The draw of Dungeons & Dragons is its unlimited variation. As long as you have a handful of fellow players and a dedicated dungeon master, the adventures never end. The game takes place in the "theater of the mind," which guarantees a new experience each time you play - and can wildly change depending on what sorts of classes (and players) are in your party. Few adventures spring fully formed from the DM's mind, however.
Most dungeon masters base their campaigns on pre-existing "modules," or written material that serves as the outline for an adventure. Many D&D modules have been written since the game first debuted in 1974, with stories ranging from the morally gray and roleplay-heavy Curse of Strahd to the combat-focused dungeon delve of White Plume Mountain. Below is a list of the best 5e modules, or modules for Dungeons & Dragons, 5th Edition. Vote up the Dungeons & Dragons 5e Adventures you've had the most fun playing!
Genre: Gothic Horror
For Character Levels: 1-10
Summary: Curse of Strahd deviates from the typical sword and sorcery adventures of D&D by offering a more horror-focused and open-ended sandbox for characters to play in. There are also many, many traps to look out for and an inescapable dread that permeates the land of Barovia. This is a rich, difficult, and detailed plunge into darkness.
Published in 2016, this module brings back the authors of 1983's much-beloved Ravenloft adventure, Tracy and Laura Hickman, for a new campaign set outside the usual Forgotten Realms. Here, players face off against the vampire Strahd von Zarovich, whom Chris Perkins, principal story designer at Wizards of the Coast, described as "a timeless villain whose faults reflect the darkest traits of humanity."
Flavor: Adventurers must confront the "melancholy, misshapen, and grotesque" denizens of Barovia in a quest for survival. From the Wizards of the Coast press release:
The only hope for the trapped adventurers is to heed the warnings of a mysterious fortune-teller named Madam Eva. Drawing random cards from her tarokka deck, she directs adventurers to search Strahd’s domain for artifacts and allies to help the master of Castle Ravenloft. That is, before he orchestrates your demise for his amusement and feasts on your terror.
Genre: Beginner Fantasy
For Character Levels: 1-5
Summary: If you've been itching to try tabletop roleplaying but don't know where to start, Lost Mine of Phandelver is the answer. It's not only a great introduction to the fifth edition of Dungeons & Dragons, but it also offers a clear path for any veteran player looking to transition into being a DM.
Offering an adventure book, six dice, and five pre-generated characters, you should have everything you need to get rolling.
Flavor: Set in the Forgotten Realms, Lost Mine of Phandelver offers both a sandbox for players to explore and an intriguing set of objectives to get them started. After you meet dwarf merchant Gundren Rockseeker in the city of Neverwinter, he offers to pay you generously if you guard his wagon to Phandalin.
Genre: Weird Mystery
For Character Levels: 1-11
Summary: Take your characters on a pernicious safari into the misty jungles of Chult. You'll journey to a tropical island in hopes of saving the world from a mysterious curse, fight zombie dinosaurs, and come face-to-face with the Arch-Lich Acererak.
Tomb of Annihilation offers plenty of dungeon fun, but it's also packed with a sprawling cast of characters and diversions that groups could spend several campaigns exploring. There's also an optional "Meat Grinder" mode which seriously ups the difficulty level.
Flavor: From the module description:
The talk of the streets and taverns has all been about [a] curse: a wasting disease afflicting everyone who’s ever been raised [from the grave].
Temples and scholars of divine magic are at a loss to explain a curse that has affected the entire region, and possibly the entire world. The cause is a necromantic artifact called the Soulmonger, which is located somewhere in Chult, a mysterious peninsula far to the south, ringed with mountains and choked with rainforests.
Genre: Adventure on the High Seas
For Character Levels: 1-12
Summary: Centering around the seaside town of Saltmarsh, these seven modules can be played as standalone adventures or as episodes in a long, nautical-flavored campaign. The multiple storylines incorporate material from the very first edition of D&D as well as adventures published in the now out-of-print Dungeon magazine.
According to Mike Mearls, franchise creative director of D&D, "The Saltmarsh series consistently ranks as one of the most popular classic D&D adventures. With its ties to ocean-based adventuring, it was an obvious step to augment it with additional sea-based adventures and a robust set of rules for managing a nautical campaign."
Flavor: From the module description:
Nestled on the coast of the Azure Sea is Saltmarsh, a sleepy fishing village that sits on the precipice of destruction... The cult of a forbidden god extends its reach outward from a decaying port, hungry for fresh [prey] and willing recruits. While Saltmarsh slumbers, the evils that seek to plunder it grow stronger. Heroes must arise to keep the waves safe!