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AD&D Easiest & Best Campaigns

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156 views4 pages

AD&D Easiest & Best Campaigns

Uploaded by

wbland.mt
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Dungeons and Dragons: Easiest Campaigns to Run as DM

5-Storm King's Thunder


Let's be clear, Storm King's Thunder takes quite a bit of prep work. It's very open-ended, which can be a curse and a
blessing as a DM. There are plenty of Dungeon Master tips to be doled out over the best way to run Storm King's
Thunder for your group of Dungeons and Dragons players, but the best route to go is to download the Storm King's
Thunder guide on DM's Guild. It'll make running the entire thing a lot easier, though SKT really isn't bad for new DMs.
What's great about it is that it still allows the DM to run a heap of side adventures, making it the best of both worlds for
DMs that still want some creative freedom. Of course, those that aren't comfortable with how open the campaign is
may want to find a different option.

4-Out of The Abyss


While it can be chaotic at times, Out of The Abyss is very easy to set in motion, something many DMs have trouble
with initially. Plus, the Underdark is actually a pretty interesting place in the D&D mythos, and there are a ton of things
a DM can do to put their own unique flair on the various locations players will have to visit. That being said, it may be
worth bending the rules a bit for player characters that don't have Darkvision as a feat, otherwise, they'll spend their
entire time stumbling around the Underdark, which is never any fun.

3-Defiance In Phlan
If one thing is for certain, Defiance in Phlan will help the DM, and players, nail down the basics of D&D. The
adventure is really five bite-size adventures put together in one package, making them incredibly easy to manage. That
being said, Defiance In Phlan isn't long. It's primarily intended as a way to introduce players to the Adventurer's
League, and most parties will be able to clear it in one or two sessions - each of the five missions taking roughly an
hour to complete for those that remain on track. Still, it's an easy campaign to run, though it's intended for level 1
characters.

2-Tales From The Yawning Portal


Tales From The Yawning Portal is an interesting beast. It's a collection of adventures from previous editions updated
for Fifth Edition, some dating all the way back to the '70s. And while this means that there are decades worth of notes
on the best way to run some of the adventures, it is worth noting that some of the adventures will be deadly, and it may
be worth players having a backup character or two, just in case. Like Defiance in Phlan, the modularity is a good thing,
though it will be quite a bit more intense for the most part.

