D&D 5E (2024) Five-Room Dungeon Iron Chef Challenge

You know those challenges to build an interesting character with specific requirements? Why not flip it on its head and try to challenge the GM/adventure designers?

The Rules
  1. Below is a party of 4 level 11 characters built using D&D 2024 rules, each with appriopriate amount of special equipemnt for starting at their level (2 Common Magic Items, 3 Uncommon, 1 Rare, any additional items worth mentioning). It is also assumed between each other they have access to all mundane adventuring gear but individual unlisted posessions of any single one of them does not exceed 4500 gp total. Each PC is also explained their default tactics in combat and has assigned two player types from this and this list (always listed in that order) to describe their player - the player's behavior and preferences are to be assumed to be roughly 50-50 combination of both types.
  2. Goal of the challenge is to design a Five-Room Dungeon tailored for them, that follows a theme and/or narrative, that must consists of following elements, that can be mixed and matched as seem fit:
    1. Prologue: Quick and easy explanation why PCs are going to the dungeon
    2. Gate Guardian: First combat that should be relatively easy and let PCs leave out the power fantasy, while still providing explanation why nobody has cleared the place yet
    3. A puzzle or a challenge that will require solution through roleplay
    4. Second combat challenge, that, while still winnable, must push the PCs out of their comfort zone.
    5. Some sort of Plot twist to established narrative or a different setback to the PCs.
    6. Boss Battle, the most challenging combat, during which defeat and TPK can be real possibility
    7. Denoument: Obtaining of reward or plot resolution for the provided narrative.
  3. it is assumed the Dungeon is supposed to be run as a one-shot in selected setting, in this case Eberron, and that PCs will not be allowed a long rest before finishing it, but will be allowed multiple short rests
  4. Challengers have up to 30 April 2026 to submit their dungeon in this thread. During the same time anyone willing to join me as a judge rating the dungeons can also do it by declaring willingness to do so in this thread. You cannot be both judge and a challenger. if no one will apply to be a judge, I will judge the submissions myself.
  5. Judges have from 1st to 31st May 2026 to rate the dungeons by assigning them scores from 1 to 10 in following cathegories
    1. Balance: How well-balanced of a challenge the dungeon is, and how well does it go stride the line between being frustratingly unfairly and so easy it's boring, without crossing into either one.
    2. Coherence: How well dungeon follows theme chosen by the creator and its own presented narrative and internal logic, as well as how well does it mesh with chosen campaign setting.
    3. Elegance: Includes brevity, ease to read and run, number of necessary resources like different books
    4. Individuality: How well-tailored to presented party the dungeon is.
    5. Originality: How fresh the ideas presented are and whenever ot not do they thread used path or explore new possibilities.
  6. Judges aren't obliged to rate all submissions, though it is encouraged. If I will be only judge, I will rate them all even at cost of possible delay of final judgment.
  7. After 31st May I will take all ratings for each Dungeon and sum up the results, and announce winners in each category.
  8. The reward is just mutual respect and congratulations, this is all for fun after all.
  9. By submitting the dungeon you agree for it to be judged as well for anyone to pick it up, run it and modify as they see fit for their private games, but you remain in posession of all intellectual rights of it.
  10. No AI generated material. This is supposed to be a creative challenge, not a challenge in how well you can outsource work to a robot.
  11. As to not influence judges or other challengers, please refrain from openly discussing the submissions before end of April, aside of pointing out possible errors or mistakes, which can then be fixed until the deadline.
  12. Any issues arising from different timezones are to be resolved by each person working within their own timezone frame, this is for fun not to sweat bullets over what hour is in which part of the world.
  13. Any criticism of the challenge rules and format or the presented builds, including potential questions, is to be asked openly in the thread itself, and I will try to fix it or discuss as necessary.
This Challenge's Party, operating in world of Eberron and of 11th level
Healing
NG Wood Elf Draconic Sorcerer 11
STR 8 DEX 16 CON 14 INT 10 WIS 10 CHA 20
Saving Throws: STR +0 DEX +7 CON +7 INT +1 WIS +1 CHA +10
AC: 18 (Draconci Resilence) HP: 79 (11d6+33)
Background: House Jorasco Heir
Skill Proficiencies: Deception +8, Medicine+4, Persuasion +8, Stealth +6, Survival +4
Feats:
Origin: Mark of Healing (Charisma)
General: Potent Dragonmark (+1 CHA), Ability Score Modifier (+2 CHA)
Metamagic Options: Careful Spell, Quicken Spell, Subtle Spell, Transmuted Spell
Elemental Affinity: Fire
Spells Prepared:
  1. (4 Slots): Chromatic Orb, Command, False Life, Feather Fall, Fog Cloud, Healing Word, Longstrider, Shield, Sleep
  2. (3 Slots) Alter Self, Arcane Vigor, Dragon’s Breath, Hold Person, Invisibility, Pass Without Trace, Prayer of Healing
  3. (3 Slots) Aura of Vitality, Fear, Fireball, Fly, Haste, Mass Healing Word, Sleet Storm
  4. (3 Slots) Arcane Eye, Aura of Life, Aura of Purity, Banishment, Fire Shield, Greater Invisibility, Wall of Fire
  5. (3 Slots) Cone of Cold, Dominate Person, Greater Restoration, Hold Monster, Legend Lore, Summon Dragon
  6. (1 Slot) Chain Lightning

