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John. Totally off topic: I love "Racing the Snake." I've actually been eager to get my players through "The Speaker in Dreams" in order to move them on to the City of Greyhawk via your adventure. RtS seemed catered to my players' characters (Rogue Master of Disguise, Ranger, Bard, and a neophyte exalted Wizard/Cleric)... and my players have a real problem with keeping the pace of adventures on track. They fight one battle and then want to rest for a day. I get crazy trying to keep the tension on.
So, hey, just wanted to let you know that I'll be running my boys and girls through your little playground soon enough. Thanks for a great adventure. :)
--FF

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I also thought Racing the Snake was great. There aren't many adventures in Dungeon that I can recall most of the details of months later, but this is definitely one of them.
Its made my life as a DM much easier because now most of my monsters take 10 on their spot checks, hide checks, listen checks etc. It also stops the players from assuming that because I haven't rolled any dice then there can't be anything listening out for them. (They know I am far too lazy to have made the rolls in advance of the adventure and written down the results.)
Plenty of DMs out there were probably aware of that little trick already, but I had never thought of it until I read Racing the Snake.
To try and get back on topic, I think it is very difficult to write an adventure for a "generic" party of 20th level characters, or higher, as there is no such thing as (say) a standard 22nd level sorcerer. The writer of a published adventure can't know what the party's resources are.
It takes real dedication to produce an ultra high level adventure when you could turn most ideas into an adventure for 10th level characters in probably a fraction of the time (and for the same money).

Zen the Monk |
Thanks for the responses. In regard to the website referred by DMFTodd, a search reveals only four adventures for high level characters, two of which are for 20-21st level published in Dungeon. This in my opinion is an inadequate number of adventures to draw upon given that 20th level is the beginning of a new phase for many characters to perhaps go on to become deities. I disagree with the last comment that ultra high level adventures are more difficult to create...if one looks at the EPIC level handbook the sample adventure in there, the authors just provided hit points of CR20+ creatures and requires DMs to refer to the appropriate monster manual.
What would be great are more statistics for CR20+ creatures. The Book of Vile Deeds provides statistics of Demon Lords and rulers of Hell, which would provide great adventuring ideas.
Any further references from licenced publishers would be appreciated. Thanks in advance.

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With the new layout in the magazine, you'll be getting a high level adventure in every issue. Of course... "high-level" by our defenition is an adventure for 13th-level to 20th-level characters. Issue #116 has one for 19th-level characters, and the lower levels of Maure Castle (issue #112) can easilly challenge 17th-level or higher characters. And don't forget "The Lich Queen's Beloved" from issue #100!
As for 22nd-level sorcerers, the DMG has some bare-bones rules for epic level characters in it, so we can certainly publish adventures with characters of that level in the magazine. All we need is for someone to submit some good adventures for high level (hint hint...). We've got some good ones coming up, but we're always on the hunt for more.

Jaxom |

Maybe one day I'll get around to compiling one of the adventure's that I've used for my group, we're currently between levels 22 and 26. Been experimenting with advancing creatures and testing CR's lately more than anything. My favorite so far is taking a half-fiend T-Rex (idea came from the Wizards site) I placed the Paragon template on it (from Epic Level Handbook), the group might see that one in tonight's game :)
(I'm inspired by Bruce R. Cordell, I can generally use parts of adventures he writes and the creatures in them. He keeps me thinking about the endless possibilities the game gives.)

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Maybe its just me who finds higher level adventures harder to write. If so, that's good news because it means Dungeon will no doubt be offered plenty in the future.
Does anyone know if the new adventure path is going to carry on to epic levels? A person writing an epic level adventure for that would at least know what magic items etc. had been made available for the PCs to grab in earlier adventures.
It doesn't matter if our mythical 22nd level sorcerer nemesis can cast 4 power word kill spells a day if the author knows the PCs had the chance to pick up a wand of death ward spells two weeks ago in a previous adventure. (I don't have my Players Handbook with me at the moment, so apologies if this example turns out to be rubbish...)

John Simcoe |

Its made my life as a DM much easier because now most of my monsters take 10 on their spot checks, hide checks, listen checks etc. It also stops the players from assuming that because I haven't rolled any dice then there can't be anything listening out for them. (They know I am far too lazy to have made the rolls in advance of the adventure and written down the results.)
Plenty of DMs out there were probably aware of that little trick already, but I had never thought of it until I read Racing the Snake.
My thought was that when someone isn't in the middle of a fight or otherwise preoccupied, they are going to "occupy themselves" by making those checks and hence they're essentially Taking 10.
Likewise, guards and sentries are probably constantly Taking 10 on their Spot and Listen checks, after all it's their job.I don't know if its common practice with other DMs though.