While some campaigns and one-shots may start out at high levels, it seems most start between levels 1-3. If you’ve played Dungeons and Dragons long enough, you’re probably sick of fighting the same overused creatures at low levels. Goblins, kobolds, undead, and bandits are among some of the most common (and hence boring) adversaries for low level players. Other creatures like lycanthropes, fey, beasts, and myconids are less common, but still border on repetitive.
With just a little bit of creativity, and your trusty Monster Manual, you can feature these low-level, frequently forgotten creatures into your next one-shot or low level campaign. While they are 5e specific, similar creatures can be found or created for other TTRPGs.
1) Animated Objects
Think of an item. It could be something mundane and unassuming, or something rare, horrifying, or even rusty or rotting. Now imagine that item trying to kill you. Animated objects are usually used briefly in low level campaigns, but imagine building a whole module or one-shot out of them. Libraries full of flying books, armories full of weapons, and kitchens full of plates and utensils all animated to make your characters distrust every single item they see. There’s technically only three animated objects in the Monster Manual, but with generous sprinkling of the animate object spell, just about anything can be turned into a deady item.
Do you remember what a Bullywug is off the top of your head? I completely forgot about them until I paged through my Monster Manual again. They’re little frog people that love to terrorize those who trespass through their swamp. Sneaky, territorial, and willing to take captives, it’s a wonder I have never heard of them being used in low level play. While there is only one instance of them in the Monster Manual, give them some class levels in rogue, fighter, or wizard and not only will they make for a formidable story thread , but you can even scale them into higher levels of play. The swamp-based opportunities are abundant.
Who doesn’t find Jurassic Park both slightly terrifying and creatively immersive? It’s the perfect inspiration for a low level D&D campaign. Dinosaurs do it all: flying, swimming, running at high speeds with giant snapping maws. What’s not to love about a dinosaur campaign? With a total of six in the Monster Manual, they won’t require the creative effort of the bullywug, unless you want to scale them past CR 8. Finally, you can set them in almost any environment.
If we’re being honest, we’d have to admit that Lizardfolk are basically goblins that can hold their breath and ambush you from underwater. There’s less options for them in the Monster Manual (three stat blocks), and they are not as environmentally flexible as goblins are. I assume these are the reasons they’re not as popular as goblins or kobolds. However, their lore presents some great opportunities for a rich low level campaign. They craft great jewelry and tools, and have an awe of magic that could give a unique roleplaying opportunity to any magic users in your group. They love feasts and sacrifices, which can make for a great story elements. Finally, they worship dragons, and are often exploited by them. A low level Lizardfolk campaign could easily transition into a high stakes dragon plotline.
These little guys are so cute and have a lot of potential. But if you’re not running your sessions in Mechanus, there’s little plausible reason your players would encounter them. These little creatures are fun to run and to play against though, so pull up your creative britches and figure out a reason to run a few sessions with these guys. Maybe they’ve gone rogue, or maybe it’s time for the “Great Modron March.” No matter what you figure out, with at least five canonical options, you’re sure to have a great time playing with modrons.
Whether you’re able to make a short campaign out of these, or just stick to a one-shot, they’re sure to provide a type of fun that’s different than goblins, kobolds, and zombies (oh my!). There’s a lot of other low level creatures that we didn’t cover, but could still use some love. Check out the Monster Manual and Volo’s Guide to Monsters for even more ideas.
Ryan Langr is a DM, player, and content creator of Dungeons & Dragons 5e. His passions include epic plot twists, creating exceptionally scary creatures, and finding ways to bring his player’s characters to the brink of death. He also plays Pathfinder/3.5. In his real life, he is a stay at home dad, husband, and blogger of many other interests.
Photo credit: Goblin art by Armandeo64 (armandeo64.deviantart.com) CC BY-SA 4.0
The most important element in roleplaying is communication. Sometimes players will assume that their DM has understood what they are attempting, only to find out a scene later that their idea went completely over the DM’s head. The following listicle will help your DM understand you better and reduce any problems that originate from a lack of proper communication.
