Glory of the Giants Character Creation Guide

My last post focused on the new, incredibly powerful Barbarian subclass found in Bigby Presents: Glory of the Giants. To me, it is the most exciting thing that this new Dungeons and Dragons 5e sourcebook offers to players and if you’re wanting to play a Barbarian, I highly suggest giving it a look. However, it’s not the only cool character option offered up in these pages. So, today, we’re going to focus on the two new Backgrounds and the eight new Feats you can choose from when building or upgrading your current or future characters.

Giant Foundling & Rune Carver - Two Giant-focused Backgrounds

In many ways, I often view the pre-made Backgrounds in D&D as a bit of a throwaway aspect of character building. In most cases, they don’t really add much in terms of actual abilities to characters. If you’re interested in building an optimized character, all that you really should be focused on when picking a Background are the two Skill Proficiencies they offer you. However, if you’re more in the game for the story, then Background is an exciting addition to your character because it builds the foundation for the flavor of the character you’re trying to play.

Bigby Presents: Glory of the Giants has added two new Background options and I genuinely love the flavor they add. Plus, they have an added feature that is exciting for everyone at the table, and that is a Bonus Feat. No matter what, if one person at your table takes on the Background of either Giant Foundling or Rune Carver you get to add either Skilled, Tough, or any Bonus Feat your character choices offer. it is incredible to allow these two Backgrounds to automatically open a whole party to these added feats as feats aren’t even allowed at every table.

Side Note: If you’re a New DM and think banning feats is what you need to do for the time being in order to become more equated with the rules that is fine. But, truly, I think feats can define who characters truly are. The only thing I suggest with feats is making the players themselves describe the narrative quality of choosing their feats and why they make sense for their character. There are some traditionally OP feats like Lucky, Sentinel, and Great Weapon Master. However, these can make perfect sense for different characters and you should embrace them and use them creatively.

I mean, think of it, a character that has the Lucky feat and uses it regularly to great effect. Only, you, the DM, you know that each and every time they use this it is a prayer to the God of Luck. Then after 30, 40 sessions the bill comes due, and the God of Luck is asking them for something seemingly incomprehensible. Use feats. Use them wisely. Be Creative. Side note over.

Giant Foundling:

The first Background offered up in Glory of the Giants is pretty straightforward. You’re not a Giant, but you grew up around Giants and/or are giant for your kind. That’s it. Simple as it comes. But, it adds a bit to your character from the get-go. First, you gain proficiency in Intimidation and Survival. Having Intimidation in your back pocket is always solid to avoid conflicts and Survival, well, that just is key to D&D, especially any moments you’re outside of a settlement.

The addition of Giant and one other language makes sense, as those are the folks you’re living amongst. I always like the additional language because as DM that allows me to think of which race is also living amongst the Giants, etc. Your player says they also speak Draconic … great! What ties the world of Dragons and Giants together? How does your player bridge these worlds? It’s all backstory and you use it to brainstorm narratively intriguing ideas.

This also gives you the feat Strike of the Giants. As I said above, we’ll be taking a look at each feat found in here down below, however, I’ll do a quick dive into this option since it comes with this Background. Basically, when you make a melee weapon or thrown ranged attack you get to add a bit of primeval magic to your attack. Choosing one of the six main Giant types (which I covered extensively in my recent Giant lore post), you choose what benefit you want your attack to be imbued with. Some add basic elemental damage, others have more physical effects like allowing you to knock an enemy prone, or negate its speed, and some have magical effects like allowing you to turn invisible.

Honestly, it’s a great feat for any martial character to have. While maybe not as powerful as some of the traditional go-to martial feats, it is up there in terms of usefulness and genuinely the Cloud Strike invisibility option is pretty sick as you stay invisible until after your next attack. I also like the Storm Strike which has the possibility of making a monster roll attacks at disadvantage, making you a boon to other party members each round this strikes true.

All in all, the Giant Foundling Background is worth looking into, it offers quite a bit for characters who know they want to be a powerhouse on the battlefield and would go perfectly with anyone who chooses to go the Path of the Giant Barbarian, or just wants to tie their character to the world of Giants.

Rune Carver:

While Giant Foundling is pretty straightforward, Rune Carver is anything but that. The basic premise is … you’re a big nerd for runes. That’s it in a nutshell. According to a snippet that is supposed to be written by Diancastra, runes, and rune magic are “the palest imitation of Annam’s creative work.” For those of you who are unsure what a rune is, the basic premise of runes in D&D 5e is a powerful, ancient symbol holding concentrated magic. It typically comes etched on an object like a gem or weapon, and only those who understand rune magic can unlock its abilities. Think of them like miniature, portable spells attached to specific items.

The first runes were created by Giants and so a Rune Carver, someone who has dedicated their life to studying runes and rune magic, is tied rather closely to Giants and their histories. Runes are now created with pieces of just about every known language, but the oldest stem from Giant.

If you choose to make your character a Rune Carver, mechanically you are gaining quite a few things. First off, proficiency in History and Perception. You’re well-learned if you know runes, so your knowledge of history will be deep, and well, you’re always looking out for these little (or big) guys to possibly put your years of study to good use, so your perception in high. You also get artisan tools in order to craft your runes. You know how to speak and read Giant, obvs. And then you get to choose how you make your runes. They offer six options including inscriptions in wax or clay, engraving them on beads or animal bones, stitching them into clothing a more. However, you could choose any way you want to make your runes.

Now, the most important aspect of this class, and the most intricate aspect is the new Feat that comes with it. Rune Shaper.

Rune Shaper: Rune Shaper is a flavorful feat if your DM is willing to think about adding runes into the world, and if you, as the player think about runes as well, and if you are going with a martial character. I think that is the key to this background. It would, as a character who typically doesn’t get to use, or has very limited use of, magic, allow you to use magic. The reason I say this is that by level 17, you will only know three runes, and that’s the most you’ll ever know, which seems very underpowered to me.

Let’s break down how this all plays out. First, you learn Comprehend Languages, which you can cast without expending a spell slot. This can be nice, especially if a DM pays attention to the fact that you have it and offers situations where understanding an unknown language would be helpful. It’s highly situational though. Secondly, you get Rune Magic, which means you know “a number of runes equal to half your proficiency bonus.” So, at Level 1, you know 1. Level 9, ya got 2. Level 17, when you’re akin to a demigod, 3.

There are 13 choices of rune spells, and the absolute most you’ll ever know is a handful of them and for the most part, they are not even the most useful of spells. I mean, if you go with the Hill rune, you know Goodberry. Goodberry. The spell where you get 10 berries worth 1 hp each and in order to eat them it takes a whole action. Sure, they can be great out of combat to heal up a party, but… To be fair there are some decent options like Burning Hands (Fire), Thunderwave (Storm), and Entangle (Mountain). But, you can only know one of these up until 9th level. I guess, if you want to save spell slots these could be useful, and in a way are like having spell scrolls that you can reuse after every long rest.

For me, while the flavor of the Rune Carver is cool, and could be a fun scholarly, museum curator type of character to play. The reality is mechanically it falls pretty flat unless your Dungeon Master goes the extra mile to make sure you’re getting the most out of your interest in runes. When I first read this, I thought it would be one of my favorite parts of the book because I misread the Rune Shaper feat and thought that you could change the rune spell that you knew each long rest, which felt a bit like a wizard preparing their spells for the day. Personally, as a DM, this is exactly how I would run it. You would, during each long rest, choose the spell rune that you chose to carve that night before bed and that would be the spell you had the next day.

I would love to see someone like an Oath of the Ancients Paladin pulling out moves like Thunderwave or Chromatic Orb on the battlefield, or even stopping to use Speak with Animals while on an exploration adventure. But, it becomes mundane having to spam the same spell every time for literally 9 levels of gameplay. So, with a bit of tweaking and a thoughtful DM this could be an awesome background, especially in a world full of hidden runes for you to find and piece together your part of the bigger puzzle.

Six More Giant Feats

I’ve already shared the two unique feats that come with the Backgrounds, but this book offers six more to choose from and, as with everything in Glory of the Giants, they are tied to the six standard types of Giant. The other thing about all of them is that they require you to have already taken the Strike of the Giants feat and chosen one of the six Strike styles from it. This makes them already all a bit underwhelming because you’re literally being forced to take two feats or to choose one specific background in order to even be able to choose them. I’m against most any feat that ties your hands in that way. Still, let’s take a quick look at them so you can decide if any of them are worth adding to your character as you progress through your campaigns.

Ember of the Fire Giant:

You’ve already chosen the Fire Strike Feat, which can cause enemies to take an additional 1d10 fire damage on a number of attacks equal to your proficiency bonus per long rest. This feat adds 1 to your Strength, Con, or Wisdom score, gives you resistance to fire damage, and allows you to replace attacks with a burst of flame in a 15-foot-radius sphere for 1d8+proficiency bonus damage and the blinded condition.

Honestly, this is a pretty rad addition to what I found to be the most underwhelming Strike style, this would be incredibly powerful as a Path of the Giant Barbarian who freaking loves Fire Giants and wants to be one. Raging, running into a big mess of enemies, and bursting them all into flames would be visually an awesome move, and against low enough level baddies I would genuinely make them all roll Con saves to not be frightened of this massive humanoid fireball.

Fury of the Frost Giant:

We begin with the same stuff: +1 to Con, Wis, Str, and resistance to damage. This is, obviously, cold damage. With this Feat you also get to retaliate against creatures that hit you with a reaction that blasts them with ice for 1d8+PB damage and reduces them to zero speed. This, mixed with your Frost Strike gives you the opportunity to continually slow your enemies down all around the battlefield, making for easier attacks for the rest of your party.

I find this a bit more boring than the Fire option. But, the fact that it’s a reaction is nice and works as an icy rendition of Hellish Rebuke.

Guile of the Cloud Giant:

+1 Strength, Con, or Charisma (bit of a change-up). No set resistance, but you can use a reaction to give yourself resistance to any attack and, the more fun part of this is you get to bamf up to 30 feet away. Adding this to the Cloud Strike makes this combo my personal favorite. You can turn invisible AND nightcrawler your way around a battlefield. To me, this is the most flavorful of all of the options. While you’re outputting a lot less damage, I always like when things make combat more dynamic and this path is as dynamic as they come. Taking this series of feats as a monk or a rogue would be a perfect combo for zipping around a battlefield, attacking, disengaging, negating damage, and just really being a thorn in your enemy’s side.

Keenness of the Stone Giant:

I really wanted to like this, but it is really a bummer compared to the others. Say it with me kids, you get +1 to Con, Str, or Wis! Then it gets boring. You get Darkvision. Which I know can be useful, but really, for a feat, not really much of anything at all. And then you get to throw rocks and make magical attacks with them. It does 1d10 force damage and can make an enemy prone, but, come on. Where’s the flavor? The fire path lets you explode enemies in a 15-foot sphere, this lets you hit someone with a rock like a bully on a playground. Stone Giants are my favorite, this is my least favorite of all of the possible feats.

Soul of the Storm Giant:

In the complete opposite direction of the Stone option, the Storm is flavorful as they come. First, the+1 goes to Str, Wis, or Cha. You don’t gain an overt resistance, but your new bonus action offers two resistances. You can summon a wind and lighting storm around yourself that surrounds you for 10 feet in every direction. You gain resistance to lightning and thunder damage. All attack rolls against you have disadvantage. And any creatures within the storm may have their speed halved.

Just visually it’s so much better. Imagine you show up to the party of people who freaking love giants and you’re spinning around in a whirlwind of lighting, thunder, and wind, whipping up storms like an X-Men and you see your buddy throwing magic rocks. You’d feel bad showing off. Add your Storm strike adding lightning damage and giving enemies disadvantage on attacks and this is easily the best build of the six, with Cloud and Fire dueling for second.

Vigor of the Hill Giant:

We arrive at the lowly Hill Giant, lowest of the Ordning and unsurprisingly lowest of the options here. +1 Str., Con., or Wis. You gain an ability to not be knocked prone or moved 5 feet. These can come in handy for sure, but as a feat, it’s pretty weak sauce. And even weaker sauce, your big gain is that when you eat or roll to regain hit dice, you add a bit extra. As for your strike, you can knock people prone and you add a single d6 of damage.

I can’t say much about this other than, I can’t fathom why anyone would take this feat, or why anyone would be so enrapt in Hill Giants that they want to follow in their footsteps. But, hey, your character is yours; do as you will.

That’s it for character-building options in Bigby Presents: Glory of the Giants. And honestly, that is the end of my covering of this sourcebook. Hopefully, you are able to take something from the many posts I’ve done and incorporate them into your campaigns. I had planned on doing a piece about the magic items found in here, but with the recent layoffs going on with Hasbro and Wizards of the Coast, I’m taking a Giant-sized step away from their products until we see some major changes over there. I genuinely debated releasing this, which is a big part of why it’s late. But, I had it 90 percent written and I just felt like I needed to put it out and add this here at the end.

What Hasbro is doing is, well, evil. There is no reason for it and the way things have been going with Wizards over the years since Hasbro has taken them over has been a complete mess. They’re ruining something that I, and I’m guessing many of you, love. At least, one component of it. So, I’m going to work on focusing on the Indie Creators out there making awesome stuff for this game. If the situation is fixed down the road, we’ll see, but until then. TTFN WotC.

As for Indie Creators, send me some of your favorites to look into! I’m open to anything and everything out there. Drop some suggestions in the comments or shoot an email to Cavan@thenewdm.com.

Thanks, and happy adventuring!

Path of the Giant: The Best Barbarian Subclass

So far in my deep dive through the pages of the new D&D sourcebook, Bigby Presents: Glory of the Giants, I have gone into its expansive lore of Giants and The Ordning and also focused on some of the best monsters amongst the 71 found in the book’s Bestiary. If you’re a Dungeon Master wanting to add more Giants and Giantkinn into your sessions and campaigns, those are the places to start.

However, Glory of the Giants also made sure to add some options for those on the other side of the DM screen. If you’re a player who is looking to branch out and build a character who is tied in more ways than one to Giants, there are some new options here for you to choose from including a Barbarian subclass, two new backgrounds, and a few feats. In this first post, I will be just covering the new Barbarian subclass, as it is a doozy and possibly the best Barbarian subclass there is.

I’ll point out you still can’t play as a Giant, which is probably for the best unless you’re running an entire world of Giants, because there would be no end to the amount of buildings you can’t easily enter. No matter though, if your adventurer is intrigued with Giants, their history and lore, their incredible might, or any other aspect of them, you could easily have a halfling who wants nothing more than to be bigger than life and they get to do that with these additions. So, let’s look at creating a character who is tied to Giants.

Path of the Giant

If you are wanting to play a character who sprints headfirst into battle with a terror-inducing warcry and start swinging your weapon of choice around, killing enemies with reckless abandon, the Barbarian class is just for you. The defining characteristic of Barbarians is Rage, it is what makes them seemingly the best Tank class in 5e because when they’re raging it is nigh impossible to take them down (yes, there are arguments for Paladin builds to take the title belt for this as well, I know.)

While every Barbarian Rages, not every Rage is the same. Each Barbarian has to eventually choose a Primal Path, the way in which their Rage manifests on the battlefield. Path of the Giant joins eight other options for the path you can take once you reach 3rd level, each with their own benefits. Path of the Giant is for those who want the physical manifestation of their Rage to show in their actual size changing, literally growing more giant and filled with elemental strength as they tear through enemies in combat.

Now, to be fair, sometimes a new subclass is introduced, and looking at it it seems cool, and has neat flavor, but it is lackluster when it comes to mechanics: aka Undying Warlock. Or, it’s one of the original options and is terrible – looking at you, Berserker Barbarian. But, the Path of the Giant is actually a fantastic new subclass right out of the box. So, let’s look at what it has to offer.

3rd-Level Benefits:

Giant’s Power:

  • Learn to communicate in Giant (or another language if you already know Giant).

  • Learn either Druidcraft or Thaumaturgy as a cantrip.

Giant’s Havoc

  • When raging, gain Crushing Throw (add Rage Damage bonus to thrown ranged weapons).

  • When raging, gain Giant Stature (your reach increases by 5 feet as you grow in size up to Large).

6th-Level Benefits:

Elemental Cleaver

  • When raging you can infuse a weapon you’re holding with primordial energy choosing acid, cold, fire, thunder, or lightning and adding 1d6 damage to hits with the weapon.

  • The infused weapon can be thrown 20 ft./60 ft. and reappears in your hand after hitting or missing.

  • The infused weapon has a bonus action ability to change the damage type to any other in the list.

10th-Level Benefits:

Mighty Impel

  • When raging, as a bonus action, you can throw Medium and smaller creatures up to 30 feet.

  • Unwilling creatures make a Strength save (8+Str. Mod+Prof.) to avoid.

  • Creatures thrown to unsupported areas take falling damage and land prone.

14th-Level Benefits:

Demiurgic Colossus

  • When raging, your reach increases by 10 ft.

  • You can become Large or Huge.

  • Your Mighty Impel can be used on creatures that are Large or smaller.

  • The added damage of your Elemental Cleaver becomes 2d6.

As you can see, a Path of the Giant Barbarian is a force of raw power on the battlefield. Starting at 3rd-level, simply being able to add Thaumaturgy or Druidcraft is more so a bit of flavor and while a creative player may come up with some uses they will be limited. Speaking Giant, also more flavor.

However, Giant’s Havoc is a decently powerful boon early in the game. Crushing Throw will force your hand in how you want to play your character by making you choose a weapon that can be thrown and to use it regularly. Sure, you’re only getting a minor addition to the attack, but this is the only Barbarian subclass that offers you a solid amount of ranged damage, which is always helpful on expansive battlefields. The real show-stopper here is Giant Stature, adding to your attack distance is always a great thing to be able to do because it keeps you out of range of most opportunity attacks early in the game and keeps more enemies in your range of attack.

If you are playing in a game that allows feats, at 4th-level you can become a Polearm Master using a glaive, halberd, spear, etc. This means your attacks are reaching 10-15 feet and you have an opportunity attack range of that distance as well as making movement on the battlefield genuinely difficult for a large area of enemies. If you want to basically break the game with your character, make a Bugbear Path of the Giant Barbarian adding another 5-feet to your reach with their long-limbed feature. You now have 20 feet of reach when raging.

The addition of the 6th-level Elemental Cleaver is a fantastic build upon Crushing Throw as now you pretty much become Thor wielding your own Mjölnir by any other name and thrown weapon type. The added ability to change the damage type with a bonus action also makes you much more versatile when dealing with any enemies that have vulnerabilities, and even without that, you can be doling out extra thunder damage (the least likely to be resisted) from afar while keeping everyone else 10-20 feet away. But, next time you’re up against an army of Mephits, you will be slinging out a ton of damage (this is my way of recognizing that vulnerabilities aren’t necessarily a common thing amongst monsters in D&D and I really wish they’d focus on it more often. I mean how are Aarakocra not vulnerable to Fire? They’re literally birds. You ever put a flame near a feather? Rant over.)

Mighty Impel is incredible. There’s no way around it. You become Uncle Phil and everybody Medium and under (which will be a ton of beings at this level) are DJ Jazzy Jeff. Is it an old reference? Sure. But, hey ya gotta work with what your brain’s got. If your Dungeon Master is putting you in well-built dungeons that are multi-faceted and multi-layered you should be tossing fools left and right over ravines, into pools of poison, into the maws of massive beasts (okay, it says unoccupied spaces, but I’d let it happen with some minions), straight up where you are impaled by a stalactite, there are so many ways to toss those little guys with your Ragin’ self when you’re 10 to 15 feet tall. All I want in my life right now is to be a Bugbear Path of the Giant Barbarian that is swinging around a Glaive, tossing out thunder Javelins, and man- (or I guess) Bugbear-handling a group of Goblins and chucking them into the Sunless Cavern below.

Finally, we come to Demiurgic Colossus at 14th-level. If you’re anything like me, then you had no idea what the word Demiurgic meant and you can’t see a new word without going straight to the dictionary to rectify that situation. Well, reader, let me tell you, much like a Bridesmaid defining Love in a speech, according to Merriam-Webster’s Dictionary, Demiurgic means “One that is an autonomous creative force or decisive power.”

If you read my bit on Giant Lore, you recognize this is referencing Annam, the All-Father. You are slowly becoming equated with a creator of this world. One thing I absolutely love about this final addition to the subclass (aka its capstone to those new to Dungeons & Dragons jargon) is that it basically takes everything you’ve gained up to this point and just makes it a bit better. In my opinion, that is the best way to handle the capstone. No need for anything new, just bring it all to its peak.

The result of all of this is honestly the best Barbarian subclass of the nine available based purely on abilities. You may like the flavor of any of the others, but none of them is as powerful as The Path of the Giant in terms of sheer numbers. If you want to build a powerhouse of a tank, this is the new class for you.

