Exalted Vales: Region And Campaign Guide (5e): An Interview With William Martin (TheInkPlot)5/6/2020 The Kickstarter for Exalted Vales: Region and Campaign Guide for Dungeons and Dragons Fifth Edition blew past its initial funding goal and multiple stretch goals. Coming from TheInkPlot out of Montreal, Canada, this tabletop roleplaying game emphasizes its fantastical style of worldbuilding instead of presenting another boring homebrew composed of cliché fantasy tropes. This campaign, as well as other innovative worlds, demonstrate the continuing draw of Fifth Edition settings. The book will be available in English or French versions, giving this campaign deep market penetration. Before it ends, William Martin, the coordinator and project manager for TheInkPlot, took time away from the crowdfunding campaign to answer my questions about their concept, the creators, and their free introductory scenario. EGG EMBRY (EGG): William, thanks for talking with me about your Kickstarter. What is Exalted Vales? WILLIAM MARTIN (WM): The Exalted Vales is a D&D 5e supplement. It includes, a region guide, a large campaign in said region, and player content (new classes, etc.) EGG: What separates this setting from other fantasy campaign worlds? WM: We want to explore mysteries, and the stories we discovered when we were kids, when our parents were reading us tales. The theme of the setting is a bit less "classic" than the usual; in this region the population can't dream, while there’s another in which something in the sky can only be seen by a part of the population. And for each of those strange phenomena, there are answers to discover. EGG: Why create this setting for Dungeons & Dragons Fifth Edition? WM: For the large audience. We believe that players can shape their game the way they want no matter the system. We can have mystic/dreamy adventures in 5e. EGG: What races, feats, etc. can players expect with the world? WM: Mysterious, or tale-related ones. As an example, the playable race the "Faithborn" – these individuals are born from prayers instead of parents – put emphasis on the theme of the tale. EGG: Mysticism is a big part of this world. On the campaign page you share Alizager's stall that provides wooden boxes that contain exactly what the buyer needs when they first open them as an example of what that mysticism looks like in this game. How many NPCs and hooks have been given for the city of Lusan in order to give the setting the right feel? WM: A lot. The short answer is: We believe that to really give the right feel, the GM should have a lot of little details to give to the players, from the most impressive of things, to humble little details like Alizager's wooden boxes. And the book is there for that, a few nice ideas on each page to help the GM give life to the setting. EGG: The campaign is written to “establish how the players are supposed to experience each scene (the intended emotional experience), and only then explore the details of the scene.” What’s your design philosophy? WM: Our design philosophy is that if the GM has his goals (intended emotional experience) set, and all the tools to help him ready, then it is easier to improvise and answer positively to the player's input. EGG: You offer a free introduction scenario, “Gate of Lusan.” What can GMs expect to find in it? WM: What we just discussed in the previous question: A clear example of how our design philosophy translates into a concrete scenario. We first talk with the reader, explain what we envision, what tools we prepared to help us to put that plan in motion. Only then do we go into the details. Maybe it is not everyone's taste, but with that sample, then each GM can see if it fits his taste. EGG: Beyond the core book, what else are you developing through this campaign? WM: Online gaming is improving each year (with or without COVID ^^), so we developed a digital pack with everything a GM could need to play the campaign or other scenarios. Maps, but also a ton of tokens (PC, NPCs, Monsters). A way to save time as well as having sweet assets to look at while playing. EGG: The writer, Renaud Bartens, and the rest of the team come from different kinds of games. Who is on the team and what is each creator bringing to the project? WM: We wanted to be sure we got everything covered to deliver the highest of quality. So, along with Renaud Bartens, we have people from the printing industry, Karl Monnerais and myself. And then artists, Jonathan Lefaucheur, Karl Lagadec and Chloé Rondonneau. The full team has a foot in every domain of expertise, just to be sure we know what we're doing. EGG: What else are you and the team working on? WM: Nothing. First, because we are a small team. And secondly, because we don't want to rush anything. We'll do this project first, then we'll see. ^^ EGG: Where can fans learn more about the campaign and follow your work? WM: The Kickstarter's page and our Facebook page are the two best places to learn more, and also to talk to us with questions, feedback, anything. Exalted Vales: Region and Campaign Guide for D&D 5th edition from TheInkPlot End Date: Fri, June 12 2020 12:08 PM EDT. “A roleplaying supplement for 5E, centered around mystic phenomena. Includes new classes, and a campaign of intrigue and investigation. Exalted Vales is an elaborate campaign setting for D&D 5e. The book is about 250 pages, hardcover in full color, with a lot of illustrations. The book is written by Renaud Bartens, veteran of the video game industry, game design consultant and author, who has been running D&D campaign for more than twenty years. For players, this book offers new races, classes, archetypes, backgrounds and feats to create unique heroes, whether they were born in the strange lands of the Exalted Vales or are simply passing through. For game masters, it is a complete guide to the mystic region of the Exalted Vales: Locations, characters, mysteries and plenty of help to bring the unique themes of the Exalted Vales to life.” Egg Embry is a freelance tabletop roleplaying game journalist writing for EN World, Knights of the Dinner Table, RPG News, d20 Radio, the Tessera Guild, the Open Gaming Network, the AetherCon Convention Magazine, GAMA’s Around the Table, and more. His areas of focus are RPG crowdfunding projects and RPG reviews as well as interviews with a range of gaming professionals from freelancers to CEOs. Beyond journalism, he dabbles in freelance writing and producing gaming zines for the roleplaying zine-aissance. When Onyx Path Publishing (OPP) announced the crowdfunding campaign to convert Calibre Comics’ Legendlore from four-color funny book to tabletop RPG, I was interested. Developer Steffie de Vaan reached out to talk about the project which resulted in this interview. Then, due to coronavirus, OPP decided to cancel the project. Steffie was gracious enough to answer a few follow up questions about how this pandemic impacted the game and how it will resurrect later this year. EGG EMBRY (EGG): Steffie, thanks for talking with me. At EN World, we spoke about your work on Vampire: The Masquerade 5e: Fall of London from Modiphius Entertainment. Now we’re talking about the Legendlore RPG Kickstarter from Onyx Path Publishing. For those that are not familiar with this setting, what is Legendlore and The Realm? STEFFIE DE VAAN (SDV): The Realm, and later Legendlore, is a comic initially published by Arrow Comics and later by Calibre Comics. They’re about a group of four friends who open an enchanted chest and find themselves teleported into the Realm, a fantasy world full of elves, dwarves, and at least one evil dragon in disguise. They go on adventures, some of them travel back to Earth, some don’t, and I think at least one dies. EGG: We started this interview before the decision to cancel this crowdfunding campaign was made. What drove that decision? SDV: It’s an uncertain time for everybody and the Kickstarter wasn’t getting the traffic we think it would normally do. We were on track to funding, but we felt Legendlore can and deserves to do better than it was. There’s also been people on our end understandably focused on other things and all in all we just felt it was better to postpone. EGG: What inspired Onyx Path Publishing to pick this Caliber Comics series for conversion to tabletop? SDV: The whole idea of “YOU travel to another world” is just so iconic. We see it time and again, in everything from Narnia to the old Dungeons and Dragons cartoon. And Legendlore is such a rich setting with great nations, villains, and a couple unique takes on people and monsters. EGG: Who is working on this project? What role are you taking? Are any of the creators from the original comics working on this? SDV: I’m the developer. I read the comics front to back (most if not all writers did) to distill the essence of Legendlore into a pitch and then an outline. We have some amazing writers on this book, so I’ll just list them all. Elizabeth Chaipraditkul, Jacqueline Penny Hart, Travis Legge, Megan Mackie, Ashley May, Katriel Paige, Roman Trevisanut, Vera Vartanian, and Ashley Warren. The people from Calibre were involved in the pitch and outline, as well as final approvals, but not in the actual writing. EGG: This RPG exists in a fantasy world and in “our” world. Will each player have two characters, one for “Earth” and one in the Realm? Will fantasy creatures be able to join the PCs back on our “Earth”? SDV: You get one character who can move back and forth (assuming you find a Crossing, which is a portal connecting Earth to the Realm). Steffie the human writer becomes Steffie the pixie Bard. And when I go back, I probably (but ultimately it depends on the group) become human again. Both are me though—same experiences, background, and personality. As to whether or not creatures from the Realm can come back with them, that depends on the DM. It’s never happened in the comics, but that doesn’t mean it can’t happen in your campaign. EGG: What makes D&D 5e the right system for this setting? SDV: I play D&D 5E and the system is just solid and easy to use. Given that Legendlore is a fantasy setting, it was a great fit. EGG: For those 5e fans that are on the fence about backing this, what’s your pitch to them? SDV: Remember that time when you statted yourself as a vampire, or an elf? (Because we ALL did it.) You can do that in Legendlore. In fact, the system is specifically designed to let you play fantasy you. We’ve got backgrounds for humans from activists to roleplaying fans. We also want everyone to feel at home in the Realm, Realmborn people come in all colors, genders, and orientations. Most importantly though, Legendlore gives you full player agency. You choose which parts of yourself you want to bring into the Realm, and which you want to drop. Seasonal allergies, anxiety, and glasses? Your choice whether those Cross with you, or if it’s magically changed. Same goes for any body dysphoria. Completely your choice. EGG: Correct me if I’m wrong, but continental Europe’s native comic format is the large album instead of the American-style floppy comics, right? Were The Realm and Legendlore, being indie American comics, readily available in Europe? Were you familiar with the series? SDV: We traditionally have big albums, yes. So, I am certain I’ve held a comic with the Legendlore letters/logo a solid two decades ago. But when I read the comics for this project the story was completely new to me. So either there are more fantasy comics using that lettering, or it’s been so long I don’t remember the content. EGG: The Legendlore RPG is going to come back and when it does, are there any thoughts about expanding some of the preview options? For example, OPP is great about sharing access to the rough draft of the game via backer-only updates. Are there any thoughts about doing the same, but with digital versions of the comics? Or other approaches to help spread the word about this setting? SDV: I am not sure we’re allowed to preview the comics themselves, because those are completely owned by our partners at Calibre. But we are planning actual plays of Legendlore which we expect will get people excited. EGG: With DC Comics’ The Last God making the jump from comic to D&D 5e supplement and Legendlore coming from OPP, is now the right time for publishers to look at comics as inspiration for their tabletop games? SDV: I love comics. If anyone wants to take a chance on hiring a new comic writer: contact me. The stories are so rich, and they’re such a good mix of show (with the visuals) and tell (with dialogue and captions). Plus most comics are serials so you have an entire background to pull from right there. But I also think we need to keep supporting new stories, as well as small companies that maybe don’t have the funds a DC Comics project does. So a bit of both, maybe. EGG: During these trying times, tabletop RPGs are a great way to connect with others and escape (and easy to do via many online platforms). Beyond this project, what else are you working on? SDV: I’m currently working on Exalted: Essence Edition and Scion: Saints and Monsters for Onyx Path Publishing, and Tiny Cthulhu for Gallant Knight Games. The Stargate RPG is coming to Kickstarter soon. Cat Evans and I are working on a Theros product for the DMs Guild, which is a lot of fun. And Liz (Elizabeth Chaipraditkul) and I are always writing new games for our Patreon. EGG: Thanks for talking with me. Where can fans learn more about the campaign, OPP, and follow your work? SDV: Here’s Legendlore and Onyx Path. And here’s me: Twitter, Wordpress, and Patreon. Egg Embry is a freelance tabletop roleplaying game journalist writing for EN World, Knights of the Dinner Table, RPG News, d20 Radio, the Tessera Guild, the Open Gaming Network, the AetherCon Convention Magazine, GAMA’s Around the Table, and more. His areas of focus are RPG crowdfunding projects and RPG reviews as well as interviews with a range of gaming professionals from freelancers to CEOs. Beyond journalism, he dabbles in freelance writing and producing gaming zines for the roleplaying zine-aissance. Picture Reference: https://www.kickstarter.com/projects/200664283/legendlore-rpg-setting-for-5th-edition-fantasy-roleplaying When 3rd edition hit the market back in the 90’s, the “Open Gaming” design made a huge splash. Suddenly third parties could make and sell their own products for the game - hobbyists could become writers, creators, entrepreneurs. It was heady stuff, but it didn’t take long for reality to check in. Many products flopped when authors thought that everyone would love their creations as much as their players did, and others lost their heart for the task after having to do bookkeeping. Still, the hobby moves on, and while it’s not the Wild West that it used to be, every few days it seems another hobbyist tries their hand at going pro. I came across the debut module of the Magnificent Creations team, and I have to say it’s as solid as I’ve ever seen. To understand why, take a trip with me through some of the back halls of the gaming industry…. 1) Extras To Make Harold Johnson Proud Most well known as the inspiration for the kender of the Dragonlance setting, Johnson wasn’t big on the meaty stuff as a writer, but he knew his seasoning. In the space allotted to a single adventure, Johnson would cram in three small outlines, plus an abbreviated rogues gallery from the local village to inspire more. Unfortunately, as with kender, Harold often left his adventures so wide open that it was hard not to get lost; everything was an adventure hook and nothing ever concluded. He would lose the steak in all that seasoning. I believe Magnificent Creations has achieved Harold’s often-sought, rarely-found ambition: a small campaign setting packaged as a single adventure, that manages to do both jobs well. The final pages of this short adventure don’t just have a regional map, but a campaign background page with a hot take on each species that can be cross-referenced with the map for anyone who wants to go exploring. The eight deities are enough to cover any non-evil paladin or cleric concept, with symbols and portfolios ready for expansion. The art, the sidebars, the DM’s summary all lend themselves to expansion without confusing or interfering with the strong narrative of the original adventure. 2) Truly Playable NPC’s One of the best sources of useful flavor is a strong gallery of NPC’s. Just like the balance between the adventure and the campaign hooks, each NPC has to have a balance of visible traits and subtler motivations. It’s unlikely the barkeep will ever mention his absent father issues by name, for example, but drying the same glass over and over again when eavesdropping isn’t useful when you don’t know what topics interest him. Corwyn Catacombs gives all NPC’s a three-part profile for roleplaying purposes: Appearance, Motivation, and Mannerisms/Personality. The first and last allow for strong and varied first impressions: a tall dark blacksmith who fidgets if he can’t keep his hands busy, a blonde cartwright who taps her foot and scratches the backs of her hands, constantly bickering middle-aged shopkeepers. The motivation is useful when you have to extrapolate how the mayor would react to a PC who was an orphan, or how the innkeeper gets along with other dragonborn. 3) Solid All The Way Through This compliment may not sound like high praise but is actually among the highest: Corwyn Catacombs has everything you would want, and nothing else. There’s no embarrassing sidebar about an optional mechanic that no one would use in actual play, nor is it missing the motives of the major antagonist. There’s a tiny sidebar about how aurks have green skin because they get nutrition from sunlight, but it doesn’t distract or confuse - it inspires. The module doesn’t have any glaring contradictions in the timeline nor a conclusion that relies on the party figuring out that one bizarre weakness the author was so fond of. This may seem like a low bar, but a staggering amount of the material from “official” publications has tripped over that bar, only to land on “The DM can always ignore that part and fill in what they want.” Of course we can, but we buy modules to reduce our workload. Such advice could also be phrased, “Don’t buy our product, just make your own,” yet apologists are shocked when people do exactly that. I don’t see such a fate for Magnificent Creations. This adventure is solidly written, with a craftsmanship that needs no such excuses. 