WOTC Hardcover 5th edition Modules


5th Edition (And Beyond)


I haven't bought any because of the heavy Realms detail. I was using Greyhawk but now I have switched over to making my own world.

Of the WOTC 5th edition modules what are the basic plotlines? How heavy are they into the Forgotten Realms?

Are their any other modules you recommend that are not WOTC?

I prefer drop in and play modules as they are more map friendly as opposed to those that assist in detailing out major portions of a world.


I only have Princes of the Apocalypse. It has a section on how to set this into different worlds. One is Greyhawk (set in Hommlet where the other two Temple of Elemental Evil modules were set), and a few others. I think it even has something for doing it in a homebrew world. I don't have it near me to give something better.


I don't own every module but as far as I can tell, Storm King's Thunder is the only one which is very Fearûn centric, as the characters have to travel to many different location in the North. Otherwise, HotDQ can be ported quite easily. as the above poster said, PotA offers guideline to port the adventure to an other existing setting or what to consider for your homebrew. CoS happens in Ravenloft, and character are brought through the the Mist, which can appear almost anywhere. OotA being mostly an underdark adventure could probably port to any stettings with a typical underdark.


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I find that all of them can be easily ported over to another world.

Storm kings thunder can be Used on any generic coastal land, and that one has the most detail of the realms of all of them.

Out of the abyss is almost all underground, so as long as your world has an underdark like area full of monsters and drow, then it'll work. Or you can replace the cultures with underground cultures of your own.

Princes of the apocolypse has a chapter in the back describing how to move the adventure to other worlds.

Ravenloft is in another dimension altogether, so it can easily be used with any campaign setting.

And lastly, dragon horde is a generic setting.

So they all can work, with some requiring a tad bit of touch up to move it over.


Can I get some overview of plots for the hardcover adventures? I do have the Curse of Strahd already. I would like to know which ones would be best for the overall theme of my world, which is in short....

In earlier history, the world was invaded by devil and demons as a result of humankind calling upon them to win a war against demi-humans and dragons. In the aftermath...the devils now actually rule the governments of the human nations. The demons are out to destroy everything including the devils. The Dragons and Dragonborn have their own nation and are attempting to stop the demonic forces. Humans wallow in absolute misery for having brought such destruction to the world.

The war was over magic. When dragons came to the world they brought with them magical forces which were used to govern important aspects of the planet, such as weather, tides, successful crops, etc. Humans stole magic from the dragons but didn't understand how to really use it. They introduced it to other races of the world and all started using it incorrectly and self-servingly (which are the spells in the PHB) rather than using it on a more cosmic level like magic was intended for.

Now evil has lowered all races to become self-serving and using magic as such. In addition, many creatures of good alignments (such as the good dragons) have turned evil as a result of the demonic forces overwhelming them.

It's more of a world where evil fights evil and good sides with the lesser of two evils to correct the balance of the world.

So as asked...what WOTC modules would fit into such as world?


None of the published adventures really fit with what you described, but Out of the Abyss has a demonic invasion of the underdark and stats for several demon lords, so that's probably your best bet.

Quick plot summaries:
Tyranny of Dragons: Heroes must stop to cult of the dragon from releasing Tiamat into the world.

Elemental Evil: Heroes must stop elemental cults from releasing princes of elemental evil into the world.

Out of the Abyss: Heroes escape a drow prison and must stop a demon invasion in the underdark.

Curse of Strahd: Expanded remake of the original AD&D Ravenloft module. Get trapped in Barovia by supernatural mists, defeat D&D dracula.

Storm King's Thunder: The king of the storm giants is missing, and all the giants are warring with each other to jockey for position. Heroes must discover what happened, defeat evil giant lords and other big-bads, and end the fighting.


Southeast Jerome wrote:

None of the published adventures really fit with what you described, but Out of the Abyss has a demonic invasion of the underdark and stats for several demon lords, so that's probably your best bet.

Quick plot summaries:
Tyranny of Dragons: Heroes must stop to cult of the dragon from releasing Tiamat into the world.

Elemental Evil: Heroes must stop elemental cults from releasing princes of elemental evil into the world.

Out of the Abyss: Heroes escape a drow prison and must stop a demon invasion in the underdark.

Curse of Strahd: Expanded remake of the original AD&D Ravenloft module. Get trapped in Barovia by supernatural mists, defeat D&D dracula.

Storm King's Thunder: The king of the storm giants is missing, and all the giants are warring with each other to jockey for position. Heroes must discover what happened, defeat evil giant lords and other big-bads, and end the fighting.

Of all of those the Storm King's Thunder sounds the most fun even if it doesn't fit anything I described above. I think I will look at Out of the Abyss, I can see using parts of it for my campaign.

I could also see a dragon cult trying to summon Tiamat into the world hoping she could free Darknoth of the Demonic beings.


For the record, I own Out of the Abyss, and I think the AP is a good one, all things considered. I have plans to port it over to Golarion as a sequel to Wrath of the Righteous (which I won't be playing through, but will be making the events take place from that AP). My group will be playing 5e, but the switching of worlds doesn't appear to be overly complicated based on my reading of the AP and the setting book Darklands.

I've read all the D&D APs except for the newest one, and they all seem to be easily adaptable.


Sub-Creator wrote:

...snip...

I've read all the D&D APs except for the newest one, and they all seem to be easily adaptable.

As I understand it, this is exactly what they were aiming for with 5E.


Quark Blast wrote:
Sub-Creator wrote:

...snip...

I've read all the D&D APs except for the newest one, and they all seem to be easily adaptable.
As I understand it, this is exactly what they were aiming for with 5E.

Mission successful! =)

Sovereign Court

I like that some of the books have notes on using other D&D settings (Dark Sun, Greyhawk, etc)

Grand Lodge

EileenProphetofIstus wrote:


Of all of those the Storm King's Thunder sounds the most fun even if it doesn't fit anything I described above. I think I will look at Out of the Abyss, I can see using parts of it for my campaign.

I could also see a dragon cult trying to summon Tiamat into the world hoping she could free Darknoth of the Demonic beings.

Actually, thinking about it, Storm King's Thunder might work for what you are thinking. What you'd need to do is replace the Giant kings with Demon Lords, or better yet, make them Abyssal Giants. You may use several of the Realms specific locations as locations in your world, they are fairly generic.

You will also need to modify the potential allies, but you could make them Aasimar, or even Celestial...

Spoiler:
I just used the Bargewright Inn entry on my PCs. There is a vampire that lives there, and the party left one of their member by himself in the Inn while they ran off to do their own thing and the lone PC woke up in a stranger's room with a vampire about to have lunch! ^_^


Really enjoying running SKT. throwing bits of the other modules in effort to make a whole campaign get to 20th.

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