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Just be prepared to die. Bring your 5th level character and a backup. You might consider a caster. But then again, you may want a character with a lot of hit points and some healing potions. Actually, dexterity and perception may be the most important things to bring to this adventure. Unfortunately, there isn’t a lot of room for roleplaying in this adventure. That’s kind of the nature of solo adventures but even still, this one has less of it than I remember some of Paul’s other works having. Nonetheless, it’s a good escape when you don’t have a chance to coordinate with friends’ schedules…exactly what the adventure is intended for. Short, sweet, and dangerous.
Read more: https://www.nonzerosumgames.com/dd-solo-adventure-labyrinth-of-lies/
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Attack on Avernus is a great test of your players’ skills and tactics. Because that’s what it will take for them to survive. It’s an adventure that plays well as a standalone, a sequel to Tyranny of Dragons or Baldur’s Gate: Descent Into Avernus, or to slide it into your pre-existing campaign. You can run it in infernal mode for an extra tough challenge for your players or you can scale back the difficulty easily.
Read more: https://www.nonzerosumgames.com/attack-on-avernus-the-wrath-of-tiamat/
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These creeators are clearly steeped in Irish/Celtic lore. This product is great for fey settings/influence but also for Arthurian-esque campaigns. My only suggestion for improvement, and it's minor, is for an expanded pronunciation guide.
Read more: https://www.nonzerosumgames.com/myrddins-guide-to-faerie/
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I get that many people shy away from pre-written adventures because they’re either too linear or otherwise inappropriate for the DM’s particular setting. Kick that notion to the curb with Warriors of Sehanine. There is so much rich background with this adventure that you, the DM, won’t be stuck when your players inevitably lead things off the rails. You will have enough to answer unexpected questions, allow the players to go completely sideways, revisit as a sequel of sorts, or even replay it with the same people running different characters.
Read more: https://www.nonzerosumgames.com/warriors-of-sehanine/
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For some, there is a strong morality in not letting anything go to waste. Ignoring the fact that what we don’t use from the carcasses goes to feed scavengers (gelatinous cubes gotta eat too!), insects, fungi, and bacteria, I contend we do have a responsibility to be good stewards. It’s irresponsible to not harvest these parts and put them to good use if we can. If someone were to slay me in battle I would hope they’d consider my femur for a good sword handle. If they wore my face like a mask…might be weird, but okay.
You'll have a blast with this Handbook! Just as enjoyable as the first but different enough (thanks to using Volo's monsters) to merit being a second edition.
Read more: https://www.nonzerosumgames.com/hamunds-harvesting-handbook-volume-2/
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All in all, The Dreaded Tunnels of Ruxabar is an entertaining adventure. If it had more opportunities for some PC/NPC development and a reworked way to handle the exposure threat of the plague-magic it could be a great adventure. It’s solid and worth consideration if you like cultists (I do) and teeny tiny microscopic threats by way of biological enemies that you may not be able to fight toe to toe.
Read more: https://www.nonzerosumgames.com/dreaded-tunnels-of-ruxabar/
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There are simply too many ships and designers to single out anyone in particular. This collective work truly is a masterpiece of collaboration. Currently an Electrum Best Seller, I’m surprised it isn’t that it’s not at least Gold. I suspect it circles back to dungeon masters’ creativity (they just want to create things from scratch). But I also suspect it’s because perhaps many a DM shies away from nautical adventures in general. That’s a real shame because there is great fantasy to be had on the high seas. This accessory won’t teach you to run nautical adventures, but it’ll give you compelling motivations for seafarers and their ships not to mention a burning desire to set sail with your group and explore something new.
Read more: https://www.nonzerosumgames.com/blood-salt-bones/
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In The Frozen Forge, it's the Jets vs the Sharks when two rival cults try to control Bashield Forge. But the collateral damage has gained attention...
You may find yourself wondering who the real villain is after running this campaign. Is it the blue fire elemental? Or maybe it’s Hodgar with his challenge rating of 8 against these 4th-level characters. The petulant heiress of Bashield Forge? Who knows. It might just be the cults sowing discord across the land. Or their masters. You could incorporate a lot of misdirection and build a bigger campaign from this brief adventure and I hope you do!
Read more: https://www.nonzerosumgames.com/the-frozen-forge/
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This is a long overdue review of Undermountain: the Lost Chambers by Pyromaniac Press that I have finally finished. The review doesn't do the work justice. It's great and if you plan to run a campaign anywhere near Waterdeep you should consider it!
Read more: https://www.nonzerosumgames.com/undermountain-the-lost-chambers/
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If setting matters little to you, you should skip this book. But if you’re interested in exploring the depths of Cormyr this book is a must have. If you want to create a homebrew setting then you may still want to consider Cormyr: Land of the Purple Dragon. You will get a lot of inspiration on what makes for a good campaign setting and useful tools for creating a world that ultimately takes on a life of its own.
Read more: https://www.nonzerosumgames.com/cormyr-land-of-the-purple-dragon/
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Ordinarily I would suggest that you only start a campaign of this magnitude with a consistent and a consistently reliable group. However, given the deadly challenges in this campaign, I think you’ll be okay with a group that meets regularly even if each player is unable to be at each session. There are ample opportunities to explain someone’s absence during the campaign or introducing new characters (people will die in this campaign). Depending on frequency and length of sessions, this adventure could go on for several months. You’ll get your money’s worth with Call from the Deep!
Read more: https://www.nonzerosumgames.com/call-from-the-deep/
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This is a book on strengthening the third pillar of D&D. A weakened third pillar is not a problem of disaffected gamers checking their phones in between their turns in combat. Nor is it a problem of ineffective DMs who can’t keep everyone’s attention. It’s just the nature of the beast and Drizzt Do’Urden’s Guide to Combat can give you advantage on Animal Handling and thereby help you tame that beast. If you’re planning to be a DM, your first step is to read the Dungeon Master’s Guide. If you are already a DM and you haven’t read that core book, you’re doing yourself, and your table, a disservice. Your next step is pick up this book by Darrin Scott and read it closely. You’ll be glad you did!
Read more: https://www.nonzerosumgames.com/drizzt-dourdens-guide-to-combat/
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Christian Eichhorn’s Magic Item Store: Zog’s Arcane Farrago left me feeling nostalgic for simpler times and has reminded me of why I love Dungeons & Dragons. Grab a copy and create some great adventures around these magic items!
Read more: https://www.nonzerosumgames.com/zogs-arcane-farrago/
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