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If your players crave sprawling dungeons, cultist conspiracies, and apocalyptic threats from the elemental planes, look no further than Princes of the Apocalypse.
This official D&D 5th Edition campaign book pits adventurers against not one, but four elemental cults — each one led by a prophet wielding devastating power. It’s sandbox-style adventuring with world-ending consequences, and after running it start-to-finish with two separate groups, I’m here to share what makes this campaign great (and what you’ll need to tweak to make it shine).
Published in 2015, Princes of the Apocalypse is a full-length campaign for characters level 3 through 15, designed around the Elemental Evil storyline.
It draws inspiration from The Temple of Elemental Evil, one of the most famous adventures in D&D history, but expands that concept into a globe-threatening plot where four elemental cults vie to awaken their apocalyptic princes — destructive elemental beings with godlike powers.
Each cult has its own theme, prophet, dungeon complex, and plotline, giving DMs an enormous toolkit to build a unique campaign experience.
The book includes:
Set in the Dessarin Valley (also used in Storm King’s Thunder), the story begins with mysterious disappearances, unusual weather, and growing rumors of cult activity. The adventurers are drawn into the chaos and quickly realize that four separate factions — representing Air, Earth, Fire, and Water — are working to open elemental portals deep beneath the earth.
Each cult:
Ultimately, the party must descend into the Fane of the Eye, disrupt the summoning rituals, and face off against these deadly Elemental Princes before they emerge in full force.
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I’ve run this campaign twice, and both groups had very different experiences — which is one of its greatest strengths. This book gives you freedom, but with that freedom comes some prep work.
Here’s what stood out to me:
This isn’t a railroad — your players can travel anywhere, tackle dungeons in any order, and interact with factions however they please. The Dessarin Valley is alive with rumors, plot hooks, and player-driven exploration.
Each cult dungeon oozes with elemental flavor:
These aren’t just reskins. Each temple feels distinct in both theme and mechanical challenges.
The legendary weapons — Windvane, Ironfang, Drown, and Tenderstrike — are cult-themed artifacts tied to the story and the bosses. My players obsessed over them and feared their corrupting influence.
This adventure can easily take a party from level 3 to 15+. It feels like a full campaign, with enough content to last a year or more.
Elemental myrmidons, invisible stalkers, salamanders, and cultist variants all bring fresh encounters to the table. Plus, the lore expands on the elemental planes and the evil within.
No module is perfect. Here’s what I had to adjust for smoother play:
The initial inciting events are vague and scattered. I created a personal hook for each character (e.g., a missing family member, a ruined village, a cursed heirloom) to give them a reason to care about the elemental threat early.
There are 13+ dungeon sites. If you run them all straight, the campaign will feel grindy. I cut a few or merged their themes, depending on player interest.
The cult dungeons aren’t strictly level-gated. This means players can stumble into a higher-level temple too early and get wiped. I used rumors, survivors, and warning signs to signal danger zones.
The final bosses — the Princes of Elemental Evil — are CR 20+. They’re meant to be apocalyptic. But if your players don’t feel truly epic by then (or if they burn resources too early), the fight can be one-sided. Consider giving the players powerful allies or boons before the final showdown.
The regional map provided is fantastic: wide open, full of hamlets, ruins, river crossings, and natural features. There’s enough space to:
My players bought a small keep halfway through and turned it into a base of operations — something this campaign supports beautifully.
The Princes of the Apocalypse book includes:
It also includes an Elemental Evil Player’s Companion PDF (available separately), with Genasi options, new spells, and elemental-themed character options.
If you’re looking for a long-form, exploration-heavy, dungeon-packed campaign full of strange cults, deadly terrain, and epic elemental showdowns — Princes of the Apocalypse delivers.
It’s not an easy plug-and-play module. It rewards DMs who like to customize, improvise, and world-build. But the payoff is a campaign that feels like your own creation, with a structure sturdy enough to support player freedom and narrative arcs.
✅ Epic scope and length
✅ Excellent dungeon design and elemental themes
✅ Sandbox-style freedom
✅ Cool magic items and monsters
❌ Requires DM effort to personalize hooks
❌ Dungeon-heavy — can become repetitive if not balanced
Terror stirs beneath the earth… in fire, wind, stone, and water.
Will your party stop the elemental apocalypse before it begins?
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Adventure waits beneath the surface — and the storm is rising.
