[Top 10] D&D Best Adventures We Love!

D&D Best Adventures
Count Strahd is having guests for dinner at Castle Ravenloft!

Dungeons & Dragons is probably the most popular role-playing game (RPG) around, especially now that it can be played remotely on platforms like Zoom!

If you wish to run a campaign but don’t have the time or the experience to create one, no worries! There are dozens of campaigns (I call them modules) or adventures to choose. It can be daunting at first, but I am here to share 10 amazing D&D Adventures with you!

10. Baldur’s Gate: Descent Into Avernus

In this game, players are literally going to Hell! Players must navigate Baldur’s Gate, a dangerous city of crime and grit. During their time, players will encounter and fight the archdevil Zariel and her minions. Eventually, the if the party survives, they will enter The Nine Hells. Read more to find out why Baldur’s game is an excellent one to play!

What's Fun About Descent Into Avernus

  • Because this adventure is lengthy, both the GM and the players will get their money’s worth out of this game!
  • Descent Into Avernus is a lengthy campaign where players can move from Levels 1-13.
  • Gamers have placed their stamp of approval as this module was a best-seller in Publisher’s Weekly (PW) in September 2019.
  • If you are also an online or video gamer, this RPG is a prequel to the video ame version Baldur’s Gate III!
  • Set in the Forgotten Realms universe, Descent Into Avernus features well-crafted maps for hours of meaningful game playing.

Baldur’s Gate: Descent into Avernus full details: https://dnd.wizards.com/products/tabletop-

9. Curse of Strahd

When you think of a romantic, Dracula’s castle-type of dungeon crawl, Curse of Strahd comes
to mind! The D&D adventure commences with an invitation to a dinner party at Castle Ravenloft,
located near the tiny hamlet of Barovia. Count Strahd von Zarovich, the elusive host, does not
drink…wine. Read on to find out more about this ENnie award-winning campaign!

What's Fun About Curse of Strahd

  • If you like gothic horror, this is the module for you! There are even goth-themed characters that you can download.
  • Curse of Strahd is a sandbox campaign, meaning that your characters can roam the country of Barovia, getting into adventures on their own. I6 Ravenloft (mentioned below) is more focused on Castle Ravenloft
  • The cost of the module is $49.95, but that could include years of play, so you would be getting your money’s worth!
  • This module, designed for character levels 1-10, includes maps (love maps!) and a great resource guide for both new and seasoned game masters who do not wish to create their original campaigns.
  • Wizards of the Coast has published a deluxe updated edition of Curse of Strahd with handouts, a double-sided poster map, foil-stamped Tarokka deck, and screen in a coffin-shaped box.

Curse of Strahd full details: https://dnd.wizards.com/products/tabletop-games/rpg-products/curse-strahd

8. Isle of Dread

If you are into vintage first edition D&D, this is the campaign for you! First published in 1981 and then  again in 1983, I personally played this module as a youngster (yes, I am showing my age) and it was a lot of fun. Here is a fun fact: Isle of Dread was the first D&D campaign to take place in a wilderness setting. In fact, the setting is a tropical island, and an ancient stone wall divides the island. Read on to find out more about this adventure!

What's Fun About Isle of Dread

  • Nostalgia, of course! It is fun to play an original campaign from last century.
  • In 2018, there is an updated version called Original Adventures Reincarnated #2: The Isle of Dread that is licensed by Wizards of the Coast. This includes all the editions of Isle of Dread. The good news is that the adventure can be tailored for 5th edition D&D rules. (The link below can be used for 5e.)
  • The campaign is designed for character levels 3-7. (Some GMs may allow players to start at third level.)
  • The cost varies, depending on if you want to snag an original module or find a reprint.
  • The scenario reminds me of Pirates of the Caribbean meets Jurassic Park. There are dinosaurs, a map, monsters, pirates, treasure, and villagers!