Special Equipment: 2 Potions of Healing, Cloak of Protection, Pearl of Power, Necklace of Fireballs,

Tactics: Healing tries to deal fire damage in combat, using Transmuted Spell if necessary, or switching to healing allies if need arises. Free spell slot from Potent Dragonmark is likely to be kept in reserve, to be used to recover Sorcery Points before a short rest.

Player Type: The Instigator, the Tactician

Passage
LN Hafling Battlemaster Fighter 6/War Domain Cleric 5
STR:12 DEX: 18 CON:13 INT: 8 WIS:18 CHA:8
Saving Throws: STR +5 DEX: +4 CON: +4 INT: -1 WIS: +4 CHA: -1
Armor Class: 18 (20 with Shield of Faith on), Hit Points: 82 (6d10+5d8+11)
Background: House Orien Heir
Skill Proficiencies: Acrobatics +7, Athletics +4, Insight +7, Perception +7
Feats:
Origin: Mark of Passage (Wisdom)
Fighting Style: Archery
General: Sharpshooter (+1 DEX), Potent Dragonmark (+1 WIS) Fey Touched (+1 WIS)
Second Wind Uses: 3
Weapon Masteries: Slow, Vex, Push, Topple
Maneuvers Known: Ambush, Disarming Attack, Precision Attack
Superiority Dice: 4 d8s
Divine Order: Thaumaturge
Channel Divinity Uses: 3
War Priest Uses: 4
Misty Step Uses: 2
Cantrips Known: Guidance, Resistance, Tool the Dead, Word of Radiance
Cleric Spells Prepared:
  1. (4 Slots): Bane, Bless, Expeditious Retreat, Guiding Bolt, Healing Word, Jump Protection from Evil and Good, Shield of Faith
  2. (3 Slots) Enhance Ability, Find Steed, Magic Weapon, Misty Step, Pass Without Trace, Prayer of Healing, Silence, Spiritual Weapon
  3. (2 Slots) Blink, Crusader’s Mantle, Mass Healing Word, Phantom Steed, Revivify, Spirit Guardians
  4. Dimension Door, Freedom of Movement
  5. (1 Slot) Teleportation Circle

Special Equipment: 2 Potions of Healing, Braces of Archery, Ammunition +1 (20), Mithral Plate Armor, Vicious Weapon (longbow)

Tactic: Passage prefers going in combat with Bless on themselves and two companions, using War Priest for additional attack and Guided Strikes and/or Precision Attack to ensure a hit and keeping Misty Step to get away if any enemy gets too close. Outside of combat they’re using Guidance and Tactical Mind, and Enhance Ability in a pinch, to not fall ability checks.

