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Nominate Today's Top Adventures for Use in 5E
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<blockquote data-quote="overgeeked" data-source="post: 8638839" data-attributes="member: 86653"><p>That's tough. My top five would be:</p><p></p><p><strong>Curse of Strahd.</strong> I mean, come on. It's already a classic. Ravenloft, at least a small part of it, done mostly right. The adventure and writing are top notch. It's tougher than your standard "we just win" 5E adventure. </p><p></p><p><strong>Dragon Heist.</strong> Despite the hate this one gets, it was the most fun I've had playing 5E. The factions, the NPCs, the city...it was a blast. The DM who ran it is not the best with factions, cities, intrigue, or non-combat stuff, so I can only assume he ran it as straight as possible...while reacting to the players' inevitable shenanigans.</p><p></p><p><strong>Dark of Hot Springs Island.</strong> Absolutely brilliant hexcrawl adventure. Lots of secrets and mysteries to uncover. Lots of NPCs and creatures to interact with. Lots of points of interest to explore and investigate. Hexcrawls done right with a wonderful presentation and layout.</p><p></p><p><strong>Enemy Within.</strong> What's left to say about Enemy Within? It's a spectacular intrigue campaign. I prefer the 4E version to the original. The end isn't spectacular but it's better than the original. The added grognard boxes help change things up for people who've run through it before or if the DM wants to fiddle with it but have specific advice on how and where to.</p><p></p><p><strong>Skull & Shackles.</strong> A great pirate adventure path for Pathfinder. Easily adapted to 5E. Covers all the bases you'd think of in a pirate campaign and then some. Way more railroad that I'd like to run straight. But with even a little work it would make for a great sandbox.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8638839, member: 86653"] That's tough. My top five would be: [B]Curse of Strahd.[/B] I mean, come on. It's already a classic. Ravenloft, at least a small part of it, done mostly right. The adventure and writing are top notch. It's tougher than your standard "we just win" 5E adventure. [B]Dragon Heist.[/B] Despite the hate this one gets, it was the most fun I've had playing 5E. The factions, the NPCs, the city...it was a blast. The DM who ran it is not the best with factions, cities, intrigue, or non-combat stuff, so I can only assume he ran it as straight as possible...while reacting to the players' inevitable shenanigans. [B]Dark of Hot Springs Island.[/B] Absolutely brilliant hexcrawl adventure. Lots of secrets and mysteries to uncover. Lots of NPCs and creatures to interact with. Lots of points of interest to explore and investigate. Hexcrawls done right with a wonderful presentation and layout. [B]Enemy Within.[/B] What's left to say about Enemy Within? It's a spectacular intrigue campaign. I prefer the 4E version to the original. The end isn't spectacular but it's better than the original. The added grognard boxes help change things up for people who've run through it before or if the DM wants to fiddle with it but have specific advice on how and where to. [B]Skull & Shackles.[/B] A great pirate adventure path for Pathfinder. Easily adapted to 5E. Covers all the bases you'd think of in a pirate campaign and then some. Way more railroad that I'd like to run straight. But with even a little work it would make for a great sandbox. [/QUOTE]
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