D&D 5E Classic or just plain brilliant adventures/modules


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The original Ravenloft can be awesome if you can get it to work properly. Here's some advice on running it (DMs only):
[sblock]So here's ideally how it goes.

Prologue: The PCs explore the creepy town, building up the atmosphere. They meet the dead mayor and his alive kids, maybe taking them on the adventure. They see the fortune teller and make good note of what she says.
Act 1: They go into the castle, Strahd finds them, nearly TPKs them, and bounces before they do any real damage to him.
Act 2: They quest for the sun sword, find it, fight Strahd again, and defeat him. Strahd turns to mist and goes down to the crypts.
Act 3: They rush down into the catacombs to finish Strahd before he regenerates.
Epilogue: The girl dies and Strahd's brother comes back to life or whatever.

Obviously hijinx will ensue, but try to keep it as short as possible. There's enough content for 3-4 sessions, but the story doesn't last that long, so shoot for 1 or 2. The castle is so big they won't see it all in one playthru. One way to keep up the pace is to announce a specific real-life time when Strahd will attack.

You can probably use the vampire mage from the Monster Manual, but make sure he has dimension door, cloud kill, and wall of fire. Consider giving him more powerful "legendary" effects the closer he is to his crypt. You might have to run a few playtest encounters to make sure you have the danger right.[/sblock]

The only other published adventure I've run so successfully is Bastion of the Boglings. It's just a well designed, well presented, classic dungeon crawl that's easy to customize (DMs only): http://content108.wuala.com/rawcont...20–%20The%20Bastion%20of%20the%20Boglings.pdf

I actually found a 5e adaptation of Ravenloft 1e and I'm seriously considering running it when i'm done with Lost Mine.
 

The original Ravenloft can be awesome if you can get it to work properly. Here's some advice on running it (DMs only):
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That's good advice. So how does this pared down 5e statblock look?

Shadow Demon (CR3)
medium, fiend, chaotic evil
AC 14
HP 35 (7d8 + 3)
Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 12 (+1) 15 (+2) 14 (+2) 6 (-2)

Skills Sneak +6
Damage Immunities: fire, cold, lightning
Senses darkvision 60 ft., passive Perception 12

Resistance in the Dark. The demon is resistant to all damage if it's in darkness or dim light.
The Light Burns. If illuminated by a torch, the demon's armor class becomes 10. If a light spell is cast on it, the demon takes 1d6 points of damage per level of the caster.

Bite (x1). +5 (1d8+9)
Claws (x2). +7 (2d6+5)
SQ: (1/day each) Darkness, Cause Fear
 
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Out of the lower tier 4e adventures, i thought Thunderspire Labyrinth was pretty awesome myself. I'm actually going to borrow the Seven Pillared Hall maps and encounters and reskin them for 5e.

It had a lot going on. But it could have been more open, and at points--maybe meaning to be thematic--it felt repetitive. You are sort of chasing the slaves from one ancient shrine to an evil godling after another.

But it had cool stuff in it. If you were willing to put in the work in, you could expand it and make a whole campaign of it.
 

It had a lot going on. But it could have been more open, and at points--maybe meaning to be thematic--it felt repetitive. You are sort of chasing the slaves from one ancient shrine to an evil godling after another.

But it had cool stuff in it. If you were willing to put in the work in, you could expand it and make a whole campaign of it.


Very true. With the Seven Pillared Hall as the hub, you could fill out a whole campaign journeying down into the various set pieces of the module.
 

B1 to B9 are all pretty nifty. Note on B1-B2: They can be run fine as "each room stands alone", but can be ramped up by having realistic reactions from neighboring rooms.
X1 and X2, as well.
G1-3 D1-3 Q1 is epic.
Castle Ravenloft was awesome.
S2 and S3 are potentially game breaking... but are also great old school stuff.


The earlier Dragonlance Modules are NOT really all that great. They ride the plot-railroad pretty hard. If your group is okay with that, go for it, they can be fun. (Dragonlance Classics has the main bunch as a single volume. Bonus: It has stats for doing it using DL5A rules, as well... I ran it that way, and it plot-hammered at 2 of my players pretty hard. The others enjoyed it.) Plus, it's playing the novels.
 

Most of the big hits have already been mentioned; I will second Red Hand of Doom, which is one of the best campaigns I ever ran. I'd also like to put in a plug for Temple of Elemental Evil, which is dense but crammed full of stuff.

-The Gneech :cool:
 

Yeah 5e lends it self to the dungeoncrawling classics.

I think G1-3, D 1-3 and U 1-3 would work and I also liked UK1 Beyond the Crystal Cave back in the day. I also like N 1 Cult of the reptile god.

I also played parts of P2 - Demon Queens Enclave in my 4e campaign and that was very good.
 

I'm gonna throw out The Grey Citadel from Necromancer games as the great module I still need to run. 3rd edition. I'm gonna run it for 5e as soon as I can get to it.
 


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