Adventure name full details: https://www.dmsguild.com/product/201038/Classic-Modules-Today-

7. Keep on the Borderlands

In 1979 or 1980, depending on which source you consult, in the era of disco, Keep on the Borderlands was created by Gary Gygax. This adventure, designed for the novice gamer and game master alike, covers character levels 1-3. The adventure starts when characters meet up at a Keep. From there, the characters will enter a series of caves called the Caves of Chaos where they will encounter a hermit, a mad priest, and a laundry list of unfriendly humanoids. Read more to discover why this campaign is a lot of fun!

What's Fun About Keep on the Borderlands

  • A great adventure for both the beginner GM and player; this module was designed specifically to lure new players into the hobby.
  • An easy adventure for everyone in the game to follow, as sometimes campaigns have a lot of details to remember!
  • Provides a solid starting location for the game and a place for new characters.
  • This module is one of the first ones to be played in D&D!
  • The price for a PDF is about $5.00, so there is not a large investment in this adventure.

Adventure name full details: https://www.dmsguild.com/product/17158/B2-The-Keep-on-the-

6. Keep on the Shadowfell

This adventure, created in 2008 by Bruce R. Cordell and Mike Mearls, is the first adventure in the 4th edition of D&D. Set in Winterhaven, which a small village in a world called Nentir Vale, characters must defeat kobolds that are taking over. The kobolds are minions to an evil priest named Kalarel. The purpose of this adventure is to defeat Kalarel. Read on to find out more about this fun adventure!

What's Fun About Keep on the Shadowfell

  • A great story for beginning characters (levels 1-3) that provides a starting spot for new adventures!
  • The village may have plenty of NPCs that characters can befriend and ask questions about Kalarel.
  • This campaign is the first of a three-series adventure, so the fun can continue after players have defeated Kalarel!
  • Maps are imperative in D&D campaigns and Keep on the Shadowfell features three large double-sided maps!
  • Keep on the Shadowfell is available to purchase in PDF, so it is cost-effective for your campaign!

Keep on the Shadowfell full details: https://www.dmsguild.com/product/110212/H1-Keep-on-the-

5. Lost Mines of Phandelver

This adventure is included in the D&D Starter Set and intended as a first adventure for players
new to D&D 5th Edition. It is set in the small village of Phandelver and the surrounding countryside, near the Sword Coast of the Forgotten Realms campaign setting. What seems like a simple encounter with a goblin bandit group soon develops into bigger problems for the town with criminal gangs and more! Read on to find out more about this adventure!

What's Fun About Lost Mines of Phandelver

  • Considering the number of sessions that you can play using the Starter Set, it is a great value for your money!
  • Includes pre-generated 1st-level characters and dice so players can get started on the fun right away, and lets characters advance to level 5.
  • Includes a town with plenty of Non-player Characters (NPCs) to talk with and get clues, and they have their own goals and plans leading to interesting conflict and intrigue.
  • Provides a solid starting location for the game and hooks for new adventures in the wider world of the Realms.
  • This adventure won several ENnie and Golden Geek Awards for Best Family Game and Game of the Year!

Dungeons & Dragons Starter Set with the adventure Lost Mines of Phandelver full details:

4. Ravenloft

This is the original module with Strahd (mentioned earlier), but unlike Curse of Strahd this adventure is more focused on the secrets of Castle Ravenloft itself! This adventure, number 6 in the Intermediate Series for D&D 1st Edition, set the standard for story-driven modules to follow. It concerns the goals of the master vampire Count Strahd von Zarovich, whose plans the player characters hope to foil! Curse of Strahd is an expanded version of this original module, which focuses mostly on Castle Ravenloft. If you ever wanted to play through a spooky Gothic horror movie plot, this is the adventure to use!

