Category: Playing D&D

Custom Backgrounds, classes, advice and more about Dungeons & Dragons

  • Now is the time to reduce the house rules in your D&D game

    Now is the time to reduce the house rules in your D&D game

    Dungeons and Dragons is more popular than ever. That is undeniable. The game has grown and become a side channel to the mainstream, with its influence everywhere. But it is about to get a lot more popular. Tens of millions are going to watch Dungeons & Dragons: Honor Among Thieves.

    That’s going to attract a lot more neophytes to the game.

    The Honor Among Thieves trailer has vibes of Thor: Ragnarok, Guardian of the Galaxy, and Princess Bride.

    But the D&D movie is not the only thing that will grow fantasy gaming.

    Johnny Stanton, the Cleveland Browns fullback, and his group have been featured in Sports Illustrated. Stanton is also part of San Diego ComicCon’s Everybody is Playing Dungeons & Dragons! seminar — expect even more coverage of his game in mainstream media.

    From Chris Pine saying every high school should have a D&D club to mainstream local soccer fundraisers like YachtCon playing the game (we’ll do something this year too) the game is spreading faster than ever before. After a season of not-really-D&D Stranger Things dipped back in with the Hellfire Club. Season five, the final will also be D&D themed.

    There’s also D&D adjacent properties like Wheel of Time (season 2 of Origins is out in August and season 3 is already happening) and Rings of Power (season 1 in Fall). Witcher keeps going strong. Vox Machina got a season 2 and probably will get a third. List goes on, and on.

    There’s no better time for fantasy TV and movies — none.

    As experienced players and DM’s it is our responsibility and duty to welcome these new players to the game. One way to do that is through the classic Starter Set, the Stranger Things boxed set, the Essentials Kit, the new Dragons of Stormwreck Isle, Spelljammer Academy, etc, etc.

    But you also have your home games with elaborate and thought-out original plots. These games are the most common way to play D&D, a majority do not play in the official worlds. There’s a danger in welcoming people to the game the first time in an original world. Those campaigns can have a lot of custom rules.

    When the Lorebook Hunters first started in the World of the Everflow there were more than four pages of custom rules, heavily tweaking the game. Now there are just four sentences of rules not taken from the books – all able to integrate with DnDBeyond, excepting the custom subclasses. Players new to the game can create a character in 30-60 minutes rather than hours.

    That helps first-time players pick up the game. There’s plenty of support online for the official rules — blogs, video, podcasts, social media. There’s only your table as a place to learn about custom rules. That can be intimidating. Plus they need to pick up custom lore. Another barrier to play.

    Reducing both of those weights helps a first-time player become a perpetual player and eventual Dungeon Master.

    Tips for types of rules to add

    • Optional rules from the Dungeon Master’s Guide — they’re already official, in a book for others to read.
    • Rules that enable your story — the World of the Everflow has a key question as to why we love pets. It wouldn’t be the same without the bonus feat of Bonded Companion.
    • Changes that empower cinematic flavor — since many people new to the game will come from watching film give them that vibe.
    • Tweaks that don’t require technical knowledge — asking a first time player to learn a VTT rather than just video or theater of the mind can reduce their interest.

    At the same point, if you have a massive world already, don’t retro those rules. Find ways for your table to welcome new people into your complex lore and ruleset. Use session zeroes frequently, both one-on-one and with the group. Tell a new player why you have those rules. House rules that help tell the communal storytelling are always better than house rules that add complexity, at least for the modern gamer coming at D&D as a storytelling game that empowers group tales of action and adventure.

    Most of all, enjoy the new players and their new stories. They’re going to add to your table coming up with ideas and concepts you’ve never seen before. If you are doing it right you’ll have a more diverse group, telling more diverse tales — and you’ll be stronger both in real life and in the game.

  • Honor Among Thieves, the next D&D movie looks fun

    Honor Among Thieves, the next D&D movie looks fun

    There’s a lot of reasons to be worried that the next D&D movie wouldn’t be good. The last few were not. Fantasy as a genre struggles to have blockbusters. There were also reasons to think it would be good. John Francis Daley and Jonathon Goldstein (co-directors, co-writers) have great experiences making good movies. They are both Dungeons & Dragons nerds. Daley is a credited writer on Rime of the Frostmaiden. The actors are what a big budget film needs. ILM did the effects. The location shots were where you want medieval fantasy to be shot (England and Czechia are the current leaders).

    But lots of people were cautious.

    Today’s trailer was as good as you can expect from any massive movie.

    The party, or cohort of actors, have a vibe. It’s strong. They enjoy each other. All of them but Hugh Grant speak about their new (Pine, Jean-Page) or old (Lillis, Rodriguez, Daley, Goldstein) love of the game. Chris Pine said that every group of actors should always play the game.

