I want to have plans for a new campaign once my current one ends. I think I want to run a 5e module but am not sure. If I do run a module, it'll either be Curse of Strahd, Tyranny of Dragons, or Eve of Ruin. I have a little experience with Tyranny (just the first few chapters, wouldn't be with the same players) but otherwise haven't done anything with the others.
Do you guys have anything to say about any of those you think I should know that might help inform my decision?
Thanks!
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He doesn't have much besides the skin on his bones. Me: I'll take the skin on his bones, then.
"You see a gigantic, monstrous praying mantis burst from out of the ground. It sprays a stream of acid from it's mouth at one soldier, dissolving him instantly, then it turns and chomps another soldier in half with it's- "
I played the second half of the first book of Tyranny, honestly it's not a good module. it's not balanced well, and there's not much story to it. Basically a long road trip followed by assaulting some hideouts just because there's cultists inside.
Do not do Tyranny. I’m speaking from experience. Worst mistake of my entire life. I think you would like Strahd, it’s pretty short and lots of fun. I haven’t read Vecna, but it’s definitely a long haul. How long do you want this new campaign to be?
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Shoutout to the 2 Crew! - the cast of Not Another D&D Podcast
Roomba Knight, Architect of the Cataclysm, Foxy Lunar Archpriest. He/Him.
Ravenclaw, bookworm, Lego fanatic, mythology nerd, rock climber, pedantic about spelling, and proudly Canadian.
I have to second Agilemind and LinkArcher about Tyranny of Dragons. I'm running it currently and it requires quite a bit of homebrew to make it interesting. If you like homebrewing it's not that big of an issue: the ready module gives a ready frame for the overall story arc, but the first half is essentially a long road trip with nothing to do besides a few dungeons. I think I've mostly run homebrew encounters during this campaign, but the ready story helps in creating NPC motivations and linking my creations together.
I'm not sure if you know about the additional 'Vecna' adventure on D&D Beyond, so I thought I'd give a suggestion.
Vecna: Nest of the Eldritch Eye is a Level 3 Adventure to introduce your characters to Vecna. This would be good if you want to start them as lower level characters before they get to Vecna: Eve of Ruin, which takes players from level 10 to 20.
Campaign Options:
Start your characters at Level 3, jump right into V: Eldritch Eye, then Homebrew something to get them to level 10, and then start Vecna: Eve of Ruin.
Start your characters at Level 1. Homebrew a few quests to get them to Level 3, Play V: Eldritch Eye, then Homebrew something to get them to level 10, and then start Vecna: Eve of Ruin.
Start your characters at Level 1. Run something like Dragons of Stormwreck Isle to get them to Level 3, Play V: Eldritch Eye, then play something like Candlekeep Mysteries (only the adventures for levels 4-10) to get them to level 10, and then start Vecna: Eve of Ruin.
There is also the Vecna Dossier you can reference for this as well (in case you were not aware).
I would agree with LinkArcher, on skipping Tyranny of Dragons.
All of this is just a suggestion to get your creative thoughts going.
Breathe, dragons; sing of the First World, forged out of chaos and painted with beauty. Sing of Bahamut, the Platinum, molding the shape of the mountains and rivers; Sing too of Chromatic Tiamat, painting all over the infinite canvas. Partnered, they woke in the darkness; partnered, they labored in acts of creation.
Start your characters at Level 3, jump right into V: Eldritch Eye, then Homebrew something to get them to level 10, and then start Vecna: Eve of Ruin.
If you don't want to HB, I'd highly recommend Baldur's Gate: Descent to Avernus for levels 3-10. You can easily integrate it into other modules by having simply relocating Elturrel, or having the party captured/conscripted/recruited and taken there for training, and then have their escape from Hell jettison them out near where your next module is set to begin.
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Hello!
I want to have plans for a new campaign once my current one ends. I think I want to run a 5e module but am not sure. If I do run a module, it'll either be Curse of Strahd, Tyranny of Dragons, or Eve of Ruin. I have a little experience with Tyranny (just the first few chapters, wouldn't be with the same players) but otherwise haven't done anything with the others.
Do you guys have anything to say about any of those you think I should know that might help inform my decision?
Thanks!
He doesn't have much besides the skin on his bones. Me: I'll take the skin on his bones, then.
"You see a gigantic, monstrous praying mantis burst from out of the ground. It sprays a stream of acid from it's mouth at one soldier, dissolving him instantly, then it turns and chomps another soldier in half with it's- "
"When are we gonna take a snack break?"
Homebrew a campaign from your heart.
I played the second half of the first book of Tyranny, honestly it's not a good module. it's not balanced well, and there's not much story to it. Basically a long road trip followed by assaulting some hideouts just because there's cultists inside.
Do not do Tyranny. I’m speaking from experience. Worst mistake of my entire life. I think you would like Strahd, it’s pretty short and lots of fun. I haven’t read Vecna, but it’s definitely a long haul. How long do you want this new campaign to be?
Shoutout to the 2 Crew! - the cast of Not Another D&D Podcast
Roomba Knight, Architect of the Cataclysm, Foxy Lunar Archpriest. He/Him.
Ravenclaw, bookworm, Lego fanatic, mythology nerd, rock climber, pedantic about spelling, and proudly Canadian.
Extended sig: https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/3153-extended-signature-thread?comment=438
I love K-pop Demon Hunters and the theatre. I will someday do a campaign, but I travel too much at the moment
I have to second Agilemind and LinkArcher about Tyranny of Dragons. I'm running it currently and it requires quite a bit of homebrew to make it interesting. If you like homebrewing it's not that big of an issue: the ready module gives a ready frame for the overall story arc, but the first half is essentially a long road trip with nothing to do besides a few dungeons. I think I've mostly run homebrew encounters during this campaign, but the ready story helps in creating NPC motivations and linking my creations together.
Greetings WolfeCriedPup,
I'm not sure if you know about the additional 'Vecna' adventure on D&D Beyond, so I thought I'd give a suggestion.
Vecna: Nest of the Eldritch Eye is a Level 3 Adventure to introduce your characters to Vecna.
This would be good if you want to start them as lower level characters before they get to Vecna: Eve of Ruin, which takes players from level 10 to 20.
Campaign Options:
There is also the Vecna Dossier you can reference for this as well (in case you were not aware).
I would agree with LinkArcher, on skipping Tyranny of Dragons.
All of this is just a suggestion to get your creative thoughts going.
Cheers!
Breathe, dragons; sing of the First World, forged out of chaos and painted with beauty.
Sing of Bahamut, the Platinum, molding the shape of the mountains and rivers;
Sing too of Chromatic Tiamat, painting all over the infinite canvas.
Partnered, they woke in the darkness; partnered, they labored in acts of creation.
If you don't want to HB, I'd highly recommend Baldur's Gate: Descent to Avernus for levels 3-10. You can easily integrate it into other modules by having simply relocating Elturrel, or having the party captured/conscripted/recruited and taken there for training, and then have their escape from Hell jettison them out near where your next module is set to begin.