Best Modules For High-Level Players In DND

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Abstract

  • Expert players are exposed to environmental risks due to the harsh winter setting of Frost Maden.

  • High -level parties in Abis have been introduced directly to the challenging U -Dark.

  • The descent in Everens offers extraordinary vehicles and nine heels landscapes for high -level players.

Modules is a great way for new players to go for the first time to play Dhungs and Dragon. But, they are also a wonderful way to wonder and entertain the D&D players, even the most experienced and experienced. But, some modules are better suitable for expert -level games than others. However, some modules and adventures are closed at some level.

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So, if you want to run a high level module for your expert players, you may be wondering where to start. That is why we have prepared this list. Here are some of the best basements and dragon modules for expert players.

10

Rum of Frost Maden

An alleviated ice creature that is on uncertain adventures in shrubs and dragons.
Frast Maden’s Ice Wind Dale Ram by Taylor Jacobson

Sequence

Ice Wind Deal

Party level

1-12

The number of players

4-6

The RAM of Frost Maden is a bone -powered adventure module that is unforgivable, severe winter landscape. The overall tone of this module is terrific, and it is certain that even the most steadfast player has to cool the backbone of the player.

The amount of environmental risks to this module, especially expert players, is that your party will face the layout. Wait for your table in snowstorms, refrigerated water, and many more ice wind deals. In addition, the module is relatively Open Open World, which is always fun.

9

Out of the valley

Denjuns and Dragon are showing Demogorgon.
Out of the ghee by Tyler Jacobson

Sequence

Under Dark

Party level

1-15

The number of players

3-6

After the party was caught by a group of drivers, the ruthless Under -Dark is one of the entertaining and challenging adventure modules. There is a lot to celebrate in this module, especially serious accents and interesting combat competitions.

In addition to being well designed for high -level characters, what is great about this module for expert parties is that it does not waste time introducing players in the under -dark world. Since this adventure begins with the abduction of the party, there is no ‘tutorial’ to talk, in which the characters are entered into the world.

8

Descended in Evensus

The image of the Dongonz & Dragon, in which Zaril and his devils are fighting the demons in Everens.
Discover in Evens Core Art by Tyler Jacobson

Sequence

Evens, nine heels

Party level

1-13

The number of players

4-6

Like outside the valley, the descent in Everens receives many bonus points for the tone and the environment. However, high -level players enjoy this module most of the fact that nine heels have a reasonable amount of adventure, which can prove to be a great landscape to navigate players.

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Another entertainment increase for high -level players can think that they have seen all this is that the increase of the Informal vehicles that allows the party to cross the nine heels. It is unique to this module, and is sure to prove memorable.

7

Travel through the Datman fortress

Radent Fort near a storm in the Etherial plane in Danjuns and Dragon.
Radant Fort by Kent Davis

Sequence

Datman Fort

Party level

1-14

The number of players

Anyone

Traveling through the Radent Fort is an anthropology module, which is not necessarily associated with adventures within the module. Regarding the level of players, this means that some adventures within the module will be relatively easy for high -level players.

But, this module contains adventures that are excellent by the Level 14 players. In addition, the Radent Fort is a very unique place in which not every D&D player can have the opportunity to see in his previous campaigns. In addition, adventures have a variety of heads, which means that you may be more humorous or dark than your desk.

6

Van Richton’s leader for Raven Laft

Mardinant's past in Dhangan and Dragon.
Mordant by Julian Coke

Sequence

The domains of fear

Party level

Anyone

The number of players

Anyone

Van Rachchin’s guide for Raven Lift can sell some players a little more for a number of reasons. First, this is not technically a module. There is only one adventure on the book offer, and it is for one to three levels. However, if your party likes a horror, this is one of the best modules there.

You can easily take any domain of the dread in this book and prepare it for a high level game. Of course, that means work more at the end of the basement master, but the results may be worth it.

5

The basement of the crazy mead

Core Art for the Crazy Mage Cloet in the Dingonz & Dragon.
Crazy Mage Cloet by Cynthia Sheepard

Sequence

Under -Mountain

Party level

5-20

The number of players

4-5

The basement of the crazy mead is an important place for the basement crawl. This adventure starts technically after Water Deep: Dragon Hast Module, but you can start with players on this module with some story opportunities.

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This adventure is fully in the underground underground underground under the city, which is ruled by powerful Wazir Hallstrower Black Clove. In addition, adventure takes players to level 20, making it the best of the highest game.

4

Stories from Yong portal

Photo of basement and dragon stories from Yabing Portal Core Art.
Portal through coast wizards

Sequence

Various

Party level

Anyone

The number of players

Anyone

The stories from the Yong portal are similar to the basement of the crazy mead, in which the module also offers a variety of basement crawls to the players. However, it is slightly more flexible in terms of party size and party level. Basically, the module aims to complete your Humbari campaign.

Instead of running the party through each basement on the offer in the book (though this is technically an option), most of the basement masters will take the same basement from this source book and add it to their already existing campaign. You can choose the dungeon based on the level of your party and make them more on a higher scale when needed.

3

The tomb of annihilation

Dragon and dragon adventure entering the tomb of annihilation.
Danjons and Dragon Tomb of Anxiety by Jade Chevir

Sequence

chult

Party level

1-11

The number of players

4-6

The tomb of annihilation is a final survival module. This module has criticized some in the past years for being a little too hard, mainly when it comes to a random confrontation structure (which may be repeated at times). But, if your party likes grinding and having a high stake, the tomb of annihilation is perfect.

This adventure is in the mysterious forests of the Chilot, where a plague known as Deathorus is killing everyone who has ever been raised. The players will have to find the plague and the source of the race against the tucking watch to win.

2

The curse of Straud

Straud on his throne at the Castle Raven Lift in Dingon and Dragon.
Straud Van Zarovich via Ben Oliver

Sequence

Barovia

Party level

1-10

The number of players

3-5

Although, in terms of surface, the curse of the curse is actually relatively low levels, the module itself can be so unforgivable and cruelty, it is best for high -level players. One of the first things to tell the module to the basement is that they should encourage their players to suffer difficult competitions. Everything in Baruvia is trying to kill you.

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The curse of Straud is the most important classic Gothic horror module in the Dhangoon and Dragon, in which players must fight with Vampire Straud Van Zerovich. If you are worried about the adventure for your players at a very low level, there are ways to increase competitions. If you want, you can also give the stream more legendary steps or resistance.

1

Vikana: The evening of a waste

Archery Wikina Full Coach with a shining purple eyes in Dhangan and Dragon.
Vikana by Karen Yunner

Sequence

Multi -virus

Party level

10-20

The number of players

4-6

Vikna: Even a high level of ruin is available. The adventure starts at ten levels, and takes the players to a level of 20, meaning players can earn Cape Stone’s capabilities in this module. The adventures of this adventure are also incredibly high, as players should prevent the wicker from eliminating the pantheon.

One of the most importantly entertaining adventures of this adventure is that it is not only spreading on the forgotten circle, but also a far -reaching place of wild space, Raven Lift, Gree Hawk, and more multi -varieties. In many ways, this is the ultimate high level module.

Dhanganz and Dragonz Series-Game-Teltop-Forchies

Basement and dragon

The original release date

1974

Designer

E gerry gigaks, dave arnson

Player counting

2+

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