Highlights

  • Adventure modules provide ready-made campaigns for DMs to offer incredible adventures to players old and new. Lord of the Rings is a great starting point, but Dragonlance Chronicles may not be epic enough.
  • The modules listed in the article offer a range of adventures, from heists to exploring islands to deep-sea exploration. They provide everything needed to make the players' experience great and make the DM's job easier.
  • From Dreams of the Red Wizards to Waterdeep: Dungeon of the Mad Mage, each module offers unique settings and challenges for characters of different levels. Waterdeep: Dragon Heist and Wild Beyond The Witchlight emphasize role-playing and intrigue over combat.

Sometimes, DMs need help. This is why there are adventure modules; to provide ready-made campaigns to play. Most of these are playable, but some of them are beyond epic in scope. Lord of the Rings—that’s for brand-new players. The Dragonlance Chronicles—not epic enough.

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Most of the following Dungeons & Dragons campaigns are fairly recent creations, but a couple of them are classics from the earlier days of D&D. Every one of them, though, provides an incredible adventure for players old and new.

Updated on February 1st, 2024, by Jeff Drake: Homebrewed adventures are what most players experience. The DM is free to tailor the campaign to the players' styles and characters. Not every group likes to be diplomatic and cautious; some groups prefer to kick down every door and ask questions later. It's a daunting task for a DM to always have a grand adventure waiting for the players. That's who pre-made campaigns are for - DMs who have maybe run out of ideas to keep things fresh. The modules below do an excellent job of providing everything that's needed to give the players a great time while making the DM's job much easier.

32 Dreams Of The Red Wizards

Send The Party To An Exotic Region Filled With Evil Wizards

Dreams of the Red Wizards Adventure Module Cover
Art by Clyde Caldwell
  • Suggested Character Level: Any

Thanks to the recent Dungeons & Dragons movie, the Red Wizards of Thay have gained more recognition as top-tier villains in the Forgotten Realms setting. They will stop at nothing to accomplish their goals of world domination and mastery of the arcane.

There are two different versions of this module. The older 2nd Ed. module would need some conversion to the newest rules but has the benefit of a large fold-out map and a more detailed source book. The other module was released during the D&D Next era; so again, there will be some conversion needed. The second module has the subheading Dead In Thay and is meant to provide ongoing, episodic adventures.

31 Against The Cult Of The Reptile God

Save A Sleepy Village From An Evil Reptile Cult

Against The Reptile Cult Dungeons and Dragons Campaign
  • Suggested Character Level: 1-3

This module is an old one. Forty-two years old, to be exact. So, there will be a little work by the DM to convert the module to run using the current rule set. This adventure takes place in the Flanaess region of the Greyhawk setting. The hub of the adventure is a small town by the name of Orlane.

Players will need to investigate the odd happenings in the town and then deal with the reptile cult taking over the sleepy village. Orlane makes a great base for later adventures in the area, and growing the village into a proper town is something the players might enjoy.

30 Keys From The Golden Vault

Oceans 11 Meets Dungeons & Dragons

Keys-from-the-Golden-Vault-cover by Anna Podedworna
  • Suggested Character Level: 1-11

Some of the best adventures are heists. A well-planned raid on a wealthy king's vault is often more fun for the players than a tedious dungeon crawl. Keys From The Golden Vault contains 13 heist-themed adventures for a party of players between levels one through eleven.

These adventures can be inserted into another campaign, or they can be played as a campaign. The flexibility of this campaign makes it a useful tool for the DM; contacts made by the players during this campaign can be used in the future to give more heists for the players to attempt.

29 The Isle Of Dread

Explore An Island To Discover Its Secrets

The cover to the Isle of Dread campaign in the Dungeons and Dragons setting
Cover of The Isle of Dread by Jeff Dee via Wizards of the Coast
  • Suggested Character Level: 3-7

Islands are particularly useful to a clever DM. They allow the DM to contain the party's movement. They also allow for more varied creatures and are usually seen as mysterious. This adventure starts off with a promise of treasure and a map that leads to the island.

This module is great for presenting new challenges to a mid-level party. The overall theme of the module is to explore the island, encounter the native creatures and peoples, and discover the secrets hidden deep within the isle's confines. This is a fun adventure that provides a change of setting to keep gaming sessions from getting too familiar for the players.

