Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Serious inquiries only please - 100th level adventure hook and module in development
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Turanil" data-source="post: 2451629" data-attributes="member: 9646"><p>Okay, I propose you in more detail my shortened / streamlined version of this adventure:</p><p></p><p></p><p><span style="font-size: 15px"><span style="color: Orange"><strong>The World's End - 100th Level Adventure</strong></span></span></p><p></p><p></p><p><span style="font-size: 12px"><span style="color: Plum"><strong>1 - Introduction</strong></span></span></p><p></p><p>Some obscure legends have hinted that before the dawn of time was a god so vile and so horrific, that all of the deities, good and evil, lawful and chaoric, united their powers to banish him into the void. The vile deity was so powerful in fact, that all the gods of all pantheons hadn't united, they would never have defeated him. </p><p></p><p>However, the truth is slightly different from the almost forgotten legend. The truth is that the multiverse was born from the thought of the "Creator God". It was he who gave birth to the first deities who in turn created all what exists in the universe. The "Creator God" wasn't evil, neither good. But he was nearly omniscient and omnipotent. Hence, all the ancient deities of the dawn of times united their efforts and banished him into the void to get rid of his rule.</p><p></p><p>Eons later, more and more people got the idea to create monotheistic religions. Then, their combined faiths and prayers eventually awoke a tiny spark of consciousness in the slumbering Creator God, far away in the void where he had been banished. As such, he was able to incarnate two minuscule sparks (and maybe also a third) of his mind into two humans (and also maybe a gnome...). These three character grew and evolved, and lived long enough so they would ventually become 100th level characters: a gnome, cleric, and wizard. Note that it is hinted that they were the only characters in all history of the multiverse to achieve this "impossible" level.</p><p></p><p>Finally, the cleric and the wizard met, and went to the Outland's spire to perform an event of ritual magic of unthinkable scale... However, before they would finish their work, a group of 20th level adventurers was led there by their deities, obscure prophecies, or what not, in order to investigate.</p><p></p><p></p><p><span style="font-size: 12px"><span style="color: Plum"><strong>2 - The Multiverse in Peril</strong></span></span></p><p></p><p><span style="color: Silver">The story starts with the party receiving a warning from there Gods so strong that it wakes your character, whether you are sleeping, in a coma or even from the grave. A wizard and cleric of surprising power have evaded the premonitions of the Gods by plotting and planning events for a powerful magical event. They evaded the divine power of the Gods ability to see into the future by planning for this event at the base of the Spire in the Outlands where the God cannot see. They have climbed to the top of the Spire and began their magical event by creating a Burning Eye of Al-Ghautra. For those of you not familiar with Magical Events, see chapter 3 of the DMGII.</span></p><p><span style="color: Silver"></span></p><p><span style="color: Silver">The Burning Eye of Al-Ghautra is just the beginning, but they have also started a new magical event, an Elemental Swarm (new one I made up for this adventure) that prohibits magic from those not protected in a certain way, and as it is a unique event, only the wizard and the cleric have this power, not even the Gods understand it. The top of the Spire is also the site of a circle with the Spirit of Nature’s Rage. The burning eye is slowly growing, so those who teleport to Sigil find the city in flames and also discover that the Lady of Pain is occupied trying to hold the city together from the vast amount of magical energy forming on the Spire tip. </span></p><p><span style="color: Silver"></span></p><p><span style="color: Silver">No way can be found from Sigil to get to the top of the Spire, you have to go to the Outlands and travel from the outer most part of the plane towards the center to the Spire. Every God is concerned and has called a truce of sorts, so every race is represented and all of the Gods have gathered in the Outlands to try and come to a solution. The progressive failings of magic as you get closer to the Spire means that most won’t get to close and most of the Gods will not come closer than 301 miles from the spire as they will lose their divine ranks. A few will deem this threat powerful enough to venture to the top of the Spire itself, however.</span></p><p></p><p>So the PCs have to climb the spire. See it as a gigantic mountain that reaches beyond the sky. During their travel they should ride Rocs. Then they must make at least one encounter: they are not alone on this quest, as other groups have been sent by other deities! One interesting and useful encounter: a group of powerful fiends with their leader being somewhat a demon prince. Here they are normal (not taking into account the anti-magic nature of the place); they must be fought, but some must escape as later they will encounter the PCs again, but having beng improved themselves by the magical event as the PCs will.