darkness should be enough. The god books (Deities and Demigods & Faiths and Pantheons) would be decent for the DM, but otherwise not needed.

Also, we'll need to have a strict policy on epic spells. They're a little wacky.
Much agreed on that.
 

CRGreathouse said:
Frankly we can pare it down even more (as desired) -- the core 4 (PH/DMG/MM plus ELH) plus Exalted Deeds/Vile Darkness should be enough. The god books (Deities and Demigods & Faiths and Pantheons) would be decent for the DM, but otherwise not needed.

Also, we'll need to have a strict policy on epic spells. They're a little wacky.

I agree, but I added in the Deities and Demigods & Faiths and Pantheons simply because of gods and divine ranks. It is the closest d20 source we have for 100th level play and encounters.

Well, let's do this to keep it simple:

Source books :
PH/DMG/MM plus ELH

anything else you need approval if you put it in an encounter. That way we can leave it open if someone wants to grab a monster from another source, but we don't get bogged down with tons of feats and obscure prestige classes.

Sound good to everyone?

Turanil said:
I think that a 100th level adventure doesn't require uber magical items. I would stick with normal DMG items, plus a few artifacts. However, this epic play doesn't need anything other than +5 intelligent vorpal swords.

Well, ahem...

Excellent synopsis!

Much agreed on that.

Magical items are kind of subjective at this level, there are ways to eliminate then from play, but people will want to make them, so would should have some type of rule for making them.
 

Something I do remember of my young munchkin days:

Our group had to go through an anti-magic cavern totally filled with water (so swimming and using device to breath underwater), where we fought: 4 krakens and a tarrasque. Of course these were munchkin days (a total of 8 artifacts for 3 PCs, and artifacts don't care for anti-magic), so we don't suffered much to get across it...

Anyway: Lets put again the cavern entirely filled with water, except for the top. Place is equivalent to an anti-magic shell. Inside are four advanced krakens with the half-fiend template, plus, say, an aquatic advanced half-fiend tarrasque. So, unless having artifacts or ways to circumvent anti-magic, they must swim and fight the monsters below.
 

I'm working with the SRD so would like to add Deities & Demigods for the added feats, domains, etc in it - but not the divine ranks themselves, I think.
I'm working on an epic bard (bard 69/cleric 9/high prosletyzer 22). I realize it isn't quite a straight-class character as we were asked to do, but maybe we'll find some use for it and the character grabbed me. It will take some time to work out as I'm not home this weekend (family obligations), but I expect to post it on monday or so. (He's called "Kolshadai, the Voice of God".)

In other words, I'm in (if anyone wants my aid).

On the magic item thingie: part and parcel of being at level 100 is having so much character wealth. Just plain +5 vorpal swords are not appropriate for that power level.
Although I must say I was shocked to find that a +70 enhancement bonus to an ability score hardly puts a damp on the character's resources, and that a SR 200 item is even cheaper. (If I got the math right.)
I agree epic spells need be considered with care. I'll post Kolshadai's when I work them out. I do believe their development cost should be part of the character's wealth, much like inherent bonus items.
 


Yair said:
I'm working with the SRD so would like to add Deities & Demigods for the added feats, domains, etc in it - but not the divine ranks themselves, I think.
I'm working on an epic bard (bard 69/cleric 9/high prosletyzer 22). I realize it isn't quite a straight-class character as we were asked to do, but maybe we'll find some use for it and the character grabbed me. It will take some time to work out as I'm not home this weekend (family obligations), but I expect to post it on monday or so. (He's called "Kolshadai, the Voice of God".)

In other words, I'm in (if anyone wants my aid).

On the magic item thingie: part and parcel of being at level 100 is having so much character wealth. Just plain +5 vorpal swords are not appropriate for that power level.
Although I must say I was shocked to find that a +70 enhancement bonus to an ability score hardly puts a damp on the character's resources, and that a SR 200 item is even cheaper. (If I got the math right.)
I agree epic spells need be considered with care. I'll post Kolshadai's when I work them out. I do believe their development cost should be part of the character's wealth, much like inherent bonus items.

