Using Deities in a Dungeons & Dragons campaign

The original presentation of deities in Dungeons & Dragons is unusual. It was a short description of their combat abilities and not much more. And the book instructed you not to use them in combat, which was odd. Justin Alexander recently talked a little about it in his blog, The Alexandrian. Later games, especially Runequest, paid a lot more attention to the deities and their … Continue reading Using Deities in a Dungeons & Dragons campaign

D&D Adventure Review: The War Rafts of Kron

X7 The War Rafts of Kron was released in 1984 as part of the “Expert” line of adventures; that is, wilderness-based adventures for the Dungeons & Dragons line rather than the Advanced Dungeons & Dragons line. It is for characters of levels 9-12. In this adventure, the characters venture beneath the waves to save a princess from the tritons who have kidnapped her. However, the … Continue reading D&D Adventure Review: The War Rafts of Kron

Skill and Ability Checks: Can You Reroll?

“Next time for sure!” One of the aspects of the Dungeons & Dragons rules that is somewhat missing is a discussion of whether or not you can reroll an ability (skill) check. This is something that various editions of D&D have treated differently. In first edition, the rule was generally no. In third edition, it was generally yes – with a few exceptions. So, which … Continue reading Skill and Ability Checks: Can You Reroll?

Another Visit to Curse of Strahd

On my birthday, we began a new campaign. The adventure? Curse of Strahd. It is the third time I have run the adventure. As I have expressed on Twitter, I delight in adventures that I run more than once – the experience of a role-playing game is something that changes whenever you get a new group. Different things are explored and emphasised. My conception of … Continue reading Another Visit to Curse of Strahd

Thoughts on Designing Adventures for Publication

I am fascinated by the process of designing adventures to be published and used by others. There are many, many factors to consider. I came up with three – which I posted on Twitter – then M.T. Black offered some more. The three I posted: You want to present a path through the adventure You want enough detail so the players can go beyond that … Continue reading Thoughts on Designing Adventures for Publication

Link to Icewind Dale adventure on Amazon

The Rime with No Name

As a follow-up to my post about the Plotless Campaign, consider running the first chapter of Icewind Dale: Rime of the Frostmaiden in such a manner. In this structure, the characters are wandering adventurers, start each adventure walking into a new town, quickly discovering it has a problem, and solving it. What is different about this from the standard Rime? You ignore the rationale about … Continue reading The Rime with No Name

5E Supplement Review: My Dad’s Monster Manual

My Dad’s Monster Manual is a monster book. It has monsters. It has art you will recognise, coming as it does from the official 5E Monster Manual. And it gets you to look at those bits of art differently. The book started with James Introcaso showing the Monster Manual to his father, and his father coming up with his interpretation of what each piece of … Continue reading 5E Supplement Review: My Dad’s Monster Manual

Running a D&D Campaign without a Plot

There is a style of Dungeons & Dragons campaign that I quite enjoy. It is one that does not use a campaign-long plot but instead provides a picaresque experience, with the adventurers travelling from place to place and dealing with various situations as they encounter them. It is one that is very easy to construct, especially for new DMs. The characters may be heroic, or … Continue reading Running a D&D Campaign without a Plot

5E Review: Blinsky’s Toyshop

Blinsky’s Toyshop is an adventure for level 3 to 7 characters set in the land of Barovia. As it is centred around a somewhat cursed toy shop, I see no difficulty in playing this adventure in most settings, except perhaps Dark Sun. It might feel too light-hearted for there! The basic idea is that the characters visit Blinsky’s Toyshop, one of the more memorable locations … Continue reading 5E Review: Blinsky’s Toyshop

5E Adventure Review: Quite the Pickle

Quite the Pickle is a collection of four, linked one-hour adventures set in the town of Saltmarsh. All revolve around a local tavern, the Snapping Line, which employs two dwarven brothers with a secret. The adventures are for level 5 to 10 characters, and though optimised for a party of level 8 characters, containing scaling notes for other levels. The first two adventures feature tournaments … Continue reading 5E Adventure Review: Quite the Pickle