That’s it for The Path of the Giant Barbarian subclass. But, we’re not done with all of the options for character building found upon the pages of Bigby Presents: Glory of the Giants. Up next I’ll be sharing the brand new backgrounds and feats avaliable to you, maybe to give your new Barbarian even more Giant flavor.

The Best New Monsters from Glory of the Giants

In the ongoing saga of my exploration into one of the latest Dungeons & Dragons sourcebooks, Bigby Presents: Glory of the Giants, I'm diving into the aspects that excite me the most. While my last post delved into the rich lore surrounding Giants and Giantkin, this time around, let's revel in the thrill of discovering some truly exceptional new monsters concealed within the book's Bestiary.

Out of the whopping 71 new monsters, I found that many of them were just one type of monster reskinned across the different types of Giant. There are countless hulks, undead giants, evil giants, rune magic giants, and more where the book literally made one type and then just flavored them as storm, or fire, or frost. Those can be worthwhile additions to your game, certainly, but I'm here to spotlight the truly unique and creative options that deserve a prime spot in your upcoming sessions.


Death Giant Shrouded One

The book shares the lore of Death Giants, saying that they stem from a band of Cloud Giants who made a bet with the Raven Queen (A God of Death and Memory), lost, obviously, and now eternally serve the Raven Queen. Shrouded Ones are Death Giants that have spent that time learning the secrets of death magic and now use a death rune inscribed on the skull of a fallen Giant to do rune magic.

 
 

Looking like a Giant Grim Reaper with a collection of skulls, and being level 15 Challenge Rating, the Shrouded One is a formidable foe. Imagine this Giant, necromantic wizard approaching your party with its scythe in one hand and its Shroud of Souls surrounding it.

Doing three attacks each turn with the option of two different, crazily powerful attack options, one of which can fully kill you and negate death saving throws. And adding its spells, a teleporting action that can frighten you, and a shroud that can negate saving throws. This is a monster that has BBEG written all over it, or maybe the final boss before your players go toe to toe with the Raven Queen herself.

Echo of Demogorgon

The Demogorgon rose to the highest ranks of Dungeons and Dragons monsters even in the minds of people who have never rolled a single 20-sided die in their life thanks to Stranger Things. What you may not know is that in D&D, The Demogorgon is nothing like what we see terrorizing Hawkins, Indiana, and instead is an insanely powerful Prince of Demons.

Ettins on the other hand are one of the many Giantkin, gross, crude two-headed beings with ties to both Giants and Orcs. An Echo of Demogorgon is an Ettin that has been transformed by Demogorgon himself as thanks for their servitude.

Coming in at a Challenge Rating 6, these are perfect to throw at a lower-level party around 4 or 5 alongside maybe an Orc pal or two. Their resistance to magic will make them a bit of a pain for any magic-users. While its standard tentacle attack isn’t the most flavorful thing, it is its bonus action that makes it stand out. Its two heads will scream and yell at one another, inadvertently causing players to possibly attack their own party members or possibly take a bit of psychic damage.

Overall, I like this addition as a solid creepy, and weird monster to add a tough challenge at lower levels rather than just throwing another Hill Giant into the campaign.

Ettin Ceremorph

Give me a chance to put Mind Flayers into a campaign and I will jump on it in a heartbeat. Enter the Giant-sized Mind Flayer you never knew you needed and yet, here it is. For those who don’t know, outside of, once again, Stranger Things, Mind Flayers are one of the most feared and most intriguing monsters in the entire Multiverse of D&D. Also known as Illithid, they are powerful and sadistic psionic aliens whose overarching plan is to dominate all other lifeforms. How do they plan to do this? By devouring the brains of their foes, stealing their thoughts and personalities in the aftermath.

The Ettin Ceremorph is, at its core, a Mind Flayer Ettin, its body transformed by the insertion of tadpoles into both of its brains and one head eventually taking the forefront as it grew the signature tentacled mouth of a Mind Flayer and its skin turned purple.

 
 

At Challenge Rating 8, it is a perfect time in a campaign to start introducing some Mind Flayer machinations into the mix and why not start it out with one of these guys? Its Tentacle attack has an added bonus of possibly grappling (as all tentacle attacks should IMHO). In classic Mind Flayer fashion, it can extract your brain if it kills you while you’re grappled. And adding a bit of range to its action economy, it has mind bolts to shoot out some distanced damage and possibly stun you at the same time.

Seriously, folks. Add some Mind Flayers to your campaigns, nothing is scarier than psychic damage when it comes to D&D, and when you make that damage come from a Large creature it’s just that much scarier because, well, hulk smash and all that.

Fensir Devourer

Fensirs are another Giantkin that stem from Trolls who accompanied Frost Giants in conquering the outdoor plane of Ysgard with the goal of winning Annam’s favor. There they found they could not die and would regenerate and this cycle of rebirth changed these Trolls into entirely different beings.

While I don’t necessarily see Fensir Devourers as an inherently terrifying monster, I do see them as an interesting monster, akin to a Stone Giant. Devourers are a rare type of Fensir that has lived on Ysgard for at least a thousand years and then rapidly grows to a height of 25 feet and is insatiable. Just based on that alone, I just see these as an option to add in a powerful monster that is also just really sad. It may lead the players to question how to handle it instead of simply killing it, and as I’ve said before, I always like adding moral quandaries into D&D campaigns.

At Challenge Rating 8, the one thing that really makes these scary monsters, even though they can do a solid amount of damage and are hard to hit with a 17 AC, is their Death Curse. The Death Curse has the possibility of stopping any short or long rests for 24 hours and 2d10 psychic damage every hour for the next 24 hours. After a fight with this, not being able to regain Hit Points outside of downing potions or wasting spells is at the least annoying and at worst, deadly.

Fire Hellion

A blend of Fire Giant and a devil, a match made in, well, The Nine Hells, I guess. It should come as no surprise that some Fire Giants would be interested in The Blood War, the everlasting conflict between demons and devils. The Fire Hellion is the outcome of this fascination.

Of the monsters in Bigby Presents: Glory of the Giants that are tied to the six main types of Giant, this is my absolute favorite. It’s a Giant turned Fiend and it looks rad as hell, like a miniature Balrog.

At Challenge Rating 11, the Fire Hellion has some really awesome abilities. Its main attack is a fiery morningstar that temporarily blocks HP recovery. It has an Infernal Orb, which would wreck a party of adventurers in an enclosed space. Best of all, its Soul Taker feature sends players who are reduced to 0 points straight to Avernus. Better get your party headed to The Nine Hells if they wish to save their friend’s soul.

Fomorian Noble

You really like the Giantkin monsters, you might be thinking. Guess what? You’re rightio. And guess what else? This is my favorite of them found here. Why? Well, because if you know anything about Fomorians it is that they are known as the nastiest, ugliest, most wicked of all the Giantkin as they and their fallen god Karontor were banished and they were cursed for attacking the Feywild.

However, these Nobles show us what Fomorians once looked like when they sat in the Ordning between Hill and Stone Giants. They are tall, lithe, angular-faced, almost beautiful like elves are meant to be. I’m glad they’re here merely for the chance to see them.

To be honest though, for a CR 15 creature, the stat block here is extremely boring. Crazy high health at 253 HP. A rod that does about 25 damage per hit. A couple of spells, none of which are much fun. And Beguiling Presence which is basically a Charm Spell. Boring for a fight, but the idea of bringing in these Nobles after the party has interacted with traditional Fomorians is intriguing, maybe having them try to re-enter the Ordning or something like that. All I’m saying is, I’m glad they’re here even though they’re boring.

Fomorian Warlock of the Dark

For as boring as the Nobles are, they had to immediately follow them up with these, which are just so not boring. These are the Fomorians who have been cursed and banished and are hideous and seen as evil. And yet, they strive to regain the arcane glory they had before, and through magical pacts are able to make that happen.

 
 

Much like the Death Giant Shrouded One, these have a rune that allows them to do powerful magic acts. At a Challenge Rating 12, they honestly seem like they could be a bit overpowered, especially since they come with three Legendary Resistances. Remember how the CR15 Nobles had attacks for about 25 HP, these have a greatclub attack that averages 26. They also have a hex that deals 27 damage and curses victims of the hex. They have an Eldritch Burst that does 32 damage. They have spellcasting. They have a Bonus Action that can blind you and a reaction that can poison you.

What I’m saying is these are badasses that have so much action economy that it makes the Nobles look like little weaklings and maybe my football coach was right to say, “No pain, no gain.”

Gargantua

In a world of Giants, the Gargantua stands out as a giant even to the Giants themselves. Born as any other Giant is, they grow out of control to a point where they are too large to exist amongst their own kind. Towering behemoths, over 40 feet tall, they often leave their societies to find areas where they can live, some in peace, some with a chip on their shoulder, angry with the world.

As always, if given the chance, I like taking monsters and making them not so monstrous. Gargantua are built for this type of encounter, a misunderstood, gentle giant who has never fit in. I like the idea of one of these accidentally destroying a large item, maybe a caravan, maybe a small house, and it’s being attacked and the players come in and have to save it and befriend it. That to me is more satisfying than making it evil and stomping around killing livestock, killing people, and the party has to go kill it.

I mean, it’s a CR 21 monster. By the time your players could ostensibly go up against it, they would be so powerful that it would be a rather mundane fight against something that likely doesn’t even really care to fight them. However, you send in a party of level 10 characters and let them save it, they now have themselves a powerful and loyal friend to join them when the campaign is coming to a close and they need all the help they can get. 388 Hit Points. A Hex that can Incapacitate. An ability to mimic spells cast on it. A Weird Aura that causes serious psychic damage and possibly frightens.

All of this will make this an awesome ally in the final battle if having a 40-foot-tall monster isn’t enough for you. Remember the Ents in The Return of the King? Well, here ya go.

Giant Goose

It’s a Giant Goose that lays one massive golden egg a year and the eggs hold trinkets. That’s it. You players are going to go and steal an egg from a goose and you’re going to put an important magic item in there for them. Normal geese are terrifying enough. Giant Goose is infinitely scarier. Its Thunderous Honk, something I never knew I needed, but love so much, can be heard within 300 feet and can deal out thunder damage and deafen players.

Bonus points for you if you somehow run a version of Untitled Goose Game starring a Giant Goose that is leaving a path of destruction through a small country village.

Grinning Cat

Hmm, wonder where they got the inspiration for this one? Maybe we should go ask Alice? I don’t really care though, I’m a big fan of the Cheshire Cat. And having a stat block to add him to my campaign is something I’m excited about. The Grinning Cat is a large Fey creature that is known to be mischievous.

Much like the Goose, it’s not going to be much of a monster you fight as opposed to a monster that just adds to the immersive feeling of the world. Have it trade some riddles, or knowledge with the players in an area using its Fade Away ability to weave in and out of sight, making sure to always bring that grinning smile back into view.

One interesting part of the cat is its whiskers allowing anyone holding one to cast Misty Step once. While your players could kill the cat and take 2d12 of these. I think it would be more fun for the cat to send them on a quick quest and in return it will award them a few of its whiskers. And who knows, maybe the Grinning Cat will be there in the endgame as well, fighting alongside a Gargantua, he’s only a CR 1, so maybe not, but it’s your world, it can be whatever you want.

Maw of Yeenoghu

If you’re familiar with the vast lore of Dungeons & Dragons then you would recognize that Yeenoghu is a demon lord of Gnolls aka the Beast of Butchery. And you may wonder what a god of canine humanoids has to do with Giants. Well, according to the book, Hill Giants, who are known for their endless desire to devour, can also attract the attention of Yeenoghu as he sees them as pawns in his plans.

Looking like a gruesome Gnoll and Giant hybrid, a maw of Yeenoghu is the perfect monster to send after your players to up the yuck factor in a campaign. Their jaws hang loose and wide, filled with rows of teeth that continually grow, coming in so quickly that they rip their own teeth out to relieve pain and to use as throwable weapons.

 
 

At Challenge Rating 10, a maw of Yeenoghu working alongside a warband of blood-hungry gnolls would be a terrifying mid-game threat, especially if you are running a campaign where Yeenoghu himself is either the BBEG or one where the Bloodwar plays part in the overarching story, bringing your players head to head with many Devils and Demons. Its abilities aren’t anything too excited bites, throwing fangs, a charge attack, and a rebuke. Nevertheless, the visceral and disgusting way that you could describe combat against this makes it a monster to keep in your mind as it would remain in your players’ minds for sessions to come.

Scions of Giants’ Gods

Now, I know I said I wouldn’t focus on any of this. But, as an added bonus here at the end, I just wanted to point out that they exist and that there are twelve of them that you could focus on using if you are doing a Giant-focused campaign. These are the Grandchildren of Annam, the All-Father, whom I wrote in-depth about in my post on Giant lore.

Ranging in Challenge Rating from Level 22 - 27, these are end-game monsters no matter which way you look at it. And, truly, if you’re looking for new, exciting monsters to throw at players who have played the game a long time and may know most of what’s out there, the Scion of Skoraeus or the Scion of Stronmaus are worth taking a look at. Another fun way to use them would be having the players travel around the world throughout the entire campaign trying to converse with these Scions and working to get them to join their side in bringing Annam back to the Material Plane, ending in an all-out war where you get to describe the players fighting alongside these Giant demigods.


In conclusion, the Bestiary of Bigby Presents: Glory of the Giants is a treasure trove of fresh, exciting monsters that can invigorate your campaigns. While the physical book might be a hefty investment, exploring the PDF version or seeking the stat blocks online is well worth it. These creatures offer a delightful twist to Giant-focused campaigns or arcs, injecting a breath of fresh air into your adventures.

Next up, we'll delve deep into the new backgrounds, subclasses, and feats introduced in Glory of the Giants. From Rune Carvers immersed in runecraft to a Barbarian path that channels the might of Giants, players are in for a treat with these incredible options.

Until then, Happy Adventuring!

A Guide to the Giant Lore in Glory of the Giants

My most recent post was a quick breakdown of the recently released Dungeons & Dragons sourcebook, Bigby Presents: Glory of the Giants. In that post, I focused on what was in the book with a promise of doing deeper dives into the five key takeaways I found worthwhile in the book. The first of those was the deep, and expansive lore of Giants and Giantkind that it offers, and in this post I’m going to be focusing on that lore and how to use it in your upcoming campaigns. So, without further adieu, let’s do a lore dump:


The Ordning

The book is presented as a history written by the iconic D&D Wizard Bigby along with inserts from the demigod who is revered by Giants, Diancastra. If you’ve never read anything about the Giants of Dungeons and Dragons, one of the key aspects to understand is that they are one of the oldest beings in the Forgotten Realms and that their progenitor, Annam possibly aided in creating the Inner Planes. Another main factor in the world of giants is known as The Ordning.

Giants are and have always been organized in a rigid social hierarchy. The Ordning dictates their roles, responsibilities, and status within giant society. The Ordning is based on strength and lineage, with the most powerful giants rising to the top of the hierarchy. As pointed out in the book and also in the Monster Manual, there are six main types of giants.

At the top of the Ordning are the Storm Giants, the most powerful and respected of all giants. They are followed (in order) by the Cloud Giants, Fire Giants, Frost Giants, Stone Giants, and Hill Giants. While each type of giant has its own unique strengths, weaknesses, and cultural traditions, none of them can break the order of the Ordning and their rank in life is dictated by the type of giant they are.


Gods of Giantkind

D&D is filled with tales of Gods and Goddesses of all kinds, and Giants have their own set of deities. The book focuses on eleven of these deities. I always find its good to have some idea of the Gods in any world that you can pull on as DM to add into your campaigns.

Annam:

Annam, The All-Father, progenitor of Giants in D&D.

Annam is, for all intents and purposes, one of the oldest and most powerful gods in the worlds of D&D. Some myths claim that he created the world, some that he took the shattered First World created by the Dragon deities Bahamut and Tiamat, and used them to create many worlds, and there are various other tellings.

The important part is to know he is the creator of Giants, the All-Father. And for some reason, likely because Giants didn’t live up to their potential due to in-fighting, he is believed to have nothing to do with the world of mortals. Because of this, few giants still worship him as he is seen as absent and uncaring.

The hook I’d take from this for a campaign is that he has been paying close attention and has just been biding his time for an unfathomably long time and for a good reason. What that reason is is for you as DM to decide.

Diancastra:

Annam’s youngest child, daughter to him, and a Giant mother, Diancastra has spent her existence trying to prove her place amongst the pantheon of Giant gods. Unlike many of these gods, who are renowned for their strength, she is seen as clever and brave. She is worshipped by many giants and non-giants who value strength of mind over brute strength.

I personally find Diancastra to be maybe the most intriguing god to include in your own game. Imagine a sort of secret underground Giant enclave that focuses on using trickery and cleverness to reclaim Giant heirlooms, with the ultimate goal of reaching Annam and bringing his focus back to the mortal world. Or, maybe they have come to reject The Ordning as it holds Giantkind back, and all types of Giants under Diancastra’s guidance are working in the shadows to overthrow other mortal kingdoms and take their place at the top of the hierarchy of this plane. A large cabal of all Giantkind as your BBEG would be pretty incredible.

Memnor:

To put it in simplest terms, Memnor is the villainous god of Giantkind. Much like Annam, he is ancient and the sagas are unsure if he is Annam’s son or brother. Either way, he is out to take the throne from Annam and to restore the Giants to their “rightful” place above all other mortals. He is manipulative and evil, and his worshippers are the same.

If you’re going to have Annam in the background of your campaign, it makes sense to have Memnor included as his foil. The book gives the perfect way to use Memnor by having his worshippers and priests secretly work against the other priests of Giantkind. Maybe the followers of Annam and Diancastra are working to bring all of the Giants together to create their own space to coexist peacefully amongst mortals, and the priests of Memnor are right there working in the background, bringing together a small army to lead the Giants to destroy other mortals and reclaim this world as theirs.

Stronmaus:

The oldest of Annam’s children, Stronmaus is seen as an optimistic, jovial god who loves life and has bountiful energy. This gets in the way of recognizing the foolhardiness and vileness of the other gods. When his father withdrew from the affairs of mortals, Stronmaus stepped up and took his place, but it hasn’t gone as he expected and he is frustrated by the experience.

This is the last Giant god I will go into detail on and that is because I like the idea of putting Stronmaus and his priests in charge, but they aren’t taken seriously by the other gods or their worshippers. As the others work behind his back, scheming at whatever you think up, he plays the role of an optimistic buffoon, but in reality, he is working his own plans to stop them in their tracks. Maybe this moment is what Annam has been waiting for, watching his eldest child finally step into the role fully and wholeheartedly and finally bring back the glory of the Giants.

The Others:

The book offers similar info on the others, all of it useful, but these were the ones that stood out to me. You could have fun with the rivalrous brotherhood of Thrym and Surtur. You could focus on an area in your world where Goliaths and/or Firbolgs live and worship Hiatea. Or you could have a Cult of Karontor, the wicked god whom Annam banished to the Underdark. There is much that can be done with any of the gods in this book, as always with being a Dungeon Master, all it takes is a bit of imagination and a vision for the campaign you want to run.

The Six Main Types of Giant:

As stated above, within the rigid hierarchy of the Ordning, six main types of Giants stand out. Let’s take a look at each of these.

A powerful Storm Giant moves through the halls of her castle at the bottom of the sea.

Storm Giants:

Reigning supreme at the pinnacle of the Ordning are the Storm Giants, the embodiment of raw power and elemental fury. Storm Giants can live for upwards of 600 years and in that time they will generally stay relatively to completely solitary. They also are the most kind and wise of the Giants and will stay so unless provoked, at which point their fury is boundless and destructive.

They spend the majority of their long lives watching for omens and signs of Annam’s return, wishing for nothing more than to restore the glory of the ancient days of the glorious Giant empires. Because of these centuries of watching, they are fonts of knowledge and can also foretell coming calamities, and, if adventurers are respectful, the Storm Giants may share their knowledge and aid in saving the mortal world.

Their massive castles can be found unimaginably high above the surface, or in the deepest depths of the sea. The only common point is they are far from civilization and nigh impossible to reach. Though they sit at the top of the Ordning they have no interest in where they rank within the hierarchy. They mostly stay out of the squabbling of other Giantkind unless there is a major, possibly world-shattering event occurring or on the horizon.

There is, however, one type of Storm Giant that breaks all the rules of their kind. These are known as Tempest Callers, I will share more about them in the follow-up post about Monsters in Glory of the Giants.

Cloud Giants:

The second most powerful in The Ordning, Cloud Giants can live to 400 years of age. They can dwell in ethereal cities suspended among the clouds, or in castles on the highest peaks. While Storm Giants are distant and detached, Cloud Giants sit proudly over their Giantkin and other mortals, and many of them actually see themselves as the most powerful and highest status of all Giants. Because of this they often are known to make other, lower Giants, work for them, and more-or-less worship them.