What's Fun About Ravenloft

  • The adventure begins with rules for a fortune card reading, which directly determines Strahd's plans and events to follow in the adventure. This gives it replay value.
  • Cool fact: this adventure included one of the first multi-level isometric maps which were more dynamic than previous dungeon maps and therefore felt more like a real venue!
  • As a vampire and magic-user, Strahd is a difficult opponent for the player characters and will present a tough challenge for them.
  • Since this first appearance, Count Strahd has gone on to become one of the most popular villains in D&D lore, appearing in novels and other rulebooks.
  • Players will enjoy taking part in this legendary and iconic module from Dungeons & Dragons history.

Ravenloft full details: https://www.dmsguild.com/product/17527/I6-Ravenloft-1e

3. Queen of the Demonweb Pits

I remember this first edition D&D module succinctly as my character had to delve into the Abyss
to face and defeat Lolth, the Queen of the Demonweb Pits! I only knew later in the Deities & Demigods book that Lolth was listed as a deity. This adventure, written by David Sutherland
and Gary Gygax in 1980, is designed for characters in levels 10-14. Read more to find out why
Queen of the Demonweb Pits is a must-add to your next campaign!

What's Fun About Queen of the Demonweb Pits

  • The gameplay and having the module on hand will provide hours of inexpensive entertainment.
  • In this adventure, characters can face a chaotic evil deity! I am sure there will be a generous amount of experience points awarded for defeating Lolth.
  • Not only does Lolth make her appearance in the adventure, but so does the drider!
  • This is one of the classic modules that players of earlier editions still talk about fondly.
  • This module is available in PDF format, so the costs will be lower than purchasing the vintage print version.

Adventure name full details: https://www.dmsguild.com/product/17054/Q1-Queen-of-the-

2. Tomb of Horrors

Gary Gygax created Tomb of Horrors back in 1975 for an Origins convention; it was later published in 1978. The adventure revolves around the tomb (hence the title) of Acererak, a not-so-friendly neighborhood demilich. Characters encounter tricks, traps, and evil monsters before facing the mighty Acererak! Bring a cleric (or ten), a rogue, and protect your magic-user. Read on to learn more about this exciting adventure!

What's Fun About Tomb of Horrors

  • According to research, Tomb of Horrors inspired White Plume Mountain (mentioned below).
  • Players who like undead adventures will enjoy Tomb of Horrors!
  • Strategy rather than merely combat is the key to conquering Tomb of Horrors!
  • Fortunately, if you use 5e rather than 1e rules, there is greater chance for survival.
  • This campaign, set in The World of Greyhawk universe, is rumored to be one of the most difficult D&D modules to play.
  • Tomb of Horrors is not for the beginning character; recommended levels for this module are 10-14.

Tomb of Horror full details:  https://www.dmsguild.com/product/176871/S1-Tomb-of-Horrors-1e

1.White Plume Mountain 

Last but not least, we travel to the White Plume Mountain and delve into the caverns below to fight whatever monsters lie beneath! This adventure was created by Lawrence Schick in 1979. There have been re-releases of this campaign. It is meant to be a short, sweet, and standalone campaign designated for 5th to 10th level characters. Read more to find out the fun in White Plume Mountain!

What's Fun About White Plume Mountain

  • According to research, there are three named weapons to find in White Plume Mountain!
  • The adventure is meant for at least 4 players, so getting everyone together virtually or in-person for a short time could be feasible! (I am playing in a 5e D&D game and it is hard for 4 players and a GM to coordinate schedules for a long campaign.)
  • The module contains maps and notes to make the adventure easy to run and navigate!
  • White Plume Mountain was inspired by the adventure Tomb of Horrors (listed above).
  • PDF formats are available, so the cost of running a campaign is minimal.

White Plume Mountain full details:  https://www.dmsguild.com/product/17064/S2-White-Plume-Mountain-1e

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As a Pokemon Trainer by day and a bard or cleric by night, I enjoy the spoken and written word by candlelight.
Gamer Since: 1983
Favorite Genre: RPG
Currently Playing: D&D
Top 3 Favorite Games:Baldur's Gate, Diablo, Resident Evil HD Remaster

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