</p><p></p><p><span style="color: Silver">Once the party over comes the problems to get to the top of the Spire, should be fun without magic, a third magical events begins. The party sees the wizard and the cleric standing under the Burning Eye of Al-Ghantra on either side of a Sphere of Annihilation . There may or may not be an encounter where the evil doer’s can monologue and/or fight, but before the party gets to crazy, the wizard and cleric complete the next magical event and open a Consuming Vortex of Traal right behind the Sphere of Annihilation. The area if flooded with Negative and Positive energy. Once a few of the Gods enter the area, something unexpected occurs, the Magical event of the Elemental Swarms falters and an Elder - Mega Xag-Ya and an Elder - Mega Xeg-Yi, (energons page 168 of the MotP), enter the area and once they see each other they converge on each other and explode, causing the wizard and the cleric to lose control of the Sphere of Annihilation which gets sucked into the Consuming Vortex of Traal and then pulls in the Burning Eye of Al-Ghautra, causing a massive explosion across the cosmos.</span></p><p></p><p></p><p><span style="font-size: 12px"><span style="color: Plum"><strong>3 - The PCs Are Reborn Phoenixes</strong></span></span></p><p></p><p>The Wizard and Cleric were trying to bring back the Creator God, but with the gods, the PCs, and others interfering the magical ritual went wrong and opened a rift in the multiverse. In addition, the PCs (and unknown to them the demon-prince and his fiends, plus maybe yet others) were flooded with power from the Creator God. </p><p></p><p><span style="color: Silver">As such, the PCs are basically recreated, atom by atom, and on the plus side, for the time being, they have got the powers of 100th level characters, yeah! (They can also temporarily be a different race, remember they are parts of many different races, but no divine ranks. Now they make their 100th level character. Please no leadership feats.) </span> Otherwise, as 100th level characters, they still have the same gear they did when they were 20th level, this will reduce the massive power or way to much disposable income of a 100th level character.</p><p></p><p></p><p><span style="font-size: 12px"><span style="color: Plum"><strong>4 - The Observatorium</strong></span></span></p><p></p><p>Because of the event there is now above the spire a rift that lets sip into the world a growing sphere of anihilation that begins to suck everything into it like it was a black hole. Even if they are 100th level, the PCs cannot enter the sphere of anihilation without being instantly destroyed. They must find help or prepare themselves, or whatever. But in the end it becomes clear they need special magic, and to get it they will have to seek it into the fabled and legendary "Observatorium". </p><p></p><p>It happens that here has waited for centuries a gnome of incredible power... </p><p></p><p><span style="color: Silver"><strong>The Ajah Armory</strong></span></p><p><span style="color: Silver">Created under the working name of recursive co-terminal multi-functional all terrain interdimensional closet of useful things by Mizledorf, the Patron Saint of Gnomes Everywhere, Founding Liege of Kirpah Nasmong- a Gnomish Utopia (Male Celestial Gnome/Bard 33, Illusionist 33, Tinker 33/N). One day Mizledorf realized the name was too long (everyone else would just tune him out when he started to say "recursive"), and he said "Ah hah!" with great triumph. However, his yiddish accent made it sound like "ajah!" And thus his culturally bankrupt allies dubbed the armory the Ajah. </span></p><p><span style="color: Silver">How it works: Once attuned to the Ajah, a character need only concentrate as a standard action and whatever piece of equipment they desire appears equipped on them. They make a requisition check: d20 + Concentration. The check is made against the purchasing DC of the requisitioned item. Items worth 35,000 gold or less (DC 40) have no effect on the Ajah. Items (or collective "purchases") worth more cause the Ajah's new wealth to decrease until said items are returned. The wealth loss for a single requisition equals = 1/3 (purchase DC - wealth bonus) rounded up. The Ajah has a base wealth bonus of 40.</span></p><p></p><p>So, the PCs must convince the gnome to aid them. If successful, he will give them his armory that will be invaluable to create the two or three mighty epic spells of ultimate power that will bring everything back to normal. They can also craft a few epic magical items while they are there...</p><p></p><p><span style="color: Silver">I think this is a good time to introduce the Gods for the PCs to fight and also to have them face mass assaults from armies and such. A good chance for them to really flex their massive abilities by slaying hoards of demons and devils and angels and undead and whatever else we choose.</span> The trick is to let them fight "normal" powerful critters to see how munchkin they have become...