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

DM-Rocco said:
... just be sure to tell them it was my idea:p

Will do! :)

Here is an excerpt of what I am putting together. (Not to hijack the thread or anything...) I am just trying to "outline" how a campaign would work across 60+ levels. I want to run this in the Forgotten Realms.

Each PC is "touched" by the gods, born with a divine spark. They have a Destiny. This will become manifest throughout the campaign.

Levels X-20 will be the Mortal years. You will have various adventures in which you will meet representatives of the gods and become their mortal agents. You may meet dying or deceased deities and become familiar with the concept of divine death. You will gain mortal power and influence across the Realms. You will gain Followers, build Fortresses, and travel the Planes. You will become connected within the divine heirarchy of your patron deity, and gain a metaphysical connection to an outer plane. You will complete an epic quest that will unlock your mortal potential that will enable you to advance into Epic Levels.

Level 21-40 will be the Epic years. Your fame and prestige will grow. You will become mighty among the movers and shakers of the Realms. You will meet and befriend or oppose the mighty NPCs of the Realms (including Elminster, the Symbul, etc...) You will expand your mortal holdings into the Planes, and create power bases from which to expand your influence. You will become the Chosen of your patron deity, and become a high ranking servant in their divine hierarchy. You will oppose rival gods and save the universe from destruction at the hands of elder gods using epic artifacts. As you advance in power, your prestige and influence will grow so that you are constantly sought out by lesser heroes who seek your aid or advice, and you will become the leaders of your organizations and powerful political forces in the Realms.

[note: cut this part out before giving to players...]
[At level 40, an evil god will imprison AO, and the universe will be plunged into deep danger. As the mightiest of all mortals, you will be called upon by your patron gods to travel where gods fear to go to free the creator from this vile prison. You will climb the Spire in the Outlands and reach the creator's prison, but then the universe will be destroyed and reformed in a mockery of its former existence. You will be infused with the divine consciousness of AO, and become 100th level characters in a new, unstable world. You will use your new power to craft epic spells that can be used to restore the universe, you will battle the demons and unimaginably powerful foes that oppose you and free AO from his prison. The world will be restored, and you will be returned to 40th level, but with a divine spark now ignited, with divine rank 0. You will now be immortals.]

But AO will be gone. No one knows if he was destroyed, or is simply withdrawn. This will precipitate a new Time of Troubles, as the evil gods begin to sense an opportunity to seize greater power. You will become caught up in a war among the gods, and as you defeat divine opponents, you will gain divine ranks, at first assuming a portion of their portfolios, and then generating your own portfolios and religions. Ultimately, you will end the wars, perhaps by restoring AO's presence, and finally assume your place among the remaining pantheon of Faerun.

How's that for a campaign arc? Too ambitious?

Here's another thought I've had. I think I'll state this up front for the players:
Your characters will not die permanently. There will always be someone who is interested in restoring you, using whatever magic is required. Death will still be a pain, because it will be a setback to your goals, and because (at higher levels) very powerful adversaries may take great pains to ensure that it is difficult to restore you.

Thus you will want to create a character that has the potential to be engaging across 60 levels of play. This will be an immense challenge, so think long and carefully.


Ozmar the Ambitious DM
 

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Ozmar said:
Think I'll run a version of this at char level 40. My plot idea is that the creator god (AO) will be first imprisoned by some evil FR gods and then either freed or destroyed by the PCs, leading to a second Time of Troubles during which the PCs (returned to level 40) will be able to slay some gods and acquire divine ranks for themselves.

Oh, minor nitpick (feel free to tell me to shove it if I'm being too picky), but you mentioned several times that people would teleport to Sigil. Well, you can't teleport into Sigil. In fact, you can't teleport from one plane to another plane at all, you need plane shift or gate (or astral travel) or a similar spell to cross planes. Even then, you can't gate or plane shift into Sigil, since the only entrance to Sigil is through a portal, and the Lady controls them. So you can't use gate or plane shift or any mortal spell to enter Sigil. Finally, since the Lady bars gods from entering Sigil, no divine power can enter either. That is, if you want to go "by the book". All this makes Sigil a perfect center point for the plot, since the gods can't intervene to restore order, and must send the 100th level (but still mortal) PCs in to save the cosmos.

By using the term "teleport" I am of course refering to a means in which to go from one place to another, not the spell itself. So, yes, I know the gods can't enter, and I also know that no magic works on the spire, including divine ranks, and I know that you can only enter Sigil through a portal and that the Lady of Pain controls who enters and who doesn't. Kinda of why I started out the mayhem at the base of the spire, cause the Gods can't scry or read the future for events that start in the dead zone.;)
 

Ozmar said:
Will do! :)

Here is an excerpt of what I am putting together. (Not to hijack the thread or anything...) I am just trying to "outline" how a campaign would work across 60+ levels. I want to run this in the Forgotten Realms.

