An Introduction to the Forgotten Realms: Gods of Evil
An introduction to five of the more important evil deities of the Forgotten Realms: Bane, Bhaal, Cyric, Auril and Lolth. Continue reading An Introduction to the Forgotten Realms: Gods of Evil
An introduction to five of the more important evil deities of the Forgotten Realms: Bane, Bhaal, Cyric, Auril and Lolth. Continue reading An Introduction to the Forgotten Realms: Gods of Evil
As I mentioned in my last article, there are a lot of gods in the Forgotten Realms. The list in the Player’s Handbook has only a few of them! This article presents five of the important gods of Neutrality. Kelemvor, Lord of the Dead Kelemvor is another mortal who became a god. The lover of Midnight (who became Mystra), he now functions as judge of … Continue reading An Introduction to the Forgotten Realms: Gods of Neutrality
The first set of errata for the D&D Player’s Handbook is now available! And there are quite a few clarifications that might affect things. And there’s also a couple of pieces of errata that make things a little more confusing. Let’s look at that errata… to Unarmed Strike. Unarmed Strike errata The changes are as follows: Weapons (p. 149). Unarmed strike doesn’t belong on the Weapons … Continue reading D&D Player’s Handbook Errata and Unarmed Strike
There are a lot of gods in the Forgotten Realms. This article looks at five of the Gods of Good, with special attention to their relevance to adventurers. Continue reading An Introduction to the Forgotten Realms: Gods of Good
About ten years ago, I was playing a cleric in a D&D 3.5E campaign – an adapted version of Greyhawk Ruins. I was the oldest player there, with most of the other players being 10-15 years younger than me and fairly new to the game. As we explored one of the passages, we came across a large party of hobgoblins wearing plate armour. The other … Continue reading Running Away, Let’s Do It!
When creating a character, many players I’ve known have neglected to select a ranged weapon. This is normally a mistake. Without a ranged weapon, you’re vulnerable to any beastie that can sit back and shoot at you, especially when you can’t reach it yourself. Whether it’s a flying dragon or an archer on the other side of a crevasse, having a ranged weapon handy means … Continue reading Choosing the right ranged weapon in Dungeons & Dragons
Storywise, this chapter is all about giving information to the players: letting them know about the cloud giant’s castle, giving them the pass phrase to sneak aboard, and giving them background on what the cult is up to. Continue reading Running Hoard of the Dragon Queen – episode 7
I’ve seen a bit of confusion about exactly how many attacks a character can make on his or her turn, as well as how some spells or abilities interact with the attack action. This article will attempt to clarify those matters. The most important thing to know is this: The Attack action allows you to make an attack, but not all attacks require the Attack … Continue reading Attacks, the Attack Action and Extra Attacks
Castle Naerytar is a good example of an adventure locale that will challenge DMs and their players. It’s at this point that Hoard moves into the territory where a DM can make or break the adventure. Better be prepared! What’s going on here from a story perspective? The adventurers are continuing their investigations into where the treasure looted from the Sword Coast is being taken. … Continue reading Running Hoard of the Dragon Queen – Episode 6
The fifth episode of Hoard of the Dragon Queen is the closest the adventure gets to an investigation scenario. The mystery – What has happened to the treasure? – is not especially challenging, but it can provide a nice break from the long road trip that has just concluded. But first, Waterdeep! Waterdeep, City of Splendours Hoard of the Dragon Queen doesn’t give all that … Continue reading Running Hoard of the Dragon Queen – Episode 5