D&D 5E Designing a 5e Adventure Path

Remathilis

Legend
So I'm thinking my next campaign will be a chaining some of the adventures already out for 5e together into a single adventure path. It would be set in the Realms and would try to hit some of the better adventures so far. This is what I have so far...

Lost Mines of Phandelver (1-5)
Cloud Giant's Bargain (5-6)
Storm King's Thunder (6-10)

I'm not sure where to go after that. I guess there is using the 11+ stuff from Princes or from Tyranny, but that's not my first choice. (Note: Out of the Abyss isn't an option since we've already played that one). I'd be open to good high-level content from either DM's Guild or AL if people have suggestions. There is also 3pp stuff, but I'm really in the dark about that.

So, anyone who has some good ideas for what to do post 10th level, I'm all ears.
 

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If you follow up and deal with all the giant lords (as I am doing with my campaign) as well as defeat the big bad, the characters should be level 13 by the time you're done with SKT. If you advance the party a level for each extra giant lord instead of the recommended two giant lords, you can reach level 15.

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Take down Arauthator (in Rise of Tiamat). Maybe this is how the PCs earn the respect of some Giants, or completes the Bargain.

I enjoyed Diderious' tomb in RoT also. Substitute somebody else who needs a powerful Divination, and have the PCs chase them into there.

The opening village attack in HotDQ can be drag-and-paste'ed into almost anything, if you are willing to do the work to replace all those kobolds and mercs with more-powerful foes.
I would keep the warrior pseudo-Paladin at daybreak, because the situation he creates sounds like a lot of fun and suspense; not just another big bag of HP to pound on.
 

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