A halfling darts about the kitchen of a House Ghallanda inn, literally moving in a blur as he serves up dishes at a supernatural pace. An adventurer dons an amulet of true face, and finally sees the person they’ve always felt like in the mirror. A goblin pulls on a pair of gloves and sends lightning crackling into the chests of three muggers who tried to jump her. House Cannith (and the DM’s Guild) is proud to present Elaydren’s Magewright Primer, a comprehensive guide to the magic used in daily life throughout Khorvaire and around the world of Eberron, brought to us by Nausicaä Enriquez!
It’s that time of year again: Memorial Day has come and gone and school is out, or soon to be. Maybe you spent a bit too much preparing for a party, or have found yourself at loose ends with the changing of the seasons, or need to save up to be able to take that vacation you’re planning. For whatever reason, the idea of dropping a decent chunk of your paycheck on a new sourcebook is…well, not your top priority. Well, fear not, because we at Cannibal Halfling Gaming know what it’s like to be at loose ends. Let’s take a dive back into the vault for a cheaper, but no less entertaining find in a set of mechanics entitled “Knave”, a cheap, short, and easy to understand ruleset that allows GMs and players to convert nearly any OSR, and more importantly, multiple games into a single cohesive system.
You can’t keep a good Artificer down, especially when there’s Arcana being Unearthed. That’s right, this very day we’ve got a new version of Eberron’s magical mechanical manufacturer for 5th Edition Dungeons and Dragons to check out, including a pair of completely new builds for the class! So prepare your infusions, craft your gear, and get ready to see what new frontiers of magic-as-science are being explored!
“Snowhaven has hosted a theocracy, two civil wars, a magi uprising, been partially burned to the ground, and had one small bout of cannibalism, yet still, she shambles on.” As opening lines to a setting book go, you can do a lot worse. I came across Snowhaven on Kickstarter a while back. The authors described it as “snowpunk”, a new genre they were trying to make stick. The way that the authors described it, they wanted to take the steampunk elements of technology and apply it to a fantasy setting, but also keep the sense of “grim isolation” that winter brings. Rather than having your standard bright, optimistic theme of “gaslamp fantasy”, the people of Snowhaven dwell in a brutally harsh cold water port, filled with intrigue between the noble houses and the Illuminate Church. Technology has not been soaring by leaps and bounds because of a new age of whimsy, discovery and exploration; it has advanced because it is the only way for them to survive (they weren’t kidding about the cannibalism thing).
“Everything has a place in Eberron.” Despite the many unique features of Keith Baker’s D&D setting, this has actually been one of its most common taglines. There are enough mysterious corners of the world, enough factions and forces and peoples, that pretty much anything can find its way into the setting. I’ve embraced that idea myself, to a point: standard evil deities instead become demonic Overlords, strange species pop up in the Eldeen Reaches and Xen’drik and Argonnessen. that sort of thing. But how do you go about literally giving everything a place in Eberron? Well, you might start by reading the Naturalist’s Guide to Eberron: Volume 1: Aarakocra to Azer by Matthew Booth on the DM’s Guild.
The party is simply minding its own business on the streets of Aundair when they’re accosted by “Maestro Hennedy of Gault”. Seems this troubadour has decided he wants to witness your heroic deeds himself, and then make both you and himself famous with the resulting songs. It’s a nice opportunity . . . if he would just. Stop. Talking. And keep himself out of trouble. This is just one of the many encounters, run-ins, and occasions that your adventuring party could run in to with Eberron Random Events: Sharn and the Five Nations by Michael J Winegar!
When the Wayfinder’s Guide to Eberron first hit the digital shelves there was much rejoicing. We were getting to play in Keith Baker’s setting again without having to do everything from scratch ourselves, and a new front of creativity opened up on the DM’s Guild. As a living playtest, though, the WGtE had some glaring absences, and none was more obvious than the Artificer, the iconic class of the setting. Having gone through two cycles of Unearthed Arcana, going back almost to the beginning of UA, the Artificer had gone without any updates since 2017 . . . until yesterday! Grab your tools and lets get to it as we go feature by feature through the latest version of the class!
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!