1-Lost Mines of Phandelver


There's a reason that Lost Mines of Phandelver comes with most of the basic D&D kits out there. Not only is it a great
way to introduce new players to the game, but it's also a stellar option for first-time DMs looking to learn the ropes. By
the end, most Dungeon Masters will be prepared to run meatier campaigns, having gained a better understanding of
what it means to be a Dungeon Master in the first place. Those looking into D&D for the first time but unsure of where
to start should absolutely consider Lost Mines of Phandelver as a go-to.
It's important to remember that these campaigns can be modified in any way the DM sees fit. If there's a particular
aspect of a campaign that's causing frustration, it's perfectly fine to cut it. Also, remember that every player is different,
and it's important to find the right balance combat, roleplaying, and exploration to please your entire table, which
comes down to picking the right campaign. Even after a DM has chosen, or created, a campaign, there will still be a
few thing Dungeons and Dragons players need to get started, so be sure to take inventory of everything before kicking
off an adventure.
Another Opinion:
1st - B2 Keep on the borderlands.
2nd - A1-4 Slavers series or T1-4 Temple of elemental evil.
NOTE*: A1-4 offers the advantage of a theme (foiling the slavers) but with multiple dungeons/areas for variety.
T1-4 has two towns, some surface exploration AND one massive multilevel dungeon.
Beyond that, play it by ear based on the ending levels of the players and what they like. I've done both level-
appropriate stand alone modules or the long way...
G1-3 Giants series which leads into the D1-3 descent series and 1inally into Q1 Queen of the Demonweb Pits.
(Welcome to the abyss).
B—Basic were designed for use with the Dungeons & Dragons Basic set. Mostly they are independent adventures, set in Mystara.
Code TSR# Title Levels Author(s) Published Notes
First printing provided for location in Greyhawk
B1 9023 In Search of the Unknown 1–3 Mike Carr 1978 (Ratik, the Pale or Tenh), although subsequent
printings did not.
Generic in terms of setting, though 1999's Return to
the Keep on the Borderlands retroactively placed
B2 9034 The Keep on the Borderlands 1–3 Gary Gygax 1979
the keep in Greyhawk. Ranked 7th greatest
adventure of all time[1]
This module had an orange-covered preliminary
Jean Wells
version which was taken off the market shortly after
(orange),
B3 9044 Palace of the Silver Princess 1–3 1981 its publication. This rare original version can be
Tom Moldvay
downloaded here: Official download. The module
(green)
was reworked and released with a green cover.
B4 9049 The Lost City 1–3 Tom Moldvay 1982 Ranked 28th greatest adventure of all time[1]
B5 9078 Horror on the Hill 1–3 Douglas Niles 1983
B6 9086 The Veiled Society 1–3 David Cook 1984 Includes cardstock minis & buildings
1984
Tracy Hickman, Acquired by TSR after being previously published.
B7 9115 Rahasia 1–3 (1979,
Laura Hickman Reprints RPGA1 & 2.
original)
B8 9106 Journey to the Rock 1–3 Michael Malone 1984
B9 9143 Castle Caldwell and Beyond 1–3 Harry Nuckols 1985
B1–9 9190 In Search of Adventure 1–3 Various 1987 Abridged Compilation
Jim Bambra,
B10 9149 Night's Dark Terror 2–4 Graeme Morris, 1986 B/X1 in UK
Phil Gallagher
B11 9260 King's Festival 1 Carl Sargent 1989
B12 9261 Queen's Harvest 1-2 Carl Sargent 1989 Sequel to B11
Merle M.
BSOLO 9097 Ghost of Lion Castle 1–3 1984 Solo Adventure
Rasmussen
C—Competition[2] modules for AD&D (1st) are specially designed for competition play and come with a scoring system for player actions.
Code TSR# Title Levels Author(s) Published Notes
Origins'79 tournament module set in Greyhawk.
The Hidden Shrine of Harold Johnson, Note: The Origins version was titled "Lost
C1 9032 5–7 1980
Tamoachan Jeff R. Leason Tamoachan" and does not bear the module code.
Ranked 18th greatest adventure of all time[1]
Wintercon VIII (1979) tournament module set in
Greyhawk. Note: The Wintercon version does not
C2 9038 The Ghost Tower of Inverness 5–7 Allen Hammack 1980
bear the module code. Ranked 30th greatest
adventure of all time[1]
C3 9110 The Lost Island of Castanamir 1-4 Ken Rolston 1984 Generic setting.
C4 9107 To Find a King 4–7 Bob Blake 1985 From Gen Con XVI. Reprints RPGA3 & RPGA4.
C5 9109 The Bane of Llywelyn 4–7 Bob Blake 1985 Sequel to C4. Reprints RPGA5-8.
The Official RPGA Tournament Daniel Kramarsky, Features two scenarios, "Honor Guard" and "The
C6 9206 4–8 1987
Handbook Jean & Bruce Rabe Long Way Home";
TOP 10 AD&D MODULES
10 - The Isle of Dread
This classic adventure was first published in 1981 and is probably one of the most widely circulated D&D
adventures in history. This is because a copy of the adventure was included in the D&D Expert Set. This set
gave players rules for playing characters from level 4 through 14. Along with this new scope, The Isle of
Dread gives players and dungeon masters a completely new type of gameplay: wilderness exploration.
Most D&D adventures up to this point were of the dungeon-crawling variety. The Isle of Dread, however, was
a vast tropical island for characters to explore. The overall plot isn't very deep, but what sets this module apart
is the freedom players have. They're welcome to go anywhere on the island, encounter several civilizations (of
human and nonhuman races), and battle against new monsters like kopru and even dinosaurs.

9 - Expedition to the Barrier Peaks


When you picture a Dungeons & Dragons game, you probably have a very specific aesthetic in mind. Classic
sword and sorcery fare, complete with pseudo-medieval Europe vibes. What made Expedition to the Barrier
Peaks so special was it took that classic feeling and through it headfirst into a science fiction setting.
Characters in this adventure set off into the mountains to find the source of the monsters plaguing a nearby
duchy. Instead of a cave, what they find is the entrance to a crashed spaceship, still full of semi-functional
robots and other alien creatures. This makes for such a unique and memorable adventure, many old-school
players still count it among their favorites.