Their main focus in life is on amassing and holding onto wealth and power. But, the wealth they acquire must be more than gold, they are not dragons sitting on a horde, they seek extravagant and beautiful items which they use to show off their wealth. They wish to own things that gold can buy, but also that which cannot be bought. Because of this, they are known for making great and unimaginable wagers against one another in order to rise in the ranks of their society. This gambling is taken to a new level with one of the new monsters in the book, the Destiny Gambler, another monster I will focus on in the upcoming post.

Fire Giants:

Fiery tempers and a penchant for forging fiery weapons characterize the fire giants, denizens of volcanic lairs, and molten forge-halls. Their mastery of fire and metalworking has earned them a reputation as formidable warriors and artisans. If Cloud Giants build clout amongst their ranks with wealth and luxury, Fire Giants do so by becoming master crafters.

Next to craftsmanship, Fire Giants see martial prowess as a skill of great importance. They put their expertly-crafted weapons and armor to use in waging wars and while they may be seen as brutish warriors, they are much more and will use their time-tested battle tactics (they can live up to 350 years) to destroy the most powerful of armies. Once this destruction has occurred they will take the surviving members of the enemy army and turn them into serfs, working their mines, farms, and fields for the rest of their lives.

Because of their crafting abilities and lower rung in The Ordning, they are often exploited by Cloud Giants to craft wondrous items to show off their wealth and power over lower Giants.

Frost Giants:

If Fire Giants are masters of fires and forges, Frost Giants are masters of frigid wastes and ferocity. Frost giants thrive in the harsh environments of icy mountains and glaciers. Their bodies are toughened by the cold, and their formidable endurance allows them to withstand the harshest conditions.

The easiest way to think of Frost Giants is to imagine Giant Vikings, at least the typical view of Vikings. They respect and care for nothing more than brute strength, the ranking of a Frost Giant amongst its people is based purely on how powerful and ferocious it is. Unlike their fiery brethren, they have no purpose for crafting anything on their own and merely pillage weapons clothing, armor, food, and whatever else is left from those whom they battle against. Their greatest foes are Dragons and the highest-ranking amongst them will have killed a Dragon and stolen its scales to create plate armor and their teeth and claws to create weaponry.

Along with killing and pillaging, Frost Giants are adept at navigating treacherous terrains, and their knowledge of the frozen realms is unmatched, because of this they are skilled hunters and their diet consists of freshly killed animals amongst the expansive, icy tundras they call home.

Stone Giants:

Carving their homes from solid rock, stone giants are the embodiment of ancient strength and resilience. Their bodies are as hard as stone, and their connection to the earth grants them an uncanny understanding of its secrets. Stone giants are guardians of tradition, keepers of ancient lore, and their patience and wisdom are highly valued among their kin.

Stone Giants most resemble Storm Giants in their demeanor and are likely to live in quiet solitude amongst the far-off reaches of the rocky wilderness. The longest-lived of all Giants at up to 800 years, they are private and peaceful and care mostly about creating art in their secluded caves. Outside of art and artistry, the only other activity they hold in high esteem is rock throwing, which is their main defense against outside attacks.

Possibly the most intriguing bit of Stone Giant lore that is only found amongst them is that they view anything that happens outside of their own inner sanctums, their underground homes, as taking part in a sort of dream world. Because of this, they can be seen as evil or violent, when in reality their actions out in the open are seen as inconsequential to them, not real in any way.

One thing Glory of the Giants adds to Stone Giant lore is their penchant for rune carving. This could be used as a backstory tool if you have a player who chooses to take the new background found in the book, The Rune Carver, which I will be covering in a later post about the new PC options.

Hill Giants:

If you have a Giant in your mind, especially if you haven’t played much D&D, Hill Giants are likely what you’re envisioning. The most common and widespread of the giants, hill giants dwell in the foothills and mountainous regions. Their stature is shorter than their kin, but they still command respect and fear due to their brute strength and territorial nature. Put simply, Hill Giants are big, dumb, lazy, bullies.

They’re literally too stupid to realize that there even is an Ordning, but they fall into it because they see size as power. Because of this, they will unapologetically attack any smaller creature that crosses their path because it is weak and they are hungry. This is an important aspect to Hill Giants. They are always hungry. If they enter a village or a farm they will kill and eat everything that they can get their hands on.

Because of their idiocy and rage, there is also a good chance that Hill Giants will fight with one another and may likely kill each other in the ensuing battle over any perceived slight. They may be smaller and weaker than any other type of Giant, but they are formidable foes because of their chaotic evil nature and the fact that there is little chance of talking them out of an all-out fight to the death.

Giant Organizations:

The last bit of lore I found interesting and worth noting from Bigby Presents: Glory of the Giants, was the section on Giant Organizations. I found that these offered a unique way to bring Giants into a campaign other than the typical ways of coming across some Hill Giants fighting or going on a fetch quest for a Cloud Giant.

The section starts by saying, “Many giants are oriented to small family groups or particular interests of their kind. However, some organizations unite giants across the divides of the Ordning…” The section then offers up three organizations with adventure hooks included, and I think it is worthwhile to look at the groups known as the Hidden Rune, the Stewards of the Eternal Throne, and the Worldroot Circle.

Hidden Rune:

Basically, the Hidden Rune is a group of Giant scholars focused on collecting and preserving all of the knowledge of Giants in order to aid future Giant civilizations when they finally return to their former position of power over the Material Plane. It is said they have members on all worlds of the Material Plane searching for and documenting all of Giant civilization’s history.

They have an archive hidden on the Elemental Plane of Earth where they are working to piece together a complete history of Giants. They view this pursuit as a pure act of preservation of the past in order to help the Giants of the future.

The book, in a side note, also hints that the name Hidden Rune comes from a myth of a powerful rune created by Annam that was hidden when the ancient Giant empires fell. They believe if they can find this Hidden Rune, they can help restore themselves to their former stations of power.

Stewards of the Eternal Throne:

The lore in the book continually points out that at some point in time in ancient history, the Giants were a massive, powerful empire that spanned across the multiverse with Annam leading them all, and that something, which differs wildly, caused this empire to decline and eventually fall. This is the point in history when Annam abandoned his people and went into seclusion.

The Stewards of the Eternal Throne believe the Giants of this ancient empire failed in their responsibilities. They believe it was the Giants’ job to guide the lesser peoples of these ancient worlds towards wisdom and prosperity, but instead, they dominated these people, subjugated them, exploited resources, and were vile rulers. Because of these actions, Annam destroyed this empire, cast them out of their places of power, and retreated from the Material Plane. It is their job to atone for the acts of the Giants of the past and regain Annam’s favor.

They are a knightly order that is spread across the entire Material Plane. They swear an oath to uphold fundamental tenets of Stewardship, Protection, Education, and Peace. The Stewards are made up of all types of Giants and Giantkin, but they also work with all other peoples across their respective worlds including humanoids, but also ancient and powerful beings like Dragon, and even the Gods of revered by other folk.

Worldroot Circle:

The Worldroot Circle is essentially a group of Giant druids, for ease of understanding. This section of the book says, “A saga chanted among the giants of the Worldroot Circle describes a great tree that grew on the First World at the dawn of time. Planted and tended by the god Corellon, this tree was a seedling of the mighty Yggdrasil, the World Tree that connects all of the Outer Planes. When the First World was destroyed, seeds from this great tree scattered into the void of the Material Plane.”

It goes on to explain how Annam collected and took care of these seeds until each of them grew into the worlds that make up the Material Plane.

Those members of the Worldroot Circle see themselves as the gardeners left on these worlds and entrusted with taking care of the worlds Annam made. Whether its an actual tree or some geographical feature they believe to be the root of the world, they strive to take care of it. They gather at these points and perform rites to take care of and nurture their respective worlds, while at the same time creating a connection to the members of other worlds. They work together to create balance and harmony across The Material Plane.

While this is just a bit of the lore offered within Bigby Presents: Glory of the Giants, I think there is a lot here that you as a Dungeon Master can take and integrate into your world and campaign. As long as Giants have been a part of D&D, they often seem to be overshadowed by some of the other bigger monsters out there, but there is an awesome bit of backstory and history to use here, especially with these new organizations included.

I personally, would love to run a campaign where all three organizations are running at once, and slowly they weave together to bring Annam back and return peace and prosperity to Giants. Maybe even crafting a new world that is home to all Giantkind. Feel free to use that, or use anything you like here.

Up next I’ll be focusing on some awesome and terrifying new monsters that Glory of the Giants offers to throw into your upcoming sessions.

Using Bigby Presents: Glory of the Giants to Enhance Your Campaigns

It’s been a few months since Wizards of the Coast released Bigby Presents: Glory of the Giants. As a big fan of those big guys, the Giants, I had the book on pre-order and had planned on writing a review not long after I received it. However, its release was marred by its controversial inclusion of AI-generated art, surprisingly short length (192 pages), high price tag ($70?!), and more. These controversies made it challenging to focus on the book's content and provide an objective review, so I decided to give it some space to breathe and come back to it at a later date.

Months later, I’ve taken the time to thoroughly give it a read and I think the better path to take is to focus on what is in there that will be useful for you Dungeon Masters (DMs) out there who want to effectively and creatively use Giants in your upcoming sessions and campaigns. There is a lot to cover here, so to make it a bit more digestible, I am going to post it as a series of shorter blogs covering each section of what I include below. Let’s take one giant leap into the world of Giants.


What’s in the Book?

The Hill Giant from the First Edition Monster Manual.

Lotsa Lore:

Giants have long held a position of awe and reverence in the world of Dungeons and Dragons, in fact they’re one of the monsters that has been found in the game since it released in 1974. In those years there have been various iterations of their long and deep history for Dungeon Masters to pull from. However, Bigby Presents: Glory of the Giants offers the most in-depth and complete version of this and will give you so much to work with when adding them into your game. The book traces the giants' origins from primordial chaos to their current place in the world, detailing their interactions with other races and their role in shaping the Forgotten Realms.

These towering figures command respect and embody the power of nature itself. Within the pages of Glory of the Giants you’ll find a treasure trove of information on these formidable creatures with a comprehensive guide that unveils their history, culture, and societal structures.

That is the biggest and greatest aspect of this book, its lore. It gives a near full Saga on the Giants and their brethren throughout the history of The Forgotten Realms and it does so with a focus on being able to introduce the lore into your adventures.

Not only does it offer a crash course on the annals of giant history, tracing their origins from the primordial chaos to their current place in the world, the book also meticulously explores the diverse types of giants, from the formidable cloud giants to the enigmatic storm giants, each with their unique traits, customs, and motivations. This detailed exploration allows DMs to craft compelling storylines that weave giants seamlessly into the fabric of their campaigns. In this recent post, I’ve explored this lore and offered a few ways I think it could be used in your campaigns.

New Monsters!:

While they don’t have to be monsters, the simple fact is to most anybody, even in a fantasy realm, a Giant would be a terrifying figure to come across. The book offers up 71 new monsters, which is a massive amount of new baddies for such a short sourcebook. I already covered one of my favorites, a Barrowghast, in my post on Terrifying Monsters for a Horror Campaign. However, there are countless types of monsters found in here including gargantuas, magic-using Giants, cultists, Scions of Giants’ Gods (my faves)r and even dinosaurs. In my post on monsters I’ve included my favorite ones found in Bigby Presents: Glory of the Giants and offered some ways that I might use them in my own campaigns, feel free to take them for your own. As I’ve said before, one of the best ways to make DMing easier is to take ideas and use them in your own campaigns.

Backgrounds, Subclasses, and Feats, oh my!:

Are you a player, or do you have a player in your game who is going through the character creation stage (if they are, you might send them here for some tips wink) who wants their character tied to Giants? Good news: Glory of the Giants offers up quite a few new ways to make this dream come true. If you’re planning on playing one of the physically largest D&D classes out there, Barbarians, there’s a new Giant subclass for you. If you want the backstory of your character tied to Giants, there are two options for backgrounds to choose from. And finally, there are some new feats your characters can take that tie them to the world of Giants. All of these additions are great additions to the ever-growing option list for players looking to branch out and play something a little off-the-wall.

A Giant’s Share of Items:

You can never have enough fun items to add into your bag of holding or onto the shelves of the merchants around your world, and there are 30 new magic items to choose from within the pages of Bigby Presents: Glory of the Giants. It’s never a bad idea to drop some unique items around your world to simply make it feel bigger and more lived in, so I’ll share some of my favorites here for you to add into your games.

Giant Enclaves and Assorted Tables:

So, this is one of my only real gripes with the book and its that there are just sooooo many pages of tables. For some DMs that may be exactly what they’re looking for. For me, I find tables to be mind-numbingly boring and while they may spark creativity, I find them to be akin to casting Bane on the creative mind. There are also mini maps with adventures sprinkled in that take up a decent portion of the book. I will include the ones that stood out, but truly I found it a slog trying to get through most of this stuff, so I’ll save them for the last post.


Those are the five main takeaways from Bigby Presents: Glory of the Giants. As I said above, I will be releasing a breakdown of each of these sections as its own blog post to give you a chance to break up the readings and to easily focus on the aspects that most interest you for your own campaigns.

Let me know in the comments or by emailing me at Cavan@TheNewDm.com to let me know if you prefer this approach over long-form posts.

Until then, Happy Adventuring!

A Guide to Travel and Survival Encounters in D&D

What’s that old adage? Life is about the journey, not the destination. Well, the same can be said about your Dungeons & Dragons campaign. And no situation in the game makes that more abundantly clear than when your players are on the road between one city, village, or town to the next.

Unlike our roadtrips in cars, munching on snackies, sippin’ on soadies, listening to our favorite tunes or podcasts for a few hours between cities, or states, or countries (lookin’ at you Europe), travel in most D&D campaigns is often filled with dangerous or even deadly perils and countless surprises. Whether traversing treacherous mountains, dense forests, or arid deserts, the path to adventure is rarely smooth.

Because of this, travel and survival encounters provide a wealth of opportunities to engage players, test their skills, and immerse them in the world you've crafted. They can also feel a bit daunting as a Dungeon Master as you try to balance encounter types, roleplaying opportunities, exploration prompts, and unique mechanics, all while pushing the narrative forward and tying it all to the overarching campaign. But, with the right approach, they can become some of the most memorable and rewarding experiences for players.

While we’ve already covered creating unforgettable encounters as a whole; in this guide, we'll delve into the art of crafting compelling travel and survival encounters and adventures, equipping you with the tools and techniques to make your sojourns into the wild a ride to remember.


The Importance of Travel and Survival Encounters:

It can be easy to skip past travel scenes and simply use a paragraph or two of dialogue to describe how your party got from one place to the next. In my opinion, that’s a mistake. Incorporating travel and survival elements into your campaigns can significantly enhance the overall experience. These encounters serve several crucial purposes:

Break Up Monotony: Travel and survival encounters provide a welcome change of pace. While exploring cities and towns and interacting with the denizens of these areas is always important, and where the bulk of your campaign will typically take place, there is a whole world out there to explore. It allows for more diversity in the types of encounters and adventures you can throw at your players and also allows for you to make this world you’re creating feel more lived in, vibrant, and visceral.

Highlight Character Skills: These encounters bring in many of your players typically less-used skills such as Survival, Nature, and Animal Handling, encouraging creative problem-solving and forward thinking. With this it can really allow those high -Wisdom characters to shine, like Druids and Rangers.

Immerse Players in the World: Exploration becomes the key ingredient during these adventures, which give you as a DM the chance to let all that good lore take center stage. Be thinking about the places your characters will be able to explore and the beings they can meet that will give hints to the world at large its history. Use this time to foster a deeper connection to the game world.

Encourage Banter: They’re on the road, spending days on end with few other people, make them talk. Get them to engage with one another and connect. Get them to share backstories and memories. There is no better chance to bring your characters together and get them to know one another than when they’re traveling, stopping in inns and taverns, or sitting around a fire at a campsite. Play these scenes out. It may be a bit uncomfortable at first for those who aren’t used to roleplay, but if they open up, it can lead your campaign to places it hasn’t been before.

Crafting Memorable Travel and Survival Encounters

While these adventures are important, the only way they work is if you take the time to craft them in creative and thoughtful ways. To create truly memorable travel and survival encounters, consider these key elements:

Vary the Encounters: Avoid repetition by incorporating a diverse range of challenges. Travel shouldn’t just be, wake up, hit the road, reach next destination, small encounter at new destination, rinse, repeat. Each day of travel should have a mix of encounters such as navigating treacherous terrain, encountering hostile wildlife, or facing unexpected weather conditions.

Encounter types:

  • Dangerous Terrain

The terrain through which your adventurers journey plays a crucial role in shaping their travel experience. Whether they're traversing tangled forests, navigating unyielding mountains, or braving vast, scorched deserts, the environment should present unique challenges and opportunities. This should include things like incorporating difficult terrain, levels of exhaustion from exposure, and routine navigation checks to avoid getting lost.

  • Weather Hazards

Along with terrain, weather can add an extra layer of unpredictability and excitement to your encounters. A sudden downpour can turn a simple path into a treacherous obstacle course, a blinding hot sun can lead to dehydration and exhaustion, an avalanche can lead to a deadly race to free trapped members from their icy tombs.

  • Skill Challenges

Throwing various skill challenges at players will test their abilities and force them to use teamwork to overcome obstacles. These can be as simple as foraging for food in a barren wasteland or tracking animal footprints to find a water source in a desert to navigating a climbing expedition up the side of a cliff or dashing to safety through a collapsing cave. These will allow different players to take the lead using their best skills.

  • Environmental Puzzles

While I strongly suggest using puzzles infrequently, as they can be tough to incorporate in a way that is satisfying and often end up becoming frustrating for players. Environmental puzzles can integrate seamlessly into your travel encounters, challenging your players to use their wit and problem-solving skills. A hidden cave entrance that can only be seen by ingesting mind-altering mushrooms, an ancient artifact that can only be grasped once the players have crafted and ingested a potion using ingredients found in various parts of the woods, or something as straightforward as a cryptic riddle could all serve as compelling puzzles.

  • Traps and Hazards

Your players are walking through a forest when fhwip one of them falls through what looked like fallen leaves and sticks into a hidden pit. They’re trudging through a desert and glrrp their feet start sinking as they fight to free themselves from quicksand. They’re navigating a narrow mountain pass, all tethered together when slllp one of them loses their footing on some loose rocks, falling over the side, dangling from the ropes, moments away from death. Utilizing traps and hazards that fit the environment can add an element of danger and excitement to your encounters, and can also lead players to possibly wanting to roll perception checks too often, so use them sparingly.

  • Social Encounters

Just like everywhere in your world, your players should be running into memorable NPCs while on the road. While the most obvious ones will be innkeepers, traveling merchants, and hostile bandits, make sure and think about more unique options like guides to aid in traversing dangerous environments, awakened animals to offer information about a certain area, or possibly gods or goddesses of the wilds.

  • Resource Management

Part of travel and survival is making sure you are smart with the supplies you have on hand. In harsh environments, your players may need to manage their resources carefully, such as food, water, and ammunition. This not only adds a layer of realism and challenge to your survival encounters, but also a chance for some downtime activities to add in such as hunting, fishing, foraging, or crafting ammunition.

  • Long-Term Effects

This is one more way to add some realism into this type of adventure, make the consequences of travel and survival extend beyond the immediate challenge. As your players brave the wilds and the forces of nature, there will be chances for injuries, diseases, exhaustion, and more. While D&D has plenty of spells and potions to counteract some of these things, during grueling travel sequences maybe these setbacks are longer lasting than usual. A lack of good rest can easily begin to hinder physical and magical abilities while resources will start to dwindle leading players to tough choices.

  • Random Encounters

While random encounter tables are something I typically steer clear of as I like each piece of my campaign to build toward the meta-narrative. I do find that random encounter tables can be useful while doing travel and survival adventures. While there are literally thousands of these o be found all over the internet and in most sourcebooks, I personally like to scour a handful or more and think of ways to tailor them to the campaign I’m running. Instead of having a group of Gnolls attack your players, instead they simply hunt them and using barks and howls push them toward a bigger threat or an area where your players will find some of the main lore necessary for the upcoming arc of your campaign. Your players come across a person stuck in a trap. They were traveling through the area with a guide and they were attacked by (insert monsters), the guide was taken prisoner. If your players follow this they get some lore, an added companion, and ostensibly, a guide. You can use random encounters, just make sure they count.

Tailor Encounters to the Characters: While using a good blend of any of the various encounter types above is a surefire way to make sure the adventure stays exciting and engaging. Make sure you consider the strengths and weaknesses of your players' characters when designing encounters. This ensures that the challenges are intriguing for all of the players and appropriate for their skill levels.

