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Posts tagged “Dungeons & Dragons

Eberron in 5th Edition

I could never decide whether I liked how 5th edition Dungeons & Dragons handled it’s classic campaign settings.

On one hand I liked that everything was left sufficiently open and multi-purpose that it could be applied to any setting and modified to suit most fantasy-plus genres, and we get the occasional allusion to how these creatures appear in other settings. Of course I respect and understand that the big three take front and centre: Forgotten Realms, Dragonlance, and Greyhawk, and my favourites get a few nods, Dark Sun and Eberron, but there were never plans for a full-blown campaign setting “release”, singular books devoted entirely to establishing a fixed world with a vast array of content, plot hooks, geography and history! (more…)

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The Streaming Half of Strongholds & Streaming

I may have mentioned… repeatedly, that I am a tremendous fan of Matthew Colville, and that I gave to the Kickstarter that was ostensibly to get a streaming series up onto Twitch and YouTube, but for the purposes of putting a product into the hands of backers, it was also for the Strongholds & Followers supplement that he had hinted at repeatedly in his “Running the Game” videos that a few fans had been asking about.

Well the MCDM stream began last Wednesday, and aired on YouTube (where I will be watching) over the weekend, and I squeezed in watching between games I was running, and as I already reviewed the book, it’s only fair I have a look at what else our generously given donations have yielded. Side note Strongholds & Followers has had an update with extra artwork and some fault-fixes! Version 1.1 is available for download now, and free if you’ve already got 1.0. (more…)


Review – Strongholds & Followers

In the long distant history of February (2018 for you strange future-people) one of my favourite personalities in role-playing games released a kickstarter, Matthew Colville’s Strongholds & Streaming. Begun with the simple intent of getting a Critical Role style D&D twitch game underway, offered with a physical product so that people were not simply funding an ephemeral and conceptual project, a Dungeons & Dragons supplement for 5th edition, Strongholds and Followers. Oh, and dragon minis too!

As weeks rolled by, Matt’s videos were often started or closed with an awed thank you, as the campaign not only obliterated goals, but is the current record holder for most funded roleplaying book, and remains in the top 100 Kickstarters of all time. We’ve seen work unfold on a studio space, designs emerge for the miniatures, and even had insights into the design process of the book, and finally, we have a finished product in our hands…

Assuming you have removed your harddrive and are currently sat holding it. I got the pdf the other day, is what I’m saying. Here’s what I thought. (more…)


The Shropshire Dungeon Master Update VIII

When was the last time I did one of these? Ok, nothing since September, a fair amount has happened since then. Around the middle of October there was an incident that slowed progress a little, and with Christmas on the way there hasn’t been a great deal of time to advance a few projects that are in the pipeline – in some cases since July – but there has at least been notable progress. (more…)


Dungeon Situational – 10 Firbolgs

Growing in popularity thanks to their frequent reoccurrence in Critical Role’s second campaign, the race of gentle fey giants appearing in Volo’s Guide to Monsters are forest-dwelling wardens and guardians, living peacefully and quietly with nature until situation demands that they act to protect their sworn homes. Despite their incredible size, they are more adept in matters of stealth and ambuscade, and are better fit to silently exterminate interlopers in the night than to assault them head-on.

A quick review of firbolgs as they appear in Volo’s, they’re tough to fit into an adventuring party without some heavy modifications to narrative: they abhor greed, prefer not to leave their homes, and are generally peaceful and slow to resort to violence. They also utterly lack a physical description, but general opinion seems to lean more toward hints of the bovine, hircine, or cervine elements mixed into an oversized humanoid body.

Here I present ten ideas on how to use this race, in which I will be including a few variations on the theme, none of which will be characters from Critical Role (although some artwork from the series may appear). (more…)


Dungeon Situational – A PC Lair

With the approach of Matt Colville’s Strongholds and Followers, I feel inclined to offer my own idea of a singular base of operations in which players may stash their gear, return to repair their equipment, and to rest in relative safety. From here our players may roam out in pursuit of wealth and glory, to return again and tend their wounds, study, and reflect upon their journey. In time, it may become too small for their needs, and they may wish to move on, or they may instead choose to build and expand.

This article is rules-light, but still utilises Dungeons & Dragons 5th edition as a reference point. (more…)


Dungeon Situational – Books and Their Secrets

Books, rich tomes of lore and knowledge, and in a world of magic, power, monsters, worse, and better, knowledge can reveal so much about the world that you can use to twist and bend to your advantage. Eldritch secrets, long forgotten treasures, and far darker mysteries abound to those with the patience to settle down and get some reading done.

As per usual, Dungeon Situational uses Dungeons & Dragons 5th edition rules but should be readily modified. It’s all just ideas to get you thinking about how to stock your own fantasy library.

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Dungeon Situational – Three Quest Specific Spells

The spells of D&D 5e – as contained within the Players Handbook, Xanathar’s Guide to everything and other sources – appeal to a broad range of characters with applications in combat and in many instances of day to day life. In a world of unexpected and varied dangers it pays to cover all bases… but what if the more a plot unravels, the more specific forms of magic become useful to you?

