D&D 5E (2014) What's a non-culty official adventure?

jayoungr

Legend
For one of my tables, I've run Tyranny of Dragons, Curse of Strahd, and (currently) Baldur's Gate: Descent into Avernus. Both ToD and DiA are quite cult-heavy--in fact, the opening chapters of DiA have no less than three different cults operating against each other. It would be nice if the next adventure was as cult-free as possible, because the players are starting to find it just silly. Out of the official published adventures, which one(s) would you suggest if I want to have as little cult activity as possible?

(Note: Although I marked this "D&D 2014," as that's what the group has decided to stick with, feel free to suggest anything for D&D 2024.)
 
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Looking at my book shelf:
  • Storm King's Thunder: features one set of post-ToD dragon cultists who act as airship chauffeurs for the PCs (after having run ToD for my home group, they enjoyed this reversal of fortune for the dragon cultists when I ran SKT for them later)
  • Out of the Abyss: features demons, drow, and other Underdark monsters but no cultists that I can think of
  • Tomb of Annihilation: no cultists
  • Waterdeep: Dragon Heist: only one of the four possible paths features devil cultists
  • Waterdeep: Dungeon of the Mad Mage: I think one or two of the levels might have some cultists but they're not a major plot point
  • Icewind Dale: Rime of the Frostmaiden: features crazed followers of Auril, but I'm not sure if they count as cultists or not
  • Wild Beyond the Witchlight: no cultists
  • Dragonlance: Shadow of the Dragon Queen: I don't think the Dragon Army soldiers count as cultists.
  • Phandelver and Below: The Shattered Obelisk: the post-LMoP add-on features mind flayers, psychic goblins, and other aberrations but no cultists
The various anthologies have some adventures with cultists and some without.
 


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