D&D 5E Any Adventure Recommendations?

GlassJaw

Hero
If you are really pressed for prep time, I suggest running the AL Season 5 tier one adventures in order. They are very easy to prep, and imo they are actually more enjoyable and WAY more user-friendly than Storm King's Thunder:

DDAL5-02 The Black Road
DDAL5-03 Uninvited Guests
DDAL5-06 Beneath the Fetid Chelimber
DDAL5-07 Chelimber's Descent
DDAL5-10 Giant Diplomacy
DDAL5-12 Bad Business in Parnast
DDAL5-16 Parnast Under Siege

Those 7 adventures form an episodic story. Black Road, Uninvited Guests, and Giant Diplomacy are the highlights.
This is a great idea! I wish I had suggested it.

I started brainstorming on a "wastelands" campaign using this arc (they are easily removed from FR). I was going to start with Sunless Citadel but I assume your players are familiar with that. You could start with another low-level adventure to get them into the desert if you don't want to start them there right off the bat.

Some warning: 06 and 07 need some work (especially 06,) and you can even skip them entirely or replace them with something else. But the Black Road is a good starting point and would give you time to prep for what's to come.
 

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fba827

Adventurer
You could by yourself some time by home brew on the fly.... give each person a five minute focus of .... so tell me what your character would be doing on a regular day (and onceor twice prod for further details on something specific they mention) and figure out the PCs primary motive ( fame or fortune or adventure or service to achirch or revenge against a killed friend or finding a lost relative etc)

Then at the end of each tell them while doing X you’re approached by this man delivering a letter that says a place and time and has the words X (where X has something to do with the motivation, so might say ‘reward’ if they are motivated by fortune, or the name of a person they might be looking or whatever) ..... and then cut to the next person


At the meeting place and time all the PCs meet. It’s a tavern Of course. The patrons are all common folk in appearance so the PCs with their gear stick out. No one else seems to approach the PCs. Let them stew a bit.

Then the tavern is attacked by goblins or kobolds or some other minor creature (you can have some townsfolk defending with broken glass bottles and such) so the PCs defend the townsfolk, or at least themselves. Either through interrogation or map on a goblin corpse the goblins came fro a cave outside of town. Going to the cave explore it a while. Tossin a trap by the entrance. And some tunnels with stuff like a wolf cage and such. They eventually find the head goblin ( who wontfight to death) but reveals he was paid to send his team to attack the PCs in the tavern and end the session there,


Then when you do get an adventure you can tie the person that paid the goblin to one of the big bads in the adventure that you use later

But just use lots of filler time like letting players describe their typical day. Maybe to meet a townsfolk or two in the tavern with a quirky personality trait. And lots of tunnels in the cave saving the goblin king for when near the end of the session, Just need some goblin stars ready, some wolf stars. Maybe a trap stat
 

fba827

Adventurer
You could by yourself some time by home brew on the fly.... give each person a five minute focus of .... so tell me what your character would be doing on a regular day (and onceor twice prod for further details on something specific they mention) and figure out the PCs primary motive ( fame or fortune or adventure or service to achirch or revenge against a killed friend or finding a lost relative etc)

Then at the end of each tell them while doing X you’re approached by this man delivering a letter that says a place and time and has the words X (where X has something to do with the motivation, so might say ‘reward’ if they are motivated by fortune, or the name of a person they might be looking or whatever) ..... and then cut to the next person


At the meeting place and time all the PCs meet. It’s a tavern Of course. The patrons are all common folk in appearance so the PCs with their gear stick out. No one else seems to approach the PCs. Let them stew a bit.

Then the tavern is attacked by goblins or kobolds or some other minor creature (you can have some townsfolk defending with broken glass bottles and such) so the PCs defend the townsfolk, or at least themselves. Either through interrogation or map on a goblin corpse the goblins came fro a cave outside of town. Going to the cave explore it a while. Tossin a trap by the entrance. And some tunnels with stuff like a wolf cage and such. They eventually find the head goblin ( who wontfight to death) but reveals he was paid to send his team to attack the PCs in the tavern and end the session there,


Then when you do get an adventure you can tie the person that paid the goblin to one of the big bads in the adventure that you use later

But just use lots of filler time like letting players describe their typical day. Maybe to meet a townsfolk or two in the tavern with a quirky personality trait. And lots of tunnels in the cave saving the goblin king for when near the end of the session, Just need some goblin stars ready, some wolf stars. Maybe a trap stat
 



jasper

Rotten DM
The group really wants to do Rime of the Frostmaiden. I told them we can do a Session 0 and hangout this Wednesday so I will have more time to prep it.
I was actually starting to look forward to just creating my own setting and adventure. But this will work too.
Thanks for all the suggestions!
Beware of Chapter 2. If you run all the mini quests, the pcs will be over leveled. Do use the secrets. If you any questions about Rime ask me. My group is about to finish Chapter 6.
 

If you have time, check out Sly Flourish's videos on Rime of the Frost Maiden. He makes some changes to the setup that are simple but smart.
 


Retreater

Legend
Same thing I always reply: look at the stuff from EN P ublishing. In a hurry, WotBS is
likely easier than Zeitgeist, but both are brilliant in their own way.
(PS: I hate typing on my mobile...)
I was really considering those. I was concerned that Zeitgeist currently has only two chapters on Roll20, and I didn't want to risk outpacing their releases.
WotBS was something I got way back in the 3.x era, but didn't know how my group would take to the politics of it. But it's definitely on my radar.
 

Retreater

Legend
Beware of Chapter 2. If you run all the mini quests, the pcs will be over leveled. Do use the secrets. If you any questions about Rime ask me. My group is about to finish Chapter 6.
I was not planning on using the secrets at all because they seemed like a good way to derail the campaign, create inter party conflict, and personal anger between the players when the deceit and backstabbing comes into it. That hasn't been your experience?
 

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