D&D 5E Dungeon Difficulty: post your dungeon stats

This thread is for collecting summary data on how people design their dungeons. Please post a brief description of your dungeon's intended "level range", if any, how many PCs it's for, how many sessions you expect it to last, and a list of the total monsters, traps, and treasure that are in it. If you know the expected value of the total "adventuring day", please list that too.

Archer's Tower, intended for 3-4 PCs of levels 2-3 over 1-2 sessions
3 CR 1/8 Slaad Tadpoles (150 XP)
1 CR 1/4 Mud Mephit
1 CR 1/2 Magma Mephit
1 CR 1/2 Ice Mephit
1 CR 1/2 Dust Mephit (700 XP for all four mephits)
1 CR 6 Medusa
1 CR 3 Basilisk (4500 XP for Medusa + Basilisk)
1 CR 2 Mimic (450 XP)
1 CR 10 Stone Golem (5900 XP)
1 pit trap + illusions, 2d6 falling +2d8 piercing +2d8 poison to one or two chars (CR 3 trap gremlin, 700 XP), fall to lower level
1 bucket of instant glue balanced above a door (CR 1/4 trap gremlin, 50 XP)
280 lb. (6000 gp) of rare books
1 magical King's Scales (20 lb., bulky, 10,000 gp value)
1 magical Scale Mail of Silence (35 lb., no disadvantage on Stealth + mobile 5' silence effect when attuned, est. 2000 gp value)
Complete set of miniature busts of Archer and his siblings, 2000 years old, carved from dragon tooth ivory (worth 50K to 150K gp value as a matched set, if a buyer can be found)
Magical hammer of crushing (treat as club), double damage against constructs (2 lb, 5000 gp value)


Total monsters: 12,450 adjusted XP of difficulty (10,525 raw XP earned)
Total treasure: potential 337 lb. of treasure worth 23,000 gp plus 50K-150K gp of rare art objects (I expect players to find 30-50% of the treasure)
[Edit: note on treasure, this is for a campaign where XP-for-gold-spent at a 1:1 ratio is a thing, and XP requirements to level up are 10x normal]
Adventuring day: 4 3rd level PCs is 4800 XP, so likely about 300% of an adventuring day for typical PC group.

What does your latest dungeon look like?
 
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AaronOfBarbaria

Adventurer
What does your latest dungeon look like?
Rappan Athuk, converted on the fly by using nearest 5e monster to the monsters described in the adventure text (Swords & Wizardry version), such as a hydra being a hydra, a troll a troll, but a pestelinzi demon is a chasme instead. Nearest possible treasures too.

Run for 3 characters that began as 4th level heading down the river to search out the dungeon.

Total Monsters: No way I'm going through nearly 500 pages and tallying; but a memorable recent encounter was the three characters, now 8th level, against 5 wights (a deadly encounter by DMG guidelines, that also did nearly kill one of the party - the barbarian, actually). And if they make it far enough, the party will face Orcus at the end.
Total Treasure: So very much. The party has already commissioned the building of a castle, and still has many barrels full of gold coins stashed away in the river that they have no immediate idea how to spend.
Adventuring Day: They've spent the last week in the dungeon, pushing on as much as they can each day while holding a small reserve of their resources to protect them during rest. I don't strictly measure, but that encounter with the 5 wights marked the end of the day for them after having cleared at least 10 other rooms on the dungeon level above.
 

S'mon

Legend
My Runelords of the Shattered Star group are in the Lady's Light dungeon. I'd say my 5e conversion is for 6 PCs of levels 4-6, and I'm thinking 8-12 ca 4 hour sessions; we've had 3 so far but they only entered the actual dungeon last session. No way am I listing every monster in the dungeon, but the fights last session were:

3 CR 3 giant solifiguds (as giant scorpion)
4 CR 5 Caryatid golems (too tough to beat, after a brutal beatdown the PCs retreated then worked out how to get past them)
4 Bullywugs, non-standard - I'd say 1 CR 1/2, 2 CR 1, 1 CR 3. The Bullywug leader had a +1 longbow and a +1 troglodyte-bane arrow, +3d6 vs reptilian humanoids.

