D&D 5E Which was the most recent Wizards adventure you consider a classic?

Curse of Strahd feels like an entirely new adventure, due to its switch from focussing almost 100% on the castle to becoming far more exploring the province. (Personally, I feel the castle material to not quite work as well!)
The castle is the one chapter that is a pretty straight reprint.
 

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Dragon Heist is weird. I both love it and hate it at the same time! Great concept, occasionally floundering execution, but so much inspiration that I make it my own and have a ball!
I’ve run it thrice now: once as written, once where I combined the four villains into a single version where they all raced each other and the characters, and then once as a intro to the larger campaign I’m currently running.

Each time I made a few more tweaks than the time before, and while I agree it’s got some rough patches I think ultimately it’s doing enough that’s unique when compared to the 5e adventures that it stands out to me as a great time.

I’ll also say that I’ve loved running just about every adventure I’ve gotten to run so far for 5e, currently in the middle of Eve of Ruin and having a ball. So I wouldn’t call myself a strict critic 😅
 


The only issue I have with Tomb is the sense of urgency that is seeded at the start. This is an adventure where the adventurers should take their time and feel open to explore. There is so much more that my players missed because they were hyperfocussed on achieving the end-goal. They still got lost in the jungle for a couple of weeks though.
I agree. I ran it as written the first time, and the ticking clock meant the players barely explored anything outside of Omu. So the second time I ran it, I combined it with Acquisitions Inc and had the PCs set up a franchise in Port Nyanzaru and just do a bunch of quests before the death curse kicked in when they were of the right level to go to Omu. That worked so much better!
 

The castle is the one chapter that is a pretty straight reprint.
It's the best part of the whole campaign. Don't get me wrong, I like Curse of Strahd, but without the original I-6 adventure in there it wouldn't be a classic. i.e. It's a classic because the original was a classic. There are other bright spots of the campaign, but none of them reaches the heights of the original adventure and the campaign drags in places. Then I don't know if it's fair to compare a campaign to an adventure.

One of the bad things about WotC giving up on individual adventures is they're missing out on creating the next big thing. Not every adventure is going to be a Castle Ravenloft or White Plume Mountain, but I know producing nothing means nothing for the future.
 


What is the consensus on Ghosts of Saltmarsh? I’ve been thinking of running it now that there is more Greyhawk support for 5e.
The original chapter fleshing out Saltmarsh is the best Greyhawk material for YEARS. It is seriously good.

The adventures are more of a mixed bag. Ghosts of Saltmarsh remains awesome, they did a bunch of changes to Danger in Dunwater that don't quite come off (it's a scenario that is easily derailed, even in its original version), and the rest of the scenarios are fine - mostly.

Cheers!
 

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