D&D 5E Vote for Todays Best Adventures for Use in 5E

Vote for your favorite 3 adventures to use with 5E

  • Age of Worms

    Votes: 6 9.0%
  • Beyond Icespire (Storm Lord's Wrath / Sleeping Dragon's Wake / Divine Contention)

    Votes: 1 1.5%
  • Calebais The Broken Covenant

    Votes: 0 0.0%
  • Carrion Crown

    Votes: 0 0.0%
  • Castle Amber

    Votes: 5 7.5%
  • Curse of Strahd

    Votes: 23 34.3%
  • Curse of the Crimson Throne

    Votes: 4 6.0%
  • Dark of Hot Springs Island

    Votes: 1 1.5%
  • Death frost doom (LotFP)

    Votes: 1 1.5%
  • Dragon Heist

    Votes: 3 4.5%
  • Dragon of Icespire Peak

    Votes: 3 4.5%
  • The Enemy Within

    Votes: 2 3.0%
  • Five Coins for a Kingdom

    Votes: 0 0.0%
  • The Forge of Fury

    Votes: 3 4.5%
  • Ghosts of Saltmarsh

    Votes: 12 17.9%
  • Hoard of the Dragon Queen

    Votes: 2 3.0%
  • Hot Springs Island

    Votes: 0 0.0%
  • The Isle of Dread (OAR #2)

    Votes: 4 6.0%
  • Keep on the Borderlands

    Votes: 4 6.0%
  • Kingmaker

    Votes: 6 9.0%
  • The Last Breaths of Ashenport

    Votes: 1 1.5%
  • Lost City (B4/OAR4)

    Votes: 4 6.0%
  • Lost Mines of Phandelver

    Votes: 29 43.3%
  • The Night Below

    Votes: 6 9.0%
  • Night's Dark Terror (X10)

    Votes: 5 7.5%
  • Odyssey of the Dragonlords

    Votes: 1 1.5%
  • Pharaoh

    Votes: 2 3.0%
  • Princes of the Apocalypse

    Votes: 6 9.0%
  • Rappan Athuk

    Votes: 5 7.5%
  • Red Hand of Doom

    Votes: 7 10.4%
  • Reign of Winter

    Votes: 0 0.0%
  • Rise of the Runelords

    Votes: 2 3.0%
  • Savage Tide

    Votes: 0 0.0%
  • Scourge of the Sword Coast

    Votes: 2 3.0%
  • Shackled City

    Votes: 2 3.0%
  • Sinister Secrets of Saltmarsh

    Votes: 4 6.0%
  • Skull & Shackles

    Votes: 0 0.0%
  • Storm King's Thunder

    Votes: 3 4.5%
  • The Sunless Citadel

    Votes: 3 4.5%
  • Tales of the Old Margrave

    Votes: 1 1.5%
  • Temple of Elemental Evil (OAR #6)

    Votes: 2 3.0%
  • Tomb of Annihilation

    Votes: 9 13.4%
  • Tomb of Horrors (from TotYP)

    Votes: 0 0.0%
  • Tyranny of Dragons

    Votes: 1 1.5%
  • Way of the Wicked

    Votes: 1 1.5%
  • White Plume Mountain (TFtYP version)

    Votes: 1 1.5%

  • Poll closed .

Retreater

Legend
I had absolutely no problem running Curse of Strahd (but had immense difficulty in some others from the 5e era). I'm sorry to hear some of you have been let down from this adventure. I think it's got the best villain in any of the official 5e adventures, with the clearest objectives. That alone really drives the adventure. It's also a contained sandbox, which I think is the best kind.
Perhaps it was easier for me because I was already familiar with it because of its decades of history in the game. I do know two other DMs who have run it who are not the most experienced DMs - and both of their groups managed to have amazing times.
I think it's a fantastic template for adventure design.
 

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DEFCON 1

Legend
Supporter
I think it's a fantastic template for adventure design.
If WotC was ever to do something with the Nentir Vale for 5E, the Curse of Strahd adventure format would be the way I personally would like to see it brought in.

The Nentir Vale area is small and with a few towns across it, just like the Baratok Valley in CoS... so it doesn't need a full campaign book in my opinion. Instead, if you created a 1st to 15th level adventure path that took you across the Vale... from Winterhaven to Gardmore Abbey to Kobold Hall to the Witchlight Fens to Fallcrest to Thunderspire to Harkenwold to Hammerfast to Nenlast and so forth... you could detail these areas just enough for whatever the story is being told just like all the areas detailed in CoS. (Also knowing full well that if DMs wanted/needed even more detail about these areas than what the book could give, they could always just buy the 4E supplements off of DMs Guild). Doing that would give us a wonderful self-contained Curse of Strahd-like campaign adventure area. But unlike CoS (which uses and reuses the original I6 Ravenloft adventure for the spine of the book)... this could be a whole new adventure that isn't merely a reprint of H1-3 / P1-3 / E1-3. Might go to a lot of the same areas, but a whole new story.
 

Nebulous

Legend
I loved Lost Mine. Mixing it with the second starter set made it even better.
I had absolutely no problem running Curse of Strahd (but had immense difficulty in some others from the 5e era). I'm sorry to hear some of you have been let down from this adventure. I think it's got the best villain in any of the official 5e adventures, with the clearest objectives. That alone really drives the adventure. It's also a contained sandbox, which I think is the best kind.
Perhaps it was easier for me because I was already familiar with it because of its decades of history in the game. I do know two other DMs who have run it who are not the most experienced DMs - and both of their groups managed to have amazing times.
I think it's a fantastic template for adventure design.
I found a supplement on the DMs Guild that took the rather weak Tome of Strahd from the core campaign and turned it into a time traveling device. The PCs - when they use it/solve a chapter - are transported back to old Barovia, meeting young boy Strahd and Rahadin, and later when adult Strahd and his army attacks the Silver Dragon paladins, and later the wedding ceremony of Strahd and Tatyana, and stress with his brother. It added so much depth to the campaign by letting the PCs see events from another perspective. I didn't use all the chapters, just some of them, but it turned the Tome of Strahd into a truly interesting item, and far more than the core book could have incorporated.
 