Plus much exploration, and one PC killed by a level 9 Phantasmal Killer spell trap... They earned around 2250 XP each, about twice the highest previous award. It's now around 3.30pm and I reckon they are currently about 2/3 through their Adventuring Day.
 

meomwt

First Post
Temple of Elemental Evil plus some side quests beforehand. Again, I'll be b*gg*r*d if I'm listing all the monsters in there, but over the last few sessions, they have encountered:

1 off CR1 Snake (dealt with by the Druid doing Animal Handling on it, so it now won't attack)
10 off CR 1/2 Skeletons (most of whom exploded the minute that the Cleric of Sotillion pointed his Holy Symbol at them)
6 off CR2 Gnoll Skeletons, four of whom were Turned by the Cleric and remain at large in the vicinity
12 off CR 1/2 Guards plus 2 off CR5 leaders - combat occurred by a 20' deep pit trap (filling with water) into which the Druid had fallen, with half the guard contingent sneaking up on the party whilst they were rescuing their comrade - the warlock's Hunger of Hadar accounted for the majority of those troops, whilst the rogue managed to duel with their leader
1 off Ogre Leader CR4, 10 off CR 1/2 Gnolls (one a level 1 caster) and 1 off CR 1 bugbear armed with a four-bolt heavy crossbow (all of which managed to miss the Battlemaster as he closed range).

They are Long Resting after that last encounter, and have a number of new passageways to head down.

I'm mostly converting monsters and troops in the Temple like-for-like to 5th Edition (where the creatures exist), and - as my Players are now Level 6 and a bit overpowered for the dungeon - upping the CR of the bad guys as and when, using templates which can adjust defensively (AC and HP up), offensively (attack bonus and damage up) or a mixture of both, and it seems to be making the fights closer. Lots of opponents maximises the chances of them hitting (the Ogre was well down on HP before he was able to summon aid), and makes the battles feel more deadly (even if they aren't).
 


ccs

41st lv DM
Hmm. This will be a 5e conversion of part of DCC #11: The Dragonfiend Pact with story modifications.
The party (4 barbarians - 2 1/2orcs, 1 dwarf, 1 winged elf, all 2nd lv) is going to be shrunk down to 3 3/4" tall & sent into a maze of rat/vermin tunnels beneath the inn they're at.
I imagine I'm going to decrease their damage, increase the foes HPs/AC/Damage, or such to represent them being below tiny size while facing "normal" sized vermin. The point is to have normal sized vermin actually be a threat to people who're only 3" tall. I haven't decided just how yet, but I've got 9.5 days left.:)

Creatures to be used:
1 badger
16 rats
1 cave trout
2+? giant ants
1 choker
1 puedo-dragon

Hazards;
Cross 1 "river"
Cross 1 chasm
avoid a collapsing tunnel (added),
and scale a cliff or two (added)
I might also add in some sort of mold/fungus/etc

Treasure:
Information - the party is sent into the tunnels to seek out the pseudo-dragons advice/scrying. Assuming they survive & stick to the plan they'll get this.
Maybe 100gp worth of misc trinkets?
MAYBE the hoard of a tiny dragon if they betray "Scales" & survive? Most notably a crystal ball & about 1k mixed coin - of course getting these things OUT (without destroying the inn) would be a real challenge.

XP: 1 milestone towards becoming 3rd lv.
 

AntiStateQuixote

Enemy of the State
PCs: five PCs, levels 4 - 7 (not sure which character each player is taking, but expect most of them to be 5th or 6th level)
Dungeon location: The Warlock's Crypt in the Troll Hills on the Sword Coast
Dungeon purpose: Igglwilv (of Greyhawk fame) hid some of her spellbooks, treasure and information about the Demonomicon here. The PCs have been hired by a gold dragon to find more information about the Demononicon to use against the demon lords invading the Underdark (Out of the Abyss).

