I’ve been spending a lot of time looking for next adventures to use, and started checking out some AL options on dmsguild. It’s turned into a Netflix-like experience, where I spend way more time flipping through things than watching / playing !
In any event, I checked out a few AL modules and like what I’ve seen so far. I’ve come to find the WOTC adventure books unnecessarily dense, and the more direct format of the AL scenarios suits my DM style and players well.
I did a little digging and came across and old thread from 2017. Obviously there have been dozens released since then, so does anyone care to expand on this?
Really impressed with DDEX1-06 The Scroll Thief, as well as DDEX2-10 Cloaks and Shadows. I don’t necessarily want to run a whole single season straight through, ok to jump around.
Our group has done CoS as well as ToA, so not really interested in any scenarios from those seasons. Also done a few from GoS as well as YP, and I don’t care for the Descent storyline in general.
There are also the CCC ones on the guild as well, interested in recommendations for those.
A bunch of the season 5 ones are free right now so I would grab them whether they are necessarily the best or not though several of them are on the top 20 list you linked. They have been giving out free modules almost every day for the past couple of months. Unfortunately, they are only free for a week or so, so you have to keep checking back.
If you have played through ToA then some of the high level modules for tier 3 or 4 might be of interest for continuing adventures in Chult. They are placed after the culmination of the TOA hardcover.
Within seasons there can often be 2 or 3 adventures linked into mini-arcs and these can be useful if you want a bit more continuity. You can also find this with some of the CCC series of adventures.
Other that that, I'd suggest reading the reviews of adventures that seem interesting on DMsGuild.
I really enjoyed the T1 adventures from the STK season...season 5 was it?
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
CCC-ELO-01 For the Kids CCC-ELO-02 The Four Kids were great to dm. This a kids friendly module .
CCC-GHC-BK1-07 The Peculiar Case of the Selptan felines. Love playing in this module. And love Dming this one. If you dm it. Grab some cat toys from the dollar store to had out to your players.
I liked DDAL5-2, The Black Road, quite well. It's one of the best modules I've seen for the exploration tier of play. If you prefer more straightforward dungeon crawls, Tales of the Yawning Portal might be a good HC for you. It's a collection of several classic, unrelated modules. I'm playing both Sunless Citadel and Forge of Fury from TOTYP and they're quite good. DDAL6-1, A Thousand Tiny Deaths, is a nice intro to Forge of Fury and a good T1 adventure in its own right.
I can recommend the two hardcovers Tales from the Yawning Portal and Ghosts of Saltmarsh.
Put them together and you have an instant campaign. The local area is well defined. Saltmarsh is a good base of operations. Since all of the adventures are actually shorter modules you can work them in together. You might need to level a bit slower than AL typically does but this can actually fit some of the play groups used to slower advancement quite well.
For example, Sunles Citadel and the Sinister Secret of Saltmarsh can be played consecutively with the characters ending at level 3 no matter which you decide to run first. (or as in my case, leave it up to the players which one, if either, they want to do. Having some choice of things to do gives the players a bigger feeling that their decisions matter.
As for AL modules - there are so many it is hard to decide which are the best since I've only played a small fraction of the available content. In addition to the official season content, there are also all of the "CCC" or convention created content modules, some of which are really good. There is also the Guild Adept content for the more recent seasons. Some of these are also good.
Finally, some of the adventures are organized into min-arcs of 2-5 adventures which are related and provide a bit of continuity.
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I’ve been spending a lot of time looking for next adventures to use, and started checking out some AL options on dmsguild. It’s turned into a Netflix-like experience, where I spend way more time flipping through things than watching / playing
!
In any event, I checked out a few AL modules and like what I’ve seen so far. I’ve come to find the WOTC adventure books unnecessarily dense, and the more direct format of the AL scenarios suits my DM style and players well.
I did a little digging and came across and old thread from 2017. Obviously there have been dozens released since then, so does anyone care to expand on this?
The Top 20 Adventurers League Adventures
Really impressed with DDEX1-06 The Scroll Thief, as well as DDEX2-10 Cloaks and Shadows. I don’t necessarily want to run a whole single season straight through, ok to jump around.
Our group has done CoS as well as ToA, so not really interested in any scenarios from those seasons. Also done a few from GoS as well as YP, and I don’t care for the Descent storyline in general.
There are also the CCC ones on the guild as well, interested in recommendations for those.
A bunch of the season 5 ones are free right now so I would grab them whether they are necessarily the best or not though several of them are on the top 20 list you linked. They have been giving out free modules almost every day for the past couple of months. Unfortunately, they are only free for a week or so, so you have to keep checking back.
https://dnd.wizards.com/remote/freematerial
If you have played through ToA then some of the high level modules for tier 3 or 4 might be of interest for continuing adventures in Chult. They are placed after the culmination of the TOA hardcover.
Within seasons there can often be 2 or 3 adventures linked into mini-arcs and these can be useful if you want a bit more continuity. You can also find this with some of the CCC series of adventures.
Other that that, I'd suggest reading the reviews of adventures that seem interesting on DMsGuild.
I have long thought that some earlier adventures from Season 8 were yop tier. "Once in Waterdeep" and "Rats of Waterdeep" in particular.
I really enjoyed the T1 adventures from the STK season...season 5 was it?
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
CCC-ELO-01 For the Kids CCC-ELO-02 The Four Kids were great to dm. This a kids friendly module .
CCC-GHC-BK1-07 The Peculiar Case of the Selptan felines. Love playing in this module. And love Dming this one. If you dm it. Grab some cat toys from the dollar store to had out to your players.
No Gaming is Better than Bad Gaming.
I liked DDAL5-2, The Black Road, quite well. It's one of the best modules I've seen for the exploration tier of play. If you prefer more straightforward dungeon crawls, Tales of the Yawning Portal might be a good HC for you. It's a collection of several classic, unrelated modules. I'm playing both Sunless Citadel and Forge of Fury from TOTYP and they're quite good. DDAL6-1, A Thousand Tiny Deaths, is a nice intro to Forge of Fury and a good T1 adventure in its own right.
I can recommend the two hardcovers Tales from the Yawning Portal and Ghosts of Saltmarsh.
Put them together and you have an instant campaign. The local area is well defined. Saltmarsh is a good base of operations. Since all of the adventures are actually shorter modules you can work them in together. You might need to level a bit slower than AL typically does but this can actually fit some of the play groups used to slower advancement quite well.
For example, Sunles Citadel and the Sinister Secret of Saltmarsh can be played consecutively with the characters ending at level 3 no matter which you decide to run first. (or as in my case, leave it up to the players which one, if either, they want to do. Having some choice of things to do gives the players a bigger feeling that their decisions matter.
As for AL modules - there are so many it is hard to decide which are the best since I've only played a small fraction of the available content. In addition to the official season content, there are also all of the "CCC" or convention created content modules, some of which are really good. There is also the Guild Adept content for the more recent seasons. Some of these are also good.
Finally, some of the adventures are organized into min-arcs of 2-5 adventures which are related and provide a bit of continuity.