Boer the dwarf awoke under musty blankets. He had remembered leaving with the smugglers, and remembered the storm, but that was it. Now, as his other adventuring companions gently kicked the dwarf-shaped lump he was making in the old bed, he found himself in a large bedroom in a castle somewhere, with no recollection of how he got there. There was a vivid dream, with tall trees, thick bushes, and a woman laughing . . . but then he awoke in a strange place.
Tag Archives: D&D
Unearthing the Wilds
So you’re walking, and you’re walking, and you’re walking, and a big scary dragon shows up! Traveling and wilderness exploration in Dungeons and Dragons can be fraught with peril, of course, but they can also be a little more nuanced than that. There are of course rules, in both 5th Edition’s Player’s Handbook and its Dungeon Master’s Guide, for traveling in the spaces between civilizations, but February’s Unearthed Arcana gets a little more specific still. I cracked open both books and compared them to the UA material, so let’s see what it means to head Into the Wild!
Adventure Log: Dungeons and Dragons Part 1
Two weeks ago, a group of ragtag wanderers and students of the road met in the basement of the Widow’s Walk Inn in Port O’Rock. Run by a group of fearful elders, Port O’Rock did not open its gates to travelers very often, and warned against leaving the few times that it did. When two smugglers, Alstern and Renard, offered passage out of the city, there were seven who paid their fee.
Unearthing Three Subclasses
A circle of druids who champion decay as part of the natural order, with fungal spores and a sometimes strange relationship with the undead. An archetype of fighter who apply overwhelming strength and persistent durability to simply overcome their foes. A tradition of wizards that champion innovation and experimentation in magic who are regarded as (and just might be) utter lunatics. We’ve got our first Unearthed Arcana of 2018 folks, and so we have Three Subclasses to check out!
Xanathar’s Guide to Everything Review
After much hype and hullabaloo, Wizards of the Coast has released Xanathar’s Guide to Everything, the first rules supplement for the Fifth Edition of Dungeons and Dragons. While there is nothing revolutionary within this volume, it offers some great new options for both mechanical and story aspects of D&D. I’d say it’s nice to have for players but more recommended for GMs due to the expanded proficiency and downtime rules, trap creation and encounter expansions, and the solidly integrated rivals system.
Unearthing Elf Subraces
Elves that can take to the sky on wings they are born with. Elves that view even other elves with suspicion, sticking to the deep forests of Greyhawk. Elves that took to the oceans instead of the forest, following currents instead of wooded paths. Elves that swore service to the Raven Queen, now wreathed in the darkness of the Shadowfell. There has always been more than just one variety of elf in Dungeons and Dragons, and with the latest Unearthed Arcana a lot more of them are coming out of the woodwork (or the sky, or the sea, or a plane of shadow) to take their shot at being options for player characters in 5th Edition!
Unearthing Mass Combat
Before Halloween, Wizards of the Coast took the hype level for their new D&D supplement, Xanathar’s Guide to Everything, and turned it up to 11 by releasing the table of contents. Now it’s known what’s in the book and what we can expect to use in upcoming games once the book is released on November 21st. Also important though is what didn’t make the cut. New classes like the Mystic and the Artificer were left behind, and so was a set of mass combat rules. Even if the mass combat rules have not been built into a sanctioned product yet, the version released in Unearthed Arcana has some neat uses and is definitely worth considering for use in your game.
System Split: Basic D&D and Basic D&D Retroclones
Dungeons and Dragons, by many standards, lives up to Wizards of the Coast’s claim of “The World’s Greatest Role-Playing Game”. It has the longest history and the greatest impact of any game, paving the way for the expansive role-playing hobby we have today. And the versions published in the 1980s are those which had the strongest impact on one of the earliest generations of gamers. Between TSR’s mismanagement and the limitations of technology, though, these early versions were almost lost to history. The desire to rekindle support for the playstyle of Basic D&D was one of the collective motivations which kindled the OSR, or Old School Revival, movement. Today’s System Split splits four ways, looking both at two versions of Basic D&D (B/X and Rules Cyclopedia) and Retroclones which were designed to give them renewed accessibility: Labyrinth Lord and Dark Dungeons.
Continue reading System Split: Basic D&D and Basic D&D Retroclones
Unearthing Fiendish Options
Just because Asmodeus is top dog in the Nine Hells doesn’t mean he’s the only source of fiendish influence on the material plane. Even the Nine Hells as a whole don’t have a monopoly on it; the demons of the Abyss certainly have their own goals and influence, decidedly messier though they may be. From different breeds of Tiefling to infernal cults to abyssal champions, the latest Unearthed Arcana presents us with all sorts of new Fiendish Options, for both sides of the DM’s screen.
Rise of the Dungeon Master
You are a tabletop gaming enthusiast, wandering through your local bookstore for the next bit of literature to capture your attention with. By chance you wander into the comic/graphic novel section, idly browsing, wondering if you’ll find something a little different this time. As it so happens a slim graphic novel catches your eye; you recognize the creator and game mentioned on the spine. It is called “Rise of the Dungeon Master: Gary Gygax and the Creation of D&D”. Do you take it off the shelf?