10 Long D&D Campaigns Worth Playing Through To The End (2023)

While many Dungeon Masters choose to create their own campaigns for their friends, there are a number of premade, official campaigns for Fifth Edition. These campaigns tell epic tales for players to battle their way through, while easing some of the burden on the DM to let them run the best game they can.


Any Dungeons & Dragons campaign is a lengthy undertaking, potentially lasting dozens of sessions that each individually last hours themselves. In particular, some premade 5e campaigns span a surprisingly wide stretch of levels with a great deal of content. Nonetheless, many of these are still well worth the time it takes to complete them.


Ghosts Of Saltmarsh Is The Best In Nautical Adventuring

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Ghosts of Saltmarsh is unusual amongst premade campaigns in that it can be used as either a series of standalone adventures or as one ongoing story. The book itself serves primarily to introduce Saltmarsh and to give a number of .

However, Ghosts of Saltmarsh also contains suggestions for how to link the adventures together in one big campaign, all connected by the intrigue-ridden town of Saltmarsh. If played this way, it can be a lengthy undertaking from levels 1 to 12, complete with stretches of social mystery between adventures. This campaign gives a unique experience and an in-depth look at some of D&D's best adventures.

Tomb Of Annihilation Is Both Grueling And Rewarding

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Stretching from levels 1 to 11, Tomb of Annihilation can go on much longer than its level range suggests. Rather than the contained areas of other campaigns, or the signposted areas of interest, much of Tomb of Annihilation is a grim and brutally-difficult hexcrawl, with players exploring the Land of Chult to find where they need to go.


Although designed to be challenging, vicious, and sometimes frusrating, this premade campaign rewards players who stick to it. While hexcrawling can be slow and dangerous, Tomb of Annihilation has some of the best-designed dungeons ever seen in the game, providing tense adventures and immensely satisfying victories for those who stick it out.

Storm King's Thunder Is Epic And Sprawling

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Although not the longest of 5e's official campaigns, Storm King's Thunder is by no means a short undertaking, guiding players on a lengthy adventure up to level 10. A full campaign of Storm King's Thunder could still take a great many sessions, which could span for well over a year depending on a group's schedule.

Nonetheless, the module is very popular, and considered well worth a play. Pitting players as their infighting threatens the Sword Coast, it sends the characters across large swathes of the Forgotten Realms as they attempt to put an end to the conflict.

Waterdeep: Dungeon Of The Mad Mage Is A Huge Dungeon Crawl

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Waterdeep: Dungeon of the Mad Mage is a unique campaign for a number of reasons. For one, it is the only premade campaign that takes players all the way to level 20. This allows for a level of play typically absent from premade 5e campaigns.

In addition, Dungeon of the Mad Mage takes place almost entirely within a megadungeon, hearkening back to older styles of play focused more on dungeon crawling and overcoming obstacles by any means necessary. Although not the best campaign made for Fifth Edition, it is nonetheless reasonably well-regarded, and certainly a unique experience many players may enjoy.

Strixhaven: Curriculum Of Chaos Makes For A Very Fleshed-Out Campaign

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Traditional D&D campaigns cast the players as adventurers on some sort of epic quest. Strixhaven: Curriculum of Chaos, a crossover with Magic: the Gathering, takes a different tack, and instead has the players take control of students at the titular magical university. Academic pursuits and socializing hold as prominent a place in this campaign as fighting through dungeons.


Ultimately, the experience of Curriculum of Chaos will not be for everybody. However, it can create a very full and fleshed-out campaign with a focus on the characters with its various mechanics simulating the academic years, and players may enjoy the change of pace a great deal.

Out Of The Abyss Is An Unusual, Epic Quest

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An early premade 5e campaign to explore higher levels, Out of the Abyss takes players from level 1 to level 15, covering a huge amount of ground in that time. It takes place largely in the Underdark, one of Dungeons and Dragons' most hostile and unforgiving environments, with the players escaping from captivity only to become caught up in events far larger than themselves.

