Howdy Chess435 amigo!
apologies for the slow response,
I've always wondered how to properly set the sense of "scale" as it were in escalating from mid->high level threats to truly "epic" adventures and beyond. Even just constraining oneself to the ELH and not even getting into the Divine Bestiary, there are many threats that are nigh-unassailable from most things on the Prime Material. How do you handle the narrative "jump" from going to sub-epic to epic to divine to cosmic?
Its like layers of an onion.
20th-level PCs are the big fish in the small pond of 'their' planet, but are barely pawns on the immortal chessboard. Immortals are super-ceded by Dimensional Guardians (albeit the two often work together...for instance 'weaker' angels may serve good-aligned deities).
Immortals protect mortals from the things they can't handle
Dimensional Guardians keep the Universe intact (typically from Umbrals and Pseudonaturals)
Servants of Time Lords (such as Neutronium Golems) patrol the borders of each individual universe.
Time Lords police the 8th dimension
The Mazzaroth guard the 9th dimension
The Lipika (retired supreme beings) will silence threats to the 10th dimension
And how do you handle the concept that everything the players worked to build, defend, and create within the context of their first 20 levels could be obliterated at the mere whims of creatures orders of magnitude above that scale? (Who kept things safe before the players came along?)
Whats to say your home planet hasn't already been destroyed several times and been restored via unlimited wishes?
That said, forces are operating in your universe to keep the status quo.
- Sidereals/Elder Gods (and above) are typically confined and imprisoned.
- Dimensional Guardians (angels, elementals, intelligibles and inevitables defend the outer, inner, prime space and time). Umbrals and Pseudonaturals are a threat of course but that's still 4 vs. 2 in terms of protect and destroy.
- Think of each Pantheon as operating like a (real world) Country, protecting its own interests (in many cases worshippers on certain planets).
- Multiple Pantheons can act in unison (operating like the United Nations) in dire circumstances.
If the universe wasn't operating in some kind of balance it would all just unravel.
Imagine a meteor were heading to Earth. NASA find it and a secret team is sent to plant explosives at the core and blow it up.
Now imagine a living (Lovecraftian) meteor is heading to Toril, the gods send an appropriately levelled team to respond to the threat.
In both cases those living on the planet may never be aware of anything going on.
And what kind of places do you put these immensely powerful encounters? I know the Outer Planes are generally the go-to, but even the lords and lieges of those planes are generally in the mid 20's in CR.
Sort of depends how high up you go. Once you hit Demi-god you can operate in Outer Space (for instance).
Bad things are going to happen as soon as you set foot in the Far Realm or the Plane* of Entropy. So you'll have a limited time window when operating in truly epic environments.
*The borders of that plane, Entropy itself is just Annihilation, but it has 3 layers (as in the layers of an onion)...you could argue the 3rd layer is analogous to the Shadowfell.
Second, I've always wondered a bit on how environments and exploration is handled at epic and higher levels. For the most part, the concept of traditional dungeons seems pretty meaningless at those levels. Within the context of interacting with the environment, the players have essentially free reign to interact with it however they choose, or bypass traditional obstacles altogether. How does a DM build compelling non-combat encounters at this point?
I have this covered in the new book (Epic Environments) and its a very simple concept - I don't want to spoil it at the moment though.
