
Incorporating player options, new monsters, and a four-part campaign, this book provides groups everything they need to play a campaign in the Magic: The Gathering school of Strixhaven. Strixhaven: A Curriculum of Chaos is a campaign setting for the 5th Edition of Dungeons & Dragons (5e) that takes players to the magical school of Strixhaven.
HOW TO PLAY AS A DRAGON DND 5E FULL
If you’re looking for a setting-ambiguous adventure to slot into your campaign, this isn’t it.īuy on Amazon Strixhaven: A Curriculum of ChaosĬheck out our full Strixhaven: A Curriculum of Chaos Review.
This adventure is very much set in the World of Exandria. The area maps provided are good, but DMs will have to look elsewhere to find a map of Wildemount. This adventure contains a number of different locations on multiple continents but doesn’t include a regional map to allow DMs and players to get their bearings. If, as a DM, you end up struggling with ruidium, I wrote an article for D&D Beyond that offers some homebrew ways to allow players to cure it. Beyond finishing the adventure, divine intervention, or the wish spell, there is no way to cure ruidium corruption. To boil it down, using items imbued with ruidium can cause ruidium corruption that manifests as physical and mental afflictions. While I love its lore and role in the adventure, its mechanics can be difficult to navigate. This adventure introduces an alien substance called ruidium that can spread into items and creatures. While killing the rivals won’t ruin the adventure, there are a lot of set pieces that are made better when they are present. There’s really not much stopping a particularly brutal (and practical) group from killing their rivals once they’ve interfered in their business a couple of times. This adventure contains a set of rivals that are meant to challenge the party at every turn. Maybe “you meet at a carnival” will be the new “you meet at a tavern.” I really like the carnival-style introduction that we’ve seen in this book and The Wild Beyond the Witchlight. These adventures aren’t supported by the book, but hooks are provided at the end for groups that want to continue their own story. The way the adventure ends creates an opportunity for continued adventures in the lands of Exandria. This allows players to make meaningful choices when deciding who they will support and work with. A number of factions are introduced that all have an interest in working with the party. While there are only two big dungeon crawls, they both contain a fantastic mix of challenging combat, puzzles, exploration, and role-play. The dungeon crawls featured in this book are particularly solid. I love the grim, gritty tone and prefer it to the upbeat, happy-go-lucky vibe of Strixhaven: A Curriculum of Chaos and The Wild Beyond the Witchlight. In my opinion, this is some of the best content we’ve seen in official D&D adventures. The lore, art, and story are all magnificent. 27 new monsters, including a set of rival NPCs that level up with the party.
168 pages (6 chapters) detailing the adventure that takes players from level 3-12. If you’re looking for Critical Role-specific races and classes, check out Explorer’s Guide to Wildemount or Tal’Dorei Reborn.ĭMs will find everything they need to run this adventure, including: There are no player options contained in this book. This globe-hopping adventure takes players from the Wastes of Xhorhas on the continent of Wildemount, to the oasis city of Ank’Harel, then into the sunken realm of the Netherdeep. Critical Role: Call of the NetherdeepĬheck out our full Critical Role: Call of the Netherdeep Review.Ĭall of the Netherdeep is an adventure for the 5th Edition of Dungeons & Dragons (5e) that takes a “deep dive” into Critical Role’s World of Exandria. The adventures are listed by release date, in descending order. In order to be “official”, these adventures must be published by Wizards of the Coast.
Listed below are all of the official D&D 5e adventures. We have rated the adventures based on their difficulty to DM and play through to help figure out whether or not the adventure will be right for your table. Some of the adventures listed below are great for newcomers, while others are not. When getting into the world of D&D, newer players and DMs often look to the adventures published by Wizards of the Coast (WotC) to introduce them to the world of D&D.
The stories are accompanied by a breakdown of the NPCs, locations, and monsters that players will encounter on their run through the adventure. Adventures come with a story for the DM to run for a party of 4-6 players.
Tyranny of Dragons: Hoard of the Dragon Queen and Tyranny of Dragons: Rise of TiamatĪdventures typically come in the form of 256-page hardcover books that can be purchased anywhere from $30-$60.