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The Best 5e Dungeons & Dragons Monsters Not in the Monster Manual

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by Titus Lunter

While working on a conversion of an old adventure, I started looking through Mordenkainen's Tome of Foes to study some different types of monster mechanics. In A Paladin in Hell, there's these little hell worms that burrow into the characters, and I was trying to figure out how to do that within the 5e framework. It turns out that the Spawn of Kyuss has the rules that I was looking for.

That got me looking through Mordenkainen's again. I started to think about my favorite 5e monsters. I thought it might be fun to list them and explain why I like them the best.

Often, a product comes out and there is stuff in it I love, but I forget about them when the next book comes out. I hate the idea of some of these creatures being forgotten or lost. 

These are my favorite 5e monsters that are not in the Monster Manual, presented in alphabetical order.

(Curse of Strahd) Barovian Witch

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by Chris Seaman

My absolute favorite low level monster in 5e is right here - the Barovian witch. The art is beyond perfect. I mean... look at it. I love how the cat is in the foreground and is slightly more vivid. I love the witch's face, hat... everything.

My one issue with D&D "witches" is that I get a bit confused about what exactly the difference is between witches and hags. Does a witch become a hag? In this book, it explains that witches make pacts with Strahd and the Dark Powers in exchange for magic and longevity. It seems like the line is a bit fuzzy.

These Barovian witches are low level spellcasters, so there's not too many spells that you'll need to remember. They've got invisibility and Tasha's hideous laughter, which is formidable for low level heroes to deal with. Really, I just love pairing them with a flying broom, dropping ranged attacks on the adventurers.

A... coven? Band? of witches seems like a really fun ongoing group antagonist for a low level campaign.

(Icewind Dale: Rime of the Frostmaiden) Brain in a Jar

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by David Rene Christensen

"Through an eldritch ritual combining alchemy, necromancy, and grim surgical precision, the brain of a mortal being (willing or unwilling) is encased in a glass jar..."

It can mind blast, it can cast piles of spells, it can sense the presence of creatures within 300 feet. This one also makes for a great villain.

These things just make me smile. Fun bad guys! Whose brain is it? What does it want? Does it order around a bunch of flunkies? Does it want a new body?

(Mordenkainen's Tome of Foes) Cadaver Collector

Giant constructs that wander battlefields, cadaver collectors collect the dead by impaling them on their spikes. They "lumber aimlessly across the blasted plains of Acheron." I wish we could get more details, as Acheron is one of my favorite planes. Where do they bring the bodies? Who made them?

They can summon the spirits of the cadavers (1d6 specters), but honestly I don't really care so much about this monster when it comes to combat - I just think they are really cool. The heroes come upon a battlefield littered with dead bodies, and there is this lonely thing scooping up dead bodies and bringing them... where? To me, a cadaver collector is most fun as a potential ally, or the sad minion of a villain. Maybe its only friends are the birds who pick at the corpses on its back.

(Volo's Guide to Monsters) Cranium Rats

Cranium rats! Rats with exposed brains that share a hivemind. This one borders on the ridiculous, but it's done so well (especially in older Planecape products) that they are made great. There is a scene in Planescape Torment where the main character meets with a hive in Undersigil, and all you see is a dark hole in a wall filled with pairs of red eyes. These creatures are scary when amassed in large numbers.

Mind flayer colonies use cranium rats as spies and have the ability to transmit their thoughts back to the elder brain. Swarms can cast spells, including command and dominate monster.

I used cranium rats as an NPC ally in my Planescape campaign and the players really liked them. I think putting cranium rats as intelligent vermin "infesting" the home town of your characters adds a lot. They're just a lot of fun, and there is so much that the players can do with them.

(Mordenkainen's Tome of Foes) Eidolon

So basically, they took that statue thing from the cover of the 1e DMG and made a monster out of it. Well, sort of. An eidolon is a divine spirit, a ghostly spirit that has the power to merge with a statue pertaining to their deity and animate it. The book gives us stats for both the actual eidolon spirit, and the "sacred statue" it inhabits.

This was just a really fun thing to put in a 5e book. You could recreate the scene from the 1e PH cover. Or, this being D&D, set it up and then watch your players do something with it that you never expected.

(Mordenkainen's Tome of Foes) Hellfire Engine

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by Christopher Burdett

I really loved the 3rd edition version of the Hellfire Engine - a titanic construct made of hell metal that rampaged through Blood War battlefields. If you had told me that, in 5th edition, they were going to change it into to a vehicle, I don't think I would have been happy.

But the art and the stat block sold me. I love this thing. It looks really cool and it has some great weapons on it: The bonemelt sprayer! A thunder cannon! Are you going to survive getting hit by the bonemelt sprayer?! Of course not! It melts your bones.

It pains me to think that most groups haven't encountered one of these things in a D&D campaign.

(Icewind Dale: Rime of the Frostmaiden) Living Demiplane 

I think that all of the living spells in this book are fantastic. Living Bigby's Hand really stands out, but to me, the living demiplane is a masterpiece.

The stat block is long and wall of text-y, but the ideas in it are exciting enough to pull me through.

It appears as a "...shadowy rectangle, 5 feet wide and 10 feet high, which creeps along flat, solid surfaces and groans softly when it moves." It can suck you into a small extradimensional space and you are stuck there until you figure a way out.

There's a billion things you can do with this. I love the idea that the heroes need something stashed in a living demiplane - they just have to find it. Or! The group's base is a living demiplane.

(Mordenkainen's Tome of Foes) Marut


There is a lot to like about the 5e marut. I love the art. I like the idea. I love that it has lore linked to Primus and Sigil, and I really appreciate that they re-designed a monster that I thought looked goofy in older editions.

Maruts enforce contracts forged in the Hall of Concordance in Sigil, an embassy of pure law. Contracts with maruts are chiseled onto a sheet of gold and affixed to their chest. They are linked to Primus and the modrons, another plus.

They can shoot out blasts of radiant energy, and can actually teleport creatures to the Hall of Concordance. This is especially interesting to me, because in certain 2e Planescape books, it says that one can't teleport in or out of Sigil - the only way in and out is through the city's portals. That became confusing over time, and I think some adventures contradicted that idea. I think it is better to go ahead and say you can use magic to come and go from Sigil.

I think what I love the most about this monster is the design. It looks a bit like a modron with the eyes, the little wings, and the armor plating, but it's still its own thing. It's perfect!

(Volo's Guide to Monsters) Mindwitness

What happens when an illithid tadpole is implanted into a beholder? It becomes a mindwitness!

Merging a beholder with a mind flayer is a great idea, and I think the art is just perfect.

In addition to being a deadly monster for lower level groups to face, they act as a telepathic hub for mind flayers, who can "group chat" with 7 other illithids via the mindwitness.

(Mordenkainen's Tome of Foes) Ogre Howdah

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by Chris Seaman
I think this might be my absolute favorite 5e monster. It's an ogre with a fort on its back! There are goblins in there, shooting arrows. What an awesome monster for a low level band of heroes (it is a CR 2). It's just a simple, fun idea, really creative.

(Mordenkainen's Tome of Foes) Merrenoloth

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This one was tricky. It was sometimes referred to as the "Styx Oarsman" in previous editions. It is a yugoloth, which is the weird no-demon/not-devil neutral evil fiend group. Their role is really cool - they sail ships on the River Styx.

I've always thought merrenoloths were a unique, fun creature, but the art was very hit or miss. In 5e, I think they totally nailed the art. It looks great. Somehow the artist used almost exclusively shades of brown, but still made it interesting and badass in its own way.

(Baldur's Gate: Descent Into Avernus) Reaper of Bhaal

I really like all of the humanoid/NPC villain statblocks in this adventure. They are able to get across the point of a monster without giving it a million powers. This particular bad guy has two abilities that stick out:

  • Aura of Murder: Creatures within 5 feet gain vulnerability to piercing damage.
  • Shroud Self: It can turn invisible until the start of its next turn as an action (becoming visible if it attacks/casts a spell/etc).

These are stat blocks you can easily transpose, to use for your own purposes. This one is good for any type of assassin you might need in your game.

The idea of an aura that gives vulnerability to an enemy really makes it feel like a threat.

(Ghosts of Saltmarsh) Skeletal Alchemist

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by Leesha Hannigan

An undead entity that toils in a dark laboratory, "...often falling dormant for long periods of time."

I really like the art of this one, and I love the idea. Who made it? What is it working on? Does it serve a lich? What is in the lab? You can make a great encounter/storyline out of this one.

(Curse of Strahd) Strahd Zombie

This one is all about the stat block. When a Strahd zombie takes 5+ damage, it loses a body part: either an arm, a leg, or its head! The fight doesn't end, though. The severed part acts on the zombie's initiative and has its own action and movement.

It's a really fun idea, definitely a curveball that the group won't see coming.

(Tomb of Annihilation) Tyrannosaurus Zombie

This is definitely one of the highlights of 5th edition - a zombie t.rex that spews humanoid zombies from its mouth!

A really fun monster, very inspired! It definitely captures a certain style of play. It's definitely one of those monsters where the group will remember for a long time after they've faced it.

There were more in Mordenkainen's, but I didn't want to take too many from that book. The neogi should probably be on this list, though.

Thanks for reading!


D&D Unearthed Arcana: Gothic Lineages

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by April Prime

There is a new D&D playtest document out, and I thought it would be fun to go through it and check out the lore.

Trying to guess what new D&D books will be coming out is a source of joy for me. I'm almost always wrong, but it's fun to try to envision the future of the game.

No Sourcebooks? I keep expecting sourcebooks, like in previous editions. Ones I assumed we'd have gotten by now:

  • Manual of the Planes
  • Draconomicon
  • Undead Sourcebook (like Open Grave, Libris Mortis, etc.)

But instead, we get:

  • A mega-adventure that also acts as a source book (Dragon Heist detailed Waterdeep, Rime of the Frostmaiden detailed Icewind Dale, etc.)
  • Monster books with lore.
  • Player's books with new spells.
  • Licensed settings (Critical Role, Magic: The Gathering, Acq Inc)

It Works: The way they do things really weirds me out. It's so jumbled and disorganized. But! From what I can tell, it works! It is my understanding that, in the past, adventures just didn't sell very well. By making an adventure also serve as a sourcebook containing new monsters, items, and spells, there's enough stuff in there to convince most fans that it is a must-buy.

Their strategy has made D&D an epic success, so I guess they should just do what they do.

Books I Wish to See: If I had my way, I'd like to see a lot of different things:

  • A Planescape Setting Book: Detailing Sigil and the factions, all that stuff.
  • A mega-adventure focused on Vecna.
  • A Baba Yaga Book: Either a mega adventure that goes beyond just a remake of the Dancing Hut adventure, or a lore book that gives us more info on Baba Yaga, her allies, and her schemes.
  • A Rod of Seven Parts Mega-Adventure.
  • A series (?) of books that detail the planes.
  • A book full of magic items and lore: Like Mordenkainen's Magnificent Emporium.
  • An adventure or sourcebook that takes the story of the Abyss forward - Grazzt/Tasha, maybe Demogorong getting de-throned/split into two separate beings, something like that.
  • Spelljammer Stuff: I know most people don't care about this, so I'm happy if they just keep sprinkling Spelljammer things in each book.

Unearthed Arcana: This new document details "Gothic Lineages." Three new racial options:

  • Dhampir: A vampire-type race.
  • Hexblood: A race created by hags.
  • Reborn: An undead race.

Dhampir

I think I wrote about these creatures in my Guide to Vampires. Maybe I'm thinking of vrylokas, who had red hair, red eyes, and bright white skin.

We get a chart of suggested "hungers" that the character might suffer from, which include blood, cerebral spine fluid (!), and "...a color from one's appearance."

Origins: Then we get a list of possible origins, my favorites being:

"Your pact with a predatory deity, fiend, fey, or spirit causes you to share their hunger."

Strahd obviously is a fun choice for this one. Yeenoghu could work. The Lich-Queen of the githyanki would work - she needs souls, I think. In fact, almost all liches need souls for their phylacteries, right?

"You survived being attacked by a vampire but you were forever changed."

That's the Alan Moore League of Extraordinary Gentleman's Mina Harker right there. I loved the first two volumes of that series.

"You loved an immortal and were willing to be transformed into a vampire to join them, but tragedy interrupted the transformation."

Wow, I really like this one! In fact, I like all of them.

Vampiric Bite: It's a melee attack. "When you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite."

It has a special effect that you can activate a few times per day: You can use the bite to regain hit points or gain a bonus on your next attack roll/ability check.

Seems fun! Very simple. I really like how 5e is able to keep things concise.

Hexblood

I think in 2e or 3e, there was something similar to this known as "The Witchborn."

"Some who enter into bargains with hags gain their deepest wishes but eventually find themselves transformed."

Eldercross: All hexblood have an eldercross, s crown that serves as a visible mark of the bargain between a hag and a hexblood, a debt owed, or a change to come.

Become a Hag: "Hags can undertake a ritual to irreversibly transform a hexblood they created into a new hag..." Once a hexblood becomes a hag, they become an NPC under the DM's control.

This is very cool. I think in earlier editions, a hag would eat a person and then give birth to them in hag form. This hexblood version of had creation is a bit more palatable.

Origins: My two favorites:

  1. "A coven of hags lost one of their members. You were created to replace the lost hag."
  2. "You made a deal with a hag, but they twisted your words and transformed you."

Some of the origins are a little out there. It seems like the Hexblood is a pretty concrete concept - it's a creature made by a hag, that is set to become a hag in due time.

Magic Token: You can use this to maintain telepathic contact with an ally within 10 miles. You can even see and hear through it.

Hags Are Fun
: I have a half-finished Guide to Hags sitting on my computer. I can't get over my compulsion to try to find every hag from every D&D product, even though I know that's an insane task, because hags appear so frequently (especially in Dungeon magazine). In 5e alone there's got to be, what, ten new hags?

I do love the idea of a known hag creating a hexblood. You can connect your character to a really cool NPC, like:

  • Baba Yaga
  • Baba Lysaga (Strahd's "mother" from Curse of Strahd)
  • The Sewn Sisters from Tomb of Annihilation

If a had is creating you to ultimately be a friend and companion, but you reject them... all sorts of fun stuff can come from that. Maybe the hag ultimately becomes the group's patron? Maybe the hag makes another hexblood that hunts you down for betraying her?

What if the hexblood just doesn't ever want to actually become a hag?

This is such a great concept. Love it!

Reborn

I think this is similar to the "revenant" character race in 4th edition. You're undead!

"Some reborn exhibit the scars of fatal fates, their ashen flesh, missing limbs, or bloodless veins making it clear that they’ve been touched by death."

This remind me of the Nameless One from Planescape: Torment.

Resting: Reborn don't sleep. They sit and dwell on the past.

Faded Memories: Many of them can't remember their past. Sometimes they have a vision of a past event that hits them out of nowhere. Example:

"A memory brings with it the voice of someone once close to you. How do they advise you?"

This is so Nameless-One-y. You shuld probably get a mimir to start with, too.

Origins: We get a list of possible origins:

"Stitches bind your body’s mismatched pieces, and your memories come from multiple different lives."

That's a crazy one! Basically, Vasilka from Curse of Strahd - a flesh golem.

"After clawing free from your grave, you realized you have no memories except for a single name."

Love this, gives me Kill Bill vol. 2 vibes (I really like the middle hour of that movie).

"You were a necromancer’s undead servant for years. One day, your consciousness returned."

OK! These are all great. I don't want to just cut and paste them all.. this is a fantastic list.

Deathless: You have advantage on death saves, you can finish a long rest in 4 hours, no eat/drink/breathe, etc.

These are all tremendous ideas! 

What I really like is how it seems like the designers start with a cool idea, and then build around it. They don't limit themselves to converting what appeared in earlier editions, they just go with whatever is the most fun.

Thanks for reading!

Film Noir Concepts in Dungeons & Dragons

I've been working on an adventure for a long time now, meant for low level characters in a city I designed. I wanted to make an adventure that features both the insight skill, and thieves' cant. I want to explore and explain what thieves' cant actually is.

I keep retooling this adventure, peeling stuff out and revamping it. I boiled it down to 3 scenes before coming to the realization that this adventure should be like a film noir, but a D&D version of it. "Arcane Noir"? "Prismatic Noir"?

Film Noir: Then I realized that I didn't really know what film noir was! So I started reading, and I found that nobody really knows what it is. Film noir is a fancy name for a crime movie. With shadows. And detectives. And "femme fatales." I guess the closest modern thing to it would be Sin City.

I decided that I should watch some film noir stuff so that I could understand it and maybe find inspiration for my adventure. I looked up a list of the top 20 film noir movies of all time, and decided to watch them.

This is a sort of "report" on what I learned. First we'll look at the perils of trying to run an investigation/crime adventure in D&D. Then we'll examine the noir tropes I pulled out from the movies that you could use in your game. Then we'll actually discuss the movies and what was good/bad about them.

My Favorite Film Noir: Real quick, I just want to say that if you only watch one film noir, it should be Kiss Me Deadly. Don't read anything about it! Just watch it.

Implementing Film Noir in D&D

Noir stories often involve an investigation, which can be difficult to run in Dungeons & Dragons. Players in D&D tend to either "skip to the end," which isn't necessarily a bad thing, except that it means you may have wasted hours of prep time. They also have a habit of wandering off from the story entirely. 

I had something of a revelation years ago when I ran some classic Shadowrun adventures. Those scenarios are structured differently - they're in scenes. For example, the group starts off in a club. They learn some clues that point to 2-3 different locales. They pick one, and you flip to that locale in the book. That area also has clues/hooks to other areas. 

It's a bit like a choose your own adventure book. Eventually the group winds toward the climax, but the path in which they get there is very flexible. It allows the group a lot of freedom - there's a detailed scenario for almost any choice they make. The DM is less likely to have to try to pull a random (entertaining!) scenario out of nowhere.

Here's a quick example.

The heroes stumble on the scene of a murder. Examining the body, the group finds 3 clues:

  1. The victim has a tattoo made by a prominent tattoo artist.
  2. The victim is wearing garb that indicates they work at a certain tavern.
  3. A witness claims the victim's dying words were about a cleric in a nearby church.

So the group has three leads. They can visit the tattoo artist, the tavern, or the church. Those locales have more clues that lead to more people and places. Along the way, the murderer may try to trip up/rub out the adventurers.

Divination Spells in an Investigation

Here's the big problem with mysteries like this in D&D: Divination spells. You have to account for them! If possible, not only should you set it up so that a certain spell doesn't 'ruin' your scenario, but you should set it up that divination spells are almost necessary to move the plot along.

Let's go through some prominent "common" divination spells to see how they could detract or enhance an investigation scenario. We'll focus on spell levels 1-4, as I think that spellcasters that can cast level 5+ spells are probably exceedingly rare in most settlements.

Comprehend Languages: Understand any spoken language you hear. Understand written language you see - but you must be touching the surface on which the words are written. That might be a really cool setup. Maybe something is written high up in a city, or it is written in a holy book that all are forbidden to touch.

Note: "The spell doesn't decode secret messages in a text or glyph..."

Detect Evil and Good: Make sure you read this spell's description. It's false advertising! It doesn't tell you the alignment of a creature. It tells you their type: Aberration, celestial, elemental, fey, fiend, or undead. This actually could be used for a great twist - the group suddenly realizes the person they are talking to is actually a fiend, perhaps a shapeshifted succubus.

Detect Poison and Disease: You can sense poison, poisonous creatures (!), and diseases. This might make for an interesting twist. The group suspects that their food is poisoned, but upon casting the spell, they find that the food is fine.. however, the person with them is sick.

Speak with Animals: I love the idea that a witness to a crime is a stray cat. The heroes can interrogate the cat with this spell, and you can do a goofy cat voice.

Augury: This spell only gives the group very vague aid. Their questions about specific courses of action give an answer of "weal" for good results and "woe" for bad results. 

The most interesting thing about this spell to me is the drama in the set-up - you cave to "roll dragon bones" and wield "gem inlaid sticks."

Detect Thoughts: This one is big. You can learn surface thoughts of a creature, and you can probe deeper into their mind if they fail a Wisdom save. You have to take this one into account! If the group is interrogating three suspects, they can use this to find the murderer. 

On the positive side, this spell can be used to quickly narrow things down. The heroes can enter a bar and scan the surface thoughts of people in there, perhaps quickly identifying the individual who has useful information for them.

Locate Object: Another potential 'mystery solver.' Let's say that everyone is looking for a certain box. Cast locate object - if it's within 1,000 feet, you find it. 

Remember this note in the spell description: "This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

It makes sense that, in a D&D world, that objects of value would be hidden in lead boxes. Although that actually brings a fun wrinkle - could crooks cast locate object to detect lead boxes? This could lead to all sorts of fun shenanigans.

