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Nominate Today's Top Adventures for Use in 5E
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<blockquote data-quote="Urriak Uruk" data-source="post: 8638466" data-attributes="member: 7015558"><p><strong>1st: Curse of Strahd</strong></p><p>It's the best 5E adventure, and everyone knows why. A mini-setting with numerous adventure hooks, the book gives an option for a fairly linear adventure if the DM/players want it, but also is playable as a sandbox if they don't. The PCs can play in this adventure for a long time without ever needing to approach Castle Ravenloft, and most of the encounters are both embracing the gothic horror tropes with their own twists. The Castle itself is a mighty beast of a dungeon, the demerit being it's poorly laid out map... but if you can decipher it, there is fun to be had there as well when you confront the main charismatic antagonist.</p><p></p><p><strong>2nd: Lost Mine of Phandelver</strong></p><p>Only second because it's a tad linear and catered to newer DMs. That said, that weakness is also a strength; anyone can run this including folks entirely new to the game. And that's great as it is a fantastic adventure overall, a series of dominoes that tilt gradually to a nice dungeon and confrontation.</p><p></p><p><strong>3rd: Dragon Heist</strong></p><p>Controversial, I know. The reason people dislike this is due to its overall layout, and elements of railroading that seem difficult to avoid. However, in the hands of a skilled DM this adventure is pure gold. The plot and mystery is well-written to intrigue PCs, and the hook (100,000 gold!) is guaranteed to raise their hackles. The key is to take all the disparate pieces and coalesce them into something truly awesome. Other folks like the Alexandrian have done a great job with this, but I hacked together a version not nearly as complex that worked fantastic. Pick a villain and use their lair as the actual end to the adventure (while giving the PCs help to balance against a possibly too powerful foe) and they'll talk about this adventure for years.</p><p></p><p><strong>4th: Dragon of Icespire Peak</strong></p><p>A series of encounters more than a true adventure on its own, but one can string these into it's own campaign or append them onto Lost Mine of Phandelver if needed. The encounters/locations are very good, and I'd argue this is one of the best modules for a "West Marches" style campaign to be written ever, from any edition.</p><p></p><p><strong>5th: Tomb of Annihilation</strong></p><p>This adventure has it's warts, but it's still pretty great. A huge setting filled with interesting locations, it's biggest flaw is of course the wilderness traversal and random encounters. They range wildly in difficulty and can lead to a TPK, or worse a complete slog. If you take the best random encounters and build them up into planned out encounters, you can take this adventure and make it truly great.</p><p></p><p><strong>Honorable Mention: The Enemy Within</strong></p><p>Honorable because it's not actually built for 5E. Part 1 is also very contrary to D&D design, more at home with a Call of Cthulhu game than 5E. However if it is overcome, Death on the Reik is an incredible adventure for use in 5E with a healthy mix of travel, social encounters, and combat. And Castle Wittgenstein is in my opinion a superior spooky castle to even Castle Ravenloft!</p></blockquote><p></p>
[QUOTE="Urriak Uruk, post: 8638466, member: 7015558"] [B]1st: Curse of Strahd[/B] It's the best 5E adventure, and everyone knows why. A mini-setting with numerous adventure hooks, the book gives an option for a fairly linear adventure if the DM/players want it, but also is playable as a sandbox if they don't. The PCs can play in this adventure for a long time without ever needing to approach Castle Ravenloft, and most of the encounters are both embracing the gothic horror tropes with their own twists. The Castle itself is a mighty beast of a dungeon, the demerit being it's poorly laid out map... but if you can decipher it, there is fun to be had there as well when you confront the main charismatic antagonist. [B]2nd: Lost Mine of Phandelver[/B] Only second because it's a tad linear and catered to newer DMs. That said, that weakness is also a strength; anyone can run this including folks entirely new to the game. And that's great as it is a fantastic adventure overall, a series of dominoes that tilt gradually to a nice dungeon and confrontation. [B]3rd: Dragon Heist[/B] Controversial, I know. The reason people dislike this is due to its overall layout, and elements of railroading that seem difficult to avoid. However, in the hands of a skilled DM this adventure is pure gold. The plot and mystery is well-written to intrigue PCs, and the hook (100,000 gold!) is guaranteed to raise their hackles. The key is to take all the disparate pieces and coalesce them into something truly awesome. Other folks like the Alexandrian have done a great job with this, but I hacked together a version not nearly as complex that worked fantastic. Pick a villain and use their lair as the actual end to the adventure (while giving the PCs help to balance against a possibly too powerful foe) and they'll talk about this adventure for years. [B]4th: Dragon of Icespire Peak[/B] A series of encounters more than a true adventure on its own, but one can string these into it's own campaign or append them onto Lost Mine of Phandelver if needed. The encounters/locations are very good, and I'd argue this is one of the best modules for a "West Marches" style campaign to be written ever, from any edition. [B]5th: Tomb of Annihilation[/B] This adventure has it's warts, but it's still pretty great. A huge setting filled with interesting locations, it's biggest flaw is of course the wilderness traversal and random encounters. They range wildly in difficulty and can lead to a TPK, or worse a complete slog. If you take the best random encounters and build them up into planned out encounters, you can take this adventure and make it truly great. [B]Honorable Mention: The Enemy Within[/B] Honorable because it's not actually built for 5E. Part 1 is also very contrary to D&D design, more at home with a Call of Cthulhu game than 5E. However if it is overcome, Death on the Reik is an incredible adventure for use in 5E with a healthy mix of travel, social encounters, and combat. And Castle Wittgenstein is in my opinion a superior spooky castle to even Castle Ravenloft! [/QUOTE]
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