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Nominate Today's Top Adventures for Use in 5E
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<blockquote data-quote="pukunui" data-source="post: 8638853" data-attributes="member: 54629"><p>Ugh, no. Both of those are as bad as <em>Dragon Heist </em>if not worse. <em>Age of Worms</em> has some fun moments, but none of them let you affect the outcome of the AP in any way. The PCs are just along for the ride. And <em>Odyssey of the Dragonlords </em>is a hideous mess written by people who don't understand that a TTRPG adventure shouldn't be written like it's a CRPG - and it needed at least one more playtesting/proofreading pass than it got.</p><p></p><p></p><p>I thought the OP said not to include ones that require extensive prep to make them work. <em>Dragon Heist </em>is a hot mess as written and therefore doesn't really fit the OP's criteria.</p><p></p><p></p><p>As for me, here are my current top 5, in no particular order:</p><ul> <li data-xf-list-type="ul"><em><strong>Curse of Strahd</strong> </em>- A solid, self-contained sandboxy adventure with a compelling villain, a strong theme, and plenty of interesting encounter locations. It's by no means perfect, but I've both played and DMed it and enjoyed myself immensely both times.</li> <li data-xf-list-type="ul"><em><strong>Tomb of Annihilation </strong>- </em>Another solid, self-contained sandboxy adventure. Yes, the hexcrawl can get a bit tiresome, but it's even more fun when you don't introduce the death curse right away. I've DMed it all the way through once and am a good chunk of the way through a second run-through.</li> <li data-xf-list-type="ul"><em><strong>Storm King's Thunder</strong> </em>- This one is a fun open world with some great locations. The giant lairs are fantastic. The mid-section is wide open, allowing the PCs to stretch their legs and really get a feel for the setting. You can have a lot of fun with this one. (I recommend skipping the opening mini-adventure, though, as it's a bit rushed and naff.)</li> <li data-xf-list-type="ul"><em><strong>"Trouble in Red Larch"</strong> - </em>This is the opening mini-adventure from <em>Princes of the Apocalypse.</em> It's become my 5e version of the Village of Hommlet. It's a great little location with fleshed out NPCs, some fun little mini quests, and a fun little mystery to solve.</li> <li data-xf-list-type="ul"><em><strong>Scourge of the Sword Coast </strong></em>- One of the D&D Next playtest era adventures. It's an unsung treasure. Does a great job building on the Daggerford area lore from previous editions. Plot is a wee on the thin side but the five main adventure locations are evocative and fun, with plenty of entry and exit points. They are all great examples of the Alexandrian's "Jaquaying the dungeon" concept. The only real letdown is that the real conclusion of the adventure was included as the opening segment of the follow-up, <em>Dead in Thay </em>- although it was left out of the updated version that appears in <em>Tales from the Yawning Portal</em>. The adventure locations and attention to detail easily add up to make this one of my most favorite D&D adventures to run ever. I've run it twice and would happily run it again.</li> </ul></blockquote><p></p>
[QUOTE="pukunui, post: 8638853, member: 54629"] Ugh, no. Both of those are as bad as [I]Dragon Heist [/I]if not worse. [I]Age of Worms[/I] has some fun moments, but none of them let you affect the outcome of the AP in any way. The PCs are just along for the ride. And [I]Odyssey of the Dragonlords [/I]is a hideous mess written by people who don't understand that a TTRPG adventure shouldn't be written like it's a CRPG - and it needed at least one more playtesting/proofreading pass than it got. I thought the OP said not to include ones that require extensive prep to make them work. [I]Dragon Heist [/I]is a hot mess as written and therefore doesn't really fit the OP's criteria. As for me, here are my current top 5, in no particular order: [LIST] [*][I][B]Curse of Strahd[/B] [/I]- A solid, self-contained sandboxy adventure with a compelling villain, a strong theme, and plenty of interesting encounter locations. It's by no means perfect, but I've both played and DMed it and enjoyed myself immensely both times. [*][I][B]Tomb of Annihilation [/B]- [/I]Another solid, self-contained sandboxy adventure. Yes, the hexcrawl can get a bit tiresome, but it's even more fun when you don't introduce the death curse right away. I've DMed it all the way through once and am a good chunk of the way through a second run-through. [*][I][B]Storm King's Thunder[/B] [/I]- This one is a fun open world with some great locations. The giant lairs are fantastic. The mid-section is wide open, allowing the PCs to stretch their legs and really get a feel for the setting. You can have a lot of fun with this one. (I recommend skipping the opening mini-adventure, though, as it's a bit rushed and naff.) [*][I][B]"Trouble in Red Larch"[/B] - [/I]This is the opening mini-adventure from [I]Princes of the Apocalypse.[/I] It's become my 5e version of the Village of Hommlet. It's a great little location with fleshed out NPCs, some fun little mini quests, and a fun little mystery to solve. [*][I][B]Scourge of the Sword Coast [/B][/I]- One of the D&D Next playtest era adventures. It's an unsung treasure. Does a great job building on the Daggerford area lore from previous editions. Plot is a wee on the thin side but the five main adventure locations are evocative and fun, with plenty of entry and exit points. They are all great examples of the Alexandrian's "Jaquaying the dungeon" concept. The only real letdown is that the real conclusion of the adventure was included as the opening segment of the follow-up, [I]Dead in Thay [/I]- although it was left out of the updated version that appears in [I]Tales from the Yawning Portal[/I]. The adventure locations and attention to detail easily add up to make this one of my most favorite D&D adventures to run ever. I've run it twice and would happily run it again. [/LIST] [/QUOTE]
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