Clairvoyance: You create an invisible sensor that you can see through. This is a great spell for a stake out. The only problem is that it only lasts for up to 10 minutes. But, if the group knows that a meeting between shady individuals is set to go down at midnight, they can set the sensor up and spy on the bad guys, learning all sorts of clues and details.

Arcane Eye: Basically, this is a more powerful version of clairvoyance. It lasts an hour and the eye can be moved around.

Divination: Another very dramatic spell! You ask a god a single question, and you receive a cryptic answer. A booming voice? A whisper? Thunder rumbles? A holy symbol on the wall glows brightly?

Locate Creature: Another potential 'game breaker.' You can locate a creature within 1,000 feet. "This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature." So that means that any kidnapping ring would likely set up near a river. 

There is also a note that says that if the victim is polymorphed, the spell doesn't locate them. That said, if the bad guys have a habit of polymorphing their victims into rabbits, and the heroes use this spell to locate creatures of a specific kind (rabbits), then they could crack the case... or blindly stumble onto the lair. "Why are all these rabbits here? And why are they in these cages? And what's the deal with this pile of clothes?

Poison 

Poison is a good way for a noir villain to get their job done efficiently. The thing about poison is... it's expensive. The average working person makes about 2 gold per day in D&D. The cheapest poison costs 150 gold! 

Let's look at the cheapest poisons.

(150 gp) Assassin's Blood: Ingested. It just does 6 poison damage, half on a save. But a commoner only has 4 hit points. So if they fail their save, they die.

(150 gp) Truth Serum: Ingested. If you fail your save, you can't knowingly speak a lie for one hour, as if under a zone of truth spell. 

This is another potential plot-hacking item, although it often gets overlooked. It makes sense that the guards in a settlement would use truth serum in an investigation. 

(200 gp) Carrion Crawler Mucus: Contact. Fail your save? You are poisoned and paralyzed! But not for long. You repeat the save each round and once you make it, the effect ends.

(200 gp) Drow Poison: Injury. This is one of those "if you fail your save by a lot, it's bad" poisons. Fail your save: poisoned for 1 hour. Fail by 5+: You're unconscious for one hour!

(200 gp) Serpent Venom: Injury. This one is the commoner killer. It does 10 damage on a failed save, 5 damage on a successful save. The 4 HP commoner is dead no matter what.

Film Noir Plots

Here are the storylines that I was able to pull out of the various movies I watched.

Mystery Box: Mysterious enemies are trying to find a box containing a secret treasure. Possibly a soul, or a devastating living spell.

Treasure Hunters: Eccentric NPCs are all trying to find an object of great value, sabotaging each other and anyone else who gets in their way.

Spousal Murder: A spouse in a tight situation recruits the heroes to murder their partner. This one is all about planning the murder, and whether or not what they were told is even true.

Wayward Children: A father who is in poor health has two attractive adult children that have gotten mixed up with villains. The heroes must extract the kids from the situation without bringing attention to the wealthy father.

Missing Spouse: A spouse has fled their marriage, as their partner is a possessive criminal. The heroes are hired to go and find the spouse.

Murdered Acquaintance: The group meets someone and spends an evening with them. This person is murdered just after bidding the group farewell. The heroes are the only suspects - they must solve the crime to prove their innocence.

Non-Murder Murder: A person is murdered in their own home. People investigate.. then it turns out that the person who was murdered was actually on vacation. Who the dead person in their home actually is, is a mystery.

Secret Stash: A villain really wants a certain clock - because there is an item of value (a murder weapon) stashed within it.

Wrong Place: The group ends up traveling with a man who suddenly dies. It turns out that the man is a rich, influential criminal whose death can bring the group great wealth, so obviously they are murder suspects.

Film Noir NPCs

These are some of the more interesting film noir NPCs I stumbled across. 

Unrequited Love: A sidekick who does anything for their boss, and the boss uses them without care.

Pathological Liar: An opportunist who will double cross anyone to achieve their goal, going so far as to impersonate a dead person if they can get away with it.

Evil Blackmailer: An antagonist who blackmails a character, sticking by their side, siphoning every last gold piece they can.

Mysterious Love: A character's ex-partner who mysteriously disappeared suddenly returns, now with a new partner who is seemingly a force for great good.

Black Widow: An amoral villain who marries people and then tricks other people that they seduce into killing the spouse, all for slight financial gain.

Devoted Servant: A butler/maid of a wealthy eccentric, who is in reality a former spouse who still sticks around out of concern for their ex's health and sanity.

Shady Lawyer: A lawyer who seems to be legitimate, but secretly has money problems and is willing to finance a heist. 

One Day From Retirement: A hired goon who just wants one big score so they can go home and rebuild their life.

The Geek: A person who works at a carnival, biting the heads off of chickens, acting crazy. How did they end up here?

Guard on the Take: A crooked cop more than willing to go in on a heist. A burly chess player who is up for committing a small crime to distract from a bigger crime taking place.

Film Noir Reviews

Now let's look at actual movies and see what they are like. I watched most of these movies in chronological order by release date, so that I could get a feel for how film noir evolved over time.

I started with a movie that is apparently not a film noir, just to set the tone for myself. 

Casablanca, 1943

This is a very famous film, but I'd never seen it before. In fact, I'd never seen a Humphrey Bogart movie before.

It's a simple story about a guy who runs into his ex-girlfriend, who is now with somebody else. She left him under mysterious circumstances, and he wants to know why.

Why is this Famous? Once the movie was over, I wondered why the heck it was so popular. I think I figured it out. This movie is about a guy who is quite immature. For most of the movie, he mopes around feeling sorry for himself, and it looks quite ugly. He is just pathetic pining away for her, and when he steals her back (the new boyfriend is a concentration camp survivor, for the love of god), it feels really low. 

So then, you are proud of him when he realizes that she should be with the other guy. He makes a mature, adult decision, and it comes as a genuine surprise.

Holocaust Awareness: I'm not sure where I learned this, but I was under the impression that most people in the 40's were unaware of the holocaust and the nazi concentration camps. I specifically remember seeing some documentary where a holocaust survivor explains that people didn't believe it or want to hear about it.

But in this movie, which was made during World War II, they talk about concentration camps. The new boyfriend is a concentration camp survivor. Heck, he's actually risking being sent back to a camp by the nazis! So I guess people did know.

The Maltese Falcon, 1941 

Now let's get into some film noir. In this story, a trio of unique NPCs are all looking for a treasure - the Maltese Falcon. Detective Sam Spade ends up in the middle of it when one of the NPCs tries to manipulate him into finding it for her.

In the end, the maltese falcon that they do find turns out to be a fake. The NPCs sigh and decide to go back from where they came to try to pick up the trail. The whole thing is very fun, and Kasper Gutman is a delightful NPC.

Double Indemnity, 1944 


This was ranked as the top film noir. I don't think it's the best, but it is good, a very "clean" movie - a well told story.

It's hard to use much of this for D&D, because it involves an insurance scam. A femme fatale seduces an insurance agent, and uses him to figure out how to maximize the profits from her soon-to-be-murdered husband's life insurance.

The femme fatale in this one is legendary. She's so sly, so evil, that she's very hard to forget.

It does amuse me how obsessed the main character is with her sexy ankle bracelet. He had no chance against, her.  None at all.

The Big Sleep, 1944

Another Humphrey Bogart film. This one didn't really do much for me. It's about a rich man who has two daughters who've gotten mixed up with some bad guys. It's very convoluted. The dad is a fantastically sympathetic NPC.

The one thing that sticks out to me in this movie is Lauren Bacall.  I have never, ever seen anyone with a more intense stare. I feel like she could kill somebody just by looking at them.

Laura, 1944

The twist in this one is great. A body is found in Laura's apartment. Must be Laura right? Halfway through the movie, Laura shows up at her home - she's been on vacation. So who is the dead girl in her apartment? Was someone trying to kill Laura but killed the other woman accidentally?

I really like the main cop, and I am fascinated with the idea of the cop falling in love with the dead woman. It does feel a little cheap/convenient that she turns out to be alive.

This is a really well done movie. Laura herself is really special. Gene Tierney was beyond perfect in the role.

Also, how weird is it to see Vincent Price without his little mustache?

Detour, 1945

There is one reason to see this movie: Ann Savage. Her character is the most intense and evil woman ever to exist on the screen. She clamps down on this poor sap and forces him to do all sorts of awful stuff. It's unreal how tough and vicious she is.

Out of the Past, 1947

This is the first Robert Mitchum movie I have ever seen. Now that I have, so many old references and caricatures suddenly make sense. He's a sleepy-eyed fellow, very cool and calm.

This story jumps all over the place. It's about a woman trying to get away from her jealous criminal husband. At least, that's how it appears.

She turns out to be a bad guy, too. Very twisty story, was pretty good.

Nightmare Alley, 1947

Why do we live in a world where Tyrone Power isn't a huge star? This dude blew me away. I genuinely do not understand why he isn't a legend. He's like a better-looking George Clooney with a booming voice. He totally carries this weird, weird movie.

Tyrone plays a carny who wants to hit it big. He's not a good dude, and he uses people to put himself in the position to become a star of sorts.

He literally does that sleazy gimmick where he pretends he can talk to the dead relatives of grieving wealthy people. The movie even spells out the process of "cold reading." People knew it was a scam in the 40's! How is it still something that con artists get away with today?!

Eventually, he encounters a woman who is even lower than he is - a therapist who records all of her rich clients conversations, and uses the information for criminal means. She screws Tyrone out of a vast sum of money, and he ends up back at the carnival where he started - this time as "the geek," the guy who bites the head off of chickens. 

Well... he was going to be the geek, until the movie cops out of it.

Sunset Boulevard, 1950

What a great movie. There's nothing like it. I'm not sure how much of it translates to D&D, though.

This is about Norma Desmond, a delusional former movie star who is not well mentally. I was shocked to see the movie tackle the concept of suicidal ideation. Again, not something I'd put in a D&D adventure.

Norma takes in the main character, a struggling screen writer, who becomes her "pet", more or less. The main character ends up falling in love with someone else, and the whole story unravels. 

Money Problems: One thing that I really liked was the fact that, in the beginning, the main character has severe money problems. He is literally hiding from people who want to re-possess his car. It is very relevant to life right now, and I'd like to see more movies and stories that portray what it is like to be in debt or poor. 

I feel like we live in a society where so many people are secretly ashamed that they're barely getting by or unable to save any money, and I'd like to see it discussed out in the open more often.

The butler character is really great. He was married to Norma! He's still here at her side because he wants to keep her from killing herself. It's a very unique story.

The Asphalt Jungle, 1950

The Asphalt Jungle is a movie about a crime, from beginning to end. The planning, the execution, the aftermath. 

The main character is a goon played by Sterling Hayden. At first, I found him to be ridiculous. He's way too nice for the role, and I didn't buy his tough guy act. But as the movie rolls on, I ended up rooting for him.

The architect of the heist is this old german fellow who just got out of prison. He's very sympathetic and I definitely felt sad for him by the end.

Marilyn Monroe: Marilyn Monroe is in this movie, just for a few quick scenes. Honestly, she's not good in this at all. But I can't help but notice that in all the film noir movies after this one, you can see a change in the women. They all look and talk like Marilyn Monroe.

I was also struck by the woman who is really into Sterling, but he's not into her. I feel like we don't see that in movies very often. She was such a sad character - a great NPC for a D&D campaign. It's one thing to deal with a lawful evil villain. But what do you do about the nice person who is in love with them?

In a Lonely Place, 1951

Another Bogart flick, this one is about a screen writer who ends up as the prime suspect in the murder of a woman he'd just met. There's something about Bogart's characters - full of self pity, very whiny. I don't really understand why this guy was such a star.

This film is OK. It's a mystery with an ironic ending.

The Killing, 1956

I wasn't aware that Stanley Kubrick made movies this long ago! The soundtrack nearly ruined this one for me, with all the horns and marching, but there's some fun stuff in here. It's basically the Asphalt Jungle again, but this time they're robbing a race track.

Even better, Sterling Hayden's in this one! He looks so much older, and he's a much better actor.

There's a scene or two where he leaves the sack of money somewhere vulnerable, and it makes my skin crawl. You can probably guess the ending of this movie as it rolls along.

Asphalt Jungle and The Killing are a "crime doesn't pay" one-two punch. I'd definitely like to see more "heist" style adventures in D&D.

Kiss Me Deadly, 1955

OK. I have a lot to say about this one. If there is one movie you watch on this list, it should be Kiss Me Deadly. I hate to spoil this film for you, but I'm going to have to. If you have any interest in this at all, please stop reading and go watch it.

In Kiss Me Deadly, a scummy private investigator gets in the middle of a case where everyone is looking for a mysterious box. Almost nobody knows what is in the box, they just know that it has great value. 

Film Noir Roast: I get the feeling that the people who made this movie did so to satirize or ridicule the genre, or at least to mock the source material (a novel by Mickey Spillane). 

The main character, Mike Hammer, is a piece of garbage. The movie actually starts with him encountering a damsel in distress - and he's mad about it! He's pissed off that she's wasting his time.

Mike Hammer is dumb. He uses people. He genuinely enjoys hurting others. He doesn't come close to solving the mystery. He treats the woman who loves him like trash. He pimps her out! Uses her to entrap guys into cheating on their wives.

Women throw themselves at him in a manner so unrealistic that it has to be a joke. The filmmakers appear to be roasting the whole idea of the "alpha male."

The Investigation: The movie rolls along, and the plot is sort of impossible to follow. Names and NPCs are flying left and right, and as things progress we're not really sure why the person Mike is talking to is relevant. 

We watch as Mike get nastier and nastier. He slaps the taste out of an old man's mouth. He crushes the fingers of another old man. He destroys valuable property of a third old man!

Having watched a bunch of these noir movies at this point, I figured that this story would play out like the Maltese Falcon. Everyone must be looking for jewels, or money. Something typical and crime-y.

The Box: But then Mike Hammer finds the box. He opens it just a little bit, and a bright light shoots out of it, burning his arm.

I had to stop and watch the scene a few times. What was that? What is going on in this movie?

It reminded me of Pulp Fiction, and the mysterious glowing briefcase. I assume that this is where Tarantino got that idea from.

In Pulp Fiction, people say that the briefcase contains the soul of crime boss Marcellus Wallace. Weird, but OK, whatever. That story idea actually works in D&D - it works in a big way.

But this movie isn't that nice. We're not saving somebody's soul in Kiss Me Deadly. You know what's in the mysterious box? Nuclear material!

The Meanest Movie Ever: At the end of this film, a woman fully opens the box and she is burned alive in a scene that must have been very shocking for the time. She screams on and on as the house she's in burns to the ground, to the utter surprise of Mike Hammer, who of course is totally clueless about what is going on.

That is how the movie ends - a woman is engulfed in flames and dies, screaming. 

Kiss Me Deadly is one of the meanest movies I have ever seen. It is a movie that hates itself. 

I ended up watching it again, and I actually got a lot more out of it the second time. This really is a great movie. Sure, it's unpleasant, but there's just so much to it and the shocking twist comes out of absolutely nowhere. 

On the second viewing, you see clues you missed the first time. It all adds up. Who are the bad guys chasing the box? Communists! We were in a Cold War, after all.

Nothing Mike Hammer does really matters, because the world is going to destroy itself out of sheer stupidity. Absolutely crazy.

Thanks for reading!

Van Richten's Guide to Ravenloft Review

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by Anna Podedworna

Curse of Strahd seems to have been the most popular adventure in 5e thus far, so it makes sense that the D&D people decided to create a new product linked to Strahd: Van Richten's Guide to Ravenloft.

This review is going to contain spoilers. 

The Review

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by Scott M. Fischer

Most of this article involves me digging through the book and looking for cool and interesting lore. I figure I'll just get the "review" part of this review out of the way right here at the top. 

What is in This Book?Van Richten's Guide to Ravenloft is more of a setting book than anything else. It has a good chapter on player stuff (new subclasses, and very cool lineages). There is a large section on monsters, many of which are great. Most of the rest of the book describes the places located in Ravenloft, and advice on running horror adventures. 

The Maps: There are a lot of maps in this thing, by a number of different artists. I learned a new name: Francesca Baerald. This cartographer did absolutely tremendous work here, acheiving the seemingly impossible feat of standing out with work alongside Mike Schley and Jared Blando (the two premiere D&D mappers in recent years, in my opinion at least). 

Francesca poured in a ton of detail, including extremely intricate borders, text, and additional graphics, which is very much appreciated. Check out the map of Borca on page 77 or Falkovnia on page 101. I really appreciate the extra effort that went into these maps. They are both functional and inspiring to look at. 

These maps add value to the book, in my opinion. This thing wasn't slapped together - care and thoughtfulness was applied. 

The Art: The art in the book is good. Some pieces stand out. A fair amount of the artwork feels off somehow. I can't quite put my finger on it, but the style and tone of a lot of the pieces don't quite match the horror theme. I don't really like many of the full-page pieces. Also, we're still getting a lot of art that comes out too dark on the printed page. This article contains some of the art that looks so much better on your computer screen than it does in the book.

My favorite art in Van Richten's Guide to Ravenloft: 

Ez by Nikki Dawes on page 4: I just love the style. It doesn't necessarily match up perfectly with your classic D&D painted stuff, but it looks so good that I don't care. I'd love to see a whole book full of work by this artist.

The Bagman by Stephen Oakley on page 7: This is the kind of gnarly, horror art I was expecting to see throughout the book. This is some heavy metal cover undead coming out of that bag. Love it.

Incarnations of Tatyana by Nikki Dawes: Again, I just love this artist. It's real, yet looks a bit like stained glass. The brighter colors look good on this paper. 

Ivana Boritsi by Irina Nordsol on page 78: I love the kind of sea-green background and the gothic dress. This woman looks like classic, gothic Ravenloft to me. 

Ivan Dilisnya by Shawn Wood on page 80: This is just great. Very freaky, very clear, I love the watercolor-type style. 

The Deceitful Fey by Olly Lawson on page 85: That's just beautiful. The colors! 

Gravedrinker by Robin Olausson on page 117: A giant monstrous worm covered in runes. So good.

Elise by Irina Nordsol on page 141: OK. This one is hurt by the darkening effect of the printed page, but the red/blue background is very striking and Elise looks iconic. This is a really cool image that helps the DM envision Elise and how she could be used. 

The Brain by Katerina Ladon on page 143: Freaky! So well-done! The picture is almost too real-looking despite being a fantasy creature. Fun, gross, perfect!

Jacqueline Renier by Nikki Dawes on page 152: I guess I'm a Nikki Dawes fan. Again, love the bright colors, love the expression on her face. Just tremendous. It's very clear, bright art in a book full of dark, sometimes muddy pictures. 

Vistani Wagon by Titus Lunter on page 177: Is this a companion piece to that image in Curse of Strahd where the sky is orange? This looks very similar. Love the sky, love the light coming from the windows. I can imagine the characters in that wagon, perhaps recuperating from some horrible battle. 

Skeletal Archer by Dawn Carlos on page 199: This is just really good. Lots of detail. The skull looks perfect. I love the thickness of the bow and the "worn" look of the gear. 

Survivor by Nikki Dawes on page 200: This is just badass. A bit of a nod to Ready or Not, maybe? 

The Bagman by Stephen Oakley on page 225: Horror! Freaky horror. Love the little circle eyes. This is right out of a scary movie. Showing this art to the group will be much more effective than trying to describe the creature. 

Dullahan by Helder Almeida on page 232: Best art in the book? Look at that glow! 

Gallows Speaker by Scott Murphy on page 234: The blue! The blue works so well, giving the sense that this is a slightly insubstantial creature. A skeleton in robes is as horror as it gets.

Nechrichor by Stephen Oakley on page 238: My favorite piece of art in the whole book, easy. So evil! Love the gold plating, love the shadowy skeleton, this is just 100% modern Ravenloft. 

I should note that I love the cover art by Anna Podedworna. I really appreciate the use of named NPCs in D&D art, and while I've never been thrilled with the look of 5e Strahd, he looks very cool here. 

Things This Book Doesn't Have: Just to be clear. There are NO magic items in this book. For me that's a drawback, as magic items tend to be the easiest things to place in your current game. I think every new D&D book has at least one magic item that I immediately decide to put in my campaign the very next session.

Also. No poster map! I was wondering if we'd get a huge map that shows all of the domains in relation to each other, like in the 2e boxed set. Nope. Not really a big deal to me, but I'm mentioning it in case you're expecting a poster map.

Is This Book Good? It's hard to compare this book to others. I really liked Tasha's Cauldron of Everything. Is this book better or worse? I don't know. I guess it depends on how much you like Ravenloft. 

