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| #1Scruffy68Jun 17, 2015 15:09:59 | I haven't played D&D in many years. I have bought the core books and modules for many versions, and read through them, but haven't actually played in a long time.
I am looking to start my family on a 5e adventure. However, I cannot get excited about most of the new modules/campaigns. Most of the new adventures are set in towns/cities and based around civilized areas. I guess I am looking for something more old school with a sense of adventure. I would like an adventure that takes the PCs far from civilizations, be it in the wilderness (e.g. Isle of Dread) or dungeon (Lost Caverns of Tsojcanth).
What I loved about playinig D&D in the old days was adventuring in settings that are not common place. Going to the city/town was a necessary part of playing, but was not so central as it is now.
Is there anything out for 5e that people might recommend? |
| #2Ath-kethinJun 17, 2015 16:55:17 | Why don't you just use the Isle of Dread? There was a conversion for all the monsters from it floating around a while ago, but you could really just swap them out with their MM counterparts. If you are used to pre-WOTC D&D, I assume you are adept at winging it and adapting situations on the fly, so any of the old B- or X- series modules should work. |
| #3Varden_KholJun 17, 2015 17:06:43 | The Rage of Demons module (coming out later this year) is probably the best match for what you're looking for. It looks like it'll be mostly, if not entirely, based in the underdark. Hoard of the Dragon Queen - level 1-8 (i think), very linear story-wise but makes a good first campaign. Rise of Tiamat - level 8-15 maybe 17 (i think), a little less linear than HotDQ as you have sets of tasks you can complete with more freedom. |
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| #7lawrencehoyJun 17, 2015 21:03:33 |
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| #8Jedric0202Jun 17, 2015 21:24:39 | I can vouch for the Quest of Doom books. Some of the adventures contained therein are phenomenal. I would also recommend browsing DriveThruRPG.com and looking at some of the cheap third-party adventures. There are some definite gems hiding there. |
| #9ZardnaarJun 17, 2015 22:19:07 | Add another vote in for Quests of Doom. There are several wilderness adventures in those books. Also Lost Mines of Phandelver is quite good.
Quests of Doom 1&2 links.
https://www.froggodgames.com/5th-edition
Not all of the adventures are good but $30 gets you 18 adventures in PDF form.
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| #11OGRE1984Jun 20, 2015 23:01:01 | I agree with Ath. the hardest part i have found is how mangled the books are, a bit jumbled in my opinion. However, 5 E is modular and easy to use once you get a feel for what game you want to play. the primary rules to remember are; -the six stats work as ability checks and saving throws. avoid falling in pit Dex DC 13, cursed golden idol Cha DC 15, throw halfling out window contested Str vs. Str or Dex, add skill bonus if it applies! -Advantage/Disadvantage add an extra D20 take high/low roll for various 'situational modifiers' advantage cancels out disadvantage and vice versa. -inspiration is a reroll mechanic, awarded for roll playing. i use it more as a reward for a variety of good behaviors at table. - bounded accuracy, DC 10 average to DC 30 all but impossible. -rests short/long; allow fo recharging class abilities and spending HD - COMBAT is 1 Action, 1 reaction, 1 bonus action, 1 interraction, Movement. in any order [except reaction], movement can be broken up. combat is by far the most complicated aspect, especially if anyone has played 3rd. i saw a cheat sheet http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1107. it does not have newer options from DMG, but that isn't much anyway. many spells are cast as bonus actions or as reactions. there were also a few different DM screens people had put up.
I haven't played D&D in many years. I have bought the core books and modules for many versions, and read through them, but haven't actually played in a long time.
the same here, although i did get some DM time in for 3rd and a playtest for 4th, just enough to confuse me with common names through the editions.
any rule you feel that you need, type up a word Doc, print it, and clip it to old DM screen. it is fairly easy and you will see not much needs that kind of attention. i did this for rule variants from the DMG that i wanted to use. such as the lingering injuries table and conditions from PHB [edited for brevity of course]. i also use index cards to bookmark pages i need to reference often.
a few things to remember combat is often deadly at low levels. low magic, yoiu don't need all those pluses anymore! not alot to spend money on, in this version, so don't give away too much!
character variablity means no more forcing someone to play a particular class! my players have not had a cleric in last 2 campaigns. it can make things very difficult, and i have TPK'd them a few times, but now they are working together better and trying to think ahead. the plus side of TPK, more rules testing! So we find the rules that work best at the table for us. i have found that players really like the inspiration and advantage/disadvantage mechanics. they TPK'd becuse of rookie mistakes and a lack of teamwork, being more a collection of individuals. they are now a stealth group.
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| #12Scruffy68Jun 21, 2015 8:00:40 | Thanks for the info.
We are going to start Lost Mine of Phandelver today. We'll see how that goes. I just bought Quests of Doom Volume 1. With the fathers' day sale, the PDF is only $12.99. So, I'll check that out.
I'll probably start looking to convert one of the older modules while we play through LMoP. I have quite a few modules that I bought in the 80s/90s... so have to pick something interesting... |