Reward Clever Play: Along these same lines, make sure that you recognize when your players rise to the challenge in ways that you maybe never even imagined. If your players are using their skills and abilities in innovative ways reward that behavior which will encourage more creative problem-solving from everyone at the table.

Tips for Managing Travel and Survival Encounters

Even if you’ve been DMing for a while now, this type of adventure offers its own set of unique problems. Unless you are set to run a pure sandbox campaign there are some things to take into account to make sure, while you’re not railroading, you don’t stray too far from the tracks.

Set Clear Goals: This is important in most any encounter, but it is overly important when traveling. If you are one of the best DMs in the world, you may be able to run an open-world RPG. But, it is no easy task. When you are describing the situation at hand to the players, clearly define the objectives of each encounter. Whether it's reaching a specific destination, overcoming an obstacle, or gathering resources, if they know what it is they are supposed to do they will likely not stray too far from the path that you have written in your notes and swimming around in your noodle.

Pace the Encounters: Balance the pace of travel to make sure that players don’t get overwhelmed, or use up all of their resources. Make sure that they have a nights rest every session or two, even if it is a poor night of rest because of the hazards you are throwing at them. While it can be fun to add some realism into the campaign, nothing is more boring, especially for magic users, than playing multiple sessions with nothing but cantrips. Remember, even when the going gets tough for the party, the whole point of this is to have fun.

Tie It to the Story: Sure, you may not be running into the BBEG on the road or in the woods and there may not be major points of intrigue pushing the overarching plot forward, make sure not to lose the meta-narrative during the in-between times. This is why dropping lore and adding in interesting locations and NPCs is so important when running this style of adventure. In most table settings, if you’re not continuing to build toward the main storyline, players will get bored and even more likely, will lose the plot.

That’s it. We’ve come to the end of the road. Travel and survival encounters are an invaluable tool for Dungeon Masters and can add so much depth and variety to your campaign. By incorporating these encounters purposefully and thoughtfully into your D&D campaigns, you can take what could be a cut scene and turn it into some of the most memorable and challenging parts of your time at the table. Happy adventuring!

D&D 5e: A Beginner's Guide

For decades, Dungeons and Dragons was seen by much of the public as a niche game that found its home in the hearts of school-age outcasts as a way to spend (or waste) their time playing in fantastical worlds as a distraction from the real world around them. It was even seen, for a longer time than seems possible, as a gateway into Satanism during the height of the Satanic Panic.

However, in the past decade, D&D has fully entered the cultural zeitgeist and has become a mainstream form of entertainment in the age of Stranger Things and the ever-increasing popularity of Critical Role and other Actual Play Podcasts. There are more people playing the game than ever before as it has climbed out of the basement and into the broad daylight of kitchens, dens, breweries, and computer screens. And with more people means there are new players and New DMs (*wink*) every day.

So, I figured if you’re here and you’re new to this hobby, I’d give you a complete beginner’s rundown of Dungeons and Dragons. Take a moment to grab your sword and spell book and let's dive into this dungeon.


What is Dungeons & Dragons?

Dungeons & Dragons (D&D) is a tabletop roleplaying game (TTRPG) originally created by Gary Gygax and Dave Arneson in 1974. D&D was inspired by wargames and miniature wargaming, however, Gygax and Arneson wanted to create a game that would allow players to experience the thrills of wargaming without having to use miniatures or maps.

While the game was initially slow to gain popularity, it eventually became a huge success, becoming the most popular TTRPG in the world in the ‘80s. D&D has been revised and updated several times over the years. Its popularity has waxed and waned over the years and systems. The current edition of the game is D&D 5th Edition, which was published in 2014 and there is no doubt that it is more popular than ever right now, which is likely thanks to 5e’s simplified system as well as the ease which the internet has added into finding groups and playing virtually.

Now, you may be asking, since I’ve said it multiple times here:

What’s a TTRPG?

A tabletop roleplaying game is a game where players (typically) create their own characters and go on adventures together (or sometimes solo). These characters made by the players are known, unimaginatively, as Player Characters (PCs).

The game is led by a Dungeon Master (DM) – or Game Master (GM) if it is any system other than D&D – who is responsible for creating the adventure and controlling the non-player characters (NPCs). TTRPGs can be played by any number of players, but generally, it is a group of four to six, where the players control their PCs and navigate the adventure the DM has put together (aka a Session). Over many sessions, players can explore the world, fight monsters, solve puzzles, interact with NPCs, and much more, to create a cohesive and collaborative story known as a Campaign.

While D&D is a TTRPG with core rule books, canon monsters and classes, and pre-built worlds, what it really is, at its core, is a collaborative storytelling experience where the DM and players work together to create a story. The DM creates the setting, the NPCs, and the challenges that the players face. The players then use their imaginations to decide how their characters react to these challenges and, in many situations, go to places the DM never imagined.

The stories that are created in D&D can be anything from epic quests to lighthearted adventures. They can be serious or silly, dark or delightful, but generally, they are a mix of everything, as is the way with life. The possibilities are endless.

How do I get started?

Now that you have a basic understanding of what Dungeons and Dragons is, let’s look at how to dive into the world and embark on your first adventure.

1. Gather Your Party: As much as many of us introverts wish it wasn’t so, there’s no playing D&D without first getting a group together. The easiest way to do this is to convince your friends to join you on this quest, for some people that will be easy, especially if your friends already show an interest in gaming. However, that isn’t always the case. That’s when you have to branch out.

Find a local game store, pub, or even library hosting D&D nights. Search online platforms like Roll20 and Discord for virtual gaming spaces. Join a game over on RPG Club with a professional DM and a group that will likely never miss a session since it is a paid service. Or, do what I did, and head over to Looking For Group on Reddit, you can either post what you’re looking for or scour the thousands of posts looking for a group that matches what you want (just remember to play it safe when meeting strangers, pick a public space to at least start out at).

2. Choose Your Edition: As I pointed out above, D&D has been around for a long time with many iterations. There are people who swear by each and every one (especially 3.5) for any number of reasons. I personally would suggest starting out with the 5th Edition for its accessibility and player-friendly mechanics. However, you can choose any edition that interests you with the caveat of finding the rulebooks for each.

3. Designate the DM: Without a Dungeon Master there is no Dungeons & Dragons. One person in the group is going to have to rise to the occasion and dawn the cowl of DM. If no one is stepping up, there is no better person than yourself to take the helm.

It may seem daunting to be a DM, and I won’t lie, there are times that it is, but it is also an incredibly rewarding experience and in my time being a DM I have learned more about D&D than I ever did as a player, which, in turn, has made me a better player when I do get the (rare) chance.

If the thought makes you too nervous, that is where the online D&D spaces really shine. There are countless people online who are experienced (and New) DMs who are looking to get a consistent game going.

If you do step into the DM seat, might I suggest giving my DMing Basics Guide a read?

4. Learn the Basics: In order to play D&D you have to have at least a passing knowledge of the rules of the game. The best way to learn these is to get three books: The Player’s Handbook (PHB), The Dungeon Master’s Guide (DMG), and the Monster Manual (MM). In my opinion, that is their order of importance for reading, though they all are necessary to read if you plan on playing long term.

However, as I wrote in my post about Everything You Need to Start Playing D&D, you don’t even have to purchase the books to play, you can get the free PDF of the Basic Rules from D&D Beyond. Familiarize yourself with the core rules, especially combat, skills, and character abilities. Don't worry too much though; you'll learn as you play!

5. Get The Essentials: As you learned in the history of D&D, the game was made to be able to play with almost nothing. Now, if you’ve looked into it at all, I’m sure you’ve seen all the stuff people get to make their games as visually stunning and dynamic as possible.

But, you don’t need all that. Get a basic set of polyhedral dice (d4, d6, d8, d10, d12, d20) which can be found at your local game store or online for less than $10, a pencil, an eraser, some paper, and some character sheets (which can be downloaded for free). That’s it. Everything else is frills.

6. Choose Your Adventure: Whoever takes on the role of DM will have to come up with the adventure that you will be running. While I highly suggest building your own world and own adventure (let that creativity shine), there are countless places out there to get pre-made adventure modules. These can be perfect for a New DM who is still learning the ins and outs of the game. Sign up on D&D Beyond and you get the fantastic Lost Mine of Phandelver adventure to run for your group. Or check out Dungeon Master’s Guild where there are countless free or inexpensive adventures like the ones I recently wrote about.

7. Create Your Character: While the DM is focused on the adventure, the players should be busy creating their PCs. Dig through the Player’s Handbook and let your creativity run wild! Choose a race (elf, dwarf, human, etc.), a class (wizard, rogue, warrior, etc.), and a background to define your character's story.

If it is your first time playing, I highly suggest going with a more basic build and not branching out too far as some of the more out-there builds, while incredibly fun, can be daunting and you have a better chance of misusing or completely missing your abilities. Prior to building a character, I also highly suggest checking out my guide to Creating Unforgettable Characters.

How do I Play?

You’re all set to play. Now what? Well, first you’re going to have a Session Zero.

What’s a Session Zero? As I put it in my post about How to Run a Successful Session Zero, “A Session Zero is an initial meeting before a campaign begins where the Dungeon Master and players gather to collaboratively set expectations, discuss campaign themes, establish character connections, introduce safety tools, and outline rules. It's also a great time to build excitement and camaraderie among the players, especially if you’re bringing together a group who maybe doesn’t know each other that well.” And I stand by that definition.

Now it’s time for Session One. Going into your first session will be a moment filled with excitement and probably some nervousness. Don’t be too worried, you’ve prepped yourself for it, plus, everyone should know it’s your first time, and if they’ve done it before they know how you’re feeling and should be willing to help.

However, here’s the most basic way to remember how to play the game if you get overwhelmed. Remember that dance game that was the bee’s knees in the early aughts, Dance Dance Revolution, aka DDR? Well, DDR in D&D is how the game is played Describe, Decide, Roll.

  • Describe: The DM describes a situation or scenario that prompts the players into action.

  • Decide: The players decide what actions they will take.

  • Roll: If any of the players’ actions require a roll, the necessary dice are rolled. The outcomes of these dice rolls are then described by the DM. Rinse and repeat.

It really is as simple as that. You could stop reading here, go and do the steps above, and start playing D&D. However, this is a guide for complete beginners, so if you want a bit more continue down below. If not, happy adventures!


While it is that simple. When it comes to the rules, there are some that are the most important to know in order to play. The rest you’ll get better at remembering over time. However, before I jump into the must-remembers, I want to share a little common D&D lingo that will help you read not only this guide, but others you check out. Plus, you’ll be using these shortened terms at the table in no time.

I’ve already started you off with DM (Dungeon Master), PC (Player Character), NPC (Non-player character), and TTRPG (Tabletop Roleplaying Game). Here are a few more:

D(X): X-sided Dice. If you are rolling a d20, that is a 20-sided die. D6 is a standard 6-sided die.

AC: Armor Class. This is a measure of how difficult it is to hit a character with an attack.

HP: Hit Points. This is a measure of a character's health.

XP: Experience Points. Points earned by characters for defeating enemies and completing quests which are used to level up.

Crit/Nat20: Critical Hit/ Natural 20. Rolling a 20 on a d20 for success.

Crit Fail/Nat 1: Critical Fail/ Natural 1. Rolling a 1 on a d20 for failure.

BBEG: Big Bad Evil Guy. This is the main villain. You’ll typically have smaller ones for each adventure and then a bigger one for the campaign.

Session: Each time you and your group get together and progress the story.

Adventure: An arc of the story you are creating at the table. An adventure can last many sessions, and you will have many adventures in your campaign.

Campaign: The entirety of your story. All of your sessions and all of your adventures are adding up to your campaign.

Homebrew: Custom content created by players or DMs, expanding beyond the official rulebooks.

TPK: Total Party Kill. A situation where the entire player party is defeated.

RAW: Rules as Written. This refers to following the game rules strictly as written in the official materials.

Railroading: When the DM forces players into a specific storyline or limits their choices. You don’t want to railroad (too much).

Metagaming: Using knowledge from outside the game to make decisions within the game. For example, a player might metagame by refusing to interact with a certain NPC because they know that the NPC is a traitor, or even worse, knowing a monster's weaknesses because you’ve read the Monster Manual and allowing your character to have that knowledge even if they wouldn’t. Metagaming can ruin the immersive experience of D&D, try your best not to do it.

Party: Let’s end on a fun one. Your party is the group you’re playing with. Make sure you have fun with your party.

Main rules to remember:

  • Initiative

When you enter combat the DM will say something along the lines of, “Everybody, roll initiative.” This will determine the order in which combat will play out. Everyone in the combat, including NPCs, will roll a d20, and combat will start with whoever has the highest roll + dexterity modifier, go down in order until the last person has gone, and then return to the top of the roll order.

  • Action Economy

The key to making the most of your character is knowing their action economy, meaning all of the actions you are allowed to take in a single turn. In D&D, each turn in an encounter takes up six seconds of in-game time. In those six seconds, you can do many things, but the most basic breakdown is Movement (M), Interaction (I), Action (A), Bonus Action (BA), and Reaction (R).

Movement: You can move a distance equal to your speed. This can be broken up into Move, (I, A, BA, R), Move if it makes sense.

Interaction: You can freely interact with objects during your turn or communicate with others in the scene. (Open a door, draw a weapon, hand an item to someone, etc.)

Action: This is your main action during your turn and is limited to one per turn (unless you have special abilities). Typically it will be attack or cast a spell, however, there are many actions listed in the PHB (Dash, Disengage, Grapple, Hide, Stabilize, etc.) Get familiar with actions as they all can come in handy in certain situations, not every action needs to be an attack.

Bonus Action: Like your Action, you get one BA per turn and it is often determined by your race, class, and/or feats you have taken.

Reaction: Reactions can be made at any time during combat, typically in response to a trigger. You get one reaction per round and they renew at the beginning of your turn. The most common is an opportunity attack if an enemy leaves your reach during their turn, however, there are many other Reactions that you can pick up along the way.

  • Ability Checks

Ability checks are used to determine whether or not your character succeeds at a task that is not covered by any other rules. Typical ability checks are things like Strength or Athletics checks to see if you can climb a wall, Perception to see if you happen to notice a trap or a nearby threat, Insight to recognize if someone is lying to you, or Deception to lie to someone. To make an ability check, roll a d20 and add your character's proficiency bonus (if they are proficient in the ability being checked, which you will see on your character sheet). If the result is equal to or higher than the difficulty class (DC) set by the DM, your character succeeds at the task. If the result is lower than the DC, your character fails at the task.

  • Saving Throws

Saving throws are used to determine whether or not your character avoids the harmful effects of a spell or other effects. You may have to make a Dexterity saving throw to jump out of the way of an object, a Constitution save to avoid poison damage from a monster’s bite, or a Wisdom saving throw to not fear a seemingly terrifying magical effect. Saving throws are dealt with in the same way as ability checks, however, your proficiencies will be different.

  • Attack Rolls

Attack rolls are used to determine whether or not your character hits a target with an attack and will be likely the most used roll in the game. Once again you pull out that handy D20, give it a roll, and add your character’s attack bonuses. With attacks, you are rolling against a target’s Armor Class and the rule is, meets it beats it, meaning if your roll is equal to or greater than their AC, you hit. Anything lower and you miss.

  • Advantage and Disadvantage

Advantage and disadvantage are two special game mechanics that can be applied to rolls. The DM will often let you know if you are rolling with either, but if you have a skill or item that gives you either, it is on you to remember and to use them. When you have advantage, you roll two d20 and take the higher result. When you have disadvantage, you roll two d20 and take the lower result.

  • Death Saves

You have a certain number of Hit Points, which represent your character's health. If at any point your HP reaches 0 or below, you fall unconscious and start making death saving throws each time it is your turn in initiative. You roll a d20. 10 and above is a success, and 9 and below is a failure. Three successes and you are stabilized but still unconscious. Three fails, and your character dies.

  • If at any point your character receives any form of health, you stop making death saves and come back to consciousness with however many points of health you received.

  • If you are hit while making death saves, that counts as one automatic failure.

  • If you roll a 1 on the die (aka a Nat 1) you take two failures.

  • If you roll a 20 on the die (aka a Nat 20) you become conscious and regain 1 HP.

One major thing to remember is if you are hit and the damage is more than your current HP + your max HP, you die instantly. So, if your HP max is 20 and you are down to 7 HP and an enemy hits you for 28 damage in one attack, you do not make death saves, you are dead.

What else should I know?

Outside of these basic rules the most important thing you can do, especially if you’re a player, is to know and remember your character’s abilities. The DM often has a hundred things running through their minds all at once and by making sure that you know how to run your character correctly is one way to help take away one of their spinning plates.

Things to know:

  • Your Spells and how they work

Know casting time, spell range, duration, damage type, and if you roll or the enemy rolls.

Remember: Spellcasters are harder to play than Martial classes because of spells, so if it seems daunting stick with Fighters, Barbarians, and Rogues to start out.

  • The Story (up ‘til now)

Take notes either during or post-session and do your best to remember what has happened so far. Good DMs are constantly working in player backstories and weaving back in details from earlier sessions. Nothing sucks worse as a DM than bringing back an NPC or major piece of lore from earlier in the campaign and no one knows what you’re talking about. Don’t be that player.

  • Your Current HP

The DM is tracking every NPC’s HP, spells, attacks, movements, etc. You can keep track of your own health.

  • Item Effects

Same thing goes here. If you have a +1 shield, or an amulet that makes you immune to poison, or anything like that, it is your job to remember that. You should want to anyway, it usually is to your benefit.

  • Status Effects

In the same vein as items, sometimes you’ll get hit by a spell and you’re blinded or stunned. Do your best to remember that, and if the DM forgets that you poisoned that monster, speak up and remind them.


If you keep all of this in mind you will be walking into your first D&D session ahead of most people. And the most important thing to know and remember is if you happen to forget some of this or you make a mistake, it doesn’t really matter. Don't worry about being perfect. Everyone makes mistakes, especially when they're new to the game. Just have fun and learn as you go.

With that said, a good way to avoid making mistakes is by not being afraid to ask questions. If you're not sure how something works, ask your DM, a more experienced player, or if you’re all newbies, take a moment to look it up. Remember, D&D is a cooperative game, so it's important to work together with your fellow players to make the game the best you can.

And the most important rule of all to remember is … it’s just a game. That’s it. It’s for fun. Don’t let yourself get bogged down by the rules or allow it to become something more serious than it needs to be. Go by the rule of cool and just have some fun with your friends making a badass story together. If you’re not having fun, you’re not doing it right.

Now get out there and get playing. Happy adventuring!

10 Terrifying D&D Monsters For a Horror Campaign

We’re well into the swing of October (aka Spooky Season) when the leaves change, and the air turns cool and crisp. During this time of year, the outdoors beckons with the call to sit around a campfire, roast some marshmallows, and share scary stories (or listen to horror podcasts in this modern era). In the realm of tabletop gaming, it's the perfect time to infuse your Dungeons & Dragons sessions with an extra dose of darkness and fear.

While you can assuredly up that feeling of dread by changing up the in-game atmosphere a bit (may I suggest fog?), maybe adding some spooky ambient background music, and crafting a few sessions that build suspense and tension, the quickest way to intensify the fear is by introducing truly terrifying monsters to your party. I’ve gathered 10 of my favorite horrifying creatures from the expansive D&D 5th Edition universe. Adding just a few of these nightmares to your campaign will inject a touch of macabre excitement, sending shivers down your players’ spines and keeping them on the edge of their seats.


A Shadow as portrayed in the D&D 5th Edition Basic Rules.

“From the darkness, the shadow reaches out to feed on living creatures’ vitality … As a shadow drains its victim’s strength and physical form, the victim’s shadow darkens and begins to move of its own volition. In death, the creature’s shadow breaks free, becoming a new undead shadow hungry for more life to consume.” If that info from the Basic Rules doesn’t show why this is perfect for a horror setting, then I don’t know what you’re wanting in your campaign. Not only are Shadows simply terrifying, but even at 1/2 Challenge Rating, they could quickly kill one or more players, even at higher levels.

Shadows possess immunities and resistances, including resistance to non-magical attacks, making them formidable adversaries. They take Hide as a bonus action, making them slippery for already difficult-to-hit monsters. Their Strength Drain attack is the most terrifying, capable of reducing even the mightiest warrior to a lifeless husk in a matter of rounds.

Using Shadows in a Horror Setting:

  • Leverage Stealth: Shadows excel at hiding in darkness, making them nearly impossible to detect. Use their stealth to surprise and terrify players, enhancing the suspense of encounters.

  • Eerie Locations: Place Shadows in ominous settings like graveyards. Pair them with other undead entities such as skeletons, zombies, or wights for higher-level parties, intensifying the horror.