Too bad you didn't participate in the previous thread, I would of added your suggestions to the poll. Had you participated, what would have you nominated?
Something that I've written myself. I haven't read anything for 5e that is better than mediocre (although there are quite a few on your list that I haven't read) and the old revamps only look good through rose-tinted nostalgia-specs.
 

Sacrosanct

Legend
Publisher
I'll be starting Night Below this Saturday for my group. I'll be using Chromatic Dungeons and not 5e, but that's just conversion stuff and won't impact how the campaign plays out.

Surprised Rime of the Frostmaiden isn't even on the list, nor are several iconic AD&D modules (Dwellers of the FB, Hidden Shrine of Tomoachan, etc)
 


Burnside

Space Jam Confirmed
Supporter
I'll be starting Night Below this Saturday for my group. I'll be using Chromatic Dungeons and not 5e, but that's just conversion stuff and won't impact how the campaign plays out.

Surprised Rime of the Frostmaiden isn't even on the list, nor are several iconic AD&D modules (Dwellers of the FB, Hidden Shrine of Tomoachan, etc)

I regret not nominating Rime. I'd certainly rank it below Strahd and Lost Mine, but well above Ghosts of Saltmarsh (two of GoS's seven adventures are aggressively bad, and two are middling).
 

Back in ye olden days you could run a poll like this and be confident that most players would have some familiarity with most of the titles on the list. But that was when D&D was much smaller. There is a thread on "shared experience" around somewhere. But I don't know anything about 62% of the titles on this list, so I have no idea if they are good, bad or indifferent. I would imagine that is true for most players.
 




Back in ye olden days you could run a poll like this and be confident that most players would have some familiarity with most of the titles on the list. But that was when D&D was much smaller. There is a thread on "shared experience" around somewhere. But I don't know anything about 62% of the titles on this list, so I have no idea if they are good, bad or indifferent. I would imagine that is true for most players.
Absolutely. But I still find these useful. Not to find the one best adventure for 5E (because that is always going to be subjective anyway), but instead to get a prioritized list of adventures to look into for future campaigns etc.
 

Stormonu

Legend
Ravenloft is good, regardless of the edition, I have found. The expansion and detailing of the surrounding areas was just topping to already sumptuous cake.

Mines of Phandelver wowed me for hitting all the right notes for a D&D adventure - intro dungeon/fight, overland travel, wilderness encounters, unusual NPC interactions and some well-planned and stocked dungeons. It just felt “right”.

I’ve played in the old U1-U3 series and ran Ghosts of Saltmarsh, and enjoyed it a great deal. There’s a lot of mystery and thinking in this adventure, and it isn’t something you can just hack your way through (Well, at least until you figure out what’s REALLY going on). It has one rough spot (the U2 section), but that’s only because an on-the-ball party might figure things out extremely quickly and trivialize that section (but still have plenty of diplomatic things to do).

I wanted to put in a vote for Lost City, but alas I haven’t had the chance to actually run it in 5E, and my attempt to run it back in the ‘80s didn’t pan out because I didn’t understand that it was much, much more than a mere dungeon delve - it was a living ecosystem/world in a dungeon environment.

Lastly, I wish I could give good marks to Tomb of Annihilation, but the DM I’ve been bearing it under has made mincemeat of its contents and its been utterly underwhelming. I don’t even know what elements we’ve been going through are parts of the module and what aren’t - and I’ve refrained from reading it as its an active game for me.
 

I'm really going to have to check out Strahd. It's never appealed to me for some reason, but with all the positive reviews here, seems like it would just be stubbornness keeping me from at least reading it now.
 


Lanefan

Victoria Rules
If one slowed down level advancement to an absolute crawl (by 5e standards - say, one level per two adventures) and settled in for a ten-fifteen year run, one could make a hella good campaign out of just stringing all those adventures together in the right sequence. :)
 


DEFCON 1

Legend
Supporter
Having now run both the original I6 Ravenloft, and Curse of Strahd... the one conclusion I have come to (should I ever run it again) is to NOT have the party go to Madam Eva's for the card reading so early in the adventure.

Assuming I have a group that is unfamiliar with this adventure... I think future parties would be better served arriving and discovering what is going on without being told right off the bat "The dude in the Castle is a bad guy, and here are three things you need to go find if you want to kill him!". Instead, I think the whole thing would be more compelling if the party discovered they were stuck in Baratok Valley and had to deal with a bunch of issues, but have no idea how/why they are happening. And then perhaps they could go to the Castle and meet the Lord, perhaps having a meal with him, without knowing what is up. But then going to Vallaki, meeting the revenants from the Silver Dragon Knights, meeting members of the Vistani and exploring the whole area... and slowly learning what is up with Count von Zarovich.

Only after the party realizes how screwed they truly are being stuck here does Madam Eva eventually arrive and they get pushed (or they make the decision) to go see her and they find out what the problem is and what they need to do about it. Because at that point they may have already had a couple meetings with Strahd and have developed a relationship with him (good or bad). It would give the group more of a chance to establish themselves in the area before finally going on their vampire killing spree.
 



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