Building Dungeons for high level encounters


Advice


The Complaint: My group has been talking about their disappointment with the adventure paths and modules, and how classes are built to go all the way to level twenty but the games usually hit 15.

The Idea: I want to take them to twenty with the new campaign. With all the information the group has provided towards their back-stories, its enough material to work with.

The problem: My search-fu isn't that great, or I just haven't been lucky to stumble upon the information I need to build campaign scenarios for a group to go from 15 to 20. I know of a few spells that I should be weary of when building them, and some of the information from the players who decide to strictly keep the same class until twenty. I am concerned about keeping the game challenging while they discover the macguffins in order to do the thing that means "saving the world".

What advice can you give me? Maybe a link to article of some sort?

I know spells like "Find the Path" could ruin the fun of a dungeon I build. "Fly" would let them get right up to that tower, and different teleport spells would get them right there? What other spells should I be weary of that can be game-breaking for someone trying to home-brew an ending to a campaign?


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Pathfinder Adventure Path Subscriber

I think one adventure you might be looking for is Colloseum Morpheuon (may be spelling that wrong, an adventure scenario/toolkit/plug-in setting from Rite Publishing). The key here is that it's almost more of a toolbox adventure setting with ways of setting multiple goals/adventure possibilities in a common backdrop, rather than a set linear plot. In that book, the design's based around the fact that death it's the threat it used to be and instead brings in some alternate ways of making the characters unhappy (like putting their dreams and memories on the line!). By now the PCs have amassed such backstories that a lot of what happens depends on them and what they've done/accomplished previously.

Basically, with a setup/scenario/location with several loosely defined plot hooks and adversaries spread out in multiple places, you can get more mileage out of it than you could something with a single goal or set linear plot. Giving them choices of which goals they want to pursue and what order to pursue them in. The thing here is not necessarily just finding the path to take, but choosing which one is best for the things you're looking for.

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