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Best actibity books (according to Reddit)

Best actibity books according to redditors

We found 79 Reddit comments discussing the best actibity books. We ranked the 8 resulting products by number of redditors who mentioned them. Here are the top 20.

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Top Reddit comments about Activity Books:

u/rod2o · 32 pointsr/DnD

You are playing a module called Out of the abyss

The story starts with you as a prisoner of the drow in the underdark. Seems your DM wanted to do a pre-session showing how the characters end up there, so indeed he was not going to give you a choice there.

Overall it seems you DM is just new and trying to follow the module to the letter. It takes time for you to improve and be able to be more flexible and work with the ideas that come from the players, improvising as you go.

These sort of problems are quite common with inexperienced DMs. You have to figure out if you are having enough fun and willing to wait the DM get more confident or if you would rather leave the group and search for a more experienced DM.

In case you decide to stay, try to explain to your DM what certain parts of the adventure you didnt like and why. At the same time, try to mention the parts you did like. DM job is tough and can benefit from friendly constant feedback.

Hope it works out for you

u/berlin-calling · 26 pointsr/bestof

As a player and Dungeon Master, it makes me so happy to see /r/DnD making it to bestof more than once. :)

For those interested, the newest edition being released book by book right now is 5e (previously D&D Next when it was still in the playtesting phase). Player's Handbook (PHB) and Monster Manual (MM) are the only rule books out right now. The main storyline book out right now is Hoard of the Dragon Queen (HotDQ) and soon The Rise of Tiamat (RoT).

What you need to play D&D IRL:

  • D&D Basic Rules for Players and DMs
  • 3-4 players (PCs or player characters) is ideal
  • 1 Dungeon Master (DM), who runs the game
  • Dice (Wiz Dice is a good starting point if nobody has dice. Just buy the big bag.)
  • Paper and pencils
  • Optional: A battle mat (like this one from Chessex)
  • Optional: Miniatures (minis) to represent your PCs, NPCs, and monsters. I use dice to represent monsters in my games, because minis are expensive.

    If you want to play a D&D online tabletop:

  • Roll20.net
  • Use /r/lfg, /r/roll20lfg, or their dedicated LFG function/forums to find other people
  • Roll20 itself has all you need to play the game - character sheets, dice rollers, built in webcam/mic, special view for DMs versus players, music, handouts, macros, etc.


    Shameless plug: My group streams D&D 3.5e (older edition) on Twitch almost every Monday night at 8pm EST. I also play and DM 5e, so I'm happy to answer questions about either edition!
u/SailorFuck · 18 pointsr/Anxiety

Link to one on Amazon. For those too lazy to type in "adult connect the dots" into Amazon or Google themselves.

u/Zaorish9 · 13 pointsr/dndnext
u/angel14995 · 12 pointsr/dndnext

So for 5e there are a couple of things you can look at getting:

  • Basic Rules: Look at the section for "Free Basic Rules". These PDFs are basically what you need to start playing D&D. The D&D 5e Player's Basic Rules has information about the basics of the game for players. It's got 4 races (Dwarf, Elf, Halfling, and Human) and 4 classes (Cleric, Fighter, Rogue, Wizard) and one "subclass" for each class (Life Domain Cleric, Champion Fighter, Thief Rogue, and School of Evocation Wizard). Items, customization, character building, and the general "here's how you play!" are included in this document. Great resource for a simple lookup if you want to introduce someone to the game, since the characters you can build out of it are generally solid characters. The D&D 5e Dungeon Master's Basic Rules is the starting point for your DM. For the most part is bunch of creature/enemy stat blocks with explanations on how to balance encounters to the players' levels, as well as a quick off-hand on how to generate magic items. DMs are the creative source of the campaign, so there isn't much required to actually build a simple campaign.
  • Dungeons & Dragons 5e Starter Set: This is the most basic form of the game you can get with most things included. Looks like it's $13 on Amazon right now, which is pretty good. The box set comes with a 32-page player guide (mini Player's Handbook), a 64-page Dungeon Master's guide (mini Dungeon Master's Guide/Monster Manual), a couple of pre-generated characters, and a few dice. It's good for getting into 5e if you've never played before since the rules are greatly reduced down to levels 1-6 and there are only 8 classes. Most of the content is the same stuff you can find in the Basic Rules, minus the story that comes with the Starter Set. If someone gets this, everyone else can download/print the Basic Rules and should be good. Most of the content is all about how to play the characters that are in the starter set, not about character generation and the like, so make sure to look at the Basic Rules if you want to play a Halfling Fighter for example. See this comment for more explanation.
  • Player's Handbook (Dungeons & Dragons 5e): This is the core of most of your games of 5e at this point. This has all of the basic necessities, like character classes, character races, items, spells, feats, etc. This is exactly what you need if you are a player, since this and some imagination allows you to build some pretty fun characters. If you end up playing 5e a lot, I'd recommend that everyone have somewhat regular access to a PHB, considering that 90% of the characters you make will come in most part from this books.
  • Monster Manual: This is where you'll find the largest collection of all of the "basic" monsters that you can meet in a game of D&D. Enemies in general are in this book, and there is a lot of good explanation into the monsters, their stats, their decision routes, etc. This is super helpful since you can basically do whatever you want with this book and make some awesome fights. Find an enemy you like, but it's too high level? Nerf it somehow, and have your players fight it. I'm actually planning on setting a dragon with her wings clipped and her firebreathing removed, give them a fight, and see how they react.
  • Dungeon Master's Guide: This is basically world building, combat building, enemy building, item building... basically, if it's not covered in the PHB or MM, the creation of object X or something similar will be in the DMG. It's there for the DMs to be able to balance items or enemies against certain requirements, since there is a lot to take into account. Helpful for the DM who doesn't have as much experience.

