Core points of Gamers


Core points of Gamers

7 Great Pre-Made Adventures for Beginners

starting a Dungeons and Dragons The campaign can be a daunting task for anyone, but for those new to the hobby, it can be hard to know where to start. Fortunately, there are already some great adventures waiting to be brought to the next game night. These are released modules with most of the work already done, including maps, monsters, and even a basic story. Here are some of the best modules available for new parties and Dungeon Masters starting their first campaign.

For beginners, it’s best to keep it simple. This doesn’t mean that the module should be too easy or boring, just that it shouldn’t be overwhelming. Look for a module that is slightly shorter and has a lower level of play. For beginners, pre-made adventures that are between levels one and five and don’t have an overabundance of moving parts are perfect.

RELATED: Dungeons & Dragons: Why Warlock Players Should Let The DM Choose Their Patron

The challenge in Phlan is perfect for new D&D players

This adventure is actually made up of five mini-adventures, each nice and short about an hour long and written to teach new players the basics of D&D as they go Combat is fast-paced, NPC interactions are simple, and the objectives are very clear, ending right when players reach level two. If the whole group is new to the game or if the time investment capacity is low, then Challenge in Phlan is a great way to start.

In Challenge, The Cult of the Dragon has arrived at the lawless haven of Phlan. With this new common enemy, the power groups in the area must unite to prevent the cult from fulfilling its dark purpose or perish in the attempt with the heroes representing those power groups working to thwart the cultists. The plot is simple from there, and Challenge it eschews complex narratives in favor of focusing on the misadventures of low-level players. Challenge It’s a light story, but it’s one of the most direct and easy ways to jump into the hobby.

RELATED: Dungeons & Dragons Fan Turns Overwatch’s Roadhog Into The Perfect Barbarian Subclass

Lost Mine of Phandelver was the first adventure of D&D 5e

The first adventure that came out for Fifth edition It’s not only hugely popular, but it’s a really great way to start playing. D&D. This is the quintessence D&D 5e adventure, bringing a classic feel along with the creatively open-ended encounters that people love about the game. Fight goblins and bandits, explore a lost dwarven cave, and match your wits with a real dragon. Phandelver’s Lost Mine hits on all the beloved tropes. lost mine It solidly covers levels one through five, is about thirty pages long, and has all the monster stat blocks needed in the book, so there’s no need for a monster manual available

Initially hired as a group of mercenaries protecting a caravan, the heroes of lost mine They soon learn that their employer has been kidnapped by a sinister figure. This eventually involves the group in a larger plot to locate the titular secret mine that houses ancient and powerful magic. The setting is clean and the adventure is great paced throughout, always keeping things exciting while slowly raising the stakes.

RELATED: Dungeons & Dragons: The Paladin Oaths, Ranked

The Sunless Citadel from Tales From the Yawning Portal is perfect for groups of mixed skill levels

Tales from the yawning portal is a collection of the most famous classic dungeon crawls from around D&D updated history for 5e. This book is invaluable, as traversing each dungeon consecutively will require a party of adventurers from level one to level 15. The first dungeon, the sunless citadel, it’s a great starting point for new players who want to jump right in. The adventure is straightforward, but is best recommended for groups with a mix of new players and a couple of veterans, or newer groups that want a challenge. The module is open-ended as to how players want to pace themselves, but parts of the dungeon can be quite deadly if the heroes are too rushed or unlucky.

In The sunless citadel, a once proud fortress sank underground in ages past and has become a local legend. What is not yet common knowledge is that the darkness of the citadel has become home to a very evil plant and its unholy shepherd. Another party of adventurers has already vanished after searching for the citadel, and now it’s up to players to traverse goblins, kobolds, and the nightmare tree Gulthias to uncover the citadel’s sinister secrets before time runs out.

RELATED: Dungeon & Dragons: What to Know About the New Dragonlance Backgrounds

Curse of Strahd is a Sandbox-style DnD campaign

Curse of Strahd: a man sits on a red throne

There are a couple of things they do Curse of Strahd they stand out from other adventures, and one is the ubiquitous theme of gothic horror. the other is that Damn it is more of a sandbox style of game than almost any other published adventure. It’s a different feel from standard sword and sorcery, and groups that will embrace the freedom and spookiness of this module will love it. A polished update to the I-6 ravenloft early 80s Module, Curse of Strahd it’s more than a remake. It is a work of art.

Damn is a 254-page extended adventure book that will take players to level 10 as they attempt to defeat the vile Count Strahd Von Zarovich and escape his Barovian demi-plane prison. The plot itself is pretty simple: Players are drawn to Barovia and must build up power until they can defeat Strahd and escape. How the heroes choose to achieve their objectives (and in what order) is what the campaign is all about.

Prepared! 1 & 2 has simple and unique D&D adventures

dungeons and dragons prepared adventure

These two well-structured books from Kobold Press are packed with short, easy adventures that will keep players engaged for at least one session. Unlike other previous entries, Prepared! the books do not feature a single long-form story, but instead contain twelve unique scenarios that could be woven together or used independently as the DM sees fit. This means that each adventure is easy to cut and paste into a home campaign or can be used as a backup sidequest if players go off the rails. Prepared! It’s useful for quickly launching a short adventure without a ton of prep work, or for splicing together some good modular content into a homemade campaign.

RELATED: Racist Depictions Of D&D Spelljammer Results In New Content Review Process

Cat and Mouse is a level one D&D adventure

An image from the Kobold Press D&D adventure Cat and Mouse

A first-rate adventure from Kobold Press, cat and mouse It is set in a desert city and features multiple factions fighting over ownership of a notorious artifact that allows the wielder full control over cats. Joining this battle between a catfolk and a wererat is a corrupted gnoll merchant who wants the artifact for his own gain, putting players in the middle of a three-way fight.

While this focus on intrigue and multiple competing factions has the potential to get complicated, the limitations of being a top-tier adventure keep things relatively simple and straightforward. The encounters are varied and offer social interaction, chase scenes and combat, as well as great rewards and a unique magic item. These are all delicious incentives that are sure to entice the characters and encourage them to form alliances, haggle, and possibly even commit acts of treachery.

RELATED: Dungeons & Dragons: How To Create Compelling Player Characters With Disabilities

The Secrets of Skyhorn Lighthouse is for fifth level D&D adventurers

An image from The Arcane Library Secrets of Skyhorn Lighthouse D&D 5e adventure

This fifth level adventure from The Arcane Library is short, exciting, and extremely well formatted for ease of use. Where many adventures are written in long blocks of prose text, The Secrets of the Skyhorn Lighthouse takes a function-first approach; each page is a discrete encounter made of maps, bulleted lists of key points, and brief descriptions with prompts to embellish as needed.

This book also includes guidance on pacing and transitions between encounters, making this tale of a port city besieged by a mysterious sea monster easy for even new DMs to execute with minimal preparation. Played in two or three sessions, The Secrets of the Skyhorn Lighthouse it even includes hooks for future adventures after the conclusion, encouraging DMs to build the story from there, and perhaps return to the eighth level for the adventure’s continuation. Corruption of the Skyhorn Lighthouse.

Source link

Leave a Reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.