The majority of this book contains a setting. If you're going to use it, then obviously this book is of great value. But if you're looking for stuff to pull out and use in your home campaign, I'm not sure if this is a necessity. 

It does have some very cool player stuff. It also has some great monsters. You could definitely use the adventure in here easily - the heroes can be drawn into the mist from anywhere.

In my opinion, many of the domains are strong enough that they're worth placing in your campaign world in some form. Particularly Hazlan, the magic-ravaged realm ruled by wizards. Also, Falkovnia, the domain where armies of undead are specifically trying to kill the ruler of the realm. 

There are very few domains of dread that aren't worth using. I feel that most of them are very inspired and a lot of thought went into actually running them in a game. 

For me, this book is great partly because it takes the old Ravenloft stuff that I used as a kid, cleans it up, updates it, and presents it in an easy-to-digest format. 

This book is somehow both extremely dense yet easy to read because so much of it is full of charts containing brief concepts and ideas. You can read any domain section in no time at all. Very breezy.

So for me, personally, I really like this book a lot. I would say that even if you are not interested in running a Ravenloft campaign, this book still has a lot of good material that you can incorporate into your home game.

Ravenloft Background

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by Clyde Caldwell

Now with that out of the way, I want to ramble a bit about Ravenloft in earlier editions. I'm writing this before going through the book. Ravenloft as we know it began in the heady days of 1st edition Advanced Dungeons & Dragons.

"Ravenloft" was a single adventure, released in the 80's. The 5th edition D&D adventure Curse of Strahd is basically a "remake" of that Ravenloft adventure, with a lot of added material and expanded surrounding lands.

The 1st edition Ravenloft adventure was so popular that it spawned a sequel (which was not so popular) and then, in 2nd edition, it became an entire campaign setting. Ravenloft: Realm of Terror was a boxed set that described horror-centric "domains of dread" that adventurers could get pulled into by the supernatural Mists of Ravenloft. Heroes would then have to figure out a way to escape, or (often) they'd just stay there and the campaign would become a Ravenloft campaign.

The setting was very popular, and spawned a ton of sourcebooks, adventures, and other products. I remember loving the Forbidden Lore boxed set, although now that I think about it, I can't remember what was actually in it other than a deck of cards.

There were a few books and adventures that really made an impact on my 2e campaigns. I am dying to see if they've been updated to 5e in Van Richten's Guide to Ravenloft. These old products include:

Ship of Horror: A Ravenloft adventure that partly takes place at sea. My group's shenanigans on the boat had long-lasting repercussions (a character ended up wearing a hat of stupidity).

Thoughts of Darkness: An adventure about vampire mind-flayers! My group bailed out after the very first encounter.

Book of Crypts: This horror anthology was incredibly handy, giving me piles of fun, shorter adventures. My friend Barry had made a homebrewed "klingon" D&D race, and I have fond memories of his shenanigans as we played through these scenarios. I also remember thinking that the "living wall" monster was really cool.

From the Shadows: This adventure had the worst opening scene I've ever run. Even as a kid, I knew it would be a disaster and made adjustments. As written, the group encounters the Headless Horseman who proceeds to decapitate them all no matter what they do. Then, the characters awaken as severed heads in a lab.

Fun idea, but the railroad-y murder was too much of an outrage to my players. 

When Black Roses Bloom: This one is a forgotten gem. It's about the villain of Dragonlance, Lord Soth (!), who has been pulled into Ravenloft. 

Darklords: This supplement detailed new villains. It included Ebonbane, the evil sword that first appeared in one of the best adventures I've ever run - Bane of the Shadowborn, from Dungeon Magazine #31 (which I wrote about here).

Black & White Movies: The thing I liked least about the 2e Ravenloft content was that a lot of it drew inspiration from old black and white movies, which just didn't appeal to me. I remember in particular one domain of dread based on Frankenstein's monster - I think it featured a guy named Dr. Mordenheim and his 'monster', Adam. It was too on-the-nose and cliched for me. 

Many of the old domains of dread were rip-offs or re-skins of things I wasn't into to begin with. It was weird to me that there was this horror boom in the 80's with villains like Jason and Freddy Krueger, but we were hearkening back to the early days of cinema for some reason. Maybe this was done to avoid the ire of angry parents, which was a major concern at the time.

3rd Edition Ravenloft: In 3e, Ravenloft was farmed out to another company who made a number of supplements and hardcovers. Because it wasn't "official," I didn't really look into it. Late in 3rd edition, there was an official book: Expedition to Castle Ravenloft, a really fun adventure which sort of sets up Curse of Strahd. Now that I think about it, Expedition is basically a 3e Curse of Strahd.

4th Edition Ravenloft: Ravenloft received a few nods here and there through the short lifespan of 4e. Strahd was detailed in the great Open Grave supplement. There was a Strahd-based adventure, very much a Curse of Strahd prequel called Fair Barovia, which I wrote about extensively here.

There were five domains of dread detailed in Dungeon and Dragon Magazine, and one bonus domain:

  • Sunderheart (Dragon #368): A tiefling-centric realm where all children have "twinning deformities", ruled by Lady Dreygu, who transforms into "The Ghoul" at night. 
  • Graefmotte (Dragon #375): A domain ruled by a Lord who accidentally killed his son while trying to prevent him from going off to war. The son's ghost haunts the place and Lord Graef refuses to admit to the murder. 
  • Monadhan (Dragon #378): This domain is ruled by a dracolich named Arantor (who accidentally killed thousands of refugees during a war and then covered it up). Who else is here? Kas! Apparently he once had his own domain of dread called Tovag. Monadhan is featured in Betrayal at Monadhan, part of the 4e Scales of War adventure path which I ran way back when.  
  • The Endless Road (Dungeon #174): This is a revamp of the 2e version of the Headless Horseman. His domain is a road that seemingly goes on forever. 
  • Timbergorge (Dungeon #207): A cold valley (originally located in the Feywild) where werewolves battle the Darklord - a treant named Silvermaw, who has SILVER TEETH which obviously the werewolves are vulnerable to.
  • Histaven (Free RPG Day booklet): A settlement ruled by a Count, who the mysterious Rag Man hopes to overthrow.

There's a great "let's read" thread on rpg.net that goes over all of these articles.

OK! Now that we're all loaded up on what came before, let's dive into the new book and see what's in it.

Introduction

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by Paul Scott Canavan

The Dark Powers: In the introductory section, we are told that "Sinister entities known as the Dark Powers manipulate the domains of dread and all who dwell within." I wonder if we'll get confirmation that the Dark Powers are indeed the vestiges trapped in amber in the Amber Temple from Curse of Strahd? I'm dying to know more about some of those vestiges.

Wait... page 8 gives us the answer! "Although some of their names whisper through sinister lore - Osybus, Shami-Amourae, and Tenebrous - domain inhabitants know almost nothing about the Dark Powers." So there you go! Tenebrous, aka dead Orcus, is a Dark Power.

Chapter 1: Character Creation

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by Andrew Mar

This short chapter details 3 new types of character lineages you can make, some Dark Gifts (special powers/curses), 2 subclasses, and a bunch of character backgrounds, and a pile of trinkets.

Lineages: "Lineages are races that characters might gain through remarkable events."

Dhampir: A vampire, basically. You can bite people to do damage and heal yourself (if you're missing half your HP or more). 

Hexblood: A magic being, often raised or created by hags. You have a telepathic token that you can scry with. You can also cast disguise self and hex once per day. I love the hag lore in D&D.

Reborn: "Individuals who have died yet, somehow, still live.

Dark Gifts: Characters can be tempted by the Dark Powers, given special boons that also have a drawback. The first one seems very harsh - you gain two proficiencies and one language, but every time you roll a 1 on a d20 something horrible happens (you're charmed by a creature you can see, or you are incapacitated, etc.).

I wish I had these rules in my Dungeon Academy campaign. One of the heroes, Seraphine, actually became a Darklord for a short time.

Living Shadow: Wow. Now we're talking. "Your shadow occasionally moves out of sync with you." You roll on the shadow quirks table.. some of these are hilarious. "When I'm distracted, my shadow panics and tries to get other people's attention, as if it's desperate to escape me."

The shadow can be used like a mage hand spell and it can increase your reach for melee attacks. When you roll a 1 on a d20, "your shadow exerts a will of its own." Amazing. Love this one!

Mist Walker: You can pass through the Mists to escape a domain, but if you remain in one area for too long, the Mists can "drain your life force" (you start gaining levels of exhaustion after 1-4 weeks of being in the same place). 

Second Skin: You can take on a second form, which might be a slime creature or an angelic form (!). The drawback involves a certain trigger, such as the sound of ringing temple bells, which can force you to shift forms involuntarily. These are all great. 

Symbiotic Being: These just keep getting better! This could be a tiny humanoid attached to your body or a living tattoo. Amazing. The symbiote has its own agenda and can force you to do things if you fail a save. This is a recipe for a legendary character.

Death Touch: You can do damage via touch! 1d10 necrotic damage if you hit. "The deathly power within you is beyond your control, afflicting any who touch your bare skin." This is stellar. I am loving these dark gifts so much. You can make such a cool, tortured hero with this gimmick, a Raistlin-type character. 

Watchers: "Something is always watching you and draws ethereal spirits... that follow you and gather in your general vicinity." Could be bats, ghost orbs, shadows, or "otherworldly voyeurs." You can use them to aid in Perception checks, you are immune to blindness, but when other people notice the watchers you have disadvantage on certain checks. Love this one, too.

Subclass Options: We get two of them. 

Bard: College of Spirits: You can commune with spirits, who let you cast guidance, let you use certain tools, and use bardic inspiration for different effects - deal force damage, grant temporary HP, etc. Once you hit level 6, you can conduct a ritual to "...learn one spell of your choice from any class" (must be divination or necromancy). 

Warlock: The Undead: You make a pact with an undead entity, probably a lich. At 6th level you no longer need to eat/sleep breathe, at 10th level "...when you would be reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead...

These subclasses are OK. 

Backgrounds: We get some quick new backgrounds, along with lists of ideals, bonds, and flaws. 

  • Favorite Bond: "I'm desperately seeking a cure to an affliction or a curse, either for someone close to me or for myself."
  • Favorite Flaw: "I'm convinced something is after me, appearing in mirrors, dreams, and places where no one could."

Haunted One: I think this background is from Curse of Strahd. 

Investigator: Now you can be like Van Richten! There's a list of possible first cases. My favorite: "You helped a spirit find peace by finding its missing corpse. Ever since, other spectral clients have sought you out to help them find rest."

Favorite Trinkets: We get a list of 100 new trinkets. Here are my favorites:

  • "A lock that opens when blood is dripped into its keyhole."
  • "A black executioner's hood."
  • "A candle made from a severed hand."
  • "A straightjacket covered in charcoal runes."

Chapter 2: Creating Domains of Dread

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by Irina Nordsol

We start off with advice and rules on creating Darklords and domains. The part I find most interesting is the idea that a Darklord can't really die! Defeating them might involve exploiting a weakness, but in the end, the Dark Powers can bring them back. 

In my experience, creating a Darklord is difficult. Seems like the best way to do it is to take a popular NPC/villain from a campaign and have them get sucked into/be reborn in Ravenloft. I think that straight resurrecting a big bad guy that your group already defeated might feel cheap, but by having them reborn as a Darklord, now tormented and flawed, it might be really cool and fresh for your players.  

Genres of Horror: Whoa, wasn't expecting this! We get a list of different types of horror and villains/settings/plots you can use. The first one is "body horror", which immediately makes me think of old, gross David Cronenberg effects like in The Fly.

Body Horror: We are given a list of monsters appropriate for this genre, and included is the chain devil (a nod to Hellraiser, I assume).

Some of the villain ideas are great. "A monarch who feeds their cannibal children, no matter the cost."

Cosmic Horror: Favorite plot: "Help a parent recover a child who's gone missing in the impossibly vast space underneath their bed."

Dark Fantasy: Favorite villain: "A god who killed all their peers and now rules the mortal realm.

Folk Horror: What is this? It's about traditions and beliefs. Like The Ritual. Favorite setting: "A telepathic collective that townsfolk join by ingesting a rare fungus.

Ghost Stories: Lots of murder-solving in this one. Favorite torment: "All spirits obey a Darklord who can't touch anyone without stealing their soul."

Gothic Horror: Favorite villain: "Someone who loves a monstrous creature and does anything to keep it fed and safe."

Chapter 3: Domains of Ravenloft

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by Katerina Ladon

This chapter takes up most of the book. It details piles and piles of domains of dread. I am really curious to see what old ones have been updated. Very interested to see if new ones have been created, too. I bet there's going to be all sorts of fun nuggets in here.

The Mists: We get rules for wandering the mists. The Dark Powers can manipulate the Mists, allowing them to open or close borders to a certain domain. If the borders are closed, the Mists look menacing and start dealing out exhaustion left and right until you back off or die. 

If the borders are open, you wander for d6 hours and then roll on a chart. It is very difficult... nearly impossible... to emerge from the Mists onto a world on the Material Plane.

Mist Talisman: These are non-magical objects linked to a specific domain. You can walk into the Mist, use the talisman to focus on that domain, and travel there. 

Prison of Souls: If you die in Ravenloft, your spirit is probably trapped in Ravenloft forever, even if you are raised from the dead. 

Ezra, God of the Mists: Denizens of many domains worship this entity. "Whether she's a manifestation of the Dark Powers, an aspect of the Plane of Shadow's mysterious Raven Queen, or something else entirely is for you to decide."

I think it would be cool if the people of Ravenloft worshiped the Raven Queen, and the Dark Powers were her enemies. I mean, the vestiges are basically cheating death, right?

Domains: Now we get to the main stuff. Pages 66 to 183 cover this chapter! I am dying to see what's in here. We start off with the big one...

Barovia: A lot of this looks the same as in Curse of Strahd. There is a mention in the Vallaki section of "priests of Osybus" which seems new. 

The Amber Temple is described as "...a nexus of secrets underpinning the nature of the Domains of Dread." Then it says: "The priests of Osybus (detailed in the "Other Groups" section later in this chapter) have particular interest in this site."

Want to skip ahead to read about Osybus? Let's do it. Page 178. "These cultists channel the might of the Dark Powers and steal souls to gain the ability to transcend death." They are working to try to free Strahd from Ravenloft! 

We get charts full of ideas/hooks on a number of subjects. In a list of 8 Barovian adventure ideas, there's this: "Priests of Osybus (see chapter 5) have gained a following in Vallaki. They consider Strahd a demi-god of their faith and drain the blood of nonbelievers in their name."

There's a big section on creating an incarnation of Tatyana (Strahd's would-be bride). Love this. 

Bluetspur: It's here! The vampiric mind flayer place! My group wanted absolutely nothing to do with this realm. The Darklord of this domain: The God-Brain of Bluetspur. This section is too short! We get an overview of the realm and the basic story, but I'd have liked some detailed locales. 

Borca: A realm of feuding nobles. This domain has two Darklords who rarely meet. I really like Ivan Dilisnya and his clockwork pram. Very, very cool-looking villain! I feel like, even with the info provided, I'd have a hard time making a fun adventure here. This is a more "social" realm, not your typical D&D locale.

The Carnival: This is a domain that actually travels. I've never been into carnivals in D&D, but there's very cool ideas here. There's a guy whose worst impulses grow into creatures that he keeps in bottles and puts on display. That's so weird and deep, I love it. 

Darkon: Hey! This has Castle Avernus from From the Shadows. That place was loaded with magic items. This domain was once the home of the lich Azalin, who I remember being a very big deal in 2e Ravenloft. I'm constantly surprised he hasn't been mentioned more in future editions. 

It looks like Azalin actually escaped his own domain and now the place has changed. Now, the realm is slowly crumbling. Anyone who dies rises up the next night as a mindless zombie. 

Castle Avernus blew up, but the pieces of it are hovering in the air and slowly re-forming. Sections of it are still intact. Don't want to spoil too much, but there's a ton of cool details here. 

Three people are battling for control of the realm. One of them is related to Baron Metus, the vampire that killed van Richten's son. 

Dementlieu: This realm is all about masquerade balls. The Darklord has a whole thing about exposing liars, and even has actual flavor text when unmasking an intruder. I still maintain that players always love balls/parties in D&D. It just always works. I don't know why. 

Falkovnia: This is a war-torn land where armies of undead are coming after the Darklord. All of the undead are soldiers who died under the Darklord's watch. Awesome, right? This is a perfect domain of dread, in my opinion.

Har'Akir: The Mummy! Mummies are a little under-utilized in D&D. This place has "a vast dungeon underworld that connects every tomb and monument..."

Hazlan: I LOVE the map to Hazlan. The colors! Amazing. This is a realm ruled by wizards who use the entire place to conduct magical experiments. There's a forest where everything has been turned to stone, a wasteland where meteors and otherworldly creatures fall from the sky, all sorts of stuff. I really like this place, maybe my favorite one so far. It even has its own wild magic table.

I'Cath: This is a city whose populace sleeps forever. The city layout changes every night, making escape nearly impossible. 

Kalakeri: Two factions vie for control. The Darklord is a death knight and there's a tower that grows taller every night.

Kartakass: A collection of settlements inhabited by performers. This is basically a Bards & Werewolves setting. I believe this is the locale of the very first 2e Ravenloft setting adventure Feast of Goblyns

Lamordia: Heyy this is the Frankenstein domain! In 2e, the Darklord here was "Victor Mordenheim" and his creation - Adam. Now the Darklord is a woman named Viktra Mordenheim. If you read my Guide to the Brain in a Jar, you know that the original Victor Mordenheim also created "The Living Brain." Viktra can swap people's brains. Her "monster" is a woman named Elise. This domain is really cool - they took all the old stories and brought them forward.

Mordent: This domain originally appeared in the 1st edition Ravenloft II: The House on Gryphon Hill adventure, which I wrote a lot about here. In that one, there were two Strahds running around, along with Azalin the lich and all sorts of other stuff. 

Reading this 5e version, we see that this is where van Richten's herbalist shop is located. The Darklord is a ghost who lives in the House on Gryphon Hill, who commands a horde of undead. He is trying to use the Apparatus (the huge device from the 1e adventure that Strahd hoped would help him escape from Ravenloft) to escape his torment, but it always has some disastrous malfunction.

I really enjoy how they've embraced the old stuff and cleaned it up. Some of these concepts didn't really work well in older editions, but instead of discarding them, the designers have repaired them and made them fun and functional. 

Richemulot: This is wererat central. The Darklord is a wererat. The city has swarms of rats wandering the streets like packs of dogs. And there's a "gnawing plague" that is spread by the rats. Most of this section details how the plague can become an epidemic with the dead littering the streets.

Tepest: The Darklord of this realm is a green hag who trapped her two sisters in a magic cauldron. The people of this domain revere the hag and offer her tributes. 

Valachan: A jungle teeming with displacer beasts. The current Darklord is a weretiger named Chakuna. 

Other Domains of Dread: Over the course of a few pages, we are presented with many more domains of dread. There's one from Eberron, Markovia (based on the Island of Dr. Moreau, I think), the Sea of Sorrows! (from Ship of Horror), and... well look at this. The Shadowlands, home to the Darklord Ebonbane! It's only a paragraph. Here it is:

  • Darklord: Ebonbane
  • Hallmarks: Falls from grace, heroic sacrifice

"Within this forested land of peasants and heroes dwells an order of questing knights known as the Circle. These knights seek to vanquish evil, following the example of their founder, the paladin Kateri Shadowborn. Even long generations after Kateri's death, members of the Shadowborn family still number among the Circle, their heroics known across the Shadowlands and in other domains. Yet despite their victories, the foes and failures of these knights are ever drawn back to the Shadowlands, filling it with vengeful souls and monsters. These include villains such as the necromancer Morgoroth; the fallen paladin Elena Faith-hold; and Ebonbane, Kateri Shadowborn's accursed sword."

In my campaign, Ebonbane became the main villain of my entire setting and one of my players made a character who was a member of the Shadowborn family. 

Tovag: Wow, here's another big one. Tovag is home to Kas. "Notorious across the planes, the vampire Kas was once the champion of the lich Vecna. Wielding the artifact that bears his name, he betrayed his master and the resulting battle supposedly destroyed them both." Kas builds armies here, then sends them into the Mists to destroy Vecna. Unfortunately for him, the armies never make it out of the Mists.

Travelers in the Mists: This section details NPCs and organizations that might be allies with the heroes.

Keepers of the Feather: The wereravens from Curse of Strahd.

Vistani: Includes notes on making Vistani characters. 

Mist Wanderers: We are given extensive descriptions of many NPCs. One that sticks out is Erasmus van Richten, Rudolph's ghost son. 

Ezmerelda "Ez" d'Avenir, from Curse of Strahd, is here as well. She has split off from van Richten, not wanting to become obsessed like van Richten has.  