  • Unpredictable Attacks: Allow Shadows to utilize their hide action, enabling them to appear unexpectedly in different areas, attacking players from the shadows. This unpredictability keeps players on their toes.

  • Tragic Ambush: Initiate encounters with Shadows ambushing commoners or guards leading the group. As the commoner falls, vividly illustrate the emergence of a new Shadow from their corpse, adding another layer of terror to the darkness.

  • Visceral descriptions: This will apply to most every monster on this list, horror comes from being able to picture the situation at hand vividly. When a shadow attacks, describe how it drains its victim's strength and vitality in vivid detail as if it’s truly sucking the life out of them through their mouths. This will help to create a sense of horror and dread.

Shadows are the epitome of horror in D&D. Their deadly nature, combined with their ability to strike from the darkness, ensures your players will remain on edge throughout your campaign.

Swarm of Rot Grubs: 1/2 CR

A Swarm of Rot Grubs attacks in Mordenkainen Presents: Monsters of the Multiverse.

“Rot grubs are finger-sized maggots that eat living and dead creatures, although they can survive on vegetation. They infest corpses and piles of decaying matter and attack anyone that disturbs them. After burrowing into a creature, rot grubs instinctively chew their way toward vital parts.” While this description from Monsters of the Multiverse is the same as in Volo’s Guide to Monsters, these little guys got nerfed pretty hard in the newer material. Because of this, I will be focusing on the Legacy version, because, well, Volo’s Rot Grubs were small, yet utterly horrifying, and if you use them, go with that version.

At first glance, mindless maggots might seem insignificant against battle-hardened adventurers. But that's precisely where their potency lies. Picture your players navigating a battlefield strewn with the aftermath of a horrific fight — a landscape littered with rotting corpses, the air heavy with putrid stench. Why are your players here? Well, that’s up to you. But, as they move a series of undead monsters attack … Zombies, Skeletons, a Barrowghast (more on that in just a bit)? As your players are engaged in combat, one of them steps close to a corpse. Suddenly, a swarm of rot grubs wriggles up their leg, biting voraciously. It's a gross-out moment, but it's also the beginning of a potentially deadly situation.

Initially, the threat seems minor — a mere 1d6 damage at the beginning of the victim's next turn for each grub that infested it (based on a d4 roll). But here's where the horror creeps in: if the grubs aren’t dealt with swiftly (and with fire, their only bane), they burrow further inside their victim. Now its a ticking time bomb.

If no one does anything to stop the grubs, likely because they’re focused on a battle with a bigger threat, then at the beginning of whoever has been infested’s next turn there’s no stopping them. The rot grubs chew relentlessly, dealing 1d6 damage at a time, slowly advancing towards the victim’s heart until they succumb to the onslaught.

If you ever saw that show on the Discovery Channel, Eaten Alive, the idea of a parasitical worm destroying a person from the inside is what nightmares are made of. Rot grubs encapsulate that terror.

Using Rot Grubs in a Horror Setting:

  • Slow Play: The players have to know they’ve been bitten by these nasty little guys, they’ll feel them burrowing inside them, especially if you describe viscerally. However, they likely won’t realize the true threat yet, this will add to the terror in the next turn.

  • Lesser Evil: Make sure to pair these with bigger threats. If you have a whole party focused on some grubs, there will be no real danger posed by them. Sure, they’ll be gross, but that’s enough to build the fear at the table.

  • Visceral Descriptions: Yep, that again.

In your campaign, make sure that rot grubs aren't just a physical threat; they embody the fear of the unseen, a creeping menace that can turn any encounter into a life-or-death struggle in a single bite.

Gibbering Mouther: CR 2

The Gibbering Mouther in all its gruesome glory.

Why don’t we take a look at this l’il cutie’s description in the Basic Rules, “This creature is the composite eyes, mouths, and liquefied matter of its former victims. Tormented by the destruction of their bodies and absorption into the mouther, those victims gibber incoherently and are forced to consume everything in reach. [Its] body is an amorphous mass of mouths and eyes that propels itself by oozing forward, fastening several mouths to the ground and pulling its bulk behind.”

As you can see, for those seeking a truly grotesque and bizarre horror experience, the Gibbering Mouther is an ideal choice. Its description is really the only reason I had to add this monster here because it reminds me so much of my favorite horror movie, The Thing. Having one or two of these pop up out of a muddy swamp, bog, or any other watery area will give your players a fright, but, to be honest not much of a fight.

Unlike other monsters on here, this thing is dumb, slow, and easy to hit. Outside of a surprise attack as it comes up out of a watery hiding place it doesn’t pose much of a threat. While it isn’t rules as written, something I might suggest doing if you’re wanting to make this a bit scarier on the deadliness level, allow it to drop back into the mud anytime it gets hit, move up to 10 feet, and then pop back up. I wouldn’t have it get a surprise round every time it attacks, but without this feature, any spellcaster can sit back 20 feet, blast it with whatever spell they have, and lay waste to it in a few rounds.

No matter how you use them, their existence is terrifying and can be used to great effect in a horror setting. They can also be used to show your hand to players that there is some dark sorcery going on nearby as they are the result of foul magic and complete madness. Coming across a Gibbering Mouther means that the players may soon be facing a deranged magic user of some sort (I’m thinking Mad Scientist?)

Using Gibbering Mouthers in a Horror Setting:

  • Terrifying Introductions: Consider having the players hear distant screams followed by the unsettling gibbering and crunching of bones. As they approach, reveal a horrifying scene of the Mouther devouring a victim. Then, they see the face of the victim slide to the center of the writhing mess of body parts, its eyes turn on them as its mouth opens into a deranged scream and *plop* it suddenly dissolves into the ground below.

  • Visceral Descriptions: Sick of this yet? When introducing the Gibbering Mouther, emphasize the sickening sight and grotesque sounds to immerse your players in the horror.

  • Strategic Use of Abilities: Leverage the Mouther's blinding spittle and gibbering abilities strategically. Inflict blindness on players, creating disarray and increasing the tension during encounters. The possibility of causing PVP attacks adds an element of paranoia and fear within the party.

  • Sense of Dread: Remember that the Gibbering Mouther likely isn’t the main antagonist but a tool to instill fear. Use its abilities and presence to create a pervasive sense of dread, signaling to your players that danger lurks nearby.

By embracing the Gibbering Mouther’s body horror elements and leveraging its abilities, you can ensure that encounters with this monster will send chills down the spines of even the most seasoned adventurers, enhancing the overall horror experience in your campaign.

Nothic: CR 2

Nothics look scary, but their ability to get inside people’s minds is where their true terror lies.

“A baleful eye peers out from the darkness, its gleam hinting at a weird intelligence and unnerving malevolence. Most times, a nothic is content to watch, weighing and assessing the creatures it encounters. When driven to violence, it uses its horrific gaze to rot the flesh from its enemies’ bones.” As seen here, Nothics can be terrifying in the classic sense, literally rotting your players’ flesh with their dark necromantic powers, but that is honestly the most boring way to use a Nothic.

Nothics are once-human spellcasters driven mad by their search for forbidden knowledge. They no longer remember their former lives, but they still search for knowledge even if they no longer know why. Because of this unabating quest, they are often found in abandoned libraries and arcane academies where they seek to hoard and devour knowledge.

They have one ability that sets them apart from other monsters that makes them perfect for a horror setting, their Weird Insight. Using this from afar, gathering hidden information about each of your players, a Nothic can bring up some of the players’ deepest darkest secrets and use them against them. Their ability to speak Telepathically at a distance of 120 feet allows them to use their gained knowledge to torment your players, maybe even throwing images of their greatest fears into their minds. The Nothic will stay hidden with its +5 to stealth, follow along quietly, and simply drive player characters mad as they make their way through what it considers its home.

If your players happen to see it or confront it, it will first attempt to get them to let it return to the shadows safely if it shares some of its secret knowledge with them. If they don’t agree and push for combat, the Nothic will utilize its Rotting Gaze to great effect and attempt to slip away back into the shadows. If you want to up the encounter threat, while Nothics are known as solitary creatures, it’s your world and you could have a group of Nothics living together, maybe the same number of them as your party, each one able to mess with your players’ minds.

Using Nothics in a Horror Setting:

  • Create Dread and Paranoia: Using a creepy, sinister voice that whispers in the minds of your players’ characters will emphasize that they are never truly alone, even when the Nothic remains unseen.

  • Psychological Warfare: Use your players’ backstories, the secrets they’ve kept from their fellow PCs to sow some discord amongst the party, bringing them face to face with their greatest fears and deepest regrets.

  • Illusions and Nightmares: While not inherent to their abilities, consider replacing whispered secrets with illusions and nightmares. Make the players question reality, blurring the lines between what's real and what's a horrifying vision. This uncertainty intensifies the psychological impact, making your players doubt their own minds.

  • Master Manipulators: Finally, Nothics are adept at manipulating minds. Use them as pawns of a larger, more menacing foe. Have them subtly guide the players, using their telepathy to compel the party into dangerous situations, all while maintaining an unseen presence. Or, when they give their “secret knowledge” they are actually sending the players into a dangerous trap.

In the realm of horror, physical threats can pale in comparison to psychological terror. Nothics, with their ability to delve into the minds of your players and sow discord, can serve as the catalyst for a creeping sense of madness. By exploring the characters' fears, regrets, and secrets, you can drive a wedge between them, creating a pervasive atmosphere of horror that lingers long after the game session ends. With Nothics, the true horror lies not in what the players see, but in what they cannot escape: the darkness within themselves.

Doppelganger: CR 3

Doppelgangers are more horrific once they change shape, becoming anyone they want.

The Monster Manual states outright, “Few creatures spread fear, suspicion, and deceit better than Doppelgangers.” These shapechangers possess the uncanny ability to assume the appearance of any humanoid they've encountered, making them masters of subterfuge and infiltration. As a Dungeon Master, the key to utilizing doppelgangers effectively lies in patience and strategic storytelling. Slow-play them, allowing these enigmatic beings to infiltrate the party, gain trust, and silently observe their every move. Doppelgangers excel at reading thoughts, exploiting the party's trust over time, sabotaging quests, and sowing discord among allies.

Despite their modest Challenge Rating of 3, a well-played doppelganger can pose a deadly threat, especially to a low-level party, particularly if they manage to divide and conquer by splitting the party. In battle, their surprise attacks and strategic mimicry render them formidable adversaries.

The true horror of doppelgangers lies in the pervasive sense of paranoia they instill. In a world where anyone could be something else, trust becomes a precious commodity, and uncertainty permeates every interaction. Encounters with these shape-shifters lead to chaos, leaving parties vulnerable and fractured.

Using Doppelgangers in a Horror Setting:

  • Slow-Burning Suspense: Begin by allowing the doppelganger to infiltrate the party gradually. Build trust before unveiling their true nature. This slow reveal creates a palpable sense of suspense and dread, enhancing the horror experience.

  • Exploiting Abilities: Leverage the doppelganger's unique abilities to their fullest extent. They can spy on the party, unearth their deepest secrets, and employ this information to manipulate and torment. By impersonating trusted individuals, they can sow discord, breeding mistrust, and fear.

  • Creative Narratives: Don't shy away from creativity. Doppelgangers offer versatile horror scenarios. For instance, have a doppelganger replace a beloved NPC, or impersonate a party member and turn allies against each other. These imaginative twists deepen the horror, keeping players on edge.

In your hands, doppelgangers become potent tools for crafting horror and suspense within your D&D campaign. Their ability to infiltrate, deceive, and exploit trust not only challenges the party’s unity but also taps into the primal fear of the unknown, making every interaction rife with tension and trepidation.

Banshee: CR 4

Fear the Wail of the Banshee.

“Banshees are the undead remnants of elves who, blessed with great beauty, failed to use their gift to bring joy to the world. Instead, they used their beauty to corrupt and control others. Elves afflicted by the banshee’s curse experience no gladness, feeling only distress in the presence of the living. As the curse takes its toll, their minds and bodies decay, until death completes their transformation into undead monsters.” Despite this strange, and seemingly problematic, bit of lore from the Basic Rules that suggests beautiful female elves must bring joy to the world or be cursed, Banshees are undoubtedly a terrifying monster to throw against any party, and especially any low-level party, so I had to include them.

The true terror of a Banshee lies in its ability to unleash its devastating Wail. With a single cry, the Banshee can send any creature within 30 feet into death-saving throws. Now, it can only use this ability once a day. However, even at once a day, with some bad rolls, the Banshee can cause a TPK in a single action.

So, while it is only a CR4 monster, it could definitely kill a few characters at level three or less. Furthermore, the Banshee's Horrifying Visage can send survivors fleeing in terror, leaving their fallen comrades vulnerable to further attacks taking them one step closer to the grave with each hit. This combination of fear-inducing abilities makes the Banshee a formidable foe, emphasizing the stakes of any encounter.

Using Banshees in a Horror Setting:

This one will be slightly different than the others because I believe Banshees should be run in a pretty specific way to use them to their full potential. While their abilities make them scary enough – and if you run them correctly they can be a true force to be reckoned with – Banshees are also physically and mentally terrifying and their mere presence can add to the overall sense of deadliness in an adventure. The easiest way to do this is to use the actual Celtic folklore of a Banshee and have them work as harbingers of death in the session(s) before the players ever encounter them face to face.

A series of NPC deaths are occurring in this arc, why they’re happening is up to you. The one thing that matters is just before each death, the players, and maybe even the entire town, hear the wail of the Banshee. When each dead body is found, it is completely untouched but seemingly scared to death. This approach builds fear in the players, yes, but also gives them the opportunity to possibly come to the conclusion to protect their hearing (put in a ball of wax, prepare the Silence spell, etc.) before facing the Banshee. This will help you dodge that TPK (unless that’s what you want, you sicko).

Once the players are going toe to see-through-toe with the Banshee, they will know to fear its Wail and also know that it must be destroyed at all costs. Adding in a few minions into the final fight, maybe the skeletons of the people she killed in the town, would be useful to keep players distracted and focusing some attacks elsewhere.

In the end, the Banshee, with its mournful wail and ominous presence, adds an unparalleled sense of dread to any horror-themed campaign. When the air is rent with the Banshee's lament, adventurers must grapple not only with a supernatural adversary but also with their own mortality, fostering an atmosphere of fear and trepidation that lingers long after the session concludes.

Dybbuk: CR 4

A Dybbuk on a battlefield is a recipe for body horror.

The Monster Manual gets straight to the point with why you should be using these monsters in your horror-based sessions or campaigns, “Dybbuks delight in terrorizing other creatures by making their host bodies behave in horrifying ways — throwing up gouts of blood, excreting piles of squirming maggots, and contorting their limbs in impossible ways as they scuttle across the ground.” Unlike their counterparts in Jewish folklore, Dybbuks in D&D 5e are demons that possess corpses, wielding them as macabre weapons in their relentless pursuit of fear.

Much like Shadows, Dybbuks prove menacing adversaries, gradually draining characters' lives with their tentacle attacks and lowering hit point maximums with each strike. Their near invulnerability, resistance to various damage types, and agility — showcased through their use of Dimension Door — make them elusive and difficult to pin down. However, their true horror lies in their ability to possess any nearby corpse, transforming lifeless bodies into nightmarish puppets, a concept limited only by the DM's twisted imagination.

Despite only having 37 hit points, it gets an extra 20 with every body it possesses, and there is no limit to the number of bodies it can possess as long as it is standing and recharges its possession ability (which only happens on a 6, but still). Imagine the horror as your party comes across a bloody battlefield full of dead rotting corpses of various creatures. They are attacked by some low-level monsters. Who knows? Maybe a band of Gnolls is there gnawing on the flesh of the dead, drawn by their blood lust. Suddenly, the body of a Bugbear soldier, blood matted in its fur, half of its skull missing from the swing of an Orcs axe stands up and starts attacking.

They take it down and a weird, translucent jellyfish creature pops out and *fwhip* Dimension Doors 500 feet away giving, a few rounds of the less powerful monsters to attack and getting a few chances to possess another corpse. You get near and it lashes out Phantasmal Force, making you believe you see, well whatever it wants.

If used well, a Dybbuk can be a pain in the ass to take down and can pull certain characters’ attention away forcing a sort of party split on a battlefield. Plus, with its ability to frighten, it can keep players away, telepathically taunting them at the same time.

Using Dybbuks in a Horror Setting:

  • Work in Pairs: Combine Dybbuks with low CR monsters to gradually chip away at the party's strength, intensifying the sense of dread as they face a relentless onslaught.

  • Control Corpses Creatively: Spend time devising inventive and nauseating uses of the Control Corpse ability. Each manifestation adds a sickening horror to the encounter, heightening the players' discomfort.

  • Strategic Alliances: Shadows would be great to use with a Dybbuk, especially the idea I posed about killing a low-level NPC with the Shadows. As soon as they drop, the Dybbuk is there to possess the corpse of the dead ally.

  • Exploit Telepathy: Utilize Dybbuks' telepathic abilities to taunt and terrify PCs, creating disarray and forcing them into strategic dilemmas on the battlefield. This psychological warfare adds depth to the horror, making the encounter unforgettable.

Thoughtful incorporation of Dybbuks into your horror campaign transforms it into a nightmarish saga, haunting players long after the session's end. As the line between life and death blurs in the presence of these malevolent spirits, your players will find themselves immersed in a world where every dead body is a potential enemy and fear reigns supreme.

Adult Oblex: CR 5

An Elder Oblex sending out a simulacrum to lure an unsuspecting party member into its grasp.

When this monster was released in Mordenkainen’s Tome of Foes, Todd Kenreck put out a blog post calling The Oblex, “D&D’s Scariest New Monster.” In MTOF it says, “Older oblexes … have eaten so many memories that they can form duplicates of the creatures they have devoured … sending these copies off to lure prey into their clutches … These duplicated creatures are indistinguishable from their victims except for a faint sulfurous smell.”

Adult Oblexes are not mere brutes; they are intelligent and cunning predators, capable of manipulating minds and trapping prey with calculated precision. Their consumption of memories grants them intimate knowledge of their victims, enabling them to anticipate the party's moves and exploit their weaknesses. Another danger posed by oblexes is their ability to cast psionic spells. These spells allow them to manipulate the minds of their victims, making them easy to kill or capture.

Picture this session playing out: You send your players into a small town at night, a place where they’re looking to rest, and there are only a few to a handful of NPCs in the town – an Adult Oblex can only send out 1d4+1 Sulfurous Impersonations – they chat with a tavern owner and the single patron, a farmer and his wife, whatever you come up with. They’re kind and welcoming, and maybe one of the members of the party (preferably a high Intelligence, low Wisdom character) goes off with one of the NPCs to a secluded area and, “Make a wisdom saving throw.”

The Oblex uses its multi-attack to first eat memories and then, using its pseudopods, it takes two swift attacks on the player who likely is surprised and therefore is being attacked with advantage, taking 18 damage with each hit for a total of 54 damage if all hits land and no Nat 20s are rolled.

Once that character’s memories are drained, they are likely downed. Lo’ and behold, they walk out from the hidden area asking another player for some help. Rinse and repeat on the remainder of the party. All the while, the Oblex is sitting in the upstairs of the tavern or in the farmer’s barn, just biding its time, collecting memories, and maybe even making Oblex Spawns with every memory it drains.

Using Adult Oblexes in a Horror Setting:

  • Psychological Warfare: Much like Doppelgangers, Oblexes thrive on sowing distrust among players. By impersonating trusted NPCs, they can shatter the very foundation of trust, leaving players in a state of perpetual uncertainty. Creating a sense that no one can be trusted always heightens the tension in a horror setting.

  • Questioning Reality: Use the Impersonations to toy with the players. They’re following someone down a hall, someone they’ve been speaking with when, gloop, the Impersonation disappears and the tendril slithers away in the darkness, unnoticed leaving the player to possibly delve deeper, maybe toward another foe or trap, maybe just questioning their own sanity.

  • Memory and Identity Loss: You can choose to up the horror by explaining how the characters’ memories are fully gone once eaten. Characters lose not only their pasts but their connections, their camaraderie, and their very sense of self. This devastating loss amplifies the psychological toll, creating a profound sense of despair that lingers long after the encounter ends. Emphasizing this aspect can magnify the horror, reminding players that their very essence is under threat.

  • Strategic Retreat: Make sure its prime body is in a room with a crack in the floor, that way when the players come to attack it, it can retreat, slipping through the crack and to whatever you have planned down below. This leads players on a treacherous pursuit, drawing them into dungeons, catacombs, or other nightmarish scenarios. As the Oblex relentlessly sends out more simulacrums to terrify and deceive, players must grapple with an ever-present sense of dread and uncertainty.