4) Flexible Spine While DM’s don’t like being forced to do the author’s job for them, it’s still nice to have an adventure that lends itself to adaptation, and here again Corwyn Catacombs performs nicely. It has a cleverly modular structure that allows the DM to insert appropriate campaign flavor in at any point. The most obvious such point is at the end, when the party encounters the final villain. This section of the catacombs has structure and artwork that suggests an ancient and advanced culture, but apart from that, there’s very little foreshadowing as to who the villain is. This makes it amazingly easy to slot in anything appropriate to the setting. If your players would find a necromancer boring, the hibernating spellcaster can be an invoker from long-dead Netheril, or a long-lost dragon highlord, or anything else that fits the bill. Is it a perfect adventure? Absolutely not; it starts out in a pretty stereotypical watering hole, and I did say the villain is Yet Another Necromancer. In addition, the narrative stretches belief just a little when it says a confused teenager is only “gaunt and haggard” after three days holed up in catacombs that killed a party of seasoned adventurers; more realistic DM’s might have the boy barely clinging to life, and gritty ones might just say he’s dead. Still, the risk of a who’s-on-first skit featuring half-aurcs (i.e green-skinned half-breeds with tusks) and half-orcs (i.e. green-skinned half-breeds with tusks) is far, far outweighed by the volume of information, the solid quality of the characters, and the strong narrative that manages to avoid boxing players in. New DM’s can find plenty here to get started with, and novices can work this adventure into any setting or adventure path. Experts ought to buy it just to rip off the format, so that published material stops tripping over that bar. As of this writing, Corwyn Catacombs is priced at $2.95, making it a solid bargain for any budget. Leyshon Campbell has been playing and writing for Ravenloft for over twenty years, from the Kargatane's Book of S series, playtesting D&D 3E in a Ravenloft campaign, to the ill-fated Masque of the Jade Horror. He married his wife on Friday the 13th after proposing to her on Halloween. By tradition, the first story read at birth to each of their three children was The Barker’s Tour, from Ravenloft’s “Carnival” supplement. He is currently running the “Queen of Orphans” Ravenloft campaign. Picture Reference: https://www.magnificent-creations.com/the-corwyn-catacombs Three reasons you might love it, and two you might not Do you love Dungeons and Dragons? Great! Do you love Greek mythology, and have you ever wanted to combine the two? Well, keep reading. What is ‘Odyssey of the Dragonlords’? Simply put, it is a campaign guide for 5th edition Dungeon and Dragons, and in this sense is not unlike the official campaigns by Wizards and plenty of other third party products. Where it differs is its setting which, according to its Kickstarter page, aims to “blend classic fantasy with Greek mythology.” Its main selling point seems to be that it is designed by James Ohlen, former creative director at Bioware, responsible for critical darlings such as Baldur’s Gate and Knights of the Old Republic. As someone who has long been a fan of Greek mythology, to say I was excited for this would be an understatement. As such, I approached this both as someone who loved reading the (original) Odyssey and someone who’s an avid D&D player. So what did I think? Well, it’s complicated. 1) It’s A Well-Made Book The campaign guide itself starts out very well, outlining its mission statement, as it were. It summarises very simply what aspects from Greek myth it will incorporate into yir auld D&D: fate and prophecy, fame and hubris, the importance of oaths. These are indeed major themes in pretty much all stories involving the Olympian gods and ancient heroes, the likes of Herakles, Achilles, Jason. Aside from that, these can make fantastic - if you’ll pardon the pun - elements to add on top of your normal dungeon crawling adventure. These can inform your roleplaying decisions, and seriously affect your characters and the world around them. To that end, I was very glad to see them included and with attached mechanics (more on that later). Aside from the mechanical aspects, the book is well put together aesthetically too. Right from the beginning you can see the familiar format of a D&D campaign book, but with some Mediterranean flavour on top. The artwork is nice, though in some parts it can get a bit extra - it does sometimes give the impression of an anime take on Greek mythology (make of that what you will). Nevertheless, the book itself is gorgeous, and the character sheets especially are a wonder to behold. N.B.: The “book” I’m referring to is the campaign guide itself, which is where most of the meat is. The Player’s Handbook is really just more of the same. 2) It’s Some Proper D&D And it’s not just pretty to look at, it certainly is a competent D&D campaign. The outlined plot works well in its own universe; it even includes a major twist that the GM can have spoiled as soon as they begin preparation. You do get warned, but there isn’t really a way to avoid it if you want to be a good storyteller for the game. Also, you should get over your fear of spoilers, people. The world that serves as your sandbox is well crafted, with place names, an established pantheon, and even constellations for you to navigate by. The world map being entirely encircled by the sea, one can imagine this will come in handy. The impressive part is that none of this is window dressing, it all has story hooks, plot hooks, with some especially linked to the unique backgrounds you can read about below. That is to say, this world feels alive. And it’s good to get acquainted with the world, because the campaign’s story will have your party of adventurers wander all over the finely crafted map (and under it, even over it), you’ll interact with a lot of major NPCs and get to decide the fate of the world. More than that, it is a proper sandbox for your players. Not every inch of the map is linked to the story directly, but at a lull in the apocalyptic plot (yes, even the Apocalypse gets downtime), your party will want to explore some locations to discover loot, treasure, quest items, or even some side quests. At higher levels, the PCs are even encouraged to found their own settlements, which is a good way to have them truly become part of the world. 3) It Brings New Things To The Table(top) In addition to a decent campaign, this setting offers some elements that make it more than just another D&D book. Appropriately enough, these are the Greek elements of the story. From the beginning, the book emphasises the importance of oaths, curses, fate, and prophecy. So sure enough, these can make their way onto the tabletop. It is a good sign that the designers chose to hardwire these into the game itself by creating appropriate mechanics. For instance, we know that hospitality is important and that breaking this custom is a heinous crime against the laws of gods and mortals. But in this world, if you break that sacred custom, you get cursed. Break an oath? Cursed. Rob a grave? Cursed! Park your chariot in the wrong spot? CURSED! Ok, I made that last one up. But the prologue does mention a few major curses than can fall upon the heroes’ heads should they misbehave: curse of the harpy, medusa, graverobber, and the curse of the treacherous. That last one governs oathbreakers and those who abuse hospitality. Break that one and you get the furies sent after you. The literal furies. Well, not those three, but the D&D ones. Another element, and one that is unique to this setting (in a way), is the pathway to becoming one of the eponymous dragonlords. The concept itself is not original, sure, but it carries a certain weight within the world’s own mythology. Plus, you get a dragon for a ride. Sweet! The process is thankfully more involved than that, with some more or less epic tasks that must be completed. By the end you will become a hero of legend. Which, by that point you probably will have been already, but hey - dragon mount! Finally, the Epic Paths are another element that are worth mentioning. These are essentially backgrounds in addition to the ones that are part of character creation. Rather than giving you mechanical bonuses, though, they will come up regularly during the game to help or hinder the heroes. Each has a set of tasks that the respective PC must accomplish to fulfil their destiny. This not only adds flavour to the story, but can guide your party’s role-playing choices, as well as give the PCs a proactive task to work towards. Several, in fact. That was the good stuff. Now onto the less than great parts of it. 4) It’s Really Not That Greek In the end, it isn’t much more than a regular D&D campaign with a mild Greek flavour. The story can function unchanged with any pantheon in the multiverse of Dungeons and Dragons. In fact, it seems to be tailored for one such game rather than staying true to its Greek origins and breaking the mould of standard high fantasy. The elements borrowed from its Hellenic source material are essentially aesthetic rather than being a core element of the campaign. Strip aside anything about it that calls itself “Greek” and you’re left with just another D&D adventure book. A good one, but still - for those of us hoping to see proper Greek mythology in play, this is a bit of a letdown. This is made even more jarring considering that many of the elements that it hopes would set it apart were already incorporated into D&D. The so-called “high fantasy” we’ve all become used to is a smattering of the Western world’s myths all thrown into the same salad bowl. Centaurs were already known to us; harpies, nymphs, dryads, even the erinyes - the furies - these were all present in the Player’s Handbook. The parts that do make it stand out are really just a bit of seasoning on top of the salad. A bit of added feta, if you will. The epic paths are nice, but it boils down to “get the Mcguffin, be a hero” - you don’t need to be Herakles to do this, any old paladin with an oath is a hero on a mission. The curses are rather underwhelmingly undone by casting the spell Greater Restoration. Sure, it’s a high level spell and it is a common enough element to D&D, but this does make them just another affliction that can be encountered and subsequently ignored in a high level game. At least the oathbreaker curse sends the erinyes after you - who, I remind you, are already in the core Monster Manual. 5) Thematically Uninspired But more than that, it feels like a huge let down to me personally, as I imagine it will be to anyone who cares enough about the source material and wanted to see it better represented in our tabletop games. I’ll list off a few elements, as going too deep into this would require an actual thesis. The moral ambiguity and rapacious nature of the Greek gods has been replaced with your standard D&D alignment bingo - your Lawful Goods, your Chaotic Evils, and what have you. A special notice goes to the goddess of death who, rather than being the only actually decent deity in the pantheon (your mileage may vary on that one), is just straight up evil. An evil sexy woman - for those of you playing the cliché drinking game at home, take a shot. Medusae (rather than gorgons) are a playable race now - and apparently, they got snakes for hair and petrifying gaze because they were greedy in life; it’s an odd perversion of Medusa’s story, mixed with king Midas for no apparent reason. On top of that, there are several smaller incongruous elements that add up: centurions show up out of nowhere, which are Roman, and in no way Greek, but whatever. One of the magical Mcguffins you get is boldfaced called “the Antikythera.” This part sort of betrays the fact that research into it was probably just a quick snaffle on the webs of anything “Greek.” Sure, the name is Greek, but it literally (and I mean literally ‘literally’) means “opposite to (the island of) Kythera,” which doesn’t exist in this world. The device was named for where it was found, not for any special properties it holds. Finally, and this part really gets to me, they’ve gone and released the Kraken. Yes, the Kraken, not Ketos, Kraken. It’s that last gripe that shows my issue with this setting. It isn’t “Jason and the Argonauts,” it’s “Clash of the Titans” - the reboot. If you came here looking to take part a faithful retelling of Greek mythology for your D&D game, look elsewhere. If you want to roleplay in an authentic reimagining of your favourite mediterranean myth, go make your own. Ultimately, Odyssey of the Dragonlords is a finely-crafted, well-designed campaign book for D&D that many will find fun and engaging. Those more interested in the actual source material might be disappointed, while mythology buffs will certainly be let down. It really is just D&D with a bit of tzatziki. Anderson is a swarm of bees in a skin suit who have attained sentience and decided to infiltrate society as a writer. Their hobbies include: kendo, painting miniatures, scheduling Warhammer and D&D. When they’re not writing, they’re studying anthropology (to better understand humans). Picture Reference: https://www.kickstarter.com/projects/arcanumworlds/odyssey-of-the-dragonlords-5th-edition-adventure-b Welcome to Avalon, a city with secrets held tight to her vest, crime and corruption are openly practiced, and “strange” being the default state. While the general feel of Avalon is familiar, there are some distinguishing features that make it unique. Survival, hard choices, and player driven play are some things you will find on the Streets of Avalon. There are no real heroes here, just those trying to survive and those that do are counted among the lucky. As a kickstarter backer, I received an early release of the PDF to check out. Here's a few reasons to give it a try. 1) City Play Streets of Avalon centers around a sprawling city, the last city after the final battle in the Soul War. Avalon is a gritty, steampunk (really steampunk, not steamfun or steam-is-cool), noir setting with aberrations, undead, and the mysterious Lamplighters: mystics from another realm with the urge to help the beings of this realm. The city is ruled by magistrates and their griffons, but money is the true despot here; seems everyone is open to a bribe. The history and current mood of Avalon is well explained, but still has plenty of mysteries left for the dungeon master to flesh out. This city setting isn’t a building by building account of the city, rather a background to set your games against. In a world with the highly detailed Forgotten Realms, one of the more exciting ideas in this book is “What does your Avalon look like?” 2) Unlimited, Changing Play Avalon is a city campaign, there isn't really a reason to leave the city, and if one area gets boring or finished, you just move on to a new area of the city. Play centers around neighborhoods, small sections of the city that you build up with a three step process: 1 - who’s in charge, 2 - groups, people, places, 3 - adventure locations and ideas. This is explained in a succinct way with three sample neighborhoods provided to mine for ideas. With play focused on politics, heists, investigation, monster hunts, and dungeoneering, as opposed to the general theme more D&D products lean to, each neighborhood the players move to can be a different taste of what Avalon has to offer. The city has a really familiar feel which makes it easy to start playing in. The themes in this city can also be found in Marvel’s New York and DC’s Gotham, movies like Dark City and Brazil, or books such as Diamond Age, Boneshaker or The Difference Engine. 3) Unique Flavors Of Fantasy Avalon has no gods. Priestly magic is granted through study just like arcane. This is a great choice by the author and has no real mechanical effect, and is just a small tweak on the game's rules as written (cleric's spellcasting functions like a wizard's spellcasting normally does). This book is full of flavorful delights that make Avalon strange and unique. Examples include Lamplighters, who are outsiders with knowledge and the compulsion to help citizens for a strange price, a different take on the investigation skill, focus on a living city that is not waiting for the characters to show up, and planar creatures trying to break through and affect Avalon in some devious way. Within the 5th edition D&D universe these things are all possible in any setting, but when you put the focus on them it brings out a new flavor that really compels players to act instead of react. 4) Random Encounter Tables If you know anything from the articles I’ve written here, it’s that I love tables. Clocking in at thirteen pages of random encounters, a lot of the feel of Avalon is communicated in these tables. They are not just full of entries like “2d4 gang toughs,” but a sentence or two with little nuggets of story baked in. Most of these are designed to lead the players (and the dungeon master) onto an unplanned, emerging adventure. As a dungeon master, I appreciate the work that went into these tables, with many ideas about the people and creatures of Avalon, as well as setting information you could do worse than to start every session here. They lend themselves to development at the table instead of before, a style that I really enjoy, giving the dungeon master some unknown fun as well as the players. The tables go over eleven different areas each with twelve encounters. That’s one hundred thirty-two story starters! They are even fairly system agnostic so you can use them in your own campaign. All these things lend to Avalon's dark, gritty theme. Bringing the game to a street level with focus on who you live by and what they are doing is the best part of this setting. If nothing else, this makes a good read for doing some alleyway adventures or even a Defenders-like campaign. This all works well with the newest version of dungeons and dragons and it’s heroic play; letting the characters persevere and play a part (albeit small compared to the vastness of Avalon) in the stories that unfold. Brett Bloczynski has some great ideas in his head, hopefully we’ll get to see more soon. Streets of Avalon is not yet available but will be soon on DriveThruRPG. 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 at www.slackernerds.com, and recently started a Patreon. Picture Reference: https://www.kickstarter.com/projects/encoded/the-streets-of-avalon I started playing D&D back in the days of Advanced Dungeons and Dragons 2nd Edition. I was 10 at the time, and in the 20 years that have elapsed between then and now, I’ve witnessed four different editions of D&D and three different editions wars. Each “war” was spurned by the coming of a new edition that “ruined” what D&D was “all about.” The above sentiments are hyperbole. Sentiments I’ve found myself spouting from time to time. Though there is an element of truth to it: every edition of D&D I was present for was wildly different from the last. These differences changed how D&D was played. Somewhere along the line with all the changes across so many editions, I think we wound up losing focus on a few things. Things that really made D&D special. Things that, incidentally, are perfect additions to the “sandbox” style of play with an open world. So for your reading pleasure, here’s some old school D&D ideas you should definitely consider if you’re looking to run a more open world kind of game. 1) Questing For Magic Items 5th edition was meant to be the unifying edition; whether that succeeded or not is a topic for another article. However, the effort to do so is present in this one line from the Player’s Handbook: "...aside from a few common magic items, you won't normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such." The above is a sentiment echoed from 2nd edition, since this and 5th edition don’t have much in the way of codified rules on the creation of magic items. By contrast, 3rd edition has extensive rules on the subject. However, I do recall in 2nd edition, there was some suggestions for how to make magic items, and it involved gathering several exotic items related to the effect of the item. This is the perfect objective for a quest! Let’s have an example: say a player wanted to make a magical sword with a flaming blade so they may better thwart evil. In addition to the materials needed for a sword, it could also include such things as pure brimstone collected from a sacred volcano, a brilliant ruby, and the ashes of a tree limb that a wicked person was executed under. You could even include more intangible things that require some interpretation on behalf of the players, such as the burning conviction of one dedicated to justice. The key is to make the required components meaningful to the effect and purpose of the item. Such a ruby may be found in a grand bazaar in a trade city, but not everybody has a sacred volcano in their backyard. 