A complete guide to the best D&D campaigns and how to create your own

Princes of the Apocalypse Campaign Source Book

I see you, Dungeon Master. You’re sitting at your desk, head in hands as you try desperately to come up with a new campaign. A gripping adventure that will leave your players trapped in the throws of emotion and surprise as they try to navigate a new and strange land.

Do you go with one of the classic official campaigns? Perhaps your group is finally ready to face Tiamat and risk the heartbreaking glory of a TPK. Or do you decide to let your imagination run wild and create a world that is completely new, one that they would never expect?

Dear DM, this humble bard feels your pain. You’re not alone though, I have just the thing to cure your creative block and get you back on the campaign path. It’s time for you to become the adventurer and take a look at these D&D campaign ideas.

Table of Contents

The top 5 official D&D campaigns

Going the official route can be a good choice, especially since Wizards of the Coast have been able to create gloriously rich worlds and lore that weave together beautifully. But with so many Dungeons and Dragons campaigns, which one should you try next? We’ve got our favourites below, in no particular order.

Curse of Strahd

Curse of Strahd Campaign Cover
Wizards of the Coast

A Ravenloft campaign that is accessible for those at a low level is hard to come by, and Strahd combines that with incredible storytelling. You find yourself in Strahd’s domain, the vampire that was the first lord of the realm of Ravenloft. You are the victims of the Mists and visitors to Barovia.

Your party will find themselves working for Madam Eva, and it brings low-level players into the realm nicely – easing them into a campaign that grows increasingly difficult over time as you are stalked by Strahd. By the end, the party will have reached 10th level and will leave the realm as seasoned adventurers.

Pros

  • Brings something a little different to the table
  • Aspects are generated by the Tarroka deck
  • Offers an exceptionally compelling story

Cons

  • Can be a challenging adventure as time goes on which could put off more casual players

Player Experience: 1st level and up

Tomb of Annihilation

Tomb of Annihilation Campaign Promo Image
Wizards of the Coast

Dinosaurs. There, I said it and now it’s out of the way. It’s the first thing that draws us all to this campaign, don’t be ashamed. Taking place deep in the jungles of Chult, it is an exciting and intriguing adventure that has a constant underlying tension as you play.

It is up to your party to save the people of Faerûn from a terrible affliction that has taken hold of them. It causes them to become sick and waste away, unable to be raised once they pass, making it truly terrifying. You must find its source and ensure that it is stopped.

Pros

  • Loads of treasure and magical items
  • Thematically different for an exciting new adventure
  • Can be changed up to suit the party for better versatility

Cons

  • Challenging even for seasoned players

Player Experience: 1st level and up

Tales from the Infinite Staircase

Tales from the Infinite Staircase Campaign Cover
Wizards of the Coast

If you’re the kind of DM that likes a little improvisation, this campaign gives you plenty of space to do so. The campaign centres around the titular Infinite Staircase, connecting all the planes of existence and therefore placing this campaign in the Planescape as its setting.

It is a truly epic adventure that will have your party travelling to locations such as Baator, Arcadia, and the Astral Plane. There is also a gripping standalone campaign that you can use in conjunction with this module called For Duty and Deity if you want to add a little surprise for your party.

Pros

  • A detailed story that is constantly changing
  • Provides a long campaign that also includes a standalone module
  • Offers enough of an open world setting to really make it feel alive and immersive

Cons

  • Can be a challenging adventure

Player Experience: 3rd-5th level and up

Princes of the Apocalypse

Princes of the Apocalypse Campaign Cover
Wizards of the Coast

The Four Prophets have come, and they serve their evil Elemental Princes. If they are allowed to enact their plans, the world will end. Each of the prophets is building a temple for their lord, boosting the power of each Elemental Prince. It is up to you to sever their links to the Inner Planes.

As the players work through this adventure, they will eventually come face to face with the Elder Elemental Eye – a truly fearsome foe. It’s in a similar vein to The Temple of Elemental Evil module, and certainly, one worth exploring.