Presented here are very specific spells designed to inspire ideas specific to your own campaign, referring to motives of specific factions or parties, designed for combating a particular type of opponent, or overcome a particular type of obstacle. The rules as listed use Dungeons & Dragons 5th edition, but should be readily modified to suit most fantasy systems. Here are three campaign-specific spells.

Abjure Serpents

3rd level abjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (A trilliant cut emerald worth at least 200 GP)
Duration: Concentration, up to 10 minutes.

Snakes, yuan-ti, hydras, and other serpentine creatures within 10 feet of you must succeed on a wisdom saving throw or be afraid of you. While afraid of you they cannot use their action for anything other than dashing away from you. Creatures must repeat the saving throw when they enter or start their turn within the range of the spell. Creatures you designate within the range have advantage on saving throws against poison effects, and resistance to poison damage.

At higher levels: When you cast this spell using a spell slot of 5th level or higher, you may increase the radius of the spell by 10 feet, and again when you use a 7th level spell slot, and again when you use a 9th level spell slot.

Decipher

6th level divination (ritual)
Casting Time: 1 minute
Range: Touch
Components: V, M (a complex puzzle of wooden or metal pieces that has been solved)
Duration: Concentration, up to 1 hour.

For the duration your mind sees through elaborate and complicated patterns as if they were childishly simple, isolating clues, and comprehending solutions. The affected creature has a +10 bonus to intelligence checks made to solve riddles, puzzles, and devices. This bonus applies to all checks made to recall knowledge concerning the riddle, puzzle, or device, and to investigation checks made to search for clues, hidden components, or hidden patterns.

The spell does not account for active deceptions, or any knowledge not overtly possessed by the creature, such as languages it does not understand. If a component is missing, the spell will allow the creature to observe this fact, but will not reveal the location of the missing object, unless it is something they have already encountered, or if it is something that can be found within areas the creature investigates while affected by the spell.

Mark of Bel’Taln

Transmutation Cantrip
Casting Time: 1 action
Range: Self
Components: S
Duration: 1 hour

When you cast Mark of Bel’Taln, take 1 fire damage. A brand in the shape of the arcane mark appears on your skin on a location of your choosing, and remains there for the duration before fading.

The mark is used to identify members of the cult of Worshipful Bel’Taln to one another, and can only be taught to members by other members. A creature does not need to have the spellcasting feature to be able to cast Mark of Bel’Taln, but you must have a wisdom or charisma score of 13 or higher. This spell cannot be learned by elves or half elves.

When you reach 5th level, and good standing within the cult, you may be granted one of the additional features listed below. You may gain additional features at 11th level, and again at 17th. You must be granted these features by a a higher ranking member of the cult. When you cast the Mark of Bel’Taln, you take additional fire damage equal to twice the number of additional features you know.

  • While you bear his mark, you may speak the language of Bel’Taln. You can understand and be understood by monstrosities as if you shared a language, and you have advantage on charisma checks and animal handling checks made to influence their behaviour.
  • While you bear his mark, you have the blessing of Bel’Taln. You have resistance to acid and cold damage. Your unarmed attacks deal bludgeoning damage equal to your proficiency modifier, and you may choose to make unarmed attacks using your spellcasting modifier instead of strength.
  • While you bear his mark, you know the heart of Bel’Taln. You may teach the cantrip Mark of Bel’Taln to another creature. Doing so takes 1 hour, and the process ordains the creature into the cult of Worshipful Bel’Taln. That creature must meet the requirements to learn the cantrip as listed above.
  • While you bear his mark, you know the wrath of Bel’Taln. When a creature makes a melee attack against you, you may use your reaction to deal an amount of acid damage to that creature equal to your spellcasting modifier.
  • While you bear his mark, you know the enemies of Bel’Taln. You have advantage on skill checks when they specifically pertain to elves. For example, you have advantage on stealth checks made to hide from elves, or insight checks made to sense the motives of elves.

Ok, I think we run this series through November and then put it to rest for a few months. I have had an idea for something else for next year, and I have some films chalked up to review. As for next week:

Books and their secrets, some tomes of knowledge that grant unexpected benefits, such as spells, formulas for magic items, or unveiling the location of incredible treasures.

An extra planar encounter table, detailing potential encounters within… let’s see… Carceri! The Prison Plane, the inescapable torment.

Or three different ways in which paladins can embrace or interpret their oaths, and the laws that they abide by.


Dungeon Situational – High-Level Encounters

Introduction

Sufficiently challenging your players at higher levels can be a difficult task for any DM/GM. With players of 15th level or higher who can take out creatures like dragons with relative ease, making encounters that are both interesting and a challenge can be tricky but ultimately worthwhile, if done well.

Below I have prepared a number of encounters using 3 different sets of monsters, two of which are from Mordenkainen’s Tome of Foes, that have been designed to both be a challenge to a party and be interesting and unique encounters.

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Top 10 – Potions

GeekOut Top 10s

Happy Spooky Season!

The witches brew, fruit of the cauldron, magic in liquid form, bottled and corked, and ready for mass distribution. They can be medicinal, toxic, empowering, destructive, or just plain weird. Sometimes it’s important to just randomly drink bottles you find on the ground especially if they glow, because it could be any of those adjectives, or all of them, and you’ll only know if you try.

Hold your nose, down the hatch, and hope this one isn’t poison. It’s the Top 10 potions. (more…)