2) Travel Rules Travelling can be dangerous. Bandits, wild animals, and vicious goblins could strike anywhere. However if you’re a tough sort that’s used to beating down unsavory elements on the road, there’s nothing to fear. Unless you’re starving, dehydrated, and haven’t slept in a day. Then the errant kobold might prove to be a problem. The metaphysical march up the stairs that is character level does some weird things to the universe. At the beginning levels, a small band of goblins can be a challenge. At higher levels, in order to keep this same sort of encounter challenging, something else is needed to make these goblins a challenge. Something like making them stronger via special gear, adding more of them, or introducing powerful new allies for them. I get why this happens, though. In order to keep the game interesting, challenges have to escalate. Tougher enemies is one way to do this. However, the enemies are just one variable in this scenario. An often overlooked mechanic in D&D 5e is Exhaustion. Not having the right things for a journey, including food and water, can have drastic consequences. Enforcing travel rules, such as having the supplies, food, and water necessary for a long journey, adds a whole host of new challenges without needing to rely on making combat more difficult. The core books for D&D 5e even state that a person needs about one pound of food and one gallon of water a day, which for a short journey can easily be kept on hand. However, on a longer journey, it becomes important to either know where nearby settlements are, or to have the ability to find these things in the wild. This also has the effect of making the Ranger class and certain backgrounds (such as Outlander) much more useful, since they’re more effective at foraging. And if nothing else, players can always use all that gold they’ve been hoarding to hire NPCs to help carry all their supplies for a long haul journey! 3) Building Strongholds With a vast wilderness with all manner of threats, or a universe filled with secrets to study and uncover, a hero is eventually going to want to find a place of their own to make this all happen. The Dungeon Master’s Guide gives a quick blurb on how much all of this costs, and the time it takes to complete, but not much else. If you haven’t noticed the recurring theme in this article, regarding strongholds, there’s plenty of room for extrapolating from incomplete details! An adventure can be made out of finding the skilled workers needed to build a stronghold. Additionally, player characters may also need to gain permission from the local rulers to build their stronghold, leading to further quests they’ll need to complete before they can begin construction. This aspect was baked into 2nd Edition, with most characters gaining followers at level 9 if they possessed a stronghold. Later, supplements were released that included all the nitty gritty details of what it took in terms of followers and gold acquire a stronghold. While no such official supplement exists for 5th Edition, it hasn’t stopped fans from creating their own. 4) Changing Parties After so many adventures, and so many marks have been made on the map by one group, you eventually reach a plateau. This could be in terms of story arc, character level, or even interest in playing a given character. So when there’s been a major accomplishment, such as beginning work on that stronghold or completing that magic weapon the players have quested so long for, it may be worth making a new cast of characters and starting a new adventure. (At least for a little while.) As with everything else, there was a precedent for this shift in 2nd edition as well, in the Creative Campaigns sourcebook. The example they cited was that when the party reaches a city with a temple preparing to go on a crusade, the players would make new characters who are the knight readying to go on said crusade. To bring this around to our example, though: a party that completed The Burning Sword of Justice could offer it as a gift to a local lord in exchange for a deed to land to build their stronghold. At that point, the players could take on a new set of characters who are vassals of this lord doing some initial surveying of this land. (And to ensure that the players still get to have fun with their weapon they worked for, the lord could have gifted it to one of the new player characters.) The key to making a “sandbox” game work is that the players need goals to work towards, and these goals can’t be treated as a means of instant gratification. For all games, though, resources earned or found should be useable: if you’re going to give out mundane rewards like currency, it may be worthwhile to enforce mundane needs. (Like needing to resupply rations, or pay wages to hirelings.) Aaron der Schaedel initially wanted to include an “Old Man Yells At Cloud” joke at the start of this article, and end it with the phrase “And stay off my lawn!” He cut those jokes when he realized this piece would be more effective if he just tied it to sandbox games instead of griping about how gaming has changed over the last 20 years. You can tell him to go back to bed via Twitter: @Zamubei Picture Reference: https://en.wikipedia.org/wiki/Creative_Campaigning Looking for a dark fantasy D&D module to slot into your early campaign, or just as a fun one-off? The Curse of Sapphire Lake is part of the Critical Hits series, each module of which is designed for a single evening’s play. I was fortunate enough to receive a review copy (full disclosure: the author, Neal Litherland, contributes to this blog) and thoroughly enjoyed my night GMing this spooky tale. Here’s why I think it’s worth your time and money, presented with minimal spoilers. 1) As Dark As You Like While the tale presented here falls within the genre of dark fantasy, I found it profoundly simple to include levity at several points throughout. One can certainly keep the tone foreboding should one wish, but should the party be in the mood for laughs, there’s plenty of opportunity here. The party is investigating disappearances in a northern viking-esque town, and its leaders are desperate to solve the issue swiftly to keep the population growing. This desperation, and the cast of colorful characters, can lend themselves to keeping things light; perhaps the town leader drops the macho act when he’s alone with the PCs and begs them for help. Maybe the self-styled witch who advises the town leader joins the party and regards the situation with a bit of humor. Whatever the case, the module allows for the GM to turn the levity down and bring the spookiness back whenever they so choose. This way, the flavors of the evening never feel too vanilla. 2) Crafty References Cinephiles and even casual horror fans will pick up on some sly references in this story. My players picked up on them, and instead of tipping them off to the direction of the narrative, they simply added to the fun with unexpected twists and turns. We had a blast exploring the town and meeting NPCs, even if I took a few liberties with some of them. The tale doesn’t feel tropey at all; even though most horror themes have been done to death, this module stayed fresh throughout. It manages to walk the tightrope that any referential material must, and does so deftly. I cannot say more without spoiling the fun. Suffice it to say your players will have a good time interacting with both adversaries and locals, and the story beats will keep everyone pushing ahead. 3) Room To Improvise The most important part of any module for me is the capacity for a GM to get off track and not be too lost. My players are like many others: they love to stop the plot train, hop off, and sightsee. Luckily, the module is written to accommodate such scenarios, and I found it simple to throw in my own details and even new NPCs to add to the story without deviating from the main thrust of the narrative. The adversaries are balanced well, and even with my terribly unlucky rolls, I was able to keep the story on track and provide an interesting challenge for the players, with minimal GM fiat. The players enjoyed their stay in the town, had fun with the combat, and I never felt like I needed to run back to the module text and retcon anything to salvage a situation. As a fun aside, let me mention that certain 1st level spells are far more powerful than they appear, and provide a challenge instead for the GM to overcome them! 4) Fun Factor If it isn’t already apparent, we all had a blast playing this one-shot. As it is built for a small group of 1st level characters, the threat of danger was real and palpable, which allowed me to easily play up the darker aspects of the story. Then came the nervous jokes, and the party was quickly off to the races. What made this transition even easier was the inclusion of a “Reasons Why You’re Here” section. There are four great examples as to why a PC might be going to town, and I assigned them to players based on their characters (with the players’ input, of course). This gave each PC not only a backstory, but a real presence in the narrative. As an example, one of our players wanted to clear the town of misfortune because they had already purchased a home there. This ended up becoming a major plot point, because the character absolutely ran with this idea, and kept accusing the town leader of scamming him. I made his house the “flipper” house, where new arrivals would move in, then flee or simply disappear. Everyone really enjoyed diving into that aspect of the narrative, and it all sprang from the character’s motivation. Settling into roleplaying a one-off has never been easier, and I commend the creators for this inclusion. Overall, my group, which included one new player to 5e D&D, had a ton of fun with this one. As a side benefit, I'll mention also that it includes awesome artwork and a map of the area. Really high quality stuff, and the layout is great. I especially recommend it to horror film enthusiasts, or to those who like a little darkness in their fantasy tale. Take a look, you won’t be disappointed! David Horwitz is the Blog Manager ‘round these parts and a freelance writer/editor with an obsession for exploring new forms of leisure. If you’re looking for an inquisitive mind and a deft hand, or just want to chat about gaming, contact him at www.davidhorwitzwrites.com/contact. Picture Reference: https://www.drivethrurpg.com/product/275191/Critical-Hits-The-Curse-of-Sapphire-Lake-5E?affiliate_id=657321 Editor's Note: New Gamemaster Month is technically in January, but it's never a bad time to share insight and advice to new GMs. Happy gaming!
There is a natural order to roleplaying games, in which players and gamemasters coexist sharing wonderful tales between each other, and at some point during this magical connection a player will declare themselves worthy enough to run their own game. Most meet with success, while some others fall sadly short of their own expectations. The memory of this defeat either leads the charge into the next attempt, or becomes the final blow into retreating back behind a character sheet. My initial foray into running a game was disastrous, but I didn’t let that stop me from pushing through and trying again. The next few attempts were better, but not by much, so I figured what better way of explaining how bad things got with a few regrets from my first swing at this GM thing. 1) Reading The Rules My very first attempt was at D&D 5th Edition, using the starter set. I had a copy of the rulebook and read all the character creation rules and set about getting the group together. Eight people made characters, only six played my version of Mines of Phandelver. No one really knew what was going on or how anything worked; play was broken up by the rulebook being pulled out and a 20 minute section took the whole evening. No one enjoyed it. What I really needed was a small group to help playtest the rules first using the provided pre-generated characters. 2) Not Reading The Whole Adventure Getting so far through the adventure on my second attempt, I realised I had no idea what was coming next: a huge embarrassment. I had read what I thought would take the whole session but the players had whipped through to a point that I was unprepared for, and I had to fudge a few details to keep the flow. This would have been fine if I had any idea where the story was leading afterwards. 3) Over Preparing I decided, after my blunder with not having read the whole story of Phandelver, to give writing my own adventure a shot. I spent a month meticulously planning an adventure in my own kingdom, created multiple storylines around various decision points, and populated the setting with a variety of NPCs who I built from the ground up, each for specific reasons. The players blasted through it in two sessions. The best advice I have ever been given with regards to preparation is to have a good story in the background running its course and improvise everything else. 4) Accepting Anyone Looking back, a few of my non-D&D attempts were sunk by one or more players not really ‘feeling’ the setting or style of gameplay. Had I vetted my players better and communicated what I was expecting more effectively, I would have been running a game for a group who wanted to play the game I was offering. This kind of thing should definitely be established before you ask people to join your game to ensure everyone enjoys what you are trying to create, together. 5) Trying To Change Mid Game The one huge thing that comes to mind is the intent behind the game. I tried running a light-hearted game with a player who wanted to bend the rules to their will and destroy all who stood before them. So I tried to change the mood of the game to suit them, which in turn alienated the rest of the players. These were just five of my regrets from my starting years. I have since learned from my mistakes and try to create fun and enjoyable games whether or not I'm running a game. I always try to add to the enjoyment of the players. I still make errors when running games, but usually I can iron them out quickly. My one big recommendation for any newcomers to the realm of game mastering is to ensure you and your players are on the same page: know what you and they want from the game to maximize enjoyment. Ross Reid is a roleplayer of many characters and has enjoyed many a good story, currently only running a game for his children, he plans a grand return in play by post format. His system of choice is FATE but will dabble in anything that looks interesting. Picture Reference: https://www.montecookgames.com/new-gamemaster-month-is-coming/ Fifth edition D&D is relatively free of any complicated or confusing mechanics. From its very conception, it was meant to be a more streamlined version of the game. This not only made it more accessible, but it also allowed for people to become more invested in the game because they didn’t have to sift through two books just to find the correct things to add together to find they were looking for the wrong ability the whole time. But at the same time, for a lot of people, it took a lot of the “meat” out of the gaming experience. I personally lie somewhere in the middle. I think too many mechanics can choke a game and not enough can make it feel bland. 5E D&D lands in a strange position for me, where I think it has plenty of interesting mechanics that it just doesn’t utilize enough. Here are some of those mechanics and some ways I think they should be used more. 1) Damage Resistance And Immunity (And Vulnerability) Now, I’m sure you’re moaning that this is something that is all over the place in 5e monsters. However, I am of the opinion that there should be more resistance and immunity opportunities for players. There are a lot of ways to gain condition immunities. But damage is something that is so dangerous to start allowing characters to ignore. It can become very difficult to balance. But I think the important thing to remember here is that if you make more powerful characters you can make more powerful encounters. Now, I understand that having everything being scaled up constantly can make the game drag on and make encounters stay past their welcome, but I think this is a way to make characters feel more powerful without having to shake things up too much. You gave a character fire immunity but still want them to take the full damage of a fireball for some purpose? Change the damage type of the spell. There are so many different damage types that giving players resistances and immunities essentially have no long term impact, but throwing their favored damage type at them occasionally will still make them feel more powerful. It also allows for more interesting battle strategies, where players can use other players to draw fire or be a meatshield. Another thing to consider with damage resistances is armor. In the real world, armor was made to counter certain weapons. Plate armor, for example, was fantastic against piercing and slashing weapons but could be crippled by bludgeoning forces that could bend or crack the metal. So you could give a character using plate resistance to both piercing and slashing weapons and vulnerability to bludgeoning weapons. 2) The Battlemaster Subclass. The Whole Thing. I will sing my praise for the battlemaster subclass until the day I perish, and on that day I will request that they carve the PHB page number for the subclass and the words “look upon my works ye mighty, and despair” onto my gravestone. When this request is inevitably ignored, I’ll go to whatever afterlife has been selected for me and I will then complain that there were far too many subclasses that gave spells to classes that didn’t need them and far too few that gave interesting multi-use abilities to classes that begged for them. If there was a single ranger subclass that was modeled after the battlemaster subclass, by the gods I would make a dozen more rangers on the spot. A great example of this is a Roguish Archetype made by The Huntsman over on DMs Guild. It wonderfully implements these similar mechanics into the game under another beloved base class. (You should really check out their stuff, they’ve put a lot of work into their subclasses and I think it really shows.) The battlemaster subclass is *mwah* beautiful. It allows for personalization within itself and adds so many layers of strategy in such a simple way. It’s a real shame that more abilities aren’t able to be used multiple times in a similar fashion. Of course, it’s understandably a lot of work, and there's a lot of balancing issues behind making something like that. So I suppose I’m happy that there's already one subclass that’s like this. 3) Reactions Reactions are probably my favorite addition to this edition. They allow for an extra fluidity to combat and let players feel like they have more influence. Personally, as a DM if a player says, “Can I use my reaction to try and XYZ if he misses me?” More often than not, I’ll let them. But for the people who don’t like stepping that far outside of the rule book, reactions can often feel a little distant. Sure there are some spells and abilities that allow for them, but most of those are highly situational. I suppose what I’m asking for is more general purpose reactions. A parry. A riposte. Both are already battlemaster abilities but that's, not the point. What if every class had a base reaction ability to being missed by an attack? A wizard is missed and gets to cast a cantrip as a reaction. A fighter is missed and gets to attempt a disarm. A monk is missed and is allowed to make a counter attack (without bonuses). I personally believe that of all the mechanics that are underused on this list, reactions are the most egregious offenders. There’s so much to put into this little mechanic and a lot of space for both utility and flavor in it. Yet it’s mostly just sitting there. Waiting. Alone in the dark. With a tub of ice cream. It still remembers her smile. Her laugh. He hasn’t shaved in far too long. Then a wizard cast shield and he felt a little better. 