Over 300 pages of lore, monster statblocks, spells, and character options tied to the outer plane of Acheron.
A review copy of “Ulraunt’s Guide to the Planes: Acheron” was provided by the publisher. Find more DMs Guild Reviews on my website and YouTube channel.
Support my work by using affiliate links for shopping and pledging via Patreon.
If you put a boardsword to my neck and forced me to name the different outer planes of the D&D universe, I’d be headless after about three.
I knew nothing about Acheron going into Ulraunt’s Guide to the Planes: Acheron, a gargantuan 300-page sourcebook. But now I can tell you that it resides between Mechanus and the Nine Hells, a world of giant rotating metal cubes where orcs and goblins wage endless war, and the perfect setting for an epic, high level campaign.
Eight years ago the now infamously defunct 38 Studios released their first and only game. Kingdoms of Amalur: Reckoning was a big-budget single player RPG. It was created as a prequel to the studio’s ultimate goal of a World of Warcraft-level massively multiplayer RPG.
The MMO was never finished, the studio went bankrupt, and the state of Rhode Island lost millions. But a funny thing happened on the way to this ill-fated venture: Kingdoms of Amalur: Reckoning was a darn good RPG, and one of the most underrated games of the era.
A supplement on ghosts, wraiths, poltergeists, and other ghostly spirits.
A review copy of “Restless: A Guide to Laying Incorporeal Undead to Rest” was provided by the publisher. Find more DMs Guild Reviews on my website and YouTube channel.
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Most undead encounters in DnD use classic zombies, skeletons and ghouls. Incorporeal (ghost-like) undead are much more rare, and tend to have more exotic abilities, like the Ghost’s possession ability.
After several lackluster main campaign adventures exacerbated by bare map quality, I wasn’t sure what to expect from Icewind Dale: Rime of the Frostmaiden, a supposedly horror-themed adventure that takes place in the frozen north of the Forgotten Realms, involving the goddess of winter herself.
The result is a surprisingly effective open-world campaign with a modular approach to campaign-building, combining three separate storylines that takes players from the Ten Towns region, across the Sea of Moving Ice, beneath vast glaciers, and into an ancient buried Netherese city.
Starring:
Kaelan, level 13 tiefling Monster Slayer Ranger/Fiend Warlock
Scarlet, level 13 human Oath of Devotion Paladin
Gillian, level 13 triton Champion Fighter/College of Lore Bard
Kethra, level 13 half-elf Assassin Rogue
TIM, level 13 warforged War Domain Cleric
Descending another staircase, we saw a pair of gigantic lion-like creatures with silver horns, radiating with celestial energy, a deva held a spectral axe nearby. “Come, children of another place, bow your heads before me, I wish your deaths to be as merciful and painless as possible.”
“Thanks!” said TIM.
“That’s bullshit,” I muttered. Turning to Scarlet I whispered, “How pissed would you be if I rained hellfire on these creatures?”
Naturally, Scarlet looked taken aback. “No! We do not rain hellfire on angelic beings. I’m just going to go talk to them-“
She strode forward. Without a word, Kethra darted out and tripped her, sending the heavily armored paladin crashing to the floor.
I begin harnessing the demonic energy in my body, my hands glowing hot as a ball of fire begins to form. My demonic heritage becomes unmistakable, skin reddening, horns itching, eyes glowing.
To their credit, my newfound party members only nod in affirmation as I hurl a fireball into the celestial creatures.
The fire explodes into the creatures, flames licking at their bodies. “Perhaps not as innocent as I imagined. No mercy for you then.”
Trap-filled mega dungeons were all the rage in older editions of DnD, from the Tomb of Horrors to the Temple of Elemental Evil. Most recently we have the Tomb of the Nine Gods from Tomb of Annihilation, and all twenty levels of Undermountain from Dungeon of the Mad Mage.
The Great Trial attempts to create another classic mega-dungeon filled with pit traps, illusions, monsters, and an entire jungle for level seven parties.
Explore a trap-filled Netherese crypt in this lair adventure for 4th level.
This review has been sponsored by the publisher. Find more DMs Guild Reviews on my website and YouTube channel.
Support my work by using affiliate links for shopping and pledging via Patreon.
Designed by: Wildfire Works (Clark Harper and Jessica Carter)
The Day the Sky Shattered is a single dungeon lair adventure designed for fourth level parties. What begins as a routine hunt for a kobold lair reveals a much larger, more ancient Netherese crypt with automated defenses, a thrilling escape, and a gauntlet of traps and clues that would make even Indiana Jones blanch.