Wizards of the Coast stepped up again after the 4th edition catastrophe to give us the 5th edition of Dungeons & Dragons.

Changes are largely mechanical, simplifying the more complicated rules of the previous version of the software. Thus, the 5th edition is a lot more welcoming to newcomers.

There will be fewer numbers to crunch, that’s for sure. It’s important to note that WotC was able to achieve its primary goal of making the game more user-friendly for newcomers while also streamlining the overall performance.

Although the 5th edition cost a lot of money, it was a huge success for this venerable publishing house. A lot of the 5e supplements and adventures are included here.

As of this writing, we’ll take a look at all the current 5e adventure modules and score them according to quality.

15. Hoard of the Dragon Queen

Before the final editions of the three main rulebooks, the 5th edition ruleset’s Hoard of the Dragon Queen module was released.

Even yet, this might lead to lopsided encounters that demand more work from the DMs to keep the plot moving.

In this module, you’ll have to deal with a lot of kobolds and cultists, which can get a little repetitive.

If this seems like fun to you, you’ll probably have a great time at this location.

The Hoard of the Dragon Queen, on the other hand, is ranked low on this list because of its repeated foes, linear tale, extra DM work, and generic environment.

14. Princes of the Apocalypse

A few structural difficulties plague Princes of the Apocalypse, which was issued as the fourth core rulebook’s first expansion following the three previously released volumes.

Princes of the Apocalypse, despite its engrossing setting and a wealth of extras, has a lot of issues.

The module is divided into two sections. They also don’t appear to be getting along.

The initial section of the game is essentially a sandbox, which may be appealing to certain players but can be taxing on the DM’s resources.

Second, the quest takes place on a set of sluggish rails that merely give the illusion of choice.

This game’s dungeon crawl may be very alluring. This module, however, may be tough for novice players and DMs who aren’t used to sandbox-style adventures because of its unpredictability and timing issues.

There are no modern-day parallels here, of course. Using the magnificent temple featured in Chapter 4 of the book.

13. The Rise of Tiamat

This module completes the Tyranny of Dragons tale, which also includes the Dragon Queen’s Hoard.

This has many of the same problems as the original one because it was written so close to it.

Tiamat, the Chromatic Dragons’ leader, has been resurrected in a diabolical conspiracy by dragon worshippers.

The idea that your party could have prevented such a catastrophe is enough to break the heart of even the most ardent D&D player.

As previously stated, this module is in dire need of balance by the game’s designer. In addition to that, it’s a bit railroad-like, which may confuse certain groups.

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12. Out of the Abyss

An explosive start awaits you in the fabled Underdark.

From the very beginning, a slew of evil, deadly, and terrible monsters conspire to bring the PC to his or her doom.

Players should instantly sense the increasing tension in this adventure, which begins as slaves in a Drow jail, battling for their lives.

The PCs can only find a few secure places to relax. If you have a large group, this could be too much for them to handle. YMMV.

In addition, it’s worth mentioning that this adventure demands a great deal of work from the DM to make it work. This is despite the epic battle with the Demon Lord at the climax of the book.

11. Waterdeep Dragon Heist

This adventure takes place in the exotic city of Waterdeep, where the PC is tasked with finding the mythical treasure.

If you’re a Forgotten Realms fan, you’ll be thrilled to meet some of the most renowned characters in the game and encounter a wide variety of creatures, including Gazers, Mindflayers, Drows, and Rakshasa.

This is a must-do adventure for parties who place a high value on roleplaying.

However, because the tale revolves around the pursuit of the MacGuffin object, it falls short of the top spots for me.

10. Dragons of Icespire Peak

This module’s holistic approach to rules makes it ideal for beginning players as it is part of the D&D Essential Kit.

Ability checks, combat, and other foundational concepts are covered as the party progresses through the tale. You should read this if you’re just starting off in the game since it’s quite helpful for newcomers.

Even though the objectives the PCs are doing are all leading up to the climactic confrontation, the plot feels a bit ‘disconnected.’

The XP uses a distinct technique, based on milestones, to determine XP.

Overall, this module comes with everything you need to play.

It’s also a good place to start for novice gamers, thanks to the interesting plot.

9. Dungeon of the Mad Mage

Here, you’ll resume the narrative of the Dragon Heist… or where it left off.

This adventure features a highly complicated dungeon layout with an incredible 23 levels to explore, accessed through the Yawning Portal tavern of Waterdeep.

At times, it could appear as if your group doesn’t have any actual cause to be there. Something that could be a concern for some groups is

Nevertheless, this gigantic dungeon (also a recreation of the 2nd edition Ruins of Undermountain) stretching over levels 5–20 is already a hit-or-miss adventure for many.

Those who appreciate enormous difficulties, long dungeon crawls, and are well-versed in the mechanics will feel right at home with the Dungeon of the Mad Mage.

8. Descent into Avernus

PCs are thrust into the Nine Hells of Avernus shortly after beginning their new adventure.

There’s a lot of the typical ominous and horrifying material here. This module adds a new dimension to your game by allowing you to create diabolical war machines in the Mad Max manner.