I'm using this excellent map I found when I did GIS for "warlock's crypt map."

Encounters
1. Entry Chamber: two magic mouth spells and a programmed image of a fireball (8d6 fire damage; DC 20 half damage).

2. Igglwilv's statue: magic mouth spell and programmed image of a fireball (8d6 fire damage; DC 20 half damage).

3. Insane vrock - fights to the death trying to take as many PCs as possible back to the Abyss with him

4. 2 trapped shadow demons: will use rubble for cover and hiding to trick the PCs into believing there's only one demon in the room. Will make a break for it to escape given the chance.

5. Uncontrolled shield guardian: orders to destroy any intruders. If the PCs find the treasury before coming to this room they may have the amulet to control this creature and avoid a fight (and get a shield guardian as treasure).

6. False library has three glyphs of warding (DC 18, 5d8 damage; one each of acid, lightning and thunder) casts on three different books.

7. Two banshees wander about this huge dining hall. They will invite the PCs to take their seats and have dinner. If the PCs go along with the charade the banshees will mimic serving a multicourse meal over a 30 minute period and then vanish. If not they will wail and attack.

8. [as yet undetermined encounter]

9. [as yet undetermined encounter]

10. Suggestion spell (DC 20) targets the first creature entering the room: remove all clothing, weapons, armor and gear and open the nearby door (into room 11).

11. Two wraiths rest in coffins and will attack when anyone enters the room. Small crawl space passages connect from inside the coffins to other rooms in the dungeon.

12. Three basilisks wander this hallway littered with statues.

13. Two suits of animated armor, 2 rugs of smothers and 4 flying swords in this armory attack any who enter.

14. Eight shadows wander this tunnels working to protect entry to area 16. Guards and wards fog covers this area.

15. Eight shadows wander this tunnels working to protect entry to area 16. Guards and wards fog covers this area.

16. Area protected by Guards and Wards spell (DC 20). Minor illusion covers the door to room 18. Suggestion effect compels people approaching the door to leave the crypt by the shortest available route. Gust of wind from room 18 when door opened. Stinking clouds obscure the approaches to this area (bordering areas 14 and 15 above).

17. Eight shadows wander this tunnels working to protect entry to area 16. Guards and wards fog covers this area.

18. Final guardian: a glabrezu awaits the unwary (probably hears nearby combat). Uses darkness before party enters if possible. Power word stun on first person entering the room.

19. Flameskulls rest in each of the three crypts in this room. A suggestion spell on the door to room 18 compels anyone who touches the door to room 18. Compulsion: open one of the crypts.

20. Eight shadows wander this tunnels working to protect entry to area 16. Guards and wards fog covers this area.

21. [as yet undetermined encounter]

22. [as yet undetermined encounter including an acid pool and secret passages into shadow tunnels above]

23. Two vampire spawn rest in the coffins. Attack on entry. If this room bypassed on the way to the treasury the vampires will attack anyone leaving the treasury.

24. Treasure hoard: undetermined right now, but will include information about the Demonomicon and map to the Lost Caverns of Tsojcanth.

Expected game time: 2 sessions of ~6 hour each; probably includes one exit and long rest in the wilderness during the break between sessions.
 

Drider Enclave; 4 PCs level 8; likely 1 session

2 Driders (CR 6) [Hard encounter]
8 Giant Spiders (CR 2) + Drider (CR 6) [Hard/Deadly encounter]
3 Driders (CR 6) [Deadly encounter]
1 Drow mage (CR 7)+ Drider (CR 6) [Hard encounter]
6 Piercers (CR 1/2) [Very Easy encounter]
1 Hydra (CR 8) [Medium encounter]

Treasure: 2,800 gp, 600 gp worth of assorted gems; potion of hill giant strength
Experience: ~25K awarded; ~40k adjusted (expected adventuring day of 24K xp)
 

