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

Dungeon of the Mad Mage disappointed me. None of the charm of the og product. It highlighted how 5e isn't that conducive to big dungeon play. There's a dozen megadungeons I'd run before Mad Mage.
I never ran Mad Mage. I looked at it and it didn't appeal. I think you can run enjoyable megadungeons using 5E rules (in fact, I hope I do!) but this isn't really structured as a megadungeon - at least, not the type of megadungeon I'll enjoy running a campaign in!

I played ToA as a player. The final dungeon and the canyon around it was cool but the jungle hexcrawl part was whatever. Every thing since has seemed terrible. Modules written by committee. Ridiculous.

Yeah, Omu and the Tomb are what I like as well. The jungle hexcrawl I think is pretty terrible - but I have a lot of friends (experienced, published designers as well!) who have a great time with it. It's hard knowing how much gets fixed by the DM!

Cheers!
 

log in or register to remove this ad

Yes. Having a team of writers isn't a bad thing - but it requires good leadership and co-ordination, something that isn't always present.

It's worth noting how few big adventures have been published over the lifetime of D&D. The current era is notable for the number of such. (And likewise, the Paizo era of Adventure Paths... which are not written by single authors).

Look at TV series - how many of those are written by a single writer compared to a team? We can find good and bad examples of both!
Babylon 5 had about 50% of its first two seasons and almost all of its last three (with the exception of one episode written by Neil Gaiman) written by one person, and it's pretty amazing.

That said, a tv show is significantly larger in scope than most adventures/adventure paths. I'd say most Big Adventures are somewhere between a mini-season (e.g. the 6 episodes of She-Hulk or most other MCU shows) and a modern-day full season (which is usually something like 13 episodes, sad to say).
 

I never ran Mad Mage. I looked at it and it didn't appeal. I think you can run enjoyable megadungeons using 5E rules (in fact, I hope I do!) but this isn't really structured as a megadungeon - at least, not the type of megadungeon I'll enjoy running a campaign in!
I had fun with Mad Mage because it was just what my group needed after the COVID chaos - an old school beer-and-pretzels campaign where the PCs kick in the door, kill the monsters, and take their stuff – with the twist that there’s an all-powerful DM stand-in NPC complicating matters. The plot was what my players made of it.

Yeah, Omu and the Tomb are what I like as well. The jungle hexcrawl I think is pretty terrible - but I have a lot of friends (experienced, published designers as well!) who have a great time with it. It's hard knowing how much gets fixed by the DM!
I had a much better time with the jungle hexcrawl the second time, when I made that the focus of the early levels and only introduced the death curse when the PCs were ready to go to Omu. The first time it was indeed a bit rushed and not as fun.
 

Tomb of Annihilation I primarily love for Omu. I think Omu and the Tomb itself is where it's working brilliantly. The prologue (all that mucking around in the jungle) has a lot of "we trust the DM to make it work" energy.

And I've known a lot of DMs who take the bare outline and do amazing stuff with it.
We had so much fun with all the stuff in the jungle prior to finding and entering the tomb. I have no idea how much stuff was added by our DM vs what was as written, but I loved it all.

The final fight with Acerarak felt a bit powergamey and weird, but the Omu stuff was awesome.
 

We had so much fun with all the stuff in the jungle prior to finding and entering the tomb. I have no idea how much stuff was added by our DM vs what was as written, but I loved it all.

The final fight with Acerarak felt a bit powergamey and weird, but the Omu stuff was awesome.
It requires quite a bit of DN skill to “sell” a hexcrawl and make it engaging, rather than just a series of random rolls. I say this as a DM who has never managed to master that skill.
 

It requires quite a bit of DN skill to “sell” a hexcrawl and make it engaging, rather than just a series of random rolls. I say this as a DM who has never managed to master that skill.
I'll acknowledge that I don't think I ran it as a "real" hexcrawl where the PCs were just randomly exploring the jungle. Each time they ventured into the wilds, they had a quest with a specific destination. Often they had a guide who knew where that destination was (or its approximate location at least).
 