Each PC is "touched" by the gods, born with a divine spark. They have a Destiny. This will become manifest throughout the campaign.

Levels X-20 will be the Mortal years. You will have various adventures in which you will meet representatives of the gods and become their mortal agents. You may meet dying or deceased deities and become familiar with the concept of divine death. You will gain mortal power and influence across the Realms. You will gain Followers, build Fortresses, and travel the Planes. You will become connected within the divine heirarchy of your patron deity, and gain a metaphysical connection to an outer plane. You will complete an epic quest that will unlock your mortal potential that will enable you to advance into Epic Levels.

Level 21-40 will be the Epic years. Your fame and prestige will grow. You will become mighty among the movers and shakers of the Realms. You will meet and befriend or oppose the mighty NPCs of the Realms (including Elminster, the Symbul, etc...) You will expand your mortal holdings into the Planes, and create power bases from which to expand your influence. You will become the Chosen of your patron deity, and become a high ranking servant in their divine hierarchy. You will oppose rival gods and save the universe from destruction at the hands of elder gods using epic artifacts. As you advance in power, your prestige and influence will grow so that you are constantly sought out by lesser heroes who seek your aid or advice, and you will become the leaders of your organizations and powerful political forces in the Realms.

[note: cut this part out before giving to players...]
[At level 40, an evil god will imprison AO, and the universe will be plunged into deep danger. As the mightiest of all mortals, you will be called upon by your patron gods to travel where gods fear to go to free the creator from this vile prison. You will climb the Spire in the Outlands and reach the creator's prison, but then the universe will be destroyed and reformed in a mockery of its former existence. You will be infused with the divine consciousness of AO, and become 100th level characters in a new, unstable world. You will use your new power to craft epic spells that can be used to restore the universe, you will battle the demons and unimaginably powerful foes that oppose you and free AO from his prison. The world will be restored, and you will be returned to 40th level, but with a divine spark now ignited, with divine rank 0. You will now be immortals.]

But AO will be gone. No one knows if he was destroyed, or is simply withdrawn. This will precipitate a new Time of Troubles, as the evil gods begin to sense an opportunity to seize greater power. You will become caught up in a war among the gods, and as you defeat divine opponents, you will gain divine ranks, at first assuming a portion of their portfolios, and then generating your own portfolios and religions. Ultimately, you will end the wars, perhaps by restoring AO's presence, and finally assume your place among the remaining pantheon of Faerun.

How's that for a campaign arc? Too ambitious?

Here's another thought I've had. I think I'll state this up front for the players:
Your characters will not die permanently. There will always be someone who is interested in restoring you, using whatever magic is required. Death will still be a pain, because it will be a setback to your goals, and because (at higher levels) very powerful adversaries may take great pains to ensure that it is difficult to restore you.

Thus you will want to create a character that has the potential to be engaging across 60 levels of play. This will be an immense challenge, so think long and carefully.


Ozmar the Ambitious DM

Not bad, interesting, but I would give them the option for a divine rank or more xp. If you take a divine rank I don't think you can gain levels anymore, and they might prefer that.

Where do you live in Minneapolis?
 

DM-Rocco said:
By using the term "teleport" I am of course refering to a means in which to go from one place to another, not the spell itself. So, yes, I know the gods can't enter, and I also know that no magic works on the spire, including divine ranks, and I know that you can only enter Sigil through a portal and that the Lady of Pain controls who enters and who doesn't. Kinda of why I started out the mayhem at the base of the spire, cause the Gods can't scry or read the future for events that start in the dead zone.;)

OK. Just so we're clear on that. ;)

So how do the uber-cleric and uber-wizard get the magical ritual started at the top of the Spire? Are we just going to say that they can b/c magic works at the top? After all, Sigil is at the top and magic works fine in Sigil, right? (Nevermind the impossibility of climbing an infinitely tall Spire... we'll just leave that as one of those Epic-level impossible feats that some people can do...)

Ozmar the Credulous
 

DM-Rocco said:
Not bad, interesting, but I would give them the option for a divine rank or more xp. If you take a divine rank I don't think you can gain levels anymore, and they might prefer that.

Where do you live in Minneapolis?

That's an interesting thought. I haven't worked out in my mind yet whether or how to combine regular XP-based advancement and divine ranks. I definitely want them to gain divine ranks and take on the gods, and I am not sure if they should also be gaining character levels at the same time.

