When you break D&D game play down, players are generally in one of three areas: the dungeon, the wilderness, or the city. Sure, the wilderness sometimes means Baator, and the dungeon sometimes means the wizard’s labyrinth, but these are rough ideas. Even if you don’t spend equal time in each area, your party is likely to spend a fair bit of time among civilization. It’s [Read the article]
Soldiers of Fortune is a new book from Author Matt James and Open Design (the people who bring us Kobold Quarterly). It’s designed for 4th Edition and features the Midgard Campaign Setting, though the mechanics really are not setting-dependent. The book features rules and ideas for Ward-based Adventures and Campaigns. It provides new mechanics for player characters as well as some new tools, and a [Read the article]
This is a level 7 encounter for five players. Background: It’s no secret how the Old Marsh Road got its name. The Sulkpeel Swamp has always posed a threat to travelers, and the practice of going around it to get to the next major city soon created an easily followed path. As time progressed, some people settled along the road, offering beds to travelers and [Read the article]
When two Lizardfolk tribes unite, local merchants have reason to be nervous, and militia men start keeping extra watchful eyes. When all the Lizardfolk in an area suddenly fall into line, riders scour the land for heroes. The first ones on the scene are rarely the last standing. Tales abound about the King Lizard. These massive humanoids wear scales of dark green with hues deep [Read the article]
At the heart of temple, the Lizardfolk line suddenly flew apart as a towering Blackscale advanced. Those not quick enough were tossed away like a farmer reaping wheat. The Blackscale Tribal Fury is tall and muscular, like the others of its bloodline, though not nearly as hulking as the Blackscale Bruiser. It has a more controlled athleticism, allowing it to make precise blows in combat. [Read the article]
The traders were foolish, to say the least. Knowing the Lizardfolk to be savage, they mistakenly assumed them to be simple. With two adventurers hidden among them, the traders went to see the tribal leader. When the leader arrived with only two warriors, the adventurers attacked – thinking to take the Lizardfolk’s resources while giving nothing in return. Their arrogance was dashed away when two score warriors [Read the article]
The Lizardfolk (or Lizardmen in earlier editions) have been part of Dungeon and Dragons since 1975, first appearing in the Greyhawk Supplement written by Gary Gygax and Robert Kuntz. That makes the Lizardfolk a part of D&D far longer than myself. I really got to know them when I was DMing my first campaign in 3X. Not even knowing their history, they struck me as [Read the article]
At home in the Underdark and in the City, the special lineage of Clawscrapper always takes enemies by surprise. Their metal hooks strike as an extension of their form, keeping their foes second-guessing. Whatever you do, don’t let them get the high ground. The kobold clawscrapper may (at first) seem to be of an entirely different bloodline compared to its more common kin. Scars (from [Read the article]
A Dragonborn Scion drifts slowly toward from the shadows. Ever increasing light reveals not a dragonborn at all, but a sewn-together amalgamation of beast and men. Your eyes are drawn to the skeletal wings, dripping with barely a film of flesh, before you feel your soul start to be torn from your body. The Dragonbone Wight is a powerful, imposing creature. Its flesh and bones were [Read the article]
Fortune Cards. You’ve probably heard of them by now. You may even been sick of hearing about them. My synopsis will be brief. Coming in February, from Wizards of the Coast, are packs of player character enhancement cards. They’re packs of 8 cards, for $3.99. Each card gives a small benefit, similar to the bonuses provided by twitter for D&D Encounters or by some utility [Read the article]