8 - Castle Amber
The second adventure designed for use with the Expert Set, this module embroils characters in the drama of
the Amber family. The party is drawn to a castle surrounded by a thick, deadly mist. The mist is the results of
a curse laid by the dead wizard Stephen Amber, as a punishment for his family for murdering him. Of course,
it also traps the players characters. The only way to escape is to explore the castle, frequently encountering the
rest of the Amber family who seem decidedly...off.
The chaotic nature of the module didn't appeal to everyone. Some players considered it too random, where a
literal roll of the dice could be deadly for the entire party. The module has been described as similar to the
work of both Edgar Allen Poe and Lovecraft. Despite the brutal difficulty, many still love the adventure for
the atmosphere of the setting.

7 - The Sinister Secret of Saltmarsh


The first of a trilogy of modules written by Dave J. Browne and Don Turnbull, The Sinister Secret of
Saltmarsh was an introduction to a brand new underwater campaign. Players explore the sinister haunted
mansion on the outskirts of a town called Saltmarsh and learn the secrets of the evil alchemist that lived there.
The module incorporated horror elements, but framed it as more of a mystery players were trying to solve. It
placed a lot of focus on investigation and problem-solving, instead of run-of-the-mill dungeon crawling.

6 - Desert of Desolation
One of the first adventures written by Tracy Hickman (and partially by his wife Laura), the Desert of
Desolation trilogy collected the stand alone adventures Pharoah, Oasis of the White Palm, and Lost Tomb of
Martek. The Hickmans originally published the first adventure privately, but when they hit some financial
trouble, they decided to sell them to D&D publisher TSR. TSR instead decided to hire Tracy on as a game
designer.
The Desert of Desolation module was presented and formatted so excellently that it became the standard way
to present encounters for later third edition adventures. Also, while the first adventure Pharoah was more of a
typical dungeon crawl, the sequels established backstory and atmosphere that elevated the entire series.
5 - Queen of the Spiders
Commonly referred to as a "supermodule," Queen of the Spiders collects a grand total of seven previous
adventures in a massive campaign. It starts with the modules comprising Against the Giants, which you might
be familiar with if you picked up the recent 5e book Tales from the Yawning Portal.
At the end of that module, players are introduced to the plotting drow priestess Eclavdra, and the following
adventures chronicle the adventurers' descent into the Underdark. It all culminates in the lair of the drow's
patron goddess, Lolth. This series of adventures introduced both drow and the Underdark into D&D canon,
and both remain popular elements of many campaigns to this day.

4 - The Temple of Elemental Evil


Gary Gygax published a module in 1979 called The Village of Hommlet, which was a fully detailed village
where a party could base an entire campaign. Six years later, a follow-up to the adventure added the titular
Temple of Elemental Evil, a five-level dungeon with over 200 possible encounters.
The adventure became the new standard for "dynamic dungeons." Not simply dungeon crawls, The Temple of
Elemental Evil was a dungeon chock full of intelligent monsters and NPCs. These NPCs would react to
incursions by the player characters, fortifying and strategizing as necessary. Not to mention there were a total
of four factions competing for control of the temple that players needed to keep tabs on, making for an
enthralling web of conspiracy.

3 - Keep on the Borderlands


Perhaps one of the first adventure modules players encountered, thanks to its inclusion in the D&D Basic Set,
it helped define the iconic picture of the game. Players were based at the eponymous Keep and could make
multiple forays into the nearby Caves of Chaos.
The caves were notoriously deadly and unpredictable, and notably didn't scale based on depth. Party-killing
encounters could be found on the very first level alongside much easier goblins and kobolds. While it might
not have depth later adventures would adopt, it can't be ignored as the archetype for every dungeon crawl to
follow.

2 - Tomb of Horrors
Here it is. The most infamous module in the history of D&D. Created by Gygax specifically to put
overpowered characters in their place, Tomb of Horrors is not designed to be bested.
Supposedly a puzzle dungeon, most of the "puzzles" are so opaque that there's little way to know what you've
done wrong until you're already rolling a new character. The very definition of a meat grinder, you might want
to have several reserve character sheets if your DM whips out this terrible tomb.

1 - Ravenloft
This is probably the most iconic and well-known module in all of D&D. Written by Tracy and Laura
Hickman, Ravenloft not only created the campaign setting of the same name, but also introduced the most
recognizable D&D villain of all time: Strahd von Zarovich. It has been adapted and revised numerous time in
different editions, including the most recent Curse of Strahd adventure for 5th Edition.
It was considered a breakthrough in adventure design. Not only did it include a minutely detailed castle map
for players to explore, but it introduced an interesting fate mechanic for the plot. The player characters get
their fortunes told at the beginning of the adventure, and the DM will actually perform the card reading,
introducing randomness to the plot that let even repeat players experience something new each time.

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