redrick
First Post
There's tons of adventures being written by non-Wizards folks for D&D 5e. It seems that [MENTION=3586]MerricB[/MENTION] has already reviewed over 50 of them!
I'm curious, if folks were to put together a list of "Best non-WotC Adventures for D&D 5e", which adventures would be on it? The adventures have to be written specifically for 5e (though conversions of existing Pathfinder or similar adventures are acceptable), and they have to be published by somebody other than WoTC.
I've only played a few so far, but I'm going to nominate Bad Moon Rising by Steve Winter, published in Quests of Doom: Volume 1 by Necromancer Games.
It's a nice mystery adventure with a minimal, but well-described town setting. The 5e stats are all there (though I ended up tweaking some of the combats and adding a spell-caster component to fit my own Glantri campaign). The adventure itself is fairly short, but it provides a great springboard for a number of sidequests and adventures that can be drawn out into a nice mini-campaign. There's just enough in the town to get you started, while also leaving a lot of holes to be filled in as fits the individual campaign. The adventure seemed ready to put down roots directly in my campaign world and grow in the direction that my players and I saw fit.
Which other 5e adventures represent the cream of the crop?
I'm curious, if folks were to put together a list of "Best non-WotC Adventures for D&D 5e", which adventures would be on it? The adventures have to be written specifically for 5e (though conversions of existing Pathfinder or similar adventures are acceptable), and they have to be published by somebody other than WoTC.
I've only played a few so far, but I'm going to nominate Bad Moon Rising by Steve Winter, published in Quests of Doom: Volume 1 by Necromancer Games.
It's a nice mystery adventure with a minimal, but well-described town setting. The 5e stats are all there (though I ended up tweaking some of the combats and adding a spell-caster component to fit my own Glantri campaign). The adventure itself is fairly short, but it provides a great springboard for a number of sidequests and adventures that can be drawn out into a nice mini-campaign. There's just enough in the town to get you started, while also leaving a lot of holes to be filled in as fits the individual campaign. The adventure seemed ready to put down roots directly in my campaign world and grow in the direction that my players and I saw fit.
Which other 5e adventures represent the cream of the crop?