When employing Oblexes in a horror setting, focus on the psychological impact. The Oblex is not merely a physical threat; it is a force that preys on the mind, creating an atmosphere of fear, distrust, and despair. By delving into the psychological aspects of the Oblex's abilities, you can transform a typical encounter into a nightmarish tale that leaves an indelible mark on both characters and players, a chilling reminder of the horrors lurking in the shadows of your campaign.

P.S. If you want to run a similar encounter for a higher-level party, check out the Elder Oblex.

Barrowghast: CR 7

The Barrowghast is a nasty additon to the 5e line of monsters.

Coming straight out of the latest D&D book, Bigby Presents: Glory of the Giants: “A barrowghast is filled with necrotic energy and driven by spite and malice. Its blood is a thick and toxic ichor that gives the barrowghast a noxious stench. Barrowghasts no longer hunger for physical food and instead crave life energy drained from living creatures … they feast indiscriminately on any creatures they encounter. When barrowghasts drain Humanoids’ life energy, those Humanoids rise as zombies.”

You’ve heard of zombies, right? Well, what if we took those terror-inducing classic horror monsters and made them into giants? That is a Barrowghast. The Barrowghast is a grotesque spectacle, a walking dead hill giant whose once-mighty form is now a decaying husk, its flesh rotting and clinging to its bones, something straight out of nightmares.

Its very presence exudes a rotting aura, a miasma of necrotic energy that saps the life force of those who dare approach. A mere touch from its skeletal claws can paralyze its victims, leaving them helpless as it drains their very essence.

Send one of these monstrosities into a small village where the party is staying and you can have a hell of a final encounter as it life drains the townspeople, turning them into zombies. Because of its size, it packs a whopping 138 hit points, meaning it already is no easy task for a party to take down. Add to that the fact that it smells so rotten that it can poison with just a whiff, leading anyone who fails the throw to be unable to heal for a minute, and its a deadly foe on its own before you add any zombies into the mix.

Anyone who gets up in the fray against it risks being poisoned if they cause slashing or piercing damage to it forcing hand-to-hand PCs like fighters, rogues, and barbarians to rethink their approaches to battle. If they don’t and continue slashing and piercing, there’s a good chance they’ll be going down, especially once the zombies enter initiative.

Using Barrowghasts in a Horror Setting:

  • Zombie Army: As stated above, have a Barrowghast descend upon a peaceful village, where unsuspecting townsfolk fall victim to its paralyzing touch, transforming into an army of the undead.

  • Undead Guardian: Delve deeper into the realm of horror by placing the Barrowghast in ancient burial grounds, forgotten tombs, or cursed crypts. These macabre locations, tainted by dark rituals and lost lore, become the perfect lairs for the Barrowghast. The players search for a lost relic only to find it guarded by this undead behemoth. The encounter becomes a harrowing battle against both the Barrowghast and the fear that permeates the ancient, cursed air.

  • Undead Menagerie: Enter the heart of the wilderness, where the Barrowghast has corrupted the very fabric of nature. Picture a forest once teeming with life, now turned into a nightmarish realm where zombified animals, from wolves to squirrels, roam in undead swarms. Can you imagine being attacked by a swarm of zombie squirrels? All the Barrowghast is after is Life Force, why not beasts of the wild?

    • To zombify animals, or anything, the simplest way is to take their stat block (I’d use Swarm of Rats for a Swarm of Squirrels and give them a climbing speed) give them Zombie stats, add immunity to poison, and poisoned, give them darkvision, keep their original attacks, and make sure they have Undead Fortitude.

Incorporating the Barrowghast into your game introduces an element of horror that will linger. Its putrid aura, devastating abilities, and association with death and decay make it an ideal creature to instill fear in your players, transforming an ordinary adventure into a nightmarish tale of survival. Plus, giant zombie is just a fun monster to run.

P.S. Check out the other new Giant Undead from Glory of Giants, the Spectral Cloud. It’s basically the Cloud Giant version of this and while not as built for horror, still could be a solid addition to your game.

Nightwalker: 20 CR

Nightwalkers exist to make life extinct, and that’s just what they may do to your party.

We’re jumping way up there in CR with this guy, but I couldn’t pass it up. Now, I must admit, the description of the Nightwalker is lacking in Monsters of the Multiverse, focusing more on what creates a Nightwalker instead of how absolutely terrifying they are beginning by saying: “The Negative Plane is a place of death, anathema to all living things. Yet there are some who would tap into its fell power and use its energy for sinister ends. Most individuals prove unequal to the task. Those not destroyed outright are sometimes drawn inside the plane and replaced by nightwalkers—terrifying Undead creatures that devour all life they encounter.”

Take that last sentence and add this one from later in the entry, “... Nightwalkers exist to make life extinct,” and you have the beginning threads of what makes this malevolent monstrosity a horrifying foe. Did I mention they’re a Challenge Rating 20? That you don’t get death saving throws if it takes you down because its attacks drain your max HP? That is can paralyze you with fear from 300 feet away? That it is resistant or immune to nearly every attack other than magical weapons, force, or radiant damage? That it can fly?

Imagine sending your players to a city they’ve been to before. When they were here last it was a bright, bustling city. Now, it is unnervingly quiet, all of the street lamps that blazed before are out, casting the city in a blinding darkness. In the distance, moving amongst the buildings and the black sky, they see a looming figure, thirty feet tall, two spiraling horns of shadow twisting out of a shifting mass of shadows, its eyes gleaming with a cold, malevolent light. It turns those eyes on them, and then rises forty feet in the air, shadows gathering around it as it raises its finger to point at them, preparing its Finger of Doom attack.

I could give you some ways to add this into a horror setting, but the fact is, if this has made its way into your campaign, there’s nothing special you need to do to make it horrifying. The appearance of a Nightwalker doesn't just signify a challenging encounter; it heralds an existential threat. Its very existence challenges the players' understanding of life and death, serving as a reminder that in the vast expanse of the multiverse, there are entities whose motives transcend mortal understanding. Confronting a Nightwalker is not just a battle against a fiendish foe; it's a struggle against the encroaching darkness that seeks to consume everything.

Quick caveat: A bit of metagaming here, but if one of your players has Banishment stocked, they can take this guy out pretty quickly, especially since Nightwalkers have a -1 to Charisma saving throws and likely aren’t fighting alongside anything else (so the caster doesn’t have to worry about losing concentration). Just something to keep in mind so your big, scary fight doesn’t end in possibly a single round.

As you embark on your horror-themed D&D adventure, remember that the true essence of fear lies in the unknown. By introducing these unique and lesser-known monsters into your campaign, you can create an atmosphere of dread, suspense, and excitement. Embrace the fear, let your imagination run wild, and watch as your players' hearts race and their minds unravel in the face of these chilling adversaries.

How to Run a Successful Session Zero

You’ve read all the rulebooks. You bought a nice set of dice, or ten. You’ve been running through all the cool monsters you’re going to throw at your party and the unique encounters you will craft. You have an idea of the world that you want to run it in. You have a handful of friends who heeded your call to adventure and have agreed that they want to play Dungeons and Dragons on a regular basis. You’re oh, so, close to a world of boundless imagination and epic adventures. 

But before the quests, battles, and mysteries begin, there's a crucial step that sets the stage for the perfect campaign: Session Zero. This guide will walk you through the essentials of running a Session Zero that's geared towards collaboration, setting expectations, and creating a safe and comfortable space for everyone at the table.


What is a Session Zero? A Session Zero is an initial meeting before a campaign begins where the Dungeon Master and players gather to collaboratively set expectations, discuss campaign themes, establish character connections, introduce safety tools, and outline rules. It's also a great time to build excitement and camaraderie among the players, especially if you’re bringing together a group who maybe doesn’t know each other that well. Think of it as the creation of The Fellowship of the Ring in Rivendell, and you’re Elrond. 

 

That’s you over there on the right

 

Step 1: Fellowship:

You can choose to skip this step if the group you’re playing with is already a solid group of friends. But, if it’s not then it is important to build a sense of camaraderie amongst the group. This can be as simple as starting out by letting everyone chat, maybe have a pint to break the ice. But, the key here is to get everyone to open up a bit and relax. Ask them a few questions:

  • What got you into ttrpgs?

  • If you could play in any fictional world, which one would you choose?

  • What is your favorite aspect of D&D? Combat? Roleplay? Mysteries?

  • For you, what makes a campaign most intriguing?

Simple, engaging questions will get people to open up, excited for what’s to come, and give you as a DM more insight into the game you’ll be running. Take notes, they’ll be infinitely beneficial down the road. 

Step #2: Setting Expectations

With everyone feeling a bit more open and comfortable, now is the perfect time to make sure that everyone is on the same level when it comes to table expectations. Clear communication from the start helps prevent misunderstandings later on.

There are not-so-serious things to discuss like:

  • Can you eat at the table? 

  • Will people be enjoying adult beverages? 

  • Are there any house rules you want to implement? 

  • Do you want to use computers or phones, or stick to pencil and paper?

Then there are the necessities for the game to run like:

  • What level of play do you prefer – are we starting at level 1 or do you want to step into this world a little more powerful? 

  • How challenging do you want this to be – do you want to feel powerful as you level up, or do you want the world to be a deadly and dangerous place no matter how powerful you are?

  • Do you prefer a more curated story experience or an open-world sandbox to dive into and explore? 

  • What campaign themes do people want to see?

  • Is there a specific zone you’d like to start in or spend extra time in – do you want a mountainous survival horror in the frigid spires of this world or a city-based mystery, do you want to start in the Underdark or Open Seas?

  • What will the tone be – serious, comedic, gritty?

  • Will you be roleplaying?

  • Is PvP (player versus player) wanted/allowed?

  • Will you be doing theater of the mind, or using grids, or even full mini sets (if so, kudos to you)?

  • Are there any species or classes that are off the table?

  • How loosey-goosey can you get with rules?

And then there will be serious topics like:

  • Are there any content restrictions and sensitive topics that are a no-go (i.e. slavery, racism, sexual assault, guns)?

  • Should you dodge real-life stuff that might take people out of the immersion (i.e. politics, religion, the pandemic)?

  • Do any players have types of gameplay that ruin the game for them (i.e. murder hobos, lone wolves, or spotlight hogs)? 

Dealing with all of this now helps pave the way for a cohesive and enjoyable gaming experience.

Clear communication from the start helps prevent misunderstandings later on.

Step 3: Introduce Safety Tools

While this is something that is often overlooked, and for some people, seemingly controversial, safety tools can be essential for player comfort. It may be easy to believe that you know the players at your table and know their levels of comfort, but people change, and what is fine for someone one day may not be another, we can never know everyone’s personal experiences, and it can’t hurt to offer them something simple to do if they get to feeling uncomfortable at the table.

Introduce tools like the "X-card" (allowing players to veto content that makes them uncomfortable) and the "lines and veils" concept (defining what topics are off-limits and what can be approached with caution). Establishing these tools shows your commitment to creating a safe and inclusive environment.

If you’re looking to add in safety tools to your group, I find this comprehensive toolkit from Kienna Shaw and Lauren Bryant-Monk to be invaluable.

Step 4: World-Building:

A great campaign begins with a great world and Session Zero is the perfect time to have some world-building discussions with your players. If you are coming in with an idea for a world, share it with them and then encourage them to share their ideas for the setting, lore, and even potential plot hooks. This collaborative approach not only makes players invested in the world but also sets the tone for a campaign where their creativity matters.

Plus, the old adage is two heads are better than one, and there is a good chance that one or more of your players will throw out a thought or idea for the world that you would’ve never thought of that sparks some incredible change to the entire campaign. I will say it here and in a hundred other places on this blog, D&D is all about collaboration, use it as much as you can.

Step 5: Character Creation

You’ve got a world, or at least a rough draft of one, now it’s time to fill ‘er up. This is the part players will likely be most excited for and it’s a good way to make sure that you are bringing together a balanced party. It also gives you, as the DM, a chance to help players, especially anyone new, in building rounded characters. And, everyone gets the opportunity to roll their very first rolls of the campaign to get their stats. A couple of questions that need to be answered at this stage are: 

  • How will experience work in this campaign, milestones, or experience?

  • Encumbrance, is it a thing, or do you not really track it outside of unreasonable weights?

  • Will you be using the newest character creation rules from Tasha’s Cauldron of Everything? If you are it truly can change up the game significantly, and I think in a positive way that is less restrictive. 

  • Are feats allowed, if they are, will you be allowing all of them or do the players have to ask first?

  • If you’re starting at higher levels people may have to pick schools, or pacts, or any of the things that come at level 3. Also, how often are you going to allow magic users to swap out spells? 

  • Are there any abilities that are a no, such as flying, which can honestly break some parts of the game if you’re not careful?

Encourage players to weave their characters’ stories together ... This approach fosters a sense of unity from the beginning.

Step 6: Establishing Character Connections:

With at least a basic outline of the characters (it’s best to let people ruminate on things like spells, feats, etc.) encourage players to weave their characters' stories together. As someone who didn’t do this prior to running their first campaign, I will tell you, do this. It may seem fun to try and weave them all together into a cohesive unit, but it is no easy task and eventually, it kinda requires your players to just go along with it. Discuss how their backstories might intersect, creating built-in camaraderie and shared goals. This approach fosters a sense of unity from the beginning and reduces the "strangers in a tavern" trope. 

Step 7: Campaign Hooks and Goals

With characters connected, it may be a good time to lay down the campaign's overarching hook during Session Zero. What drives the characters together? What's the main conflict? Additionally, discuss character goals that could be woven into the narrative. This isn’t a necessity and it all may come out in the first session, but it can be useful.

Also, talk about how long this campaign may last, what level the characters will start at, will it be a sandbox adventure or more of a linear storyline where there is one big overarching plot. By talking about these things, you are setting the foundation for a cohesive campaign where each player feels invested.

Step 8: Introduce the First Adventure

You did it, you’re at the end of session zero. Now it’s time for the finale. Think of it like a prologue to a book, a little taste of what’s to come in session one. You’ve talked through much of what’s to come, now give your players an amuse-bouche to whet their questing appetites. It will end the session zero on a high note and get everyone pumped for the campaign. And now, you better get to work, as a DM there’s always more work (there are ways to make it easier though). 


Running a successful Session Zero is about much more than establishing rules and character details. It's a collaborative experience that sets the stage for a rich and immersive campaign. A good Session Zero can create a foundation that allows everyone to dive into the game with enthusiasm and confidence from the get-go.

Remember, the goal is to cultivate a space where storytelling, teamwork, and shared creativity flourish. Let your Session Zero be the gateway to an epic adventure.

*Special thanks to Aric Geesaman for helping brainstorm on this and adding in some quality tips. If you’re looking for a quality knife, you should check out his stuff over at Ash Blæds.

10 Low-Level D&D Adventures For New DMs

Whether you're stepping into the Dungeon Master's shoes for the first time or you're a seasoned pro, there are those moments when a little nudge, a bit of inspiration, can make all the difference. Even the most imaginative minds have days when creativity seems to elude them, or when time is simply too tight to weave an entire campaign from scratch. That's where pre-made adventures come to the rescue.

So, with this being a blog dedicated to helping out New Dungeon Masters, I figured it would be useful to share some of my favorite pre-made adventures, each carefully selected for their suitability for low-level parties and New DMs. What makes these adventures even more enticing is that they are not just brimming with epic tales but are also easy on the pocket, available either for free or at a very low cost on the fantastic DMsGuild.com.

I find that these adventures offer something special for everyone. For new Dungeon Masters, they provide the perfect opportunity to hone your storytelling skills and master the art of crafting immersive experiences. For fledgling adventurers, they promise thrilling escapades filled with mystery, danger, and wonder. Everything we want from our D&D adventures.


A Chance Encounter: Part of a miniseries of low-level adventures that includes The Mystic Circle, An Urgent Rescue, and A Dark Veil Falls, this is a quick and easy entry into running a session for a low-level party. Taking place on the Talbot Road and the backwoods town of Myrehall into which it leads, this is a classic adventure including a wizard, a ransacked wagon, and will give you your first taste of running those tiny, but fearsome Kobolds and their trap-laden dens. 

I will say, it takes a bit more than just downloading this, reading it, and running it, you will have to plan a bit of backstory for your characters and have an idea of why they’re on the road together to make the story make sense. Plus, there are some notes, and if your players are like most, they will want to know what it says in the notes. Also, and this is just my own pet peeve, there are quite a few typos within the adventure, but it’s free so one can’t complain too much. It is nice having the added maps, that way if your players want to explore a bit you have places to send them to. 

Overall, a simple, easy introduction into the most classic style of D&D adventure that can be run in a few hours with the caveat that you take some time to plan ahead and flesh out the finer details ahead of time. Added bonus is, if you like it, you have a few more adventures in the series to jump right into. 

Accursed Apple Twists: Though I am merely going through these in alphabetical order, it works perfectly that this comes after A Chance Encounter. Where A Chance Encounter definitely is lacking in the details department, with a good read-through you could easily jump right into this adventure.

Your players find themselves in the town of Frohenfeld looking for a missing courier. At first glance, Frohenfeld exudes warmth and hospitality, but as with all great adventures, appearances can be deceiving. Without vigilance, your party might find themselves entangled in a thrilling showdown with a sinister mage, and eventually, an apple demon of all things.

What sets Accursed Apple Twists apart is its embrace of diverse skill checks. Players will have the chance to flex their perception, insight, and other roleplay-based skills as they navigate this whimsical yet darkly intriguing adventure.

In essence, it's a whimsical, at times even silly, journey that takes unexpected turns into the shadows. Accursed Apple Twists is a fantastic entry point into the world of D&D 5e, promising a delightful blend of fun and darkness for your players. So, prep your apple demon voice, and let the adventure unfold.


Be Seen by Nobody: Your players are stranded on a mysterious island creeping with deadly flora, flocks of seagulls, and an eerie silence. The island seems to be the site of some unknown catastrophe as no inhabitants are to be found, save a few self-mutilated corpses and the warning drawn on a wall in blood, Be Seen by Nobody. 

This adventure is a big step up from the first two, not only in scope and story but also in the amount of time it takes to run. However, it offers an intriguing premise with a mad king who attempts to ascend to Godhood, only for the Gods to curse him and in turn the island over which he rules. It offers mystery, dread, and in the end a battle against a colossal, one-eyed, man-eating beast with the ability to follow your players through the eyes of any living creature born on its island. 

This is one where you will have to do a little bit of extra prep, like coming up with treasure and loot, planning on ways to drop lore of the island before players come up against King Chorn, and making sure that players understand that its best to explore the island and use what is there to help whittle away at Chorn rather than just standing and fighting. If you feel up to the task it is a great adventure. 

For those who relish the slow, creeping horror found in cinematic gems like Annihilation, The Witch, or The Lighthouse, and the unraveling mysteries akin to games such as Myst, The Witness, and The Talos Principle, Be Seen by Nobody promises to be an enticing and chilling adventure to run at your table. 


Before Dawn: Your party is out for a cozy night in a lively tavern, laughter in the air, mugs clinking, and townspeople enjoying a bit of respite. Suddenly, the atmosphere shatters. A fellow patron convulses, transforming into a savage werewolf, and moments later it is chomping down on one of your party. The adventure begins here and weaves through a dark tale of intrigue complete with Kobolds, Worgs, Gypsies, Vampires, and a Pirate Werewolf. 

I like this adventure because it is a rather straightforward mystery and while Be Seen By Nobody offered terror, this drenches you in the essence of old-school gothic horror and all its tropes. It is also a great mesh of the three pillars of D&D (action, roleplay, and exploration). If the players make sure to delve deep into the town, they'll uncover opportunities for roleplay and action and be rewarded with pieces that could turn the tide in their favor during the final showdown. One particularly thrilling aspect is the race against time. A party member teeters on the edge of becoming a permanent werewolf, adding a layer of urgency that propels your group into action and can work well as a force that brings them all together as a cohesive team.

If your adventurers are starting at second or third level (which I wholeheartedly recommend, given the fragility of level one characters, especially for new Dungeon Masters), this adventure offers an engaging start to a campaign. As long as your players aren’t metagaming and working to avoid confronting vampires because they know the traditional D&D vamp is a CR13 monster that would destroy their party in moments, this is a great gateway into the game and sets a darker tone for a campaign. 

For those who relish slow, creeping horror ... and unraveling mysteries ... Be Seen by Nobody promises to be an enticing and chilling adventure to run at your table. 


The Delian Tomb: For fans of Matt Colville you may already recognize this one as the dungeon he created in his first episode of Running the Game on YouTube. If you’re not a fan of Matt, and all the wonderful stuff over on MCDM, I suggest changing that and heading over there after reading this. That said, this adventure is handcrafted for first-time DMs and/or players at first level. 