Pros

  • A well-structured adventure that leaves players on the edge of their seats
  • Memorable villains that truly make the story compelling with good-size dungeons
  • Easy to make changes to the adventure to fit the needs of your group

Cons

  • It does need a little DM work to truly get the most out of the adventure

Player Experience: 3rd-4th level and up

The Temple of Elemental Evil

The Temple of Elemental Evil Campaign Cover
Wizards of the Coast

Created by Gygax himself, this isn’t an adventure you want to miss out on – the video game version is pretty good as well. Found in the Greyhawk setting, the adventure is located in the small town of Hommlet where the Temple of Elemental Evil stands nearby.

It is up to your party to stop the demon queen of fungi, Zuggtmoy, from being released by the forces of evil. It’s an exciting tale that takes place in a truly enormous temple, and the big bad at the end is a foe that might as well be a lesser deity to add a little spice to that satisfying finish.

Pros

  • A really nice setting that brings you into the world and gives you a connection with it
  • Exciting enemies and high stakes that truly motivate you
  • Some great treasure and rewards that your group will enjoy next campaign

Cons

  • The temple is truly enormous, you’ll spend a lot of time there

Player Experience: 1st level and up

Best free D&D campaigns

The D&D books are glorious, and they are certainly worth investing in, but they can also be a little expensive. If you’re searching for a free D&D campaign then look no further. Here are some of the best you’ll find. Once again, in no particular order.

Death House

Download PDF

A little adventure that makes it easier to run Curse of Strahd for 1st level characters, welcome to Death House. It is the name given to an old row house that sits in the village of Barovia and has been burned to the ground multiple times. Except it keeps rising up, by its own will or that of Strahd.

Elfhunt

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Set in the Forgotten Realms, you will find yourself in the jungles of Chult. A standalone adventure for 5th level characters, it is up to you to find and capture an elven woman who has stolen secret military information from a group of humans that dwell in the jungle. 

Grammy’s Country Apple Pie

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The ancient wizard Tyndareus has developed a craving for his favourite childhood treat – apple pie. He will stop at nothing to get his hands on it, and he wants the best apple pie in the world. But at Grammy’s Bakery, not all is as it seems, and the wizard might not be the only one in search of pie.

Hoard of the Dragon Queen

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A Forgotten Realms adventure that pairs nicely with Tiamat, this journey follows The Cult of the Dragon. They are making plans to free the goddess of chromatic dragons, Tiamat, from the Nine Hells. It’s up to you to try and stop them, and this adventure is also followed by The Rise of Tiamat.

Hoard of the Dragon Queen Campaign Art
Wizards of the Coast

Shadows over the Moonsea

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Part of the Tyranny of Dragons story arc (but not a direct sequel or prequel to any), this adventure also takes place in the Forgotten Realms. Life on the Moonsea is difficult, with bandits and pirates dominating the land. Cruel lords rule over them, threatening those who are just trying to make an honest living. Perhaps you can help.

The Scroll Thief

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Another addition to the Tyranny of Dragons arc, the Scroll Thief is set in the Forgotten Realms. In Phlan, Scholar’s Square is a relatively quiet place where nothing much happens. However, there has been a series of strange thefts from Headmasters at various schools in the area and no one is listening to their pleas for help. Until you.

How to write your own D&D campaign

You’re ready to take up your quill and pen your own adventure from scratch. It’s an exciting undertaking, and one you are unlikely to regret. But how do you get started? Well, that’s why I’m here. Just follow my lead.

Step One: Summary

You’re going to need a basic idea of what you want your story to be about. Now, I’m the kind of DM that comes up with a starting location and a rough ending and then improvises from there. I love the rush that comes with a 100% improv campaign, and the fact that it keeps both me and my players on our toes.

However, not everyone is as into the improv game (understandably). So, what you need is a basic idea of what you want to happen. You can look at it like this:

  • The reason for the quest
  • The setting/location
  • The big bad (and the little bads)
  • The helpful NPCs
  • What happens if the party fails (raise those stakes)
  • How long they have to achieve their goals

Think of this as your skeleton. Now that you have that to work with, we can move on to getting the flesh and skin onto it… I couldn’t think of a less gross metaphor.

Step Two: Maps

Maps are EVERYTHING. It doesn’t matter if you aren’t good at maps, no one is going to care. The map creates immersion, shows your players the world they are exploring, and also gives you all a clear idea of where you’re going and where things are. Just let your hands flow and make that map – it will really make your game.

