D&D 5E Recommend me a 5e campaign book


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Unwise

Adventurer
Curse of Strahd is my recommendation. It is sandboxy without being confusing for the GM. It has a few issues around people stumbling into higher level areas, but I think that should be pretty easy to signpost by using horror elements and forebodings to dissuade them when needed. I really enjoy most of the adventure areas and they are very thematic.

I like Lost Mines as a starter, but I find that transitioning players to it can lead to a tonal shift that I don't like. I prefer characters made around being consistent with a gothic horror setting. Also, at the end of LMoP, you have ties to a town, interests, goals and things you want to do, then you just get ripped away from that and put in Barovia, which I think players might not like.
 


ART!

Deluxe Unhuman
I've heard repeatedly that if you run SKT, it makes it much better by blending the plot with the Tiamat campaign. There's threads on Enworld that can guide you through it.

I've heard this, too, but I can't recommend Tyranny of Dragons (Hoard of the Dragon Queen and Rise of Tiamat) to someone just getting into the game. It needs a lot of tweaking.
 

Maestrino

Explorer
Acquisitions Inc! It fits in with the heavy-magic / airships feel where basically anything is possible if you want to hire enough artificers to build it.
 

Urriak Uruk

Gaming is fun, and fun is for everyone
I'll recommend Tomb of Annihilation, as it can give a pretty Eberron feel if you slot it in the jungles of Xen'drik.
 

Nebulous

Legend
I'll recommend Tomb of Annihilation, as it can give a pretty Eberron feel if you slot it in the jungles of Xen'drik.

I'd recommend ToA either way as just being a solid adventure top to bottom. I loved it. Furthermore, there's some excellent supplementary material on DMsGuild to really flesh it out.
 

ArwensDaughter

Adventurer
I'd recommend ToA either way as just being a solid adventure top to bottom. I loved it. Furthermore, there's some excellent supplementary material on DMsGuild to really flesh it out.

Yep. And there’s enough material there (especially when using DMsGuild to expand) that isn’t tied directly to the initial main plot-hook to run without that—although you might need to set up some other “really bad thing” being caused by stuff in the final dungeon, if you want to use that part without the initial plot hook. (And/or, you could start the “clock” on that plot hook later in the adventure.)

If you go that route, definitely look at the “enhancing TOA” thread over on enworld—especially the posts by Quickleaf.
 

Nebulous

Legend
Yep. And there’s enough material there (especially when using DMsGuild to expand) that isn’t tied directly to the initial main plot-hook to run without that—although you might need to set up some other “really bad thing” being caused by stuff in the final dungeon, if you want to use that part without the initial plot hook. (And/or, you could start the “clock” on that plot hook later in the adventure.)

If you go that route, definitely look at the “enhancing TOA” thread over on enworld—especially the posts by Quickleaf.

I love how they took the paragraph of Mezro in the module stating "there's nothing important here" and turned it into a 40 page supplement covering 3 tiers. With a badass map of the ruins to boot.
 

Zaukrie

New Publisher
I'd bet a lot of money that the DMs Guild will have Eberron related products very soon that you can slip in......from their adepts.
 

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