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D&D 5E After Phandelver (spoiler warning)

JWO

First Post
In the unlikely event that any of my players have found their way into this thread - Here be spoilers!!!

Sorry if this is ground that's been covered already but I was wondering what to do with my players if we manage to get through the Starter Set (not sure how likely it is as games have been a bit sporadic but good to have a plan!).

I'm a big fan of The Underdark so I was thinking the Black Spider might provide a good adventure hook to go down that way. Are there any 5th lvl-ish adventures out the that might flow naturally from the end of Phandelver? Happy to convert from older editions if necessary and happy to tweak the ending of the Starter Set as well.

A good mix of hack and slash and RP would be good. One of the players has said he'd prefer more political intrigue but I don't really feel confident running a game like that (I'm a newbie DM). I guess that's another matter...

An extra bonus would be some Lovecraftian elements but not necessary!
 

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You might try Night Below, an AD&D module. You'd have to skip most of part I, but the drow kidnapping hook is right there for your PCs to follow. It would require some work to convert and it is probably more Hack'n'Slash-ish than political. Red Hand of Doom is a nice one that should be fairly easy to convert, but it fits neither thematically nor geographically.
 



How about The Vault of Larin Karr, a third-edition module from Necromancer Games (you can probably buy it as a pdf from an online store), which kicks off about fourth-level.

It's a bit of a sandbox, lots of underground and overground adventures, and a plot holding things together which advances as your players desire.

Phandelver could even be one of the villages in the book, as it were, with one of the hooks from the module brought out in the closing stages of the Starter Set adventures.

EDIT TO ADD: some of the overground locations are connected by Underdark tunnels, if that helps...
 
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