Combat, Vulnerability, and Hit Points

I have been thinking about how combat works in Dungeons & Dragons 5e, and – as with many modern versions of the game – it is no longer a game of attrition. In the early editions of the game, healing magic was hard to come by. (A seventh-level cleric in AD&D with a 16 Wisdom can heal at most 7d8+1 hit points per day). And … Continue reading Combat, Vulnerability, and Hit Points

Foreshadowing, Research, and Retreating

One of my worst experiences running Pathfinder came when we were playing the Council of Thieves adventure path. The adventurers enter a pocket dimension and have to fight their way out. Except that almost all foes have damage reduction 5; that is, they take 5 less damage unless struck by special weapons (I forget which type, likely silver or cold iron). The party didn’t have … Continue reading Foreshadowing, Research, and Retreating

5E Adventure Review: Search for the Sanjivni

Search for the Sanjivni is an adventure for 5th level characters that sets them on a quest to find an antidote to a poison that is killing the characters’ prince. Rakshasa and daanav feature as both friends and foes of the party on their quest. It is notable that the rakshasa are not the fiends of the Monster Manual, but instead draw more on their … Continue reading 5E Adventure Review: Search for the Sanjivni

Candlekeep Mysteries Cover

Prepping A Candlekeep Mystery (Extradimensional Spaces)

Candlekeep Mysteries is out! Hooray! While you could use all the adventures in the book in a campaign that you link together, I am not sure that you would want to. Each adventure is about a (magical) book and a mystery connected to that book. It really depends on your group, but I would likely use no more than one or two of the adventures … Continue reading Prepping A Candlekeep Mystery (Extradimensional Spaces)

Empty Rooms, Mapping, and Pacing

I recently finished running my players through some of Expedition to the Barrier Peaks, which I had used as part of our campaign quest to find the Rod of Seven Parts. In the early days of Dungeons & Dragons, the designers expected the players to create a map of their explorations. (The DM could gain much humour by comparing the player map to their own). … Continue reading Empty Rooms, Mapping, and Pacing

Running High-Level Home Campaigns

My Greyhawk campaign continues in its fortnightly fashion, and the highest-level character in it at present is 15th level. By many players’ standards, that is a level higher than they are prepared to play. There are lots of reasons why campaigns never get so high. The group can fall apart. The campaign can finish telling its story. (If you liberate the peninsula at level 10, … Continue reading Running High-Level Home Campaigns

Link to Icewind Dale adventure on Amazon

Who is the Standard Dungeons & Dragons Adventurer?

Adventurers in Dungeons & Dragons come in all shapes and sizes and can have any number of backgrounds. However, for the purposes of many published adventures, designers tend to assume a certain type of adventurer. That type is the mercenary adventurer. That is, an individual who makes their living by selling their services. And their services are their strong sword arm or their ability with … Continue reading Who is the Standard Dungeons & Dragons Adventurer?

On Running Published Adventures

I love published adventures. Investigating them has proved some of the most rewarding times I have spent with Dungeons & Dragons. However, I recognised that running published D&D adventures is not to everyone’s taste, or possibly even ability. There are distinct differences between running an adventure written by someone else and one you design, and you should choose the path you enjoy more! However, even … Continue reading On Running Published Adventures

Monsters and World-Building

Monsters do not need innovative mechanics to be interesting. The difference in the statistics between kobolds, goblins, orcs, hobgoblins, gnolls, bugbears and ogres in original D&D (and AD&D) is minimal. What makes them different? Culture, organisation, and story. This isn’t to say that monsters shouldn’t have interesting mechanics, but they’re not the only consideration. With any monster, when I am designing a scenario, I would like … Continue reading Monsters and World-Building