As part of my regular play at my local store, I’ve played through many of the hardcover D&D Adventures, and written notes on what happened and advice on approaches you can take to the material. These notes are done erratically, as I find time, but I hope you can find some of the notes of use.
D&D Starter Set: Lost Mine of Phandelver
This adventure for levels 1-5 introduces players to D&D, providing them with a mix of town, wilderness and dungeon adventuring. It also introduces the factions.
This is a very good adventure to learn the game with. Each of the other hardcover adventures then provide an entry point that leads on from the Starter Set adventure.
Session Reports:
D&D Essentials Kit: Dragon of Icespire Peak
This adventure for level 1 to 6 builds on concepts of the Starter Kit, while providing a new story in the same location. It is possible to combine both products, as I have for a recent play-through. The central feature of the adventure is the Quest Board – players are presented with a set of quests on a notice board and choose which one to undertake, with new quests appearing as the adventure continues.
I find there’s much less of a coherent story, but it can get you used to mission-based adventuring.
Hoard of the Dragon Queen
This adventure for levels 1-7 is the first part of the Tyranny of Dragons storyline. It was written while the rules were still being written, and so has some rough spots. Despite that, it is one of my favourite adventures released for D&D – I’ve run it three times!
Advice/Session Reports:
- Episode 1 (session 1, session 2)
- Episode 2 (session 3, session 4)
- Episode 3 (session 5, session 6)
- Episode 4 (session 7, session 8, session 9, session 10)
- Episode 5 (session 11)
- Episode 6 (session 12, session 13 & 14)
- Episode 7 (session 15)
- Episode 8 (session 16, session 17, session 18)
The Rise of Tiamat
This adventure for levels 8-15 is the second part of the Tyranny of Dragons storyline. It’s written with milestones in mind, which makes it quite difficult to run as part of the D&D Adventurers League (though I’ve done so on two occasions). There’s a lot of different types of encounters and scenarios in the adventure, making it a very entertaining one to run.
Advice/Session Reports:
- The Council of Waterdeep & The Sea of Moving Ice: Session 1, Session 2
- Death to the Wyrmspeakers (Varram the White): Session 3, Session 4, Session 5; Advice 1, Advice 2
- Council, Death to the Wyrmspeakers (Neronvain): Session 6
- Xonthal’s Tower, Session 7 & 8, Session 9, Session 10
- The Cult Strikes Back, Council: Session 11
- The Well of Dragons: Session 12
- Revisiting The Rise of Tiamat
Princes of the Apocalypse
This adventure for levels 1-15 is part of the Elemental Evil storyline. Inspired by the old Greyhawk adventure Temple of Elemental Evil, it goes in some very different directions, whilst still primarily being a dungeon crawl. The adventure proper starts at level 3, and the sandbox nature of the adventure means that starting at level 5 (after playing the Starter Set is recommended).
Session Reports:
- Trouble in Red Larch: Session 1, Session 2, Session 3, Session 4
- Secret of the Sumber Hills:
- Session 5,
- Rivergard Keep: Session 6,
- Sacred Stone Monastery: Session 7, Session 8, Session 9, Session 10
- Feathergale Spire: Session 11
- Sacred Stone Monastery: Session 12
- Alarums and Excursions:
- Iceshield Orcs: Session 13, Sessions 14-15
- Secret of the Sumber Hills:
- Feathergale Spire: Sessions 16-17
- Air, Earth, Fire, Water
- Temple of Howling Hatred: Sessions 18-19, Sessions 20-21
- Temple of Black Earth: Sessions 22-23, Sessions 24-27
- Fane + Temple of Fire: Sessions 28-31
- Advice: Running Temple of Black Earth
Out of the Abyss
Out of the Abyss is the last adventure to be levels 1-15 (so far), and the last to have a different name from the season (Rage of Demons). Almost all of the adventure is spent in the underground environment of the Underdark. It’s a tricky adventure to run, with the group being accompanied by many NPCs throughout the adventure – a party of 12+ characters in 5-feet-wide corridors is not actually that fun.
Due to Princes of the Apocalypse taking most of a year to play, this is the one adventure I haven’t run in its entirety, although I’ve run part of the second half.
Session Reports/Play Advice:
Curse of Strahd
Curse of Strahd is a reenvisioning of the classic AD&D adventure Ravenloft, designed for levels 1-10 (though the main story starts at level 3). While the original adventure primarily described Castle Ravenloft, Curse of Strahd fleshes out the countryside, including many people who have been hurt by the rule of the vampire lord.
This is an exceptional adventure. Like Princes of the Apocalypse, it is a sandbox adventure, and works very well after first playing the Starter Set.
