Levels 11–16: Masters of the Realm; Levels 11–16 Adventure Situations

Source: Dungeon Master’s Guide (2024) p. 106

Levels 11–16 Adventure Situations

dice: 1d12Situation
1A portal to the Abyss opens in a cursed location and spews demons into the world.
2A band of hunting giants has driven its prey—enormous beasts—into pastureland.
3An adult dragon’s lair is transforming an expanse into an environment inhospitable to the other creatures living there.
4A long-lost journal describes an incredible journey to a hidden subterranean realm full of magical wonders.
5Cultists hope to persuade a dragon to undergo the rite that will transform it into a dracolich.
6The ruler of the realm is sending an emissary to a hostile neighbor to negotiate a truce, and the emissary needs protection.
7A castle or city has been drawn into another plane of existence.
8A storm tears across the land, with a mysterious flying citadel in the eye of the storm.
9Two parts of a magic item are in the hands of bitter enemies; the third piece is lost.
10Evil cultists gather from around the world to summon a monstrous god or alien entity.
11A tyrannical ruler outlaws the use of magic without official sanction. A secret society of spellcasters seeks to oust the tyrant.
12During a drought, low water levels in a lake reveal previously unknown ancient ruins that contain a powerful evil.
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