A three-way tie between the choices: three dragons, three NPCs, and three extra-planar threats. This can only mean one thing. You get one of each.
As usual I will generally be drawing upon Dungeons & Dragons 5th edition rules, but most of the content here should easily be modifiable to any other system or edition you choose. (more…)
Your players have just reached the end of their first major plot arc, you suddenly have a lot of planning to do, and while you reach for ideas for next session, your group have a few plans of their own to execute. And maybe it all goes well, maybe they know exactly how to spend their hard-earned cash, or have some personal loose ends to tie up. And maybe you spend a session staring blankly at each other. What fortune for you that the ground has begun to quake, and skies in the east have begun to blacken.
Presented below is a short dungeon for 4-6 level 5 players, and as in all Dungeon Situational articles presumes Dungeons & Dragons 5e, but can be readily adapted to other levels or systems in a high-fantasy setting. This adventure is presented without a map, but can easily be mapped using the descriptions given, and random encounters can be placed in specific locations rather than stumbled across. (more…)
Would you believe that’s the shorter title?
Shrewsbury has just had a busy weekend, pouring into the growing geeky community we have played host to a Steampunk festival for which I rearranged some booked holiday time to ensure I’d be free to attend, and then I foolishly organised an all-day Dungeons & Dragons marathon for the sake of advertising the new business on the same weekend. So I squeezed a couple of hours out of the festival on the Saturday before D&D on the Sunday, let’s talk about that one first.
In a high-fantasy setting we have a tendency to lean on magic as the driving force of the world and most wonders that one can behold, you have to sink as far as low fantasy before you stop using it as a crutch to create a spectacle. Here assembled we have some curiosities and marvels that do not depend on magic (although some stretching of the imagination may be required).
Most of the series relies upon D&D 5th edition rules, but this one is completely without rules, leaving you free to interpret and apply rulings as you desire.
You’re starting a new game and trying to come up with a setting, at least to kick off the first few levels, somewhere with intrigue and danger, somewhere they’ll remember for levels to come, the place that they’ll one day be thinking of when they save the world.
Usually these articles make no small use of 5th edition Dungeons & Dragons rules, but as a heavily narrative oriented piece there will be little to no need to adjust any components for your own game, but tinker with anything you like. Welcome to… (more…)
The Warlock draws his power from strange and terrible forces from beyond the world. Often evil in their own particular way, these are entities who cannot garner followers, and so must bargain for indentured servants to do their bidding. Cruel fiends, capricious fey, deranged elder things, and dead gods need things too.
Here I give some examples of how patrons may approach, co-opt, or otherwise bargain with their warlock servants. I’ll be referring to and utilising Dungeons & Dragons 5e rules, but I’ll leave it suitably ambiguous so that it can readily be adjusted for warlocks, shady spell casters, and dark cultists in any setting or edition.