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40 lair gestalt dungeon crawl

Our group is unfortunately disbanding soon due to reasons of going to university. To end our D&D with a bang I am prepairing a 40 lair dungeon each with a 25000 foot area. Making it is pretty quick, pretty easy and pretty fun.

Each player is a level 15 most likely gestalt character. I let them know that every hour a monster will find and attack them, this is to keep them moving, if they move what I judge to be a reasonable amount, they do not have to worry about this. There are also extra-plantar shop keepers with limited gear through the dungeon .

Each entrance to the next dungeon level is in fact a teleporter. I plan to add an area for rest every 10 levels. I told them all source books and magazines are available, although shivering touch has been banned.

I trust my players, however are there any big things I need to look out for? Any spells, feats or abilities that cause large amounts of unbalance in almost any game?

I have never run something like this before, and worry about the players not having enough resources, because of this I want to add potions as well as magic items thoughout the dungeon. Does anyone have a good adhoc guidline of how many monsters they should slay compared to how many rewards there should be?

Also, due to facing 10 lairs of a dungeon with no rest, are challange rating 13 encounters appropriate? There will probably be a 'boss monster' of CR 16 every 10 levels before the rest.

Any comments and suggestions will be greatly appreciated.
 

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