D&D 5E (2014) Classic or just plain brilliant adventures/modules

Thanks for all these recommendations

Have to ask, is the Temple of Elemental Evil a classic, because I've heard it's nothing but a grindfest

I have to echo billd91's sentiments. If you know how to edit it, so that it doesn't become a grindfest I recommend it.

There are many ideas online to assist with this, including threads in DragonsFoot (there is one collective thread which is a gem with links to maps) and the site gamebanshee which unlocks the computer game version of TToEE for all the quests which can easily be adopted for tabletop - especially for the section dealing with Hommlet.
 

log in or register to remove this ad

I'm currently running Ravenloft (3.5) for the 3rd time in my gaming career and I've got to mention the Desert of Desolation series of modules. The flavor and production quality of that adventure series has left good memories in my mind and I would love to see a 5E conversion!
 

The original 3 super modules, T1-4 Temple of Elemental Evil, A1-4 Scourge of the Slave Lords, and GDQ1-7 Queen of the Spiders will always have a special place in my heart. And they seem like they would be easily convertible. I ran them way back in the 80s and remember them being an absolute joy. The writers did a great job of of tying the modules together storywise. I imagine they would be easy enough to convert...provided you could find copies.
 


My favorite modules that would be fun in 5th Edition are:

The Dragonlance module Dragon's Rest (2nd Ed.)
The Silver Key (2nd Ed.)
The Gate of Firestorm Peak (2nd Ed.)
Ptolus (3.x Ed.)
 


Zero mention of Madness at Gardmore Abbey, probably the best 4e module and the best one of the many I've run.

The amount of variety in the module was staggering. One session you're going through a standard dungeon crawl, the next you're exploring a patch of feywild, next you're trapped in a tower that has been sucked into the far realm, then it's back to orcs and ogres.. crazy. And it all made sense because the cause of all this is a major artifact, WHICH YOU COLLECT AND BUILD THROUGH THE MODULE! SO COOL!

Man, I love this module. Check out any review if you don't believe me.
 

Zero mention of Madness at Gardmore Abbey, probably the best 4e module and the best one of the many I've run.

The amount of variety in the module was staggering. One session you're going through a standard dungeon crawl, the next you're exploring a patch of feywild, next you're trapped in a tower that has been sucked into the far realm, then it's back to orcs and ogres.. crazy. And it all made sense because the cause of all this is a major artifact, WHICH YOU COLLECT AND BUILD THROUGH THE MODULE! SO COOL!

Man, I love this module. Check out any review if you don't believe me.
That does sound pretty cool
 

That does sound pretty cool

It is! Plus, it's an entirely modular, sandboxy campaign. It's like one huge bundle of optional quests and there are guidelines for doing a 1-off session or a full-blown campaign. No railroads.

And the box comes with the physical Deck of Many Things! It's the exact same deck that is featured in the 5E DMG, same art and all.

/fanboy
 

Thanks for all these recommendations

Have to ask, is the Temple of Elemental Evil a classic, because I've heard it's nothing but a grindfest

I had a good campaign running Return to the Temple of Elemental Evil. It took a bit of hacking on my part (though I don't run any published work as is), but the factions within the temple playing off each other made things dynamic rather than a room-to-room bashfest. Very memorable game.
 

Remove ads

Top