These vehicles, which are essential to the group’s survival but also fun to use, are completely customizable.

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Once you’ve made it to the bottom, you’ll have a hard time getting back up again!

Adding icing to the cake will be the arrival of the infamous archdevil, Zariel.

For those who are afraid of creepy crawlies, this module is for you. However, you may emerge from the ordeal as a real savior and a legendary hero.

Descent into Avernus has a deep plot, terrifying and different minions, and unique gameplay (covering levels 1-13) that many groups will find appealing.

The DM, on the other hand, should proceed with caution in this case. Players may feel empowered or powerless depending on how much emphasis is placed on their normal function, with the possibility that they may be doomed to spend eternity in Hell.

7. Hunt for Thessalhydra

Some classic creatures and old memories are evoked by this little adventure module, which has just 30 pages and a lovely red box, reminiscent of the beloved Advanced Dungeons & Dragons.

Despite its more condensed and linear structure, this one nevertheless has a lot to offer as a whole.

Stranger Things fans can claim that the tale is formulaic; yet, it offers fantastic creatures, which each have defined aims as well as their own reasons and ecosystem, as well as numerous options for role-playing, exploration, and battle.

The second issue may be the lack of replayability because this module is just about 8 hours long.

Fans of Stranger Things will be happy to know that Eleven appears in this episode. However, it may look like a deus ex machina at first. This may not be palatable to all groups. Having said that, it’s a lot of fun!

6. Lost Mines of Phandelver

Each character and area in the game may be customized to the player’s liking, which is a nice touch. This one’s great.

All while simultaneously being welcoming to new gamers! To put it another way, that’s what makes this module stand out from the rest.

This adventure (that should take no more than 10 sessions), neatly bundles everything in one spot.

Your characters will feel like they’ve accomplished something when they’re allowed to freely traverse the ghost town and encounter area bosses in their various spots. Because of this, leveling is quite predictable.

Oh, and don’t forget to crack some intriguing puzzles!

5. Storm King’s Thunder

In terms of scope, this is a big module that can be easily incorporated by the game’s designer.

And the DM can simply fix any minor difficulties that may occur as a result of such a large story.

Political intrigue, dramatic battles, new monster powers, and sandbox possibilities are all included in this module.

The same choice is available in the town where your PCs begin, Nightstone. Despite the fact that there are supposedly three choices.

The last boss fight is skewed. When you have the support of (written) PCs, the battle will be easy. Because of this, it was a little underwhelming.

Before you begin the campaign, you should be aware of this.

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4. Tales from the Yawning Portal

It’s a D&D classic, even if this module doesn’t work well for everyone’s group.

Every aspect of D&D may be found inside the pages of Tales from the Yawning Portals.

In addition to being a well-written, devastating piece of writing, it has an intriguing tale and convincing creatures.

This is the essence of D & D. Even if the gameplay becomes too repetitive or linear, there is always a new high point to look forward to.

Or you can find another way to bring together a diverse group of people.

Every D&D player should try this amazing module.

3. Ghosts of Saltmarsh

Ghosts of Saltmarsh, one of the most recent adventures in the 5th edition, is a well-made and well-structured game.

This adventure really shines because of a well-balanced plot that’s easy to follow.

WotC truly outdid themselves with this one. The module, which covers levels 1–13, is an excellent read in and of itself.

For both newcomers and experienced alike, it serves as an incentive.

The town of Saltmarsh, which takes its name from the nearby salt marsh, is superbly designed, with a complicated struggle involving three major groups (Traditionalists, Loyalists, Scarlet Brotherhood). It’s the engine that powers the whole thing.

Every page you flip will seem like it’s telling a tale to you as a DM. In addition to being useful, each piece of information may be readily incorporated into your own creative process.

There may be a little problem with this game’s emphasis on the DM rather than the players. In other words, this is the entire reason it only makes the top 3.

2. Curse of Strahd

Many role-playing game aficionados consider this adventure to be among the finest of all time. And with good reason.

With a villain that may be the best-written in the history of the genre, you’ll be begging, crying, and weeping for more, all at the same time.

Astonishingly clever writing and structure await!

In many aspects, it resembles the novel Out of the Abyss. While that experience was filled with misery, there is a glimmer of optimism here.

One that will leave your guests in a state of confusion and bewilderment.

In part, this is due to Count Strahd, a master manipulator of both PCs and non-player characters.

There’s more to this renaissance rewriting than meets the eye. It’s a work of art in 5e.

1. Tomb of Annihilation

Only that it is based on Gary Gygax’s renowned Tomb of Horrors can be stated about the Tomb of Annihilation.

This is good news.

With a compelling story, terrifying monsters like soul-eaters (who doesn’t dread them? ), and some of the most unforgettable moments in gaming, this nightmarish journey takes the top spot for sheer excitement and time spent playing.

Even with the tiniest amount of DM tweaks, this D&D adventure provides all you could ever want in a campaign.

You should give it a shot if you have the time and patience to see it through.