Player Type: the Explorer, the Storyteller

Storm
CN Khoravar Eldritch Knight Fighter 11
STR: 13 DEX: 14 CON: 14 INT: 20 WIS: 8 CHA: 10
Saving Throws: STR+4, DEX +2 CON +6 INT +5 WIS -1 CHA: +0
AC: 18 HP: 92 (11d10+22)
Background: House Lyrandar Heir
Skills: Acrobatics +5, Arcana +8, Athletics +4, History +8, Nature +8
Feats:
Origin: Mark of the Storm (Intelligence)
Fighting Style Feat: Great Weapon Fighting
General: Potent Dragonmark (+1 INT), War Caster (+1 INT), Fey Touched (+1 INT)
Weapon Masteries: Topple, Push, Vex, Sap,
Second Wind Uses: 4
Action Surges: 1
Indomitable Uses: 1
Cantrips Known: Firebolt, Shilelagh (Khoravar), Thunderclap, True Strike
Spells Prepared:
  1. (4 Slots): Bless, Chromatic Orb, Expeditious Retreat, Feather Fall, Fog Cloud, Hex, Longstrider, Shield
  2. (3 Slots) Enlarge/Reduce, Gust of Wind, Hold Person, Invisibility, Levitate, Mirror Image, Misty Step, Shatter
  3. Sleet Storm, Wind Wall
  4. Conjure Minor Elementals, Control Water
  5. (1 Slot from Potent Dragonmark) Conjure Elemental

Special Equipment: 2 Potions of Healing, Mind Sharpener, Mithral Plate Armor, Periapt of Health, Vicious Weapon (Quaterstaff)

Weapon Damage Calculations: Vicious Quaterstall: 1d12+2d6+5 Force or Radiant + 3d8 Acid/Cold/Lightning/Thunder per hit +additional 2d6 Radiant once per attack action.

Tactics: Storm uses Silelagh and Conjure Minor Elementals before the fight, then attacks while replacing one of the attacks with True Strike (if forced to start combat without having cast these spells, Storm will cast them in first turn, then use Action Surge to still attack right after). The plan is to deal as much damage as possible and topple enemies who are potential danger to other party members, then short rest before the next fight.

Player Type: the Actor, The Power Gamer

Warding
N Warforged Armorer Artificer 3/Abjurer Wizard 8
STR: 8 DEX:13 CON: 16 INT: 20 WIS:12 CHA: 8
Saving Throws: STR: -1 DEX: +1 CON: +6 INT: +8 WIS:+1 CHA: -1
AC: 23 (Plate + Shield + Cloak of Protection + Warforged) Hit Points: 83 (3d8+8d6+33)
Skills: Arcana +8 Investigation +8 Medicine +8, Nature +8
Tool Proficiencies: Thieve’s Tools, Thinker's Tools, Smith's Tools, Artisan's Tools.
Feats:
Origin: Mark of Warding (Intelligence)
General: Potent Dragonmark (+1 INT) Ability Score Improvement (+2 INT)
Replicate Magic Item Plans Known(4): Bag of Holding, Googles of Night, Sending Stones, Shield+1,
Items Replicated at Once: 2
Cantrips Known: Blade Ward, Chill Touch, Guidance, Mending, Message, Resistance, True Strike,
Spells Prepared:
  1. (4 Slots) Alarm, Armor of Aghatys, Cure Wounds, Feather Fall, Identify, Mage Armor, Magic Missile, Protection from Evil and Good, Sanctuary, Shield, Thunderwave, Wardaway
  2. (3 Slots) Aid, Death Armor, Elminster’s Elusion, Heat Metal, Knock, Nystrul’s Magic Aura,
  3. (3 Slots) Conjure Constructs, Counterspell, Dispel Magic, Glyph of Warding, Hypnotic Pattern, Lightning Bolt, Magic Circle, Remove Curse
  4. (3 Slots) Leomund’s Secret Chest, Mordekainen’s Faithful Hound, Mordekainen’s Private Sanctum, Polymorph
  5. (2 Slots) Antilife Shell

Special Equipment: 2 Potions of Healing, Bag of Holding, Cloak of Protection, Mind Sharpener, Pearl of Power, Shield +1, Arcane Armor (Plate)

Tactics: Warding uses 5th level spell slot to cast Armor of Aghatys and creates Arcane Ward, if possible also activating Fire Shield before combat. In combat either tries to cast a spell like Mordekainen’s Faithful Hound or Hypnotic Pattern and then Sanctuary on self, or just focus on a concentration spell like Heat Metal and strike with Thunder Pulse to distract most dangerous enemy, or Polymorph into a Giant Ape.

Player Type: The Thinkerer, the Butt-kicker

Note: Ideas for the builds I took from discussions on other forums or on this forum (shot out to @Zardnaar 's eldritch knight build) or from youtube videos by DnD Shorts, but I always wrote them from bottom up to make sure they have all necessary components for the challenge, so any issues or mistakes are solely on me.

Have fun creatign and may the best dungeon win!
 

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