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…)
Deep beneath the ocean, a creature of immeasurable power slumbers eternally, utterly alien in form, a great winged beast with tremendous psychic sway that spreads across the world.
Considering human beings trap small Pokemon and train them to fight, there are some terrifying entities higher up in their ranks. Creatures wrought of legend, gods and fiends, ancient and terrible monstrosities that can end worlds, or create them. And apparently they can be contained and made to fight in very terrestrial competitions.
So as I sit writing entries for my personal Pokenomicon, I find that I’m building from the inside out. Taking my combination of Cthulhu and Lugia as my central point I’m designing the rest of my maniacal menagerie from concept of that deep and ancient terror, Cthulugia. Let’s take a look at the components: (more…)
It has been a couple of years since the release of the core set – Players Handbook, Monster Manual and Dungeon Master’s Guide – and in between we’ve mostly seen the release of campaign books that have added their own flavour that a half-awake DM can implement to great effect in his/her own games.
Across the last two editions we’ve seen something of a template in terms of extra material, and the same with independent adaption Pathfinder; more monster manuals, more player options, flavour books that add new worlds or mixed materials that play to a theme, accompanied by campaign modules which are primarily focused on a playable adventure, rather than adding usable material for anyone to use. (more…)