I could never decide whether I liked how 5th edition Dungeons & Dragons handled it’s classic campaign settings.
On one hand I liked that everything was left sufficiently open and multi-purpose that it could be applied to any setting and modified to suit most fantasy-plus genres, and we get the occasional allusion to how these creatures appear in other settings. Of course I respect and understand that the big three take front and centre: Forgotten Realms, Dragonlance, and Greyhawk, and my favourites get a few nods, Dark Sun and Eberron, but there were never plans for a full-blown campaign setting “release”, singular books devoted entirely to establishing a fixed world with a vast array of content, plot hooks, geography and history! (more…)
Growing in popularity thanks to their frequent reoccurrence in Critical Role’s second campaign, the race of gentle fey giants appearing in Volo’s Guide to Monsters are forest-dwelling wardens and guardians, living peacefully and quietly with nature until situation demands that they act to protect their sworn homes. Despite their incredible size, they are more adept in matters of stealth and ambuscade, and are better fit to silently exterminate interlopers in the night than to assault them head-on.
A quick review of firbolgs as they appear in Volo’s, they’re tough to fit into an adventuring party without some heavy modifications to narrative: they abhor greed, prefer not to leave their homes, and are generally peaceful and slow to resort to violence. They also utterly lack a physical description, but general opinion seems to lean more toward hints of the bovine, hircine, or cervine elements mixed into an oversized humanoid body.
Here I present ten ideas on how to use this race, in which I will be including a few variations on the theme, none of which will be characters from Critical Role (although some artwork from the series may appear). (more…)
As promised a while back, it’s time to bring back Dungeon Situational; a weekly series where I present content designed for Dungeons & Dragons 5th edition, but broadly adaptable for other editions and systems.
This week, as promised in a previous article, I will be creating five levels of a new class that reflects a few minor grievances and absences I find in the D&D class system. None of the material is play-tested, so if you try out this class or any of the class features please do let me know how it goes. At the bottom of the article you can also vote on what you’d like me to create next week. (more…)
A three-way tie between the choices: three dragons, three NPCs, and three extra-planar threats. This can only mean one thing. You get one of each.
As usual I will generally be drawing upon Dungeons & Dragons 5th edition rules, but most of the content here should easily be modifiable to any other system or edition you choose. (more…)
Your players have just reached the end of their first major plot arc, you suddenly have a lot of planning to do, and while you reach for ideas for next session, your group have a few plans of their own to execute. And maybe it all goes well, maybe they know exactly how to spend their hard-earned cash, or have some personal loose ends to tie up. And maybe you spend a session staring blankly at each other. What fortune for you that the ground has begun to quake, and skies in the east have begun to blacken.
Presented below is a short dungeon for 4-6 level 5 players, and as in all Dungeon Situational articles presumes Dungeons & Dragons 5e, but can be readily adapted to other levels or systems in a high-fantasy setting. This adventure is presented without a map, but can easily be mapped using the descriptions given, and random encounters can be placed in specific locations rather than stumbled across. (more…)
Most commonly Dungeons & Dragons tends to be sequences of role-play, exploration, broken up by combat situations and the occasional shopping trip. There’s variety in the proportions of course, but there are some very rare opportunities for the DM to call for initiative where an actual fight is unlikely because there are more important things to worry about.
I’ll be using rules and skills for D&D 5th edition (5th edition is best edition, all hail 5th edition) but will be left loose enough for you to modify the rules for different systems and editions to suit your campaign. (more…)
Deep beneath the ocean, a creature of immeasurable power slumbers eternally, utterly alien in form, a great winged beast with tremendous psychic sway that spreads across the world.
Considering human beings trap small Pokemon and train them to fight, there are some terrifying entities higher up in their ranks. Creatures wrought of legend, gods and fiends, ancient and terrible monstrosities that can end worlds, or create them. And apparently they can be contained and made to fight in very terrestrial competitions.
So as I sit writing entries for my personal Pokenomicon, I find that I’m building from the inside out. Taking my combination of Cthulhu and Lugia as my central point I’m designing the rest of my maniacal menagerie from concept of that deep and ancient terror, Cthulugia. Let’s take a look at the components: (more…)
Last week I took a handful of classic D&D creatures and proposed new uses for their stat-blocks, something to lend a bit of diversity to the current roster with minimal need to create, change or modify. If your campaign has a flavour that the Monster Manual simply doesn’t cater for, there are ways and means of accommodating to your tastes. This week I’ll approach from the other side of the coin, declaring what I need for my campaign and using the tools at hand to make a solution.
Once again I’ll be using D&D 5th edition because it’s what I know best… (more…)