[D&D] D&D Campaign Suggestions

Nathan

Demi-God
I am looking to run a D&D campaign online for my Saturday group. What I want is a non-dungeon crawl, with a focus on roleplaying. So I would like to gauge you, the other Tavern patron's views, based on campaigns you have actually played.

I will point out that Curse of Strahd is already on my list. However, I am looking for other suggestions, and feedback from those who have played through some of the campaigns would be appreciated.

The ones that are unfortunately out and off the table, for a number of reasons, include: Rime of the Frostmaiden, Eve of Ruin, Waterdeep: Dragon Hiest, Dragon of Icespire Peak, Storm Lord’s Wrath, Sleeping Dragon’s Wrath and Divine Contention.
 
I'd give a tentative 'be wary' to Tyranny of Dragons (formerly Horde of the Dragon Queen and Rise of Tiamat) - we played through it in its original format and whilst it had some very fun ideas, it was mired with horrible railroading and nonsensically arsey NPCs. ('We know the Dragon Queen is about to erupt from the Nine Hells and destroy reality, but that man singed a tree once, so we can NEVER work together!')

I'm unsure what the remaster has done to the flow and pattern of the adventure, but it couldn't make it worse. That said, it was a good laugh and is one of those adventures I have my eye on to run myself and see whether it was our new-to-5e innocence, or just a shoddy adventure the GM was doing a lot of bending to make work.

So not the greatest recommendation.

Ghosts of Saltmarsh looks like a tightly themed campaign based on some old school modules and has a very nautical theme. I've not ran it, but I have plundered it for a seaborne campaign I ran last year.

The Wild Beyond the Feywild is another one I own, but haven't ran, but I have heard consistently good things about it, especially if you lean more towards the RP/whimsical side of D&D.
 
I looked closely at "Ghosts of Saltmarsh" and even found and read the Murder Mystery it is clearly inspired by. It's got lots of potential for roleplaying and also some classic dungeons of manageable size. The other thing in it's favour is that it's very modular, you could just run some adventures and be quite happy, it doesn't need you to run it all.

I do recommend reading the murder mystery, it'll allow you to come up with ready prepared and deliciously flawed NPCs..



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I really enjoyed running Storm King's Thunder. I ditched most of the first chapter of SKT and used Scourge of the Sword Coast instead. Scourge officially starts at 2nd-level but I found adding an encounter or two with the PCs heading to Daggerford with the refugees was enough to get them to the right level easily.

Speaking of the refugees, I changed the reason for them heading to Daggerford so that they were fleeing from hill giant attacks further south to help tie it into SKT.

Bits from the first chapter of SKT that I kept were the Morak’s Quest, Tower of Zephyros, and Unfriendly Skies sections (I actually gave each of the different quests allocated to Morak to different NPCs in Daggerford, Julkoun, and Firehammer Hold so that the PCs had a variety of options open to them).

I did tweak some of the ending of SKT to reflect how the PCs in my campaign approached things, as written, SKT is still a great campaign with plenty of role playing opportunities.
 
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