The party made it to the castle, sending a signal flare to warn the regent of the doppelganger they were following. By the time they made it there, three of the pirates had not-Hugh in a sleeper hold, and the doppelganger’s command of language was deteriorating. The group went to see Sybil the regent, after providing some quick proof that they were not in fact doppelgangers themselves.
The Fifth Edition of Dungeons and Dragons represented a return to form in many ways over the Fourth, and the merits of that from a rules perspective can be debated. What is not debatable, though, is that the closed-off approach to third-party material which Wizards of the Coast used in response to the d20 debacle of the 2000s went too far, and the return of the Open Gaming License for Fifth Edition is a good thing. Coming out of 2018, the largest tabletop RPG Kickstarter in terms of money raised was one of these third-party products, a supplement called Strongholds and Followers. Strongholds and Followers is the brainchild of Matt Colville, a designer with over two decades of experience in both the tabletop and digital realms. Strongholds and Followers is exactly what it says on the tin: rules for creating Strongholds and having Followers in your Fifth Edition D&D game. Colville’s rules are detailed and comprehensive, but the book harbors no illusions that, when implemented, the expansions from Strongholds and Followers will completely alter the power level of your game. There’s also more coming from Colville, a fact which can’t help but make its way into the book’s presentation and design.
‘Twas a few nights after Christmas, and all through the house, a few creatures were stirring, clicking on a mouse . . . to find their way to a band of ready-to-play adventurers prepared to save Christmas! Yes, the holiday has passed, but there’s still time for that holiday-themed one-shot you’ve been thinking of running. This one can be filed under the ‘just for fun’ column, and draws some inspiration from way, way back in the CHG archives. So hitch up the reindeer, pack up all the presents, and check your list twice, because we’re going to adventure for the holidays with Santa Claus and his elves in this Meet the Party for 13th Age!
Jethro saw her for the first time. In a clearing of the thickets that had occupied their dreams for so many weeks, stood a woman adorned in a cloak of feathers, astride a white horse.
“You are all getting closer. Eventually the time will come when you can decide to open the door.” Jethro shouted questions, but before he could get a reply, he awoke. While losing time was getting to the point of normalcy, Jethro had been gone for almost a week and a half, and the party was now far away from Montral’s Mine, sitting in a supply closet in the underground research complexes of the Wizard’s College of Glebhavern.
A member of a Tal’Dorei-wide criminal empire, actually a monk hunting knowledge and fighting those who would use it for evil. A child of two worlds with magic in his blood and runes on his skin, taking back control of his life and mastering the arcane. A barbarian warrior of the Terrah Ashari with the strength of stone, a juggernaut instructed to join a new generation of adventurers. A former cultist of the Whispered One, now a cleric of the Matron of Ravens, using the power of blood to strike down her former allies. Vox Machina may have retired, but the world of Critical Role still needs heroes. Let’s see what some of them might look like with a Meet the Party for 5th Edition D&D made using the Tal’Dorei Campaign Setting from Green Ronin Publishing!
The day foretold in the Draconic Prophecy has come. and Eberron has returned to Dungeons and Dragons 5th Edition! The planned settings announcement went live on July 23rd, and to accompany it came the PDF of the Wayfinder’s Guide to Eberron (don’t worry, we’ll pay due attention to the Guildmaster’s Guide to Ravnica when it comes out later this year). We grabbed a copy pretty much right away, and after a few days to read through it and digest the contents I’m ready to talk about what’s in it, what’s not, what it all means, and where Eberron and D&D go from here!
With the mast successfully returned to the pirates, the adventurers began preparing for their trip inland to the Imperial Shelter. When the ship was crewed and outfitted, Salty, the piratical second-in-command had a surprise for the outgoing party. A shabby looking kobold was almost thrown at the adventurers. He was small, even for kobolds, and his ragged clothing was covered in singe marks. Apparently the pirates had picked him up at some point, and wanted him gone.
“I am Weekbadd! Help me prepare for when the First Lizard ends the world in holy fire!”
This was going to be interesting.
When someone says the word ‘adventurer’, the picture of a steady home life is not often one of the images called to mind. The dusty road, the shadows between the megascrapers, the space between the stars, these are most often the places that adventurers spend their time and make their fortune – or lose everything. While being an adventurer, or really any type of player character. almost universally involves going where others won’t either physically or mentally, I think there’s something to be said for breaking the mold and giving them a tavern, a ship, a base, a business, a home. While it might not be the one they were all born to, a party of adventurers with a place of their own can certainly turn it into a place that makes them feel like they belong.
After retreating from the crypt, the adventurers went towards the oceanside of the abandoned city and made use of the tools they were able to find. Elliot used an old forge and anvil to rework the broken suits of Enchanted Armor that were fought in the crypt. Out of six suits came one firbolg-sized suit of plate mail, and breastplates for a couple of the others. The treasure from the crypt was buried in the basement, and the adventurers were able to rest under a roof, above ground, and in beds. Before the night fell, Elliot, who had been vexed by the adventurers going in and out of fairy doors, wrote a note in Sylvan and gave it to Hrive. Neither of them knew who or what was causing their compatriots to travel back and forth between the current world and the Feywild, but the two fey in the party were the ones who had the best chance of finding out. Hrive did have the dream of the forest and the thick bushes, but this time the laughing woman gave him a cryptic invitation that sounded like it may have been meant for Elliot. Hrive awoke in a cold sweat, but appeared to have lost little time compared to some of the disappearances of his compatriots.
Transcribed by Bigby, stolen by Shemeshka, dictated by Mordenkainen, and drawing from the many worlds of the multiverse, the Tome of Foes has arrived! Mordenkainen’s Tome of Foes is, of course, the latest supplement for Dungeons and Dragons 5th Edition, following in the footsteps of Volo’s Guide to Monsters and Xanathar’s Guide to Everything. It has lore, character options, and foes aplenty for us to check out, so let’s get started! I’ll be taking us through chapter by chapter, seeing what Mordenkainen has left for us to read, and comparing the final product to the various bits of Unearthed Arcana that got it started!