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D&D 5E Running High Level 5E is more fun than I thought it would be.

Reynard

Legend
Supporter
Does anyone have any suggestions for a good 15th level 5E adventure (it could be an earlier edition adventure as long as it translated pretty easily to 5E). The PCs are soon to finish level 17 of Dungeon of the Mad Mage (as a completely independent adventure from the larger dungeon) and I wouldn't mind keeping them in or near Waterdeep since they have started to make contacts and stuff, but they also have a helm of teleportation so, you know. I wouldn't mind something with dragons or giants, but it's not a deal breaker.
 

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DND_Reborn

The High Aldwin
Skimming through this thread makes me wonder if the common unpopularity of high level play is mostly a DM phenomena. Players generally love to play high level characters, and the thought of a
'capped' campaign is a tad disheartening. It is fun to level up and play the whole gamut.
I think there is definitely a certain amount of truth in that. My preference as both a player and DM is lower-key games as I mentioned earlier. I suppose for myself it goes from the level of fun-fantasy (say tier 2 and tier 3) to simply ludicrous superheroic stuff (tier 4 and epic). I've run and played in epic level stuff, but at this point in my life it just seems meh.

The issue is more:

If it is mostly DM-influenced, why is that? and what about it bothers DMs?
 

pogre

Legend
I really enjoy running high level games. I have a couple of players who would prefer to stay in the lower and mid-tier levels, but the rest enjoy using their new power.

I ran some 3.x edition into epic levels, which was fun, but a ton of work to prepare. My players did not like 4e so we never got very far in that edition.

We never got to high levels back in the O-D&D days. We mostly played brutal sandboxes and death meant a restart at level 1. 5th level was a really big deal for us back then.

We did have an A-D&D campaign go to 12th. It had a very epic feel believe it or not.
 

pogre

Legend
Does anyone have any suggestions for a good 15th level 5E adventure (it could be an earlier edition adventure as long as it translated pretty easily to 5E). The PCs are soon to finish level 17 of Dungeon of the Mad Mage (as a completely independent adventure from the larger dungeon) and I wouldn't mind keeping them in or near Waterdeep since they have started to make contacts and stuff, but they also have a helm of teleportation so, you know. I wouldn't mind something with dragons or giants, but it's not a deal breaker.
My group enjoyed Finders Keepers - over on DMGuild. It is intended for 20th level, but our group was a mix of 18th - 20the level and did just fine.

I wish I had a good suggestion for 15th-19th, but there is just not much out there. I have converted a couple of old Ars Magica adventures, like The Fallen Angel, but most of what I do is homebrew for the higher levels.

I would love to hear recommendations too!
 

Mercurius

Legend
I think there is definitely a certain amount of truth in that. My preference as both a player and DM is lower-key games as I mentioned earlier. I suppose for myself it goes from the level of fun-fantasy (say tier 2 and tier 3) to simply ludicrous superheroic stuff (tier 4 and epic). I've run and played in epic level stuff, but at this point in my life it just seems meh.

The issue is more:

If it is mostly DM-influenced, why is that? and what about it bothers DMs?

I haven't run high level 5ed, so can't speak from personal experience. But my guess is that it is a combination of three factors:

1) Greater complexity of game play - and more to keep track of.
2) A general preference for 'classic" D&D--levels 1-10ish, especially the "sweet spot" of tier 2 (5-10), if only because of familiarity.
3) Unwillingness/inability to shift paradigms to "superheroic" campaigns.

The first two are pretty self-explanatory, but the latter might be where there is some wiggle room, and where WotC could help out with some kind of higher level guidebook and adventures--meaning, a supplement with recommendations on how to run high level campaigns, different adventure seeds, campaign structures and, of course, actually adventures.

I think part of the problem, which relates to 2 and 3, is that higher level campaigns require a paradigm shift. You can still play classic adventuring styles with more powerful monsters and bigger piles of loot, but why not explore different styles of campaign? World-shaking events, artifacts, leading nations, exploring the planes, etc.

I think 3-10 will always be the sweet-spot for most, but I see no reason why--especially with the "flattened curve" of 5E--the higher levels can't also offer tons of great play experiences, especially if the DM and players are interested in exploring different types of campaigns. And as I said, WotC could help the situation out by offering more high level campaigns--even ones that start at 11th level, rather than most ending in the 11-15 range.
 

Does anyone have any suggestions for a good 15th level 5E adventure (it could be an earlier edition adventure as long as it translated pretty easily to 5E). The PCs are soon to finish level 17 of Dungeon of the Mad Mage (as a completely independent adventure from the larger dungeon) and I wouldn't mind keeping them in or near Waterdeep since they have started to make contacts and stuff, but they also have a helm of teleportation so, you know. I wouldn't mind something with dragons or giants, but it's not a deal breaker.
A Paladin in Hell comes to mind.

Speaking of which: I really want to run my players through this later in the campaign. At the same time, I want to run Descent into Avernus for the same players some day in the (probably far) future. I'm worried Descent will suffer from 'ah, been there, done that'.
Any suggestions?
 

dave2008

Legend
It all just depends on your tastes. When a single 20th-level Wizard can defeat the Tarrasque, that goes beyond what I want for myself. Still, I think it is awesome that the game is capable of playing to such a varied level of tastes.
That is an issue with the BigT design and not the wizard. Easily fixed too (look at Tiamat for an example - though still to weak IMO)
 

dave2008

Legend
Does anyone have any suggestions for a good 15th level 5E adventure (it could be an earlier edition adventure as long as it translated pretty easily to 5E). The PCs are soon to finish level 17 of Dungeon of the Mad Mage (as a completely independent adventure from the larger dungeon) and I wouldn't mind keeping them in or near Waterdeep since they have started to make contacts and stuff, but they also have a helm of teleportation so, you know. I wouldn't mind something with dragons or giants, but it's not a deal breaker.
I haven't run them, but I know there are some high level adventures on the DMs Guild related to Descent into Avernus.

EDIT: You can also search the DM's Guild by Adventures and Tier.
 


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