Chapter 4: Horror Adventures

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by Trystan Falcone

We go over session zero stuff - checking to see what your players are and aren't OK with. Pacing, setting the mood, all that stuff. 

I think the only horror adventure I ever played that really felt scary was when we played a game in high school called Beyond the Supernatural (our characters were high school kids who stumbled onto supernatural elements in town), by candlelight. 

It was awesome, scary and fun... until my min/maxing friend had his character somehow obtain a shotgun, track down the school bullies, and completely ruin the tension.

Horror Toolkit: We go over curses and effects of fear. As far as fear mechanics go, basically your character has a trigger such as "I can't stand heights." Then, when that comes up in the game, they must make a DC 15 WIS save or become frightened until the end of their next turn. 

We also get a few haunted traps, and some new NPC sidekick "survivor" types. There's 4:

  • Apprentice: Can cast burning hands and fire bolt.
  • Disciple: Can cast sacred flame.
  • Sneak: Can disengage.
  • Squire: Can use a shield to shove as a bonus action.

The House of Lament: Wow.. we get a whole 19-page adventure in here. This scenario takes characters from level 1 to level 3. It's a haunted house that acts as both a domain of dread and a Darklord. 

You're given a ton of options as far as what NPCs are in the house and which spirit the group will be dealing with. Rudolph van Richten is an option as far as investigators go. 

Basically, the group will have to survive in the house and periodically do a seance to learn how to help the spirit trapped in the house. 

I guess I shouldn't spoil too much, but the ending is very, very cool. 

Chapter 5: Monsters of Ravenloft

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by Stephen Oakley
Always a highlight of these books is the new monsters. Let's go over some of them and see what weird new things we can throw at our players.

Bodytaker Plant: It can create duplicates of people. It's basically an Invasion of the Bodysnatchers style monster. I really like the art of this thing. 

Boneless: "Undead remains devoid of skeletons." They can crush you with their embrace. 

Carrion Stalker: A disgusting tiny creature that bursts out of corpses to attack you.

Carrionette: Murder puppets. They can swap consciousness with creatures that are struck with their needles! Crazy. I think these are from an old 2e adventure called The Created.

Death's Head: Disembodied heads that fly around and bite you. There are different bite effects, including a bite that turns you to stone. These grow on death's head trees, which sounds really awesome.

Dullahans: Undead humanoids who were decapitating and now roam about seeking their heads. 

Gallows Speaker: An undead that forms at sites of mass death, a sort of manifestation of the combined suffering. Great art on this one! 

Gremishka: Evil little cat/rats created by magic gone awry. When spells are cast around them, you roll on their allergy chart - they might heal, do force damage to enemies, or explode. Awesome stat block! Swarms can actually redirect spells cast near them.

Jiangshi: Undead that come out at night to consume life energy. If it does so, it damages the victim, heals itself, doubles its speed, and gains the ability to fly!

Necrichor: Probably my favorite piece of art in the whole book is of this creature, a vial of red liquid. It is a being of living blood, with the ability to be a "blood puppeteer" - controlling another humanoid's body. "A necrichor is a being of living blood, formed from the ichor of evil gods or the sludge in crypts of failed liches."

Nosferatu: Vampires "without grace." These things vomit blood in a 15-foot cone. 

Priests of Osybus: Aha, let's see what these people are all about. Through magic tattoos, they steal souls to power their magic and to become undead. Osybus was a mortal who invented the practice, and then actually tapped into the energy of the Dark Powers to become a lich.

After a whole series of betrayals, Osybus became a Dark Power and the priests are trying to free Strahd from Barovia. The priests actually hate Osybus now.  

Star Spawn: I feel like the star spawn are due for a special adventure or something. They seem to appear in quite a few books. I personally don't really "get" them, but it feels like someone at wizards of the coast is really into them and has a story to tell. 

The two types in this book are very powerful. They shoot psychic orbs and can change shape into small or medium creatures. "Heralded by ominous astrological events, these ravenous invaders make worlds ready for unimaginable masters..."

Ulmist Inquisitor: These people harness psionic powers and use them to eradicate evil. "Today the inquisition rules the city of Malitain, a vast city state to the north of Barovia's original site, and the inquisition sends its members throughout the multiverse..."

You can do a lot with these inquisitors and the priests of Osybus. While I don't like it when there are a million factions to keep track of, this book introduces just a few, and they're unique enough that it's easy to remember who does what.

Zombies: New zombie types! 

  • Swarm of Zombie Limbs: This is a medium-sized thing made of grasping limbs. Handy!
  • Zombie Clot: A huge-sized undead that can fling a detached clump of corpses at a creature it can see within 30 feet of it. If a creature is hit, it is entombed in the dead flesh! Gross.
  • Zombie Plague Spreader: This stiff can release toxic gas once per day that does poison damage. It also has a "viral aura."

Thanks for reading!

A Guide to Candlekeep Mysteries

 

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by Clint Cearley

This guide is a collection of notes designed to help DMs quickly understand the adventures in this book, and refer to during play for essential information. Basically I'm trying to prepare this adventure for you. I'll also try to identify possible problems that could arise when running these adventures and ways to work around them.

I'll be slowly working on this article over the next few weeks, changing it as needed.

Links

Candlekeep

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by Mike Schley
Fortress on a peninsula. Famous for its library containing a vast collection of books, including the prophecies of Alaundo the Seer.

  • Entrance: Double gate (made of black metal, 3x the height of a human) connected to the only road - the Way of the Lion.
  • Guards: 5 Avowed priests (MM pg 348) of Deneir.
  • Caretakers: The Avowed, a legion of scholars and sages.
  • Entrance Fee: A work of writing not already contained within. 
  • Guide: Visitors can request a guide/research assistant. Roll on the chart on page 7.

Defenses and Decorum

If trouble occurs 1 archmage (MM pg 342) and 4 mages (MM pg 347) arrive immediately. If necessary, 4 more archmages can be brought in.

Wards: Many magical effects protect Candlekeep:

  • You can't teleport in to Candlekeep, or use magic to get in. You must go through the front gates. 
  • Fire: Fires larger than a candle are magically suppressed, so spells like fireball do not function.
  • Theft: Books stolen from Candlekeep immediately return there via magic. 
  • Mythal: The keeper of the Tomes can activate a mythal which blocks everything but air and sound from getting in or out of Candlekeep.

Rules: Those in Candlekeep must follow certain rules:

  • No fighting.
  • No stealing.
  • No copying. You can take notes, but getting a copy requires paying scribes to make one.
  • No damaging/marking/modifying works.

The Avowed 

About 300 priests live here, most of which are commoners (MM pg 344).

The Keeper of Tomes: Highest ranking member/governor. Janussi, a human archmage (MM pg 342).

Readers: Master Sage (pg 9) and Sage (pg 9)

First Reader: "Bookwyrm" Skoda Valanaster - dragonborn master sage (pg 9). Job: Acquire unique tomes and scrolls.

Great Readers: 8 scholarly experts in a certain area of study.

  • A'lai Aivenmore: Human master sage (pg 9), worships Oghma. Expertise: Divinity.
  • Alkrist: Bronze dragonborn master sage (pg 9). Expertise: Politics/military battles.
  • Daral Yashenti: Human master sage (pg 9), poet. Expertise: Music/poetry/literature.
  • Fheminor Scrivenbark: Lightfoot halfling master sage (pg 9). Expertise: History/folklore/cultures.
  • Kazryn Nyantani: Human master sage (pg 9). Expertise: Natural world/celestial navigation.
  • Sylvira Savikas: Tiefling archmage (MM pg 342). Expertise: The planes.
  • Teles Ahvose: Human archmage (MM pg 342). Expertise: Magic items, curses, and the Weave.
  • V'ziir-Ag: Githzerai master sage (pg 9). Expertise: Aberrations/undead/Far Realm

Master Readers: Oversee scribes and teach adjutants. Sages (pg 9) and master sages (pg 9). 

Gatewarden: Kalan Strong, human archmage (MM pg 342). Maintains security at the front gates.

(pg 17) The Joy of Extradimensional Spaces

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by Kieran Yanner

Adventure Summary
  • The group needs to find a sage named Matreous.
  • He went into a hidden Mordenkainen's Magnificent Mansion.
  • The group can find the command word to open the entrance to the Mansion in The Joy of Extradimensional Spaces.
  • The group goes in, meets Matreous, who exits through the portal.
  • The portal then shuts. The group is trapped in the mansion.
  • In room M5., the heroes learn that a different command word activates the exit portal. This command word is hidden on the spines of 7 puzzle books scattered throughout the mansion. 
  • Once the heroes figure out the command word, they activate the exit portal. Stepping through, they see that an imp has slain Matreous and attacks them.
Puzzle Book Locations
  1. M3. Library: Letter "R", found in stacks of books, guarded by swarm of animated books.
  2. M5. Study: Letter "I", sitting on an armchair.
  3. M11. Laboratory: Letter "T", among the books on the middle table. 
  4. M13. The Chained Library: Letter "L", on the desk by the chained library.
  5. M14. Trophy Room: Letter "Y", guarded by 2 flying swords.
  6. M15. Bedroom: Letter "E", Sitting on a chest of drawers.
  7. M17. Alchemical Laboratory: Letter "B", propped up against a large beaker.
Fistandia
  • Mage who spent many years in Candlekeep
  • Disappeared (the group may learn that she is still alive, somewhere).
  • She bequeathed her books, including The Joy of Extradimensional Spaces, to Candlekeep in her will.
The Joy of Extradimensional Spaces
  • Cover: The cover of this book is decorated with gold filigree, depicting the bust of an imposing spellcaster (Mordenkainen).
  • Contents: Treatise on extradimensional spaces similar to the Mordenkainen's magnificent mansion spell (PH pg 261).
  • Margin Notes: Contains notes on making a permanent magnificent mansion, with command word to open doorway.

Matreous the Sage

  • Expert on curses. Discovered the entrance to this mansion - it's actually in the study room in Candlekeep.
  • He found the command word in other books tha Fistandia had donated to Candlekeep.

Beginning the Adventure:

  1. Curse: The adventurers have come to Candlekeep to aid a town that is cursed - its crops have failed/rain has dwindled.
  2. Seeking Matreous: The heroes seek Matreous, an expert on curses who stays in Candlekeep.
  3. Entering Candlekeep: Remember, in order to enter Candlekeep, the heroes will need to offer a book or writing that is not currently in the library. You could say that the people of the village knew this, and gave the group a book that would qualify.
  4. The Study: Matreous is said to be in a certain study. Go to study. He's not there.. but there is an open book - The Joy of Extradimensional Spaces. Arcana DC 13 = Find the command word to activate the entrance portal to the mansion: "scepter."
  5. Quick Note: We are told that the command word is found in 'other books', but the group finds it in The Joy of Extradimensional Spaces itself. I guess you could say that Matreous wrote it in there.
  6. Speak Command Word: Magic doors appear, will fade in minutes. Step through = appear in room M1.
  7. Matreous Found: Matreous is indeed in this mansion, and the group meets him just as they step through the portal.

(pg 18) Fistandia's Mansion

  • Walls: Stone.
  • Floor: Wood, mostly covered in carpets.
  • Light: Lit by oil lamps.
  • Outside the Mansion: Swirling indigo miasma. Enter = 1 level of exhaustion per minute.

Puzzle Books

Opening the portal from the inside of the mansion requires a different command word, hidden in seven puzzle books. These books also bear the image of Mordenkainen.

Imp Figurine

If the group removes this item from the mansion, it becomes an imp that Fistandia had once summoned. In this adventure, the intention is that Matreous takes the figurine out and is attacked by the imp as the portal shuts, trapping the heroes in the mansion.

The Big Pitfall: The biggest thing to be careful about when running this adventure is this scene where the group meets Matreous. He needs to leave this place (exiting through the entrance portal that the group just opened) but the group is meant to stay. The whole deal with this scenario is that the group is trapped in the mansion and needs to find a way out.

If they exit with Matreous, then we have a problem. The tricky part here is... wouldn't Matreous say "we need to get out of here before the portal closes"?? I guess we need to run it where Matreous is so shocked at the group's arrival that he chats them up, steps through the portal, and then is shocked as it closes. Before he can say anything, the imp figurine becomes a real imp and attacks him.

(pg 18) M1. Foyer and Hallway:

The group steps through, the portal does not close right away! Matreous is here, and once he interacts with the group, he steps through, screams (the imp figurine becomes a real imp) and then the portal shuts.

  • Matreous (sage pg 9): Is happy to see the heroes. He explains that there must be a way out. Has a imp figurine he wants to take back to Candlekeep for study.
(pg 19) M2. Patio: Don't forget ,the swirling miasma causes 1 level of exhaustion per minute.

(pg 19) M3. Library: Heaps of books. The swarm knocks a bookshelf on the characters (DEX save DC 15 or prone and restrained). Use an action to make a STR check DC 13 to free self.
  • Swarm of animated books (pg 19)
  • Treasure: Jeweled letter opener (20 gp), puzzle book with letter "R" on spine.
(pg 19) M4. Exercise Room: An animated broom is sweeping the floor. It will ignore the group unless that try to grab it/mess with it.
  • Treasure: 4 daggers (1d4 piercing dmg), 4 quarterstaves (1d6 bludgeoning dmg), 20 darts (1d4 piercing dmg).
(pg 20) M5. Study: (Room full of books. Friendly cat (befriend it = Animal Handling DC 10).
  • Cat (MM pg 320)
  • Investigate room for 30 minutes: Almost all books written by Fistandia. She was a powerful mage, worshiped Mystra. Mystra gave her the mansion. The group can learn from a book in here that the command word to the magical exit is hidden on the spines of seven books in the mansion.
  • (Secret Door): Pull book on bookshelf, bookcase slides forward, reveals staircase down to M17-M19,
  • Puzzle Book: Letter "I", sitting on armchair.
(pg 20) M6. Kitchen: 2 homunculi (MM pg 188) named Cumin and Coriander. They are friendly. They have a list of clues/hints they can give the group.
  • Cats (MM pg 320) are in here, eating.
  • Homunculus facts: Arcana DC 15 reveals that a a master can only have on homunculus at a time (Coriander's master is a spellcaster named Freyot). Both masters are alive, because a homunculus dies when its master dies.

(pg 21) M7. Pantry: Sacks of flour, vegetables, meats.

(pg 22) M8. Dining Room: Table, chairs, tapestries depicting process of making wine.

Chair: One chair in here is actually a weakened mimic (MM pg 220). The mimic escaped from its glass container in M19.

Weakened Mimic: AC 12 HP 30 Spd 15

  • Pseudopod: +5 to hit, 7 bludgeoning dmg + target grappled (escape DC 10)
  • Bite: +5 to hit, 7 piercing dmg + 4 acid dmg. 

Treasure: Silverware worth 20 gp.

(pg 22) M9. Arboretum: Shrubs, small trees, flowers lit by two glowing globes that hang above the plants.

2 faerie dragons (MM pg 133).  These dragons start off invisible. They will each use their euphoria breath on a different character: DC 11 WIS save. Fail = Can't use reactions for one minute, and must roll a d6 on each turn to determine its behavior.

  • 1-4: Takes no action or bonus action, uses all its movement to move in a random direction.
  • 5-6: Target doesn't move, can make a WIS save DC 11 to end the effect.

Spells: These dragons are orange, which means they are only 6-10 years old. They can cast the following spells once per day each:

  • Dancing Lights (PH pg 230)
  • Mage Hand (PH pg 256)
  • Minor Illusion (PH pg 260)
  • Color Spray (PH pg 222)

Treasure: The globes that light the room are driftglobes (DMG pg 166).

(pg 22) M10. Stairs: There is a mundane suit of armor here. Above it is a trap door that leads to an attic. From the attic, floorboards can be removed that allow you access to room M13.

(pg 22) M11. Laboratory: There is a star map on the wall (which gives the solution to the puzzle in M12) and on the middle table is a puzzle book.

Treasure: Puzzle book with letter "T" on the spine.

(pg 22) M12. Planetarium: This room is an illusion depicting a grassy knoll on a moonless night. 5 telescopes pointed at the night sky, and a sphere of clear crystal.

  • Puzzle: If the telescopes are pointed at the 5 brightest stars (the ones shown on the map in M11) then a secret door to M13 is opened.

(pg 23) M13. The Chained Library: A bookshelf covered in chains, a bench, and a reading desk (with a puzzle book on it). 

The Animated Chain Library (stats pg 24): This thing attacks anyone who comes within 5 feet of it.

Treasure: Puzzle book with a letter "L" on the spine, Defeating the chained library nets the group a nifty +1 flail (1d8 +1 bludgeoning dmg) - a chain with a book attached ("Martial Attack Techniques").  

(pg 24) M14. Trophy Room: Chair, table with books, lit fireplace, pair of swords, heads mounted on the walls (if anything in the room is touched, the swords animate and attack).

  • 5 Heads: Stag, wolf, peryton, hell hound, black dragon.
  • 2 Flying Swords (MM pg 20)

Treasure: Puzzle book with letter "Y" on the spine.

(pg 24) M15. Bedroom: Canopied bed, washbasin, black cat napping, painting of a gold dragon.

Cat (MM pg 240): The cat wakes up and follows the heroes around the room. 

Treasure: On a chest of drawers is a puzzle book with the letter "E" on the spine.

(pg 24) M16. Balcony: Overlooks the arboretum.

(pg 24) M17. Alchemical Laboratory: Tables with vials and 4 clay figures, stacks of books, paper charts, and blackboards full of complex formulas. 

  • Examine Formulas: INT check DC 13, learnt hat goal was to transmute various materials into gold. 
  • 4 Clay Figures: Arcana DC 13, learn that these figures are used for creating homunculi (MM pg 188).

Treasure: Puzzle book with the letter "B" on the spine, reagents worth 50gp, and a potion of healing (heals for 2d4+2).

(pg 24) M18. Summoning Room: Circle of runes.

A "Toad": Actually a quasit (MM pg 63), which will attack when approached.

(pg 24) M19. Preserved Menagerie: Glass containers holding creatures. One 4-foot tall vessel is empty (the mimic in M8 escaped from here).

Dead Creatures in Glass Containers: Here are the creatures and some descriptions of them for your players:

  • (Cockatrice, MM pg 42): "A small hideous hybrid of lizard, bird, and bat."
  • (Flumph, MM pg 135): "A small plate-shaped jellyfish with two eyestalks and a mouth on its top side, and many tendrils dangling from its underside." (If the group messes with it, you could say it still has one stench spray chambered, which can shoot a 15-foot-cone of foul-smelling liquid).
  • (Giant fire beetle, MM pg 325): "A beetle roughly the size of a dog with and orange glow emanating from the underside of its carapace."
  • (Small grell, MM pg 172): "A small, bulbous floating brain with a wide sharp beak. Its ten long tentacles are made of ring-shaped muscles sheathed in tough, fibrous hide. Sharp barbs line the tip of each tentacle."
  • (Myconid sprout, MM pg 230): "A humanoid made of fungus, with a vaguely mushroom-shaped head."
  • (Pseudodragon, MM pg 254): "A tiny dragon with red-brown scales, horns, and a maw filled with sharp teeth."
  • 4 Severed Hands 
  • (Slaad tadpole, MM pg 276 - which is actually alive): "A tiny, white, bulbous reptilian head with a very long tail."AC 12 HP 10 Spd 30 ft. Bite: +4, 4 piercing dmg.

(pg 25) Assembling the Books: Once the group has the puzzle books, they'll need to solve the anagram. The word must be spoken within 10 feet of the double doors in M1. to open it. 

(pg 25) Return to Candlekeep: The first character through the portal is attacked by the invisible imp (MM pg 76), Matreous is dead (killed by the sting of the imp). 

Running the Imp: Remember that the imp takes half damage from non-magic weapons, is immune to fire and poison, and it has magic resistance! In order to avoid a swift death, you could have it hover 15 feet above the group, and on its turn fly down, try to sting one character, then fly back up (provoking an attack of opportunity). If it stays within melee reach, it could die in a single round.

Some Items Vanish: The adventure says that certain things the characters might take from the mansion vanish and reappear back in the mansion. Items that remain in their possession:

  • "Treasure"
  • Books
  • Specimens
  • Weapons

(pg 26) Mazfroth's Mighty Digressions

I'll be working on this guide for the next few weeks! Thanks for reading.





Fizban's Treasury of Dragons Review

 

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Cover by Chris Rahn

You can buy Fizban's Treasury of Dragons here.

Buy the digital version on D&D Beyond here

Buy the Alternate Cover here.

Fizban's Mini-Planner 2022

Today we're going to check out Fizban's Treasury of Dragons, a dragon-centric D&D 5e supplement.