4) Downtime In everyone's life, there are moments where nobody is really doing anything impactful. Where you’re just doing the 9-5 and going day to day. Now, for adventurers, their downtime normally consists of hunting down the next job, but there's so much more they could be doing. Business, mingling, gambling, and building are all possible endeavors they can set out on and spend time on. If they start up a business, not only do you have something to keep players interested in the story, but they also have something to give them money to spend on other investments. In my humble opinion, downtime is a surprisingly good way to get your players invested in the world. It keeps them busy, and it reminds them that there's more to the world than dragons and orcs and necromancers. There are people out there just trying to get by. There are places out there that no one can ever quite settle in to. There are pocketbooks out there just waiting to be emptied. Everyone is trying to make their fortune. Downtime is a good way to explore a new type of fortune for players that can get as in-depth as they would like. There is a lot more to say about the failings of 5e in regards to the mechanic saturation in the game. But in all honesty, it’s a near perfect mixture when you take into account how diverse the average gaming table is. 5e D&D is really a home run in a lot of different ways, and it will always hold a special place in my heart. The available options for character customization are abundant and interesting. There really isn’t much else to say other than the combat and mechanics sometimes just lack that satisfying crunch. Even though this is my favourite mixture of roleplaying and mechanics yet. Jarod Lalonde is a young roleplayer and writer whose passion for both lead him here. He’s often sarcastic and has a +5 to insult. Dungeons and Dragons is his favorite platform. Although he’s not quite sure if it’s Cthulhu whispering to him in the small hours of the night, or just persistent flashbacks to the Far Realm. Picture Reference: https://merovia.obsidianportal.com/wiki_pages/battle-master Is your 5E game too heroic? Is it not grim and frostbitten enough? Do you want grimy firearms to cover your PCs in soot? Well we have good news: HLG COO Josh Heath recently dropped a Kickstarter for our new setting Snowheaven, created by Justin Weaver. Josh was kind enough to answer a few questions about Snowhaven and what you can expect from it. Snowhaven is billed as a grittier, darker, and much more frostbitten version of Dungeons and Dragons. What mechanical changes has Justin brought in to reflect the intrigue and cold of the setting? We’ve actually written a pretty extensive set of conditions to simulate cold illnesses, like frostbite, hypothermia, and more. All in all, those conditions don’t yet exist in 5E’s core rulesets, so it will help GMs running the setting. Mechanically, there are also new archetypes for a few of the classes, and we’ll expand these in 2nd Edition, which will lean into the intrigue and corruption elements of the setting. Much of the grit though is pure setting and doesn’t really have to have new mechanics. The description of the setting says that it originally “created during the original D20 Era.” Does this mean that Justin has been working on this setting since the days of 3rd Edition, and if so what changes has it gone through? Easy answer, yes. The setting has been run in 3.0, 3.5, Pathfinder, and 5th Edition. There are a lot of elements that have come and gone, ideas that have been pushed on, and some that have sustained themselves. It’s hard to catalogue all of the adjustments over the years, honestly. At the time of writing, only one playable race has been previewed; the totally rad Yetu, a race of skiing, herding yeti. Are there other races planned based on other mythological/cryptozoological creatures? Actually, the Yetu are a steamweaving species who are one of the more technologically advanced species in the region. Yes, they are skiers, but they also know how to steamtech it up. Yetu gunslinger should be a cool concept for people to dig into if they would like. So far, we’ve also written a species of Fox people, the Lapsa, that have descended out of the Feywild due to some sort of war that is happening in the snowy extraplanar realms close to Snowhaven. We are also testing out the idea of a snow siren species, and several other cold weather sea creatures. Do you have plans to expand Snowhaven beyond 5th Edition, Pathfinder, and Savage Worlds? Yes, potentially. I know this might be disappointing but we are probably going to hold off on a 13th Age conversion and some form of OSR edition until after the Kickstarter. We know that there are dedicated communities for both types of systems, and we would really like to expand into them, but we’d have to go really high on the Kickstarter for it to be a good financial decision to do so at this time. So, if we can get over the $10,000 mark, will we do it? It’s not impossible, but it isn’t particularly likely. On that note. Once we hit our last stretch goal we are likely official done with stretch. But, the positive thing I want to tell folks about is that we will make more Snowhaven. If we have more people that back the project we will spend more time developing, expanding, and creating more products in the Snowhaven setting. If you love it, we’ll make it, and we love it, so it will not be hard for us to invest the time, money, energy, and excitement into the setting. So, come by, back the project and know that we will take the money you give us and do great things with it. What can you tell us about the new rules for firearms? We’ve gone back into some elements of rules for previous editions of the OGL to borrow some things that can help firearms stand out without breaking the ruleset. One of those things is the possibility of increasing the threat range of weapons. We’ve tried not to go overboard with this, but some firearms do have a critical hit range of 19-20, which fits what makes sense of their deadliness, but also is a little deviation from 5th Edition’s core ruleset. Allowing some flexibility between editions to pull in some of the best elements is something I really think makes sense for third party creators and I’m happy we are doing that with Snowhaven. The rules for Pathfinder and Savage Worlds will need some other elements, but the good thing with those rulesets is that they already exist because of the way the systems were designed. Check out Snowhaven on Kickstarter here. The campaign ends on March 31st, so be sure to grab it while you can! Phil Pepin is a grimdark-loving, beater extraordinaire. You can send him new heavy metal tunes, kayak carnage videos and grimdark RPGs on Twitter: @philippepin. 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. 1) Goal 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.” 2) Means 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! 3) Skill 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. 4) Assistance 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. 5) Personality 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. Wizards of the Coast recently released Waterdeep: Dragon Heist into the wild and it is a unique take on their usual two hundred fifty plus hardback adventures. Instead of starting at level five and going to fifteen or past, this adventure is purely tier one, levels one to four (five by the end). Wizards had Kobold Press do something similar in the beginning of fifth edition with Hoard of the Dragon Queen and Rise of Tiamat, but this is the first hardback that focuses on the lowest levels and newer dungeon masters. Wizards has a habit of writing adventures for people who have played Dungeons and Dragons before, leaving a lot of advice, technique and common issues left out. Waterdeep: Dragon Heist does a good job of putting options and comments in the text that encourage good gaming habits. 1) Useable Maps Although a printed Mike Schley map looks great on the table, a drawn map is a more common occurrence at the tables I’ve played at. Instead of the usual (albeit beautiful) Schley painted maps we have more generic Dyson Logos maps. Dyson has a simplistic, gameable style that translates well to the battle maps that most of us use for our games. Also, these maps are smaller and lend themselves to be used over and over; in fact the book leads the new dungeon master to this conclusion. 2) Replayability There are often things written in adventures directed to entertain the dungeon master while reading that the players will never see. This book takes that a step further and gives you four ten step paths reusing the same ten maps as different locations each time. Again, this promotes good dungeon master habits (reuse, repurpose, and steal) in new dungeon masters and keeps the dungeon master entertained on subsequent playthroughs of the hardback. Getting your fifty dollars out of a product has never been this fun. A dungeon master can run this for the same group and only the first two chapter are the same, and even those will likely play out different as the second is very free form and weather effects will wreak havoc on the players’ plans. 3) Leads Dungeon Masters In the Right Direction When Things Go Wrong It’s said that no plan survives contact with the enemy, this is true in Dungeons and Dragons as well. When four minds go up against one, those four players will always think of things the dungeon master has forgotten. For example, when a non player character is mentioned they let the dungeon master know that if that NPC is dead or otherwise removed from play they can just be substituted with a generic version of them. There are also many ideas of how to handle the situation when those players go sideways or get stuck in the story. 4) Sandbox Done Right Starting at around level two, the players are given the option to do what they want. New and even seasoned players can get analyzation paralyzation when faced with more than three choices. When the dungeon master looks at you and asks, “What do you want to do?” a player will likely freeze up. In the sandbox chapter of Waterdeep: Dragon Heist, they don’t just dump you into a list of locations hundreds of miles apart (looking at you Storm King’s Thunder), but instead give you ideas of what the players can do and of things that can happen during this time. 5) Using Non Standard Rules Waterdeep: Dragon Heist could have stuck to the core rules and not made any changes to them, but instead Wizards again chooses to lead a new dungeon master into a good routine by suggesting that some things may not work the normal way. Using variant rules like “Skills with Different Abilities,” taking disadvantage to give another player advantage, or the addition of constant weather effects during each season, Wizards encourages a new dungeon master to look beyond the rules for options as they come up. 6) Obvious Money Sinks In each Dungeons & Dragons hardback adventure there is always an incredible influx of gold that the characters receive. Waterdeep: Dragon Heist expands upon some of the rules in the Dungeon Masters Guide for spending gold. Running a business is covered in the Dungeon Masters Guide, but setting one up isn’t. Waterdeep: Dragon Heist not only lets the dungeon master know how much gold is needed to repair and run the business, but also who players will need to talk to and what happens if players eschew the guilds. There are prices for some scrolls as well if the players wish to purchase them, I don’t remember seeing these anywhere else and will use them as a base when pricing scrolls in the future. In most Dungeons and Dragons official material there is a lack of advice for someone just starting to run games. As far as direct advice, there still is, but if you take a look at the habits Wizards is trying to develop in Waterdeep: Dragon Heist there is some great insights. While I’d rather see a section of advice, this is heading in a good direction. In fact, I think Wizards of the Coast finally out did the Starter Set adventure (Lost Mine of Phandelver) in ease of entry for a new gaming group. This would be my new recommendation for a dungeon master just starting if the price of the required books and dice wasn't so high. 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. Image source: 2018 Wizards of the Coast The dungeon master has the power to make or break a game. Good dungeon masters can transport you to a land of fantasy, and make even the clunkiest of game mechanics fun and engaging. Bad dungeon masters, on the other hand, can take what looks like a great game on paper and make it into the kind of experience that will drive you to drink. If you have yet to be visited by any of the dungeon masters on this list, then beware! For in your future you may yet have to contend with… 1) The Naked Emperor Every dungeon master was once new. There was a time when you didn’t know where the monster stats were, when you bungled a plot twist, or when you messed up rules calls more often than you got them right. But most dungeon masters learn from these mistakes, re-read the text, and eventually find their groove. Not the Naked Emperor. No, for you see, the Emperor has no need of such plebeian things like books or lore with which to make their decisions. Clothed in the invisible garments of their own brilliance, it’s uncommon for the Emperor to even know the mechanics of the game they’re running beyond the very basics. Convinced that the stories they have to tell transcend such things, questions about damage, resistances, or even class features are met with a dismissive wave of the hand. In short, the Naked Emperor is the know-nothing DM who has no interest in getting into the mechanics of how the game runs, because that isn’t their concern. They rarely keep players for long, and when those players find other groups it can take some time to forget the behavior they learned in the Emperor’s Court. 2) The Author In an ideal game setting, the dungeon master runs the non-player characters, the plot, and the world physics. The players are in control of their characters, and the actions those characters take. The dungeon master sets up the situation, the players react to it, and collaboratively they tell a story. Not at the Author’s table. The Author sees themselves more as a director of all the action taking place at the table. While the players might be the ones behind the characters, they’re treated more like actors on a set. They can improvise, and put their own spin on things, but the Author insists on certain paths being taken, and certain actions not being taken. Their games are characterized by problems with one-and-only-one solution, by constant interruptions explaining to players why their current actions will not work, and at times literal divine intervention pointing an arrow down a specific path. No matter how beautiful the setting, how flowery the words, or how attentive to mechanical detail an author is, their games tend to feel more like a police state where you are attempting to guess the dungeon master’s desires rather than playing. Because without freedom, you’re not playing a game… you’re just part of a play where only one of you has the script, and he won’t share it with everyone else. 3) The Schoolmaster A good gaming group has its share of messing around, in-jokes, and silliness. After all, you’re getting together around a table with your friends pretending to be elves, dwarves, wizards, and assassins… it’s kind of a silly thing to be doing, and taking yourself too seriously can backfire. No one seems to have told the Schoolmaster this, though. The Schoolmaster has underlying rules to how a game table should be managed. Players should be attentive, listening to all of the information they relate before taking the baton back so they can begin roleplaying again. The Schoolmaster expects you to listen when they talk, and to follow their lead. In short, they treat their players more like children who need to be corralled, and less like adults who are here to have fun together. When the dungeon master tries to get everyone’s attention, it’s a good idea to listen. But when they start threatening to give players detention, and lecturing instead of being part of the game, it’s time to move on to a table run by someone who isn’t possessed by the spirit of Ichabod Crane. 4) The Adversary RPGs are full of uphill battles, ambushes, tense negotiations, and hard-fought skirmishes. These are the challenges the characters have to overcome in order to reach their goal, and to bring the story to its completion. And while no dungeon master wants to make it easy on the players, most of them don’t want to kill the party. The Adversary does. For the Adversary, the story is a secondary concern. The game has a binary outcome, and for them to win, the party has to die. Adversaries tend to have enemies that are noticeably outside the party’s weight class, but they are also the first to cry foul if a tactic or power proves particularly successful against their villains. They will out-and-out strip abilities from player characters, stating that they no longer work, or switch tactics entirely to ensure that strategy is nullified completely. Worst of all, though, Adversaries have no empathy for the players’ goals. They may pay lip service to the idea that you’re all here to tell a story, but the Adversary won’t consider the game a victory if they haven’t made the players bleed for every inch of ground they cover. Adversaries breed mistrust, but even worse, they can lead to players grabbing every advantage they can possibly find. This often leads to dungeon masters who aren’t adversarial thinking these players are just power-gaming munchkins, more concerned with bonuses than with the story. Adversaries leave scars and habits that can be hard to unlearn. 5) The Punisher A good dungeon master lets the laws of cause and effect play out in the world. They arbitrate things neutrally, and allow complications and solutions to arise naturally from the actions of the player characters. In short, their actions have consequences, but those consequences fall into the “what comes up must come down” school of mechanics. This is not the case for the Punisher. For the Punisher, any act that fails is an excuse to inflict upon that character an Old Testament level of pain or humiliation. A Punisher’s critical fumble deck is well-thumbed and dog-eared from use, and they’ve never once asked players if they even wanted to use that optional mechanic. They simply take it as a given. The Punisher takes glee in natural 1’s, and may even attach consequences to regular failed rolls, as well. Broken weapons, injuring yourself, feedback from spells that failed to penetrate an enemy’s defenses, and even slipping on random banana peels and falling prone in the middle of a fight are all commonplace for the Punisher’s games. Some Punishers play it straight, giving the same drawbacks to the monsters, but they fail to see that a monster breaking its weapon has a much smaller impact overall than a PC who has lost their primary weapon in the middle of a dungeon. Punishers tend to suck the fun out of a game, particularly if the table is on a good run of bad luck. Adding insult to injury may be done in the name of “realism,” but the result is more often a game that feels like it actively wants you to stop playing. There are certain challenges we all have to face in life as gamers. Remember that if you’re ever faced with one of these dread DMs, remember that if you survive you get XP… and you’ll learn to recognize the signs the next time you see one of these game masters across a table. For more from Neal Litherland, check out his Gamers archive along with his blog Improved Initiative! Picture Reference: https://dungeondutchess.com/tag/gm/ “Any axe is a good axe.” Ah, Dwarves. Every races has a certain stigma behind them in small human towns. For the most part, adventurers seem to be the exception to this. Although not every Elf is for equal rights, and not every Halfling is brooding and in (really adorable) plate armor. Of course it's worth exploring these wonderful little worlds of stereotypes because often they're based on a shred of truth. Or in other cases, a rather large pile of truth. 