GuardianLurker

Explorer
Just finished detailing my expansion of Devilish Demands from Rise of Tiamat:
Party: 6 characters, ~level 8
Duration: <1 session
Opposition: (assuming they fight everything)
Advanced Bone Devil (CR 11), 4x Veteran (CR 3), 2x Cultist (CR 1/8), Cult Fanatic (CR 2); 10500 XP
1 Trap (CR 3); 700 XP
3x Trap (CR 5); 5400 XP
3x Trap (CR 10); 17700 XP

Thresholds for CR 8 party: Easy 2700, Medium: 5400; Hard 8400; Deadly 12600
So that breaks down to Hard, Trivial, Medium, Deadly.
The thread as a whole is 34300 XP, or a little less than 3X Deadly, over 4 encounters.

Note that I expect/hope the character will only encounter the middle 2 encounters - 6100 XP, or solidly in the middle. The CR 10 Traps are deadlier than you might think (20d10 damage over two types, save for half), and if the characters are stupid enough to trigger them, multiple character deaths are likely.

This is what I would consider an easy run, roughly a quarter of the adventuring day.
 

Note that I expect/hope the character will only encounter the middle 2 encounters - 6100 XP, or solidly in the middle. The CR 10 Traps are deadlier than you might think (20d10 damage over two types, save for half), and if the characters are stupid enough to trigger them, multiple character deaths are likely.

Out of interest: are you using the DMG quick create tables to estimate trap CR, or some other method?
 

GuardianLurker

Explorer
I basically only use the quick stats method. In this case, since the traps are objects, I basically take their damage and cut that CR in half, then fudge it based on detection and disabling DCs.

Having just transformed the DMG traps into creatures for use in FG, most of them end up with a CR of 3 or less. The Sphere I put at CR 20 because of the detection difficulty, consequences, and stated inability to disarm it. However, it could be reasonably argued as much less, since avoiding it defeats it.

(Oh, and for clarity's sake the CR 10 traps are 10d10 (type1) damage plus 10d10 (type2), and have no disarm.)
 

Bawylie

A very OK person
Working with [MENTION=97077]iserith[/MENTION] & @highscorekid on a one-shot for 4-5 3rd level PCs.

The difficulty isn't really quantifiable in the sense that it comes from time and resource management running up hard against quest-goals.

I'd say it's hard. And fun. But not strictly bc of the math.


-Brad
 

mestewart3

First Post
Goseph's Observatory: Adventure for 4-5 level 1 PC's Expected to run for 1-2 sessions.

  • Locked Door which casts Confusion on the party when they meddle with it.
  • Rug of Smothering (it won't kill the party only knock them out and roll them out the door).
  • Endless Staircase trap with an astral construct to warn off guests not invited to the upper floors (using Spectre stats without the life drain who only knocks the party out and throws them out of the tower).
  • 1x Animated Armour armed with a longsword that it wields two handed.
  • Library room and living quarters. The library is a false one filled with mundane book, one low level spellbook, and a small amount of coin. A secret portal in the fireplace takes the party to the real observatory room.
  • 1x Ghoul with a wand of Magic Missle and 3x Homunculus (The wizard astral projected into the far-plane and went mad, his Homunculus still guard their masters maddened corpse).
 

Whirlingdervish

First Post
Temple of the sleeping god (homebrew adventure homebrew world)

30 1/4(50 xp) goblins Spread out across the the temple in groups of six


One duergar smith(200 Xp) Can be be bargained with)


2 trapped books one paralysis the other shocking grasp (100 xp a peice)


one illusion trap rope descending into darkness players lea out to grasp the rope rope disappears and the player falls 60 feet (6d6 falling damage) (200 xp)


1 goblin Boss (200xp)


gray ooze (100 XP)


2 shadows (200 XP)


1 Naga Priestess of the sleeping god possessed by the essence of a usurper god due to an amulet that was forced on her (Indian Naga which are more like Yuan ti purebloods)(200 XP)