This book is not hard to review. It contains about 30 pages of stuff for players - a few subclasses, a few new racial types, a few new spells. The rest is all material for DMs.

By far, my favorite chapter is the last one, which details new monsters, all of which are dragon-related. There's such a great variety, and a lot of cool ideas. 

The fifth chapter, which is full of dragon lairs, is incredibly handy. Any time your group wants to go meet with, steal from, or kill a dragon, you've got a mountain of material at your disposal. Each section is just a few pages long but has pretty much everything you need. Then you just grab some monster from the back to flesh the lair out. Piece of cake!

The thing I really like about the lairs is that the magic influences the surrounding area, and can go a long way in helping you make a unique village or town. There's a lot of fun to be had and it doesn't seem like it would take too much effort to bring it to life.

The Art: I'm a big D&D art enthusiast. I'd say the art in here is a mixed bag. There seems to be a real problem with making cool-looking humanoids in the 5e books. I don't know why, but a lot of the NPC art just looks too vague or... off somehow. There are a number of large pieces that I feel just don't cut it - they're too "muddy." Not enough detail, and the style just doesn't work.

That said, there's plenty of awesome pieces. I was able to place my absolute favorites in this review. 

Quick Verdict: Is this book worth buying? Yes! Is it mandatory? I'd say... yes! I think that Fizban's is necessary if you are going to try to use a dragon in your campaign. I mean, the game is called Dungeons & Dragons. You should probably have your group deal with a dragon at least once in any campaign, probably more than once.

Handling the D&D Multiverse: One concept in this book is the idea that D&D is embracing a bit of a Marvel-style multiverse. In previous editions, D&D worlds all existed in the Material Plane, and you could get to one or another by flying on a magically-powered ship known as a Spelljammer. So.. you could fly from Toril (the Forgotten Realms setting) to Oerth (the Greyhawk Setting). The Spelljammer products even gave you exact routes to take to do so.

As far as I can tell, all of that still exists. But there is a new wrinkle - certain beings exist on more than one world, as if there was an 'alternate universe' version of themselves. This idea goes a long way in explaining how the Forgotten Realms has slightly different versions of certain entities and NPCs. It also is handy when it comes to handling Takhisis from Dragonlance, who is very similar to Tiamat. 

I would guess this is partly a way to handle the continuity issues of streaming shows, as well as Critical Role doing things with major NPCs that conflict with the 'official story' of D&D (if there is such a thing).

This brings up an interesting question. Sigil is the city at the center of the multiverse. There is just one Sigil, right? Does that mean you might run into alternate universe versions of the same NPC? This book specifically has dragons (who are not gods) that have "echoes" of themselves living on multiple prime worlds. So in theory, you could go to Sigil and bump into three echoes of the same dragon.

Do "echoes" of your characters exist? Is there an Eberron version of your adventuring party? A Greyhawk version?

I've always said that my campaign world is an alternate universe. I consider the "prime" universe to be whatever the D&D makers are running. So.. Gary Gygax's Castle Greyhawk campaign. Monte Cook's Praemal campaign. The Chris Perkins Iomandra campaign. The Acquisitions Inc games.

Calling my own game an alternate universe gives me leeway. My brother ran Drizz't as a character a long time ago. He died in prison. So.. Drizz't isn't running around in my setting. But, that's OK, because he's an alternate universe Drizz't. The 'real' Drizz't is doing whatever R.A. Salvatore writes down. 

Let's get into the book. I'm going to go through and talk about anything notable, as well as try to give you a sense of what is in this book without spoiling too much, so you can decide if you want to buy it.

Elegy for the First World

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Tiamat by Chris Rahn
 

Bahamut and Tiamat worked together to create the Material Plane in the form of a First World. 

Sardior: The "first-born of dragonkind." Bahamut and Tiamat created Sardior together, who was apparently a ruby-red dragon. "Sardior then joined with Bahamut to create the metallic dragons and with Tiamat to craft the chromatic dragons."

Sardior may have been destroyed and shattered along with the First World. This obviously would make for a very cool campaign - finding and exploring the First World.

Dragonsight: Some dragons (often gem dragons) can sense their other incarnations that exist on different worlds of the Material Plane. This allows dragons to amass knowledge that spans the Material Plane. 

This sort of suggests that the Material Plane is more of a multiverse, right? In 2nd edition, all worlds, even Dark Sun, were in the same universe, each contained in their own crystal sphere. Changing it to having each setting existing in its own sliver of the Material Plane does make sense to a degree, as each has a cosmology that somewhat contradicts the others. Eberron has its own planes. The Forgotten Realms has its own versions of certain NPCs.

Chapter 1: Character Creation

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by Olivier Bernard

We get rules for making chromatic dragonborn, gem dragonborn and metallic dragonborn. Very cool, very brief, which I greatly appreciate. 

I really like how the gem dragonborn can communicate with telepathy. 

Then we get subclasses.

Monk: Way of the Ascendant Dragon: "The dragon god Bahamut is known to travel the Material Plane in the guise of a young monk, and legend says that he founded the first monastery of the Wat of the Ascendant Dragon in this guise."

My favorite origin: "After a dream featuring a five-handed dragonborn, you awoke with the mystical breath of dragons." A five-handed dragonborn?? At first I thought it said five-headed and imagined a cool dragonborn villain linked to Tiamat. 

These characters get a breath weapon at 3rd level and can sprout wings for short periods of time at 6th level. 

Ranger: DrakeWarden: This ranger has a 'draconic spirit' sidekick that evolves as the ranger levels up. It can eventually become a mount, gains a breath weapon, and when you hit 15th level it becomes Large.

Chapter 2: Dragon Magic

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by Tyler Jacobson

We get a few new spells! Very cool.  am guessing some of these are converted from older editions. I know there were some Forgotten Realms dragons that had unique spells.  My favorite:

Nathair's Mischief: "You fill a 20-foot cube you can see within range with fey and draconic magic." It's sort of like a wild magic surge... and I love random tables. Those in the cube might be charmed, blinded, laughing or effectively slowed.

We also get magic items. Check it out:

Gold Canary Figurine of Wondrous Power: I believe these were used int he final adventure of the Scales of War adventure Path. In that path, these were actually Bahamut's advisors, all gold dragons. In this book, these figurines become giant canaries. But, if you have half your hit points or less, you can opt to turn them into gold dragons. 

Potion of Dragon's Majesty: "When you drink this potion, you transform into an adult dragon.." lasts one hour!

We also get "Hoard Magic Items." What's a hoard magic item? They are special items that have absorbed ambient magic of a dragon's hoard. Each has 4 states:

  • Slumbering:
  • Stirring (found in a young dragon's hoard)
  • Wakened (found in an adult dragon's hoard)
  • Ascendant (found in an ancient dragon's hoard)

The item must have been in the hoard for at least 1 year to gain this property. It's kind of funny, your character could sneak in, stash an item, then come back a year later and steal it back. You must remain attuned to the item, however.

If the dragon is slain: The item goes up one state if left in the hoard for another 8 hours. 

The item also gains a quirk, most of which are beneficial (glows when within 60 feet of a dragon, gives advantage on History checks, etc).

We get a few hoard items. My favorite is the Dragon Vessel - a container which can magically fill with a potion once per day. The type of potion is determined by the state of the item. It also can be filled with different types of alcohol, including mead, wine, or whiskey.

Draconic Gifts: "The death of a dragon can result in its power taking root in a character, whether that person is the dragon's chosen heir or the dragon's killer." 

You gain an ability! This is a great idea. You might become a dragonborn, gain blindsight, or gain the ability to use telekinesis once per day. 

Chapter 3: Dragons in Play

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Tiamat by Tyler Jacobson

We are given tons of info on fleshing out a dragon, including bonds/flaws, a name generator, and customization. There's an idea here about red dragons actually being healed by fire damage, which I really like a lot. 

There's a section on what dragons are doing at each stage of their life. I got a lot of inspiration from these. For example, a young dragon has a goal of establishing a liar and amassing as much treasure as possible. It is entirely possible that your group is loaded up with magic items, right? And they might have a cool base, or they just cleared out a dungeon that would make for a cool dragon lair. 

Suddenly, they young dragon is hunting the heroes to steal their items for its hoard, and bringing them to its dungeon lair.

We are also given ways that dragons reproduce. My favorite: "By eating a significant portion of their own hoards, dragons cause themselves to lay clutches of eggs."

There's another one about dragon eggs growing on a tree in the heart of the world. Dragons seek it out and must persuade the guardian to relinquish an egg. Tremendous!

Dragon Organizations: We are given details on the Cult of the Dragon (from Tyranny of Dragons), The Chamber (from Eberron) and more. The "Hidecarved Dragons" are clumps of 3-5 dragons who are devoted to a common goal. They carve arcane sigils on their hides that give them special defenses, such as magic resistance or immunity to being polymorphed.

Dragon Campaign: Amidst the notes on using dragons in a campaign, there's some stuff on the Rod of Seven Parts:

"When an artifact called the Rod of Law was shattered into seven parts during the Battle of Pesh, seven ancient metallic dragons were assigned to be the guardians of its fragments. Even sundered, this mighty artifact was so powerful that great cities sprang up near the dragon lairs, forming the centers of civilization. The dragons are patrons of the seven cities, and their roles as guardians are all but forgotten."

Wow. So that's the deal in 5e! Which cities, I wonder. Each piece is in a dragon's hoard? I assume these dragons would have to be lawful...? Gold dragons, black dragons. I hope they make a big 5e Rod of Seven Parts adventure one day.

Chapter 4: Lairs and Hoards

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by David Auden Nash

We get guidelines on how big a dragon's hoard would be. An adult dragpn has a hoard worth around 15,000 gp. They might have more than one hoard (up to 8!) . The hoard of an ancient dragon is worth 200,000 gp. Fun fact: If a dragon's lair no longer holds 10,000 gp, the site is no longer considered a lair.

"By gaining access to a hoard and making off with a significant portion of that wealth, characters can diminish the dragon's connection to both that lair and its associated territory."

Hoard Generator: We get a pile of charts to help us make a dragon hoard. I love random tables. Let's roll and make an adult dragon hoard!

  • 4,600 cp
  • 15,000 sp
  • 26,000 gp
  • 3,300 pp 

7 Mundane Items

  • Large wind chime.
  • 2 paintings by an artist long forgotten.
  • Small shrine devoted to a god worshiped by the dragon's minions.
  • A cask containing 65 gallons of drinking water.
  • An hourglass filled with sparkling sand.
  • A jar containing a dead illithid tadpole.

25 gems worth 13,480 gp

13 art objects worth 2,175 gp

5 Magic Items

  • Potion of Supreme Healing
  • Potion of Longevity
  • Spell Scroll (7th level - Let's go with Plane Shift)
  • Ammunition +3
  • Sun Blade

Chapter 5: Draconomicon

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by Julian Kok

This is a huge section of the book, looks like it's about 80 pages long. It contains detailed lairs for dragons of all types.

We get 3-4 pages of details on each lair. most, but not all, get maps. I still don't understand why they are making print-friendly maps instead of full color stuff, but the maps are fine. 

My first reaction to these was that I was disappointed that they were general. There's no room-by-room description, just options for what would be in there. Again, it's more of a toolkit to create a lair than a specific, fully-fleshed out lair.

But, upon reading through these entries, they give you everything you need. It definitely makes you want to run a "dragon hunter" campaign.

Once I got to the faerie dragon section, I paused. What the heck would a faerie dragon lair be like? I've never even thought about it. I guess I just assumed they flew through the forest and slept on tree branches or something.

The answer: Their lairs are often near portals to the Feywild. They live in nests in crevices, in ancient trees, attics, that kind of thing. 

Let's look at the lair of my favorite type - Gold dragons. I don't really know why they're my favorite. I like to try to figure out ways to use a good-aligned dragon in D&D. I'm going to pull out my favorite ideas from each section and make my own gold dragon lair.

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Gold dragon lair map piece by Dyson Logos

Personality Traits: "Disguises allow me to bestow small kindnesses and experience the simple pleasures of companionship without constantly being petitioned. I'm proud of my acting ability and never break character."

I can see how some people might get tired of the "I'm actually a dragon in humanoid form" trope, but it never gets old to me. It can be hard to hide, though. There's something about the wise, mysterious NPC who gives a knowing wink that clues players in that this person is a dragon in disguise. It's still fun, though.

Ideals: "Objectivity. I remain impartial in my judgments and refuse to let personal feelings get in the way of what's fair or necessary."

These are hard to choose from, as each one is fairly vague.

Spellcasting Options: A young gold dragon has a DC of 17 and can cast: Bless, cure wounds, slow, suggestion, and zone of truth.

So my gold dragon probably uses the disguise of a healer, or a cleric.

Adventure Hooks: "A gold dragon has been attacking travelers in an effort to drive them away from the dragon's territory, which holds a deadly artifact at its center."

I think I would change this so that the dragon is using some cover story or something to keep people away from its lair. I love the idea that the dragon kills evil creatures and takes their loot for its hoard, but it took a cursed item, or an evil artifact that is now contaminating the dragon's lair. 

Although.. what kind of item would be something that a gold dragon couldn't handle, but an adventurer could? The item would have to particularly harmful dragons or something.

Connections: "A young gold dragon and an archmage are uneasy companions, bound to defend each other by the dying wish of a heroic warrior they both loved."

OK. So, an archmage living with a dragon. The hoard is right there! The archmage probably is dying to get their hands on some of the loot. Then, the dragon brings home this cursed item and the archmage snatches it, but the gold dragon can't bring itself to fight the archmage, who is becoming more corrupted by the magic each day.

Lair: We get a map and all sorts of details. There's a waterfall and pavilions. In the cave is a grand hall and many smaller areas, including a treasury hall, the hoard, and a secret vault. 

Regional Effects: We get a list of effects in the area around the lair. I'm very interested to see what they came up with. There are 3:

"Small runes in the shape of a gold dragon appear to creatures in great need, marking a subtle trail to the dragon's lair."

"Creatures that spend a year within 6 years of the dragon's lair value fairness and justice over their personal feelings."

"Within 6 miles of the dragon's lair, any creature attempting to tell a deliberate lie must succeed on a DC 15 CHA save or find itself accidentally revealing the truth it was attempting to conceal. The first time a creature fails this saving throw, it is immune to this effect for 24 hours."

That last one is hilarious. Imagine there's a town within 3 miles of the gold dragon lair. A town where nobody lies. The heroes show up and are taken aback by the direct, perhaps brutal honesty there. Over time, they've probably become used to the truth, and heck maybe they are even more easily duped. Or, perhaps they don't trust outsiders because of the dishonesty they exhibit.

Then, how do you mix in our disguised gold dragon an the archmage? Does the dragon hang out at the bar and complain about their roommate all the time? Is the archmage the town hero, keeping it safe and helping the populace with their magic?  

Art Objects: A couple quick notes before I pick one item from the list of 10:

Gems and pearls are culinary delicacies to gold dragons. 

They like items they can learn from, such as texts, scrolls, and prophecies.

They often guard dangerous artifacts as a form of public service.

Let's see. I'll go with this one: "A clever clockwork music box that, when cranked, recites a prophecy in modron."

I might change that to a device that counts down to the next Great Modron March. Or, perhaps a device that shows the route of the next modron march, plane-by-plane. If it's a prophecy, It could be about a modron plan to push another stone into Limbo, one that will bring order to the chaos there (despite all previous attempts having backfired spectacularly).

We got all that from 4 pages and a map! Very useful section.

I should also note that throughout this chapter, we get sidebars on prominent dragon NPCs of different types. A lot of them are from the Forgotten Realms. Ashardalon gets a blurb. Ashardalon is mentioned a number of times throughout this book. This red dragon was the villain in Bastion of Broken Souls, a super high level 3rd edition adventure. 

I also really like shadow dragons. They only get three pages in this lair section, no map.

Chapter 6: Bestiary

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by Kieran Yanner


The last 65 pages of the book feature monsters and stat blocks for those monsters. 

Since this book focuses so much on gem dragons, I feel like it's a good idea to give you a broad overview of what the different gem dragons are like.

Amethyst Dragon: They "...psionically manipulate the fundamental principles of the multiverse, from the force of gravity to the emanations of the Outer Planes."

They hate the Far Realm.

They "...are intrigued by and fond of flumphs." I cherish any flumph lore.

Crystal Dragon: They enjoy an innate connection to the positive plane (I actually wrote a guide to the plane of positive energy here). 

The study the stars, and see glimpses of the future in the patterns. 

Their breath weapon is starlight! Which does radiant damage. 

In local news, this very much overlaps with my homebrewed "star dragon" that I made when I was a kid. I'll probably just rip off this stat block if I ever use the star dragons again.

Emerald Dragon: They create illusions, often disguising themselves and infiltrating settlements, looking for interesting magic. 

Moonstone Dragon: From the Feywild, these dragons can project themselves into the real of dreams to communicate with creatures who sleep near their lairs. Their breath weapon is moonlight, which does radiant damage. You'd think that since moonlight is sunlight refracted, it would do half damage. Am I right? Ho, ho! Wait, don't leave.

Sapphire Dragon: Militant and territorial, sapphire dragons are always on the watch for Far Realm incursions. Their breath weapon is sonic energy (aka thunder damage).

Topaz Dragon: "Their psionic power manifests the fundamental entropic principle that mortal beings and their creations are ultimately doomed...." Favorite food: Giant squid. Breath weapon: Necrotic energy that weakens targets.

Gem Greatwyrm: These are like.. the ultimate gem dragons. A sidebar explains that there are 5 in particular who are going from world to world, absorbing their "echoes" (we're really all-in on the D&D multiverse in this book) with the ultimate goal being for the 5 gem greatwyrms to merge and become Sardior reborn.

Now let's look at the rest of the monsters. I'll just highlight some of my favorite stuff.

Aspect of Tiamat: Let's see what lore we get here.She is trapped in the Nine Hells, but she can send her aspect to the Material Plane. Not too much here, but it's an essential thing to have in a book like this. 

Dracohydra: "Amalgmating the magic of chromatic dragons with the blood of a hydra resulted in a many-headed draconic monster with wings and multiple snakelike tails."

The image of the dracohydra has 2 white dragon heads, 2 green dragon heads, one blue head, and one red head. The breath weapon is a single shot - "Prismatic breath" which does a type chosen by the dracohydra: acid, cold, fire, lightning, or poison.

I just love the idea of some kooky old wizard, or a cabal of wizards, hiring the heroes to kill a bunch of chromatic dragons and to bring back their blood. Then, kill a hydra and bring its corpse back. The wizards then make a dracohydra which of course, gets loos3e and the group has to deal with.

Dragonborn of Tiamat: I just like the small, simple stat blocks that they often give NPCs. These dragonborns serve Tiamat and work to get her out of the Nine Hells. Their breath weapon does necrotic damage. 

Dragonflesh Grafter: These are creatures who grafted parts of a dragon onto their body. I just think it is a cool idea. I'd like to know more about who or what are actually doing the grafting and making it actually work. You could graft a dragon's wings to your back, or a dragon's head to your shoulder. Lots of fun possibilities.

Elder Brain Dragon: What a tremendous idea. An elder brain is a huge thing that usually just sits in a pool and psychically commands a colony of mind flayers. But here, we see that an elder brain can press its tentacles into a dragon and essentially ride it and control it. It has a crazy breath weapon that I don't want to spoil. 

Ghost Dragon: It haunts it's old hoard! Love it. Your group is out in some forest and are attacked by a dragon. They kill it. They learn that its lair is far away and decide to go there to loot it. Uh oh... the ghost of the dragon is here, possibly attached to a single priceless object that becomes the focus of the undead dragon's existence.

Hoard Mimic: OK, that's funny but not nice. You kill a dragon, oh look, there's the hoard. Oh wait, it's actually a mimic that emits caustic mist that kills the already-wounded party. Tread carefully, my fellow DM.

Overall

This is such an easy thumbs up. If you're a player, there's really not a lot of player stuff. But if you're a DM, this is pretty much a must-buy.

Updates

I updated 3 of my guides with info from this book:

Strixhaven: A Curriculum of Chaos Review

 

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by Magali Villeneuve
 

You can buy Strixhaven: A Curriculum of Chaos here.

You can get a digital version of this book on D&D Beyond.

Today we're going to go through Strixhaven: A Curriculum of Chaos, another D&D book that converts Magic the Gathering lore to D&D. They call this a sourcebook, but the majority of this book contains a huge adventure that takes place over the course of 4 years.

I've never been very into Magic (although its popularity nearly killed my D&D group way back when), so I went into this one pretty much blind.

Review: Before we go through Strixhaven and pull out fun stuff to look at, let me just tell you what I think about this book: I love it. I love this more than Tyranny of Dragons. I love this more than the Waterdeep books. This is right up there with the best published 5e adventures.