1) Elves A personal favorite of mine, Elves are the pointy eared, bow-shooting, magic-casting tree folk with an unnatural beauty and a thoughtful nature. Beware, because behind that calm and collected nature sits a xenophobe true and true. Who hasn’t wanted to spew racial slurs at everything under the sun every now and then? Humans? Inferior. Dwarves? Idiots. Halflings? Won’t amount to anything. Elves are the gods’ masterpiece and no one can take that away from them. When you start peppering everyone on the field in a volley of well aimed arrows, the party may reconsider using you as gnoll bait. 2) Dwarves Drunken brawling is a fun hobby, and the only hobby that Dwarves probably made into an art. If you can’t drink yourself under the table as a Dwarf, you just aren’t living to their full potential. Not to mention your average Dwarf almost likes their liquor as much as they like their friends, with their Lawful Good tendencies and all. You’ll be the envy of the party, as being proficient in smith's tools lets you maintain and create armour and weapons for the party. But don’t let those pesky Elves get word of your craftsmanship, otherwise they’ll be begging for some of your work. 3) Gnomes Wisecracking and friendly sometimes Gnomes are a little underrated, but when you mix magic and tinkering the results are usually rather splendid. Albeit being so small may have its disadvantages, it usually means you’re just that much harder to hit with a battleaxe. When the going gets tough, Gnomes have a tendency to make the going softer, between a loveable nature and invaluable skills Gnomes are quite the asset to any adventuring group, mostly due to their friendly natures and the neat little gadgets and do dads. Just don’t let them hear you demean their work, or it may spark quite the little fury. 4) Half-Orcs Fury. Gods. Good and evil. These are all the truths that a Half-orc faces in their lives. They all feel the pull of the god that calls to their very blood. All know the anger that makes their heart beat and their blood boil. The very fact that they are seen as being born of evil causes many to end up there. Their tenacity, both of body and mind are what marks Half-orcs. They aren’t made of stone. They’re made of bone, and when they pull yours from your body, you’ll know what it means to be a Half-orc. Bunch of badasses. Of course, real world stereotypes aren’t fun, but games are games, right? Jarod Lalonde is a young roleplayer and writer whose passion for both lead him here. He’s often sarcastic and has a +5 to insult. Dungeons and Dragons is his favorite platform. Although he’s not quite sure if it’s Cthulhu whispering to him in the small hours of the night, or just persistent flashbacks to the Far Realm. Picture Reference: https://www.pinterest.ie/pin/299207968980723733/ Since their introduction in the Van Richten's Guide, Ravenloft has gone to great lengths to make fiends diabolical again. There are no legions of hellspawn, no hells or heavens to travel to, no blood war cutting down thousands of faceless fiends an hour, cannon fodder for a multiversal conflict. Fiends in Ravenloft are rare, each a unique individual character, usually surrounded by a web of intrigue best suited for a high level party. However, this is still a fantasy setting, and making fiends rare and unique has made them less accessible for situations when the plot calls for it. Friendly contact with an evil outsider is a requirement to get into the Blackguard prestige class, and Pathfinder gave us many more classes and archetypes that assume these monsters are everywhere. If your plot calls for a pact with darkness but fiends are scarce, here are some creative ways to get the job done. 1) The Ebonbane Despite being trapped with in a magical crystal coffin in a very remote location, the Ebonbane's legend has spread among those seeking shortcuts to power. Those who come to bargain with him are frequently lulled by his imprisonment, thinking themselves in control as they slice their palms and place a bloody handprint on enchanted crystal. The truth is, they will never leave Shadowborn Manor unless he owns them, body and soul. What he offers: Black Blade magus archetype, enchanted magic swords. What he asks: the Ebonbane compels his agents to work against the Knights of the Shadows. They find themselves hating anyone wearing the insignia or cloak of the Circle. Over time, this hatred grows to overshadow any prior ambition that caused them to strike their original bargain. 2) Baltoi The Bound Slumber spell cast on Baltoi doesn't prevent her from dreaming. She has one of the few perpetual dream spheres in the Nightmare Lands, and while the Nightmare Court has tried to corral her influence by sequestering that sphere in a Mist Oubliette, she has corrupted some of their ennui. Born of nightmares and tainted with demonic essence, these vile creatures bring her dreamers to tempt and corrupt. What she asks: Baltoi demands that each of these diabolists perform a rite that grants her domain powers, or weakens the spells that bind her. She doesn't care what they do after that. What she offers: Many don't survive performing the rites she demands. Those that do gain access to the full spectrum of summoning from the lower planes and undergo two stages of transposition with a fiend of the appropriate alignment. 3) Tsvtieyft Schattendertodd Bearing a name that means roughly “Second Shadow of Death,” this tenebris elevates the depraved and disturbed into legendary serial killers, its “Lustmorde.” The legends of its proteges always mention the city of Morfenzi, so those who would seek it out know to look for it there. If your campaign calls for a Jack the Ripper or Sweeney Todd, it's easy enough to say they traveled through Morfenzi at one point, and followed the call of darkness underground before journeying on. What it offers: The Lustmorde are not usually spellcasters, so the gifts of the Second Shadow are those befitting a cinematic serial killer: mild damage resistance or natural armor, even bonus feats that like Diehard are perfect for a killer who just keeps coming. What it asks: The master of the Lustmorde demands not just a body count, but murder as art. It drives its proteges to take risks for more kills even as it protects them. Of course, all three of these fiends are powerful enough that they might grant any boon the plot calls for, and ambitious or desperate enough to assist anyone for any reason. While you can always have your would-be diabolist stumble across The Black Duke or Elsepeth, it's nice to know some fiends that are exactly as far reaching as you need them to be. Leyshon Campbell has been playing and writing for Ravenloft for over twenty years, from the Kargatane's Book of S series, playtesting D&D 3E in a Ravenloft campaign, to the ill-fated Masque of the Jade Horror. He married his wife on Friday the 13th after proposing to her on Halloween. By tradition, the first story read at birth to each of their three children was The Barker’s Tour, from Ravenloft’s “Carnival” supplement. He is currently running the “Queen of Orphans” Ravenloft campaign. Picture Reference: https://www.drivethrurpg.com/product/17529/Van-Richtens-Guide-to-Fiends-2e?it=1 If you are familiar with my show, The Dragon’s Horde, then you will also be familiar with the concept of “the sleepy dragon list.” For those of you not in The Horde, the sleepy dragon list is a bit of an albatross hanging from my dungeon mastering neck. In brief, it is a shorthand list of ideas that I have for items, adventures, NPCs, and such. Items on the list include things like “He thinks he is a werewolf. He is not” or “weird (sexy?) key.” Then there is the infamous “sleepy dragon.” It has dwelt within the list for nigh 4 years now, and I have yet to remember what the heck I wanted to do concerning a sleepy dragon. Despite this, I have continued to expand my sleepy dragon list with tons of narrative seeds to get a story on track. One of the most frequent questions we get on the show is from new DMs asking how to get things started. To this I say, ask no more, friends; Pendragon has 7 adventure introductions to get the creative juices flowing! 1) The Herd In the city of Sherrack there is a small village nestled within a grassy basin. Here, traders and farm hands amble about their day selling, harvesting, and discussing the recent goings-on over at Gumby’s farm. As of late, the resident octogenarian and shepherd has had quite the ordeal keeping his flock alive. Every day or two several of his flock go mysteriously missing; stranger yet, more sheep emerge from the woods to to fill their place the following day. Little do Gumby’s neighbors know, that he had recently developed an acute fear of his impending mortality and has turned experimenting on his flock to find the secrets of immortality. And little does Gumby know that the Divine have their eye on him and have sent a couple watchdogs his way in the form of sheep whose wool cannot be sheared. 2) Maiden Voyage The Briny Steed had seen much better days on the sea. Now it rests patiently in harbor, waiting for its next (and probably final) voyage. Through bribery, philandering, and “oh, come on’s” the wannabe captain, Earl Stoutheart has managed to convince the party to commandeer the vessel and sail it across the Scattered Sea. The gang lies in the belly of the ship, waiting for nightfall, but when the time arrives, they emerge to a sight most strange. The ship has already departed on its own accord and seems to be in command of its own heading. It is a ship’s turn to do some commandeering for a change, and the party is along for the ride of a now sentient maritime vessel. 3) Alcohol Poisoning You haven’t heard of the Drinking Hat?! Why, it’s the finest saloon for miles around. Well, it used to be anyway. Built in the husk of an abandoned grain silo, the proprietors of the bar have converted it into a massive, multi tiered drinking house. Tubes snake their way from the mountain of barrels above down to the respective patron, but I wouldn’t go there if I were you. Recently, a group of thieves guilders met an unfortunate end after having their drinks. They could have chosen any number of barrels to sip from, but the poor sods must have gotten one that had been tampered with. Some say it was just bad luck, but I say differently. I say they were assassinated. On my honor as guild master Roan, those responsible for the death of my men will pay with more than just coins. 4) Showstopper The bardic hall in Brint is known nationwide for being the home to more than its fair share of celebrities. The flying Charnelli twins. Finnigan the wondrous. Heck, even Mertick and his performing bear Bathsalts have stopped by on occasion. No one expected a show stopper from Cleopatra though, but a show stopper it was. Everyone assumed she would live and die as a modest tailor until she took the stage to sing. The issue is, no one will ever know how the show actually went, because no one ever left. The morning after her performance, the the owner of the hall found the entire crowd dead in their seats! She has since been arrested for murder, but she says she is innocent and they simply dropped dead in the middle of her act. Cleopatra’s head is on the chopping block, and your party may be the only ones who can prove her innocence. 5) Repo Let it never be said of Matilda that she was anything but a saint. Known for her meek generosity, Matilda enlists the help of the party to help her with a job a little outside the capabilities of a sweet aged woman. The thing is, locals are tired of the stagnant water of the swamp nearby, and they plan on draining it completely. This is all fine and good for most people, but not ‘ol Matilda. She informs the party that she left a large cache of treasure in a lockbox somewhere within the belly of the marsh. Should they find it, she would be more than happy to give them a cut of the booty. The party drudges around in the murky waters, following Matildas instructions closely, but when they arrive, not only do they find treasure but also a corpse clutching the lockbox. Upon further investigation, it appears that the body is wearing a locket with a picture of Matilda inside. Upon further further investigation, the party hears a group of locals approaching. Upon further further further investigation, the party is discovered by the locals (Matilda included) ripping the lockbox from the arms of a dead man. “That’s Harold!” Matilda shrieks, “And that is my lockbox!” Turns out Harold had mysteriously disappeared a year ago, taking both his and his wife’s savings with him. Matilda weeps in the arms of the closest friendly local, but what’s that? Did she just glance over and smirk? 6) The Call Of Pazuzu (I incorporate something similar to the following in each of my campaigns. This cult is kind of like my signature; I would love to know if this inspired an adventure of your own). Your party is headed off for a new adventure in unfamiliar territory. About a day from their destination, a group of naked elves and humans approaches with open arms. They inform the party that they are thrilled to see new faces and are about to, in short, start a celebration. Whether they join the naked folk or not, the party has to pass by the strangers’ camp which has a massive, half finished totem looming overhead. The nudists are busily gathering scrap wood to finish the totem, and they gleefully sing, dance, and try to rope the group into helping. Despite their cordial, unsuspecting nature, these individuals have been waiting a year for that particular night to summon their favorite pestilence demi-god, Pazuzu! An otherwise silver moon slowly begins to shift to a blood red crimson; then, with the totem complete, Pazuzu in all of her pestilent glory animates the statue and chooses it as her personal avatar. Whoops. 7) The Bane Of My Existence “Sleepy Dragon” The role of an effective storyteller can be a daunting task, especially since most of the work of a Dungeon Master happens in real time, but having good narrative seeds chock full of possible hooks and intrigue can make the job that much easier. Nothing feels worse than getting to the table and not feeling like you have enough content to work with; veteran and beginner DMs alike know this. Hopefully you can find ways to plant these seeds if you find yourself in a pinch, and maybe you can start crafting a Sleepy Dragon list of your own! A brief aside, if you come up with a cool answer to the Sleepy Dragon conundrum, feel free to tell me about it at [email protected] so we can feature it on the podcast! Andrew Pendragon is a veteran role player, Dungeon Master, and story teller. His work can be seen featured on outlets like the Chilling Tales for Dark Nights podcast and Youtube channel BlackEyedBlonde, but he takes the most pride in his High Level Games affiliate podcast The Dragon’s Horde where he, alongside his co host, answers listener submitted roleplay questions and weaves them into a false-actual-play adventure! Picture Reference: https://www.deviantart.com/legend13/art/Sleepy-Dragon-s-Teddy-275967993 When I started gaming, I loved to read the early Dragon anthologies for their insight into the early game. One of my favorite anecdotes was about a Lake Geneva player who took “wall" as a language, and proceeded to interrogate dungeon walls as to what was behind them. His creativity was only matched by the DM, who had all the walls reply in drunken slurs that they had no idea because they were all “plastered.” Apart from comic relief, this scenario raises the question of the role languages might play in various games. The Ravenloft setting dispensed with the simplicity of a “Common" tongue found in other settings because it clashed with the insular, xenophobic nature of the setting. This has forced players to strongly consider their choices for what many other settings consider an afterthought. To make sure you are covering all you bases, consider the 4 S’s. 1) Secret Societies Like Druidic in previous editions, knowledge of a particular language is extremely useful for identifying who is part of your secret club. Hidden messages become much more secure, as the eccentricities of a language are far more confusing than any code. Even when translated by magic, cryptic jargon or slang still remains, such as with Navajo code talking. This also adds to the flavor of the secret society, as the language in question is tied to pragmatic or philosophical roots of the group. Vampyrs of Falkovnia might use Wardin (the language of their leader’s lost world) as a way to express their ambitions, and a prospective Knight of the Shadows might be expected to learn Nidalan before the annual trip to the The Shadowlands. 2) Status It was suggested in the Ravenloft Dungeon Master’s Guide that Draconic--the language of arcane spellcasting--was one possible bridge between the diverse patchwork of peoples scattered throughout the Mists. An example of this was given in Van Richten's Arsenal, when Celebrant Agatha Clairmont and Gennifer Weathermay-Foxgrove found it the only common language they could write letters in. In academic circles, knowledge of Draconic or other dead languages might be a significant status symbol. After all, Mordentish may be the language of scholars across the Core, but in Mordent it’s the language of everyone, from the dean to the drunkards. Dead languages are a much better reference than living ones when you are trying to sort out the ones who had quality schooling. 3) Summoning Summoning spells get short shrift in Ravenloft due to the restrictions on summoning extraplanar creatures, but there are ways around these restrictions. The simplest is the Entities from the Id feat from the RLDMG, which allows the full summoning list to anyone who has failed a Madness check. This has been expanded on for Pathfinder to allow for the Summoner core class using madness in a character backstory. However you choose to specialize in summoning, many summoned creatures need direction in their own language to do anything other than attack, so language slots add a lot to their versatility. 4) Sundries Sometimes the language slot is the best place for a language-like skill that doesn't fit elsewhere. Vistani ‘tralaks’ or trail signs don't have a ‘spoken’ form, but this is a language available to PC’s, unlike Paaterna. Like gnomes speaking to burrowing mammals, there might be a character with a supernatural ability to understand the speech of the undead, the shared chorus of elementals, or some ancient language from a past life. I thought about that guy who talked to walls when a player unfamiliar with Ravenloft put drow sign language in their list of languages. Drow are barely even legends in Ravenloft, so this was perhaps the least useful language choice possible. However, it inspired me to think about the role of sign language in the Land of Mists, and I created an esoteric sign language for this character, one used by La Serrure et Cle due to problems speaking while masked (and to further hide deformities that affected speech). Years later, “Surreran Sign" continues to be an interesting feature of my games. Consider this challenge next time a player proposes a rare or unorthodox language. There could be a great story there, and at the end of the day, great stories are what roleplaying games are all about. Leyshon Campbell has been playing and writing for Ravenloft for over twenty years, from the Kargatane's Book of S series, playtesting D&D 3E in a Ravenloft campaign, to the ill-fated Masque of the Jade Horror. He married his wife on Friday the 13th after proposing to her on Halloween. By tradition, the first story read at birth to each of their three children was The Barker’s Tour, from Ravenloft’s “Carnival” supplement. He is currently running the “Queen of Orphans” Ravenloft campaign on Discord. Picture Reference: http://termcoord.eu/2016/04/j-r-r-tolkiens-guide-to-inventing-a-fantasy-language/ Hey, Jim here! Before Frankie gets started, I wanted to remind you that High Level Games is bringing you game content and commentary absolutely free, as well as providing a home and launching point for a slew of great creators! If you want to support our endeavors, we'd love it if you stopped by our Patreon to show your support. Of course, if you'd like a little something for your hard earned money, you could always pick up one of our fine game products as well. Greetings, traveler! It’s no secret that adventurers stick out like a sore thumb in the Core. Heavy armor and ostentatious magic draw all manner of unwanted attention, and the wisest heroes learn quickly to travel incognito if they want to avoid overt hostility from the worst of the abominations that stalk the realms of men. Early in our correspondence, I gave you some advice on how a spellcaster might ply their trade without arousing too much suspicion. I thought we might revisit a similar topic and discuss those of a more surreptitious bent. Rogues (better known by their more honest sobriquet: thieves) are a staple of the adventuring party. Mundane skills of legerdemain, acrobatics, and ambush attacks make them indispensable to the travelling hero, but this sort of champion has a tendency to run afoul of the law, and with the exception of the ever-rare paladin, they top the Darklords Most Wanted lists in most domains. Fortunately, there are a number of guises the enterprising footpad can operate under if they want to avoid the watchful eye of the Core’s dark masters. Or just the local constabulary. 