Summary
Modules are a great way for newer players to get into playingDungeons & Dragonsfor the first time. But, they’re also a fantastic way to surprise and entertain even the most seasoned and veteran of D&D players. But, some modules are better suited for expert-level play than others. After all, some modules and adventures are capped at certain levels.
So, if you’re a Dungeon Master looking to run a high-level module for your expert players, you might be wondering where to start. That’s why we’ve created this list. Here are some of the best Dungeons & Dragons modules for expert players.

1-12
Number Of Players
4-6
Rime of the Frost Maiden is a bone-chilling adventure module set in an unforgiving, harsh winter landscape. The overall tone of this module is fantastic, and sure to send a chill down even the most steadfast player’s spine.

What makes this module particularly fun for expert players is the amount of environmental hazards your party will encounter thanks to the setting. Blizzards, frigid water, and more await your table in Icewind Dale. Plus, the module is relatively open-world, which is always fun.
1-15

3-6
Out of the Abyss is a fun and challenging adventure module set inthe merciless Underdark, after the party is captured by a group of Drow Elves. There’s a lot worth celebrating in this module, particularly the grim tone and interesting combat encounters.

Beyond just being well-designed for high-level characters, what’s great about this module for expert parties is that it wastes no time introducing players to the world of the Underdark. Because the adventure begins with the party being kidnapped, there’s no ‘tutorial’ so to speak, in which the characters are onboarded into the world.
1-13

Similar to Out of the Abyss, Descent Into Avernus gets a lot of bonus points for tone and atmosphere. However, what’s most fun about this module for high-level players is that a decent amount of the adventure takes place inthe Nine Hells, which can prove to be a formidable landscape for players to navigate.
Another fun addition for high-level players who may think they’ve seen it all is the addition of infernal vehicles that allow the party to traverse the Nine Hells. This is unique to this module, and sure to prove memorable.

1-14
Any
Journeys Through the Radiant Citadel is an anthology module, meaning the adventures inside the module aren’t necessarily connected. Concerning player levels, this means that some of the adventures inside the module are going to be relatively easy for high-level players.
But, there are adventures in this module that are perfect for level 14 players. Plus, the Radiant Citadel is a highly unique locale that not every D&D player might’ve had the chance to visit in their previous campaigns. Plus, the adventures span a wide variety of tones, meaning you may go more comical or dark depending on your table.

Van Richten’s Guide To Ravenloft might be a bit of a harder sell to some players for a number of reasons. First, it’s not technically a module. There’s only one adventure on offer in the book, and it’s for levels one to three. However, if your party likes horror, this is one of the best modules out there.
You can easily take any ofthe Domains of Dreadpresent in this book and tailor it for high-level play. Of course, this means more work on the Dungeon Master’s end, but the results can prove well worth it.

5-20
4-5

Dungeon of the Mad Mage is thepinnacle of dungeon crawls. This adventure technically begins after the Waterdeep: Dragon Heist module, but you’re able to also just start players on this module as well with some tweaks to the story.
The entirety of this adventure takes place in the Undermountain underneath the city of Waterdeep, which is ruled by the powerful wizard Halaster Blackcloak. Plus, the adventure takes players up to level 20, making it perfect for high-tier play.

Tales from the Yawning Portal has a similar vibe to Dungeon of the Mad Mage, in that this module also offers a variety of dungeon crawls to players. However, it is slightly more flexible in terms of party size and party level. Mainly, this module is meant to supplement your homebrew campaign.
Rather than run the party through every single dungeon on offer in the book (though that is technically an option), most Dungeon Masters will take a single dungeon from this sourcebook and slot it into their pre-existing campaign. You can select dungeons based on your party level and even scale them higher if need be.
1-11
Tomb of Annihilation is the ultimatesurvival-based module. This module has gotten some criticism over the years for being a bit too rigid, mainly when it comes to the random encounter structure (which can be repetitive at times). But, if your party likes grinding and high-stakes survival encounters, then Tomb of Annihilation is perfect.
This adventure takes place in the mysterious jungles of Chult, where a plague known as the Deathcurse is taking the lives of anyone who’s ever been resurrected. Players must find the source of this plague and race against a ticking clock to win.
1-10
3-5
Though, in terms of leveling, Curse of Strahd is actually relatively low-level, the module itself can prove so unforgiving and merciless, that it proves perfect for high-level players. One of the first things the module tells Dungeon Masters is that they should encourage their players to run from difficult encounters. Everything in Barovia is trying to kill you.
Curse of Strahd is the foremost classic gothic horror module in Dungeons & Dragons, in which players must do battle with he vampire Strahd von Zarovich. If you’re worried about the adventure being too under-leveled for your players, there are ways to scale up encounters. you may even give Strahd more Legendary Actions or Resistances if you desire.
10-20
Vecna: Even of Ruin is one of the highest-level modules available. The adventure begins at level ten, and takes players all the way to level 20, meaning players can earn capstone abilities in this module. The stakes of this adventure are also incredibly high, as players must stop Vecna from obliterating the pantheon.
One particularly fun highlight of this adventure is that it spans not only the Forgotten Realms, but the far reach of Wild Space, Ravenloft, Greyhawk, and more locations all across the multiverse. In many ways, this is the ultimate high-level module.