Glad to have you aboard.

I wanted to cap how crazy we could get with magical items, at least for our pre-generated characters. If people want to play the module with a DM and the DM says go nuts, fine, but I wanted to keep some type of realistic expectations on what you can and can not have. A cloak of 200 SR may be a bit much, although, none of us, I am assuming, have really played in a 100th level game, at least not in 3.5, so maybe a 100th level wizard could over come that, perhaps not, but as wacky as this next statement will sound, we have to have a balance.

Also, About your character, I wanted to have all straight classes, but I know that people will want to play a prestige class, so I was thinking one standard base class and up to one prestige class. I didn't want things getting too nuts, I'm mean, with 100 levels to play with, we could end up with a ton of classes and abilities and bog everything down or just really munchkin the hell out of the game and that wouldn't be balanced.

Go ahead and make the guy and we will see, but it would be best if you could just limit him to a base class and a prestige class.

I am not familar that much with the epic prestige classes, is there a reason for the 9 levels of cleric? Perhaps you could cut that out, as a suggestion.
 

Turanil said:
Something I do remember of my young munchkin days:

Our group had to go through an anti-magic cavern totally filled with water (so swimming and using device to breath underwater), where we fought: 4 krakens and a tarrasque. Of course these were munchkin days (a total of 8 artifacts for 3 PCs, and artifacts don't care for anti-magic), so we don't suffered much to get across it...

Anyway: Lets put again the cavern entirely filled with water, except for the top. Place is equivalent to an anti-magic shell. Inside are four advanced krakens with the half-fiend template, plus, say, an aquatic advanced half-fiend tarrasque. So, unless having artifacts or ways to circumvent anti-magic, they must swim and fight the monsters below.

Well, kind of reminds me of one of my favorite traps. You have to swim in a flooded portion of a dungeon and half way through the flooded portion of the dungeon you encounter a elder water elemental who uses his power to create a whirlpower and tries to pins the party with its force. We could add him in the same room, except of course you would have to make him much more powerful to pin such high level guys and the Krakens and the Tarrasque should be large enough that they would be uneffected.:cool:

As far as artifact go though, while a group of normal 100th level guys would have one or three ;) , I don't think we should really start out these guys with any.
 

DM-Rocco said:
I wanted to cap how crazy we could get with magical items, at least for our pre-generated characters. If people want to play the module with a DM and the DM says go nuts, fine, but I wanted to keep some type of realistic expectations on what you can and can not have. A cloak of 200 SR may be a bit much, although, none of us, I am assuming, have really played in a 100th level game, at least not in 3.5, so maybe a 100th level wizard could over come that, perhaps not, but as wacky as this next statement will sound, we have to have a balance.
Quite true. The thing is, according to SRD/ELH rules an SR 200 item is rather cheap (well, relatively speaking), cheaper than the +70 enhancement to ability which is according with our guidelines. I agree it is excessive, however; I'll tone it down to a managable level... around 100, I think.
Ultimately, however, there is no escaping the fact that the huge amount of wealth means atrociously powerful magic items.

I am not familar that much with the epic prestige classes, is there a reason for the 9 levels of cleric? Perhaps you could cut that out, as a suggestion.
The character is essentially a straight bard with some High Prosletyzer prestige class levels; the cleric is there just to qualify for the HiP. The idea of the HiP is that it has the "prosletyze" ability that allows him to speak out to huge audiences at once, which is why the bard took it. It requires divine spellcasting, and he took enough of it to raise him to a level 20 cleric spellcaster. The rest is bard.
The idea is that he uses his prosletyze ability to get the attention of huge crowds, and his high perform and diplomacy to turn them into fanatic disciples. It's fairly useless in combat terms, but I'm thinking in terms of him acting to spread the religion of his god/pantheon which can lead to all kinds of epic challenges, so I wanted to include that in.
 

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