1) The Butler Great warriors often travel with a retinue. Fortunately, when faced with a wrathful cavalier, very few intelligent monsters will turn their back on the most visible threat to attack the help. Wealthy merchants, priests, diplomats: really, anyone with money can have a valet with them without arousing suspicion. In matters of espionage, the butler can often go places, especially in more medieval settings, where a notable hero might be noticed. Pulling off the role of the butler requires a bit of skill as a valet. Knowledge of how to prepare a meal, how to ready a horse or suit of armor, and how to craft or repair articles of clothing go a long way to selling the ruse, in addition to ingratiating you with your group, since these amenities can be welcoming comforts on the road. The best valets also double as barbers, of course, keeping their lords’ hair and faces immaculately trimmed and shaved. This provides a useful excuse for carrying a straight razor. Letter openers and small tack hammers can also be included without disrupting the image. 2) The Fur Trapper The quests of adventurers can sometimes take them far into the wilderness, and many groups take to hiring guides familiar with the lands they’re traversing. If your group isn’t fortunate enough to have such a guide, you might make your own fortune by disguising yourself as one. Providing you speak the local language, you may find rugged ‘working poor’ types more amenable to discussing current events with a fellow peasant. Knowledge in how to make, set, and disarm traps is one of the most quintessential thief skills, so it’s something you probably won’t have to go out of your way to learn. The profession gives you a reasonable excuse to carry a small selection of snares, wires, and jaw traps wherever you go as well as tools with which to work on them, and despite the name a skinning knife is still perfectly capable of slitting a throat when required. Of course, the large, shaggy furs that are common with these frontiersfolk are wonderfully useful for hiding any tools or items you wouldn’t want local law enforcement to find. 3) The Clown What better way to justify your acrobatics than by being an actual acrobat? The Skurra have long been aware that performers of all types are often allowed to get much closer to targets than a wandering sell-sword might be, and given more leeway in breaking social mores. While denizens of the more buttoned-up domains like Lamordia or Mordent may give such a performer the cold shoulder, many places see a street performer as a welcome break from their daily monotony, and may be more forthcoming with information (or just easy access to their coinpurses). Skill at performance is a must for this role, requiring the thief not only be a skilled gymnast, but that she have the ability to captivate an audience as well. Mimes, jugglers, or prestidigitators can help distract guards or crowds while their parties engage in clandestine activities, and the trappings of the clown can include a number of items that can be turned to lethal purpose, including juggling pins or knives, as well as potions or smokepowders for more dramatic effects. Oversized ruffs, shoes, and prosthetics can offer an easy place to hide smuggled goods, or as a decoy to keep eagle-eyed guards from noticing more cleverly concealed items. 4) The Bureaucrat Kingdoms aren’t built on swords and soldiers. Real kingdoms are built on paperwork. A thief who understands the machinations of seal and signet can be a much more dangerous threat than one who works with daggers and lockpicks. Diplomats, tax collectors, and lawyers can gain access to storerooms, prisons, and state halls with ease, and a balding, ink-stained clerical worker is rarely considered a threat by the fiends adventurers make a business of confronting. Pulling off this role requires either a wealth of knowledge in the field being infiltrated, or a phenomenal ability to bluff. Knowledge of local and international laws helps, as does being a dab hand at forgery. While the accoutrements of this disguise aren’t as useful for concealing deadly implements, wealthy or important bureaucrats can easily justify hiring professional muscle (read: the rest of the party) to keep them safe, cloaking the entire heroic venture in a veneer of legitimacy. 5) Doctor Every domain is accepting of at least some form of medical professional, with the more developed nations boasting a wide variety of physicians, alienists, and naturalists. The biggest benefit of adventuring as such an intellectual is the status it affords: the wealthy and the educated are often more open with someone they view as a social peer. The curiosity of these professions serves as a plausible excuse for the nosiness of the typical adventurer, and many people who balk at the idea of turning to barbarians with swords to address their needs are more willing to talk to someone they see as being able to solve their problems with reason and science. Investigative adventurers may love this role: it encourages them to carry a number of inspector's tools, such as magnifying lenses, sample vials, and chemistry kits. The surgical tools that many medical professionals keep on their person make efficient (and at times extremely gruesome) weapons, but also provide a lucrative, if visceral, source of income, since many monster body parts can fetch a high value from the arcane crowd. At the end of the day Any thief is better than no thief at all. Although they don't have the martial prowess of the fighter or the eldritch knowledge of the mage, their utilitarian skillset is too valuable for any party to be without. Still, whether you're looking to duck the wrath of Azalin Rex or just Constable Bob, a little subtlety never hurts. Good luck, and happy hunting. Frankie Drakeson, Lord Mayor of Carinford-Halldon Frankie Drakeson is a retired rifleman and the current mayor of Carinford-Halldon in Mordent. He is married to Gwendolyn Drakeson, the granddaughter of Nathan Timothy. Jim Stearns is a deranged hermit from the swamps of Southern Illinois. In addition to writing for the Black Library, he puts pen to paper for High Level Games and Quoth the Raven. His mad scribblings can frequently be found in anthologies like Fitting In or Selfies from the End of the World, by Mad Scientist Journal. Follow him on Twitter @jcstearnswriter, or listen to Don, Jon, & Dragons, his podcast. Picture Reference: https://www.deviantart.com/gandolf67/art/Rogues-Den-375845519 There has been something of a surge in tabletop RPGs over the past few years, and while a lot of systems have grown their player base, no one has gotten as big as DND 5th Edition. Driven by the popularity of shows like Critical Role, it isn't much of an exaggeration to say that this edition of DND has finally clawed the Wizards of The Coast property back onto the lofty perch it was knocked off of when they released the previous edition. Since I like to check out popular games, I've played my share of DND 5E. I've also created content for it, which has necessitated going more than wrist-deep into the mechanics that make it work. As a gaming system, 5E is perfectly functional. It's fast-paced, easy to learn, and you can tinker with it relatively easily. With that said, though, there are certain aspects of it that I (as a player, an occasional DM, and a designer) absolutely hate. And, as always, one player's flaw is another player's feature. So keep that in mind as you go through my list. 1) The Narrowing of Class Features When I sit down with an RPG, one of the things that I enjoy is outright ignoring the stereotypes of a given class, and how they use their powers. Unfortunately, though, 5E has narrowed the functionality of class features to the point that character concepts which were simple to create in previous editions are outright impossible to make now. I’ll give you an example. A barbarian's Rage now has the caveat that you have to either attack a foe or take damage pretty much every round in order to keep your Rage going. This reduces Rage to nothing but a combat-focused ability, taking away any other potential uses for the power. You can't use your enhanced strength to pick up fallen comrades as you flee from battle, for example, and you can't use it to give you an extra boost while climbing a mountain side. You can't use it to outrun people chasing you across the rooftops, and unless you're actively being hurt you couldn't even use it for something like rescuing NPCs from a burning building. Even winning an arm wrestling contest is out, by the rules as they're written. This single-purpose mentality extends to a lot of classes, and it restricts play style unnecessarily. Rogues can only sneak attack with finesse weapons? Paladins can only use their smite on melee attacks? Was a paladin with a longbow whose hand is guided by the divine too game breaking? And so on, and so forth. The desire to be less flexible in terms of how abilities work, and thus to restrict character concepts, is one thing that turns me off hard about this edition. 2) Alignment Is More Pointless Than Ever Before Nothing starts arguments faster than talking about alignment in tabletop RPGs, but at least back in the 3.0 and 3.5 edition of the game alignment had some kind of purpose. Certain spells might affect you differently based on your alignment, you had to be of a certain alignment to be part of certain classes, and there were weapons that wouldn't work for you if your alignment didn't match theirs. It wasn't the most important feature of your character most of the time, but it would have mechanical repercussions in the game. I've played through a dozen levels in various 5E games so far, and alignment has never once come up. I haven't seen it mentioned in any spells I've looked at, nor in the descriptions of any magic items. There are suggestions in the class descriptions, but nothing happens to you if your paladin, monk, or cleric's alignment shifts away from what it was at the start. It doesn't restrict which classes you can mash up, either. Which begs the question; why the hell is it even here? While I'm sure there are a lot of folks who are extremely glad that alignment no longer impacts their in-game choices, if it doesn't actually do anything, then why was it included at all? Why not replace the pages talking about alignment with a deeper, more in-depth discussion of character beliefs and morality, since that's all been reduced to pure roleplay (as far as I can tell)? 3) An Overabundance Of DM Discretion The Dungeon Master is one of the most important positions at the table; without them, there's no game. However, 5E is a lot more like the second edition of the game, in that it expects the DM to not just rule on what's happening (like a judge or a referee), but to actively use their discretion as part of the core rules. I'll give you an example so you can see what I'm talking about. The wild magic sorcerer's description says that the DM may choose to make them roll a d20 any time they cast a spell of 1st-level or higher. If that roll is a 1, then they roll on the wild magic surge chart. A core feature of a class is entirely dependent on the DM's discretion. If you have a DM who doesn't know, or doesn't care, then the sorcerer will never actually roll on that table, which means a big part of that class will never function. Why put that decision on the DM, instead of just writing a rule that made the sorcerer roll that d20 every time they cast a spell, thus making it both truly random and feel like a game of Russian roulette? Or why not instead offer expanded language that states that when the sorcerer is in a stressful situation, or is suffering from any conditions, they must roll the d20 then? It's both one more thing for a DM to keep track of and it's asking them to put their nose directly into a player's core class feature. This isn't the only instance of this thinking showing through in the rules, either. If you look at skill checks, there's no longer a chart showing the appropriate difficulty check for certain tasks. Not so long ago, if you wanted to make an appropriate knowledge roll to know what monster you were facing, there would be a formula for determining that DC (typically something like monster CR + 10), and you would be able to ask questions about it based on how high above the DC you rolled. There were similar formulas for determining the DC for making a certain jump, for successfully persuading or intimidating a target, etc. Now there's a footnote in the Dungeon Master's Guide regarding average DC level based on how difficult a task might be, but there are no specific tables for particular tasks and challenges, or for modifiers to them. If you have a good DM, this isn't a big deal. If you have one who isn't mechanically savvy, or who decides to arbitrarily punish the group by setting nigh-impossible difficulty checks, then there's nothing in the rules you could raise as a point in your defense. 4) Big Gaps In The Rules It's impossible to make a rules system that covers everything. Even attempting such an impossible task is to court madness. But with the exception of when I joined a second edition campaign, I have never seen a game where there were fewer answers in the official rules about things that will actually come up with a fair bit of regularity. For example, we have some inkling of when certain races get older... but where are the age penalties/benefits (and if they don't exist, then what difference does it make how old you are)? We have rules for breaking objects, but no specific rules about trying to sunder the weapon, armor, or shield being wielded by an opponent. We have no set DC levels for given skills, as mentioned above, and there are no real rules for how you learn new languages. As a sample of the things that, while I was trying to build characters and figure out twists for an intro adventure, left me sighing and muttering, “Goddammit, 5E...” Sure, these aren't insurmountable problems. But if someone tries to sell you a car, and that car has parts missing, you'd be understandably irritated as you find ways to fill in those gaps. Especially if you were in the middle of a long campaign when you realized a piece you figured would be there just isn't. 5) Archetypes When I first came across the concept of archetypes back in 3.5, and then later on in Pathfinder, I thought they were a phenomenal idea. You took a base class like the fighter or the rogue (which already had a general, level 1-20 progression), and you swapped out certain abilities to make a more custom package of abilities. Maybe your fighter gave up heavy armor proficiency in exchange for additional damage with light weapons, making them into a duelist, or your ranger gave up spells in exchange for the ability to create traps. Archetypes were taking an already solid foundation, and providing you additional options you could use to better realize certain concepts. The keyword there is option. Archetypes were not a required part of the game. Much like prestige classes, you could use them if they suited your concept, or ignore them if they didn't. One of the most irritating aspects of 5E for me is that it kept what I can only think of as a holdover from 4E, in that classes much choose a particular archetype which more specifically defines their powers. Rogues have to make the choice between arcane trickster, shadow dancer, and assassin, for example. Barbarians can elect to go berserker, or totem worshiper. And so on, and so forth. Yes there are more options than that now, but these are the choices you're faced with in the base book. The problem is that there is no longer a foundation class; every class has branching paths. And the specificity of those branching paths often eliminates certain character concepts (perhaps just as much as the narrowing of class features I mentioned in the beginning). I don't mind their existence, as several of these archetypes are fun to play with; I object to them being mandatory. Because if they are optional, they give you additional tools to use for making your best game. If they aren't, then you're just being forced to cram your concept into one of these more narrowly defined paths which feels more like something out of an MMORPG like Diablo or World of Warcraft than the free-form universe of options and customization that tabletop RPGs have the ability to offer. While you can make the argument that the DM can just change the rules at their own table, these criticisms apply to the rules as they're written, not how someone may modify them in their personal games. For more of Neal Litherland's work, check out his gaming blog Improved Initiative, or take a look at his archive over at Gamers! Picture Reference: https://www.youtube.com/watch?v=CUDJzEagqE0 Party balance. I kind of hate this term. Maybe not the term, so much as the idea it represents. Yes, having your balanced party of a healer, a damage dealer, a damage sponge, and the person who does out of combat stuff covers all your bases. But I find that configuration so incredibly boring!! I get it, though. I really do. Having all your bases covered is the best way to ensure success. But sometimes, it’s more exciting to completely overwhelm a challenge with what you’re good at, and then wonder if you can just overcompensate for what you can’t do. With that in mind, I decided to look at some of the fun that can be had with parties that are all the same class. I find that restrictions like that really let my creativity shine. So for your reading pleasure, I’ve put together a list of some of my favorite ideas for same class parties in Dungeons and Dragons 5th Edition, using only the Player’s Handbook. 1) All Fighter Party Fighter is often thought of as the beginner class, or worse, the boring class. However, if there’s one class that could handle any feasible situation as a same class party, it would be our humble fighting man. After all, they’re the one class that gains the single most ability score increases on the way to level 20. (All classes gain five increases, with the exception of rogue and fighter who gain six and seven, respectively.) Anywhere an ability score increase can be taken, a feat can be taken instead, allowing a fighter to either round out party weaknesses, or hone their strengths further. Even if the GM doesn’t allow taking feats in lieu of ability score increases, some of their class features make them very well suited to dealing with almost any sort of violent or dangerous theat. They have the second highest hit dice, as well as the Second Wind feature. These combined grant them considerable healing capacity for themselves, since a short rest would let them regain quite a bit of HP, and then they regain use of their second wind which gives them yet another burst of HP. Things get really crazy when you consider that they can get up to 4 attacks per round, and they also possess the Action Surge ability, which lets them act a second time immediately after their turn. If the all fighter party absolutely needs to finish off an enemy with a quickness, they can all use their Action Surges in one combat round to double the amount of attacks they can make. This means that a party of four level 20 fighters can belt out 32 attacks in one turn! For Added Fun: All variant humans. Because extra versatility from an extra proficiency and an extra feat is exactly what the most versatile combat class needs. 