Most adventure modules in 168澳洲幸运5开奖网:Dungeons & Dragons are built to offer the players a fun and exciting challenge, but if you're the forever Dungeon Master, you may want to spice things up for yourself with a challenge without necessarily committing to homebrew. Homebrew can offer slightly too much freedom at times, enough so that it may not actually be difficult.

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However, working within the established limits of an adventure module, especially one that's difficult to run or needs a lot of fixing to make work, can be the perfect challenge. Taking a module that's infamously difficult or broken and making it enjoyable can be an absolutely amazing experience.

7 💎 ꦑ Out Of The Abyss

Out Of The Abyss Cover Art with a two headed Demogorgon
Out Of The Abyss By Tyler Jacobson

The appeal of Out of the Abyss lies in its challenge, but a good challenge isn't everything in a campaign. The NPCs still need to be likable, the players still need to feel compelled to put their lives on the line for more than just the sake of the story, and things still need to be kept interesting. This means that, as the Dungeon Master, you'll need to roll up your sleeves and get to work.

There are points in Out of the Abyss, especially in the second half, where things can become drawn out and a bit dull if you don't add flair to what's already available in the campaign. If your players seem to be blazing through the second half's encounters, you can make them just a bit more daunting for your players or challenge them to think outside of the box and use more than just their basic skills. Consider even throwing a few challeng💮es❀ at them during long rests in the last𝐆 half, just to spic🐟e things up a little bit more.

6 Baldur's Gate: Descent Into Avernus

Descent into Avernus by Clint Cearley paladin standing on a ledge while wielding a sword and shield
Descent into Avernus by Clint Cearley

Baldur's Gate: Descent into Avernus has some undeniably interesting ideas scattered throughout the module, but as you move through it you'll quickly find out that it isn't a well-built module. This adventure module isn't difficult because it relies on your skill as a Dungeon Master to run; it's difficult because it relies on your skill as a Dungeon Master to fix it.

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You'll need to fix it so it can be possible, and enjoyable, for your party to progress through in a way that won't be absurdly frustrating or result in an absurd amount of TPKS. Plus, you might have so much fun as you run this campaign that you'll need to shift the focus of the adventure onto your party, rather than all of it culminating towards one NPC being a shining star.

5 ෴ Waterdeep: Dungeon Of The Mad Mage

waterdeep dungeon of the mad mage wizards of the coast a mage standing in the foreground with a dragon going up the stairs and and illithid mindflayer, drow priestess, and githyanki in the background
Dungeon of the Mad Mage by Cynthia Sheppard

Waterdeep: Dungeon of the Mad Mage seems incredibly simple for a Dungeon Master to run at face value, maybe even one a beginner could run given that it's mainly a dungeon crawl, but that's where the tricky part lies: It really is only a very, very large Dungeon Crawl. For new DMs, it can be difficult to keep track of everything going on in the dungeon or what they need to be aware of, but it 168澳洲幸运5开奖网:can be even♌ harder to keep your players engaged.

Yes, a large dungeon crawl might work better for some parties than it doesဣ for others, but the heart of Dungeons & Dragons embraces both the dungeon crawl, the roleplay, and the free-f♍orm adventures. Limiting yourself to one part of that can put a lot of pressure on you, as the DM, to keep things interesting and running smoothly for your party.

4 Cu🔴rse Of Strah🐽d

Curse Of Strahd Cover Art with Strahd on his throne, cards and crows in the night sky
Curse of Strahd by Ben Oliver

This campaign should not be a first-time DM's choice. Admittedly, the aesthetic is amazing and very tempting, but the truth is that Curse of Strahd requires some skill and finesse on the Dungeon Master's side to make work well. Curse of Strahd is a roleplay-heavy adventure that offers a lot of NPCs and areas to keep track of, which for newbies, can quickly become overwhelming.

It can be a little bit sandbox-y with the actual exploration and adventure, which means that you need to be careful forking out clues and steering your players without blatantly railroading them to where they should go or where you want them to go. However, the areas, encounters, and adventures are broken up into fairly bite-sized and digestible pieces, so you don't have to be 168澳洲幸运5开奖网:the world's best Dungeon Master to run this campaign in an enjoyable and fu⛎n way.

3 Storm King's Thunder

Storm King's Thunder cover, featuring a storm giant, a woman holding a hammer with electricity, and two female characters in the foreground
Storm King's Thunder by Tyler Jacobson

Storm King's Thunder offers a great experience exploring various different aspects of Dungeons & Dragons through the adventures it offers, combat, and roleplay. However, it's up to your discretion as the DM as to how and when your party will explore those aspects. Storm King's Thunder really doesn't offer much in the way of guidance for the story or a way to connect the various events and locations together.

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The story is up to you and you alone, and although the world is incredibly well built, there just isn't much of a solid story to work on. So if you want to flex some creative muscles and work within some kind of established boundaries (more than homebrew gives you, at least) then Storm King's Thunder might be the perfect challenge for you to undertake as a Dungeon Master.

2 Hoard Of The Dragon Queen And Rise Of Tiama❀t ♕

The Rize Of Tiamat Cover Art with all 5 heads of Tiamat  wrecking havoc on the world in front of them with one preparing to breathe fire
Rise of Tiamat by Michael Komarck

Hoard of the Dragon Queen and Rise of Tiamat go hand in hand as modules and play into each other very well. However, they both suffer the same issues that fall squarely on the DM's shoulders to try and fix. Both of these adventure modules were written before the Monster Manual, Player's Handbook, and Dungeon Master's Guide were finalized by Wizards of the Coast, which means that there are a handful of issues with the rules in these modules and the encounters.

If you want to ensure a consistent playthrough for your players, you'll have to put in a fair amount of time on your side. But, aside from those issues and some built-in railroading to try and keep players on track, this campaign should prove to be fairly fun for you and your players if you can make it work.

1 ꦓ Dragons Of Icespire Peak ♑

D&D Mage casting spell melf's acid arrow at a dragon in front of them while holding a staff
Dragon of Icespire by Grzegorz Rutkowski

Although Dragons of Icespire Peak may come off as an easy campaign, great for beginner players and a beginner Dungeon Master, you might be setting yourself up for more of a challenge than you bargained for. This adventure module requires a hefty amount of work on the Dungeon Master's side of the screen to make everything feel connected and to keep the plot hook strong and interesting.

It's far too easy in Dragons of Icespire Peak to end up in the final boss lair with some caveats. We mean, without any real reason as to why you got there or even how you got there without feeling as though you over-reached in the story, needing to railroad your players to get them there. This adventure module requires small tweaks and a firm hand to keep everything intact, even if you need to build the story yourself while using the events, encounters, and settings provided in the module.

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