I live in Cottage Grove. Work in Bloomington. Do you live in the Twin Cities?

Ozmar the Midwesterner
 

Ozmar said:
OK. Just so we're clear on that. ;)

So how do the uber-cleric and uber-wizard get the magical ritual started at the top of the Spire? Are we just going to say that they can b/c magic works at the top? After all, Sigil is at the top and magic works fine in Sigil, right? (Nevermind the impossibility of climbing an infinitely tall Spire... we'll just leave that as one of those Epic-level impossible feats that some people can do...)

Ozmar the Credulous

Everything has a breaking point, the cleric and the wizard have been camped at the base of the spire of generations, working on epics spells to over come the limitations of magic. They still can't cast magic, but through epic research, they are able to find a way to release magic events. While these magic events are in place, with the aid of items of focus that they create, they can cast spells, thus the need to make the magic events happen in the first place.

Of course, it is unpredictable and tough to control, thus our adventure hook, but is they did manage to do what they wanted, what would they do with that power? Not sure, perhaps become Gods in the own rite, without the aid of other Gods. Maybe they are mad at thier fifth grade English teacher or the guidiance counsler who said they would never amount to anything and they want to destroy the cosmos. Either way, they have powers that the rest of the cosmos doesn't is the short answer.
 

Ozmar said:
That's an interesting thought. I haven't worked out in my mind yet whether or how to combine regular XP-based advancement and divine ranks. I definitely want them to gain divine ranks and take on the gods, and I am not sure if they should also be gaining character levels at the same time.

I live in Cottage Grove. Work in Bloomington. Do you live in the Twin Cities?

Ozmar the Midwesterner

Oh, your a Grover who has to wade through the New Pit to get to work. Well, that is hardly Minneapolis, sheeze, get off my thread.:p

St. Paul, and when I say St. Paul, what I really mean is St. Paul.;)

Ah well, I guess you can stay, but no more blatant lies:cool:
 

Yeah, that pit does suck. But just think what it will do to my prop values when its done (in 5 years or so...)

Actually, I was living in Minneapolis when I wrote my profile. I've since moved to CG. Maybe I should update it...

Edit: Aha!

Ozmar the Updated Grover
 

Ozmar: That's an ambitious campaign indeed! I can't even keep a campaign together over 10 levels.

I finished the rouge character. It can still use fine-tuning, and I didn't do the level-20 version yet, but she's basically done.
I post it in abbreviated form below, and in full glory in the attachment.


