Perhaps this will help:
Challenging 3.5 and Pathfinder Parties in Practice (Word 97 Doc)
In the campaign I GMed the majority of, we ran levels 1-21 and would've been 22 after the end fight. The final fight was against the God of Death (Nerull) in a perpetual
time stop where the NPC helper Wizards were performing a cerermony and had surrounded themselves in an
antimagic field inside a
wall of force cage. The party won by plot, with a helpful demigod possessing one of the party's Sorcerers and countering every spell Nerull cast.
In that campaign, leading up to the final fight, the party did go planes hopping. It was necessary to awaken the Primal Elementals (of which the group entered the Water for a spiffy boss fight which was made drastically easier due to me misunderstanding how Elementals should be immune to poison, and that the group communicated to the Primal Earth Elemental - which was part computer - via an IRC setup and 2 real life computers) and reunite both halves of the world of
Xeen into a single spherical planet. Additionally, the group was given scrolls of
dimensional lock with which to seal the inside of a spaceship, then frantically had to dispel a section to be able to
teleport out before the ship self-destruct. (Oh, the loveliness of players having to get out of a mess they made for logical reasons! I was quietly cheering them on internally.) Mind you, the Xeen campaign had lots of humor and gamisms; the final area required completion of a 3D crossword puzzle (10x10x10) to advance (which the group just skipped due to disinterest), a series of reverse binary translations, sudoku, star mapping puzzles, and a lot of puzzles, minigames and events that existed to break the expectation of combat-rest-social that was prevalent in D&D 3.5.
There were gimmick battles too, such as meeting with another adventuring party atop a tower (for a total of 12 PCs) where enemies were
teleporting in rapidly. The group could've stayed and fought a dracolich at that point (they were each about level 7) but they didn't. Fast forward a few levels, and the group (about 7 PCs) fought an aerial battle against this dracolich (which was optimized by me) riding Sky Golems, beings of my own invention. Think permanently flying Iron Golems with higher stats and permanent
freedom of movement for an idea. They prevailed, though at the cost of 2 very expensive Sky Golems (a market value of 2+ million GP
each). After that, the owner of these golems (Ellinger, because) refused to let them near his beloved inventions.
When it came to combat in Xeen at high levels, I made templates of enemies with pre-buffed stats. I used a
lot of Necropolitan Wizards and Wizard/Incantatrixes.
Intraparty balance-wise, the group got introduced to the Deck of Many Things about level 10. The group's Paladin pulled an XP card and gained about 2 levels in 1 go. It also helped that everyone else was a cast-heavy gish or a full caster, or, in one case, a Swordsage-based martial adept. (The group hit level 15ish around the time
Tome of Battle came out. I redid the NPC adventuring party as a group of level 15 martial adepts where appropriate.)
Some challenges I've discovered since then:
-Wild magic zones.
-
Energy transformation fields.
-Give the PCs (and by extension, the players) power but make them uncomfortable using it.
-Involve the planes. D&D's multiverse is too big not to be explored, and D&D's power level is too big
not to move the higher-power beings off-world.
-Play your plot card. Some things are just reserved for the plot and outside the realm of PC control. Developing a planar seal (for another campaign) made by powerful extraplanar beings (angels, Wizards, maybe gods) that prevents all extraplanar travel (except perhaps summoning) will change things. Leaving very specific portals to bypass this seal works. Also, making these portals 1 way may cause PCs to think twice before going through. (Though the plot may call 'em through.)
Additionally, consider these high level adventures (level 16+) for 3.x/Pathfinder (gotten
here):
Level 16 - Demonblade (Dungeon #97)
- Rock and the Hard Place (Dungeon #91)
- Bright Mountain King (Dungeon #142)
- The Library of Last Resort (Dungeon #132)
- Thirteen Cages (Dungeon #114)
- Black Rain (WotC website)
Level 17 Level 18 - Diplomacy (Dungeon #144)
- Gates of Oblivion (Dungeon #136)
- Kings of the Rift (Dungeon #133)
- The Lich-Queen's Beloved (Dungeon #100)
- Root of Evil (Dungeon #122)
- Strike on Shatterhorn (Dungeon #115)
- Vlindarian's Vault (Dungeon #141)
- Wells of Darkness (Dungeon #148)
- Force of Nature (WotC website)
- War of Dragons (WotC website)
- Prisoner of the Castle Perilous (WotC online Dungeon #153)
Level 19 - Asylum (Dungeon #116)
- Enemies of My Enemy (Dungeon #149)
- Into the Wormcrawl Fissue (Dungeon #134)
Level 20 - Dawn of a New Age (Dungeon #135)
- Prince of Demons (Dungeon #150)
- The Razing of Redshore (Dungeon #92)
- Heart of Hellfire Mountain (Dungeon #140)
- An Icy Heart (WotC website)
- The Essence of Evil (WotC online Dungeon #152)[/l][/l][/l]
Alternatively, what about
Age of Worms or
Shackled City? What about Googling "D&D 3.5 Level 17 Adventure"?