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!
The adventurers rested, either leaning against the altar with weapons in hand, or scrambling around the spare furnishings of the temple. The Shadows moved faster than Folk did, and they didn’t have much time until the ten of them that were released found the way up and out of the crypt. Ander and Jethro found glass bottles in the Undertaker’s apartment and filled them with water for their skins, setting the bottles and some of the silver they gathered from the Keep in front of Hugh, who performed a ceremony to bless the water. Holy water seemed to be a potent ally in the fight against what was to come. Clouds gathered over the temple, and the adventurers prepared for a fight. As the sky darkened, the adventurers scrambled to the squares of sunlight made by the overhead windows; shadows didn’t usually exist in daylight, and the adventurers needed all the help they could get. The Shadows ascended the crypt stairs in groups of two and three, met by eldritch blasts, sacred weapons, and holy water. Now, with time to prepare and adequate supplies, the adventurers drove back the Shadows with only a few wounds and a little strength sapped. Not yet ready to return to the crypt, Hrive went outside the walls to retrieve his mule, and the group foraged old abandoned gardens for food. Sleep came easier in the keep without gnolls to harry them, but the adventurers were still wary.
“King Krail of Torengar calls you to rid the border marches of Tanalor of fell beasts, unwholesome fae, and the remnants of the ancient dragon empire. Alongside friends and rivals, carve out your legend and your jarldom in the wild lands north of civilization, seeking fortune and glory worthy of skalds retelling.” So begins the Kickstarter pitch for Dragon Heresy, a Norse-inspired roleplaying game built on Dungeons and Dragons SRD5.1! Kickstarter Wonk put it on the Cannibal Halfling radar, now we get to explore it in depth with creator Douglas Cole. Grab a shield, get ready to grapple, and be prepared to fight with all your vigor as we see what this project has in store!
After several futile attempts to put a gaming group together, my boyfriend and I decided to try a 1 on 1 game. I’m going to take a moment here and discuss the way we approached this game. We have friends who are a boisterous collection of identities and preferences. This game is an attempt by us to explore identities that don’t correspond to our own, to step out of the safety of our projections of ourselves. At the same time, we recognize that this experience can never be complete because this is being done in a safe environment and they are identities we can shed when we’re done playing. The point is empathy. Aaron’s character was born male but does not identify that way. This is an epic tale of adventure, magic, and identity.
Welcome back to Adventure Log! Our heroes have scoured the city of Glebhavern, and are turning their attention to underground, where opportunity awaits. However, mysterious crypts and undead foes give characters plenty of chances to really step in it, and the Glebhavern Crypt is no exception. When things go south, do the characters breathe their last, or does the DM step in to keep the party going?
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.
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!
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.
Welcome to Adventure Log! While the Borrowed Time may have finally run out, there are still new adventures to be had around every corner. Today, we move from a long time ago in a galaxy far, far away to a distant world, where empires have crumbled and the planes themselves are opening passages between dimensions. There may be dungeons, and there may be dragons, but not everything is as it seems.
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!