Laila, the Ghost in Shadows CR 100
Female Halfling Rog 50/ShD 20/PrW 30
NG Small Humanoid (Halfling)
Uses SRD
---
Init +52; Senses darkvision 180 ft.; Listen +233, Spot +242
Languages Common, Goblin, Halfling
---
AC 96, +5 when incorporeal; touch 55, flat-footed 52; Concealment 40%
Hp 3307 (100 HD) Immune enchantment, divination, energy drain, energy; SR 110
Fort +76, Ref +99, Will +71 (+2 morale vs. fear)
Spd 50 ft. (shadow walk at will)
---
Melee (Incorporeal) Two-Bladed Sword +109/104/99/94 and +109/104/99/94 (1d6+10+3d6 electricity 18-20/x2+3d6 electricity, and 1d6+10+3d6 cold+1 Con+2d4 negative levels 18-20/x2+3d6 cold)
Melee Two-Bladed Sword +78/73/68/63 and +78/73/68/63 (1d6+23+3d6 electricity 18-20/x2+3d6 electricity, and 1d6+16+3d6 cold+1 Con+2d4 negative levels 18-20/x2+3d6 cold)
Ranged Shortbow +120/120/115/110/105 (1d4+22+3d6 cold 19-20/x3+6d6 cold 70’) (Rapid Shot)
Base Atk +54; GRP +67
Atk Options 31d6 lingering crippling (-2 Str) sneak attack, improved legerdemain (6/day), combat reflexes, sneak attack of opportunity, power attack, spellcasting harrier, swarm of arrows, opportunist
Combat Gear
---
Abilities Str 36, Dex 98, Con 69, Int 23, Wis 58, Cha 21
SQ trapfinding, improved uncanny dodge (level 70), improved evasion, trap sense +11, greater invisibility (CL 20) 6/day, improved legerdemain 6/day, incorporeal 6/day, shadow form 6/day, dexterous fortitude, dexterous will, epic dodge, fast healing 3, haste 3/day, quickened etherealness, defensive roll, slippery mind, shadow illusion, hide in plain sight, shadow jump (5,210 ft.), summon shadow (6 of 13 HD), trap sesne
Feats
Alertness, Combat Reflexes, Dexterous Fortitude, Dexterous Will, Dodge, Epic Dodge, Epic Skill Focus (Hide), Epic Skill Focus (Search), Epic Skill Focus (Spot), Epic Speed, Epic Weapon Focus (tbS), Exotic Weapon Proficiency (two-bladed sword), Extended Lifespan, Fast Healing, Great Dexterity, Greater Two Weapon Fighting, Improved Darkvision, Improved Darkvision (2), Improved Initiative, Improved Sneak Attack x6, Improved Two Weapon Fighting, Mobility, Lingering Damage, Point Blank Shot, Power Attack, Rapid Shot, Run, Self Concealment x4, Skill Focus (Hide), Skill Focus (Search), Skill Focus (Spot), Sneak Attack of Opportunity, Spellcasting Harrier, Stealthy, Superior Initiative, Superior Two Weapon Fighting, Swarm of Arrows, Trap Sense, Two Weapon Fighting, Weapon Focus (tbS), Weapon Focus (bow?)
Skills
Balance +64, Bluff +19, Climb +65, Decipher Script +66, Disable Device +89, Escape Artist +147, Hide +267, Jump +55, Listen +233, Move Silently +251, Open Lock +147, Perform Dance +15, Search +222, Sleight of Hand +104, Spot +242, Swim +23, Tumble +167, Use Magic Device +35, Use Rope +49 [90 Perfect Wraith skill ranks not allocated]
---
Possessions [plus 2,119,407 gp, and +5 inherent to all abilties]
Headband of Intellect +6 (36,000 gp)
Belt of Epic Strength +25 (6,250,000 gp)
Charm of Charisma +6 (72,000 gp)
Amulet of Proof Against Detection and Influence (constant mind blank, CL 21), supplying also +40 enhancement to Wisdom and +50 to Constitution. (49,252,000 gp)
Boots of Shadowy Swiftness +50, with Shadow Walk (CL 24) at will (25,220,000 gp)
Robe of Ethereal Shadows, it functions as a ghost touch armor granting +11 armor +30 enhancement. The wearer further enjoys a +100 competence bonus to Hide, and can turn ethereal as a quickened action. (28,797,000 gp)
Mantle of Epic Spell Resistance 110 (9,800,000 gp)
Animated +1 Buckler of Exceptional Arrow Deflection (1,210,150 gp)
Ghostsoul, a two-bladed sword. One blade is an adamatine +10 undead dread ghost touch lightning blast keen weapon always sheethed with electricity. The other is a cold iron +10 ghost touch icy blast keen wounding weapon that deals 2d4 negative levels on a hit (Fort DC 25 to release, 5 temporary hp per negative level for 1 hour, 10 on death). Ghostsoul’s wielder is immune to energy drain. (21,144,343 gp)
Charm of Move Silently +100 (20,000,000 gp)
Charm of Spot +100 (20,000,000 gp)
Charm of Listen +100 (20,000,000 gp)
Charm Search +100 (20,000,000 gp)
Compostie +22 Shortbow of Unerring Accuracy, Icy Blast, Holy Power, Distant Shot, Ghost Touch, Keen . (50,000,000 gp)
Ring of Universal Energy Immunity (2,160,000 gp)
---
Special Abilities:
Skill Mastery (Ex): Hide, Move Silently, Listen, Spot, Search,Tumble, Disable Device, Open Lock.
 

Attachments


Very nice.:)


I have a friend working on a 100th level Cleric and I have started a Wizard.

If my math is correct, and I am sure it is, and my knowledge of the epic feats is correct, and I am kinda sure it is, I think the 100th level wizard is completely broken. The other classes are nutty, but they have limits. Clerics kill almost any undead that walks within 60' of them, rogues can sneaks attack for hundreds of points of damage, Dwarven Defenders can get up to a 250 DR/- but a wizard can do 160,000 points of damage in a single round, and that is if you make your saving throw. Of course it involves a ton of feats and a Intensifed timestop and a bunch of other fun spells too, but it can be done and without Epic spells.

Anyway, I'm going to finish him and post him and give you the example of the massive damage combo. Not because I think we shouldn't have mages, but to show how we may have to limit a few feats.

I wonder if that would call for a new optional rule. Kinda along the lines of 50 hitpoint massive damage death rule. If you do over a 100,000 points of damage in a single round, have the world makes a saving throw or a portion of it cracks off of the Prime Material Plane and floats into space.;)
 

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