Sharing the love for Epic play

I don't "dislike" epic level play. I'd love to be a player in an epic level campaign. As a DM however, I'm far too technical to actually be able to enjoy an epic level game. I'm not so bad a rules-lawyer as I am bad about spending quite a few hours in the design of anything that you would call "combat" and the time expenditure grows exponentially with character levels.
 

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We just hit epic levels and had our first epic encounter last night(i.e. a monster that had access to epic spells and feats). We just finished up city of the spider queen. Possible spoiler ahead:






WE nee to destroy the claw of the revenancer So we have to have a Crystal dragon use it's breath weapon of light on the claw at sunrise on the first day of spring. The dragons city that and lands that she has protected and loved for so long has been invaded by a big nasty Red/Black great wyrm that recently awoken from it's ancient slumber and is on a rampage. The dragon has DR of 20/+8 and SR of 38 due to an epic tatoo type thing and an epic level staff that can cast intensified sonic orb at 29th and intinsified force orb at 29th(10d6+180pts dmg.) Also the Dragon has spell stowaway and everytime a heal spell goes off. *BAM* the dragon is healed also. This was a very tough battle.

Now all the mages have gone missing no amount of divinations have helped and suspect something out of the BoVD is behind this. I love epic play very much more strategy is involved because there is an element of the unknown.

The Seraph of Earth and Stone
 


last night's session

Hi,

Well, we played last night. The PCs were inside the iron fortress of Mithrengo and were attacked by the remaining defenders. This time, I used four vrocks and four hezrou, but they were led by a nalfeshnee with 10 levels of fighter and an Angelkiller sword (from the Book of Vile Darkness). Much more challenging for the PCs! The funny thing was that they spent quite a lot of time trying to break up the vrocks' dance of ruin, but allowed two hezrou to cast unholy blight for 10d6 damage each several times. The save DCs were easy for them to make, but these two were still dishing up 25 damage each round. As for the nalfeshnee fighter -- he sundered the monk's headband of perfect excellence (oops!) and damaged the paladin's holy avenger before the wizard mazed him and then wiped him out with a sonic meteor swarm when he finallly found his way back.

The combat ran pretty smoothly, but still took over an hour to resolve -- the dwarf fighter/rogue has two weapons and rather a lot of attacks.

So, weaker monsters are still fun, but you need a big bastard to seriously challenge the party.

Cheers


Richard
 

I just had my first player hit epic last game. For those who played epic before, any suggestions on what to do or potential obstacles to look out for? How do you handle the obscene xp costs of epic magic items and epic spells?
 

LordVyreth said:
I just had my first player hit epic last game. For those who played epic before, any suggestions on what to do or potential obstacles to look out for? How do you handle the obscene xp costs of epic magic items and epic spells?

Congrats, LordV! You have a lot to look forward to! :D

It's hard to give any meaningful advice without knowing anything about your campaign or your PCs, I'm afraid... As for epic items I use the rules as they are, works just fine. Of course, all my players are evil to the core and make frequent use of Dark Craft XP (BoVD). ;) Epic spells have strangely enough only been used by NPCs so far, but I've planned for them to find extensive notes on the development of a number of epic spells and a Rod of Epic Spellcasting in the next treasure they get. They used to belong to a long diseased cleric who once developed those spells himself. I'll allow the PCs to develop the spells the notes refer to for half the gold and XP cost, if one of them ever picks up that feat.

I hope one of them does. It'd be cool to see what spells he'd develop! :cool:
 

Pre-made adventures for Epic play?

My problem is that I can't seem to find high level, let alone epic level pre-made adventures. For instance, right now I've got the PCs on an adventure that'll take them to about 15th-16th level, but I'm going to be stuck there --- I need a bridge adventure to take them to about 18th. I guess I can use "Lord of the Iron Fortress", but that's 3.0 and I'll have to make a ton of adjustments, especially to NPCs. Sigh. It's all work.
 

Jolly Giant said:
I've noticed there's a lot of people that are very negative to high-level D&D ( :confused: )

Just to enlighten you on why I, personally, abohor the ELH, I hate the overly complex rules, the lack of balance, the wonky CRs, the magic system that isn't even consistent with itself (much less regular D&D) and the huge amount of effort that has to be put into creating characters.

IMO, you can do a great epic storyline starting around 15th or 16th level. By then, the fighters can wade through a well equiped army and come out winning, a wizard can unleash destruction on a city, and a cleric can do both. :D If that's not epic, then what is? 20+ level play is just more of the same, but with different rules.

And they're complicated rules that attempt to "fix" a system and make it epic, without realizing that nothing is broken - normal high level D&D is already epic. I suppose if you hit lvl 20 and want to keep playing, it's fine, but high level regular D&D is already as epic as it gets, so I don't see the need in making characters that high right off the bat.
 
