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Nominate Today's Top Adventures for Use in 5E
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<blockquote data-quote="Stormonu" data-source="post: 8638400" data-attributes="member: 52734"><p>Curse of Strahd - takes what was a good adventure from the start and expands it out into a full-blown campaign that's easily as good.</p><p></p><p>Lost Mines of Phandelver - 5E's strongest and most original adventures. It hits all the right notes and is a great introduction to the game overall.</p><p></p><p>B4/OAR4 - Lost City (Original Adventures Reincarnated) - A mini-campaign that has an unusual mix of home base and adventuring location with a "dark secret" twist BBEG. It isn't a typical dungeon crawl adventure and requires a mix of diplomacy, exploration and adventuring. The OAR version fills in what was the latter barebones section of the original, giving a fully fleshed out campaign from start to finish.</p><p></p><p>Ghosts of Saltmarsh - While I admit my experience with the original U1-U3 adventure influences this choice, it is good overall campaign that starts right in from level 1 onward. Most of WotC's other supermodules kick in at level 3-5, this one can be used from the start of a campaign. It embraces the "zero to hero" mindset and a good mix of adventures with a nautical theme.</p><p></p><p>White Plume Mountain (TFtYP version) - Great for a one-shot or as part of an ongoing game. It has a good mix of combat and puzzles with the ability to tackle it in a non-linear fashion. The only downfall is Blackrazor, which is the only artifact of the three that's too good to be left in player's hands as is.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 8638400, member: 52734"] Curse of Strahd - takes what was a good adventure from the start and expands it out into a full-blown campaign that's easily as good. Lost Mines of Phandelver - 5E's strongest and most original adventures. It hits all the right notes and is a great introduction to the game overall. B4/OAR4 - Lost City (Original Adventures Reincarnated) - A mini-campaign that has an unusual mix of home base and adventuring location with a "dark secret" twist BBEG. It isn't a typical dungeon crawl adventure and requires a mix of diplomacy, exploration and adventuring. The OAR version fills in what was the latter barebones section of the original, giving a fully fleshed out campaign from start to finish. Ghosts of Saltmarsh - While I admit my experience with the original U1-U3 adventure influences this choice, it is good overall campaign that starts right in from level 1 onward. Most of WotC's other supermodules kick in at level 3-5, this one can be used from the start of a campaign. It embraces the "zero to hero" mindset and a good mix of adventures with a nautical theme. White Plume Mountain (TFtYP version) - Great for a one-shot or as part of an ongoing game. It has a good mix of combat and puzzles with the ability to tackle it in a non-linear fashion. The only downfall is Blackrazor, which is the only artifact of the three that's too good to be left in player's hands as is. [/QUOTE]
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