This sounds trivial but most players will almost always assume the goal and not mention it. “I want to climb the wall” sounds like a goal but it isn't, because it doesn't let the DM know why you are trying to climb the wall. “I want to get to the top of the wall so I have a better position from which to shoot my bow” says clearly what your intention is. Without a clear goal, the DM may misunderstand and end up narrating a result that you didn't expect. Sometimes this issue can be solved immediately, but in other cases this won't become apparent until after the encounter. At which point arguments ensue: “During the fight I climbed the trees, but it never gave me any protective cover!” “Well, you just said that you wanted to climb the trees. You never told me why.”
How you are going to do what you are attempting. This is the big one because here you can be creative and ingenious. Your DM might even reward you with some in-game bonus depending on how you do it. Climbing a wall barehanded isn’t the same as using a grappling hook. A single goal usually has many ways of achieving it, so don’t always go for the trivial option. Imagine the surrounding environment, what things are around that can be used. The DM will usually not be exhaustive in his description which leaves room for imagination. This is also a good time to look through your inventory. DMs will usually pick the most obvious means, if one is not specified, and assume you are using no equipment. This can result in losing potential positive modifiers to your skill test or, even worse, getting negative modifiers!
Do not leave the skill test choice to your DM. Some games have an exhaustive list of skills and your DM won’t have all your skills memorized. He does not know what you are good at and what you are terrible at. If you want to use your “Lie” skill but the DM asks you to do a “Charm” test, go ahead and tell your DM: “I would like to use my Lie skill.” Some DMs might not like this style so be sure to talk it over with them. Try to be reasonable and not ask for a skill check with an unrelated skill, like using your strength skill to sing. Though sometimes using a completely ridiculous skill can have hilarious results. Your DM may and should encourage you to explain how your skill is being used.
Unless your character suffers from delusions of heroism, you might want to ask other characters for help. NPCs are not just side quest givers, some have skills that can and should be used to your benefit. Most DMs will fill the world with helpful NPCs just waiting to be used. Town guards can help you fight off those outlaws mugging your party in the alley. Some recurring NPCs, such as a previous quest giver, can become allies. They can provide information or resources for your current adventure. Even your enemies can be of aid if you understand their objectives and motivations. After all, if the dragon attacking your town is after gold why not lead him to your rival’s larger and richer city.
Skill tests are the best moment to show how your character behaves. A barbarian and a duelist might both fight with swords but how they fight differs completely. Think about how this skill test relates to your character. A fear of heights might make a wall climb more interesting, or perhaps an old grudge fills you with fury as you strike your enemy. Personality can also be used to show intent. A scholar holding his book to his chest with sweat falling down his brow while hiding behind a shelf is cleverly not going to try to ambush the beholder. Don't forget that you are playing to have fun and “I jump backwards as I flail my sword around while yelling ‘I hate skeletons!’’ is always more entertaining for everyone at the table than: “I attack with my sword.”
With all this in mind, we can change: “I wanna climb the castle wall” to: “I want to get to the top of the castle wall so I can sneak in. I’m going to look for the best catapult expert in our unit and I want to convince him to launch me. I want to use my Charm skill and with a wink and a convincing smile I say: ‘If you get me on top of that wall, I will end the war and you can be on your way home before dawn.’”
Rodrigo Peralta is a roleplayer and a DM that likes to playtest many different rpgs. He enjoys both highly detailed complex systems and barebone casual games. He participates in local roleplaying events as both DM and player.
Picture provided by author.
