I'm new to 5e and we are close to finish Lost Mine of Phandelver, I'm looking for suggestions on what to run after that, I just have read Storm King's Thunder and seems like a lot of fun, but chapter 3 seems really hard to build up with a lot of locations and places to visits that I just want to look for second opinion before attempting to build all those maps and places.
Do you guys have any suggestions on what to run besides Storm King's Thunder?
It depends on the sort of game you are looking to run. If you want a nice open sandbox-like adventure with lots of opportunity to explore and see new and interesting things, I'd send your players to Chult with the Tomb of Annihilation adventure. There they can get out and explore things and go on fun treasure hunts before drilling down into the lost city's tomb for a pretty scary dungeon delve. If you want to set them up in more of a city setting, I really liked Waterdeep: Dragon Heist. It comes with several outcomes depending on the villain you pick and sets the party up with a house in Waterdeep that they can play a little base-building mini-game with. The bonus to doing that adventure is that you can then transition from there to Waterdeep: Dungeon of the Mad Mage and send your players on a trip through a 23 floor mega dungeon where each floor is big enough to have its own ecosystem and opportunities to fight or befriend the locals, allowing the party's decisions to influence the dungeon in certain aspects as they descend.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
You can go from Phandelver to pretty much any of the other modules. It DOES help in knowing a bit beforehand as you can setup plots/clues for your group to make a nice transition.
Personally, I like taking bits and pieces from modules and molding them in to things my players are interested in. For a better answer here are some quick thoughts:
Curse of Strahd -- Gothic horror/undead setting - a lot of folks know this content in different forms already. You could have the mists of raventloft engulf the party from a house at the end of town (or the manor)
Storm King's Thunder -- Sprawling sword coast setting with giants -- You can move pretty easily from Phandelver to Triboar and start at level 5 or so, moving right into a giant attack.
Out of the Abyss -- Underdark! -- this is a a really easy setup with Black Spider.
Against the dragons (horde of dragon queen/rise of tiamat) -- you can use the cultists in Thundertree to lead you along.
Dungeon of the mad mage - A sprawling dungeon crawl.
Hope the above helped !
I went from my modified form of Lost Mines to my modified form of SKT. You are correct in that chapter 3 is a mess, but it doesn't actually take that much work to make it manageable.
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"An' things ha' come to a pretty pass, ye ken, if people are going to leave stuff like that aroound where innocent people could accidentally smash the door doon and lever the bars aside and take the big chain off'f the cupboard and pick the lock and drink it!"
We went from LMoP to ToD (Hoard of the Dragon Queen & Rise of Tiamat). We skipped Thundertree when going through LMoP so we didn't get to use that as a hook. If you do go with ToD for your next adventure, just change the location of the opening episodes to Phandalin and make episode 4 a journey south instead of a journey north. (I didn't and wish I had. It would have been much easier for the transition.) And use that Thundertree side quest as a further hook. I haven't played any other modules (Been playing D&D less than a year, and that includes LMoP.) so I can't help with deciding on others. But I do agree that it's going to depend on what kind of feel you want.
I would base it entirely on your players backstories. Assuming they have them. I've found the best way to get your players invested in the adventure (and into RPing, which can be a struggle with a new group) is to make it about THEM. Sure, it needs to be a good quest, but if it's personal, then you can really pull at the emotional connections. For example, after LMOP, I went with Ghosts of Dragonspear Castle, because one of my PC's had issue with the dwarves under Mount Illefearn, and that's where this is set. After that, I moved on to Cult of the Reptile God, with some heavy tweaking to change the cult to the Cult of Baalzebul, which is a developing storyline for another of my PC's.
So with that in mind, what are your players storyline's? Maybe I can come up with something a bit more specific.
I am doing this with my LMoP group. Reworking the disappointing forge into something the black spider could use to open a portal to the abyss, and making him an advance agent.
After he fails the PCs rest for the night and wake up in the drow prison.
It's gonna be great because I have a monk who was lackluster so far through LMoP, who is gonna be godmode once nobody has gear and has to escape the underdark.
I've had my main group travel to Waterdeep after defeating the Black Spider to go through Dungeon of the Mad Mage and it's been going reasonably well so far.
I've heard several times that Storm King's Thunder is good to transition to after Lost Mine.
Someone at my local hobby shop suggested Tomb of Annihilation and Descent into Avernus, and that you can skip the first five levels for either adventure.
I haven't actually read through DiA, SKT, or ToA, though I understand that ToA has a decent amount of survival elements if your group likes that sort of thing. If your group prefers a long dungeon crawl, I'd suggest DotMM but it can be tricky to tie it into LMoP. I plan to have the Black Spider return at some point as my players didn't kill him, just sent him to prison.