28 Keep On The Borderlands

A Great Starter Adventure For Beginning Players

The cover to the Keep on the Borderlands campaign in the Dungeons and Dragons setting
Cover art for Keep of the Borderlands by Jim Roslof via Wizards of the Coast
  • Suggested Character Level: 1-3

The great thing about those old adventure modules from the first and second editions is that they can be easily adapted to the newest edition. The hardest part of DMing an adventure is having the encounters ready, having maps of the area, and having an over-arcing story.

Keep on the Borderlands comes with some detailed maps (that can be reused in later adventures), as well as a blank map for the DM. There are useful charts of wandering monsters for random encounter checks. The story is simple and straightforward but also involves intrigue. This module is perfect for beginning players and characters, and it is available on archive.org.

27 Critical Role: Call Of The Netherdeep

A Campaign For More Experienced Players And Characters

The cover of the Call of Netherdeep D&D Campaign
Cover art by Minttu Hynninen via Wizards of the Coast
  • Suggested Character Level: 3

Call of the Netherdeep is a good adventure for when players have survived several adventures, and the DM wants a new setting to take the players out of their comfort zone. The adventure has sections that involve deep-sea exploration. Such a setting will require special means for survival.

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The party must also contend with an opposing party with the same objectives. This adds a sense of urgency to the adventure that many campaigns lack. Critical Roll. Players eventually contend with a demigod that's trapped in the labyrinth of Netherdeep.

26 The Ruins Of Undermountain

The Original Undermountain Campaign Is Still One Of The Best

The cover of the Ruins of Undermountain D&D Campaign
Cover Art by Gerald Brom via Wizards of the Coast
  • Suggested Character Level: None

Spoiler, Tales From The Yawning Portal is on this list. That adventure module is excellent for introducing skilled players to the dangers of Undermountain. The area known as Undermountain is a network of caverns and complexes beneath the mountain at the heart of Waterdeep - one of the largest cities in the Forgotten Realms setting.

This module gives the DM extensive knowledge and resources for running an adventure in Undermountain. This module comes with four very detailed, full-color, fold-out maps and eight small adventure guides for the DM. This module is incredibly useful for DMs about to run the Tales From The Yawning Portal adventure.

25 Light of Xaryxis

D&D In Space

Cover of the  D&D Campaign Light of Xaryxis
Cover art by Kaitlyn Aurelia Smith via Wizard of the Coast
  • Suggested Character Level: 5-8

This campaign contains something most D&D players have never tried - an adventure in the Spelljammer setting. The Spelljammer setting is an attempt to merge the sword and sorcery or D&D with Star Trek. Players can explore the vastness of Wildspace and visit worlds like Krynn, Toril, and Oerth with the ease of a cruise ship traveling the Caribbean.

Light of Xaryxis is a little different from most of the campaigns on this list. For starters, this campaign is much more linear than most campaigns. Nearly every outcome of an encounter is scripted. Some players might not like this, as it can feel like they have no control over where or how the story progresses. On the other hand, this is an excellent campaign for new DMs, as well as for players who want to ease into the Spelljammer universe like a giff into a hot bath.

24 Waterdeep: Dragon Heist

A Campaign Designed More For Role Playing Than Combat

The cover of the Waterdeep: Dragon Heist campaign module for D&D
Cover art by Tyler Jacobson via Wizards of the Coast
  • Suggested Character Level: 1-5

One of the most interesting places in any D&D setting is the famed city of Waterdeep, also called the City of Splendors. This is a massive city that's situated at the base of Mount Waterdeep. There is enough intrigue and action in this city to satisfy any type of role-player.

Dragon Heist is a campaign for lower-level characters, and being in Waterdeep the adventure involves a little less hack-and-slash and instead focuses more on diplomacy. That's not to say there isn't any combat in this campaign. In fact, depending on which path the party chooses, they will have to deal with one of three powerful foes: Manshoon, an evil wizard known for his numerous clones; Jarlaxle Beanre, a drow mercenary whose wit matches his battle prowess; or a beholder named Xanathar, who runs much of the underworld in Skullport.