Session Reports/Play Advice:
- Death House: (part 1, part 2, part 3)
- Part 1: Entering Barovia and the Windmill
- Part 2: Vallaki and the Wizard of Wines
- Part 3: Krezk
- Part 4: Yester Hill
- Part 5: Argynvostholt
Storm King’s Thunder
Storm King’s Thunder is an unusual adventure, structured so that it can be played several times and be different each time: there are three beginning towns, and five giant strongholds, only one of each being visited in each play-through. The adventure proper is levels 5-10, but an introductory section allows play from levels 1-5. Or you can just start with the Starter Set.
- Chapter 1: The Beginning
- Chapter 3: Pacing the Action
- Chapter 3: WIlderness Encounters
- Chapter 4: Fast and Furious Combats
- The Spirit Mounds
- Castle of the Cloud Giants
- Ending Storm King’s Thunder
Tomb of Annihilation
Tomb of Annihilation begins with a sandbox hex-crawl as you explore the zombie-infested land of Chult for a solution to the Death Curse, then transitions into the exploration of a ruined city and then one of the most dangerous dungeons in D&D: the Tomb of Annihilation, created by the infamous lich Acererak (he of the Tomb of Horrors).
Both sections have much good material, but the join between them could be better. This is not a favourite of mine, but it is of many others.
I dispensed with a lot of the hexcrawl material and instead ran Shawn Merwin’s alternative start to the adventure, Return of the Lizard King.
Session Reports and Advice
- Beginning the campaign
- Tomb of the Lizard King – into Chult
- Bears and Villagers
- Finishing Return of the Lizard King
- Running the Hexcrawl in Tomb of Annihilation
- More on Wilderness Adventures
- Entering Omu
Waterdeep: Dragon Heist
Waterdeep: Dragon Heist is an introductory adventure that takes level 1 characters to level 5. Although many events of the adventure are the same each time, it offers a choice of four different villains which can cause the adventure to move in different directions. You also get the chance to own your very own tavern – although this is an element that I personally don’t enjoy running.
The adventure has a variety of problems with it, with some bits not integrating well together, and others suffering from poor presentation. However, I’ve run it three times and it’s a very good adventure if you like tinkering and expanding on it. It is paired with Waterdeep: Dungeon of the Mad Mage.
My Review of Waterdeep: Dragon Heist
Session Reports and Advice
Third Play-Through reports
- Starting Waterdeep: Dragon Heist (non DDAL)
- Expanding Factions and Quest
- Off the Beaten Track – linking side quests back to the Heist
- Using the Zhentarim and Undermountain
Baldur’s Gate: Descent into Avernus
The adventure takes characters from levels 1 up to 13. They start in Baldur’s Gate as it’s under threat from a murder spree and seething with news of the recent disappearance or destruction of the nearby city of Elturel. Then the characters descend into Avernus, seeking to stop Baldur’s Gate from suffering the same fate and hoping to rescue the folk of Elturel.
It’s fair to say that I find this the most problematic adventure released by Wizards of the Coast, due to lacklustre encounters and poor writing. This one I didn’t finish due to the onset of covid. Apologies!
Session Reports & Advice on running Descent into Elturel
- Part 1, The Beginning
- Part 2, Cultists of the Dead Three
- Part 3, Noble Machinations
- Part 4, The Sewers
- Part 5, Candlekeep
- Part 6, Entering Elturel
- Part 7, Duke Ravengard
- Part 8, Fort Knucklebone
- Part 9, The Wastes of Avernus
- Part 10, Haruman’s Hill
- Part 11, Starting the Path of Devils
Dragonlance: Shadow of the Dragon Queen
This adventure takes starting characters up to level 11 as their home town comes under attack from a mysterious army. They then need to help defend their nation’s capital from attacks, and ride through a shattered land to stop the Red Dragonarmy from using a new, terrible invention – a Flying Citadel – to win the war.
I think this is an excellent adventure, but a mixed portrayal of the Dragonlance setting. All session reports are complete:
Session List:
- Preparation
- Session 1 – The Adventure Begins (Chapter 3)
- Session 2 – Vogler Falls (Chapter 3)
- Session 3 – Arriving in Kalaman (Chapter 4)
- Session 4 – Death of a Friend (Chapter 4)
- Session 5 – The Death Knight (Chapter 4)
- Session 6 – Into the Wastes (Chapter 5)
- Session 7 – The Rescue at Camp Carrionclay (Chapter 5)
- Session 8 – Finding the City (Chapter 5)
- Session 9 – The Tunnels of the Dead (Chapter 6)
- Session 10 – Favour of the Gods (Chapter 6)
- Session 11 – Kalaman Besieged (Chapter 7)
- Session 12 – The Flying Citadel (Chapter 7)
- Session 13 – The Ultimate Foe (Chapter 7)