</p><p></p><p></p><p><span style="font-size: 12px"><span style="color: Plum"><strong>5 - The Castle In The Void</strong></span></span></p><p></p><p>Thus, with the first of the three epic spells, the 100th level PCs are able to teleport into the huge growing sphere of anihilation (without being instantly erased from existence and memory). They land on a rocky island in a black sea under a pitch black sky. On top of the island they see (at 100th level they have got the mean to see through the darkness, otherwise they are blind) a strange tower resembling a horn 300 fet tall. </p><p></p><p>What the PCs don't know, is that they are in the Creator God's mind and dreams. Being inside his mind, they are protected from the anihilating void's destruction. Note however, that the Creator God barely resists utter anihilation himself, and thus create things (the whole dungeon) that are puny and insignificant with regard to what he was able to do originally. The island in the black sea is in fact the top of his head with his left horn. This symbolically represents the last spark of his immense powers that resists utter anihilation inside the great void.</p><p></p><p>The PCs enter the tower. If they choose the underground instead of the tower's entrance, they arrive into a huge cavern almost entirely filled with water. Place is furthermore equivalent to an anti-magic shell. Inside are four advanced half-fiend krakens, plus an aquatic advanced half-fiend tarrasque. So, unless having artifacts or ways to circumvent anti-magic, they must swim and fight the monsters below. This is made especially difficult because halfway through the flooded dungeon they encounter a elder water elemental who uses its power to create a whirlpower and tries to pins the party with its force. It is extremely powerful to pin such high level PCs, but the Krakens and the Tarrasque should be large enough that they would be uneffected.</p><p></p><p>Further into the dungeon and tower, it appears evident that the PCs are in the living and everchanging dreamscape of a powerful being with a split identity. Tow of these identities are the Cleric and Wizard who created all this mess. None of them can understand or remember that they are part of this place, and instead try to control it. It's like a much lesser aspect of the Creator God attempted to be himself with all his powers. </p><p></p><p>In any case, the PCs must battle various epic monsters and traps. In the end, they meet with the demon-prince and his fiends that they had met in the beginning of the adventure on the spire. They have been themselves improved, and thus are now a match for the PCs. They too want to destroy the cleric and wizard, to take over the Creator God and become master of the universe (or so they believe). PCs must eventually understand that they must not kill the cleric and wizard, bt unite them to the Creator God's remaining mind with the last epic ritual of magic. If they succeed, the Creator God regains some of his awareness and sanity. </p><p></p><p></p><p><span style="font-size: 12px"><span style="color: Plum"><strong>6 - Epilogue</strong></span></span></p><p></p><p>What happens thereafter also depends of the PCs' actions. Some possible outcomes:</p><p></p><p>-- The Creator God sends the PCs back to their world stripped of the undue power (levels), but in the meantime repairs the mess, and leaves the Universe to build another one beyond...</p><p></p><p>-- The Creator God slays all the pantheon gods and reshapes the multiverse. Magic disappears, and now the world awake as in real life. PCs are normal (20th level, but no more any magical equipment), but live on Earth during the middle ages. What it was before (D&D and wonder) is not entirely forgotten, but remains now only in legends. (Thereafter you begin a d20 modern campaign without magic.)</p></blockquote><p></p>
[QUOTE="Turanil, post: 2451629, member: 9646"] Okay, I propose you in more detail my shortened / streamlined version of this adventure: [SIZE=4][COLOR=Orange][B]The World's End - 100th Level Adventure[/B][/COLOR][/SIZE] [SIZE=3][COLOR=Plum][B]1 - Introduction[/B][/COLOR][/SIZE] Some obscure legends have hinted that before the dawn of time was a god so vile and so horrific, that all of the deities, good and evil, lawful and chaoric, united their powers to banish him into the void. The vile deity was so powerful in fact, that all the gods of all pantheons hadn't united, they would never have defeated him. However, the truth is slightly different from the almost forgotten legend. The truth is that the multiverse was born from the thought of the "Creator God". It was he who gave birth to the first deities who in turn created all what exists in the universe. The "Creator God" wasn't evil, neither good. But he was nearly omniscient and omnipotent. Hence, all the ancient deities of the dawn of times united their efforts and banished him into the void to get rid of his rule. Eons later, more and more people got the idea to create monotheistic religions. Then, their combined faiths and prayers eventually awoke a tiny spark of consciousness in the slumbering Creator God, far away in the void where he had been banished. As such, he was able to incarnate two minuscule sparks (and maybe also a third) of his mind into two humans (and also maybe a gnome...). These three character grew and evolved, and lived long enough so they would ventually become 100th level characters: a gnome, cleric, and wizard. Note that it is hinted that they were the only characters in all history of the multiverse to achieve this "impossible" level. Finally, the cleric and the wizard met, and went to the Outland's spire to perform an event of ritual magic of unthinkable scale... However, before they would finish their work, a group of 20th level adventurers was led there by their deities, obscure prophecies, or what not, in order to investigate. [SIZE=3][COLOR=Plum][B]2 - The Multiverse in Peril[/B][/COLOR][/SIZE] [COLOR=Silver]The story starts with the party