23 Waterdeep: Dungeon Of The Mad Mage

The Sequel To Dragon Heist

The cover of the Dungeon of the Mad Mage campaign book
Cover art by 
Cynthia Sheppard via Wizards of the Coast
  • Suggested Character Level: 5

Waterdeep: Dungeon of the Mad Mage is a sequel to Waterdeep: Dragon Heist, taking place immediately after that campaign. Though it might be more accurate to label Dragon Heist a prequel to this campaign. Why? Dragon Heist takes characters from the first to the fifth level; Dungeon of the Mad Mage takes characters from the fifth to the 20th level.

As one would imagine, the dangers awaiting characters in this campaign are pretty great considering they reach the big two-oh in level. Also, as one would imagine, this campaign is a dungeon crawl. There are occasionally diplomatic options, but remember, this is the home of the feared mad wizard Halaster Blackcloak - even the rats in this dungeon can kill a well-prepared party.

22 Wild Beyond The Witchlight

A Carnival Setting Filled With Intrigue

The Witchlight Dungeons and Dragons campaign
Cover art by Tyler Jacobson via Wizards of the Coast
  • Suggested Character Level: 1-8

Not every campaign needs to be a dungeon crawl. That seems to be the idea Wizards of the Coast had in mind when making Wild Beyond The Witchlight. This campaign can be completed without getting into a single fight. To some, this might not sound like fun, but it gives players a chance to add some depth to their character's personality.

The setting is a carnival that has the same feel as the carnival in Ray Bradbury's Something Wicked This Way Comes. All seems mirthful on the surface, but in the shadows are sinister happenings. This is a great campaign to turn to after a long, brutal campaign, like Icewind Dale: Rime Of The Frostmaiden.

21 Against The Giants

A Classic Greyhawk Adventure Filled With Combat

The D&D campaign module Against the Giants by Gary Gygax
Cover art by Bill Willingham via Wizards of the Coast
  • Suggested Character Level: 8-12

This module was created by the creator of D&D, Gary Gygax. Against the Giants involves three separate but linked adventures that end with some of the most epic battles many players will ever experience. The journey begins when the players are recruited to discover why the various giant clans have begun working together and raiding the nearby human kingdoms.

Like many early D&D campaigns, Against the Giants is a dungeon crawl. For players who favor adventures with more dialogue and intrigue, this module might not be as well-received as the more modern campaigns on this list. However, for those who prefer to forego all the talking and get right into the action, there are few campaigns better than Against the Giants. Players can download this module for free at archive.org.

20 Princes Of The Apocalypse

Stop The Elemental Prophets From Completing Their Temples

The cover of the Princes of the Apocalypse D&D Campaign
The cover of the Princes of the Apocalypse D&D Campaign
  • Suggested Character Level: 3-4

In Princes of the Apocalypse, the party must stop four prophets who serve the evil Elemental Princes. Each prophet is building a temple to their lord, which will bolster the power of these evil Elemental Princes. To stop the prophets, the players must sever their links to the Inner Planes.

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The path eventually leads the players into a confrontation with the Elder Elemental Eye. The whole adventure is similar to the classic Temple of Elemental Evil module. The campaign is designed for characters starting at levels 3-4, and they will finish around their 14th level.

19 Tomb Of Horrors

A Difficult Campaign For Seasoned Players

The cover of the Tomb of Horrors campaign module for D&D
Cover art by Todd Lockwood via Wizards of the Coast
  • Suggested Character Level: 10-14

Sometimes, player characters get so powerful that they feel they can challenge the gods themselves. For a DM, it can be hard to create an adventure that will challenge a party of adventurers like this. That is why Gary Gygax created this adventure module way back in 1978.

This is an extremely tough campaign designed to humble players who have maybe gotten a little arrogant. The goal is to search the tomb of a powerful wizard. This tomb is filled with traps and false paths to follow, and at the end of the adventure, the players must face one of the most powerful creatures in D&D: a lich. This can be downloaded for free at archive.org, though there is also a recent re-release that uses 5th ed. rules.

18 The Dancing Hut Of Baba Yaga

Explore The Hut Of Baba Yaga In This Roguelike Adventure Module

The D&D campaign module The Dancing Hut of Baba Yaga
Cover art by Jeff Easley via Wizards of the Coast
  • Suggested Character Level: 8-15

In this campaign, the party must explore the hut of Baba Yaga. Baba Yaga seeks immortality and can control the night and day cycle of any world in which her hut appears. This incredibly powerful being lives in what appears to be a small hut sitting atop giant bird legs. However, the hut is much like Doctor Who's T.A.R.D.I.S. in that it is bigger on the inside.

