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Great fantasy adventures for 5e or in general

I've been looking to run something third party for 5e or something with a great and interesting concept that I could convert for 5e, from our content creators for 5e. For a point of reference not sure if its helpful at all but what I have found great from the 5e adventures so far are Curse of Strahd, Tomb of Annihilation and Waterdeep Dragon Heist as the prime examples. This is an open invitation for people to plug their adventures pretty much and I would be happy to check them out and support our marketplace creators :)
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Edited 1545237186
Brian C.
Pro
Marketplace Creator
Compendium Curator
War of the Burning Sky is an amazing campaign saga from EN Publishing that is in the process of coming to 5e and Roll20. As the new year turns, the weather takes a sudden chill turn, and the sky darkens as the grip of winter intensifies. Worry rises as regular channels of communication between nations cease like a candle suddenly snuffed. Slowly, throughout the lands claimed by the Ragesian Empire, rumors spread between isolated villages, traveling by foot and horse and word of mouth — rumors that Drakus Coaltongue, the immortal emperor whose armies conquered every land he set his gaze upon, has fallen in a distant land to the west. How the tyrant was defeated is unknown, but if it is true, everyone knows that a war is coming. The generals of Emperor Coaltongue will strike for control, oppressed peoples will rise up in rebellion, and dangers once held in check only by fear of the mighty warlord will bring doom to the world. &nbsp; &nbsp; Those in power are preparing for the coming conflict, readying fervent armies and powerful weapons and subtle, deceptive plots, but two questions burn in their minds: who killed the seemingly-immortal Emperor Coaltongue; and what has become of the artifact that would let a man rule the world? Who has the Torch of the Burning Sky? A critically acclaimed high fantasy adventure path for 5th Edition from veteran authors such as Ari Marmell (Heroes of Horror, Tome of Magic), Wolfgang Baur (Editor DUNGEON® Magazine 1992-1995), Wil Upchurch (Midnight®, Champions of Ruin), Darrin Drader (Book of Exalted Deeds, Serpent Kingdoms), and Ryan Nock (ZEITGEIST: The Gears of Revolution, Elements of Magic). Your heroes will…. Escape the besieged city of Gate Pass Traverse an eternally burning forest Save the Resistance headquarters from destruction Unify the dukedoms of Dassen Penetrate the castle where Coaltongue died Pursue the assassins who slew him Recover the Torch of the Burning Sky Rescue hundreds of imprisoned mages from an icy fortress Destroy a magical superweapon Overthrow the Ragesian occupation of Gate Pass Save a gold dragon from her dreamworld prison Defeat a mile-long living airship and lead a coalition of armies to overthrow the Ragesian empire The key conceit is witnessing the mighty and terrible face of war in a world of magic. This is a campaign for more mature audiences, although it can be dialed down to PG if needed for the players. Throughout the campaign saga, the heroes will have to make hard decisions as they come face to face with the consequences of war: refugees,&nbsp;war crimes, spies, treachery, and allies who are morally gray (or outright evil). Rather than kicking in the door, killing the monster, and taking its treasure, the heroes will often find that it is the better course to spare an enemy or talk to avoid a confrontation. The campaign adventures are modular enough that a failure in one does not derail the entire campaign, but the heroes performance over the course of the campaign will affect the difficulty of the final ground offensive as the alliance assaults the Ragesians. Each adventure has parts which take place over the course of a single day, stretching the heroes to their limits and making a 5 minute workday difficult. Some adventures have large-scale military battles. Rather than switching to a miniatures-based wargame, success in the battle hinges on the heroes' performance in specific missions such as sabotage, assassination, or holding the line against an oncoming army. Everything you need to run the adventures are included from encounter maps set up with dynamic lighting and advanced fog of war, full-color tokens linked to OGL NPC character sheets, and the full text of the adventure as cross-linked handouts. Each encounter lists how to adjust for parties of more or less than 4 heroes so that the general difficulty is preserved regardless of party size (within reason ;-) --- 3-8 heroes works fairly well). The campaign guide and player's guide are included, providing the framework of the campaign as well as character options for the players to create heroes that more closely integrate with the campaign. You can access all of the adventures as they are released at my publisher page:&nbsp; <a href="https://marketplace.roll20.net/browse/publisher/230/ancris-it" rel="nofollow">https://marketplace.roll20.net/browse/publisher/230/ancris-it</a> &nbsp;and by following my twitter handle @ancrisit . Adventures 1 through 4, representing 100+ hours of game play, are available now, and new adventures are released every month or two. EDIT: Thanks to Ziechael for pointing it out, and to clarify, yes, the first four adventures are out now. The campaign saga runs from character level 3 to 20+ (such as by using another ASI or an epic boon from the DMG).
Thanks! I will definitely check these out. I have a question why are the adventures&nbsp;1-4, are they designed with slower level ups in mind? Brian C. said
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Edited 1545236359
Ziechael
Forum Champion
Sheet Author
API Scripter
Other than selling the series so expertly (definitely going to check this out myself now!) Brian meant that the first 4 adventures out of the 12 are available on Roll20, here is a quick break down of the levels intended for them: 1. Level 3 characters to start 2. Character level 3-5 (4th recommended) 3. Character level 4-6 (5th recommended) 4. Character level 6-8 (7th recommended)