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Just Finished LMoP--What Next?

CleverNickName

Limit Break Dancing (He/They)
We just finished the Lost Mine of Phandelver last weekend. The party of intrepid characters were victorious against the Big Bad, and they even slayed the Thing at The Place (sorry, I'm trying to be vague to avoid spoiling it for anyone who might still be playing it.)

So our next game is in about a month...what should we do next? I'm looking for a pre-published 5E adventure that you have read (or better yet, one that you've actually played) and would recommend. I would like to play it more or less as written, but I don't mind having to change a few things here and there to tailor it to our particular style.

If it matters: the party consists of five, 4th level characters...a human wizard (evoker), a half-orc fighter (champion), a half-elf sorcerer (wild magic), a tiefling cleric (life), and a halfling bard (college of swords).
 

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BookBarbarian

Expert Long Rester
We just finished the Lost Mine of Phandelver last weekend. The party of intrepid characters were victorious against the Big Bad, and they even slayed the Thing at The Place (sorry, I'm trying to be vague to avoid spoiling it for anyone who might still be playing it.)

So our next game is in about a month...what should we do next? I'm looking for a pre-published 5E adventure that you have read (or better yet, one that you've actually played) and would recommend. I would like to play it more or less as written, but I don't mind having to change a few things here and there to tailor it to our particular style.

If it matters: the party consists of five, 4th level characters...a human wizard (evoker), a half-orc fighter (champion), a half-elf sorcerer (wild magic), a tiefling cleric (life), and a halfling bard (college of swords).

I've heard Princes of the Apocalypse is the easiest to transition into as I hear it has specific instructions for doing this exact transition, but honestly any of the Hardcover 5e adventures would be fine. You could go straight into Death House form there, and into Curse of Strahd proper, or have the party kidnapped and stripped of possessions and start Out of the Abyss.

I'm not as familiar with storm King's thunder but doubt it would be very hard to transition into.
 

We did PotA. I think it's an easy transition. Both in terms of level, plot, and geographic location.

But, PotA requires a lot more prep by the DM. I suggest you do your research on it and get everything organized etc. There is a plot story mind map thingie online that I used that had all the plot points laid out in a mind map with page numbers for each of them that I found very useful. Don't know the name or link for it though, sorry.
 

sunrisekid

Explorer
All the big published adventures seem to require a lot of prep. I DMed Tyranny of Dragons and that was a lot of work (fun though). As another suggestion, consider one of the adventures in TotYP, they are all pretty straight forward.
 

I reccomend Out of the Abyss or Tomb of Annihilation. Those are the two strongest.

OotA has the problematic hook that it starts with the PCs captures, so you will need to add a bit where they can reclaim favourite bits of gear, and as it starts at level 1 the first section might be easier. But it involves the drow, so it can be tied into LMoP very nicely.
 

Lidgar

Gongfarmer
PotA was very easy to transition to. And yes, requires prep, but that is mostly up front. It can essentially be run as a large dungeon crawl once the party scouts things out.

There are plenty of good threads on these boards with resources to enhance the adventure as well. Be sure to look up the thread that discusses the map corrections - helps knit things together.
 

I would have to support the suggestion of trying to write something yourself, even if it's only short. I would say it is actually less work than preparing to run one of the big hardback campaigns.

Having said that, my group have just played Hidden Shrine of Tamachian (which is level 5) from TotYP and they enjoyed it more than I expected them to.
 

OB1

Jedi Master
I reccomend Out of the Abyss or Tomb of Annihilation. Those are the two strongest.

OotA has the problematic hook that it starts with the PCs captures, so you will need to add a bit where they can reclaim favourite bits of gear, and as it starts at level 1 the first section might be easier. But it involves the drow, so it can be tied into LMoP very nicely.

I just did this with the game I'm running for my nieces and nephews, having them captured by the drow at the end of LMoP and needing to escape. Being higher level when captured made the escape and retrieval of their gear much easier, but now that they are escaping through he under dark the challenge has caught back up to their level (I milestone so it will be a while before they hit 5th).
 

happyhermit

Adventurer
...
I'm not as familiar with storm King's thunder but doubt it would be very hard to transition into.

SKT is actually probably the "easiest" to tie into because it begins right next door and has ways to connect to several of the adventures, it doesn't have the hardest of hooks though like CoS etc that can suck players up from anywhere.
 

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