You are going to have to provide a lot more information. Each group, and each player, has their own idea about what makes an adventure great.
This 100% each one is very different and will hit on different notes. Not that this will be a good way to tell you can also look around and see which modules have communities around them. Such as:
Dice rolls are your purview, remove as many of them as you would want. As to the other points they are all pretty well made and at least the 3 I have run so far definitely have distinctive villains.
You will probably need to find reviews if you are looking for a breakdown of the adventures. They all have their pros and cons.
Princes of the Apocalypse isn’t exactly bad but it does need quite a bit of work to make it shine. The concept is good with some very nice NPCs and areas. But the areas beneath the temples are too big and without railroading most parties will tackle things in an order that will mess up the flow and make going back to visit the places they missed pointless. I definitely wouldn’t recommend it unless you are prepared to make significant changes.
They Want an Adventure that Is well designed, plus is challenging, they also want not to many dice rolls, and a Very Distinctive Villan.
Aside from the not too many dice rolls requirement (that's down to you really, rather than any module, you can remove or add the necessity for rolls as you see fit) the main one which satisfies the conditions you've presented would probably be Curse of Strahd. it's tough, got an engaging villain and has good RP potential :)
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My players want only the best adventure and I need Help.
Elliott Neve
You are going to have to provide a lot more information. Each group, and each player, has their own idea about what makes an adventure great.
As for me, I choose to believe that an extinct thunder lizard is running a game of Dungeons & Dragons via Twitter!
This 100% each one is very different and will hit on different notes. Not that this will be a good way to tell you can also look around and see which modules have communities around them. Such as:
https://www.reddit.com/r/Tombofannihilation/ and https://www.reddit.com/r/CurseofStrahd/ found these two pretty quick
They Want an Adventure that Is well designed, plus is challenging, they also want not to many dice rolls, and a Very Distinctive Villan.
Elliott Neve
Dice rolls are your purview, remove as many of them as you would want. As to the other points they are all pretty well made and at least the 3 I have run so far definitely have distinctive villains.
You will probably need to find reviews if you are looking for a breakdown of the adventures. They all have their pros and cons.
Princes of the Apocalypse isn’t exactly bad but it does need quite a bit of work to make it shine. The concept is good with some very nice NPCs and areas. But the areas beneath the temples are too big and without railroading most parties will tackle things in an order that will mess up the flow and make going back to visit the places they missed pointless. I definitely wouldn’t recommend it unless you are prepared to make significant changes.
Aside from the not too many dice rolls requirement (that's down to you really, rather than any module, you can remove or add the necessity for rolls as you see fit) the main one which satisfies the conditions you've presented would probably be Curse of Strahd. it's tough, got an engaging villain and has good RP potential :)