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Ok, I know I said I'd post some tasty morsels from my own campaign, but annoying distractions (like work...) have stolen my board-time lately, ( :] ) but here comes a few memorable moments now:

Way back at level 18, the PCs allied with a temple stronghold the size of large town. It's construction started 60 years ago, and finished only a couple of years ago. It was financed by a high-level orc blackguard. His dream was for the forces of evil to stop fighting among themselves and unite against the forces of good instead.

The temple now housed roughly 5000 orcs, goblinoids and kobolds, plus a few handfuls of lizardfolk, ogres, hillgiants and minotaurs. It had a rich supply of clerics (all of whom had a squad of undeads each under their control) and they had "schools" for blackguards, ravagers and warriors of darkness.

These were the people my PCs hired to build them the biggest ship the world had ever seen. Two weeks journey inland... A lot of the evil creatures living in the temple had never even seen the ocean! However, the PCs had plans sail the ship through the air.

The ship was eventually finished, the PCs added the neccessary magic so that it levitated. In addition, whoever is at the helm can use Control Winds at will, Planeshift 1/day and Storm of Vengeance 1/week, and the ship itself is fire resistant.

The day the ship first levitated off the ground, even Fahrlanghn himself, the deity of travel, came to witness the launching of the mightiest means of transportation in all of history. Of course, such an event had to be celebrated!

In the evening the dreaded pirate captain Karu pulled out a bag of holding full of booze and threw a party for the entire temple. The high point of the evening came when Karu conducted a massive sacrificial ceremony to thank the PCs' vile deities for the fortunes that had allowed them to build this amazing ship... Several demons were summoned to witness the act and provide guidance to captain Karu as he conducted the "service".

The ceremony started with the destruction of a number of good-alligned weapons, armors and other items the PCs had looted off their defeated foes. All the items were piled into a huge granite "bowl" and a small army of evil clerics (Rasputin among them) all cast Flame Strike to melt the items in unholy fire. After that came the sacrifice of 50 humanoid slaves to further please the evil deities, and finally they sacrificed 7 of their long-time enemies. (They had finally managed to capture them alive, and figured that by giving their souls to Erythnul, Nerull and Tiamat they didn't have to worry about anyone ressurecting them... ;) )

The sacrificial rules in BoVD states that once in a lifetime, a deity might reward a mortal with a wish for a particularly impressive sacrifice. In front of thousands of drunken, evil creatures, captain Karu pulled that of that night. The sound of huge bass drums seemed to be coming from down in the ground and the PCs started to slowly levitate...

The temple grounds and the sky both split open with a deafening boom! Flickering orange light, like that from a raging fire, shone upon the PCs from above and below. Fiends of all descriptions appeared from the cracks and watched silently as the five PCs started to transform...

Captain Karu underwent the greatest transformation, as his already impressive muscles rippled and swelled, his eyes turned yellow, his skin became scaly and massive bat-like wings started to grow from his back.

The others changed in less obvious, but still noticeable ways; the evil inside them seemed to become manifest on the outside. Their teeth became sharper, their ears pointier, the nails longer and sharper and their eyes seemed to gain a malignant spark...

Eventually the five started to slowly sink towards the ground again. The fiendish spectators withdrew back into the cracks in the ground and in the air above just before they closed and drums faded away.

Captain Karu soon realised he had gotten his greatest wish fulfilled; he now shared some of the powers of the demons that serves his master Erythnul. Not only that, but his companions also seemed to have gained a little of that power! ...and of course, their reputation within the temple was beyond all they could ever have hoped for!

The next day, 3000 of the inhabitants of the temple voluntared to join up as crew for the new ship! Obviously, the PCs couldn't take them all onboard, so captain Karu spent a couple of weeks picking out who would be allowed to join. They eventually sailed of with 120 orc and hobgoblin warriows of darkness, blackguards and ravagers, goblin assassins, kobold sorcerors, a few clerics and assorted craftsmen.

********

As I said in the beginning, this was before the PCs actually turned epic, but it was such a pivotal event in the campaign and explains so much about the characters, I figured it was a good place to start.

Game technically, Karu gained the half-fiend template and the others got the fiendish template. If you look at my discriptions of the PCs in the beginning of this thread, you might notice the drow rogue doesn't have any template. That's because that guy played a shifter at the time, but he retired that character after 3.5 came out.
 

Thorin Stoutfoot said:
I guess I can use "Lord of the Iron Fortress", but that's 3.0 and I'll have to make a ton of adjustments, especially to NPCs. Sigh. It's all work.

I wouldn't worry about the adventure being 3.0, rather than 3.5 -- who will notice?

Do you get Dungeon? There have been a number of decent adventures at levels 15-16.

Cheers


Richard
 

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