    So the Basic Rules help out a lot, the Starter Set is basically a physical copy of the basic rules (plus some), and then the core 3 books in order of (my personal opinion of) usefulness are PHB > MM > DMG. I'd say you probably want at least everyone to have a PHB, or access if you guys continue to play.

    Aside from that, most of the other 5e stuff you can pick up from wizards are modules. Modules are pre-created campaigns that have quests, items, locations, enemies (number, size, etc.) already pre-designed for you. Each of the following books has some sort of extra character information (like more subclasses, new races, etc.), but nothing is absolutely required. Generally if one person wants to play something (say, an Half-Elf Bladesinger Wizard) they should pick up the book to help build their character and to provide the GM with references to how the character works, but it's not necessary.

  • Hoard of the Dragon Queen and The Rise of Tiamat are two halves to the same campaign aimed at stopping the biggest baddest dragon of them all, the five-headed chromatic dragon Tiamat.
  • Princes of the Apocalypse is a cool campaign all about cults related to the 4 elements (Air, Water, Earth, Fire) trying to be bad. Pretty well designed, I'm currently running this with my group. They seem to be liking it a lot, but then again, I'm throwing a lot of other things in with it.
  • Out of the Abyss is a campaign set in the Underdark. it sounds really cool, but I haven't looked into it much.
  • Sword Coast Adventurer's Guide isn't a campaign but rather a campaign setting book. It's useful for reading up on how the Sword Coast in Forgotten Realms (the "main" D&D world) works. It's interesting.

    If you need any other help, please feel free to ask!
u/yogoloprime · 9 pointsr/dndnext

Sure, you can find a complete list at this place

u/i-like-graphic-tees · 8 pointsr/CurseofStrahd

FYI this is a pretty standard price, it's only a little more than a dollar off the usual amazon price.

https://camelcamelcamel.com/Curse-Strahd-Dungeons-Sourcebook-Supplement/product/0786965983

Books are just more expensive at the local store and it sucks. I want to support my local gaming shop, and I do buy my dice, minis, paints and special-edition books there. But it's a little unreasonable to spend almost double on a standard book because of goodwill. The first of the new waterdeep books is $49.99 at my local shop, but on Amazon BOTH books together costs about $58.

u/bloodspot88 · 7 pointsr/dndnext

Rise of Tiamat is the second half of the a 2 book adventure, the first being Hoard of the Dragon Queen: http://www.amazon.com/Hoard-Dragon-Queen-Adventure-Wizards/dp/0786965649/ref=sr_1_1?ie=UTF8&qid=1458181435&sr=8-1&keywords=horde+of+the+dragon+queen

I DM'd all of Horde at a store, it needs a serious overhaul in order to be less of a railroad and to actually make sense. After Horde I DM'd the first 2.5 chapters of Rise of Tiamat which is better, but I would prefer it if PCs actually were able to succeed in the goals presented to them in the campaign. I can't give away more without getting spoilery.

The party starts at level 7 or 8 (depending on where Horde left off and if you are just skipping Horde and starting this fresh). The overarching plot is that a combination of factions need the PCs to act as their agents and stop the resurrection of Tiamat, who is being raised from Hell by a cult of dragons.

Also, I believe the campaign is from 7/8-15, but good luck killing the big T.
Neverwinter isn't exactly central to the story, it's just a 'base' for the party and the factions fighting the cult. This base could really be anywhere, it doesn't have to be Neverwinter. I don't know the lore behind Neverwinter, but apparently Neverwinter needed to be rebuilt and New Neverwinter is where you all are, or something like that? I can't remember, it's been a while.

u/schoolgirlerror · 6 pointsr/WritingPrompts

Hey ST! I was waiting for this thread to go up. I got this wonderful book for Christmas and my New Year's Resolution was to do a prompt a day from it. So far, I haven't missed a day, so I'll share one here.

