While I agree with DrowRanger, you might not have the time to build a whole world. Most of the 5e adventures are written as campaign settings with plots tacked on. Of the exceptions, Yawning Portal updates old adventures to 5e and Saltmarsh introduces naval rules. If you want to springboard from your current adventure into a pseudo home brew, I recommend picking up Stormking’s Thunder. It has a ton of content for the region that you can customize for a campaign without ever getting into the plot of the adventure.
If you want tips on customizing an existing adventure, I recommend watching Chris Perkins DM dice, camera, action. Also, powerscore rpg has a lot of good tips on running each of the official adventures.
Dungeon of the Mad Mage starts at level 5 so you don't need to worry about reworking it's start, and it's basically one big dungeon crawl. Sounds like exactly what you're looking for.
That is true what Nuclear_Monkey says about it taking ages to create an entire world, so then if you dont have that kind of time on your hands you could twist up the end of your current adventure to create a hook for another.
That's what I've done with my current Phandelver adventure. Daran told the party he was heading to Baldurs Gate to meet an old friend about a curse or sickness (Tomb of Annihilation) and Lionshield is hiring drivers to escort shipments to Yartar because of Giant attacks (Stormkings Thunder). If you do go that route try and give individual PCs hooks into the stories. In my case, I had a dwarf from the north that made the stormking hook easy and I changed Daran's faction to the Harpers because it worked better as a faction for the party to have some interaction with.
Since I forgot to mention it earlier, you may want to look at what DMs Guild has to offer. You have a lot of options in the $5 range, if you're not crazy about dropping $30-$50 bucks on a book you may not end up using.
First, I would rule out Waterdeep: Dragon Heist. It doesn't seem like what you're looking for.
Lots of combat ones include Tomb of Annihilation and Dungeon of the Mad Mage.
Curse of Strahd has a lot of traps and puzzles and mysteries (and an insanely good setting).
Ultimately, it's p to you and the player, pretty much every other adventure is wedged between them. If you want them to stop cultist rituals and fight a ton of Devils, do Descent into Avernus. If you're more of a Norse-y kind of guy, consider Storm King's Thunder. But as I said, it's up to your players, and, ultimately, you.
Dragon of Icespire Peak also takes place around Phandalin and could easily take place shortly after the events of Lost Mine of Phandelver. I’m currently running a game where I’ve combined the two modules and it is a lot of fun.
I'm not familiar with Tomb of Annihaliation so maybe that's a better option but another recommendation could be Tyranny of dragons, however I heared from the DM that ran it, it was quite some work to prepare it, the setting is not to dark, it has dragons which is cool and the obvious evil elements, cultists, goblins and such. You could even then link into Rise of Tiamat.
I wouldn't recommend jumping ahead into Storm King's Thunder because I think the storyline is way to open for them to get into it.
Tales from the Yawning Portal contains a decent set of adventures spanning tiers 1-4. They are mostly dungeons but you could easily set them anywhere so if your adventuring band sets up a base somewhere they could hear rumors of places to explore, travel there and then run the module from TftYP. Although the adventures in TftYP are mostly dungeon crawls, each has a fairly distinct setting and can be run completely independently.
Someone suggested dungeon of the mad mage, this is a multi-level dungeon with each level playable separately. I've played the first 4 levels or so and found it too much of the same thing after a while. There also didn't seem to be enough plot line to make it worth the time for the characters to explore the dungeon. Treasure rewards were pretty low for the time invested. As a result I would tend to look at Tales from the Yawning Portal for dungeon type modules rather than DotMM.
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Hello everyone,
I’m currently running the “Lost Mine of Phandelver” to a few groups of 11 year olds.
They are about to finish the adventure and I was wondering which adventure I should use next. They are lvl 4.
The most important thing is that the adventure should be suitable for kids (eg. low on complicated politics, and high on traps, fights and riddles).
Any suggestions??