Now, there is one huge catch to this. Whether or not your group will like this depends entirely on your play style. This is not a typical D&D adventure. 

I am guessing that most RPG fans had the same reaction when they read or saw Harry Potter for the first time: "That would make for an awesome D&D campaign." Right? 

That's more or less what this is. A massive adventure that takes place over 4 years, taking the group (students) all the way through their time at Strixhaven University. If your group is up for this, then definitely buy this book.

One more catch: All of the heroes should have at least some spellcasting ability, as that is the focus of the school. There's plenty of leeway, but your players should probably focus on making wizards, warlocks, bards, druids, clerics, and sorcerers.

The Art: A lot of the art in this book comes off as flat or weird to me. There were a few times times when I flipped through the monster section that I thought, "What am I even looking at?" Some of the creatures are very bizarre.

In the past, I've complained about the art being clipped or partially obscured. Often, when you see the full image online, the version in the book doesn't do it justice in comparison. That effect is lessened in this book. The one thing I did note is that the colors still come off a bit flat in the book, but not as bad as in the past.

I have placed my favorite pieces of art from the book in this review. Apparently I am a big Piotr Dura fan.

Now let's go through the book! There's a lot of fun things I'd like to tell you about, so you can decide if you want to buy this product.

Welcome to Strixhaven

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by Piotr Dura

Studying at Strixhaven: This explanation appears on page 5:

"Study at Strixhaven isn't about learning to be a wizard, but about learning to be a historian, an artist, an orator, a scientist, or some other profession - while using one's magic to enhance one's studies."

Anyone with any kind of magical abilities can study at Strixhaven. An example given is a barbarian who follows the Path of the Ancestral Guardian from Xanathar's Guide to Everything.

Placing Strixhaven: As I read through this book, I was thinking about how I'd convert it to my campaign. Strixhaven is on a world called Arcavios, which formed when two planets smashed together. The book also mentions that you can place Strixhaven wherever it fits your campaign. 

My first thought is that it belongs in Sigil, as there's already creatures of all types living together in that city. But then, that might take away from the specialness of the University.

Strixhaven is broken into five colleges, each linked to one of the dragons that founded it:

  • Lorehold: College of Archaeomancy (History)
  • Prismari: College of Elemental Arts  (Art & Magic)
  • Quandrix: College of Numeromancy (Math)
  • Silverquill: College of Eloquence (Poetry/Writing/Oration)
  • Witherbloom: College of Essence Studies (Life & Death)

Students: Creatures from "all over the multiverse" attend Strixhaven. Examples include a pixie, a dryad, a giant, a treant, a genasi, and more. I would have a lot of fun cooking up student NPCs.

Snarl: An area where spells can be amplified or distorted. There is a snarl in the campus library.

Star Arches: Floating arches made from spokes of natural materials, and are said to spring forth when a great mage is a born, or where a lost spell resides.

There's more on the Oracle, archaics, and the Founder Dragons, but I don't want to spoil too much. I will say that the archaics in particular are really cool.

Chapter 1: Life at Strixhaven

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by Manuel Castanon

We get details on the various locations in Strixhaven, going from one college to the next. We also get info on the main members of the faculty. 

There is a poster map in the back of the book that depicts the entire campus. 

Detention Bog: All of the D&D versions of school tropes in this book make me laugh. They are awesome. When Witherbloom students misbehave, they are sent to DETENTION BOG, a foul swamp that is "...also an excellent place to gather herbs for certain cures and curses."

Chapter 2: Character Options

Owlin: The owlin is a new race - humanoid owls. They are "...distant kin of giant owls from the Feywild." Owlins can fly, right from level one. I always get worried about low-level characters being able to fly, and whether it will ruin an adventure, but for the most part, it never does. Mostly because only that one character can fly. 

Backgrounds: There are new backgrounds for students of each college. They give you access to certain spells, and have their own personality traits and trinkets. 

Spells: We get a few new spells (all of which are 1st to 2nd-level), each linked to one of the schools. The spell that sticks out to me the most is kinetic jaunt, which only takes 1 bonus action to cast and gives you:

  • +10 feet to walking speed.
  • You don't provoke opportunity attacks.
  • You can move through the space of another creature.

Concentration, lasts up to one minute.

There are also about 10 new magic items, 5 of them being primers linked to each of the colleges. These primers give you +1d4 to skill checks 3 times per day, and, when studied at the end of a long rest, you can pick one spell from the bard or sorcerer spell list and, sometime before our next long rest, cast it without expending a spell slot.

Chapter 3: School is in Session

Now we get to the bulk of the book - the adventure! This will take the group from level 1 to level 10. I am dying to see how they are going to handle certain things. The first thing I notice is:

Relationship Points: The players should choose at least one NPC to be either a Friend, a Beloved (!), or a Rival. Seriously.. I am fighting the urge to cook up a huge list of goofy NPC students for the group to pick from. This sounds like so much fun. 

There is a Strixhaven Tracking sheet, which I have posted above. It will allow you to track relationships, extracurriculars, your JOB, and yes, how did on your report cards. I am dying of laughter, what a great idea. Can you cheat on your test? Can you have someone else do your book report? Do you have to roll to see how you did on an oral report? Do you have some kind of science fair where you make a mini-erupting volcano?

Extracurriculars: OK I'm just blown away. I don't want to just go page-by-page here because this review will never end, but this is so tremendous. Doing extracurricular activities gives you rewards - either a student die (which gives you +1d4 to a d20 roll under certain conditions) or a relationship point, which allows the character to boost or diminish their relationship with an NPC.

Some of the extracurricular activities include:

  • Dragonchess Club!
  • Fantastical Horticulture Club
  • Live-Action Roleplaying Guild
  • Mage Tower Cheer Squad 

Jobs: Jobs pay 5 gp per week (I think the average wage in D&D is 2 gp per week), and they gain a relationship point with a co-worker. We get a list of job options, including working at the Firejolt Cafe or the Biblioplex (library).

Exams: We really do get rules for exams. And yes, there are rules for cheating! 

Relationships: This section seems important in a broader sense, as out of everything so far, this system seems like it could be used in almost any campaign involving recurring NPCs.

Relationships Points start at 0 with a given NPC. They increase or decrease by 1 each time a character interacts with them. 

  • When you have 2+ points with an NPC, you gain a Bond Boon
  • When you have -2 (or lower) points with an NPC, you receive a Bond Bane.

Bond Boons and Banes are specific to each NPC. We are given details on 10-15 students, and listed on each are specific boons and banes. 

So, for example, if you gain a Bond Boon with the Chaotic Good Gnome on page 57, you get: "Whenever you travel any significant distance, you can reach your destination in half the normal time."

If you end up with a Bond Bane with her, you get: "Whenever you participate in sports on campus, fouls are constantly called on you." (The NPC in question is a referee on the Intramural fields).

Campus Kerfuffle

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by Piotr Dura

This is the first of the four adventures.

Is there a summary of the adventure? Yep. I'd prefer if it was more specific, but we do get a broad idea of what this is about. Again, I don't want to spoil too much. 

The heroes will get involved in an orientation scavenger hunt, and later on, a frog race. Their first examination is on a topic dear to my heart: The Slaadi. There are also exams on owlbears and otyughs.

There is a scenario where the group might do improv on stage in front of the student body, which is funny to me, because usually in D&D if the group gets involved in an in-game play, they don't stick to the script, so I find this to be really fun. The group is expected to do wacky things and for chaos to ensue. 

Exploring Rooms: The one "concern" I have with this adventure is that there are a number of "dungeon" type areas - the group must explore a place room-by-room, each of which has some kind of encounter (often a monster). 

I don't know. For me, as time rolls on, I just don't want to do those any more. At least, not a place with 22 rooms. Just a few rooms is fine. In real life, it becomes a drag because a group can spend 4 hours on just a couple of rooms, meaning that this locale might eat up weeks of game time. It becomes a bit of a slog. 

As I read this, I prefer this adventure to be full of unique scenarios, like the exams. All the "D&D School" stuff is gold. That said, I'm sure plenty of people are expecting this adventure to have dungeon-type locales to explore, so hey it's easy for people like me to trim it out. 

Chapter 4: Hunt for the Mage Tower

It is time for year 2 at Strixhaven! Our heroes are sophomores and should be 4th level.

This chapter revolves partially around a game called Mage Tower, where two teams face off in the stadium and attempt to steal the other team's 'mascot' (mascots are small creatures of various types described in the last chapter).

The heroes might take a test on a glyph of warding. This just cracks me up. I really like this adventure a lot. 

As the year progresses, the group will get into various hijinks (in addition to being stalked by mysterious entities), leading up to the big Mage Tower Game (The "Battle of Strixhaven"). We actually get a Mike Schley map for the stadium. I was expecting piles and piles of rules for the game, but to my relief it's in one single column. 

Although.. I notice that some rules are on page 99, while others are on page 122. Seems like they should have squeezed it all onto a single page. 

Still, it looks like a lot of fun. 

Chapter 5: The Magister's Masquerade

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by Piotr Dura

Things get a bit more serious in year 3, where a magic item linked to the main villain is uncovered and might begin to harm the students.

The group may end up involved in the planning and execution of a Masquerade Ball. I still maintain that there is a universal truth in D&D: All players love in-game parties.

We also get something I have never seen in D&D: A fashion show. Sitting back and thinking about it, I'm totally baffled as to how you run this in D&D. Members of the group might be designers, or model (the idea of rolling to see how well you walk in a fashion show is so hilariously awesome to me) 

One thing that jumps out is that a character who is a fashion designer will need to choose someone to model for them. Which NPC? Their Beloved? Does a Rival weasel their way into it just to ruin it? So many possibilities. 

Later, there is a section on taking dance lessons. We actually get a chart of "Dance Partner Quirks" which includes:

  • Treats a dance like a competitive, full-contact sport.
  • Is fantastically clumsy or gets dizzy easily.
  • Tries to mask their discomfort by complaining about how stupid all this is.

This chapter culminates with the Masquerade Ball and the chaos that the mysterious item has created.

Chapter 6: A Reckoning in Ruins

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by Jinho Bae

The faculty has become aware that the villain is on campus and the group, now seniors, are expected to help protect the other students.

This might be one of my favorite things in the book: The group are tasked with being detention monitors for a day. What do you go to detention for in Strixhaven? Things like:

  • Accidentally sending another student to an extra-dimensional space.
  • Summoning a storm in the dining hall. 
  • My favorite: "Reprogrammed a janitorial golem to clean his dorm, with disastrous results."

This chapter mostly involves a pair of dungeon crawls, culminating in the heroes attempting to stop the villain from completing a ritual that will likely kill most of the people at Strixhaven University.

Chapter 7: Friends and Foes

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by Chris Cold

Monsters and NPCs! Let's take a look at some that stick out to me.

Archaic: Mysterious giant entities that possess great knowledge, complete with a cool secret origin. It has a reaction that allows it to cast a spell that someone else has just cast. It even has a "reverse gravity" type of power.

Mascots: Mascots are pretty prominent in this adventure. Let's look at them real quick:

  • Art Elemental Mascot: (Prismari College) A small elemental with an outer shell of swirling colors.
  • Fractal Mascot: (Quandrix College) A small construct made of "facets of hard light." 
  • Inkling Mascot: (Silverquill College) These tiny oozes are living blobs of ink. 
  • Pest Mascot: (Witherbloom College) Ferret-sized hairless caterpillars that contain 'fuel' that powers Witherbloom magic.
  • Spirit Statue Mascot: (Lorehold) Students bind spirits of the dead into statues, to talk with and learn from them. These spirit statues can walk around, and act as mentors to certain students.

The Founder Dragons: These dragons aren't typical D&D dragons, like a red dragon or a gold dragon. These are unique entities - dragons linked to a certain spellcasting class.

  • Beledros Witherbloom: (Druid) She's interesting because she looks so evil, but she's essentially a draconic druid who focuses on life and death. Her breath weapon is of "decaying energy".
  • Galazeth Prismari: (Sorcerer) A sorcerer, this dragon "embodies the flow of magic from inspiration into artistic expression." Breath weapon: Dancing elements of fire and ice.
  • Shadrix Silverquill: (Bard) A master of light and shadow. Breath Weapon: Illuminating shadow breath that can blind.
  • Tanazir Quandrix: (Wizard) Can alter physical properties and manipulate the flow of thought. Breath weapon: Diminution breath! It doesn't actually shrink you, just weakens.
  • Velomachus Lorehold: (Wizard) Mastered the magic of order and chaos. Breath weapon: Battle Tide Breath, thunderous sound that pushes. 

Daemogoth: Huge fiends with five arms, very cool-looking. They feed on misery and "are creatures of forbidden knowledge." This is one where the translation from Magic: The Gathering to D&D is very apparent in the stat block. I like it, but that "Pact of Pain" power has one long description. 

Daemogoth Titan: These are gargantuan creatures that blight the land around them. These things are really cool.

First-Year Student: I love little stat blocks like this. It has two amusing powers:

  • Excited to Be Here. The student has advantage on initiative rolls.
  • Beginner's Luck (2/Day). When the student fails a saving throw, it can reroll the d20. It must use the new roll.

Final Thoughts

As I said up top, I really like this adventure a lot. One thing that I would change, though, is the villain. I feel weird spoiling what the main villain of this scenario is, but I can say that to me, it's a bit too cartoonish-looking. It's a low level monster that I just don't think I could portray as threatening. I honestly imagine a group actually laughing when they see what it is. 

I would probably change the bad guy so that it was a daemogoth that wants to become a daemogoth titan. I'd probably have to make up some BS story about it being a former student who somehow became a daemogoth - or perhaps it just was a daemogoth who tried to behave itself as part of the student body and failed miserably.

Minor gripes aside, this book shocked me with it's greatness. I definitely understand that this isn't an adventure that every group will like, but if your group is up for playing a Harry Potter-type campaign, definitely consider running it.

Updates

I added lore from this book to a few of my other guides:

Guide to the Slaad

The Great List of Food and Drinks


Dungeons & Dragons - Dungeon Master's Screen Dungeon Kit


You can buy this screen right here.

Last year, I reviewed the Dungeon Master's Screen Wilderness Kit. This year, they've put out a new on, centered on dungeons. I really liked the Wilderness kit, so let's see what we've got this time around.


 So we've got:

  • A 4 paneled DM Screen. Very sturdy.
  • A folder, still a bit flimsy.
  • A laminated "Actions in Combat" card, always handy. On the other side is a blank grid map, scaled for minis.
  • Sheets of cards to be punched out.
  • A box to hold the cards.

The Screen

I think this is the same artist from last year, with the art that looks pretty real yet grainy at the same time. The blue dragon looks pretty great.

Also, a nitpick. The screen depicts areas that look more like caves than a dungeon. When I hear "dungeon" I think of a crafted area with square tunnels and hewed stone like the Tomb of Horrors. I know, I know, super-nitpick.

Charts: On the interior, we have a lot of the same stuff as last year. Most of it is pretty essential, in my opinion. Some of it includes:

  • Setting a DC
  • Damage by Level
  • Object Armor Class/Hit points
  • Concentration rules!
  • Exhaustion (100% essential)

We get a hilarious "Improvising Damage" chart. What does 24d10 damage, you might ask? The answer:

"Tumbling into a vortex of fire on the Elemental Plane of Fire, being crushed in the jaws of a godlike creature or a moon-sized monster.

Conditions: A huge chunk of the screen is devoted to conditions (charmed, incapacitated, etc.). Considering that this set comes with reference cards detailing each condition, this seems unnecessary.

We also get some dungeon-specific stuff that seems broadly useful.

Cards: I really enjoy turning these perforated sheets into a box and cards. The boxes hold up really well. We have four different types of cards:

Condition Cards: These are really handy. I can never remember all the little details. Handling what a blinded character can and can't do is always tricky to me.

Molds and Slimes: I have such a hard time finding these when I need them! And here they are. With art! What a great idea. There are three: Yellow Mold, green slime, and brown mold.  

Initiative Cards: Hand these to players so they know who goes when. I personally wouldn't use these, as I have a tried and true method for swiftly tracking initiative (I will never forget, as a kid, where we're all sitting there for what seems like 10 minutes until my friend finally realized it was his turn).

Geomorphs: That's right. We have DUNGEON GEOMORPHS. What's a geomorph, you ask? Why, it's a slice of a dungeon that can be mixed and matched with other dungeons. We get a TON of these.

"Geomorph" is one of the most fun words to say out loud, right up there with "apoplectic" and "ichor" (but only if you pronounce it "EYE core").

I hate to say this, but I have a concern here. I feel like we need these maps in pdf form, too. Because I feel really weird making a dungeon with these and physically writing room numbers on them. They're my only copy! I'm going to ruin them, and might not even be able to show them to players.

I tried looking around the internet to see if these are available in a larger .png form, can't find them. But I did find the mapmaker, Dyson Logos, who apparently has made FREE GEOMORPHS that you can download right here.

You know, you could also use these to make a version of the Chris Perkins tesseract dungeon from Bzallin's Blacksphere

Overall

I like this product. It definitely leans on the geomorphs a lot. The screen is great, though. 

The price is $24.99. It is very weird to me that this costs more than the Starter Set or the Essentials Kit. Maybe those are "loss leaders". Although, amazon does cut the price. This product goes for $19.80 right now.

Wait a sec. The Starter Set right now, brand new, can be bought for $6.77 on amazon! Holy crap. That's like... I'll buy one just to have it, even though I already own one. That's the price of  a deodorant two-pack!

Let's check the price of the Essentials Kit. It's... $15.49. Good price, but not crazy like the Starter Set. 

So.. wow. Heck, buy someone the Starter Set and this screen for Christmas! Damn! 

Thanks for Reading!


Dungeons & Dragons - The Witchlight Carnival Dice and Miscellany Set

 


You can buy this dice set right here.

You can buy The Wild Beyond the Witchlight right here

Today we're going to take a look at the new dice set, which is linked to the Feywild-themed adventure The Wild Beyond the Witchlight. 

I decided to look at the other dice sets real quick as a comparison and poked around online to see which sets are liked the best. Two things stuck out to me:

  1. The Descent Into Avernus set is actually somewhat hard to find, now (It's going for around $50 on ebay currently). Looking back, I'd say it's definitely the coolest set they've put out so far.
  2. Laeral Silverhand's Explorer Kit dice set is $14.99 on amazon! The thing I like most about that set is that the d20's are larger. I sort of feel like I should poke around and see what D&D products are dirt cheap right now on Amazon.

So! Here's what you get in this set:

  • Box with felt interior
  • Orange and blue dice, complete set plus 1 additional d20 and 3 additional d6's.
  • Small poster map of the carnival (carnival art on the flip side). Is slightly larger than a normal Dunder-Mifflin-sized piece of paper.
  • 20 Cards, most of which detail NPCs from the adventure or carnival games.

The retail price on this is $29.99. My first instinct is that these things are just too expensive, especially when you can get a set of dice in the $20 Essentials Kit or the Starter Set. 

Here's another thing to ponder. Part of the appeal of these dice sets, to me, is that if I'm running the adventure live and in person with my group, I can bust this out and make things real "official." I can show the group that we are doing this thing all the way.

But how many people are playing online, whether on roll20 or zoom? They're not even going to see it, right? 

The Dice Set

The Box: The actual box is great. It is a little odd that the bottom part has a black design while the top has a bright orange foil design. The felt interior is really nice. You can soothe your troubled spirit by slowly running your finger across the softness, even if just for a moment.

The Dice: In general, I don't like glossy dice because they roll forever. I know you can roll them in the box, but it still feels wrong to me. I still haven't recovered from all those kids rolling their dice right off the table when I ran games at the game store.

These dice are glossy, but not as much as sets in years past. For example, the red dice in the Essentials Kit are so slippery. I'd never touch them, I swear it. They are the sloppiest wandering dice I've ever encountered. In comparison, these are better.

I do wish they'd have made the d20's larger than the other dice though. Bigger d20's with some heft are easier to roll, and everyone at the table can clearly see what the result is.

The Poster Map

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by Stacey Allen and Will Doyle
We get a map of the carnival. Looks good, seems useful. In fact, if I was running this, I'd probably want each player to have one of these. The actual adventure actually comes with a HUGE version of this same map, so you could slap the huge one on the table for the group to use (and hopefully not spill drinks on) while you can use this smaller one for your own personal reference behind the DM screen.

In the book's poster map, the other side has a map of the domain of Prismeer. In this dice set, the other side has art- a scene from the carnival. I'm a little torn on whether I'd prefer the Prismeer map here. On the one hand, the group could use the Prismeer map. But! Overland travel isn't a constant.. you could go sessions without referring to the Prismeer map, and when you do use it, it would likely only be for 10 minutes.