2) All Barbarian Party The all barbarian party is similar in many ways to the all fighter party. They’re all exceptional with weapons, have a great deal of HP and also possess some short term effects that allow them to really push forward when needed. Barbarians, however, will be relying a little more heavily on their special abilities than fighters would. Rage is what makes barbarians special, and it’s simultaneously what limits what they can do, since it improves strength based attacks. This means that to deal with far off enemies, they’ll need to either throw things, or just try to close ranks. (Luckily, they do gain some abilities to make them more mobile.) One of the other benefits of rage is that it’ll also make them even tougher to defeat, making them resistant to most normal damage. Coupled with an AC that’s improved by dexterity AND constitution, and you’ll have a maniacal horde with high HP that can rampage their way through any threat. For Added Fun: All dragonborn. Call them the BARFbarians, because they’ll be puking up fire, acid, lightning, and Pelor knows what else on their enemies in their fits of rage. 3) All Monk Party Monk, in a way, is a very selfish class. Much of their abilities only benefit them, usually by granting them all manner of resistances to different effects, or a greatly increased movement speed. An individual monk is only useful in terms of their ability to move quickly on the battlefield and to tell the GM “No, that monster’s ability actually does nothing to me. :^)” Though when we carry these abilities to the illogical conclusion of making the party nothing but Monks, it trivializes a lot of the more mundane, non-combat challenges a GM can throw at the players. Noxious gas in a disease ridden warren? Breathing it like fresh air. Charming them to cause them attack allies? One turn later, they have a clear head. This makes monk an odd class out that doesn’t really excel at removing problems, but instead causing most problems to not matter to them, which is a strikingly appropriate theme. An entire party of monks is thus free from worldly concerns, allowing them to focus on greater causes. For Added Fun: All elves. They’ll already be eschewing all sorts of things like eating, knowing the languages of people they talk to, and even obeying the laws of gravity; we may as well add sleeping and needing light to see to that list. 4) All Warlock Party Warlock is, hands down, one of the most bizarre classes in D&D 5e. I’d dare to say that they’re best described as how they contrast against fighters. While a fighter has all manner of flexibility in regards to combat abilities and numerous feats, the warlock has access to all sorts of loosely related magical abilities, many of which are not combative in nature. With that said, for both story and ability cohesion, the best way to make the strengths of the warlock apparent is for all of them to have the same patron. (Incidentally, patron choice also has the least impact on what abilities a warlock has!) Once this is done, however, the plot hooks write themselves, and their sinister nature shines in all it’s terrifying glory. For example, a party of all Great Old One patron warlocks could easily spy on and conspire against the inhabitants of a city using their Create Thrall ability, or a group of Fiend warlocks could demonstrate their might to a remote village with Hurl Through Hell. From there, the insidious conspiracies can only grow. For Added Fun: All tieflings. When polite society rejected them, they found solace in religion. Not Helm, nor Lathander. No no no. They started following Nyarlathotep, to return the favor of the world giving them nothing but suffering. 5) All Rogue Party Rogue is, without a doubt, my favorite class in D&D. In 5th edition, they’re capable of all kinds of shenanigans. This propensity for silliness only becomes more apparent when you have a party of nothing but rogues. For starters, a rogue gains 5 proficiencies from their class, along with an additional 4 from their background, and anywhere from 1-3 from their race. If one source grants a proficiency a character already has, the player may then pick any other proficiency instead. This gives rogues a tremendous amount of flexibility in picking skills. Which is to say nothing about how a level 6 rogue will have four skills with double their proficiency bonus. (Further meaning that a party of four rogues will have 16 such skills!) They’re nothing to sneeze at in combat, either. Assume a four rogue party is armed with both ranged and melee weapons. If they split up into groups of two, with proper positioning, all four rogues can have sneak attack against every target. (Proper positioning meaning one duo approaches a target, allowing the other duo to make ranged attacks against it with sneak attack.) Which is to say nothing of some of the other abilities rogues have, many of which either improve their action economy in combat, or further improve their skill rolls. This isn’t to say rogue is without drawbacks, though. They’re one of the more fragile classes, and once one of them is dispatched, the rest will likely fall just as quickly. For Added Fun: All Half-elves. Because two more skills they can freely place proficiency in is precisely what the most skilled class needs. There we have it: some of the bizarre outcomes of compounding the strengths of a particular class onto itself more times than might be necessary. While party balance is a nice, safe bet to take, I’d encourage you to play on the wild side from time to time by getting together with your other players and agreeing on a same class party. It’s one thing to read and imagine what such a party would be like, but it’s another thing entirely to see it in action. Just be sure to find some way to compensate for what your party will be missing if you do! Aaron der Schaedel is often more consumed with the idea of whether something could be done, than whether it should be done. This more often than not gets him into trouble, but he always has a hilarious story to tell afterwards. For example, he’s going to include an unrelated link here to meet his external link quota, and go completely meta in explaining his intentions. You can tell him if you thought this was a good idea or not on Twitter: @Zamubei Picture Reference: http://looneydm.blogspot.com/2012/06/all-wizard-party.html The Vistani are one of the truly unique elements of Ravenloft, but the familiar tropes of their wagons, evil eye, and card reading can become stereotyped and stale, getting in the way of making an encounter with them a truly memorable and unique experience. To make matters worse, their association with the real-life Roma can lead to unfortunate stereotypes of a people that have suffered from cultural appropriation and marginalization. Below are some options for bands taken to the edge of what it means to be Vistani, stretching the limits to create truly unique encounters far from any real-life association. 1) The Caliglia (Kamii) Vistani normally travel in cyclical routes, but what happens when one of those routes refuses to stay still? In 590, one band had just caulked their wagons to ferry themselves across the Musarde when the Grand Conjunction hit, and they were all swept out to sea! Reading the cards for their fate, their Raunie declared that they must remain on the water until their former route returns to them. The Caliglia traded their wagons for sloops, with which they escort ships between the various seas of the Core and beyond. To avoid static burn, they refuse to set foot on land for longer than a few hours, and always return to the sea before the sun sets. As part of the Kamii tribe, they have turned their metalworking trade to maritime crafts: nails, braces and other ironworks that protect vessels, compasses that predict the weather, and magic cutlasses that draw power from the sea. 2) The Valstike (Corvara) The Valstike tribe roam the lands extolling the virtues of the asylum of Dominia, selling crafts created by inmates, and offering to relieve families and communities of the burden of caring for the feeble minded, insane, or incorrigible. They don’t openly offer outright kidnapping as a service, but some have read between the lines and struck a private deal. If an individual is violently mad--or inconveniently sane--the Valstike excel at live capture, even before resorting to their potent poisons or powerful magic. Their padded vardos have a mild pacifying aura, a variety of restraints, and coffin-sized hidden compartments if necessary. 3) The Biskrem (Vatraska) Only in the topsy-turvy chaos of Vechor could the land change so quickly that Vistani can fulfil their obligation to travel by staying still. The Biskrem run a popular rural inn called The Sundowner (good quality food and rooms, fair prices), that generates a shared unreality wrinkle* among guests that drink their unique brandy. The radius varies depending upon the number of guests, and causes the surrounding landscape to resemble guests’ homelands. The Vistani fix native dishes for the guests out of local flora and fauna that appear when the land changes, and frequently speak of having “traveled,” even though the “camp” is a stationary building. Such an island of sanity is even more popular among outlanders from beyond the Mists, who frequently have vivid dreams of visiting their homelands, and even learn about current events. 4) Lunadd (Canjar) Scholars have wondered, if Vistani are compelled to move in fixed cyclical routes, how do new domains get added to the routes? The answer is found in a rarely mentioned family of the Canjar, whose strange fate allows them to visit each new domain as it appears, BUT at the cost that they can never go back to a domain after leaving. They sell their information to other Vistani during Lunaset, brokering for the supernatural power to add the new domain to routes. Lunadd cannot navigate the Mists per se, being locked on a course to visit each new domain as it appears. To compensate for this loss, and to assist with their mission, they have the gift of speaking the language of anyone they touch. 5) Kruug (Equaar) Hinted at in Van Richten's Arsenal, this singular family of Vistani are tied to the lost royal family of Velkaarn, and seek to restore the Bloodknife to its reincarnated owner. Like other Equaar, they have no wagons, but also stand out for only training truly wild animals, such the wolves and raptors that accompany them. Kruug trained animals despise the undead, and never fall under the sway of an undead darklord even if their creature type would normally be subject to a lord’s control. It's said that once the vampire lord Velkaarn is no more, the Kruug will return from isolation in the Mists. If these legends are correct, the Kruug may be the first Vistani family to willingly undergo ritual static burn. 6) Golurn (Naiat) As the domains on their route became increasingly urbanized, one clan left their vardos behind as they prowl the streets of Paridon, Nosos, and other large cities. Upon arriving in a new city, the Golurn spread out fast, darting through alleys solo, or in groups no larger than four. They find good places to perform, or do small chores, using the subtle charm of their heritage to ingratiate themselves. Golurn children and elders are always accompanied by adults who look after them and involve them in the task at hand. Anyone who threatens one of them finds the others are never far away, but those who indulge their presence find their spirits lifted, their minds awakened; far more value than that of any coin they leave with. Perhaps one of the most important elements of any encounter with a people as mysterious and unique as the Vistani is that it should fulfil multiple roles in the story. Atmosphere is always one of those roles, but the above are also intended for situations where the heroes need a challenge, or refuge, or information, or encouragement, or tools. If the heroes really do just need their fortunes told, or passage from one domain to another, consider alternatives to the Vistani from time to time, to help avoid making these powerful and mysterious people into a backdrop for the scene change. * Unreality wrinkles are a feature of Vechor described in the Nocturnal Sea Gazeteer, a netbook hosted by the Fraternity of Shadows. Leyshon Campbell has been playing and writing for Ravenloft for over twenty years, from the Kargatane's Book of S series, playtesting D&D 3E in a Ravenloft campaign, to the ill-fated Masque of the Jade Horror. He married his wife on Friday the 13th after proposing to her on Halloween. By tradition, the first story read at birth to each of their three children was The Barker’s Tour, from Ravenloft’s “Carnival” supplement. He is currently running the “Queen of Orphans” Ravenloft campaign on Discord. Picture Reference: http://thecampaign20xx.blogspot.com/2016/09/curse-of-strahd-running-final-battle.html Editor’s note: High Level Games is much more than listicles with captivating headings designed to rope you in! We’re a group run by roleplaying enthusiasts, for roleplaying enthusiasts. Help us grow by supporting our patreon, and get access to cool stuff, such as one page adventures, and much more! Plus the more that we are supported, the more content we can churn out - it’s a win-win. There are a lot of monsters in the 5th edition monster manual, but Wizards of the Coast have deliberately given us a larger array of monsters instead of lots of options for specific monsters. Gone are the 14 different goblinoid options that 4th edition had. However, with a few easy steps, you can provide a cool twist to the baseline stats to create some interesting opponents, whether they are lowly goblins or powerful devils! Check out the five templates I have provided below. Note: These suggestions are quick, simple, and brief, but as such cannot possibly be perfectly suitable for all combinations of enemies. Where required, feel free to tinker with these values as you see fit, like the fine Dungeon Masters you are. For example, the CR increase is on the basis of a creature of a CR of at least 1. If they have a CR of half, or less, add the other bonuses, and use the Dungeon Master’s Guide, or an online CR calculator, to work out a more appropriate rating. 1) Combat Champion In any good band of warriors, there is always the combat champion - unmatched and unrivalled in skill and prowess. CR Increase: +3 Hit Point increase: +45 Attack Bonus Increase: +2 Legendary Resistance Increase: +1 New Action: Multiattack. If the creature already had multiattack, they get one additional attack New Bonus Action: If the combat champion reduces an enemy to 0 hit points, or scores a critical hit in combat, they can use their bonus action to make one additional attack this turn. New Reaction: Add +3 to its armour class against one attack 2) Skirmisher It is much harder to slay your foe if you can never quite keep up with it. CR Increase: +2 Hit Point increase: +25 Attack Bonus Increase: +3 Movement Speed Increase: +10ft New Action: The creature makes a melee or thrown weapon attack, and can then move 10ft. New Bonus Action: Can Dash or Disengage as a bonus action New Reaction: When they are hit by an opportunity attack, can use their reaction for it to miss instead. 3) Sharpshooter The most dangerous attack is the one you don’t see coming. CR Increase: +2 Hit Point increase: +10 Attack Bonus Increase: +5 Attack Damage increase: +5 New Action: The creature can make a ranged attack, with a -5 penalty to the attack roll, but with a +10 bonus to damage New Bonus Action: Take Aim, attacks made this turn cannot be at disadvantage, and have a further +5 bonus to hit. New Reaction: Can use a reaction to fall prone. 4) Shaman Goblins who play with fire are infinitely more dangerous than those who stick to clubs. CR Increase: +2 Hit Point increase: +10 Attack Bonus Increase: +2 Spell Save DC: +2 higher, if it has one. Otherwise, give it a DC as per the challenge rating recommendations table in the DM’s toolbox page of the Dungeon Master’s Guide. NOTE: (Damage can be changed to Cold, Thunder, Lightning, etc, based on whatever thematic approach you want for the shaman. You could also swap the 15ft x 15ft blast spell with a 30ft cone if you prefer that.) New Action: Elemental Blast, Targets a point within 45ft of the shaman, all creatures in a 15ft x 15ft area must take a Dexterity saving throw. Affected creatures take xd8 fire damage on a failure, half on a success. X is equal to 1 + half of the creature’s challenge rating (rounded up). For example, a CR5 shaman would deal 4d8 fire damage on a failed save, half on a success. New Bonus Action: Elemental Bolt, Spell attack roll, range 60ft, on a hit, it deals xd6 fire damage. X is equal to 1 + half of the creature’s challenge rating (rounded up). For example, a CR9 creature’s elemental bolt would deal 6d6 fire damage. New Reaction: Can use a reaction to cast Absorb Elements, at will. 5) Bodyguard There’s always that one guy who gets in the way. CR Increase: +1 Hit Point increase: +25 Armour Class Increase: +1 New Action: The Bodyguard can use an action to attempt to break a grapple between an enemy and an ally who are within 5ft of him. The bodyguard has advantage on this roll. New Bonus Action: Defend - while the bodyguard is within 5ft of a target ally, attack rolls against the target have disadvantage until the start of the bodyguard’s next turn. New Reaction: When an enemy declares an attack roll against an ally who is within 5ft of the bodyguard, the bodyguard can use its reaction to instead force the attack to target it instead. What do you think of these templates? What templates would you want for your enemies? Let me know in the comments! Peter is an avid dungeon master, role-player, and story teller. When he's not running homebrew campaigns, he is creating new worlds, or he is reading and writing fantasy stories, forever immersing himself in the gaping black-hole known as the fantasy genre. Picture Reference: http://overlordmaruyama.wikia.com/wiki/Goblin_Troop 5 Reasons to Use This Badass WerePanther For Your Next D&D Game: Meet Baron Urik von Kharkov25/5/2018 Hey, Jim here. Before Frankie gets going: if you want to help High Level Games continue to produce great content and launch the careers of the next generation of creators, we'd love it if you stopped by our Patreon to show your support. Of course, if you'd like a little something for your hard earned money, you could always pick up one of our fine game products as well. Greetings, traveler! Congratulations are in order to you. Uncovering a doppelganger is no mean feat. I'm sorry the fiend slipped your grasp, but heartened to hear you already have a lead. As to your query: if, as you say, the monster was seen heading for Castle Pantara, you may indeed need to treat with Baron Urik von Kharkov of those lands. Fortunately, he and I have interacted on occasion in the past, and I would be happy to provide you with a few words to the wise regarding him and his domain. Baron Urik von Kharkov is the Darklord of Valachan. A werepanther as well as a vampire, he rules his populace with the help of an army of werepanther secret police. Each year he selects a bride by lottery, but he is unable to control his compulsions to harm his brides. Within the year, each unfortunate victim is dead by his hands. 