    Rege Jean-Page said that every high school should have a D&D club. That’s when Sophia Lillis and Michelle Rodriguez both played.

    That’s when I started.

    I’m not worried about this movie. Dungeons & Dragons: Honor Among Thieves looks to be a fun romp by a diverse group that conquer evil together while getting into more trouble with each bit of success.

    And there’s an owlbear and a gelatinous cube and two dragons, and bad planning — that’s D&D.

    You know what else is D&D? A group with different skills, different pasts, different presents, different races, genders, everything — then they bond together towards a common goal and the sum of their parts is stronger. Because as Jeremy Crawford once said “a diverse group is a strong group.”

  • Gendarmes of Sheljar Campaign: One Sheet

    Gendarmes of Sheljar Campaign: One Sheet

    This campaign is set seven years after the Lorebook Hunters returned magic to the World of the Everflow. It is set in the Free City of Sheljar, and is centered on clearing portions of the bog-city from the return of undead and tunneling nightmares. Combat and exploration will be heavier than social play at the beginnnig. Every character is united in keeping residents of Sheljar safe and mostly unified in the ideals of Free Shejlar (all thinking peoples have value), but may have differing concepts about how to do so.

    The bog-city of Sheljar sits in a lowland below a waterfall. The climate is cool and wet, think the lowlands of the upper Salish, the moors of Scotland with a boggy multi-island brackish lake similar to New Orleans.

    Campaign Premise

    The party is a group of guards that volunteered and is paid to help the Lorebook Hunters keep the people of Sheljar safe from skeletons, zombies, wights and other undead. Tunneling Nightmares may have returned to isles in the bog-city as well. They will start in the old neighborhood of Jherr as recent migrants have noticed a cavern with odd noises and smells.

    Made using Perilous Shores, this is the neighborhood of Jherr, to the north and east of the core of Sheljar. The southeast corner is less brackish than most of the bog-city, almost an internal fresh water space.

    Background

    The Flag of the Free City of Sheljar features the moon Feylf in crescent, a white triangle entering a field of the sea and Boo, in his skeletal form.

    Once upon a time, the Empire of Sheljar ruled all of the Western Wildes, from the Cliffs of Galinor to Mira to Qin. Then, the Born Generation of magically imbued teens (27 years ago) caused chaos and disruption, upending the old ways. One of the Born Generation, the Necromancer, thought he was doing good, keeping dying peoples and animals with their families, but these horrifying undead monstrosities were often rejected. As he raised more and more, people fled Sheljar, emptying it out, leaving the bog-city nearly abandoned to the Necromancer and his unliving nightmares. A misty stench then started to control the city and more people fled.

    It was not until after the eruption of the volcano, the battle of Cortez and Chorl, and the Lorebook Hunters eventually slaying the Necromancer that Sheljar felt free again. Now, six years later the Free City of Sheljar welcomes all thinking peoples. Those that return to their former homes have their property back. Those without homes are granted plots and space with the promise of aid. Few ships dock at Sheljar, but that number increases every month.

    Sheljar has several dozen gobkon, a few dozen Ken with no known dragons, but most of its 2,000 generally agrarian peoples are various Kin with their animal companions. The Gendarmes and the Lorebook Hunters are the only standing ‘army.’ Most of the residents are frontier peoples ready to defend their cottages but only have clubs and other utensils as weapons.

    A map of the former Empire of Sheljar, now a series of independent city-states and free towns.

    Grand Conflicts

    At the start this is a simple island of the week adventure, where the Gendarmes are responsible for discovering and clearing pockets of undead.

    Factions

    • Lorebook Hunters – this is the leadership of Sheljar.
    • Cult of Nak – these are the remnants of Chrol’s transformations.
    • Fort Ooshar is under control of the Fox and Crow, a gang that sees opportunity to raid the migrants heading to Sheljar
    • A death cult has taken over the lands west of Telse.

    Rumors

    • The Folio of Necromancy may be missing. Saffron had held it prior to rising to part of the leadership council.
    • What is that stench out east? Tunneling Nightmares?
    • The Volcano of the Glass Tower is glowing.

    Facets

    • Exploring the zero-to-hero tropes, friendship with animals, and who gets to control knowledge.
    • Sandbox play.
    • Player agency creates history.
    • Drop in/drop out, whatever. This is an episodic campaign.
    • Sessions are 60-90 minutes. Adventures are 1-3 sessions.