---------

8/1/16 With only a week to live, a clumsy gymnast is trapped in an abandoned gold mine

Mona pressed pause on the remote and slumped back into the sofa with a sigh. Frozen on the screen was her, falling off the balance beam three minutes into her mother’s carefully recorded tape. She could see the look on her face very clearly as a badly placed left foot had resulted in her tumbling, falling onto the mats and her humiliation as she cost her gymnastics team the crown.


Her head covering: the silk scarf that was as soft as butter when she bought it, was nonetheless beginning to itch her head. Mona pushed it up over her ear and scratched away, feeling the flakiness and dry skin of her bare scalp beneath her fingers. With some effort, she heaved herself off the sofa, hauling up her jeans as they bagged around her hips. She had lost weight again. A bowl of fruit sat on the table in front of her, but she had no appetite for them.



Mona wore two jumpers, but was still frightfully cold. She rubbed her skinny elbows through the wool and shuffled away from the nest of blankets on the sofas. When her mother had left her this morning, she had stuck a video tape into the machine. It was full of recordings of Mona’s favourite films from childhood, but the end of the Beauty and Beast had a gymnastics competition taped over the end. It was only a couple of years old: before Mona had become ill, but she could still feel the embarrassment as though it was yesterday.



She shrugged a leather jacket on over her jumpers and changed her fluffy slippers for a pair of combat boots. In the mirror in the hallway she adjusted the scarf that covered her bald head. It was yellow-gold: the only bit of colour her outfit contained, the rest was black and white. She didn’t want to draw any attention to herself, but her mother had picked out the scarf when they’d first got the diagnosis. Mona had worn it around her neck until her hair started falling out.



As she trudged out of the front door and locked it behind her, the cold air blew straight through Mona’s bones. She shivered despite herself. Everything hurt her these days. It was with slow steps that she set off down the road. She had no particular direction in mind. You didn’t need a particular direction when you were dying.



Her hands swam in her gloves as she cut over the park to the heath that law beyond it. She made her way slowly up the hill, until the city was splayed out in front of her like a sample in a petri dish. The wind brought tears to her eyes, threatening to pull the scarf from her head. It was all she could do to hold her jacket closed and keep herself warm. The heath was purple and red: a sharp contrast to the watered green of the park. A small playground was nearly empty in the weather, though a couple of people with dogs nodded at her as they passed by. Her yellow head covering got a couple of looks, but combined with the shrunken skin of her face which clung to her skull… well, they must have guessed.



Mona took a small trail down the other side of the hill, until the shelter of the earth began to keep the worst of the wind from her. Now there were grey stones dotted amongst the heather. It was springy beneath Mona’s feet and she took the opportunity to pick up the pace a little, despite the complaining of her legs.



She took another step, leaping over a brown rock, when the heather gave way beneath her. She cried out as the left ankle—always the weaker one, since her fall last year—bent and sprained. Grasping the heather as she fell, it scratched her thin hands and Mona found she hadn’t the strength to hold on. She let go and tumbled through the dark. Her leather jacket caught on a stone and ripped.



Mona landed on her bum, bruising her coccyx. It took her a moment to work out what had happened, and for her eyes to adjust to the darkness. Some light broke through the hole in the heather she had fallen through, and at her feet she could see rusted iron rails, leading away into the earth. Mona suppressed a shiver. The cold air emerging from the earth permeated her to her very core. She stretched up on her tiptoes. Her ankle screamed in protest and Mona gritted her teeth and worked through it. Still, she could not reach the hole she had fallen through.



“Help,” she said quietly. She considered screaming, but the blackness of the passage behind her seemed to sap her voice.



Why would she need help anyway? The treatments had stopped. Her mother had cried over funeral pamphlets in the kitchen when she thought Mona was asleep. She could just die down here in the earth anyway and save everyone the problem of coming to her funeral and burying her. It wasn’t like she’d ever contributed anything. She was going to die all the same.



The blackness of the tunnel seemed to overwhelm her. Mona sunk to her knees and began to cry. She had not cried for a very long time. Not since the first diagnosis. Her final year exams had come and gone while she had been puking her guts up. Her friends had cried over grades, over boys and over her. She had not cried over anything, but she was crying now.



“Help,” she said again. This time it was louder. “Help, I don’t want to die.”



The words broke like a wave. “I don’t want to die,” she screamed. “I want to get better. Someone help me!”