The art really goes a long way in helping the group imagine what it's actually like to be at the carnival. It looks cool and I love the style. This could go quite a long way when it comes to immersion.

The Cards

Let's take a look at these.

Game Cards: 6 of the cards feature different games at the carnival. One side has art, the other side has the game - brief explanations of the game and how to win. I really appreciate the brevity, makes it very easy to understand and run. 

You could hand the card to a player partaking in the game. The one thing that gave me pause is that the DC is right there on the card. Gave me flashbacks to a certain dude in high school who would almost certainly do the old "roll, declare the result, and then scoop up the die before anyone could verify the result" maneuver. But then, if you have a player in your group who does this kind of thing, you have a whole other set of problems to worry about, anyway.

NPC Cards: These 12 cards make up the bulk of the set. The cards don't have stats, they contain descriptions of each individual. These seem like good props to hand to the group as they encounter the various creatures.

The one that sticks out the most is the displacer beast named Dirlagraun. Looks really cool, has a plot hook (missing kitten), I like it a lot (I also wrote a guide to displacer beasts a while back). 

Carnival Prizes: One single card lists trinkets on one side, and the rules of the carnival on the other.

  • Favorite Trinket: "Flask of glowworms that change color to reflect the mood of the flask's holder."
  • Favorite Carnival Prize: "Bottle of Witchlight Wine. The bottle plays calliope music whenever it's uncorked and there is liquid inside."

Survey: The last card invited us to take a survey to let them know what we think of the dice set.

Overall

I like this set. I guess it's not necessary to own, but if you're going to run The Wild Beyond the Witchlight or if you want a cool dice set for your games, this is a no-brainer.

Dungeons & Dragons Animated Series Ep. 14

 

Let's check out some more episodes of this old cartoon! There's a movie coming out soon, so we need to get caught up. 

You can buy the complete series right here.

I am looking to see if it is available on any streaming platforms. It's not! That seems like a bit of an oversight. Apparently, it did stream on the D&D Twitch channel in 2021.

I reviewed the first 13 episodes of this show a long time ago:

Episode 14 - The Girl Who Dreamed Tomorrow

We're going to see if there's any lore in here that you can use for your game. If you check out the previous posts, there's a ton of little things that you could use, including a couple of very cool adventure plots.

We start off with the heroes being chased by bullywugs. They swing on a vine across a gorge to escape them, but poor Eric remains on the rope and swings back. Two bullywugs grab and climb the rope, but Hank's superbow fires a lightning arrow and sends the bullywugs into the river below.

The Erik loop of misery goes like this: Erik rudely complains - something bad happens - everyone makes fun of him. It doesn't happen once per episode, it happens like.. every two minutes.

In the bushes nearby, they find a car from the Dungeons & Dragons ride that brought them to this realm. They eventually learn that this car brought a girl and her dog here from Earth.

The bullywugs chase the heroes away and smash the car.

The adventurers find the Earth girl that has been tied to a tree by some lizardfolk. A battle commences, with lots of clubs hitting the ground and a sprinkle of pole-vaulting.

Eventually the heroes trick the lizardfolk into fighting the bullywugs. 

The girl, named Terry, explains that she and her dog got drawn into this world via the ride. The group makes camp, and here comes Dungeon Master. 

He tells them that a portal to their homeworld lies within nearby mountains. "Before you leave, you must destroy it." The portal lies in the Maze of Darkness. To find it, you must first become lost.

Shadow Demon is creeping nearby. He flies to Venger's lair and tells him about the new girl.

Terry has a nightmare about a hydra attacking the group, and then getting lost in a deadly maze.

Shiela and Hank quietly discuss the girl and her dream. It's always these two.

It amuses me to think of the love triangle that the writers desperately wanted to put in this show, but could only barely hint at.

The next day, while walking through fields of flowers, a hydra attacks. The barbarian defeats it by smashing a wall and causing a flood of water to wash the creature away.

Venger has realized that the little girl is psychic. He gets on his evil horse and declares that he will steal her power.

Ooh, a good encounter. The group walks among rocks in the shape of twisted knives, taller than they are. Then Venger creates a whirlwind, scattering the group at or near the rocks.

They take refuge in a cave and boom, they're in the maze. At the center of the maze are steps and a glowing portal.

Encounters in the maze:

  • Trap Door
  • Moving Walls block paths/prevent them from backtracking
  • An area that makes them violently turn on each other
  • Walls collapse

The idea of a maze that has shifting walls sounds like it could be really cool if you can avoid it becoming frustrating. Mazes in general are really tough to run in D&D. I remember a friend of mine running us through a teleporting maze that we got so hopelessly lost in that we just gave up.

The Journey through the maze apparently takes days

When the group rests, Terry has a vision of seeing the barbarian at school. Dungeon Master appears. He confirms that she's seen the future. Then he reveals that Venger uses the maze for 1,000 years to entice travelers to find the portal. All have failed.

So... the realm is a place people have been getting pulled into for hundreds of years? Is there a specific reason for that?

If the group goes through the portal, it will remain... "luring countless others to their doom."

Collapsing walls make a path straight to the portal (that's a move a real life DM would do if their maze was getting boring). Venger stands in their path. He demands the girl.

Venger transforms into a.... I don't know what.

A dragon with a long spiked tail? It's cool-looking though.

This will probably shock you, but the girl and her dog go through the portal, but the rest of the group don't. Bobby smashes the portal and the dragon thing falls into the collapsed floor.

Fun stuff. I think, if you are going to run a D&D campaign with all of the classic things people expect, you'd need:

  • A dungeon adventure
  • A wilderness adventure
  • A town adventure
  • An adventure in a dragon's lair
  • A wizard's tower
  • A maze

Right? I'm sure I'm missing some things, but that's your basic D&D campaign.

We'd better continue tallying the various tropes.

Stuff that Presto's Hat Does:

37. Summons a door that a lizardperson runs through.. and disappears.
38. Summons 20 flying mouse-traps that snap onto a dragon-thing's tail.

Eric's Life is Horrible Because:

11. Nobody cares that he is being chased by lizardfolk.

Hank's Bow Can:

35. Sever a rope, causing two bullywugs to plunge into a river.
36. Shoot at the ground and cause clumps of lizardfolk to fly in the air.
37. Force a hydra to drop some grabbed allies by shooting near but not at the heads.
38. End a mind-altering effect turning the group violent by firing into the air.
39. Fire arrows that whiz past the head of a dragon-thing.

Thanks so much for reading and continuing to support me. You all still buy my DMs Guild products and I greatly appreciate it.

Dungeons & Dragons Animated Series Ep. 15


Let's continue going through the old '80's D&D cartoon. This one is really good.

Part One
Part Two

Episode 15 - The Treasure of Tardos

Bobby is giving Uni a bath in the river, and Eric is making fun of him. Then, a sea monster emerges from the extremely shallow river. The roar of some beast in the distance causes it to flee.

Dungeon Master is here. He warns the group that the beast they just heard could destroy the realm. It's Demodragon! Demo was statted out in a Dragon Magazine issue during the 3rd edition days, I think.

The DM hands the heroes a map and tells the group to go to Tardos Keep and 'help the one who stands against you.' The map depicts Tardos Keep, which is beyond the Dustlands.

The adventurers pass through the Dustlands without incident (except for a bit of sneezing) and arrive at Tardos Keep. 

Camped outside is a huge band of orcs who apparently serve Venger. Yep, shadow demon is among them. Uni rolls a one on her stealth check and the orcs chase the heroes.  

Venger's here too. Apparently there are people in the keep. They let the adventurers inside.

Queen Sulenara explains to the group that Venger wants the treasure of Tardos, but they have so far successfully kept him from entering the keep.

Outside, Venger reveals that he has captured Demodragon, who is bound by magic chains. He unleashes it on the keep.

Demodragon has two heads - one is red, the other blue. It fires both breath weapons (fire and ice) at the massive front doors, shattering them.

Hank's bow that can do just about anything fires arrows that wrap around Demodragon's legs, immobilizing it. Then Bobby drops it with a single smash of the club to the ground.

Venger fires bolts of energy at the ground, as Demodragon gets up. Demodragon's back tentacles snatch the magic items from the heroes. Venger wants the weapons, but Demo attacks him. Their fight spills into the Dustlands, away from Tardos Keep.

What is the Treasure of Tardos? Dragonbane: The only known crop of a rare herb that can render the mightiest dragon helpless.

Venger wants dragonbane so that he can defeat Tiamat.

The denizens of Tardos stay here solely to guard the dragonbane. The rest of the people who once lived in Tardos Keep moved far away.

The man who tends the garden gives Uni a wreath to wear around her neck. It will give her luck (or lice). We the viewers see that this old fellow is actually... Dungeon Master. I don't remember him directly interfering like this before. Maybe he forgot to tell them something in the opening boxed text.

Thinking about what Dungeon Mater told them, the heroes decide that they need to help Venger. They slip out of the keep at night.

I love the way the Realm looks. It doesn't have one moon. It has a big pile of them.

Venger agrees to the deal. He gives the group a magic talisman, which can be used against Demodragon.

It turns out that the talisman fires a ray but does nothing. Hank destroys it, which causes a flash of light that blinds both heads of Demodragon, but only for a moment. It grabs Uni and the wreath of dragonsbane does its thing - Demodragon is covered in shimmering light, then falls into nothing.

The group gets their magic items back. Shadow Demon and a band of orcs demand the magic items. Venger decides to let the group go because they helped him.

The heroes walk back to Tardos Keep, talking about how evil Venger is. Dungeon Master watches them from a distance, tears in his eyes, and says aloud that once, there was good in Venger. "Everyone makes mistakes. Venger was mine."

I wonder if maybe Dungeon Master was hoping that Venger wouldn't betray the group with the use of the talisman?

I really like this episode a lot. There's some useful ideas. First, you've got the dragonbane, which I guess you could use in your game, but it seems like it would get out of control really quickly. Heroes selling it for cast sums, committing dragon genocide.

One good twist might be to have villains use it to kill good dragons (gold, silver, etc). Good dragons would fear dragonbane as much as evil dragons, right? They might even hire people to burn all of it.

The other concept I really like is that of a keep surrounded by enemies that can't get in. The heroes would have to figure a way to get in without being detected by the horde outside.

Stuff that Presto's Hat Does:

39. Summon marbles, causing orcs to trip and fall down.

Hank's Bow Can:

40. Have an arrow be deflected by Venger.
41. tie up Demodragon's feet, immobilizing it.
42. Fire an arrow that Venger actually catches, causing it to disappear.

Dungeons & Dragons Animated Series Ep. 16

Today we'll check out what is essentially a "filler" episode. It's definitely a scenario worth using in your own game, though.

You can buy the complete series right here

Check out the previous episode recaps:

Part One
Part Two

Episode 16 - City at the Edge of Midnight

We start off with a kid on Earth getting sucked into some kind of rectangular portal.

The adventurers are in a desert littered with crystal or glass growths. This show has the coolest D&D environments.

Dungeon Master appears, and tells them they have to find the city at the edge of midnight. "Time is on your side." It is up to the heroes to save children from Earth.

They come upon an oasis. Lurking there is... a hook horror! One of the very first articles I ever wrote was about hook horrors.

Wait, there's a whole bunch of horrors. The heroes are saved by a guy riding a giant monster elephant. A fantasy pachyderm, if you will.

The guy riding the beast jumps in to help the group. Together, they proceed to come up with a bunch of different ways to trip the hook horrors. The mysterious man has a scimitar which can fire off sonic rays, which chase off the remaining monsters.

We learn that the man is Rahmud, caravan member from Kadish. He explains that the group has arrived at:

The Forbidden Oasis of No Return. The oasis appears once per year - a trap for unwary travelers. Those who spend the night at the oasis become hook horrors.

That's just a perfect D&D locale. It's so easy to drop in to your game.

He takes the heroes away from the oasis, to his camp of tents. There, the group eats a giant meal and learns that Rahmud's daughter has been abducted.

That night, while getting ready to rest in one of Rahmud's tents, Hank reminds the group that they'll need to pursue Dungeon Master's quest the next day. They groan and talk about how Rahmud is almost like a dad. Eric points out that Rahmud is nicer than his dad ever was. This comment goes ignored by the group.

When midnight strikes, a portal opens up beneath Bobby and is pulling him in.

A monster rises up out of it, looking sort of like a 12-foot-tall bugbear. I snatches Bobby and vanishes.

Rahmud explains that this creature has taken Bobby to the City at the Edge of Midnight. The creature is known as "The Nightwalker." That's kind of interesting, as the D&D version of a nightwalker looks very different.

I love it when the heroes of this show get angry. They quietly decide that they are going to go to the city right now. Using a random B.S. combination of Presto's hat, Rahmud's blade, and (of course) Hank's arrows, they open a portal to the city.

This seemingly empty city reminds me a bit of Gloomwrought, a city in the Shadowfell. There are a number of clocks which are always a few minutes from midnight.

The group somehow convinces a bunch of imps to lead them to Bobby. They are taken to a building where children are forced to "hold back the wheels of time." The clock must never strike midnight.

The Nightwalker attacks the heroes. They run, and ascend a tower. They get the clock running by smashing some stuff. The clock strikes midnight and the spell is broken - the children vanish and appear home. Nightwalker disappears as well.

The heroes run into a kid that they know. Before he vanishes, he indicates that almost no time has passed on Earth since they've been gone.

Appearing at Rahmud's camp, Rahmud's daughter is back. Dungeon Master explains that Rahmud is a king, ruler of a vast land to the East. 

Most of these episodes are filler, but this one was pretty good. The oasis is a great locale, and the city could be cool with a little tweaking. I guess you could say that it was in the Shadowfell and the people abducted were exploited for other reasons in addition to keeping the clock from striking midnight.

Stuff that Presto's Hat Does:

40. Spews forth energy that opens a portal to a magic city.

Eric's Life is Horrible Because:

12. The group laughs at him as 8 hook horrors have him trapped in a corner.
13. He opens up about his father's cruelty and nobody cares.

Hank's Bow Can:

43. Shoot at the feet of advancing hook horrors.
44. Collapse a stone wall.
45. Uselessly fire arrows into a portal.

Dungeons & Dragons Animated Series Ep. 17


You may notice a slight resemblance to Return of the Jedi in this episode.

You can buy the complete series right here

Check out the previous episode recaps:

Part One
Part Two

Episode 17 - The Traitor

It is night and the heroes are in a cold, dark forest. Wind keeps blowing out their fire. They have no choice but to make camp.

While the heroes sleep, Dungeon Master meets with Hank and tells him to listen to his heart.

Uh oh. Care Bears. Gonna be one of those episodes!

The bears try to steal the group's magic items. They are "cloud bears."

Orcs show up and abduct Bobby and Hank. The cloud bears take the rest of the group to their

The bears bring the heroes up a lift that leads to the ewok villa- I MEAN THE HOME OF THE CLOUD BEARS.

The orcs try to cut down the tree holding the cloud bear homes. The heroes drop fruit on them. Staggered from the sheer amount of citrus, the orcs make camp.

Shiela, invisible, sneaks around the orc camp, and sees Hank teaming up with the orcs. She is shocked and goes to tell her friends.

Later, Hank rejoins the group. He claims that he escaped. Shiela confronts him. She explains that she heard the plan Hank made with the orcs - if Hank fires an arrow, it will signal the orcs to attack. The group tells Hank to fire an arrow. He does so, and the orcs do attack.

The orcs fire ropes into the tree and begin climbing up. We zoom in on Hanks's sad face five times.

The cloud bears pray to their god, who calls down rain to cause the orcs to slide down the tree.

Shadow demon watches the group argue about what to do with Hank, "the traitor." He flies to Venger's lair to report. Venger has another new lair. I guess he has abodes all across the Realm.

It turns out that the bears wear heartstones on their necklaces. Venger is powerless against those stones. The bears are unaware of this.

Hank refuses to say anything, so they kick him out of the city. A cloud bear gives him a heart stone. Hank walks through the forest.

Dungeon Master appears before Hank. Hank explains that he had no choice - Venger had Bobby. DM tells him he already has the answer to his dilemma.

Hank returns to Venger's lair, where Bobby is dangling over a pit of glowing liquid. Venger demands that Hank brings the cloud bears to him. Hank agrees to do so and chucks the heartstone, dejected. He sees that it affects Venger.

Meanwhile, the orcs climb the massive tree next to the cloud bear lair. From there, they can get across and attack.

Presto summons a hot air balloon that the heroes and the bears momentarily escape in. Hank climbs in. He steers them to Venger's castle.

The bears suddenly have dozens of heartstones, which they throw at Venger. The stones shatter Venger into tiny pieces, which fly away as a swarm into the night.

The group reconciles. Dungeon Master shows up and gives them their next quest, which involves crossing bottomless swamps. 

Please, everybody, don't put the cloud bears in your game. Don't do it.

Stuff that Presto's Hat Does:

41. Summons an electric blanket.
42. Enlarges and functions as a hot air balloon.

Eric's Life is Horrible Because:

14. The group laughs at him as he is stuck upside-down while orcs try to drag him away.
15. The group and the cloud bears laugh at Eric as he dangles from a rope high above the ground.

Hank's Bow Can:

46. Fire an arrow into the night sky and light it up like it is daytime for a moment.
47. Fire an arrow at the ground to send a few orcs running.
48. Shatters the manacles holding Bobby.

Dungeons & Dragons Animated Series Ep. 18

There's a really cool location on this episode, and a pretty interesting idea. The worst "player" becomes the dungeon master. 

You can buy the complete series right here

Check out the previous episode recaps:

Part One
Part Two

Episode 18 - Day of the Dungeon Master

The adventurers are being chased by giant monster bees. Presto ends up blowing the bees away with a fan.

Dungeon Master shows up and Eric talks about how easy the DM has it. He has all this power and never uses it. Dungeon Master says that he could use a break.

He gives Erik the power of the Dungeon Master, complete with robes. He tells the group to head east and to seek the city called Darkhaven. "It is there you will find the golden grimoire. It holds the key to everything you seek."

This is amusing when you think about it in a meta context. The most annoying player is running a session.

After a bit of walking, Erik realizes that he can send the group home. In theory.. he doesn't know how, yet.

Shadow demon is spying as always. He flies back to report to Venger. Venger is now in some random stone castle. Inside of it is a massive statue of what appears to be Venger when he had two horns.

Venger think she can use the heroes to obtain the golden grimoire.

Venger summons a storm that begins firing lightning bolts at the group. Erik actually makes the storm vanish.

The group is exhausted from walking. Erik summons a giant bird. They climb on and begin flying toward the city. Then, a red dragon attacks!

They jump off the bird and go into a freefall. Presto summons a parachute that everyone but Erik grabs on to. Hank uses his arrows to.. make a trampoline for Erik to land safely on.

Erik is depressed that he is having such a hard time controlling the power. The group is actually sympathetic toward him.

They arrive at Darkhaven. What a cool-looking place:

The city appears to be empty, and is laid out like a dungeon with many doors.

Venger and shadow demon are also in the city, but can't find the grimoire. 

The group comes to a flooded level. They use an upturned table as a boat and float around.

The heroes eventually find the golden grimoire, and Erik uses it to open a portal to Earth. Venger shows up, closes the portal, and snatches the weapons as well as the grimoire.

The portal is closing. Erik urges the group to go through the portal, and tries to fight Venger. Venger starts blasting Erik.

The adventurers decide that they can't leave Erik behind. Diana uses some of her trademark acrobatics to grab the weapons and give them to the group.

Erik uses the grimoire as a shield. The whole place is collapsing. Erik teleports the group outside the city. The entire city blows up, and the dust coalesces into an image of Venger.

Dungeon Master is here. He points out that Erik risked his life to save the group. Erik asks to be the cavalier again. The request is granted.

Then a single rain cloud appears over Erik's head and everyone laughs at him.

Darkhaven is an incredible location. Every interior painting is inspiring. You could do so much with this place. Who lived there? Why is it built in such a huge scale?

Stuff that Presto's Hat Does:

43. Summons a fan that blows giant bees away.
44. Summons a flying carpet that immediately flies away.
45. As the group falls from the sky, summons a parachute for them to hold on to.

Eric's Life is Horrible Because:

16. He can't control Dungeon Master's powers and the group continually insults him over it.
17. He trips and falls into an empty suit of armor. The heroes laugh at him.
18. A single rain cloud appears over his head and everyone laughs at him.

Hank's Bow Can:

49. Fire an arrow that wraps around and ties up a swarm of giant bees.
50. Fires two arrows that wrap around and tie up a yeti.
51. Fire an arrow that grows into abridge, allowing the group to cross a chasm.
52. Fire 8 arrows that become a trampoline for Erik to fall on to.

Dungeons & Dragons Animated Series Ep. 19

 


This one has some cool stuff in it.