receiving a warning from there Gods so strong that it wakes your character, whether you are sleeping, in a coma or even from the grave. A wizard and cleric of surprising power have evaded the premonitions of the Gods by plotting and planning events for a powerful magical event. They evaded the divine power of the Gods ability to see into the future by planning for this event at the base of the Spire in the Outlands where the God cannot see. They have climbed to the top of the Spire and began their magical event by creating a Burning Eye of Al-Ghautra. For those of you not familiar with Magical Events, see chapter 3 of the DMGII. The Burning Eye of Al-Ghautra is just the beginning, but they have also started a new magical event, an Elemental Swarm (new one I made up for this adventure) that prohibits magic from those not protected in a certain way, and as it is a unique event, only the wizard and the cleric have this power, not even the Gods understand it. The top of the Spire is also the site of a circle with the Spirit of Nature’s Rage. The burning eye is slowly growing, so those who teleport to Sigil find the city in flames and also discover that the Lady of Pain is occupied trying to hold the city together from the vast amount of magical energy forming on the Spire tip. No way can be found from Sigil to get to the top of the Spire, you have to go to the Outlands and travel from the outer most part of the plane towards the center to the Spire. Every God is concerned and has called a truce of sorts, so every race is represented and all of the Gods have gathered in the Outlands to try and come to a solution. The progressive failings of magic as you get closer to the Spire means that most won’t get to close and most of the Gods will not come closer than 301 miles from the spire as they will lose their divine ranks. A few will deem this threat powerful enough to venture to the top of the Spire itself, however.[/COLOR] So the PCs have to climb the spire. See it as a gigantic mountain that reaches beyond the sky. During their travel they should ride Rocs. Then they must make at least one encounter: they are not alone on this quest, as other groups have been sent by other deities! One interesting and useful encounter: a group of powerful fiends with their leader being somewhat a demon prince. Here they are normal (not taking into account the anti-magic nature of the place); they must be fought, but some must escape as later they will encounter the PCs again, but having beng improved themselves by the magical event as the PCs will. [COLOR=Silver]Once the party over comes the problems to get to the top of the Spire, should be fun without magic, a third magical events begins. The party sees the wizard and the cleric standing under the Burning Eye of Al-Ghantra on either side of a Sphere of Annihilation . There may or may not be an encounter where the evil doer’s can monologue and/or fight, but before the party gets to crazy, the wizard and cleric complete the next magical event and open a Consuming Vortex of Traal right behind the Sphere of Annihilation. The area if flooded with Negative and Positive energy. Once a few of the Gods enter the area, something unexpected occurs, the Magical event of the Elemental Swarms falters and an Elder - Mega Xag-Ya and an Elder - Mega Xeg-Yi, (energons page 168 of the MotP), enter the area and once they see each other they converge on each other and explode, causing the wizard and the cleric to lose control of the Sphere of Annihilation which gets sucked into the Consuming Vortex of Traal and then pulls in the Burning Eye of Al-Ghautra, causing a massive explosion across the cosmos.[/COLOR] [SIZE=3][COLOR=Plum][B]3 - The PCs Are Reborn Phoenixes[/B][/COLOR][/SIZE] The Wizard and Cleric were trying to bring back the Creator God, but with the gods, the PCs, and others interfering the magical ritual went wrong and opened a rift in the multiverse. In addition, the PCs (and unknown to them the demon-prince and his fiends, plus maybe yet others) were flooded with power from the Creator God. [COLOR=Silver]As such, the PCs are basically recreated, atom by atom, and on the plus side, for the time being, they have got the powers of 100th level characters, yeah! (They can also temporarily be a different race, remember they are parts of many different races, but no divine ranks. Now they make their 100th level character. Please no leadership feats.) [/COLOR] Otherwise, as 100th level characters, they still have the same gear they did when they were 20th level, this will reduce the massive power or way to much disposable income of a 100th level character. [SIZE=3][COLOR=Plum][B]4 - The Observatorium[/B][/COLOR][/SIZE] Because of the event there is now above the spire a rift that lets sip into the world a growing sphere of anihilation that begins to suck everything into it like it was a black hole. Even if they are 100th level, the PCs cannot enter the sphere of anihilation without being instantly destroyed. They must find help or prepare themselves, or whatever. But in the end it becomes clear they need special magic, and to get it they will have to seek it into the fabled and legendary "Observatorium". It happens that here has waited for centuries a gnome of incredible power... [COLOR=Silver][b]The Ajah Armory[/b] Created under the working name of recursive co-terminal multi-functional all terrain interdimensional closet of useful things by Mizledorf, the Patron Saint