More light broke into her prison as a dog thrust his muzzle through the heather. He began to bark.

u/Cubic_C333 · 6 pointsr/DnD

There's all sorts of pre-made campaign modules that have already established worlds and towns and people and adventures. You can find them in game stores or pretty much anywhere online. A few of them include Curse of Strahd, Horde of the Dragon Queen, and Storm King's Thunder.

Best of luck with the DMing!

u/Gamegeneral · 6 pointsr/DungeonsAndDragons

I play 5th edition and all advice is for that edition. 5E is pretty wallet friendly if you don't get it all at once. Here's a bunch of stuff you can look at to help your decision, though not all of it is mandatory.

  • Number one, the cheapest, is to simply review the (somewhat limited, I'll admit) materials available on Wizards of the coast and start from there.

  • Second is available in the form of the 5th edition starter set. I own one of these and it comes with everything you need for a game with a group of friends. A criticism I have of it though, is that experienced players will probably destroy the module included with it. I'd just forego this option entirely if you plan to buy any other materials, but it's a very low risk purchase.

  • Third is just a player's handbook, which you really should own regardless of anything . The 5th Edition PHB has enough material to easily homebrew your own campaign with, but it will definitely leave you wishing you had more to work off of.

  • Fourth is any of the several available modules for the game out right now. Having only played Hoard of the Dragon queen (And it's direct follow up, Rise of Tiamat), I can say that with the exception of a long, slightly boring segment in the middle, it's a solid adventure all the way through for the players.

  • Fifth is the supplemental Dungeon master's Guide and Monster Manual, additional resources to help you craft better campaigns, but unnecessary until later. The monster manual should definitely be the first of the two purchases, in my opinion. I wouldn't even recommend the sword coast adventurer's guide unless you plan to specifically adventure in Faerun.

    So now that books are out of the way, let's talk figurines. You really don't need them, because ANYTHING can represent things on a board. But they're a fun thing to collect and use. BUT they are a great and fun thing to have. What we do at my table is have everyone acquire their own. I like to buy from Reaper Miniatures, but local comic book and hobby shops might have them as well. Make sure you have bases that are less than an inch wide (A square inch works best), because if you're using miniatures, then you're using a battle grid.

    Speaking of battle grids, they're also not entirely necessary, but they definitely help. This is a very reliable one if you take care of it and don't crease it too much. But the fun thing is, if you have a printer, you can print your own Battle Maps! Just set it to print a grid set to 1-inch increments and have as big or as small as a battle mat as you need. 5E technically uses a hex grid for outdoor maps, but we've always ignored that at our games.

    As for dice, I think it's the players responsibility to acquire their own dice, but on the off chance you just want to buy the things for everyone, I find a lot of enjoyment in picking through a Chessex Pound-o-Dice, or a Wiz Dice 100+ pack just so everyone has some. Plus, you never know when you'll suddenly need 20d6 for maximum fall damage!

    Other than that, just have pencils, paper, and a good way to keep notes handy and you're set.

    This is far from a comprehensive guide, and probably the worst thing you could do is buy everything or nothing right at the start. Consider asking friends or checking libraries for these books (And secondhand bookshops near you!) to save a penny or two.

    So, in summary, if I were starting out DMing and buying anything, it would be a player's handbook, a set of dice, and if I weren't confident in my ability to homebrew, I'd buy a module or a dungeon master's guide. But you can go further or less far if you like.
u/TheGuyInAShirtAndTie · 6 pointsr/DnD

A mere 4 months ago I was in your very shoes, having never played DnD but wanting to DM. Now I'm running 3 weekly games [Protip: Don't do this]. Luckily for me I found a couple great resources to help me out:

The Dungeon Master Experience is a collection of articles written by one of the best: Christopher Perkins. He's not only a Senior Designer for DnD, but he's also the DM for a number of groups including Penny Arcade, Robot Chicken, and the other designers over at Wizards of the Coast. This will be your most valuable resource.

New DM Guide Reddit's #1 Resource for new DMs.

So You Want To Be a DM: A great collection of starter tips.

/r/loremasters: A subreddit dedicated to worldbuilding.

/r/dndnext: Like /r/dnd but solely for 5e.

The Angry DM: He can be a bit preachy at times, but Angry DM has a great amount of thought put into everything he writes.

/u/famoushippopotamus If you see him post on something, just read it. He's been DMing longer than most of us have been aware that DnD existed.

DnD Encounters is a weekly event at your friendly local game store. Check it out. It's also a great place to recruit players!

[Your head!](Link Not Found): The only thing you really need to get started is an idea, write it down. You'll learn a lot just putting your thoughts on paper and thinking of how to flesh it out.



