D&D 5E (2014) Good Introductory 5E Adventure?

So from what I'm hearing, LMoP > HotDQ -- at least for the purposes of introducing a group of old-timers to 5E. That about right?
Haven't started HotDQ yet, but from *everything* I've read, I'd say yes, that's about right.

Maybe I'll order the Starter Set from Amazon and find some -- ahem -- other method of tracking down a pdf of LMoP.

Nothing in the SS books contradicts anything in the actual rules?
LMoP comes with the Starter Set, so nothing for you to track down. The SS books are the actual rules...they're just a small subset of them.

BTW, you can purchase high-quality digital downloads of the LMoP maps for a reasonable price here: http://mikeschley.zenfolio.com/p856083253
He has DM and Player versions. I used them on Roll20 when I ran it, but you could also print them out, project them, whatever.
 

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Consider starting at high level also, which opens up the field to most modules. You want to get a taste of all that 5th edition has to offer.

Did this and it works out well. Ran I6 Ravenloft, at 7th level with pregens. It gives the players and you a good taste of what 5e characters can do but not too overwhelming. Unfortunately, because of the apprencticeship levels in 5e (1-2) you don;t get a good sense of actual character power and tricks until post 3.
 


HotDQ isn't a bad adventure, per se; it's not a good beginning GM adventure, and its got some major editing issues (some of which are organizational issues - things not where you need to know them, but they are, eventually, in the text). It's also written for a skilled DM to run, because it's got a significant amount of "leeway" for the GM to rework.

Few of which are people saying about LMoP. (I've seen a few mild complaints about editing and "what's at point X".)
 

Another vote for LMoP. I bought the Starter Set as soon as it came out, and the module looks awesome. Logical progression without being railroad, lots of opportunities for sandbox stuff, lots of classic low-level game play. It also comes with a mini-PHB, a bunch of pre-gens, and some dice.

For 20 bucks, there's not a lot of argument to NOT having it. Though I haven't ran it yet, I keep it on hand as a sort of "In case of interested Newbs, break glass" kind of thing.
 

Yep, another voice for the chorus. "Lost Mine of Phandelver" is one of the best adventures WotC has published for any edition of D&D.

(Do note, though, that that's WotC - I make no comparison with TSR-published adventures, Paizo's run on Dungeon, or anything third-party!)

Edit: One thing, though: if you've got an experienced group, I'd be inclined to start them at 2nd level and skip Part One. As an introduction to RPGs, Part One is really good, but if you've been playing for a while it's probably a bit too familiar. :)
 

I think part one offers a lot even for experienced players, based on what my group did!

Note that the starter set is mainly the adventure! 64 page adventure, 32 page rules.

Cheers!
 

While I like bits of Lost Mine of Phandelver (and might use it wholesale if I run a game for the Junior meomwts), I'm planning on using the first section (ambush/ goblin hideout) to start off my 5E campaign, before running a self-converted version of T1-4 (with a couple of added side quests) on the back of it.

So yes, the first part will get transplanted to the road to Hommlet!
 

I'm starting my game with N1 Cult of the Reptile God. It was very easy to convert.

I'm doing the same this weekend. Or, it's the first full adventure. We went through the short adventure in the Red Box Basic DMG as a short starter.

What did you do about the naga at the end? Just straight up use the 5e stats?
 

Edit: One thing, though: if you've got an experienced group, I'd be inclined to start them at 2nd level and skip Part One. As an introduction to RPGs, Part One is really good, but if you've been playing for a while it's probably a bit too familiar. :)

One positive of the first episode is that it can be fit in with a session that also involved character creation and some time for the players to get to know each other on the trip to Phandelver. If the players have some experience and are ready to rock and roll, maybe not as useful.

Personally, I liked running part one as it gave me more time as the DM to prep part two.
 

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