of Gnomes Everywhere, Founding Liege of Kirpah Nasmong- a Gnomish Utopia (Male Celestial Gnome/Bard 33, Illusionist 33, Tinker 33/N). One day Mizledorf realized the name was too long (everyone else would just tune him out when he started to say "recursive"), and he said "Ah hah!" with great triumph. However, his yiddish accent made it sound like "ajah!" And thus his culturally bankrupt allies dubbed the armory the Ajah. How it works: Once attuned to the Ajah, a character need only concentrate as a standard action and whatever piece of equipment they desire appears equipped on them. They make a requisition check: d20 + Concentration. The check is made against the purchasing DC of the requisitioned item. Items worth 35,000 gold or less (DC 40) have no effect on the Ajah. Items (or collective "purchases") worth more cause the Ajah's new wealth to decrease until said items are returned. The wealth loss for a single requisition equals = 1/3 (purchase DC - wealth bonus) rounded up. The Ajah has a base wealth bonus of 40.[/COLOR] So, the PCs must convince the gnome to aid them. If successful, he will give them his armory that will be invaluable to create the two or three mighty epic spells of ultimate power that will bring everything back to normal. They can also craft a few epic magical items while they are there... [COLOR=Silver]I think this is a good time to introduce the Gods for the PCs to fight and also to have them face mass assaults from armies and such. A good chance for them to really flex their massive abilities by slaying hoards of demons and devils and angels and undead and whatever else we choose.[/COLOR] The trick is to let them fight "normal" powerful critters to see how munchkin they have become... [SIZE=3][COLOR=Plum][B]5 - The Castle In The Void[/B][/COLOR][/SIZE] Thus, with the first of the three epic spells, the 100th level PCs are able to teleport into the huge growing sphere of anihilation (without being instantly erased from existence and memory). They land on a rocky island in a black sea under a pitch black sky. On top of the island they see (at 100th level they have got the mean to see through the darkness, otherwise they are blind) a strange tower resembling a horn 300 fet tall. What the PCs don't know, is that they are in the Creator God's mind and dreams. Being inside his mind, they are protected from the anihilating void's destruction. Note however, that the Creator God barely resists utter anihilation himself, and thus create things (the whole dungeon) that are puny and insignificant with regard to what he was able to do originally. The island in the black sea is in fact the top of his head with his left horn. This symbolically represents the last spark of his immense powers that resists utter anihilation inside the great void. The PCs enter the tower. If they choose the underground instead of the tower's entrance, they arrive into a huge cavern almost entirely filled with water. Place is furthermore equivalent to an anti-magic shell. Inside are four advanced half-fiend krakens, plus an aquatic advanced half-fiend tarrasque. So, unless having artifacts or ways to circumvent anti-magic, they must swim and fight the monsters below. This is made especially difficult because halfway through the flooded dungeon they encounter a elder water elemental who uses its power to create a whirlpower and tries to pins the party with its force. It is extremely powerful to pin such high level PCs, but the Krakens and the Tarrasque should be large enough that they would be uneffected. Further into the dungeon and tower, it appears evident that the PCs are in the living and everchanging dreamscape of a powerful being with a split identity. Tow of these identities are the Cleric and Wizard who created all this mess. None of them can understand or remember that they are part of this place, and instead try to control it. It's like a much lesser aspect of the Creator God attempted to be himself with all his powers. In any case, the PCs must battle various epic monsters and traps. In the end, they meet with the demon-prince and his fiends that they had met in the beginning of the adventure on the spire. They have been themselves improved, and thus are now a match for the PCs. They too want to destroy the cleric and wizard, to take over the Creator God and become master of the universe (or so they believe). PCs must eventually understand that they must not kill the cleric and wizard, bt unite them to the Creator God's remaining mind with the last epic ritual of magic. If they succeed, the Creator God regains some of his awareness and sanity. [SIZE=3][COLOR=Plum][B]6 - Epilogue[/B][/COLOR][/SIZE] What happens thereafter also depends of the PCs' actions. Some possible outcomes: -- The Creator God sends the PCs back to their world stripped of the undue power (levels), but in the meantime repairs the mess, and leaves the Universe to build another one beyond... -- The Creator God slays all the pantheon gods and reshapes the multiverse. Magic disappears, and now the world awake as in real life. PCs are normal (20th level, but no more any magical equipment), but live on Earth during the middle ages. What it was before (D&D and wonder) is not entirely forgotten, but remains now only in legends. (Thereafter you begin a d20 modern campaign without magic.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Serious inquiries only please - 100th level adventure hook and module in development
Top