On this page you'll find a collection of levels and custom content that I created for Dungeons and Dragons 5th Edition. Please note that this is not official content, and all rights are reserved to Wizards of the Coast.
Dungeons and Dragons is a very special game to me, it is what brought me into the realm of game design. I created all the maps using the website Inkarnate these levels and systems are all original works.
This is the second largest map I've created. This single map takes the players to four different combat arenas, each with scaling levels of enemies.
The Map was split into four corners. Each unexplored section was obscured by a Fog of War, but after a zone would be discovered, it would be added to the map. After each encounter, players were asked if they wanted to continue forward or cut their losses where they stood. The design intention was to simulate a large scale invasion, where the party must fight through the town with the town guard, and choose whether to hold ground or push forward. This encounter was designed to where players would have to be exceptionally lucky to complete all four zones.
My players were exceptionally lucky and completed all four zones. I'm kidding. About them being exceptionally lucky at least. I found some emergent game play within my map that I hadn't considered. The rooftops of the buildings were only 40ft high, so my players used the jump spell to not only scout the rest of the map, but also to use the slanted rooftops as cover. Despite their great leverage (no pun intended) their resources were almost completely drained by the end of this massive encounter. A mix of player agency, and great rolls prevented the team from taking massive losses, but maintained the intense atmosphere.
This is the map I am the proudest of. The Dungeon itself was a puzzle. Players needed to go through each of the rooms and make successful investigation or perception checks to try and find letters to uncover the solution to a puzzle.
As any Experienced Dungeon Master knows, puzzles in dungeons and dragons can be incredibly tricky to run, because it is difficult to give audio and visual feedback to your players, and 9/10 times they'll do anything but try and solve things the intended way. I wanted to guide my players without railroading them into the intended solution. Therefore this dungeon would be something of a trick. Along the walls of the dungeon that spanned throughout each room, this tale is related to 3/7 party members, slowly enticing them to travel throughout the dungeon. As they travelled, this cave/museum that they find themselves in begins to reveal technologies beyond understanding. This actually worked the way that I intended, where players were asking to investigate the different artifacts and trinkets, slowly guiding themselves towards the puzzle that I intended them to sovle.
Throughout the quest that I sent my party on. I wanted them to feel like they were appreciated by the citizens of the world. Additionally, I also wanted them to face the consequences of people and groups that they've slighted. I created a system of punishment and rewards that is based how well liked the party is among the towns and groups they associate with. Actions that go against the interests of groups will lower the reputation, and actions that further a group's interests will raise their reputations. Below you'll find their statuses' and the rewards/punishments for their actions.