Edit: just realised that this thread is nearly 4 years old. Apologies for my unexpected necromancy lol
Hi everyone,
I'm new to 5e and we are close to finish Lost Mine of Phandelver, I'm looking for suggestions on what to run after that, I just have read Storm King's Thunder and seems like a lot of fun, but chapter 3 seems really hard to build up with a lot of locations and places to visits that I just want to look for second opinion before attempting to build all those maps and places.
Do you guys have any suggestions on what to run besides Storm King's Thunder?
Thanks in advance for any suggestion =D
It depends on the sort of game you are looking to run. If you want a nice open sandbox-like adventure with lots of opportunity to explore and see new and interesting things, I'd send your players to Chult with the Tomb of Annihilation adventure. There they can get out and explore things and go on fun treasure hunts before drilling down into the lost city's tomb for a pretty scary dungeon delve. If you want to set them up in more of a city setting, I really liked Waterdeep: Dragon Heist. It comes with several outcomes depending on the villain you pick and sets the party up with a house in Waterdeep that they can play a little base-building mini-game with. The bonus to doing that adventure is that you can then transition from there to Waterdeep: Dungeon of the Mad Mage and send your players on a trip through a 23 floor mega dungeon where each floor is big enough to have its own ecosystem and opportunities to fight or befriend the locals, allowing the party's decisions to influence the dungeon in certain aspects as they descend.
Here's a summary I wrote awhile ago:
You can go from Phandelver to pretty much any of the other modules. It DOES help in knowing a bit beforehand as you can setup plots/clues for your group to make a nice transition.
Personally, I like taking bits and pieces from modules and molding them in to things my players are interested in. For a better answer here are some quick thoughts:
Hope the above helped !
I went from my modified form of Lost Mines to my modified form of SKT. You are correct in that chapter 3 is a mess, but it doesn't actually take that much work to make it manageable.
"An' things ha' come to a pretty pass, ye ken, if people are going to leave stuff like that aroound where innocent people could accidentally smash the door doon and lever the bars aside and take the big chain off'f the cupboard and pick the lock and drink it!"
We went from LMoP to ToD (Hoard of the Dragon Queen & Rise of Tiamat). We skipped Thundertree when going through LMoP so we didn't get to use that as a hook. If you do go with ToD for your next adventure, just change the location of the opening episodes to Phandalin and make episode 4 a journey south instead of a journey north. (I didn't and wish I had. It would have been much easier for the transition.) And use that Thundertree side quest as a further hook. I haven't played any other modules (Been playing D&D less than a year, and that includes LMoP.) so I can't help with deciding on others. But I do agree that it's going to depend on what kind of feel you want.
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I would base it entirely on your players backstories. Assuming they have them. I've found the best way to get your players invested in the adventure (and into RPing, which can be a struggle with a new group) is to make it about THEM. Sure, it needs to be a good quest, but if it's personal, then you can really pull at the emotional connections. For example, after LMOP, I went with Ghosts of Dragonspear Castle, because one of my PC's had issue with the dwarves under Mount Illefearn, and that's where this is set. After that, I moved on to Cult of the Reptile God, with some heavy tweaking to change the cult to the Cult of Baalzebul, which is a developing storyline for another of my PC's.
So with that in mind, what are your players storyline's? Maybe I can come up with something a bit more specific.
I was thinking of running Out of the Abyss. You could ambush the PCs after they complete the campaign for them to wake up in drows' jail.
I am doing this with my LMoP group. Reworking the disappointing forge into something the black spider could use to open a portal to the abyss, and making him an advance agent.
After he fails the PCs rest for the night and wake up in the drow prison.
It's gonna be great because I have a monk who was lackluster so far through LMoP, who is gonna be godmode once nobody has gear and has to escape the underdark.
princes of the apocalypse is a great campaign. easy for players that like battles. if your players are roleplayers
download wow for them XDDD
I've had my main group travel to Waterdeep after defeating the Black Spider to go through Dungeon of the Mad Mage and it's been going reasonably well so far.
I've heard several times that Storm King's Thunder is good to transition to after Lost Mine.
Someone at my local hobby shop suggested Tomb of Annihilation and Descent into Avernus, and that you can skip the first five levels for either adventure.
I haven't actually read through DiA, SKT, or ToA, though I understand that ToA has a decent amount of survival elements if your group likes that sort of thing. If your group prefers a long dungeon crawl, I'd suggest DotMM but it can be tricky to tie it into LMoP. I plan to have the Black Spider return at some point as my players didn't kill him, just sent him to prison.
Edit: just realised that this thread is nearly 4 years old. Apologies for my unexpected necromancy lol
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