D&D 5E 5 High Level Adventures For Your D&D Game!

A collection of short adventures ranging from 10th to 16th level--dragons, kobolds, giants, even the dreaded River Styx!

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A collection of short adventures ranging from 10th to 16th level--dragons, kobolds, giants, even the dreaded River Styx!

This 63-page softcover book contains five adventures to put into your existing D&D 5E campaigns, suitable for characters level 10 to level 16!

  • Prompt an adventure with a powerful enchanted tome. The Book of Endless Life needs to be opened, a task that is not so simple as undoing a clasp. 10th level.
  • Kobolds are known for their clever and widespread use of traps. Uncover 8 new traps in Kobold Cache. 9th-11th level.
  • Mystical gateways drag your adventurers into portals, portals which are embedded in the chests of giants. It's time to face the gladiators of The Titan Gates. 11th-12th level.
  • Enter the maze of Fernholm Forest, full of tricks and traps, to face Aghrun in The Green Dragon's Revenge. 12th or 16th level.
  • Had a TPK? Searching the River Styx gives them a chance to return from the dead and escape the hells. Scales to any level between 3rd and 16th level.
Now on Kickstarter for two weeks only!
 

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Maxperson

Morkus from Orkus
Sigh. I know what the market research says ("Campaigns end around 10th to 12th level"), so these qualify by that metric. But only one touches the beginnings of what I'd consider high-level. Though points for making the Kobold themed adventure 9th to 10th.
Two hit 16th level, so I'd think two touch on high level for you. ;)

For me the breakdown is 1-7=low level, 8-14=mid level, 15-20=high level. I don't know if there's any sort of official metric for what low, mid, and high level adventures are, though. There are 4 tiers, so those don't line up neatly with low, mid, and high.

2e made a 10th-15th level kobold themed module. Kobolds can be nasty.
 

GuardianLurker

Adventurer
Eh. For me, the spell levels/ranks/powers are mostly the determining answer.
Low; Tier1; 1-4; First or Second Level Spells
Mid; Tier 2; 5-10; Third to Fifth
Advanced; Tier 3; 10-14; Fifth to Seventh
High; Tier 4; 15-20; Seventh to Ninth (Tenth)
Epic; Epic; 20+

A high-level adventure should START at 15 (maybe 14), and go up. So no, adventures that END at 16 aren't quite there. I'd expect them to have some tough Tier3 opponents, but not really be designed around Tier 4/High.
 


GuardianLurker

Adventurer
11th+ qualifies as high level when (from all I can tell) the majority of tables never get beyond 10th.
And as I said, the market research backs you up. I'm just disappointed.

I'm also disappointed that apparently, the average campaign length is 6 months. (Which explains the stop at10th, but still disappointing.)
 

Mike Myler

Have you been to LevelUp5E.com yet?
:whistle:
also Searching the River Styx is a great jumping off point for getting into a tour of the fiendish realms (a demon here, a devil there, some magma caves and its a proper adventure innit)
 

delericho

Legend
I'm also disappointed that apparently, the average campaign length is 6 months. (Which explains the stop at10th, but still disappointing.)
I was actually under the impression that these days it was a whole six sessions long. I haven't been able to find a reputable source of that, though - but there was some discussion of it here.

It is possible, however, that the "6 month" figure is for "successful" campaigns, while the 6 sessions one includes campaigns that fizzle after only a very small number of sessions (and often don't even make it past session 1).
 

jacleg05

Explorer
Not a player of 5th edition, but I have a question.

If a PC gets so powerful in combat and etc, shouldn't the campaign switch to where the pc's are now movers and shakers in the world? Mighty warrior, general of armies or navies? Magic user could be an advisor to the ruler, or ruler themselves or delving deep into research. Rogues, should be running a guild and fighting off rivals.

They should be trying to gain influence and such. Or is the game not built for this?
 


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