1) Demon Lover Baron Urik von Kharkov's defining trait is his tragic marital history. With each annual bridal lottery, his hopes climb higher with dreams of the future, and with each unfortunate illness or accident, his despair plunges deeper than ever before. You may find him most approachable immediately before or after this annual lottery. Baron Urik von Kharkov's story centers around an allegory for domestic violence and the behavioral cycles of an abuser. When first courting potential brides (and potential victims, including PCs), he is attentive, erudite, and elegant. Gradually his demeanor shifts, becoming more demanding and more wrathful. By the time he begins harming people, either his underlings or his wives, he will have given the victim ample reason to believe he's only reacting to their bad actions; maybe even acting for their own good! If his victims ever awake to the realization of how much of a monster he truly is, they will be bound to inextricably to him that escape will be impossible, only a choice of death at his hands or their own. This is a sensitive topic, and should be handled appropriately. While von Kharkov (like many abusers) may believe that his evil actions spring from something within him, a Beast that is beyond his control, this is merely self-delusion. Like all Darklords, von Kharkov has been damned not because of his inherent nature, but the evil choices he willingly made. 2) Of the People The people are Valachan are dark of skin and black of hair, and if you or your companions have a contrasting appearance, you may find that it generates a great deal of attention. The Valachani culture differs significantly from that of the western Core as well, and is often considered 'less civilized' by the less worldly minds of our home realms. For their differences, the Valachani are no less civilized than you or I, and thinking otherwise would be a grave mistake indeed. Baron von Kharkov cuts one of the most impressive figures out of all the Darklords of Ravenloft. It can be refreshing to see a character that not only provides representation for black characters, but is also a character who is educated, powerful, refined, in command and beloved by his people. He has elegance and poise, with an undercurrent of menace, like the mighty feline predators he is so heavily involved with thematically. Rick Worthy and Steven Williams have both given magnificent performances of this variety that you can reference if needed. As well, Valachan serves as a good example of a prosperous and functional black-predominant fantasy nation. There are a couple stumbling blocks to look out for here. The first is the notion of a black man as a domestic abuser. This is a tired trope in fiction, which often ends up played to racist hyperbole or comedic effect. You'll get a better result if you take care to make von Kharkov's actions and relationships nuanced and rounded. Depending on the party's makeup, there is also the risk of running 'white savior' stories, where a group of well-meaning white adventurers deign to travel to a backwards group of people of color to solve their problems. Keep in mind that the Valachani are an independent, capable people, and you should have no trouble giving your players the same impression. 3) Cycle of Pain Despite his lofty status now, Urik has suffered many abuses in the past. Wizards in particular may find little favor to be had in Castle Pantara, as practitioners of the arcane have been no friend to the Baron in earlier days. Like many good villains, Baron Urik von Kharkov has a backstory filled with personal heartache that informs his present motivations. Despite the fact that he's utterly evil, like Erik Killmonger or Hannibal Lecter, von Kharkov has a true horror in his past. He's been enslaved, tortured, experimented on, and cruelly manipulated into harming those he cared about. If he's persecuting those who enslaved him (or people of the same bent) like the Red Wizards or the Kargat, it's easy to muddy the waters and make the PCs really struggle to think about who the bad guy really is. It's important to remember though, that a tragic backstory doesn't excuse his actions. No matter what von Kharkov says, at the end of the day he's still the one responsible for his own actions, and he can't lay the blame for the blood he's shed at the feet of those who hurt him. Remember again, he wouldn't be a Darklord if he hadn't chosen his own path. 4) Thieves in the Night The Baron is a terrifying combatant, to be sure, but the force that truly keeps Valachan in line is the Black Leopards. Forming the backbone of the Baron's authority in Valachan, the Black Leopards act as secret police, ruthlessly enforcing the Baron's will and security through fear and brutal violence. The Black Leopards (many of whom are werepanthers) are Urik's main tool to keep Valachan under his thumb. Given their distinctive appearance and fascist behavior, they make marvelous underbosses. Their stark contrast to the respectable, empathetic populace of Valachan makes them great center-stage bad guys, and their potent supernatural abilities let them pose a threat to even veteran adventuring groups. With fascist groups like the Black Leopards, there can be a temptation to make them appear sympathetic, as though their terrorism and violence is required to keep their borders secure against dangerous outsiders. Although this is the excuse such villains always hide behind, it isn't true in the Black Leopards case. While it's true that the Mordentish look down their nose at the Valachani, the 'dangerous threats' that the Black Leopards' violent actions and interrogations are meant to quell are merely a product of von Kharkov's paranoia and his underlings' cruelty and greed. 5) King Among Monsters I have seen three heroes pursue Baron Urik von Kharkov to their own deaths. Each believed they had the truth of von Kharkov's nature. One believed him to be a tyrannical dictator, a military leader held in power by a team of elite monstrous soldiers. One believed von Kharkov to be a werepanther, using his curse to infect and control the most sadistic and predatory of his citizens to control the rest of the nation. The third believed Urik to be a nosferatu, who drained the life from his captive populace as surely as he stole the lives of his own brides. Each of these heroes perished because none had the full picture: all of them were correct, and it is a blindness to all the facets of the Baron's character that has proved the undoing of many a hero. For the crunch-favoring DMs out there, Baron von Kharkov is a dream come true. As both a werepanther and a vampire, he offers a whole palette of abilities to choose from. As an undead shapeshifter he can ignore a whole range of spells and magical abilities, he can hold his own in combat, and his stealth and intelligence gathering abilities are so extensive it's nearly impossible for a party to get the jump on him. He's even got the ability to suborn feline party members like mounts, animal companions, and familiars to his own service! Best yet, many of the standard weaknesses of his monster types do not apply to him. It's important not to give the party a fair fight, however. Urik von Kharkov was born as a panther, not a man, and understands the need for stealth, ambush, and waiting for the opportune moment to strike. His ability to drain blood (and erase memories), spread disease, and command a wide variety of mortal, monstrous, and bestial servants allows him to ensure that a party on his hit list never gets a moment's peace, much less a short rest. Farewell If you decide to pursue this villain to Castle Pantara, I sincerely hope you find that the Baron has dealt with him first, in a terminal manner. Otherwise I fear it may be you who finds yourself being...dealt with. If you should survive, my own men can meet you at the Mordentish border and ferry you to safety with all available haste. In the meantime, good luck and happy hunting, Frankie “Farshot” Drakeson, Lord Mayor of Carinford-Halldon Frankie Drakeson is a retired rifleman and the current mayor of Carinford-Halldon in Mordent. He is married to Gwendolyn Drakeson, making him Nathan Timothy’s grandson by marriage. Jim Stearns is a deranged hermit from the swamps of Southern Illinois. In addition to writing for the Black Library, he puts pen to paper for High Level Games and Quoth the Raven. His mad scribblings can frequently be found in anthologies like Fitting In or Selfies from the End of the World, by Mad Scientist Journal. Follow him on Twitter @jcstearnswriter, or listen to Don, Jon, & Dragons, his podcast. Picture Reference: https://guardians-of-the-mists.obsidianportal.com/characters/baron-urik-von-kharkov Editor’s note: There are always wheels turning here at High Level Games. I have been involved in a small handful of the many little projects we are undertaking. I have been creating new player character races for 5th edition, and have also released a small document on Time Demons. There are also one page adventures, and much much more coming to high level games. Help us grow by supporting our patreon, and get access to cool stuff! It’s a win win. Ahh, magic items. Where would we be without them? Many DM’s love handing them out, others make their players work for them, but I think everyone who plays Dungeons and Dragons from either side of the screen finds magic items exciting. Whether it be by discovering items amongst loot, being rewarded for a noble quest, or even by prying it from the cold, dead hands of that orc warchief, magic items can be extremely memorable in a Dungeons and Dragons campaign. If you’re like me, you’ve probably read the Magic Item’s chapter in the Dungeon Master’s Guide back-to-front. Or perhaps you’ve just seen your fair share of magic items in your experienced days of campaigning. Well here are ten new magic items which I have created using some niche and fresh recharge mechanics. 1) Brighteyes Item: Torch Topaz Charge (1): The yellow gem in the head of the torch glows faintly when it has a charge. An item regains all expended Topaz charges after spending one uninterrupted hour in sunlight. You can use an action and expend a charge to activate Brighteyes for up to one hour. For the duration, the wand sheds bright light for 100ft, and dim light for a further 50ft. While wielding the wand, you can end the light early as a free action. 2) Volthar, The Dark Blade Item: Longsword +1 Onyx Charges (2): The two black gems in the hilt of this weapon glow faintly when they have a charge. Expended charges are restored when this item spends four uninterrupted hours in darkness. When you hit a creature with this weapon, you may use your bonus action and expend a charge to deal an extra 2d6 force damage to the target. Then, you and the target swap places, teleporting to where the other just stood. This swap does not provoke opportunity attacks. 3) Ring of the Arcane Seal Item: Ring Jade Charge (1): The green gem in this item glows faintly when it has a charge. A spellcaster can use an action to consume a level 3 or higher spell slot to restore one expended charge. When you cast a spell of level 3 or lower, you may expend a charge of this item instead of expending a spell slot. The spell is cast at level three. 4) Ichor Bracer Item: Bracer (Requires Attunement) Ruby Charge (1): The red gem in this item glow fiercely when it has a charge. An item regains all expended charges after spending four uninterrupted hours in lava. You can activate a charge from this item as a free action at any time. When you do, you take 20 damage, which cannot be reduced. Then, you gain 8 strength for the next minute. This bonus strength can take you over any maximum strength limits. 5) Amulet of Resurrection Item: Amulet (Neck Slot) If the amulet has a charge when the wearer dies, they must roll 1d4. After that many rounds, they are resurrected by the amulet, consuming its charge. The wearer regains hit points equal to their hit-die size plus their Constitution modifier. They then must spend ALL of their remaining hit dice, regaining that many hit points. Then the target regains consciousness. Astral Charge (1): The white gem in this item glows faintly when it has a charge. A spellcaster can use an action to consume a level 9 spell slot to restore one expended charge. 6) Shrunken Head Of Telmashan Item: Shrunken Head Druids, Sorcerers, Warlocks and Wizards can use this item as a focus. Amethyst Charges (2): The purple gems in the eyes of the head glow faintly when they have a charge. Expended charges are restored after spending two uninterrupted hours in either a poisonous cloud or a poisonous liquid. When you cast a spell using this as your focus, you can expend a charge to cast it without requiring verbal or somatic components. (You must still have this item in your hand though) 7) Staff Of Magic Missiles (Reworked) Item: Staff (Arcane Focus) Passive: If you are a wizard, you learn Magic Missile, and always have it prepared. Furthermore, whenever you cast Magic Missile, the damage dice are increased to d6s. Sapphire Charge (1): The blue gem in the middle of this staff glows faintly when it has a charge. Expended charges are restored when this item spends one uninterrupted hour in water. You may expend a charge as an action to cast Magic Missile without consuming a spell slot. 8) Faey’s Crystal Flute Item: Flute +1 (Bardic Focus, Spell Save DC and Spell Attack Bonus increased by +1) Moonstone Charge (1): The white gem in this item glows faintly when it has a charge. An item regains all expended charges after spending one uninterrupted hour in moonlight. When you cast a spell using this flute as a focus, you can expend a charge to make a performance check. Your spell save DC for that spell is either the usual DC, or the performance check result, whichever is higher. 9) Wand Of Fireballs (Reworked) Item: Wand (Arcane Focus) Passive: You learn the Fireball spell, and always have it prepared. Furthermore, whenever you cast Fireball, the damage dice are increased to d8s. Ruby Charge (1): The red gem in the handle of this wand glows fiercely when it has a charge. Expended charges are restored when this item spends four uninterrupted hours in lava. You may expend a charge as an action to cast Fireball without consuming a spell slot. 10) Dragonward Shield Item: Shield +1 This shield increases your armour class by a further +1. Dragonward: You have a +2 bonus on saving throws against Dragon Breath attacks. Amber Charge (1): The orange sigil in this item glows faintly when it has a charge. Expended charges are restored exactly 24 hours after the previously used charge was expended. You can use a bonus action to expend a charge, to spew flames in a 30ft cone. All affected targets must take a DC:13 Dex Save, taking 5d6 fire damage on a failure, and half on a success. What are some of the most unique or memorable homebrew magic items that you have encountered in a Role Playing Game? Comment below! Peter is an avid dungeon master, role-player, and story teller. When he's not running homebrew campaigns, he is creating new worlds, or he is reading and writing fantasy stories, forever immersing himself in the gaping black-hole known as the fantasy genre. Picture Reference: http://mauiastrologyreading.com/power-gems-and-healing-2/ The Vistani (and by extension The Carnival) are the default “traveling band” for the setting, but there are many travelers who brave the Mists using safety in numbers. One of the greatest advantages of using such a group in a campaign is that they can appear in a wide variety of domains, whether in the Core, island or cluster. For those times when you need to have the adventure come to your players, here are a few ways to have hell (or heaven) on wheels. 1) Professor Arcanus Since the events of CotN: Werebeasts, Arcanus no longer has the luxury of being a one man show. On the night one of his exhibits came back to life, he was saved by a band of traveling adventurers, but he was revealed as a lycanthrope, and one of their number become a carnivorous ape. They now travel with him under the guise of fellow performers, secretly seeking a cure for both Arcanus and their friend, who has been trained to perform and assist. His new allies have taken on his penchant for showmanship and exaggeration, and they include an anchorite of the Erudite tradition who has had some success navigating the Mists. 2) Morts-qui-Dancent The Book of Sacrifices tells the tragic story of a group of musicians who “just wanted to make music.” They now travel from place to place, compelled to do just that or suffer horrible consequences. The undead musical troupe cannot navigate the Mists, but they are generally content to let fate decide their path. Despite their nature and circumstances, they tend towards benevolence, and uniquely suited to survive anywhere, including places the others cannot, such as the Necropolis or Keening. 3) Black Avlyhn First described in the Notes on Doppelgangers, this annis travels with over thirty of her own murderous doppelganger children, who believe that they are immature hags. They use their talents to play the part of Vistani, but are basically just roving thugs. The ones that have gone through puberty can appear as male or female, but visitors may note that all the children in the band of “Vistani" are female...and identical except for their ages. Recently, the band forced a mist ferryman to bargain for its life with passage through Mists. Since then, Avlyhn has prepared a magic circle to capture the next ferryman they encounter, in the hopes that they will be able to trap it and use it to truly travel like Vistani. 4) Rhennee Stranded generations ago in the Greyhawk setting where they learned to ply the Nyr Dyv, the barge folk may adapt to sailing Lake Kriegvogel or Lake Zarovich. Their distinctive customs and unusual magic are similar to the Vistani but with a few memorable contrasts. Obviously using barges instead of wagons is a significant difference, and PCs expecting a Vetha to break out the cards for a fortune telling might see her pour a bucket of bird entrails off the back of the barge instead. A grim Darkhagard’s distinctive weapon and combat style will make an impression whether he's an ally or an enemy. 5) The Dreamspoken Forbidden Lore introduced the Ildi’Thaan, and the first Gazetteer expanded on the Thaani ethnic group associated with them. But while many Thaani are troubled by dreams of Bleutspur, not all of them follow where the dreams lead. The Dreamspoken are Thaani with budding psionic powers who flee the lure of the Ildi’Thaan, developing their powers themselves while traveling the world. Coming from Barovia where Vistani are so well respected, it’s common for them to run away with with the Vistani for protection. Some of them return to Immol every few years to pick up new Dreamspoken, growing into larger bands that adopt Vistani dress and customs, mimicking Vistani magic with psionic powers. This has resulted in false reports of Vistani boys with the Sight, or Vistani with other unusual powers. 6) The Soldiers Of Truth Warden Cyrus Townsend is a powerful anchorite who leads this band of Ezra’s faithful. With planning and precision, they Mistwalk to a theocratic domain such as Pharazia, astound the locals with a practiced barrage of miracles and proselytizing, and disappear back into the Mists before the authorities can muster a response. Most locals are grateful for the food, water, and healing, but a few risk their lives to hide and read the forbidden texts, hoping to be rescued back to the Core at the next visit. Townsend’s “wonderworking" is an extremely risky enterprise, but its success has spawned imitators, especially among the Nevuchar Springs Sect. The latter, of course, don't always bother to ask people if they want to be rescued…. When looking for a traveling band to play a role in your game, consider the role you want them to play, whether rescue through the mists, a source of information or goods, mysterious foreshadowing, entertainment, healing, or just ambiance. Many of the above can fill those roles while creating a sense of a much larger world, with room for many varieties of travelers braving the Mists to see where fortune brings them. Leyshon Campbell has been playing and writing for Ravenloft for over twenty years, from the Kargatane's Book of S series, playtesting D&D 3E in a Ravenloft campaign, to the ill-fated Masque of the Jade Horror. He married his wife on Friday the 13th after proposing to her on Halloween. By tradition, the first story read at birth to each of their three children was The Barker’s Tour, from Ravenloft’s “Carnival” supplement. He is currently running the “Queen of Orphans” Ravenloft campaign on Discord. |
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