My group is running through DOIP right now, with some heavy modifications. They're about to hit level 3. We have a decent amount of the book left, but as there's a sale on right now, I was kind of trying to think of what we might want to pick up next while it was cheaper. I have the Critical Role book on pre-order, so there's a chance we'll just move to that and I'll start homebrewing a campaign once we get through our current thing. But I was curious what other people thought was a good book to choose next, if I decide I still want to follow a book.
The "continuations" of Storm King etc don't look that interesting to me. I was looking at Princes of the Apocalypse, or Baldor's gate, or maybe even Horde (though that one only says it's good through level 8 so I don't think we'd get much milage out of that.
I've been a player for almost 2 years, but am relatively new to running my own stuff. I will probably have about 6 months under my belt by the time we'd start a new book. So, thoughts on my current picks, or other suggestions? Compelling story, and 'not a total nightmare to DM' are my main qualifications. I'm doing alright in my job, but am obviously still learning a lot, and I'd absolutely love to get some experienced player/DM views on some of the other published adventures.
ToA or CoS (especially since you can skip the beginning) are both easily thrown in the area and are well done. Otherwise ToYP and GoSM can be thrown just about anywhere.
I could also use adventures for after, say, Lost Mineof Phandelver (and maybe some translations for the different adventure abbreviations - Phandelver would be "LMoP", right?).
I could also use adventures for after, say, Lost Mineof Phandelver (and maybe some translations for the different adventure abbreviations - Phandelver would be "LMoP", right?).
Yep. ToA is Tomb of Annihilation, CoS is Curse of Strahd, ToYP is Tales from the Yawning Portal, and GoSM is Ghosts of Saltmarsh.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
You can take any adventure and tune the fights to fit the level of the party. I took a 7th level party through LMoP once, and just made stronger enemies with minions.
Are you using xp or milestone leveling? If milestone, as recommended, either CoS or ToA would work great. Otherwise, you could pull something level appropriate from Adventurers League that looks interesting. By design, AL adventures are fairly easy to run which can be helpful for a new DM.
My group is running through DOIP right now, with some heavy modifications. They're about to hit level 3. We have a decent amount of the book left, but as there's a sale on right now, I was kind of trying to think of what we might want to pick up next while it was cheaper. I have the Critical Role book on pre-order, so there's a chance we'll just move to that and I'll start homebrewing a campaign once we get through our current thing. But I was curious what other people thought was a good book to choose next, if I decide I still want to follow a book.
The "continuations" of Storm King etc don't look that interesting to me. I was looking at Princes of the Apocalypse, or Baldor's gate, or maybe even Horde (though that one only says it's good through level 8 so I don't think we'd get much milage out of that.
I've been a player for almost 2 years, but am relatively new to running my own stuff. I will probably have about 6 months under my belt by the time we'd start a new book. So, thoughts on my current picks, or other suggestions? Compelling story, and 'not a total nightmare to DM' are my main qualifications. I'm doing alright in my job, but am obviously still learning a lot, and I'd absolutely love to get some experienced player/DM views on some of the other published adventures.
ToA or CoS (especially since you can skip the beginning) are both easily thrown in the area and are well done. Otherwise ToYP and GoSM can be thrown just about anywhere.
I could also use adventures for after, say, Lost Mine of Phandelver (and maybe some translations for the different adventure abbreviations - Phandelver would be "LMoP", right?).
I solemnly swear that I am up to no good
Yep. ToA is Tomb of Annihilation, CoS is Curse of Strahd, ToYP is Tales from the Yawning Portal, and GoSM is Ghosts of Saltmarsh.
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
TfYP has some fun adventures in it. They are more dungeony than sprawling campaign though.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
You can take any adventure and tune the fights to fit the level of the party. I took a 7th level party through LMoP once, and just made stronger enemies with minions.
Are you using xp or milestone leveling? If milestone, as recommended, either CoS or ToA would work great. Otherwise, you could pull something level appropriate from Adventurers League that looks interesting. By design, AL adventures are fairly easy to run which can be helpful for a new DM.