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Serious inquiries only please - 100th level adventure hook and module in development
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<blockquote data-quote="DM-Rocco" data-source="post: 2550867" data-attributes="member: 14451"><p>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.</p><p></p><p>END OF THE COSMOS AS WE KNOW IT...(temp title)</p><p></p><p> 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. </p><p></p><p> 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.</p><p></p><p> 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.</p><p></p><p> 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.</p><p></p><p>“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.</p><p></p><p>Campaign Setting</p><p> 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.</p><p> The module was designed with the following source books and we tried to keep things simple by limiting the number of books allowed:</p><p></p><p>Character creation books</p><p> The Player’s Handbook 3.5</p><p> The Dungeon Master’s Guide 3.5</p><p> The Monster Manual 3.5</p><p> The Epic Player’s Handbook 3.0</p><p>Other source books for play</p><p> The Book of Exalted Deeds 3.5</p><p> The Book of Vile Darkness 3.5</p><p> Deities and Demi-Gods</p><p> Faiths and Pantheons </p><p></p><p> 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.</p><p></p><p>Preparation</p><p>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.</p><p></p><p> 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.</p><p></p><p>Character Creation</p><p>Sources allowed are PHB, DMG, MM, and EPHB. Alternative sources are DMGII, MMII, MMIII, BOED, BOVD, </p><p>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.</p><p>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.</p><p>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. </p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>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. </p><p>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:</p><p>- No item may be exceeding 50,000,000 gp in price.</p><p>- Items that increase ability scores are capped at +30 enhancement bonus. You can only use enhancement and inherit bonuses for ability score increases.</p><p>- Skill increases are capped at +100 competence, no other bonus allowed.</p><p>- Weapons are capped at +50 enhancement bonus. This is divided into max +25 enchantment bonus and max +25 special abilities.</p><p>- SR items are capped at 112.</p><p>- 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. </p><p>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.</p><p>Making a quick 100th level character</p><p>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. </p><p>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.</p><p>If you go for a straight class, here are your bonus feats for over 20th, or epic, levels:</p><p>The epic level Fighter would gain 40 additional bonus feats</p><p>The epic Cleric and Paladin would gain an additional 26 bonus feats </p><p>The epic Rogue would get 20 additional feats and 50d6 sneak attack and + 30 against traps</p><p>The epic Wizard and Sorcerer would gain 20 bonus feats</p><p></p><p>More to the point, this is starting to set a standard of capabilities I think. I suggest the following Value Guidelines:</p><p>*hp should around 3000 hp for front-line combatants, 1000 to 2000 for secondary combatants and other characters.</p><p>*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. </p><p>*Attack bonus of +100 or so is needed for secondary combatants, and frontliners can reach +140 or so.</p><p>*Spell DCs reach 71 or so; almost anyone saves automatically. </p><p>*Saves are often set too high; +71 or so should suffice. (Epic spells may break this.)</p><p>*A reasonable (optimal) damage output will be around 1000 hp/round, around 3000 is deadly and below 500 is weak.</p><p> </p><p>Why play/design a 100th level module?</p><p>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.</p><p></p><p>We quickly came together as a group of PCs and DMs to design 3.5s version of a 100th level module.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="DM-Rocco, post: 2550867, member: 14451"] 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. [/QUOTE]
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