Thanks in advance 🙏🏻
Tomb of Annihilation. It has all that and dinosaur races.
If you cant find a suitable adventure, then just make one up. Remember adventurers should be tailored to players, not just DMs
While I agree with DrowRanger, you might not have the time to build a whole world. Most of the 5e adventures are written as campaign settings with plots tacked on. Of the exceptions, Yawning Portal updates old adventures to 5e and Saltmarsh introduces naval rules. If you want to springboard from your current adventure into a pseudo home brew, I recommend picking up Stormking’s Thunder. It has a ton of content for the region that you can customize for a campaign without ever getting into the plot of the adventure.
If you want tips on customizing an existing adventure, I recommend watching Chris Perkins DM dice, camera, action. Also, powerscore rpg has a lot of good tips on running each of the official adventures.
Dungeon of the Mad Mage starts at level 5 so you don't need to worry about reworking it's start, and it's basically one big dungeon crawl. Sounds like exactly what you're looking for.
Wizard (Gandalf) of the Tolkien Club
That is true what Nuclear_Monkey says about it taking ages to create an entire world, so then if you dont have that kind of time on your hands you could twist up the end of your current adventure to create a hook for another.
That's what I've done with my current Phandelver adventure. Daran told the party he was heading to Baldurs Gate to meet an old friend about a curse or sickness (Tomb of Annihilation) and Lionshield is hiring drivers to escort shipments to Yartar because of Giant attacks (Stormkings Thunder). If you do go that route try and give individual PCs hooks into the stories. In my case, I had a dwarf from the north that made the stormking hook easy and I changed Daran's faction to the Harpers because it worked better as a faction for the party to have some interaction with.
Since I forgot to mention it earlier, you may want to look at what DMs Guild has to offer. You have a lot of options in the $5 range, if you're not crazy about dropping $30-$50 bucks on a book you may not end up using.
There are several good options.
First, I would rule out Waterdeep: Dragon Heist. It doesn't seem like what you're looking for.
Lots of combat ones include Tomb of Annihilation and Dungeon of the Mad Mage.
Curse of Strahd has a lot of traps and puzzles and mysteries (and an insanely good setting).
Ultimately, it's p to you and the player, pretty much every other adventure is wedged between them. If you want them to stop cultist rituals and fight a ton of Devils, do Descent into Avernus. If you're more of a Norse-y kind of guy, consider Storm King's Thunder. But as I said, it's up to your players, and, ultimately, you.
D&D is a game for nerds... so I guess I'm one :p
Dragon of Icespire Peak also takes place around Phandalin and could easily take place shortly after the events of Lost Mine of Phandelver. I’m currently running a game where I’ve combined the two modules and it is a lot of fun.
What is your own experience level?
I'm not familiar with Tomb of Annihaliation so maybe that's a better option but another recommendation could be Tyranny of dragons, however I heared from the DM that ran it, it was quite some work to prepare it, the setting is not to dark, it has dragons which is cool and the obvious evil elements, cultists, goblins and such. You could even then link into Rise of Tiamat.
I wouldn't recommend jumping ahead into Storm King's Thunder because I think the storyline is way to open for them to get into it.
Tales from the Yawning Portal contains a decent set of adventures spanning tiers 1-4. They are mostly dungeons but you could easily set them anywhere so if your adventuring band sets up a base somewhere they could hear rumors of places to explore, travel there and then run the module from TftYP. Although the adventures in TftYP are mostly dungeon crawls, each has a fairly distinct setting and can be run completely independently.
Someone suggested dungeon of the mad mage, this is a multi-level dungeon with each level playable separately. I've played the first 4 levels or so and found it too much of the same thing after a while. There also didn't seem to be enough plot line to make it worth the time for the characters to explore the dungeon. Treasure rewards were pretty low for the time invested. As a result I would tend to look at Tales from the Yawning Portal for dungeon type modules rather than DotMM.