I would recommend that you go and pick up the Starter Set (HOLY SHIT GUYS ITS $12 RIGHT NOW. BUY BUY BUY!). It comes with the basic rules, a set of dice, a prewritten adventure, and some characters for the adventure. Get a couple players together and this is all you need to get started. After that you can move onto other prewritten adventures, like Horde of the Dragon Queen, or you can write your own.

It shouldn't be that difficult to find people to play with, some people might care that you've never been a PC, but you don't need to play with them. If you have friends who enjoy gaming see if they're interested. And check out your FLGS (friendly local game store). If none of those work, there are plenty of online options as well.

One last note: In my short time DMing I have to say I did not expect the sheer amount of prepwork that goes into a single session. Players have to inhabit a single character and their mechanics. You need to understand not only the characters at the table, but every NPC, trap, and monster you put in front of them. It can be time consuming. It can be hard. But it is also one of the greatest feelings in the world when you hit that flow state where you and your players are building your world together.

Good luck! And welcome to DnD, where the rules are made up, and the rules don't matter either, as long as what you're doing is awesome.

u/Gentleman_Kendama · 5 pointsr/DnD

Well, to get started, I'd recommend picking up a Player's Handbook (on sale through Amazon for $27.27) and some dice (There's a 7 dice set per player and DM. They consist of a D4, D6, D8, D10, D12, and D20, but standard 7-dice sets also include a second D10 which is used for percentile rolls) as well as maybe a playmat and some minifigures (characters that can act as placeholders). As far as adventures modules go, I'd recommend coming up with one yourself or doing the Lost Mines of Phandelver campaign. I would probably recommend that as the best module a person could point to for beginners. It will be a great way to get into [Storm King's Thunder] (https://www.amazon.com/Storm-Kings-Thunder-Dungeons-Dragons/dp/0786966009/ref=sr_1_1?ie=UTF8&qid=1523372215&sr=8-1&keywords=storm+king%27s+thunder) later on.

The Starter Set is okay, but intended for larger groups of like 4+. Once you get the hang of things with the required Player's Handbooks and the optional module Storm King's Thunder, I'd recommend picking up a Dungeon Master's Guide to create your own worlds together.

u/Sarrrahx7 · 5 pointsr/BobsBurgers

I got it from amazon

u/pfcamygrant · 4 pointsr/mattcolville

If you want to do Forgotten Realms and only have $75 to spend:


5e Starter Set $13.07

https://www.amazon.com/Dungeons-Dragons-Starter-Set-Roleplaying/dp/0786965592/ref=sr_1_1?ie=UTF8&qid=1488305292&sr=8-1&keywords=5e+starter+set


Storm King's Thunder $31.42

https://www.amazon.com/Storm-Kings-Thunder-Dungeons-Dragons/dp/0786966009/ref=sr_1_1?ie=UTF8&qid=1488305205&sr=8-1&keywords=storm+king%27s+thunder

Out of the Abyss $27.17

https://www.amazon.com/Out-Abyss-D-Accessory/dp/0786965819/ref=sr_1_1?ie=UTF8&qid=1488305481&sr=8-1&keywords=out+of+the+abyss


That gets you a pretty fun sandbox from levels 1 to 5, an epic sprawling set your own pace sandbox across the Savage Frontier, and an alternative hook into the Underdark. Two to three solid years of adventuring.

You also get a ton of information on the Savage Frontier and The Underdark.

You get three different Level 1 to 5 scenarios, two different 5 to 10, then one level 10 through 15.
Lots of replay value. And you can fight a dragon, fight giants, and fight demons.

u/malachias · 3 pointsr/criticalrole

Also, if you don't want to have to create everything from scratch the pre-packaged adventure books are great. Whether you follow them, or whether you rip ideas from them, they are an amazing resource that can save you a ton of time.

  • If you liked CR's Underdark arc, check out Out of the Abyss for a fantastic trek through the Underdark
  • If you liked CR's Briarwoods arc, check out The Curse of Strahd for a sophisticated "Count Vampire" adventure

    The great thing about these books (and others) is you can take as much or as little from them as you like.

    Re: other comments about having friends, make new ones! I got into playing IRL D&D by posting on my local /r/[city] saying I was looking for a D&D group, and that I'd be happy to host. Had a weekly group going two days later. Playing D&D is a great way to become friends with people.
u/ashlacon · 3 pointsr/DnD

A link? Amazon and its on sale for $30.

As for the background? Strahd is a spooky, scary vampire trying to make a woman (who looks like his long lost love) love him.

u/TrustMeIAmAGeologist · 3 pointsr/dndnext

If you can wait a month, the new one will be coming out. That'll be new for everyone.

http://www.amazon.com/Princes-Apocalypse-D-Accessory/dp/0786965789

u/V2Blast · 3 pointsr/dndnext

Looks like HOTDQ and Rise of Tiamat are also on sale for around $20:

u/Trigger93 · 3 pointsr/AskMen

I was going to suggest some modules...

u/OneCritWonder · 2 pointsr/Dungeons_and_Dragons

You can buy official prewritten modules that are ready to play straight out of the book. You can also check out the Dungeon Master's Guild website to get free or paid adventures.