D&D Sword Coast Map
Wizards of the Coast

Step Three: Planning

Some people feel comfortable planning the entire campaign in one go, some like to do it one session at a time, others are just pure chaos like me and don’t plan at all. This part is all about what you are comfortable with.

Take some time to carefully consider what you want to happen in each session. What kind of quests will be on offer? Who will they have the chance to encounter? It can feel tempting to write it as a rigid story, but your players are the leaders and you need to leave room for them to explore, develop, and make their own choices.

Just be careful that you don’t throw in too much. The rule of three is a good one to follow – three routes to take, three choices to make, three things happening in the town today. It keeps things interesting without leading to paralysis over the number of choices they have to make.

Remember that your players are the life of the game. You can have structured encounters and situations, but the group is definitely going to go off track at some point. The key here is to not panic – just let your creativity take you with the party. A little improv never hurt anyone.

Step Four: Monsters and NPCs

Encounters can definitely be planned in advance, and they are good to have written up even if your players never actually get the chance to come across them. For starters, it keeps things like monster encounters fresh in your mind and the stats are right there and ready for you so that combat can move ahead smoothly.

Your NPCs should feel alive. Think of them as your way of playing the game alongside your players. The busty barmaid (always a favourite), the mysterious guide, the patron picking his nose in the back of the inn – these are all yours and they bring your world together. Immersion is so important, so give each of your NPCs a purpose and a personality.

D&D Monster Beholder
Wizards of the Coast

Step Five: Communication

Part of communication is the session zero that everyone needs to talk about the campaign, what’s happening, and what your players want to be in the party. But communication is also more than this.

After each session, ask your players where they plan on going, what their thoughts and feelings are. Take their feedback in a casual manner and use it to grow and expand so that the next session is better than ever. Your group is going to be chill, and everyone will feel that enjoyment a lot more if there is clear communication between parties.

Step Six: Steal Creativity

If you are just creating a world for you and your players and not one you plan to publish, it’s ok to take inspiration and steal ideas from the things you love. In fact, it can make a world richer and brings in references that your players will find amusing or endearing. There’s nothing wrong with a little creative theft if it’s only for personal use.

Step Seven: Twists and Turns

Sometimes it’s fun to stick with the expected. Pretty elves, alcoholic dwarves, tinkering gnomes. The classics. But sometimes it’s also fun to flip things and change the perspective of your players. Add some exciting twists and turns to your world and the story that you make so that your players aren’t always left feeling secure in their knowledge.

The key to misdirection? Always make sure you do it intentionally and rarely. If you use it too much, it becomes predictable. There is a beautiful blend of foreshadowing and misdirection that you can easily accomplish if you use each of them in moderation.

Step Eight: Fill the Dungeons

The dungeon, the palace, the little cottage, whatever the place your heroes are fighting you should fill it to the brim. Magical items, loot, dangerous enemies, make it an experience that they are going to find thrilling but also rewarding. Give them some good loot in the missions before the final boss fight, but always make sure to save the best for last – they’re going to need the extra power in the next campaign, right?

Example of a Dungeon Map
Wizards of the Coast

D&D campaign ideas

To help get you started, here are a few excellent plot hooks and concepts that have already been written out – ones that will help you to determine the kind of world and adventure you’re setting out to build.

Exiles

This is my own concept that I absolutely love using with a new group. It means everyone is starting from the bottom with no notion of who they are – it’s all about building things up. Every party member comes from a different place (or the same, their choice) and has been exiled to this country for a reason they can determine.

They meet on the ship and are familiar with each other, but there will be an event in the town that will truly bring them together as heroes. You might need a friendly NPC or two to ensure the group gels together. This event starts the chain that links them to the story – just remember to keep their options open. 

Heists

Being the straight-up hero isn’t always the most fun, and this plotline includes your party coming across an adventurer that will help them steal the crown jewels (no, his name is not Flynn Rider). But what if there was a twist?

This adventurer isn’t just anyone, he lost his entire party at the hands of a tyrannical lich – the lich you are about to steal the crown from. But wait, another twist. The lich is one of the adventurer’s party members who was turned into a lich and your guide holds his phylactery – controlling the lich. With an army to face and numerous twists and turns, it will be a journey to remember.