    Variant Rules

    • Playable races are Human, Hin(what they call themselves)/Halfling, Goliath/Firbolg, Elf, Dwarf, Gnome (wood only), Goblin, Hobgoblin, Bugbear.
      • Only the Kon (goblinoids) may be Artificers.
      • Kin start with a Bonded Companion.
      • Ken start with a Feat that grants a 1st level spell such as Magic Initiate.
      • Kon start with Tek.
    • There are a few custom subclasses available (Way of Frayed Knot, Society of Veil and Shadows, Conscript, Propagandist, Circle of Sewers).
    • There are several custom backgrounds and tools available. We will use cultures, not languages.
    • Use point buy or standard array for starting attributes. If you want something random, the redrick roller gives random point buy valid stats.
    • Start at 1st level because several are new to the game, let’s learn together.
    • The Gendarmes start with a small sailing boat (Crew:4 for rudder, sails, a repeating heavy crossbow, and a fire sling).
    • Long rests require 24 hours within sanctuary. This creates a pace of play more similar to novels than video games.

    Practicum

    Sessions will be on Wednesdays right after work, played over Meet with shared screen used to help set the scene. Theater of the Mind will be the most common form of combat, ideally using cinematic descriptions which will grant Inspiration. There is a campaign on DnDBeyond, used only by the participants rather than open to public.

    Every character is assumed to have Common Knowledge in the Six Kingdoms.

  • Inkling as a Warlock familiar

    Inkling as a Warlock familiar

    The Strixhaven mascots make great familiars, but they’re a bit weak compared to the other options available after 1st level. The imp is clearly the power-play. It’s a CR 1 monster, not the 1/4 and 1/2. And while that’s not a significant problem, it’s one that can be fixed. What would you need to do to make the Inkling Mascot a more permanent companion/familiar?

    Recently other companions are designed around un-fluffed stat blocks. The Primeval Druid has a beast, but all description is up to the to the player and DM. One of the players in the Uprising & Rebellion campaign is a multiclass Warlock-Rogue, who just leveled up in Warlock and took Pact of the Chain for the slightly boosted familiar.

    Combining the player’s desire with recent history means I’ll be making a few adjustments to Nerinmil’s familiar.

    First, the quick part. A bunch of stuff is going to get that character’s Proficiency Bonus (Stealth, to hit, a bonus Armor Class, uses of Ink Spray per Long Rest). We’re also going to add Perception as a proficient skill, because the player has mostly been a ranged attacker and spy who wants to enhance their current role via the familiar.

    Because the player really liked the imp, I’ll be granting the ooze-y Improved Inkling resistance to bludgeoning, piercing, and slashing damage. Also, because of that spy role desire, I’m adding in a Reaction: Ichorous Form – When an opponent makes an opportunity attack the Improved Inkling may take use its reaction to flow around the attempted attack if it has perceived the attacker. That opponent than has disadvantage on its attack role.

    We’ll also be boosting its mental attributes to Int: 10, Wis: 12, Cha: 10 and dropping the Strength to a 6.

    Spot hanging out in his bottle (photo by Jill Burrow on Pexels.com)

    Armor Class 16
    Hit Points 18
    Speed 10 ft., fly 45 ft. (hover)
    Initiative +3

    STR: 6 (-3) | DEX: 16 (+3) CON: 14 (+2) | INT: 10 (-) | WIS: 12 (+1) | CHA: 10 (+0)

    Skills: Stealth +6, Perception +4 (passive 14)

    Resistances: Bludgeoning, piercing, slashing from non-magical weapons

    Immunities: Psychic, Blinded, Charmed, Deafened, Exhaustion, Prone

    Blot at +6 for 1d4+3 psychic

    Ink Splot is now 3/Long Rest at DC 13

    Reaction: Ichorous Form – When an opponent makes an opportunity attack the Improved Inkling may take use its reaction to flow around the attempted attack if it has perceived the attacker. That opponent than has disadvantage on its attack role.

    This was a quick and dirty reskin and improvement based on conversations with the player. It works for the world, where the founder dragons from Strixhaven are part of the Ken’s power center. It works for the character, because his rogue class will eventually be a Propagandist. Using a amorphous ink thing to pick up rumors to put in the broadsheet is perfect.

    tl;dr – reskin official creatures to make them appropriate for your world.

  • Reblogging: Monsters of the Multiverse Humanoids, Part 1 — The Monsters Know What They’re Doing

    Keith Ammann’s The Monsters Know What They’re Doing is a great book (and blog) that converts that statistics for a D&D monster to the types of tactics that monster would use in combat. With the recent release of Mordenkainen Presents: Monsters of the Multiverse Keith look how humanoids from Volo’s and the first Mord’s to see how the tactics would change. I’m looking forward to running the duergar with these new stats from Monsters of the Multiverse and guidance from Keith.

    I’m going to look at the significant changes to monsters in Monsters of the Multiverse in the order they appear in MOAR! Monsters Know What They’re Doing… 3,398 more words

    Monsters of the Multiverse Humanoids, Part 1 — The Monsters Know What They’re Doing