1 bugbear (200 xp) Controlled by the Naga, Controls the goblins






3000 exp

my group almost TPK'ed during the very first encounter with 6 goblins who had set themselves up in the foyer of an ancient temple they had crates stacked to provide cover and in the opening round my dice were on fire as the party had made no attempt to stealth walking down the stairs into the kill box i critted on on the group cleric and and magic user scored normal hits on everyone else forcing the group back into the stairway leading to the surface. that one encounter set the tone for the entire level of the dungeon (there are three more each increasingly harder) they muddled along soaking damage from the goblin patrols until they got to the naga and bugbear and for two combat rounds none of the party noticed the black pulsating amulet the priestess was wearing Mainly because the bugbear was romping through them at the rate of one player per round by the time they noticed and managed to get the amulet off the priestess the bugbear had laid waste to the entire party.

I thought maybe i had designed it a little to hard but when i asked for player input at the end of the night the only complaint i got is that my dice were really hot and that maybe should use a different set next time.
 

Rhenny

Adventurer
Here's a short dungeon adventure for 3 or 4 1st level PCs. The group has to explore an abandoned excavation site to try to find some archaeologists who were killed or taken prisoner. They get 150 xp for finding each of the 3 archeologists (even the dead one). I tried to make this one that the pcs could complete in 1 day. There are many ways to use the environment to their advantage and since the goblins are mining, noise makes it hard for the noise of battle to be heard (I try to give PCs a chance to do stealth and or use environment when possible).

1. 2 goblin archers and 2 goblin warriors in a tower guarding. (200 xp)

2. A guard dog sleeping, chained and hidden in a pit near the site entrance. (I used a 2x hp wolf for this - 100xp)

3. A great room with scaffolds on three walls. 2 goblin archers on each scaffold (6) with a goblin leader directing them to chip away at the walls (they are excavating). (One hostage in this room) (500 xp plus 150 for hostage) (PCs can knock down the scaffolds to do some damage to the goblins on it...2d6).

4. A large cave area where goblins are mining. 4 goblins with pick axes and 1 bugbear urging them on. (There is a chest in this room with a few healing pots and about 120 gp). (400 xp)

5. A cave of refuse and 3 wolves (guard dogs). (Remains of dead Archeologist are buried in the garbage along with a gold ring on one finger - 50gp value) (150 xp plus 150 for finding dead guy)

6. A room with a stream running through it, a hostage hiding under heavy cloth on the other side of the stream, and 6 Stirges. (150xp plus 150 for finding hidden hostage)

7. A hidden doorway in the rear hall that leads into a tomb. 4 skeletons behind the doorway in another hall that leads to the resting chamber/coffin. (200 xp)

8. Inside the coffin Sayer Valdam, an ancient evil noble, rises as a sentient zombie (double hit points) wielding a +1 longsword. (Some gems in the coffin total of 120 gp value) (about 200 xp)

2350 xp total (if my math is right)
Treasure: 2 healing pots, 290 gp value of treasure and +1 Longsword (longsword optional depending on magic in campaign).
 
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Satyrn

First Post
Rappan Athuk. . .
Ditto. Although now the PCs are level 10 and they've barely scratched the surface since I got sidetracked into side adventures. I'm considering having them now delve way down deep into the place to retrieve some magic item to help them power up some other magic items to defeat Orcus and his plan to release that thing down the Well.

The treasure this dungeon gives out in its early levels is more than enough for high level characters, and the monsters can be hideously devastating too.
 

feartheminotaur

First Post
I'm doing a hexcrawl for 4-6 PCs level 7-9 (I did the calculations based on five 8th level PCs). There are 4 "plot" encounters worth 10k each (Copper Dragon, Rakshasa Warlord, Archdruid, Evil Mage). There are 5 "location" encounters worth 10k each (Abandoned Wizards Tower, Forest Ruins, Evil Shrine, Abandoned City, and the Deadlands). So, assuming they finish adventure, that's 90k.

These are the random encounters. They are a mix from easy to deadly; 1/6 of easy and deadly each, 2/6 of hard and medium each (base die is d6). There are 196200 XP worth of random encounters.

