It’s the genre that started it all, and it has set the baseline for what people think of when they hear the term “role-playing game”. It’s a literary genre of astonishing breadth, that still seems to get people thinking about elves and wizards. So why is fantasy role-playing such a different animal than fantasy in general? And what sort of games are hiding in the wings around the 500 pound Gygaxian elephant in the room? Today, the Level One Wonk is going to look around what fantasy role-playing is, how it’s related to fantasy literature, and what that all means when it comes time to sit down and roll dice.
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!
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.