Dungeons & Dragons 5th Edition is going strong, and it looks like it’ll be a long time before 6th Edition comes. So why not stay awhile and play one of the many campaign modules released for 5e? We happen to have a good number of them running at StartPlaying, from the classic battle against evil dragon Tiamat to the wacky roleplay-centric antics of Wild Beyond the Witchlight. Almost every kind of theme and gameplay type is represented in 5e’s official modules, to the point that any player might feel overwhelmed by choice. The design priorities of the D&D team have also changed over the years, leading to very strong fan opinions over the direction of one module versus another. It’s a lot to take in, so let us help you pick the book that’s right for you. Here is a list of every official D&D hardcover adventure module, as well as a guide to what type of experience they offer.Â
It’s the season of fey thanks to Wild Beyond the Witchlight. We at StartPlaying have many silly Dungeon Masters who are eager to weave a Feywild tale with you, and maybe pull a few tricks along the way. The only regrettable thing about Witchlight is that it ends so quickly, only taking players to level 8. So to help you keep the fun going, we looked up some neat folklore and fairy tales from different cultures. Feel free to drop these into your Witchlight campaign as you like, or use them to start a brand new quest!Â
Many Dungeons & Dragons players want high level content, but Wizards of the Coast isn’t working on an endgame hardcover anytime soon. As many fans will point out, level 20 games are a different beast entirely. Player characters of higher levels have so many options and abilities that there is no universal adventure template capable of challenging them. DMs instead need to tailor the game to the specific characters.