Dungeons and Dragons Solo Adventures
Crit Academy is joined by BC Beats(Paul Bimler) creator of 5e Solo Gamebooks company. We discuss his Adamantine DMsguild Best-seller D&D Solo Adventure: The Death Knight's Squire. This 100 + page solo adventure for D&D Fifth Edition, set in the Forgotten Realms. This adventure has been created for individual play without a dungeon master and is is a great way to scratch your D&D itch between regular adventures with your DM. Or, it can serve as a way for a player who cannot find a group to get a taste of the game.
Not everyone can manage to get a group together, or sometimes we are stuck as a forever GM. This supplement allows us to scratch that itch. We discuss in detail the creative inspiration and many uses of this fantastic adventure, such as building backstory, playtesting character builds, combinations, and even homebrew monsters or character options.
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Segment 2: Crit Nation Feedback: Let’s talk about Blank! (Answer questions!)
I want to spice up a minotaur encounter. I am basing it on the old story of the Minotaur in Crete. I.e., Its a fight against a minotaur in a maze. Anyone have any ideas for how to make the maze interesting (certain traps, or designs) and ways to spice up the minotaur to take advantage of the design?
Could have the labyrinth be made of hedge, which the minotaur can run through. Think Harry Potter's Triwizard tournament but with a minotaur
He shows up and kicks butt for a turn or two, then disappears. Repeat until the hit and run attacks are making your players paranoid, then the final battle. Basically, he IS the random encounter, until they get to the center and then he's the boss fight.
Percy Jackson did a great job explaining the labyrinth. They explained that calling it a simple maze did not do it justice. It was a massive, hidden cluster of chambers and hallways, dead ends, and opening. And best of all, itchanges its form when you tried to map it. I think my favorite part was that just because you went east in the labyrinth didn't mean you went east above ground. It was separate from the world. And travel inside meant nothing in relation to the normal world. There was no guarantee you would be anywhere near where you thought you would be when you left.
Maze changes regularly
Instead of a flat labyrinth, you could have cube space with passages that run in different directions
Segment 3: Main Topic: Solo Adventures!
BC, can you tell us a little bit about yourself?
What is your most memorable D&D moment?
Do you have any moment where you failed as a DM/Player?