Metagaming, in a board game, is the game above the game. It's the social savvy in Bohnanza or Monopoly, tricky wording and deals in Cosmic Encounter or Diplomacy, or the planning ahead needed in a game of Chess or Risk. Metagaming is a board gaming skill used in most games, from Yahtzee to poker. So why is it so frowned upon in role playing games? The common scenario is that a group of players come across a troll and start burning it or throwing acid and the GM calls shenanigans. I believe this is because the dungeon master feels cheated because their encounter becomes trivialized with the knowledge the players bring to the table. In my opinion, player knowledge and skill helps the players get into the game. Who, in a fantasy world rife with orcs, trolls, and vampires, would venture out to fight monsters with no common knowledge? Tell me, how do you kill a vampire? Do you think someone who lived in a world where vampires really exist would have more or less knowledge than you? Taking all that into perspective metagaming takes many forms that we just don't recognize. Let's take a look at some of the oft overlooked forms of metagaming that we already do at the table and then we can talk about that player who brings a monster manual to the table.
1) It's A Game
First up, the shortest answer: it’s a game. Frank the fighter doesn't know what second wind or weapon proficiencies are. He only knows how to power through and what he can wield. Anytime you invoke mechanics not based in the fiction, react with rules, or state an action to perform, you are metagaming.
2) Player Skill
D&D has its roots in player skill. It is only in the later editions that emphasis on skill checks have made their way to the front of gaming. Deciding when to cast a spell or invoke an ability is player skill. Figuring out puzzles or how to get past an obstacle is the player using their skill to complete a challenge. Skill use is still metagaming by using a mechanic to eliminate a barrier. By leaving the decision in the players hands they can be the guide of their character and keep them in the game longer.
3) We're All Playing Together
Hey, let's have fun. We don't need to come down on a player that uses common sense, even if it's outside of a fictional character. Keeping the game moving and fun sometimes needs a little nudge from outside of the fiction. Sometimes the player, if they realize they've gotten off track, can be creative and move the group back in the right direction. If everyone focused on the fiction, there may be no reason to play after one adventure because that haul set you up for years. Besides, adventuring is stupid and dangerous. But since we all got together to roll some dice with familiar characters, buck up young cleric and head to into that dungeon anyway!
4) PvP Can Be Fun...
...but only when everyone has bought in. Can we have a discussion in real life before we start a fight to assure that we are all on the same page? We can in a role playing game, and if we can see both sides of the disagreement it makes the player versus player all the more fun. What could be more fun than taking the age old “paladin versus thief” conundrum meta? Maybe the paladin’s player sees the thief’s player roll a pickpocket check, but tells the dungeon master that he wants to hear the reaction and go to the person aid when they discover what’s missing. This can build tension at the table instead of resentment, especially if the thief’s player can get meta and explain the (lack of) remorse when the party offers to help retrieve the item. Other players can chime in with ideas that could lead to the thief planting evidence on one of her biggest adversaries and pinning the theft on them! A whole scene, and maybe an adventure, created by using the players to control the characters and the scene. So meta.
5) Keeping Secrets Is Bad
Who's the new guy and why is he so quiet? What's he hiding? If we all know these things at the table, then we can ask leading questions and make our scenes all the better. Why worry if the dungeon master brought in a ringer if the DM can just say, “this guy will betray you, but your characters don't know it.” What an exciting betrayal you all can set up together. I love working with my players to make plots against their characters. Two heads (or even more) are better than one, so why not let them in on the fun?! Of course I still like to play some things close to the vest, if only for the surprise factor.
Cooperative storytelling works a lot better if we all work together to advance the fiction. How better to bring a team together than by taking input from all sources? It’s like a brainstorming session; there are no wrong answers, only ideas! By sourcing our table and asking what is good for our fiction we can go beyond the limits of one mind and can riff off of each others’ suggestions. Playing in and building together a shared world remains the best reason to accept metagaming at your table.
Richard Fraser has been roleplaying since the early days of Dungeons and Dragons and started with the red box in the eighties. He currently prefers to DM fifth edition D&D, though reads a lot of OSR and PbtA. He currently has podcast, Cockatrice Nuggets and maintains a blog, both of which can be found at www.slackernerds.com.
Picture provided by the author
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