You’re on the road with a caravan from this place to that place, you see a bad storm coming, you stop at a friendly farmer’s homestead to take shelter, and wouldn’t you know it, just as you're getting comfortable, disaster strikes – the farmer’s son gets nabbed by some monsters. Was it Kobolds? Goblins? A Hobgoblin? A Bugbear? No one knows, but it is your party’s task to find out and return young Peter. 

Sure, it might sound like a basic setup, but that’s precisely all you need when you're starting out. Your players set off to The Delian Tomb to fight, sorry for the spoiler, Goblins and a Bugbear. But, what sets this apart from that simple premise is once players are there, if they use their noggins, they can find a deeper secret within the tomb by solving a riddle and saying an oath. In the secret chamber, they find a +1 sword and more goodies, but the other goodies lead to a fight with fallen members of The Delian Order.

The beauty of this adventure lies not just in its simplicity, but in its teaching moments. It’s a guiding hand for both players and Dungeon Masters. The combat is straightforward, the challenges classic, but the biggest takeaway is that secret room. It allows players to learn the joy of exploration, the thrill of unraveling hidden truths. It’s a subtle nudge and also teaches Dungeon Masters to always go the extra mile, to make the world rich and vibrant, ensuring players are enticed to explore every nook and cranny. If you start here, you will be building a solid base for your adventures to come.

Grymm House: Another horror adventure. Maybe entering into October has me feeling a certain way? Maybe horror is just the perfect genre for a one-shot? Who knows? But, this is my personal favorite horror genre, the snowed-in trope (lookin’ at you The Thing, The Shining, The Hateful Eight, 30 Days of Night). Your brave party, en route from one town to another, finds themselves trapped in an unexpected snowstorm. Their salvation appears in the form of a rabbit-hunting Dwarf, Benrak, and the promise of Grymm House, a nearby lodge. It’s shelter, they think, a respite from the storm. Plus, Benrak shares with them, if they come to the lodge, there is a mail coach that will be by in a few hours to take them to their destination. Little do they know, it’s a sanctuary harboring more than a few dark, terrifying secrets.

What ensues is a night in a rustic lodge with Benrak the Dwarf, and Darrell, the Master of Grymm House, a man, who players learn rather quickly is attempting to do the seemingly impossible, defying death itself. What the players won’t know without spending the evening exploring Grymm House, is about all of the death that has taken place in these halls and rooms, the ghosts that haunt them, and that Darrell has figured out how to escape death, but only his own, and they are the pawns in his plan to live forever.

This is one of my favorite adventures I’ve come across as it is thoughtfully crafted, overflowing with details you might not even use, and is written out in a way that few other pay-what-you-want adventures are. The beauty of Grymm House lies not just in its narrative, but in the meticulous thought behind its design. Homebrewed monsters like Snow Angels, The Coachman of Death, Grymm Guardians, and the nefarious Darrell himself breathe life into the horror. As you guide your players through this nightmare, jump scares await, strategically placed to rattle them to their core, adding to the sense of fear that permeates the air.

While the game itself spans just one night, Grymm House can easily stretch across multiple sessions as your players unravel its dark mystery. And once they believe they’ve finally escaped, they’ll find the coach that promises safety just so happens to be the Cóiste Bodhar, the Death Coach, Darrell’s final trap. This adventure, tailored for Level 3 characters, is a haunting masterpiece. An adventure not to be missed; I truly cannot recommend it enough.


Moon Over Graymoor: I know, I know. Another werewolf adventure. But this one is too good to pass up. Plus, werewolves are cool, especially as lower-level D&D monsters. So, here we go, in Michael Scott’s murder mystery voice, “There’s been a murder, a murder most foul.” Well, a few murders to be exact, the most recent of which is the little hamlet of Graymoor’s blacksmith, George Gilly, and your players are here to investigate the murders and capture the culprit. 

As the investigation deepens the players are pulled into a twisting mystery where, if they don’t explore the town thoroughly, speak with the right people, and follow the clues, they might end up accusing the wrong werewolf, misjudging the innocent fledgling, and playing right into the hands of the true culprit. Yes, there are two werewolves in this tale — one sinister, one terrified and fledgling. During the investigation the players will come across more murders, a witchy woman in the woods, nearly perish in a fire, and ultimately attend The Feast of the Moon, where they’ll confront the beast itself, or beasts if they haven’t figured it all out. 

Written with the finesse of a seasoned adventure writer, Moon Over Graymoor is a treasure trove for New DMs and players alike. It's not just a mystery; it's an educational journey. Packed with helpful notes, it delves into the history of the classic D&D goddess Selûne, teaches the nuances of dice rolls, explores the intricacies of skill checks, and provides a plethora of pre-written dialogues, a boon for any DM.

Spanning three in-game days, the adventure unfolds seamlessly, offering a perfect balance between horror and intrigue. In my opinion, this is nearly a perfect beginner one-shot that, depending on your group's penchant for exploration, can easily unfold within a session or two. Despite the classic horror elements, it strikes a balance, ensuring your players don't feel trapped in a purely horror-focused tale.

What truly sets this adventure apart is its emphasis on skills outside of combat. In the shadow of a murder mystery, players must flex their investigative muscles, employing skills like perception, nature, survival, arcana, and more. It works as more than an adventure, it's an essential lesson for both newer players and Dungeon Masters in the versatile toolkit of D&D skills. 

The beauty of Grymm House lies not just in its narrative, but in the meticulous thought behind its design.

A Night of Masks and Monsters: “Masquerade! Every face a different shade. Masquerade! Look around, there's another mask behind you.” That’s right, your players have been invited to a night of mystique and elegance at one of the famed masquerade balls of the Marquis di Maschera in the city Ibrido (aka fantasy Venice) Yet, beneath the veneer of glamour, a sinister force lurks. The masks, symbols of anonymity and revelry, are cursed, transforming the wearers into the animals they depict. Can your party unveil the evil Marquis's secrets, kill him and his minions, and break the curse before it consumes them entirely?

A Night of Masks and Monsters might just be the most downloaded adventure on this list, and it's not without reason. It is fun as all Nine Hells as a one-shot. The premise itself is a tantalizing blend of mystery and fantasy festivity. A fancy party, shrouded in enigma, is a recipe for an unforgettable gaming night. Plus, any time you get to add in a fantasy version of Venice, you should do it. 

However, let’s not mince words — while this adventure works great as an idea, it is relatively poorly written and will require you as the DM to do some leg work. But therein lies its potential. As a New Dungeon Master, you'll need to invest some effort into fleshing out the details, smoothing the edges, and adding depth to the characters and plotlines. It's like a rough gem that needs your touch to truly shine. 

Why would you add it to this list then? You might be asking. Well, because I think it is worthwhile to take the time to flesh it out. Not only because it’s a fun, unique adventure. But, by investing your creativity and energy, you're not just running an adventure; you're sculpting one. As a New DM, this challenge becomes an invaluable exercise in crafting your own tales. It's an opportunity to think critically, brainstorm, and understand how to enhance an adventure to suit your group's dynamic.

In the end, A Night of Masks and Monsters is a canvas waiting for your artistic touch. So, don your metaphorical mask, embrace the challenge, and let the mystery unfold. It might require some extra effort, but the satisfaction of transforming a good idea into a great adventure is unparalleled. 

Prize of the Mountain Prince: Let’s dive straight into the heart of this adventure — it ends with your players facing a dragon! That’s right, a low-level adventure that includes a dragon, which if you know much about D&D, is a rarity anymore. But that’s not all; your party will also clash with three varieties of Kobolds, fend off Giant Spiders, and embark on a heroic quest to rescue a kidnapped girl. This adventure, my friends, embodies the essence of traditional D&D, and that's precisely why it's so delightful.

The allure of this adventure isn’t just the promise of battling a dragon; it’s the perfect blend of old-school D&D charm and modern teaching. Crafted specifically to guide new Dungeon Masters and players, this adventure is a gold mine of learning moments. It meticulously unravels game mechanics, from understanding held actions to navigating darkness and the art of taking short rests (which get overlooked far too often). Every step is a lesson, every encounter a chance to grasp the intricacies of D&D-ing.

While anyone can run this adventure, I truly would recommend it to anyone running their very first session. If you’re a group of first-timers wanting to understand what it’s like to play, this is a perfect adventure. It provides pre-rolled characters, detailed maps, and ready-to-go stat blocks, everything you need neatly packaged. It's not just an adventure; it's a comprehensive tutorial, a hands-on experience that will quickly, easily, and inexpensively let you dip your toe in the water to know if this is a hobby you want to dive into fully.

And if you're still uncertain, the author has gone the extra mile. They’ve recently showcased this adventure in action on their Twitch channel, Choose Your Roll. Give it a watch. It's a chance to see the mechanics in motion, the story unfolding, and the magic happening in real time — a way to see what’s on the page come to life.

For in the darkness, true heroes find their light. 


Rise of the Necromancer: With a name like that, it should come as no surprise that this is one dark adventure, but I’ll straight out say that it is super dark, and will be tough for any party to get through. That said, it is a masterpiece in so many ways including having one of my favorite bosses in Zheilver, Ruler of the Undead, whose ability to take players down and force them to fail all death saves is terrifying. 

The adventure starts off simply, your adventuring party is tasked by the kind people of Honeywell to travel to the Spire of Rest to help calm the restless spirits in the the local graveyard. On the way, you are waylaid by a terrible, unnatural storm, that with some bad rolls, could easily down a player or two. I think this is a good exercise for Dungeon Masters to learn the valuable lesson of using weather and other factors to create different styles of encounters. Once you make it through the storm and to the Spire, that’s when things get dark with hordes of Skeletons, Skellets, and other undead creatures attacking you left and right as you venture deeper into the cavern only to be met by Zheilver himself. 

The bulk of the adventure centers around the quest to vanquish Zheilver and his minions. Yet, it's the conclusion that leaves a lasting impact. You did it, you defeated the Necromancer, and you’re going back to Honeywell to collect your reward and celebrate with the fun, friendly folks of the town. Instead, you’re met with a vision of horror. The townsfolk, once lively and welcoming, now lie lifeless, a haunting tableau of loss and despair. A message in blood, a sinister promise of vengeance from the BBEG for felling their ally.

The dark end serves as a grim reminder to players that triumphs are not always permanent, and challenges are boundless. It urges Dungeon Masters to weave narratives that evoke fear, hatred, and determination in their players towards the monsters and villains in their campaigns — emotions that lead to big payoffs as games progress.

In the end, Rise of the Necromancer is not just a tale of darkness, it is a testament to the multifaceted nature of storytelling in D&D. It's a reminder that victories are sweetest when contrasted against the bitter taste of defeat. As you guide your players through this harrowing journey, prepare them for the shadows that lurk in the corners of their victories. For in the darkness, true heroes find their light. 


There we have it folks, 10 adventures to put in your low-level campaigns. Each of these adventures offers a unique experience, showcasing the diverse tapestry of storytelling that D&D has to offer while simultaneously allowing Dungeon Masters and players to learn nearly every mechanic that the game has to offer. From unraveling mysteries to battling the undead, from diplomatic intrigue to exploring unique realms and cities, there's something here for every taste and playstyle, and so much to learn along the way.

As we embark on this journey through the realms of imagination, remember that the heart of D&D lies in the stories we craft together, the bonds we forge, and the adventures we undertake. So, whether you're a new DM looking for the perfect starting point or a player ready to dive into the next thrilling escapade, these adventures await your exploration.

Creating Unforgettable D&D Characters

Decided to mix it up a bit this week since I’ve been playing some (too much) Baldur’s Gate 3 and it reminded me just how fun it can be to create one single character with the goal of lasting a whole campaign. 

Zarien, my Drow Great Old One Warlock, would not have lasted a whole campaign as I recently lost him and everyone else to a TPK from some minotaurs. In real Dungeons & Dragons, I would’ve been devastated to lose my beautiful boy and had to start rerolling a new character. Luckily BG3 just takes you back to the last save, so I’m just gonna return to the minotaurs a bit further down the road. 

BG3 aside, playing it made me want to share some of the tips I’ve used over the years to create some of my favorite characters when I was on the other side of the Dungeon Master screen. And for the DMs there, I use these same tips for creating memorable NPCs. When you’re playing D&D (or most any TTRPG) creating a memorable character is the key to unlocking a truly immersive gaming experience. 

So, follow me on this journey to discover the secrets of crafting characters that leap off the character sheet, ones that you’ll be excited to get back to the table and continue playing for dozens to hundreds of sessions, and who may weave their way into the hearts of your fellow players (and DM). 


Choose your Species and Class 

These two choices will be what everything else about your character is built upon, they determine nearly all in-game aspects of your character including physical traits, skills, spells, and abilities. 

Now, you may be a person who likes to play optimized characters. If that’s the case, you’re going to make this choice based purely on that: you wanna get up in the mix, you’re a Half-Orc Barbarian; take jabs and stun all around the battlefield, hello, Tabaxi Monk; sit back and blast spells while being able to keep concentration, Yuan-ti Pureblood Sorcerer all day, every day. There are sites all over the internet for building the most optimized 5e characters and that can be fun as hell to play that way. 

However, if you don’t care about all that and you just love playing gruff little Dwarf guys, or want to be an otherworldly gorgeous Elf, then you can be that and any class you want. You have in your head that you want to sneak around, steal stuff, and slit throats, be a rogue. Take the time to dive into the lore and characteristics of each species, and consider the ones that resonate with you. After all, you should already be ruminating on step three, which is unsurprisingly your character’s backstory, and these choices should complement the narrative brewing in your mind.

In the world of D&D, your character's unique qualities will shine, and if you're blessed with a thoughtful Dungeon Master, the campaign will adapt to embrace your character's quirks and strengths. So, embrace the species and class that ignites your excitement and sets your imagination ablaze.

Craft a Unique Appearance

With your species and class choices in hand, it's time to sculpt the outward identity of your character, the face they present to the world. In Dungeons & Dragons, appearances matter; they're the first brushstroke on the canvas of your character's story. While the adage "don't judge a book by its cover" holds wisdom, it's human nature to form initial impressions based on appearances, and D&D is no different. What your character presents to the world will define how NPCs, and PCs approach interactions with them. 

Now, let's dive into the details. What does your character wear, and what motivates their choice of attire? Do they adorn themselves with distinctive features — a scar tracing a mysterious history, a tattoo symbolizing a past allegiance, or a piece of jewelry with sentimental value? These nuanced touches will set your character apart, but remember, less is often more. Unless you intentionally seek to make your character physically arresting or peculiar, select just a few unique quirks to weave into their appearance. Subtlety can be a powerful tool in making your character memorable without overwhelming the narrative.

As you refine your character's visage, consider how their appearance reflects their species and class. Do they carry themselves with the grace of an Elf or the rugged demeanor of a Dwarf? Does the attire of a rogue suggest stealth and cunning, while a wizard's robes hint at their command of arcane mysteries? In the world of D&D, your character's appearance is a window into their soul, a mirror reflecting their story. So, craft an image that will captivate, intrigue, and leave a lasting impression on all who cross their path. 

What your character presents to the world will define how NPCs, and PCs approach interactions with them. 

Develop Your Personality

As I said above, this should already be in your mind. Species and Class will define your in-game aspects, the ways in which you can play your character within the bounds of the rules and regulations. Personality and backstory though, there are no rules or regulations to constrain those outside of the world you and your group have chosen to play within. This is where you will really start to bring your character to life.

Start with the basics, the foundational elements that define your character. What is their name, where is their hometown, and who and where are their family? But this is just the beginning; you must also venture into the realm of thought-provoking questions. What does your character fear most? What profound lessons have they gleaned from their life's journey? And what are the flaws that both shape and burden them, the shadows they yearn to overcome?

Crafting your character's personality is a journey of self-discovery, much like stepping into their shoes and seeing the world through their eyes. Are they known for their courage, or do they navigate life with a cautious heart? Do they wield sarcasm like a blade, or do they approach each day with earnest sincerity?

But remember, no one is one-dimensional, and neither should your character be. Just because you're a rogue doesn't mean your existence revolves solely around stealth and theft. Perhaps you have a penchant for culinary arts, a skill passed down by your beloved grandmother. Maybe a fondness for dogs stems from a childhood devoid of friends, where a loyal street dog was your sole companion. Those daggers at your side? They also serve as tools to carve intricate figurines, each one a cherished memory of those who've touched your heart.

Creating a memorable character requires infusing them with authentic characteristics, making them feel like real people with dreams, fears, quirks, and aspirations. While it may be challenging to step outside your own skin and think as another being, the rewards of this endeavor are immeasurable — moments of catharsis, insights into the human (or non-human) condition, and the fulfillment of breathing life into a captivating character that will forever etch their mark on the annals of your gaming adventures.

Define Your Backstory

Personality and backstory are intertwined threads that weave the intricate fabric of your character's existence. It's often useful to craft them in tandem, for a character's past experiences are the crucible in which their personality is forged. Much like the layers of history that shape our own lives, your character's backstory is the sum of all that occurred before the first dice was rolled, before the journey began. 

Dive deep into your character's past, unearthing the pivotal moments and formative events that sculpted their identity. Did they spend their early years in the serenity of a quaint village, or were they orphaned on the unforgiving streets of a bustling city? The richness lies in the details, in the personal tapestry you weave. The more vivid and engaging your character's backstory, the more they come alive.

While it's valuable to outline your character's backstory and personality, leave room for flexibility. It’s important to remember that your character's history can evolve as the campaign unfolds. Dungeon Masters often find inspiration in these untold stories, using them to craft personalized hooks and challenges for each character.

As someone who's ventured behind the Dungeon Master's screen, I've come to appreciate the power of player character backstories. They provide essential ingredients for immersive storytelling, allowing a DM to introduce meaningful NPCs, antagonists, or allies tailored to your character's journey. The childhood bully who tormented you may reappear as a baddie that you and your party get to whomp on for a bit, or maybe they get to redeem themselves by aiding you on your quest. Either way, you’ll have a more emotional connection to the situation as it is a part of your character’s past.

Your character's backstory can also be a source of shared experiences and character development within your adventuring party. Hidden secrets may become revelations, drawing your fellow player characters closer as they help you confront or resolve the past. These interactions breathe life into your character, creating moments of camaraderie, conflict, and growth that enrich the storytelling experience.

In the world of Dungeons & Dragons, your character's backstory isn't just history; it's the key to unlocking a vibrant, evolving narrative that deepens the connection between player and character. So, as you define your character's past, remember that you're not just shaping their history — you're forging their destiny.

There are countless places on the web and in print to find question lists to answer for creating your character. I’ve used many of them and they are all helpful in their own ways. However, I’ve compiled a list of questions that I personally like that work best for me, and who knows, maybe it will work for you too. Get it right here and get to making that character.

Creating a memorable character requires infusing them with authentic characteristics, making them feel like real people with dreams, fears, quirks, and aspirations

Set Character Goals and Embrace Character Arcs

While the first four items are the most important aspects of creating an intriguing and memorable character. There are a few other additions that will give your character and you that extra nudge toward greatness. For one of these additions, imagine your character as a ship sailing through the boundless sea. To navigate these uncharted waters effectively, your character needs a clear destination — a purpose that drives them forward. These purposes come in various forms, spanning both short-term and long-term objectives.

Short-term goals might include proving your worth to skeptical townsfolk, becoming the most well-regarded singer in town, or discovering the truth behind a mysterious artifact. Long-term objectives, on the other hand, are the distant shores on the horizon — avenging a fallen mentor, invoking the mercy of a god to revive a loved one, or vanquishing an ancient evil that threatens the world.

With these objectives in mind, your character will inevitably encounter trials and tribulations along the way. These experiences, both triumphant and harrowing, shape your character's narrative arc. Picture this arc as the evolving path that guides your character's development — a journey of transformation and self-discovery.

Character arcs can take various forms. The classic hero's journey, where a character starts as an ordinary individual and evolves into a hero, is a timeless archetype. Alternatively, your character might embark on a more complex arc, exploring themes like redemption, sacrifice, or moral ambiguity.

The key to a compelling character arc lies in embracing change. Allow your character to react and adapt to the challenges they face, letting these experiences mold them into a different version of themselves. As they grow, you'll find that your role-playing becomes more nuanced and realistic, breathing life into your character.

Immerse Yourself in Roleplaying

This one isn’t for everyone, as roleplaying can be uncomfortable for some and just isn’t done, nor required, at every table. But, if you’re up to the task, and enjoy it, roleplay can truly be the finishing touch on creating a memorable character. Fully immerse yourself in your character’s persona during gameplay. Speak in their voice, make decisions as they would, and embrace their flaws and quirks. The more you commit to roleplaying, the more your character comes to life and the more you and the others at your table can connect with them. Also, as someone who took some getting used to roleplaying and not feeling anxious about it, I promise, it you keep trying it gets easier and (if you’re at the right table, which is most tables) no one is going to make you feel anything but good for trying.

