Dungeons & Dragons, Wizards of the Coast’s legendary IP, is arguably the most iconic system in the TTRPG space. Known as one of the progenitors of the fantasy game genre, its influence can be seen in every role-playing game on the market, no matter what medium. From a gathering of friends, some character sheets, way too many dice, and a module or two, to a hunkering down to play a worlds-spanning epic fantasy game that takes hours and hours to complete, there is no shortage of choices for those craving a little adventure. And, when it comes to the tabletop side of gaming, there is no doubt that official D&D modules offer a call to action, just waiting to be answered.
For players aspiring to venture into the world of tabletop games, for the first time, the choices are endless. With hundreds of official modules and thousands of homebrew campaigns available, to choose from, new players can often find their options daunting. Do they want to play something simple and cliché with a straightforward plot? Or would they prefer some all-encompassing grand adventure? Full of fantastical monsters, political machinations, battling factions, crime in all its flavors, and vast worlds full of challenges made to test their mettle in every conceivable way?
Or something that sits firmly somewhere in the middle? Arguably, there is always something for everyone in the realm of D&D. If you can imagine it, there is a module, somewhere, that offers exactly what you are looking for, but the sheer variety of choices also has its pitfalls. Some modules are truly notorious for a reason. They are so challenging that they have ruined campaigns and friendships and garnered a reputation that is not only ominous but veracious in its accuracy.
Tomb of Annihilation
Set in the island region of Chult, in the Forgotten Realms, Tomb of Annihilation is an adventure that will test even the most stalwart of adventurers. Players’ sole mission is to find and destroy the Soul Monger artifact before it drains the very life out of the populous, all while trying to defy their deaths at any cost. This proves to be even more difficult than one would expect when you realize that the curse you are trying to break negates all resurrection magic. Making true death, and the permanent loss of player characters, a very real threat.
Interestingly, environments and antagonists within the module are as varied as they come. With almost fifty unique locations to explore; from steamy jungles, sun-kissed beaches, and magnificent temples to ash-filled wastelands, volcanic lava flows, and blighted lands; Chult has the potential to be one of the best maps in D&D. And the population is nothing to be overlooked. Between the multiple villains, a vast selection of non-player characters, and a massive menagerie of monsters; like beholders, hags, and the undead; waiting to be defeated, it’s no wonder why it has been dubbed the quintessential “meat grinder” module.
Officially, Tomb of Annihilation has a character level range between 1-10 but most well-seasoned D&D players recommend a minimum level of no lower than five to start. Mainly, because the Challenge Rating (CR) for all the monsters and antagonists ranges from level 0 to 23. Meaning that even at max level for the adventure (10) you would still be outnumbered and outmatched when facing some of the island’s bigger confrontations.
Baldur’s Gate: Decent into Avernus
One of the most infamous modules in all D&D, Decent into Avernus, is a nightmare of epic proportions. But not for the reasons you might think. The plot in its most basic form tells the story of a party of adventurers embarking on a journey to gain access to the first level of the Nine Hells to save the city of Elturel. Due to some genuinely sinister deals, betrayals, and the desire for justice and revenge, the city and all its people have been pulled down into Avernus to be used as warriors (or fodder) in Zariel’s Blood War.
“Location” is the name of the game with this module and there are many of them. During the adventure, players will find themselves traversing the streets of Baldur’s Gate, delving into dungeons full of cultists worshipping the Dead Three, and maneuvering their way through taverns and even houses of nobility.
Only to switch gears halfway through and find themselves in a world of fire and brimstone, where every breath they take is toxic, sleep is a bad idea, and all manner of infernal creatures are just waiting for their moment to strike. This juxtaposition of locations, while all interesting, tends to cause a tonal whiplash that can frustrate some and irritate others.
For those players who enjoy hellfire and damnation, devil and demons, and the fight between evil and good this is the setting for you. However, you will certainly need to hone your skills and temper your patience first. Decent into Avernus is one of the most complicated and convoluted plots in the history of D&D. There are fetch quests galore, that end up being a complete waste of time. Some NPCs can’t get their stories straight even if you paid them.
It’s full of a masterful amount of so many “little objectives” that the adventure grinds to a halt regularly and turns monotonous often. And that’s all before you ever step one foot into the Hells. Because of this, many players never make it to the actual Hells and give up.
The Curse of Strahd
Another notorious module, Curse of Strahd, is one of those adventures that can truly make or break your party. Set in the mountainous land of Barovia, an area shuttered away deep in the Shadowfell and surrounded by strange mists, it is obvious that something sinister is going on from the moment you arrive. Bound by the whims of their oppressive vampire ruler, Strahd von Zarovich, the people live in constant fear of the gothic hellscape and monstrous creatures surrounding them from all sides. With death around every corner, it will be up to players to liberate the people and defeat the ancient vampire, once and for all.
For those players who can’t get enough of creepy and weird settings, Barovia is the place to be. Shrouded in constant night, and a nearly ceaseless drizzle, the weather is as drab and as ominous as a graveyard on a foggy night. A horror lover’s dream, environments include haunted villages, graveyards, spooky forests, dark waters, and plenty of strange creatures going “bump in the night.” All the while you find yourself on edge because you’re almost certain you sense someone or something lurking in the darkness and watching you wherever you go.
This module’s notorious nature doesn’t just come from its setting, or its monsters; like vampires, werewolves, banshees, and witches; or even the challenges you will face just traveling from place to place, but because of the hellish pressure it can put on players and friendships. Completion rates fall flat the more you adhere to the campaign without any customization. Simply, because the deck (pun intended) is purposely stacked against you from the get-go.
The challenge ratings for the campaign’s monsters, while on par with other modules on this list, aren’t the biggest issue. It’s the encounters. The sheer number of them and the number of attackers in each combat make the prospect of being outnumbered and overwhelmed not only a possibility but almost a complete certainty.
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