The core D&D books themselves do not have an adventure in them but there are plenty of things out there to get that are already made or you could make up your own.

The Starter Set has an adventure that lasts about six sessions, Storm King's Thunder is an adventure for levels 1-14, Princes of the Apocalypse is an adventure for levels 1-11, Curse of Strahd is a great adventure.

If you want to start writing your own adventures at some point, you should pick up the Dungeon Master's Guide and the Monster Manual.

u/Socratov · 2 pointsr/DNDNL

amazon schijnt ze te hebben vanaf 15 maart.

u/south2012 · 2 pointsr/DungeonsAndDragons

Here's some free ones (I don't know if they are good or not, btw). Here is a whole campaign that contains a series of adventures published in one book by the people that make system, for 5th edition D&D. The website http://www.drivethrurpg.com/ has tons of adventures, some free, some cheap, all PDF format. For every edition of D&D there are lots of published adventures, so there is plenty of content available.

u/Ryngard · 2 pointsr/DnD
u/TurquoiseKnight · 2 pointsr/DnD

Shameless plug...
I helped create this module, The Claws of Madness. It can be scaled down for one player, but she might need NPC help in some parts though, like a cleric lacky who follows her, or let her have an animal companion.

About the cleric lacky, make up a cleric for her who is totally devoted to her, does what ever she says to do, but doesn't offer any advice. This person just follows, heals and fights, nothing more. The cleric will level with her and she gets to pick the spells. You roll for the cleric and your wife gives orders to him/her. "Percy, heal me!" "Percy, kill that goblin!" "Percy, climb up that rope." Etc. Think of him as a squire, like Podrick from Game of Thrones.

If you want to do a full campaign for her, Rage of Demons scales down nicely since you need to have NPCs that can fight with you during a good portion of the adventure. The Adventure's League modules are really good too. You can buy the bundle or an adventure at a time. I ran this for my wife and daughter (2 people) and they had a lot of fun.

u/blackbeardshead · 2 pointsr/DnD

Thanks for the info but it doesn't really answer my ? Not looking for the roll20 version more this https://www.dndbeyond.com/marketplace/source/12
Vs
Storm King's Thunder (Dungeons & Dragons) https://www.amazon.com/dp/0786966009/ref=cm_sw_r_cp_apa_HljQzbNY2DG27

u/Zanmechty · 2 pointsr/mattcolville

If you're looking for an adventure to adapt that's set in the Astral Sea there's Hunt for the Heretic in Dungeon #203 http://www.dmsguild.com/product/155343/Dungeon-203-4e

The upshot is that there's a pirate ship that's been raiding the world from the Astral Sea and the authorities want to bring that to an end. It's geared toward players around level 14 or something like that so you'll need to pull the numbers back quite a bit, but the bones of it might make for a fun adventure--you might even make whole different encounters with different, more level appropriate threats.

Another suggestion if you want to go with a published adventure would be Horde of the Dragon Queen. At the end of that adventure you end up teleporting to a somewhat unusual location to face off against the main villain. That final battle could just as well be on the Astral Sea, at which point the PCs might find themselves having that place to themselves, as in they have a stronghold (ehem and potentially a dragon friend) to enact their Skyrim fantasies as they fly around IN THE ASTRAL SEA!

Here's that one on Amazon if you're interested:
https://www.amazon.com/Hoard-Dragon-Queen-Adventure-Wizards/dp/0786965649/ref=sr_1_1?ie=UTF8&qid=1506588515&sr=8-1&keywords=Horde+of+the+Dragon+Queen

u/SomeGuy565 · 2 pointsr/loremasters

There aren't a lot out there specifically for 5e (assuming you're playing 5e, don't remember if you mentioned it) yet. In fact the only ones I'm aware of are of the campaign variety (a string of 'adventures') and there's nothing wrong with any of them. I've run Hoard of the Dragon Queen, The Rise of Tiamat, Princes of the Apocalypse and I'm currently running Out of the Abyss..

You can always take a module from an older version of the game (or from a completely different game even) but you'll have to do some work to get it ready. The stats for the monsters will be different - you'll need to look up the same or similar monsters in the Monster Manual and have the stats ready. Other than that though the plot, maps and the rest can be used as-is.

DriveThruRPG has some modules that don't cost too much. You get them as a pdf instead of a physical book, but everything you need is there. Again, if you use one from an older version of the game you'll have to do some prep work.