Ideally, the party would move up 1 levels over the course of the adventure (plot and location encounters) and up to 2 levels of random encounters (so, that will vary). Treasure would be DMG table coins (about PCs x 10k), PCs x 1 uncommon permanent item, PCs x 3 uncommon consumable, and 1 rare item (BBEG's).

Random Encounters:

Adventurers : Mage (2300) + Gladiator (1800) + Bandit Captain (450) + 2 Priests (900) + Spy (200)
Ankheg Infestation : 7 Ankhegs (3150)
Beast Herd : 5 Elephants (5500)
Centaur Hunters : 5 Centaurs (2250)
Chimera : 2 Chimera (4600)
Crocodile : 2 Giant Crocodiles (3600)
Cyclops : 2 Cyclops (4600)
Demon Wanderer : Glabrezu (5000)
Demon Hunting Party : 1 Yochlol (5900) + 1 Shadow Demon (1100)
Demoted Archdevils : Court Wizard (8400)
Devil Soul Searcher : Erinyes (8400)
Devil Slavers : 2 Bearded Devils (1400) + 4 Imps (800)
Drow Slavers : Drow Elite Warrior (1800) + 9 Drow (450)
Elementals, Air : Air Elementals (1800) + Invisible Stalker (2300)
Elementals, Earth : Earth Elementals (1800) + Xorn (1800)
Elementals, Fire : Fire Elementals (1800) + Salamander (1800)
Naga : 1 Spirit Naga (3900) + 1 Mimic (450)
Gnoll War Band : 1 Gnoll Fang of Yeenoghu (1100) + 2 Gnoll Pack Lords (1800) + 20 Gnolls (2000) + 3 Giant Hyena (300)
Goblin Raiders : 1 Goblin Boss (200) + 9 Goblins (450) + 10 Wolves (500)
Grassland Monsters : 1 Lamia (1100) + 2 Ettins (2200)
Griffons : 5 Griffons (2250)
Hag Coven : 3 Green Hags (5400)
Half Dragon Bounty Hunter : Half Dragon Vet (1800) + 2 Cult Fanatics (900) + 2 Hellhounds (1400)
Haunting : 4 Ghosts (4400)
Hill Giants : 1 Hill Giant (1800) + 2 Dire Wolf (400)
Hydras : Hydra (3900) + Will-o-wisp (450)
The Guardian : Iron Golem (13000)
Kobold Trappers : 12 Winged Kobolds (600) + 20 Kobolds (500)+ 10 Pit Traps (1000)
Lizardfolk Warriors : Lizardfolk Shaman (450) + 12 Lizardfolk (1200)
Carnivorous Dinosaurs : 7 Allosaurs (3150)
Mountain Giants : 2 Stone Giants (5800)
Mountain Monsters : 1 Behir (7200)
Oni Searchers : Oni (2900) + Mage (2300) + Imp (200)
Oozes : 3 Gelatinous Cubes (1350)
Orc War Party : Orc War Chief (1100) + Eye of Gruumsh (450) + 2 Orog (900) + 20 orcs (2000)
Herbivorous Dinosaurs : 6 Anklyosaurus (4200)
Shamblers : Shambling Mound (1800) + 3 Needle Blights (450)
Red Dragons : 1 Young Red Dragon (5900)
Restless Dead : 3 Wights (2100)
Serpent Cultists : 1 Cult Mage (2300) + 1 Cult Gladiator (1800) + 2 Cult Veteran (700) + 2 Cult Fanatics (900)
Shadow Swarms : 10 Shadows (1000)
Swamp Swarm : 10 Swarm of Insects (1000)
Swamp Spiders : 10 Giant Spiders (2000)
Trolls : 2 Trolls (3600)
Undead : 25 Zombies (1250)
Were Outcasts : 2 Wereboars (2200) + 2 Weretigers (2200)
Wolf Pack : 5 Winter Wolves (3500)
Wyverns : 2 Wyvern (4600)
 

meomwt

First Post
Earlier this week, the party (Great Old One Bladelock, Cleric (custom-made Diplomacy Domain), Blademaster, Assassin and Moon Circle Druid) cleared out another little sequence of rooms in the Temple of Elemental Evil.