You can buy the complete series right here

Check out the previous episode recaps:

Part One
Part Two

Episode 19 - The Last Illusion

Passing through a swamp littered with giant bones, the group complains about the smell.

A giant octopus rises up out of the swamp. Presto ends up being chased by the monster. He flees into the forest and meets a woman.. a translucent woman. She asks for help - she's trapped in a forbidden tower not far from here. Dungeon Master appears and explains that finding the woman may lead to the way home.

The heroes catch up with Presto and they encounter a crabby old man wielding a club, and his wife.

As the adventurers eat swamp lizard stew at their house in a small village, they can't help but notice that the old guy has severe anger issues.

It turns out that their girl is missing - the woman Presto met in the forest.

We cut to a Venger lair. Take a look at this contraption that is holding the girl prisoner.

Venger is using her to create illusions. He threatens her parents.

A huge storm hits the village. Presto has some kind of link with the girl, which ends up causing the villagers think Presto is causing the storm.

Presto tries to use his hat to help. It summons a blast of water. Venger forces the illusionist girl (Farla, I think her name is) turns it into fire.

Venger disguises himself as a centurion (which was an action figure in the D&D toy line) on a white horse who shows up to end the storm. He turns the villagers against the group. 

These 2 hit point commoners grab the magic items, and imprison the group. The villagers hand over the weapons to the centurion, who flies off and assuming his true form as Venger.

We get a better shot of Venger's forbidden tower.

As I watch these, I remember what it is I like about this show:

  • The painted backgrounds.
  • The music (real orchestra).
  • The sound effects.
  • The glowy effects.
  • Seeing the occasional D&D thing in cartoon form.
  • The setting: A land where two powerful villains (Venger & Tiamat) vie for control.

Each episode has two or three cool locations that are begging to be used in a campaign.

If you're running a game with people who have never seen and will never see this cartoon, there is no reason at all why you can't grab this stuff and keep it in your back pocket for your own game.

So! Venger has the weapons. He's wanted these things for the entire series. He hides them in an alcove and declares that now he needs to deal with the Dungeon Master. He tells Farla that once her power grows, the DM will be her next victim.

Farla's image appears in the group's prison cell. She explains Venger's scheme. Her parents see what's going on, and help the group escape. The torch-wielding villagers actually follow them to the tower.

Distracting two orc guards with frogs and Eric's metal boots, the heroes enter the tower and find Farla. Only Venger can release her from her weird energy prison.

Orc guards are on the way. Farla uses an illusion to make the group look like more orc guards.

Venger senses the illusion and starts shooting bolts of energy at the group.

They use a mirror to reflect a bolt which just so happens to smash the section of wall that is hiding the alcove containing the group's magic weapons, which are swiftly distributed to their respective owners.

The mirror reflects another bolt, which shatters one of the stone hands and frees Farla.

Farla creates an illusion of Tiamat, allowing the group to escape.

Somehow the whole tower explodes. The Tiamat illusion fades away.

These slow-on-the-uptake villagers are still after the group. 

Farla, it turns out, is alive. The grim village suddenly becomes lush and cheerful. The end.

I love that they put an "illusionist" in this show. This was all during the AD&D 1st edition "unearthed arcana" era with all these weird new classes that are embodied in the show - cavalier, acrobat, etc.

I don't think I have ever seen anybody, ever, play an illusionist-type character over a long term campaign. I'm sure it could be done, but it doesn't seem to be something people are that into.

Stuff that Presto's Hat Does:

46. Summons fresh air.
47. Summons a jet of water.

Hank's Bow Can:

53. Force an octopus to drop Uni.
54. Shoot an arrow at Venger, which seems to do nothing.


Dungeons & Dragons Animated Series Ep. 20


At last, we get to what is unanimously considered to be the best episode of the entire series! The greatest D&D adventure that never was. 

You can buy the complete series right here

Check out the previous episode recaps:

Part One
Part Two


Episode 20 - The Dragon's Graveyard

We start off with the group fighting a frost giant. A combination of Bobby's club and Hank's magic bow sends the giant over the side of a cliff.

The adventurers are in a land of ice. A huge radiant beam of light is shining from one mountain to another. Hank shoots his bow at the spot the light is hitting, which causes the entire mountain to split in half.

Inside the mountain is a portal leading to Earth. The group runs toward it, but Venger shows up and closes the portal, then causes the walls of the mountain to slowly close in on the heroes.

Hank fires a single arrow that creates a huge tunnel in the ice wall for them to escape through.

When the heroes emerge from the ice, Venger is seemingly gone and the group is extremely upset. Bobby starts crying. He wants to go home to his parents. Hank decides that they need to stop Venger once and for all. He thinks that they should use Tiamat to kill Venger.

Dungeon Master arrives. He tries to give them some quest about a "duke of darkness" but Hank cuts him off. Dungeon Master reluctantly tells the group where they can find Tiamat.

"Tiamat lives where the dragons go to die - the place that is the source of your weapons, the dragon's graveyard." He says that Tiamat may help them, or she may not. 

How do they get to the graveyard? "You carry the way with you."

Dungeon Master leaves. Hank reiterates that he actually wants to kill Venger.

The heroes quickly realize their magic items can open a portal to the graveyard, but before they can do anything about it, Venger swoops down from the sky and attacks.

They take refuge in a cave. Uni is hit by one of Venger's bolts on the way in, and is wounded.  The entrance to the cave collapses. The heroes are trapped.

Uni is hurt pretty bad. Little Bobby is now 100% ready to kill Venger.

They use their magic items to create a portal to the dragon's graveyard. It goes like this:

  • Hank fires an arrow that ricochets around the cave and lands in Presto's hat.
  • A ball of light emerges from the hat that touches Erik's shield, then Diana's staff.
  • Shiela puts her cloak on the ball of light, causing the light globe to expand.
  • Bobby strikes it with a club, and the group vanishes.

The graveyard appears to be on a moon..? There are massive skeletons of dragons everywhere, along with a rift containing glowing light.

We get another panning shot of the skeletons. Among them are skeletons of what today would be called a dragonborn. Each skeleton is clutching what appears to be a magic item.

Bobby picks up a sword, it glows. He drops it and it slices a boulder in half. It's a vorpal sword. You're uh... going to want to keep that.

Presto picks up a horn and blows on it. This alerts Tiamat to the group's presence.

Tiamat flies into the sky, and the black dragon head spits acid near the heroes.

Hank fires an arrow that misses but is bigger than normal. Erik's shield not only blocks but actually reflects a breath weapon. Bobby creates a huge rift in the ground that Tiamat avoids.

Hank and Diana ask Tiamat to help them kill Venger. Tiamat informs them that in the dragon's graveyard, their weapons are stronger than Venger.

Tiamat says that she will go and lure Venger to the graveyard.

We cut to Venger's lair. I can't even tell if this is one we've seen in the show before or not.

Tiamat breaks through a wall in Venger's tower and forces Venger through a portal.

In the graveyard, Erik picks up a trident. It fires a lightning bolt. He puts it down. Shiela picks up a net that glows.

Venger has arrived. He casts a spell that animates the magic-item-wielding skeletons.

The group comes alive when Venger badmouths Uni. They shatter the skeletons with their enhanced weapons.

Hank presses Venger back up against a rock with his arrows. Presto flings a ball of energy that pins both of Venger's hands to the rocks. Venger is now defenseless.

Hank takes aim at Venger. The group asks Hank what he's going to do. Hank frees Venger, explaining that if they killed him, they'd be no better than him.

Dungeon Master shows up and covers Uni in the net. The net is some kind of net of healing.

Approaching Venger, Dungeon Master says, "rise, my son" and uses magic to make him vanish.

As DM teleports the group back to the realm, we pan over to Tiamat who watches, eyes glowing. 

This is, by far, the best episode of the series. In my opinion, it's the only one that really "matters" in that it feels like it is not filler. Every other episode is essentially a bait and switch, pulling the rug out from under the viewer again and again.

There are a pile of great ideas here to use for your campaign, but to me the biggest one is: The place where dragons go to die is littered with magic items, and is a place where the power of magic items are greatly enhanced. I am reeling at the idea of making a random chart of magical properties that are added to a magic item while in the graveyard.

This could be the ultimate "dragon hunt" type adventure, or the location of the final adventure of your campaign.

Stuff that Presto's Hat Does:

48. Fires off a blast that shatters a skeleton.

Hank's Bow Can
:

55. Stagger a frost giant.
56. Cause a teetering frost giant to fall into broken ice.
57. Trigger a magic effect that splits a mountain open.
58. Fires an arrow that nullifies one of Venger's energy blasts.
59. Fire a series of arrows that momentarily rattles Venger.
60. Generate a glowing arrow that lights a cave.
61. Fires an arrow that momentarily wraps around all five of Tiamat's heads.
62. Fires an arrow that has no effect on a trident-wielding skeleton.

Dungeons & Dragons Animated Series Ep. 21


Today we get the rare Diana-focused adventure. Some good locations and a cool villain in this one.

You can buy the complete series right here

Check out the previous episode recaps:

Part One
Part Two

Episode 21 - Child of the Stargazer

The heroes are resting in a pleasant field. Diana washes her face in a sparkling river. Hank and Shiela are sleeping awfully close together.

Staggering from a bush is... some dude. His name is Kosar. The group makes friends with him. He's been locked in a dungeon for ten years.

Dungeon Master pops up and gives us some exposition. The people of Tarrad are hoping a prophecy comes true tonight. The child of the stargazer will stand in the temple of light and banish a demon. The child will journey home.

A bunch of soldiers riding giant bat creatures attack, shooting energy beams from lances.

On a lot of these episodes, they introduce a love interest for one of the characters. Kosar is Diana's dude.

Apparently, the demon to be banished is the ruler of the city: Queen Silith. She has a demon arm, which she can shoot energy out of.

It turns out that the King is quietly opposing the Queen. He actually freed Kosar.

The adventurers head toward the city. A magical tornado suddenly teleports Diana and Kosar away. They appear in Queen Silith's chambers. They jump out of a window, and Diana does some acrobatics to survive the landing. They start running for the Temple of Light as the Queen shoots energy at them.

The rest of the group can't find the city. Dungeon Master tells them to follow a certain star.

As they sneak through the city, Diana says that her father is an astronomer. She could be the child of the stargazer, not Kosar.

The night sky is lit up. The "starfall" is occurring.

The rest of the group reaches the city and heads to the temple, where the Queen is waiting. Removing her hood, we see that half of her face looks like that of a demon's.

A star falls into the temple and hovers, like a glowing orb.

The Queen shoots Kosar in the back. Apparently, he's supposed to walk into the light. Diana does so instead.

Diana turns into a giant covered in magical flame. She turns the Queen into a full demon and banishes her. Then she opens a portal to Earth.

But wait! You're not going to believe this. Kosar needs healing. But if he is healed, the portal goes away! Or something. She heals him, he becomes a being of light and flies into space. No more portal.

Diana is probably the most neglected character of the series, so it's nice to get an episode focused on her. She could be doing a lot more on these shows, especially since the heroes run away so much.

Overall, a very forgettable episode. Frankly, it felt rushed.

Stuff that Presto's Hat Does:

49. Produces an electric razor and shaving kit.
50. Summons a hand mirror.
51. Summons a road map of Pittsburgh.

Hank's Bow Can:

63. Collide with an energy bolt, blocking it.
64. Light up the valley the group is in.
65. Shoot an arrow that ties up 5, count them, 5 guards.
66. Tie up the Queen before she can cast a spell.

Dungeons & Dragons Animated Series Ep. 22


Today we watch one of the most intense, most "D&D" episodes of the entire series!

You can buy the complete series right here

Check out the previous episode recaps:

Part One
Part Two

Episode 22 - The Dungeon at the Heart of Dawn

The heroes are in a ruined city. Erik is carrying a black chest. It is a "box of balefire" that Dungeon Master requested. This alone sounds like it could be a great adventure - searching a ruined city for a mysterious chest.

Bringing the box to the group, Eric decides to open it. It shoots a shaft of light into the sky which apparently has alerted a powerful entity.

Shadow demonflies to a tower and alerts Venger. Is this another new Venger tower? Or is it the same one? It looks different. 

Venger is horrified to find out what the group has done.

As a storm rages, Dungeon Master instructs the group to bury the box.

A massive column of light and lightning approaches Venger's tower, destroying everything in its path. This thing is Venger's master. It is not pleased that Venger has failed to take over the Realm.

The entity blows up a mountain. It has found the group. Dungeon Master explains: "He is not life as we know it. He has many identities on many different worlds. All know him as Evil, the ruler of many universes. His goal is to rule the entire cosmos with evil."

Dungeon Master teleports the group far away, which tires him greatly. The entity catches up immediately and the group ends up back in the ruined city.

Dungeon Master actually blames Hank for allowing Eric to open the box, and urges the heroes not to look on the entity's face.

Eric, of course, looks it right in the face. This is Eric's lowest moment.

The evil entity, from above the clouds, fires energy down at the group. Dungeon Master tries to counter it using the magic of the group's weapons.

There is a flash of light, and the group finds themselves in a cavern. Their magic items aren't working.

Dungeon Master staggers into the chamber, fading in and out. He explains that he has teleported the group to the "underworld," and that he has very little power left. 

The entity thinks the group is dead. Dungeon Master explains that he must cross the plains of fire, recharging his magic and the magic items in the Dungeon at the Heart of Dawn.

Venger and Shadow Demon are also in the cavern, and Venger is also weakened.

As the heroes head toward the dungeon, Presto falls off a cliff and lands on a ledge. The group can't get him, he's stuck there. The heroes move on without him.

Diana is left behind to fight salamanders.

Venger recruits some... evil gnomes, I think.Svirfneblin?

The heroes come to a circular stairwell. At the bottom is the entrance to the dungeon.

There's a purple worm in here! This is insane.

The worm shatters a section of the stairs. Eric stays behind to deal with the worm.

In the entrance is a cavern with a doorway full of light. That's the Heart of Dawn. Venger and his gnomes follow in and attack. Hank says he'll hold them off. Seriously now, how is he going to do that?

Dungeon Master staggers into the heart - a pool of glowing green liquid, and his power is restored. He teleports the group to him.

Dungeon Master recruits Venger to teleport up above to face the entity. But.. it's gone. Apparently, the embodiment of evil went to wreak terror and destruction on other worlds.

We close with a shot of the land, which has been ravaged by the entity.

What a crazy episode! Action from start to finish. This is prime material for an adventure. I guess if you want to nitpick, you can say that there is no actual "dungeon" here. Unless you count one room that is hard to get to a dungeon. Actually, a one-room dungeon sounds like a fun idea.

This is a really strong episode, very inspiring. It reminds you to bring the intensity when running your game.

Stuff that Presto's Hat Does:

52. Summons safety flares, an emergency radio, and a copy of "Ranger Fred's Guide to Survival in the Amazon."

Eric's Life is Horrible Because:

19. He opened a box that summoned the personification of evil.
20. Even after being told not to, he looks the personification of evil in the face, causing it to attack.

Hank's Bow Can:

67. Shoot two arrows into the ground, creating a massive pit.
68. Tie up Venger with a single arrow.

Dungeons & Dragons Animated Series Ep. 23

 

Somebody thought it would be a good idea to do an episode where A NAZI from World War 2 fell into the D&D world. So.. here we go.

You can buy the complete series right here

Check out the previous episode recaps:

Part One
Part Two

Episode 23 - The Time Lost

The heroes are in a forest, resting, as Presto gives Eric a hair cut. Suddenly, a blue dragon swoops down from the sky and attacks.

Oh no. A US fighter jet attacks the dragon and chases it off. It's going to be one of those episodes, huh. 

Venger, on his flying steed, chases the fighter jet. Venger is keeping up with the jet even though it is traveling at "Mach 1."

Dungeon Master gives the group a couple of cryptic, useless lines.

The pilot is captured and imprisoned in a ziggurat with a massive crystal globe on top of it.

In the prison cell are other humans who are from other times:

  • A samurai.
  • A civil war soldier (north).
  • An astronaut.
  • A viking.

Outside, Venger goes into explainer mode. The ball on the top of the ziggurat is the "crystal of chronos." It is the thing that is opening portals to various time periods on Earth. Venger is waiting for... a nazi to come through. A NAZI.

We cut to world war 2. A plane has been hit and passes through the portal.

The plane lands near the heroes. Oh my god it's a German. His name is Josef Muller.

I googled him. He's a real life dude:

"He was a member of the resistance during World War II and afterwards one of the founders of the Christian Social Union (CSU). He was a devout Catholic and a leading figure in the Catholic resistance to Hitler."

Phewww. Together, they head toward the portal.

Josef quietly throws his armband in the river. It has a "plus" on it rather than a swastika. The heroes see this happen, and have questions.

Josef explains he doesn't want to be part of the war. The group immediately accepts this and invites him to come live in their time.

Venger shows up and starts blowing things up. He abducts Josef and flies away.

Hank does some ridiculous stuff with his bow, blowing up a waterfall to put out a forest fire.

Here's Dungeon Master. He explains that Venger is hoping to change Earth's past, so that the heroes don't exist.

Venger tells Josef he could take the modern US fighter jet and bring it back to World War 2, to help the nazis win.

The heroes just walk right up and Venger tells them his plan. The portal opens, Josef takes flight.

Josef flies his plane up, but instead of going back to World War 2, he blows up the crystal of chronos, which sends all of the "Time Lost" NPCs home.

Venger is caught in an explosion and turns into smog or something.

What a ridiculous episode.

Stuff that Presto's Hat Does:

53. Summons a picnic blanket, glasses, wine, and food.
54. Conjures a small fire extinguisher to fight a forest fire with.
55. Catches one of Venger's blasts in his hat.

Eric's Life is Horrible Because:

21. He falls off a rock and Bobby makes fun of him for it.

Hank's Bow Can:

69. Collide with one of Venger's blasts, causing a fireworks display.
70. Shoots one arrow that blows up a waterfall, causing a massive flood that puts out a waterfall.

Dungeons & Dragons Animated Series Ep. 24



In this episode, Eric actually makes a friend.

You can buy the complete series right here

Check out the previous episode recaps:

Part One
Part Two

 Episode 24 - Odyssey of the Twelfth Talisman

Diana is voluntarily being chased by a herd of monster horses. She jumps a river, while the animals fall in. They're trapped.

This was apparently Eric's idea. The group intimately congratulates him.

Wait. They got out. The herd begins chasing the group.

Elsewhere, some random kid finds a magic talisman. He tries to trade it for some bread at a caravan, but they say no.

He ends up being chased by members of the caravan who think he stole the bread.

The kid ends up running into the group. The amulet begins firing purple lightning from the amulet that disperses both the herd and the people chasing him.

Lorne is the kid's name. Hank invites him to join the group.

The heroes make camp by a waterfall.

This show has a lot of really nice camping locations. That's something that should probably be in D&D campaigns more - nice, or fun, places to make camp.

Eric and Lorne do not get along. They put each other down constantly. Bobby: "That's all we need - two Erics."

The group brings up that they are looking for a stone of Astra, but they don't know what it looks like. The camera zooms in on Lorne's amulet. The stone on it bears a star symbol. Zooms in some more. HMMMMM

Resuming their journey, the adventurers journey through a forest. Dungeon Master has arrived again. He says the stone of Astra must be destroyed. The amulet protects only the wearer, it can do harm to those near him.

An evil wizard from the caravan is watching. He sends boulders flying at the group. The energy shot from the talisman destroys the boulders and knocks over a bunch of trees that the group barely avoids.

The wizard hides. The group tells Lorne to destroy the amulet, but he refuses and ditches the group.

The group makes camp and convinces Eric to go find Lorne. Eric finds him and convinces him to come back, but they're both lost.

They end up captured by the caravan. The evil wizard appears and demands the talisman. He uses magic that literally makes the sound effect from Star Wars when Luke trains with the lightsaber.

The group shows up but immediately gets trapped in a field of energy by the evil wizard guy.

Looks like the bad guy has won. Lorne tosses him the talisman... but Dungeon Master catches it. He's really intervening on his own scenario, here. Things must have gone way off the rails.

DM offers Korloc, the wizard, the amulet. He explains that it is cursed, more or less. But wait, here's Venger.

Venger starts flinging bolts of energy and Korloc uses the amulet to force Venger to flee. Then, Korloc tosses the amulet back to Dungeon Master.

The next day, Lorne joins the caravan.

There's something about that bother me about these episodes that introduce a new NPC.. I guess it's because the NPC is only on for that one episode, then they are never seen again. What's the point?

Stuff that Presto's Hat Does:

56. Conjures an apple.
57. Summons some bananas.

Eric's Life is Horrible Because:

22. Comes up with a plan that ends with the group being chased by a herd of monster horses.

Hank's Bow Can:

71. Miss an entire herd of monster horses.

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