Do you want to run or play an adventure where characters start at level 13 instead of ending at level 13, and actually get to progress to 20 like the rules say they should?
Do your players like to travel far and wide, exploring a huge unknown area?
Do your players like to change their plans on a whim, and travel somewhere other than where they told you they planned to go last session?
Do your players feel like fighting against an empire at odds of 20,000 to 1?
Do your players want to commit occasional acts of sky piracy?
Do you want an adventure that is designed to handle players using Scrying, Transport Via Plants, and Teleportation on a daily basis?
If you answered yes to some of these questions, this adventure may be for you. Check out the detailed preview packet, which includes a campaign log showing how this adventure has actually played out. WARNING: FULL OF SPOILERS; VERY LONG.
Against the Idol of the Sun is an epic hexcrawl campaign designed for high-level play. Adventuring parties should start at about level 13, and will likely end the campaign at level 20 with multiple Epic Boons.
As a hexcrawl, there is no set adventure path that the party must follow. There is only one encounter that's even close to plot-mandatory aside from the climactic battle. Anything else can be skipped or handled in any order. The players are free to move about the map in any direction at any time, limited only by the risk of enemy action and encounters. The DM, meanwhile, is encouraged to have foes react to and actively hunt the PCs once they become a threat.
Along the way, they may find and explore a number of dungeons, including a millenia-old laboratory in the grips of a time distortion, several mines that were abandoned for good reason yet may hold wealth within, and other challenges appropriate for high-level characters.
This module is heavy on Exploration and Combat, but the Social aspect of D&D also is necessary as the player characters meet new peoples, work to convince them that they can make a difference, motivate them to action, and create overall plans for the NPCs and factions to follow off-screen to support the players in their main assaults. The key set piece encounters, which are optional but highly probable, involve attacking well-defended temples in the centers of enemy cities. Planning for these attacks will require paying attention to reconnaissance, timing, the use of allies, how to enter, and how to exit and break contact succesfully when dealing with enemies that fly faster than most player characters can walk.
The adventure does not include artwork, and the maps are basic.
This adventure doesn't have any pending change requests.