They saw off:
Wave 1 - 4 Gnolls (CR 1/2) and a Gnoll Warlock (CR2)
Wave 2 - 4 Gnolls in a room with a net trap (clever use of Spiritual Weapon got the Blademaster out of trouble here).
Wave 3 - 5 more Gnolls, 2 Hobgoblins (CR 1/2) and a Hobgoblin Captain (CR 3)
Wave 4 - 2 Ogres (CR2)

I rolled badly, they rolled well and used great tactics. The Druid has now discovered how effective turning into a Giant Constrictor Snake is, and the Bladelock made good use of Hex throughout the combats.
 

derelictjay

Explorer
Not really a dungeon. But my players are heading into a forest to clear blights (from MM) taking it over. This is my first time DMing in years (been a player) and first time playing 5e ever. Got me 5 to 6 players at level 3.

The way this will be run relies heavily on random encounters (haven't done this since 2e days). The map is just a blank piece of grid paper. There are 4 "set" locations. Two of which should be non combat. How this works, whatever direction the players find the first location, from there they are told about two of the other locations, and finally at one of those they are told where the last location is. In between are a whole bunch of random encounters, made mostly of wolves, blights and/or zombies, with a few other beasties in the mix. There are also 4 or 5 random locations, these are one time random encounters that when rolled show up on the map. This all means the amount of XP handed out is gonna be random along with treasure.

Set Locations
The Dryad's Grove 470 xp
Dryad, cave bear and a couple of commoners
NOTE: First of the non combat locations, safe place to rest and get information.

Satyr's Camp 600xp
Bunch of satyr zombies and various blights

Witch's Glade XP varies
3 Sea Hags (Coven)
NOTE: other non combat (should be at least) location. They tell the location of the big bad as well the guthias tree, of which they want it's fruit as payment.

Guthias tree
Not yet designed, big bad is a satyr, bunch of blights and wolves. Want to come up with some lair actions. Maybe a zombie or two.

Random Locations
Thornfist's Clearing 950xp
Thornfist (from en5ider) and several blights
Treasure Potions of healing, art objects

The Burial Mound 1100xp
A banshee; I could actually see my players leaving this alone so avoiding this one.
Treasure gemstones potion of heroism, sending stones

Dragon's Pond 450xp
A green dragon Wyrming
Treasure coinage, gemstones, potions of healing
 
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Tower of Wishes
Just going by memory, this is the last dungeon that the party raided. Aside from the humanoids, everything was just straight out of the book. The PC-built adventurers came out around CR 7 each. The Archmage and Lich at the end were modified to account for magic items, and had straight 20s for stats. There were no deaths in the party, though a couple of PCs were knocked out in the last fight.

Party: 5 PCs + 1 ultra-cool NPC with twin scimitars.
Party Level: 16

First Floor: 3 x Empyrean - non-hostile, did not engage
Second Floor: 1 x Lich - defeated
Third Floor: 1 x Ancient White Dragon + 12 x Troll - defeated
-Short Rest-
Fourth Floor: 2 x Dragon Turtle - used diplomacy
Fifth Floor: 6 x Level 16 PC-built adventurers - defeated
-Short Rest-
Sixth Floor: 1 x Death Knight - defeated
Seventh Floor: 2 x Empyrean - defeated
-Short Rest-
Eighth Floor: 1 x Archmage - upon defeat, transforms into
1 x Ancient Black Dragon - upon defeat, transforms into
1 x Lich - upon defeat, transforms into
1 x Kraken - upon defeat, is restored anew as
1 x Kraken - defeated

Treasure: 10000pp, large ruby (50000gp value), Robe of the Archmage, Staff of Power, Pact Rod +3, Maul +3, Supreme Healing Potion x 5
XP Earned: ~330,000 (66,000 per character)
 
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