Out of the Abyss is a significant time investment, with much of that time spent fleeing enemies or exploring the vast and dangerous caverns of the Underdark. Its greater focus on survival and exploration is a different tack from many of the more heroism-focused campaigns. This campaign contains enough twists, turns, and epic moments to reward those who stick with it.

Critical Role: Call Of The Netherdeep Has The Players Guide Its Lengthy Story

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At its core, Dungeons & Dragons is about interactivity, even when the DM has a book guiding them on the events of the campaign. Few take this further, however, than Critical Role: Call of the Netherdeep, the first 5e module to be set in the world of Exandria, the setting of web show Critical Role.

Call of the Netherdeep doesn't tell as epic or world-ending a story as other modules. It instead features the PCs responding to the titular call alongside a rival adventuring crew. The players get to shape large amounts of the story via their interactions with this other group of adventurers, an experience they are likely to find rewarding as they play over the course of levels 3 to 12.

Princes Of The Apocalypse Is Sprawling Hack-N-Slash

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Many premade 5e campaigns have intricate plots full of intrigue and interpersonal relationships, with complex and sympathetic villains and antivillains in the path of the players. Princes of the Apocalypse is a deliberately simpler campaign, designed to reward players who enjoy dungeon crawling and combat.


Spanning from levels 1 to 15, it is one of the longest campaigns released for Fifth Edition, and stuffed with enough content to more than fill those levels. With a range of interesting dungeons and thrilling combats, players who prefer a simple or more action-heavy game are likely to enjoy playing Princes of the Apocalypse through to its end.

Curse Of Strahd Is One Of Fifth Edition's Best

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Curse of Strahd is not the longest campaign 5e has to offer. It stretches from levels 3-10, though it features an optional prologue called "Death House" to start characters from first level. However, it is by no means a short one to complete; the valley of Barovia is full of threats, foes, friends, and locations, all of which need to be explored if the players are to find the artifacts that will aid them in defeating Strahd.

With plenty of NPC quests and the interactions with Strahd himself to extend the campaign, Curse of Strahd can easily take as long as other modules that cover a broader stretch of levels. It is considered well-worth the time, often ranked by players as the best premade campaign made for 5e.

Icewind Dale: Rime Of The Frostmaiden Is A Horror Sandbox Epic

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Stretching from levels 1 to 12, Icewind Dale: Rime of the Frostmaiden is one of the harder campaigns made for Fifth Edition. It is set in a deliberately challenging and hostile environment, with the players having to contend with the elements every bit as much as they do the monsters and foes around them.

Nonetheless, for those twelve levels, it is a tense and rewarding ride. Explicitly horror-themed, Rime of the Frostmaiden creates an unusual atmosphere for a Dungeons & Dragons game, one that the right group of players will delight in. Coming to an epic conclusion with plenty of fun along the way, it is one of the more rewarding premade campaigns out there.



What is the longest D&D campaign? ›

Robert Wardhaugh ran his first game of Dungeons & Dragons as a teenager in 1982, and hasn't stopped.

How long should DND campaigns last? ›

So at least a couple of sessions for each level. If you work out the math, at 2.5 sessions per level (the mid-point between 2 and 3), x 20 levels, a 1-20 campaign would be about 50 sessions, or 1 year if playing weekly, 2 years if playing bi-weekly.

At what level do most DND campaigns end? ›

And often by that time, the group wants a different play experience, so they switch to a new game. Or the campaign of that the story is telling just finishes before level 20, and there's nowhere left for the plot to go.

Can you play DND alone? ›

Dungeons and Dragons is famous for being a tabletop roleplaying game enjoyed with groups of friends new and old. Yet many players out there want to know: Can you play solo D&D? The answer is a resounding yes!

What race is Dungeon Master? ›

The Dungeon Master is a white-haired dwarfish planeswalker wizard who is known for assembling adventure parties. He is white/blue aligned.


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