You can find them on EBay as well. Some of the most famous ones are Tomb of Horrors (really though - don't do it. Your players will hate you), Ravenloft (my personal favorite module of all time which a Redditor has converted to 5e) and here's a list that I largely agree with.

u/thelegitcelery · 2 pointsr/DnD

(5e) New DM (just finished the 5e starter pack). I plan on running Tyranny of Dragons soon and I just bought the adventure book (https://www.amazon.com/gp/product/0786965649/ref=oh_aui_detailpage_o00_s00?ie=UTF8&psc=1) Will I need any additional books ( I.e the monster manual or dungeon guide?)

u/wdg10 · 2 pointsr/Random_Acts_Of_Amazon

I really wanted this: The Amazing Story Generator: Creates Thousands of Writing Prompts https://www.amazon.com/dp/1452111006/ref=cm_sw_r_cp_api_wjGyyb4VW6105

I asked my family and friends for a couple books, and sadly, I got none! I really want this one for myself, but mostly for my classroom. I teach creative writing, and I'm always looking for new ways to activate my students' imagination. (And think of all the little scraps of paper I won't have to scribble ideas on anymore!)

u/zovix · 1 pointr/dndnext

There is a new adventure coming up soon called Hoard of the Dragon Queen which is designed as the starting point for player made characters and not specifically the Pre-generated ones in the Starter Set. Although there is nothing stopping you from using those as well. Since this adventure is coming out when the PHB does, expect to see some things in there that are not available in the Starter Set or free DnD Basic Rules.

u/kuhzoo · 1 pointr/chicago

You can pick out an Adventure (like this one and have one of your friends read through it and run the adventure for the rest of you. Adventures like that take much of the creation work off of the DM and typically provide a sort of stepping stone into play.

If you're open to trying other games:
Fiasco is a pretty good role-playing game you and your friends can play. It's much easier to learn and gives you a shot to try out role-playing with. Fiasco also lends itself very well to playing one session of it, then moving on. Most RPGs, D&D, Dungeon World and Fate included, tend to reward multi-session play.
I'm more interested in playing/running Fate Core or Fate Accelerated myself. As a game, it's more focused on narrative and player-characters doing cool stuff than D&D.
Dungeon World plays and feels similar to D&D, only it's far simpler to pick up and play. There are also a number of other games very similar to Dungeon World customized to different settings/genres, like Apocalypse World (post-apocalypse), Sprawl (Cyberpunk), Blades in the Dark (If you've ever played the video-game Dishonored, you'll see parallels in Duskwall), and probably more that I don't feel like looking up at the moment.

I'd be happy to introduce you to Fiasco or Fate, schedules willing. I've played and run both.
I have, but have never played or run Sprawl, Blades in the Dark and Dungeon World; if any of those sound like more fun and you don't mind me learning along with you, they're also an option.
While I've played and run D&D before, I don't find it fun anymore and would rather play/run other role-playing games.

u/impecuniousyouth · 1 pointr/infp

I practice storytelling all the time- whenever I get the change (parties are good for this), Also read all you can- reading seriously helps to develop your vocabulary and find a style you like, and really who doesnt like a well-read human?

I write as stress relief with the goal to get better at storytelling (I freaking love listening to stories and wish I were as good at it as some of my friends or Olan Rogers or whoever.) I struggle with coming up with topics to talk about, so I love writing prompt books! This one (amazon link) is much more of a textbook-y one, and this one (amazon link) is lots of fun, too!

u/nargonian · 1 pointr/DnD

Storm Kings Thunder is a really popular campaign many love to play. So You should check it out. Outside of that Dm's Guild is great for a budget but you need to sift through a lot of the material to find the really good ones.

u/Chance4e · 1 pointr/DnD

It takes a lot of time to design a campaign. The one I'm running now, I started penning two years before I even met these players. And it's just a heroic tier setting, for levels one through ten.

If I were you, I'd pick up Hoard of the Dragon Queen. I think this was the first full-sized adventure for 5e, apart from the starter kit. It should have plenty of material for you guys to enjoy.

u/NonPlayerCharacter78 · 1 pointr/DungeonsAndDragons


Curse of Strahd

> Under raging storm clouds, the vampire Count Strahd von Zarovich stands silhouetted against the ancient walls of Castle Ravenloft. Rumbling thunder pounds the castle spires. The wind’s howling increases as he turns his gaze down toward the village of Barovia. Far below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd’s face forms the barest hint of a smile as his dark plan unfolds. He knew they were coming, and he knows why they came — all according to his plan. A lightning flash rips through the darkness, but Strahd is gone. Only the howling of the wind fills the midnight air. The master of Castle Ravenloft is having guests for dinner. And you are invited.



http://www.amazon.com/Curse-Strahd-Dungeons-Sourcebook-Supplement/dp/0786965983/ref=sr_1_1?s=books&ie=UTF8&qid=1453061504&sr=1-1&refinements=p_27%3AWizards+RPG+Team

u/stoicismSavedMe · 1 pointr/Philippines

A DnD Adventure Module The Curse of Strahd

My SO already ran a module in that book, which almost killed us all hahaha

u/ninemiletree · 1 pointr/Dungeons_and_Dragons

Also if this is your first time I really recommend you use one of the prewritten adventures.

