DM-Rocco
Explorer
Turanil said:Thanks for integrating everyon's ideas, but in the end it makes for a very long and complicated story (several gaming sessions). I would streamline much of this; for me the important parts would be:
1) Two villains of surprising power do a ritual that opens a rift into the universe. As a result, some creatures are infused with incredible energies and powers (so PCs become 100th level, but also a Xag-Ya and some demon-princes that happened to be in Sigil are likewise greatly improved). However, the rift has created a sort of gigantic growing sphere of anihilation that threatens to eventually destroy the world as it was a black hole.
2) PCs must travel to the Observatorium to create a couple of epic spells that will let them fix all of this mess. First, they must find a way to go inside the sphere of anihilation without being destroyed; requiring the creation of an epic spell. During this time, some improved demon-princes (see above) who want to get to the sphere for their own benefit try to attack the PCs.
3) Castle in the Void: This is in fact the horn of the Creator god, on an island in the void which actually is his mind. The two villains actually control the mind of the Creator god (insane, I know) and make him create hideous things (traps and monsters) to combat the PCs. Nonetheless, the two villains are themselves at a loss and losing control. Anyway, the castle in the void is the head/horn and mind of the Creator god. The castle is thus a living entity and a changing landscape. Also, the only reason a castle may exist into a sphere of anihilation is because it is the Creator god, who is greatly weakened and in tortured agony by this nonetheless.
4) Final: PCs eventually learn that the Creator god was at the origin of all the pantheon gods who then created the multiverse. However, the pantheon gods rebelled and locked the Creator god away. Yet, the Creator god managed to free himself in creating a "Cleric and a wizard of surprising powers" who were but manifestations-avatars of himself. So when the PCs are in the castle in the void, in the Creator's god mind controlled by the "Cleric and a wizard of surprising powers", etc., this is indeed: "a dream plane of the Wizard’s mind and has split up into multiple personalities who are battling each other across his own mindscape. Unknown to them the PCs are pulled into his mind and must battle the personalities across an ever-changing landscape."
5) To succeed the PCs must re-unify the whole Creator god's personnality. Thereafter well... no need to tell if everything is back to normal (PCs sent back into their own world by the Creator god, while he himself remains into the void), or if the Creator god kills all the pantheon gods, and now everywhere will only exist monotheistic religions dedicated to him...
Hmm, well, in the end we both are a bit long, and the adventure should not be a simple one or two session thing. Would you, as a player, go through the trouble to make a 100th level character just to play him for one, maybe two session game?
Anyway, both of our plots are a bit complex and we both presented them to the masses with extra information, which makes them seem longer than they are.
If I break mine down to simple encounters, it looks like this.
Chapter one - the Gods in peril
role-playing adventure hook and climbing the Spire
Chapter 2 - Strange Days
Create 100th level guys (hours in-and-of-itself) and then figure out how to reverse the effects of the Magical Event. Also, reminder for the DM in an ongoing campaign that they can adlib at this point and have enemy be friends and friends now enemies
Chapter 3 - The Ajah Armory
Encounter with Ajah, who let's you use his armory, and then Ay-Gax. Encounters with Ay-Gax can be open ended or just the one or two events we put there, namely stopping the Blood war. He eventually teleports to Sigil
Chapter 4 - Iy-Xeg
Iy-Xeg is the Xeg-Yi in human form. Again, open ended enough to allow for a creative DM to add what he wants. He can have the PCs chase him across the cosmos with his own ideas of mischief or just have him take Iy-Xeg to the 9 heavens where he casts out the angels as we will have an encounter for. He eventually teleports to Sigil.
Chapter 5 - The Wizard’s madness
Basically just room for one or two or three really tough encounters in a total dream realm
Chapter 6 - the Cleric redemption
Cleric tries to make friends with the PCs in one encounter and then we leave it open for the DM to have encounter with mass amounts of Gods. I did also want to have one massive encounter where the PCs can truely go nuts and flex their consideralbe might, like facing an army.
Chapter 7 - The Lady of Pain’s Revenge
I wanted to use the Lady of Pain cause she is a 210 EC. Even if it is a one sided fight and ends quickly, other than that, leave it open ended for a creative DM to have fun with the PCs chasing the Energons around Sigil, really two encounters.
Chapter 8 - Crating the Epic Spell of Reseeding
Crafting and defending those who are making the epic spell.
Chapter 9 - Assault on the Castle in the Void
Most likely the biggest part of the adventure as we have to make a castle. Doesn't have to be big or traditional. But I suspect at least 10 encnouters
Anyway, cutting out the background information it really isn't that big. Yours, I suspect is not either, once you cut out the background information. I like the idea that, at least for part of the advneture, the PCs have to chase around two children who have powers far beyond anything that the PCs, even at level 100, could ever comprehend. That is the part I like the best, great room for some comedy too, which is almost a must in this 100th level wacky module.

I also like the idea of 20th level adventures having to magic and having to climb the spire, a good challenge.
Anyway, I told the others I would post the propsed plot line on Saturday, so let's give it until Monday for everyone to post pros and cons for each story. On Monday we will see what everyone likes and make a more complete outline after some discussion, sound good
