On the Tomb of Annihilation

Chult. Land of Dinosaurs. Far to the south of the Daleland and Waterdeep. With that, you have seen most of my knowledge of the land. Look, I’ve got the Jungles of Chult supplement/adventure, but I’ve never had an occasion to properly delve into it. Tomb of Horrors, though… yes. I’ve played that. I’ve run it, and I’ve run adventures inspired by it, including the not-confusingly-titled-at-all … Continue reading On the Tomb of Annihilation

Running White Plume Mountain

White Plume Mountain, which has been reprinted as part of Tales from the Yawning Portal, is one of my all-time favourite Dungeons & Dragons adventures. It’s not an adventure you can take too seriously. It’s got stuff in it like a turnstile, a magic ring that talks to people and tries to convince them it’s the best thing ever (and should be fought over), and … Continue reading Running White Plume Mountain

5E Adventure Review: Flames of Kythorn

Flames of Kythorn is one of the Elemental Evil series of D&D Adventurers League adventures. An adventure for 3-7 characters of levels 1-4, it presents the players with a fascinating situation, and then just can’t handle the landing. The basic concept behind the adventure is that a cultist of Elemental Fire has tricked an artist into painting magical pictures that cause those who view them … Continue reading 5E Adventure Review: Flames of Kythorn

5E Adventure Review: Struggle in Three Horn Valley

One of the earliest adventures I owned was The Isle of Dread, a Lost World adventure where the adventurers got to explore an island inhabited by dinosaurs. Phil Beckwith’s Struggle in Three Horn Valley is also set on an island inhabited by dinosaurs, but it takes a different approach, much to my relief: Struggle in Three Horn Valley has a story. The characters begin the … Continue reading 5E Adventure Review: Struggle in Three Horn Valley

5E Adventure Review: Halaster’s Maze of Madness

How do you design a maze in Dungeons & Dragons? The traditional way is to draw the map of the entire maze, and have the players explore it. Unfortunately, this tends to lead to your players getting more and more frustrated as they randomly turn left or right, hoping to get to an interesting encounter. Or they could try to map, which then significantly slows … Continue reading 5E Adventure Review: Halaster’s Maze of Madness

Problems with a New Initiative System

Last Friday, the participants of my D&D 5E Greyhawk game tried using a version of the variant D&D Initiative system that Mike Mearls described in a few short tweets. We ran into problems. But it was fascinating to see them in action. The system, as I understood it, required the group to declare actions at the start of each round. Depending on those actions, they’d … Continue reading Problems with a New Initiative System

Better Play of Dungeons & Dragons: Know Your Goals

As a player in a game of Dungeons & Dragons, one thing you should do at the beginning of every session is to work out what your goals are for the session. Yes, those things. What you want to accomplish. Your goals can be as simple as “kill every monster you meet and take its treasure”. (That was often my goal as a teenaged player … Continue reading Better Play of Dungeons & Dragons: Know Your Goals

More on D&D Initiative: Weapon Speeds, Teamwork and Ranged Combat

As I’ve mentioned before, D&D combat is not really the most realistic of systems. This doesn’t matter much, because it’s fun! However, with Mike Mearls talking about providing an alternative initiative system, it’s revived my interest in the various initiative systems D&D has used over the years – an abiding interest of mine. Mike’s system, for those who haven’t seen it, requires all combatants to … Continue reading More on D&D Initiative: Weapon Speeds, Teamwork and Ranged Combat

A Look at Initiative Systems in Dungeons & Dragons

Combat in Dungeons & Dragons is not particularly realistic. Its mechanics exist to make a good game rather than accurately relate what would happen in a real fight. The current initiative system can be described as a cyclical system. At the beginning of each combat, an initiative roll is made (a Dexterity check) by each combatant. The combatants are then ordered from highest roll to … Continue reading A Look at Initiative Systems in Dungeons & Dragons

Dungeon Exploration: Wandering Monsters and Tracking Time

Dungeons & Dragons began in the dungeon. It’s the form of the game that I keep returning to, because dungeons are cool. They provide an environment that allow the players to make interesting choices, whilst allowing the DM to easily understand their structure. With the release of Tales of the Yawning Portal, we’ve been given seven classic dungeon scenarios to play with. I’m a very … Continue reading Dungeon Exploration: Wandering Monsters and Tracking Time