Curse of Strahd is a great one.

This will give you all the pre-drawn maps, established story, encounters, etc that you will need. Takes a lot of the work out of crafting an entirely unique adventure and allows you to focus on DMing.

u/Terrulin · 1 pointr/dndnext
  • To echo everyone else, I would also say start with the starter set because it has everything you need to start, including a pretty nice set of dice. You could get away with this for your first session, but you will probably want some
  • dice This may be your most cost effective way of having a set for everyone, and enough spares for people to grab from for crits and spells like fireball. Everyone will eventually get nicer sets they like more, but this is a good way to start with matched sets. Depending on how happy people are with the player options in the starter set, your next investment will either be the
  • PHB for more player options, spells, items, and guide lines for how things should work. This is far and away the most import of the three books. As most people have said, you will probably get to the point where everyone wants access to this book. During play, you will probably want 2-3 of these at the table.
  • Battle Mat D&D can be played in Theater of the mind, but grid combat makes a lot of rules easier to implement and officiate with a grid. The one I linked is pretty big without being overly huge (there are larger ones), and it is vinyl which makes it durable, and it erases pretty well with good wet erase markers.
  • Miniatures is something else entirely. Most of the groups I play with have more than enough for me to ever have to buy any. Some players will make or buy a mini for his/her character. There are the round cardboard tokens that you could use for cheap. I run a D&D game on Fridays at the school I teach at and have the students use one of their dice as their mini. Monsters are usually balls of playdoh.
  • After finishing of the LMOP (the adventure in the starter's set) you will either want to pick up one of the other adventures like Out of the Abyss or Princes of the Apocalypse. You might need a Monster Manual to go with it. PotA has a digital supplement with the extra monsters, while OotA does not.
  • The DMG is optional really. It is great for magic items, alternative rules you could use, and world building strategies. You'll want a copy eventually, but like the MM, you wont need more than 1.
  • Other things. Look around for things like the Elemental Evil Player's Guide and Unearthed Arcana articles. They have a bunch of free content you could use in your games. They are usually rough drafts so they might be imbalanced, but you might find something you really like in there. There are also tons of homebrew monsters, classes, races, and items if you wanted to expand your game that way.

    angel14995 has a great summary of all the books. This list is more useful as a logical purchasing progression guide.
u/ToastedSalads · 1 pointr/ShingekiNoKyojin

I've been playing a Dungeons and Dragons Out of the Abyss campaign for a few weeks with some friends now, and i'm really getting into it.

I'm playing a bard storyteller, so outside of the campaign i like to write down the adventures from the point of view of my character. (+- 2 to 3 pages of text per session).

The clue is that when it's all done, my bard would have written the most epic tale in the world.

I'm thinking of posting them to r/DnD when I'm happy with the quality of the text, but i'm by no means a storywriter and it shows: it often looks like a ten-year old telling about his field trip at school. Even if nobody likes it, i'm practicing my writing skills (and English written skills, as it isn't my native language)

u/DavefaceFMS · 1 pointr/DnD

A bit of advice among other things for new DMs here, for your specifics, though I always recommend Curse of Strahd. I'm actually running it now and it's a beautifully written adventure but it does lead to the longer side at maybe 60-100 hours depending on your party but damn, what an antagonist. You could run death House first to get a feel for how your party like that atmosphere.


I hear Deep Carbon Observatory is about that length but I've not played it myself. Maybe not so high on the RP level but you can re-work it as needed. Hoard of the Dragon Queen would be a bit over that, maybe 30 hours I think.

u/bondlegolas · 1 pointr/DnD

http://www.amazon.com/Hoard-Dragon-Queen-Adventure-Wizards/dp/0786965649/ref=sr_1_2?s=books&ie=UTF8&qid=1425978484&sr=1-2&keywords=rise+of+tiamat

Not pdf form but it's cheap enough on amazon that you can try it and see how you enjoy it. There's also a second book to this specific campaign and between the two takes the characters from level 1(? not sure) to around 15. Also keep in mind most of these are made for 4 person parties

u/Iamfivebears · 1 pointr/DnD

Hoard of the Dragon Queen is not a free module. You can buy it on Amazon or at your FLGS.