There are several factors that make this one of the best D&D campaigns of all time. Firstly, it provides a unique challenge. Players must navigate the randomly placed rooms (36 in total on three floors). This randomization gives the campaign incredible replay value. Additionally, since the hut can plane shift, DM's are free to place it in any campaign setting they are currently using. This campaign module can be downloaded for free on archive.org.

17 Dragon Of Icespire Peak

A Compelling Story With Excellent Side Quests

The cover of Dragon of Icespire Peak D&D campaign book
Cover art by Grzegorz Rutkowski via Wizards of the Coast
  • Suggested Character Level: 1-7

This adventure is a companion campaign to another on this list, Lost Mine Of Phandelver. Both campaigns are for low-level characters; however, it is probably best to start with the Lost Mine Of Phandelver campaign, as it gives the characters a ready-made base of operations.

This campaign has several smaller adventures that do not have to be completed in a specific order. Some of these quests include exploring a lost temple to the dwarven god of greed, Abbathor, and helping an apothecary fight off a manticore. The campaign ends in a fight with one of the most fearsome creatures in Dungeons and Dragons.

16 Baldur's Gate: Descent Into Avernus

This Campaign Takes The Party To Hell - Literally

The cover of the Baldur's Gate: Descent into Avernus campaign module for D&D
Cover art by Tyler Jacobson via Wizards of the Coast
  • Suggested Character Level: 1-4

This 5th ed. adventure module begins in the city of Baldur's Gate, a city made famous by three role-playing games for the PC that are generally considered among the best RPGs ever made. This campaign forces players to journey to the first layer of the Nine Hells, Avernus, in an effort to redeem the corrupt city of Baldur's Gate.

One important aspect of this module is an appendix that provides a wealth of information about the current state of Baldur's Gate. This adventure is, surprisingly, for low-level characters and is one of the very best Dungeons and Dragons campaigns of all time.

15 Lost Mine Of Phandelver

A Challenging Campaign To Locate An Ancient Mine

dnd new books 2023 roadmap lost mines of phandelver
Covert art via Wizards of the Coast
  • Suggested Character Level: 1-3

In ancient times there was a mine close to Neverwinter (in the Forgotten Realms). This mine was run by a cooperative formed by dwarves and gnomes with the help of human wizards. At the heart of this mine was the Forge of Spells – a powerful relic that harnesses the mine’s ambient energies for crafting magical items.

An orc assault led to the mine collapsing and its location being lost. It is up to the players to find the lost mine and the treasures within. The campaign is designed for 1st-level characters and can be very challenging for beginning players. Still, for those up for the challenge, it can be an awful lot of fun.

14 Tyranny Of Dragons

An Epic Campaign Spanning Several Modules

Tyranny of Dragons cover
Cover art via Wizards of the Coast
  • Suggested Character Level: 1-3

For a group that is looking for a campaign of epic proportions, Tyranny of Dragons might be the campaign to try. This quest pits the party against the Cult of the Dragon. The Cult of the Dragon is best known for creating dracoliches, but in this campaign, they have a new goal – to bring Tiamat to the Prime Material Plane.

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The campaign is spread over multiple modules, with Hoard of the Dragon Queen being the first. This adventure sees the party traveling across Faerûn, so some Forgotten Realms supplemental materials might be required.

13 Icewind Dale: Rime Of The Frostmaiden

Save The Frozen North In This Difficult Campaign

Rime of the Frostmaiden D&D campaign book
Cover art by Tyler Jacobson via Wizards of the Coast
  • Suggested Character Level: 1-5

While maybe not as epic in scope as Tyranny of Dragons, Icewind Dale: Rime Of The Frostmaiden is the more challenging of the two. There are many that would say it's not even an argument. As the name suggests, this campaign is set in the forever frosty Icewind Dale - specifically the Ten Towns region.

How hard is this campaign? Wizard of the Coast is almost boastful about how difficult this campaign is, not just for the players but for the DM as well. Many encounters are against incredibly powerful creatures, like mind flayers and dragons. This campaign can be started with first-level characters or characters around the fifth level.