An adventuring party planning a heist
Tribality

To Boldy Go

Why not take a page from the book of Star Trek? Your party is a crew on board a ship that sails the sea and explores new worlds. Using diplomacy and charm, they make treaties with new countries and kingdoms so that they join The Federation – the greatest alliance that the world has ever seen. 

This also means you can throw plenty of sea monsters into the mix for a real feeling of panic and tension on the open seas. Might I suggest dire sharks? Of course, one of the classic villains in The Next Generation was the Borg… why not use mind flayers instead?

Jailbreak

Your party are all prisoners in the kingdom’s jail. You’ve been there for a few months for various crimes – innocent or guilty, it’s up to the players. What is certain is that you will all be executed in four days time, which means you need to figure out how to break out of jail. Once you’ve done that, your party will be outlaws but that doesn’t mean you can’t have a great adventure. 

This journey can go several ways. They can spend their time evading law enforcement and living life in the shadows. They can take on new identities and rise up as heroes of the land – but will anyone recognise who they are? Perhaps they will even leave that kingdom altogether and start a new life in a new land.

The Fellowship

This adventure is only for a group that feels as though they can handle it. When done right, it becomes a glorious string of stories that tie in neatly together at the end. The group starts together, whether adventuring or just as a meeting, but they branch off into their own groups, or maybe even one goes solo.

This does require the DM to jump between stories and for each player group to get equal attention. But, just like the Fellowship of the Ring, each storyline has a purpose that will lead them all back together at the end and impact the outcome of the story. It’s one of my favourite ways to play, especially if you are doing a Discord play by post.

D&D campaign templates

A template can be a great idea if you are struggling with laying out your Dungeons and Dragons campaign. Lucky for you, I’ve got a nifty list of websites that will help you out with that. These will help you with everything from how to structure your D&D campaign as well as the characters within it.

D&D campaign generators

An online generator can be a good way to get your D&D game up and running. It comes up with everything you need in order to create a new world. It gives you the name of the land, the kingdoms, the forests, the rivers.

It looks at the local geography, names the taverns, and even the NPCs as well as the monsters you are likely to encounter. It will give you lore prompts, offer insights into religion, detail the local culture as well as the rulers, shopkeepers, and experts in the area.

They are incredibly useful to have because they take a lot of work out for you – the lazy GM route as I call it, and we all need to be lazy sometimes. However, they can stifle your creativity a little and they aren’t always as rounded as you might like. Let’s take a look at my top D&D campaign generators.

#1 D&D Beyond

Screenshot of the D&D Beyond Tools
D&D Beyond

https://www.dndbeyond.com/characters/builder

Pros:

  • Exportable character sheets
  • Free for up to 6 players
  • Massive range of classes, backgrounds, and feats
  • Special design mode for new players

Cons:

  • Pretty slow

#2 Kassoon

https://www.kassoon.com/dnd/campaign-generator/

Pros:

  • Incredibly detailed world creation
  • Uses source material
  • Can build an entire session from scratch
  • Massive selection of information for campaigns and characters
  • Completely free to use

Cons:

  • Can get a little repetitive

#3 Donjon

https://donjon.bin.sh/fantasy/adventure/

Pros:

  • Gives you an incredibly detailed random adventure from start to finish
  • Looks at everything from villains to settings
  • Has access to masses of source information
  • Also includes other generators such as treasure maps

Cons:

  • No character creation generator

Until Next Time

It’s a lot to take in, but take your time and leaf through the information in front of you at your own pace. Whether you decide to embark on a journey that has already been laid out or you want to surprise your adventurers with something new (or maybe a little bit of both), everything you need is right here.

How did you get on with your adventure through the world of Dungeons and Dragons? We’d love to hear more about how your recent campaigns went as well as any other handy suggestions you might have for your fellow DMs. Drop us a comment, we can’t wait to see what you have to say.

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2 thoughts on “A complete guide to the best D&D campaigns and how to create your own”

  1. This is amazing! Thank you for putting all this together. I came here for the recipes, but I’ll also be checking out some of these blog posts.

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