Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
The challenges of high level adventure design.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="J-H" data-source="post: 8929631" data-attributes="member: 7020951"><p>"What kind of adventure should we design?" seems relevant to "How do we design a good adventure for high level characters?"</p><p>If I rephrase your question as "How do you design a dungeon or set of adventures so they are actually challenging and fun for high level characters?" would that be more accurate?</p><p></p><p>If so, my notes above are still my thoughts on it<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> plus have opportunities for meaningful progression (diplomacy, city-building, noble titles, war, etc.). Individual dungeons or encounter areas should be thematically appropriate. 10 sessions from now, when you say "X" you want your players to remember X.... not "zombie filled pit number 10."</p><p></p><p>Examples:</p><p>The Darkness/necromancy temple is full of magical shadow except for a narrow path - the enemies there can see, but the party can't without expending resources or abilities. The shadow jaguars there can step through the dozens of mirrors scattered around with just 5' of movement. The altar casts <em>Finger of Death</em> once per round at the closest enemy, unless someone's actively interfering with it (god-slaying sword stabbed in it, Channeling Divinity at it, etc.)</p><p></p><p>The storm god temple is surrounded by a lot of water, open to the air above, and has a driving rainstorm going by round 2 that reduces visibility to 30', with lightning striking a large area every round and the altar casting an 8th-level Ice Storm AOE at the closest group of enemies.</p><p></p><p>The earth temple is a giant cube of rock, with the altar at the bottom center. Every round, the altar generates cracks under people that are 1d10x10' deep, Dex or fall in. The previous cracks slam shut, trapping people underground if they fail, while there's also a giant devouring earth monster that bites a lot and does some other nasty stuff...and the high priestess can bring it back at half health with an action.</p><p></p><p>Note that with all 3 of those, there are objectives (altars), hostile environmental conditions, as well as enemies. No big flat open boring areas.</p></blockquote><p></p>
[QUOTE="J-H, post: 8929631, member: 7020951"] "What kind of adventure should we design?" seems relevant to "How do we design a good adventure for high level characters?" If I rephrase your question as "How do you design a dungeon or set of adventures so they are actually challenging and fun for high level characters?" would that be more accurate? If so, my notes above are still my thoughts on it:) plus have opportunities for meaningful progression (diplomacy, city-building, noble titles, war, etc.). Individual dungeons or encounter areas should be thematically appropriate. 10 sessions from now, when you say "X" you want your players to remember X.... not "zombie filled pit number 10." Examples: The Darkness/necromancy temple is full of magical shadow except for a narrow path - the enemies there can see, but the party can't without expending resources or abilities. The shadow jaguars there can step through the dozens of mirrors scattered around with just 5' of movement. The altar casts [I]Finger of Death[/I] once per round at the closest enemy, unless someone's actively interfering with it (god-slaying sword stabbed in it, Channeling Divinity at it, etc.) The storm god temple is surrounded by a lot of water, open to the air above, and has a driving rainstorm going by round 2 that reduces visibility to 30', with lightning striking a large area every round and the altar casting an 8th-level Ice Storm AOE at the closest group of enemies. The earth temple is a giant cube of rock, with the altar at the bottom center. Every round, the altar generates cracks under people that are 1d10x10' deep, Dex or fall in. The previous cracks slam shut, trapping people underground if they fail, while there's also a giant devouring earth monster that bites a lot and does some other nasty stuff...and the high priestess can bring it back at half health with an action. Note that with all 3 of those, there are objectives (altars), hostile environmental conditions, as well as enemies. No big flat open boring areas. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
The challenges of high level adventure design.
Top