Adventure ideas for lvl 20


Advice


Dear hivemind. I am in need of inspiration. What are good ideas for adventures to throw at lvl 20 characters?


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Tarrasque, Treerazor, a wyrmwraith.

All of those at once...


Guntermench wrote:

Tarrasque, Treerazor, a wyrmwraith.

Yeah

Guntermench wrote:


All of those at once...

Oh well...

... after alla Valiant didn't mention the group size ( in before "50 lvl 20 characters" ).


4 characters.....who bumblefcked their way to lvl 20 and still not know why they are not smears on some trolls club


Anyway, I think that lvl 25 enemies might be pretty tough and also not fun to face.

For example, a tarrasque has 54 AC, 50 regend and reflects lines, cones, magic missiles, rays, plus 3 abilities per round, with its reactions ( it talks about effects ).

I mean, given a lvl 20 martial with +36 on hit ( 20+6+7+3 ), it might be not that fun to deal with a creature you'd be only able to hit with your first attack ( mental stuff like synesthesia, demoralize, scare to death, etc... won't work, since the creature is immune to mental stuff ).

To make a more interesting fight for either DM and players, I suggest you considering a lvl 19/20 creatures and maybe a lvl 21 boss ( eventually, a lvl 22 ) to start with.

maybe they could drop some new item meant to give them increased chance to hit ( for either martial and spellcasters ), in order to fight more powerful enemies.

I know it might sound time gating/sinking, but epic fights are always fun!


At this point it's a matter of scope, with 20th level characters essentially moving to the biggest leagues. Much like superheroes, these guys will be dealing with cosmic scale stuff, even if they're schmucks like Guy Gardner (a Green Lantern w/ emotional & social issues).
The PCs have gone from having minimal effect upon the world and world (environment, obstacles, etc.) being significant, yet they also have more powerful people around them. Now it's the opposite, which often means having to upgrade the environment and cut off the heroes. Ex. The end of the Rise of the Runelords AP goes to where breathing's difficult and there are dimensional barriers making teleporting in or out unreliable.

So rather than "while you were guarding this caravan you happen upon a clue of a threat to the local village", you get "while you were guarding this metropolis from a threat too big for their best defenders, you happen upon a clue of a threat to the region, world, stability of space-time".
(Some APs plant a large seed early, in preparation for the endgame. Speaking of which, perhaps all include a section on what to do post-AP, and those are full of story seeds for highest-level play.)

Old issues of Dungeon magazine have a few labeled Epic. They most often take the PCs to alternate dimensions or involve wannabe gods or destroyers of the world. Golarion's pretty good at having several areas which spike in level, like Treerazer's abode or where ancient evil rulers still sit upon the throne. They may only be about the players' level, yet would also have lots of resources.

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