Yes, unfortunately WotC surveys and data (including from D&D Beyond) seem to show that most campaigns seldom go beyond level 10-15, which is why there is no official support for high-level play. They don't think enough players will get there to make it valuable to produce something.
So our best bet is looking for content on DM's Guild or Drive-Thru RPG.
I would LOVE more High-level support.
Rollback Post to RevisionRollBack
"Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks." MM p245 (original printing) You don't OWN your books on DDB: WotC can change them any time. What do you think will happen when OneD&D comes out?
I haven't played it yet, but Candlekeep Mysteries goes up to and including L16. Tales from the Yawning Portal goes "to high level", which some have said is around L16 as well. There's the L20 one-shot "Don't Say Vecna" on DDB, but I'm unsure if that's still available. Out of the Abyss goes to L15.
I've not played any of them yet so I can't vouch for them, but those are.the options that take you to L15+ from WotC and the one I know of from DDB. I've gotten to L5 so far in TftYP and wasn't that impressed - but that might be a taste thing though, I'm not a fan of dungeon crawlers. It also could improve by the time you get to the late game.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
One of the problems with designing for tier 4 play is the potential power range of the characters and therefore the need to adjust the module power significantly. This means that it almost has to actually be a triple module - a low magic module, a medium magic module and an unlimited magic module. I know in my campaign I’m using published modules to get up to @L15 and then homebrewing it from there on.
I wouldn't put much faith in the canon material being really suitable for Tier 4 characters. It's pretty well established that CR is a joke and almost never a really good guide for creating challenging, level-appropriate encounters. I'm really glad Dungeon of the Mad Mage exists but it would require extensive customization and rewriting for the deepest levels to be truly challenging to characters above 15th level.
My own campaign is just about to hit 10th level, and they'd find most of DotMM fairly easy, I think.
Doomed Forgotten Realms (Fall of Vecna goes to 20th)
The Dreams of Red Wizards collection, which has *TWO* seperate 1-20 arcs you can mix and match, as well as tie into Ghost of Saltmarsh and/or Tales of the Yawning Portal, as well as branch off from Storm Kings Thunder or Rime of the Frostmaiden.
I agree the game becomes a bit strange past 15th or so.
There are some good adventures at high levels from the people at Adventurer's League, which can easily be used for regular table play with AL stuff ignored. I can recommend one in particular, the 'Saga of the Worm' would be a nice high level campaign taking you from 17 to 20. I only ran the first of the 3 pdfs, but it was a very engaging story. Looks like all 3 together are about 12 bucks right now on dmsguild.
I was perusing the adventures on offer here on D&D Beyond, and I noticed a pretty serious dearth of anything geared towards the highest tiers of play.
Dungeon of the Mad Mage appears to be suitable for up to 20th level, so that's definitely the capstone.
Rise of Tiamat purports to handle up to 15th or so.
The rest seem to max out in a range of around 11th to 14th.
Can anyone recommend anything, Wizards or 3rd party, that is especially oriented towards satisfying upper tier play?
Thanks!
Yes, unfortunately WotC surveys and data (including from D&D Beyond) seem to show that most campaigns seldom go beyond level 10-15, which is why there is no official support for high-level play. They don't think enough players will get there to make it valuable to produce something.
So our best bet is looking for content on DM's Guild or Drive-Thru RPG.
I would LOVE more High-level support.
"Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks." MM p245 (original printing)
You don't OWN your books on DDB: WotC can change them any time. What do you think will happen when OneD&D comes out?
I haven't played it yet, but Candlekeep Mysteries goes up to and including L16. Tales from the Yawning Portal goes "to high level", which some have said is around L16 as well. There's the L20 one-shot "Don't Say Vecna" on DDB, but I'm unsure if that's still available. Out of the Abyss goes to L15.
I've not played any of them yet so I can't vouch for them, but those are.the options that take you to L15+ from WotC and the one I know of from DDB. I've gotten to L5 so far in TftYP and wasn't that impressed - but that might be a taste thing though, I'm not a fan of dungeon crawlers. It also could improve by the time you get to the late game.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
One of the problems with designing for tier 4 play is the potential power range of the characters and therefore the need to adjust the module power significantly. This means that it almost has to actually be a triple module - a low magic module, a medium magic module and an unlimited magic module. I know in my campaign I’m using published modules to get up to @L15 and then homebrewing it from there on.
Wisea$$ DM and Player since 1979.
I wouldn't put much faith in the canon material being really suitable for Tier 4 characters. It's pretty well established that CR is a joke and almost never a really good guide for creating challenging, level-appropriate encounters. I'm really glad Dungeon of the Mad Mage exists but it would require extensive customization and rewriting for the deepest levels to be truly challenging to characters above 15th level.
My own campaign is just about to hit 10th level, and they'd find most of DotMM fairly easy, I think.
My go-to's for high level content:
Doomed Forgotten Realms (Fall of Vecna goes to 20th)
The Dreams of Red Wizards collection, which has *TWO* seperate 1-20 arcs you can mix and match, as well as tie into Ghost of Saltmarsh and/or Tales of the Yawning Portal, as well as branch off from Storm Kings Thunder or Rime of the Frostmaiden.
The balance of the whole system sort of breaks down past level 12-15
I keep hearing about Crown of the Oathbreaker and saw a comment there's a sequel Torrents of the Spell Hoarder for levels 15-20.
I can't speak to any of these, but a couple of links that might be of interest to you on the subject.
https://startplaying.games/blog/posts/best-high-level-dnd-adventures-dms-guild
https://www.reddit.com/r/dndnext/comments/paszmk/high_level_tier_3_and_4_campaigns_and_adventures/
Hopefully increased support for tier 3 and tier 4 adventures will be part of the 2024 game update.
Info greatly appreciated, one and all!
I agree the game becomes a bit strange past 15th or so.
There are some good adventures at high levels from the people at Adventurer's League, which can easily be used for regular table play with AL stuff ignored. I can recommend one in particular, the 'Saga of the Worm' would be a nice high level campaign taking you from 17 to 20. I only ran the first of the 3 pdfs, but it was a very engaging story. Looks like all 3 together are about 12 bucks right now on dmsguild.
Do you understand now why so much fight against the Wizards OGL movement? Third Party Vendors are the ones keeping this game alive beyond lvl15 eheh
Forgot about that one on my list!