We just beat Acererak (we think - he was nearly down and teleported away). It was an incredibly epic! Almost every one of our resources were exhausted (all spellcasters had almost no spell slots left, which has never happened before). We had to first fight the Hags, who were incredibly tough with their ability to disappear to another plane when they wanted to. [edit- forgot we fought the soul monger and it's deadly tentacles too]. Then we fought the Atropal, who hit us with multiple levels of exhaustion. Then we fought Acererak. All three battles in a row with zero rest. That was not the plan, we had planned to rest, but it didn't work out that way.

Our DM swapped out all of Acererak's spells and some abilities, and played him like a very high intelligence caster (as he is). He nearly destroyed us all, even with 50 temporary hit points renewing every round. He cast fireball as a legendary action after PC turns (up to three a round, not including his own turn), and dispel magic, and counterspell as a reaction. He moved around to make sure he'd be out of line of sight of casters, or forced them to come right to the edge of the lava pit and risk being pulled or pushed in by a spell. He teleported, managing to split our party for a round (He stepped through the transport curtain in the lava room, then teleported back to the hag room and hit us from behind as half our team charged through the curtain after him).

Really epic battle. I think we had been in initiative for 14 or 15 rounds by the end.
 
Last edited:

We just beat Acererak (we think - he was nearly down and teleported away). It was an incredibly epic! Almost every one of our resources were exhausted (all spellcasters had almost no spell slots left, which has never happened before). We had to first fight the Hags, who were incredibly tough with their ability to disappear to another plane when they wanted to. Then we fought the Atropal, who hit us with multiple levels of exhaustion. Then we fought Acererak. All three battles in a row with zero rest. That was not the plan, we had planned to rest, but it didn't work out that way.

Our DM swapped out all of Acererak's spells and some abilities, and played him like a very high intelligence caster (as he is). He nearly destroyed us all, even with 50 temporary hit points renewing every round. He cast fireball as a legendary action after PC turns (up to three a round, not including his own turn), and dispel magic, and counterspell as a reaction. He moved around to make sure he'd be out of line of sight of casters, or forced them to come right to the edge of the lava pit and risk being pulled or pushed in by a spell. He teleported, managing to split our party for a round (He stepped through the transport curtain in the lava room, then teleported back to the hag room and hit us from behind as half our team charged through the curtain after him).

Really epic battle. I think we had been in initiative for 14 or 15 rounds by the end.

My group actually TPKed against Acererak in that fight. Like you, we took out the hags, and then without resting (we thought we couldn't, though in retrospect with the hags dead we probably could have) entered the final fight and managed to trigger Acererak showing up BEFORE we killed the atropal. We destroyed the Soul Monger and killed the atropol, but Ace killed anybody who was still alive after that. We actually did succeed in the overall campaign goal of ending the death curse, but did not survive our victory.
 

My group actually TPKed against Acererak in that fight. Like you, we took out the hags, and then without resting (we thought we couldn't, though in retrospect with the hags dead we probably could have) entered the final fight and managed to trigger Acererak showing up BEFORE we killed the atropal. We destroyed the Soul Monger and killed the atropol, but Ace killed anybody who was still alive after that. We actually did succeed in the overall campaign goal of ending the death curse, but did not survive our victory.
I can definitely see a TPK against him, particularly if his spells are swapped from what's listed.

One advantage we had, briefly, is we landed a Fog Cloud and Silence spell on him, and had him grappled in those fields. For a period he was pinned down and getting hammered. But he managed to get out of that, and then we were in trouble again.

We were close to a TPK. We had a plan to try and escape by putting a bag of holding in a portable hole and leaping through to the astral plane if too many of us went down. It was close. I think we had MAYBE 2-3 more rounds left in us. We were already starting to drop. Most of us had low hit point and it was just the temp hit points keeping us going. One of us had dropped repeatedly already.
 
Last edited:

An official 5E adventure I've yet to see mentioned (possibly because it was digital only) is the Lost Laboratory of Kwalish. It was the Extra Life adventure Wizards released in 2018. I used it in the middle of a Ghosts of Saltmarsh campaign when the party headed inland for reasons, and it was one of the best 'chapters' of that entire campaign.

LLoK had two really evocative locations with strange and deadly NPC's to interact with and fight. The Grand Master and the clockwork kraken are still talked about with a significant amount of fear/frustration/respect by my players. The entire adventure was pretty free form and contained TONS of advice on different ways encounters could shake out.

It also contained one of my favorite magic items of all times: The Deck of Several Things.
 

Remove ads

Top