Collaborate with Your Party

Lastly, and it’s something that I will likely harp on in some way in nearly every post I ever write, D&D is a collaborative game. While it may be tempting to embody the lone wolf (and it can payoff if you play if right), the magic of D&D blossoms when the party works together. Your character's destiny is intertwined with those of your comrades. Embrace the opportunities for interaction and cooperation, and allow your character to develop through their relationships with others. 

Characters evolve not only through their personal quests but also through their connections with others. These relationships breathe life into your character, adding depth and nuance to their journey. A shared laugh, a moment of vulnerability, or a tactical alliance can all shape your character's growth.

Collaboration isn't just about planning tactics or solving puzzles together; it's about investing in the narratives of your fellow adventurers. It's about listening to their stories, respecting their choices, and embracing their flaws. Through this collective storytelling, your character becomes part of something greater.


Crafting a memorable D&D character is an art that combines creativity, storytelling, and a dash of imagination. By building a solid foundation, breathing life into your character, fostering their growth, and immersing yourself in role-playing, you can create a character that not only enhances your gaming experience but also leaves a lasting, positive impression on your fellow players, Dungeon Master and one that you’ll share the stories of years down the road.

The Efficient Dungeon Master's Guide

As a Dungeon Master, you'll inevitably encounter moments of burnout along your journey. Dungeon Mastering is a long-term endeavor, and even the most passionate DMs can find themselves in need of a breather.

When you first start a new Dungeons & Dragons campaign as a DM, you're brimming with enthusiasm. You eagerly dive into over-preparation, crafting intricate lore, contemplating character voices, and meticulously designing monsters and encounters for your players. This enthusiasm is a vital ingredient for becoming a skilled DM.

However, there are times when the stars don't align. Life becomes chaotic, leaving little time for preparation. Your players may unpredictably veer off the planned path, or you might simply find yourself lacking inspiration. It's all part of being human and happens to the best of us.

In such moments, fear not. Within this guide, you'll discover sage advice to navigate these challenges. Whether you're looking to simplify your DMing style temporarily or fully embrace a more efficient approach, rest assured that you can still create fantastic D&D (and other TTRPG) sessions without an overwhelming amount of prep work.


1. Use pre-made content:

As I’ve said in other posts, I’m personally not a fan of using pre-made content for my campaigns. Creating the world collaboratively with my players and building it out over time may be my favorite part of being a dungeon master. However, there is no denying that there are many great pre-made adventures available, both official and third-party that you can put to good use. Even if you just dive into them for a session or two, these adventures can save you a lot of time and effort, and they can also be a great way to get ideas for future sessions, and to see other people’s ways of crafting adventures.

There are plenty of free or inexpensive adventure modules available all over the internet, but my favorite place to get them is over at The Dungeon Master’s Guild. There are adventures for all party levels and experience levels. I currently read through one that is perfect for a New DM and a low-level party looking to learn the ropes of 5e. It’s called Prize of the Mountain Prince and was made by AJ aka Pasta_Parade over at the D&D Twitch stream Choose Your Roll. And keep in mind, even if you’re using a pre-made adventure you can alter and tweak things to fit your campaign; you’re the only one reading the adventure, and there’s no penalty for making it your own.

2. Recycle, Reuse, Reinvent:

It may be a bit off-putting, especially if you’re a creative person, which you likely are as a Dungeon Master. However, one of the most effective tricks to making your job easier for a few sessions is recycling content. Don't hesitate to reuse NPCs, settings, or even entire encounters from previous sessions. 

Unless players are metagaming – which if they are, shame on them, you gotta put the kibosh on that right away – you can re-skin any monster stat blocks to be whatever you want them to be. That Dryad from session 4, that is now a Druid priest. The Quickling that was in the woods as well is the Druid’s Rogue companion. And the handful of Blights you used are all Druidic guards. Claws are daggers. Needles are arrows. Vine Blights are big brutes who can cast entangle. With a bit of tweaking, your players will be none the wiser, and you'll save valuable prep time. 

 
 

Another fun way to re-use is literally have the exact same tavern, or magic shop show up in a different city or town. You don’t have to spend time creating anything new and its a fun mystery hook to toss in. Your players can spend a whole session just starting to unravel the mystery. 

Do this sparingly, but don’t be afraid to use it from time to time. 

3. Now stop, collaborate, and listen: 

This is one for every time you are at the table and one of the main pieces of information that every dungeon master should keep in mind, D&D is a collaborative storytelling experience. Don't shoulder the burden of creating the entire narrative yourself. Encourage your players to contribute to the world-building process. Their ideas can breathe life into your campaign, making your job as DM easier and more enjoyable and getting them more invested in the world they are playing in. 

Do your best to leave gaps in every session that your players can fill in and put their imprint on. “You walk into The Prancing Pony (*bit of a hint for an upcoming point*). It’s rather busy tonight, lots of folks in for a pint and a bite. Who do you approach and what draws you to them?” Boom, you have a new NPC that your player came up with and their answer to the question can give you a hook for this part of the session. And now, the player is interacting with a person they’re actually intrigued by because they came up with them. Three sessions from now, when that new NPC goes down in a battle, they’re going to feel attached and there will be higher stakes to get them back up. 

One tiny caveat to this type of DMing is that you have to hone in on one skill that most every DM needs and we will cover that in the next point. 

4. Improvise Like a Pro:

If you spend your time honing one skill as a DM it should be improvisation. Being able to think and act on the spot will make everything you do that much easier. Sometimes, players will throw curveballs that no amount of prep can anticipate. When that happens, remember that it's okay to wing it. Your players won't know if you're making things up on the spot, as long as it feels organic and enjoyable.

The easiest way to get better at improvising is by building a better understanding of the rules of the game, the lore of the world, and having a few random tables at hand for NPC and shop names, item lists, treasures, or whatever you have the most trouble coming up with on the fly. There are great random tables in the Dungeon Master’s Guide and countless ones online, for names, it doesn’t get better than Fantasy Name Generators, for loot 5e Loot Shop, and for everything else and more Donjon is the place to go.

5. Use Props and Tools Sparingly:

I could harp on this for hours, it is a main point in my blog post about the essential items needed to play D&D, which is actually very little. But, while elaborate props and maps can enhance immersion, they can also be time-consuming for a DM, and expensive. As long as your group isn’t accustomed to them, don't hesitate to lean on theater of the mind and simple sketches when necessary. And, if you’re having trouble getting a session put together, just make one or two in a row that have less combat and adventure and are more focused on social interaction. 

6. Steal Shamelessly:

Back in point three, I referenced The Prancing Pony from The Lord of the Rings. As a writer and creator, fighting the fight against plagiarism is embedded deep in me and something I take seriously. However, DMing is one of those places where it doesn’t matter. If you’re not making an actual play podcast or planning on writing your campaign down as the next big fantasy novel then steal, baby, steal. 

Take ideas shamelessly from books, movies, video games, or other campaigns. Me, I like Devi from The Kingkiller Chronicle by Patrick Rothfuss, so my campaign has its own version complete with her harsh credit system; I tweaked it here and there, but anyone who has read the books would recognize it in a moment. There's no shame in borrowing plots, characters, or settings and adapting them to your campaign's needs. It's a time-tested technique that can save you countless hours of brainstorming and if you’re not profiting off of it then no harm, no foul. Only problem you may run into is players recognizing the original material and getting ahead of you, but, if they’re not metagaming that should be no problem at all.

7. Don’t know everything:

By the gods is this a difficult habit to break. As a DM it is easy to feel that you have to know the answer to anything and everything your players may ask or do. I know I run into that feeling every time I am prepping a session. I’m creating an encounter or a social interaction and I try to think of all of the ways that they can solve the problem, that way if they have trouble or slip up I can gently nudge them. 

I’ve quickly found that that is a waste of my time. I’m one person with one brain, they are four people with four brains, they will figure it out and likely in a way I – all alone, two glasses of wine deep on my couch – won’t. I just need to come up with a problem for them to solve, know that it is solvable, and let them do the rest. You should do that too, truly, letting go is hard but feels so much better once you’re at the table listening to the players come up with an answer.


And there you have it, dear readers, seven effective tips to becoming a more efficient (and less stressed) Dungeon Master. Remember, D&D is a game and your main goal is to keep things fun, relaxed, and collaborative.

So, embrace your inner Eldath, allow yourself to recycle those encounters, improvise on the fly, and remember to always prioritize the joy of collaborative storytelling over rulebook perfection.

Your job just got so much simpler.

Gen Con 2023 Review: My Not-so-favorite Things

I recently shared my favorite moments from Gen Con 2023, and while it was an unforgettable year for me, I believe in being honest about my experiences – even the less-than-perfect ones. So, here's a closer look at a few things that didn't quite live up to the hype at this year's con.


Lorcana

Alright, let's dive right into my "hot take." I was lucky enough to snag a ticket to play the hottest game at Gen Con 2023: Ravensburger’s new trading card game (TCG), Lorcana. For those TCG enthusiasts out there, you already know that the game (as are most TCGs) is a derivative of Magic: The Gathering, or Pokémon, or every other TCG on the market.

Now, I must admit, I’m not a TCG person. I remember seeing kids in the halls at my high school playing MTG and Pokémon, but it never interested me. Firstly, because I was – in my head, and looking back on it, stupidly – too cool for that stuff. Look at us now, young Cavan. But, also, it seemed like a thing to spend a ton of money on hoping that you got the best cards in order to, maybe win a game against some friends, which I do like, but more likely to get someone to buy at an unimaginably high price, which I don’t like. Now, we have Elsa, Stitch, and Mickey Mouse on cards and we all can see where that will lead, especially with the foil cards: jacked-up prices that people, especially kids, will spend because it’s Disney.

We already saw what chaos it can cause during the con as there were actual physical altercations in the line. Plus, the line caused a massive headache area in the hallway. Not only that, but the line started at 6 p.m. for a 10 a.m. opening, which if that’s what you’re at Gen Con for, then kudos to you. For me, I was happy to play and get a starter set. 

Which, brings me to the game itself. The game is, well, fine. If you've played any TCG, you'll recognize the mechanics, just with Disney flair. They've renamed things, like "mana" being called "ink" and "tapping" being "exerting." Rather than attacking each other’s characters in order to reduce life points, your goal is to accumulate 20 lore points by sending characters, known as Glimmers, on quests. Some cards add lore, some subtract, some are characters, and some are items.

 
 

During my playthrough, I couldn't help but compare Lorcana to the Star Wars: Unlimited demo I had just done. The latter had cool game mats, life trackers, and sleek components. Lorcana had cards and LCD writing tablets. Not exactly magical.

Lorcana has potential, but it left me wanting more – especially considering its Disney pedigree. I will say that the art is solid, and I love that it’s all original art instead of utilizing film stills or something like that. I will also say the guy leading us through the game was fantastic and you could tell, though he was exhausted, he really cared for the product, even if the experience felt more like a cash grab to me. I can’t completely hate on Ravensburger, I mean, make money where you can. They do make decent games that I love; Horrified is always out in October at our house, and Villainous is a great Disney-based game. But, Lorcana, it’s not my cup of tea, or my well of ink, or something like that.

Kobold Press’s Tales from the Wastes: The Sanctum

It’s hard for me to put this here because I was completely of two minds about this experience. First off, this was my first experience at Gen Con 2023 and it happened at 10 a.m. on Thursday. So, I was giving them a bit of leeway with the experience because anything on the first day, especially that early in the day is going to be a bit rocky. 

It was a 5e game, so we were given a handful of character sheets to choose from to play, as I never get to play, I chose a class and species I hadn’t done before, a Ratfolk Wizard. The group I played with was fantastic. Everyone was friendly, fun, and we meshed well as a group, no murder hobos, no scene stealers. As an added bonus, our DM was great as well, which was something I had at every table I played at at Gen Con this year. 

The beginning was straightforward, we explored a town, chatted with townsfolk, and learned about The Speaker. An esoteric, pied piper sort of guy who the town was enthralled with. Easy peasy.

The problem? Once we reached The Sanctum, things went awry. I won’t spoil how we got there, or anything like that. However, we spent nearly 45 minutes in a room talking to people who only repeated blessings to The Speaker and vague references to The Mother, whom we had never heard of.  It felt like a dead-end. So much so that one guy at the table straight asked the DM, “So, are we just supposed to walk around until something happens?” Eventually, I stumbled upon a clue, and it led straight into the final battle. The battle went well and was reasonably tough, but, as expected we won.

The biggest disappointment was entering The Inner Sanctum of The Sanctum to see a grisly scene of death and mutilation, a shrine to something. However, the group I played with and I will never know to what, because even with a Nat-20 perception check to find an inscription, none of our pre-made characters could speak Abyssal. Yep, our premade characters from the makers of the adventure couldn’t read the language needed to get to the end of it. And so, we were left without an answer.

The game had its fun moments, but the lack of resolution and guidance left me wanting more. Still, I bought a Kobold Press book later, so no hard feelings. But, come on, someone tell me what the shrine said. Please!?

Daggerheart

I know I listed Daggerheart among my favorite things at Gen Con, but hear me out – I can have mixed feelings, right? Daggerheart itself seems like a good system that will be useful, especially for people who want to get a game going quickly. But, the session I was in, while overall pretty solid, was a bit of a letdown for two reasons. Firstly, we had a murder hobo at the table. Which, for me, is the worst kind of player around. I’m not a big battle-heavy person in D&D, give me mystery, give me fetch quests, give me roleplaying scenes, I love all that. Combat, while fun, and necessary in D&D, needs to be justified when it does happen. 

We eventually reined him in and got the game back on track, but that led me to problem number two, which was, funnily enough, the complete opposite direction. My character build was all about combat. I had drawn the card randomly and chosen a species that seemed to go well with it. The rest of the game, which I usually would be happy about, turned out to be completely non-combat went along without any fights at all and my character was, well, useless. So, I sat back, biding my time until I could intervene in a situation at the end, only to get arrested.

While I can tell that Daggerheart will be good, and I enjoy what it offers as a game, the game I got to play was just a bit blah. And truly, that was due to luck of the draw on one player and one card. Despite these hiccups, I'll give Daggerheart another shot when it's released. After all, everyone deserves a second chance to redeem themselves in the world of tabletop gaming.

Those were my more specific qualms with this year. Now, I have some general things that mar the experience a bit and I notice them every year that I attend. I’ll keep this short and, as sweet as possible because I’m starting to feel bad for complaining at all about something I enjoy so much and feel lucky to attend. 

Backpacks & Wagons, not nearly as fun as Dungeons & Dragons:

So, this trend is getting more and more popular, and in the words of my favorite clockwork automatons, it really grinds my gears: those folks who lug around giant gaming backpacks and wheel around wagons like they're on an expedition.

You’re standing at a table, getting a demo from a volunteer at a game booth when *shlabam* you get rocked in the side by a bag big enough to comfortably transport a halfling through Baldur’s Gate. You stumble, and trip and fall back into a wagon, “Farewell dearest shopkeep!”, you say, as you are whisked away through the convention.

Exaggeration? Yes. But come on, Gen Con aisles are chaotic enough! We don’t need to add these mobile fortresses to the mix. And the wagons, abso-freakin-lutely not, there is no way those should be allowed. Sure, people have their loot in there, but it feels like they're preparing for the tabletop gaming apocalypse. Can we all agree to downsize a tad and make the hallways more walkable?

70,000’s A Crowd:

Speaking of crowds, Gen Con has become the hottest ticket in town, rivaling the popularity of Eldritch Blast at a Warlock party. It's fantastic to see the gaming community thriving and our beloved event reaching new heights. However, at times, the crowd is overwhelming.

I understand there will be a crowd, but this year, on Thursday of all days, it was nearly impossible to get through some aisles in the dealer hall. This may seem a bit of a silly thing, but what makes it tough is when I went back through on Saturday I realized I had missed two of my favorite booths just because I literally couldn’t move through the crowd. Usually I’m only able to go for one day, so I would have just missed them.

I comprehend the monumental effort and financial investment it takes to pull off an event of this magnitude, especially after the hit Gen Con took from the pandemic. Yet, it's high time to contemplate a few options. Perhaps imposing a cap on attendance to ensure everyone savors the con without feeling like sardines in a can. Or, why not consider expanding the hall? It's a perfect segue into our next topic.

The Wizard Casts Teleport on the Artists & Authors

I have thought this since my first time attending the con, and it becomes more and more pronounced every time I’m here: the artists and the authors should not be in the dealer hall. And don’t get me wrong – I cherish my time in that corner, surrounded by mesmerizing artwork and engrossing conversations with authors. As an aspiring writer, I could get lost in those discussions for days. However, the area always looks a little overlooked, and that is because it likely is. Gen Con is a gaming convention, and while gaming includes books, art, cosplay, and a dozen other offshoots, the majority of the people in the dealer hall are there for one thing, games.

So, here's my modest proposal: let's liberate the artists and authors from the confines of the dealer hall. Reserve one or two of those spacious rooms just outside, and make it unmistakably clear with giant signs. Those who genuinely yearn for artistic and literary enrichment can seek solace there, away from the dealer hall's sensory overload. It's a win-win scenario: more room to roam and an opportunity to invite more game-makers. Trust me; it's a move Gen Con needs to consider.

Hotel Havoc

This will be my last true issue, and it is one of the few things I heard many people complain about. So, let's talk about the big elephant in the room – hotel prices at Gen Con. Now, I'm fortunate to live locally, but I've heard countless complaints about this issue, and it's hard to ignore. Travelers from far and wide have to cough up a small fortune just to have a place to rest their heads during the event. It's not a minor inconvenience; it's a full-on assault on your wallet that leaves you reeling.

I had a conversation with a guy over a plate of wings and a cold beer at Loughmiller's, and he and his buddies shelled out a jaw-dropping $1500 for a room, and they booked it nearly a year in advance! I get it; costs have been skyrocketing across the board in recent years, and private businesses set their own prices. But it genuinely saddens me to think that some folks are forking over what others make in a whole month just to secure a bed for four nights.

I know there's no quick fix for this, and it's not entirely in Gen Con's control, but it still leaves a bitter taste in my mouth.

Gen Con, Once a Year? Really?

"Finally, let's switch gears to a more delightful topic – the frequency of Gen Con. Now, by Sunday, I'm usually as worn out as the dice in my favorite set, and I'm sure many of you can relate. The whirlwind of gaming, or should I say 'gamenado,' leaves us exhilarated and exhausted. But here's the burning question: why does Gen Con have to be a once-a-year affair?

The gap between each Gen Con feels like an eternity. Can't we sprinkle a few more of these tabletop extravaganzas throughout the year? Maybe some smaller-scale Gen Con pop-ups? I know, I know, too much of a good thing and all that, but a bi-annual Gen Con – a boy (grown-ass man) can dream.

Unveiling Corpse Kings: A Spine-Tingling TTRPG Adventure

Are you a fan of Ravenloft (no, not that 5e redo) the original AD&D setting? Of TTRPGs that drop you into dark, eerie worlds where danger and death lie around every corner? Of any and all things horror?

Welcome to the City of Na-Zaii, a Gothic city of the dead, and setting of the world of Corpse Kings. Corpse Kings is an upcoming tabletop role-playing game set to launch on October 1st, 2023 and I recently got the opportunity to get the inside scoop on the game from its creator, Wade K. Savage of Strange Glass Games.

Wade was able to share his inspirations for the game, a bit about what players can expect, his future aspirations for the game and its world, and a little more info on those mysterious, yet powerful titular beings, The Corpse Kings.


The New DM: You reference D&D, and especially the AD&D version of Ravenloft as an inspiration for the game. What drew you to Ravenloft, and what aspects of Ravenloft did you aim to capture in Corpse Kings?

Wade K. Savage: Primarily, we wanted to capture the schlocky and spooky sense of classic horror that early Ravenloft created. Early Ravenloft plays on classic horror tropes but works hard to present its worldbuilding with a lot of thought. Strahd and Barovia played a big role in how we shaped Na-Zaii, with a focus on mystery, dread, and intrigue. All the AD&D books back in the day have a wondrous edginess to them, but it's all executed with a real sense of sincerity. We really hope that's how people feel when they visit Na-Zaii.

TNDM: The press release mentions that Corpse Kings uses an original rules light system with a focus on fear and fun. Could you elaborate on how this rules system works and how it enhances the atmosphere of fear in the game?

Savage: Our system is incredibly simple – each player has four Core Attributes which they check against and a whole host of Skills and Spells interconnected with those attributes. At the time of writing, we're aiming for 100 Spells and Skills. Each Skill or Spell has six outcomes based on a D6 roll – the thing is, players can crush an enemy with a few lucky rolls and a little bit of strategy, but the same can be done to the player. 

We're currently testing, but we know things get pretty wild, pretty quickly – which means the chance for character death is really high. We want gameplay to represent the inherent risk of exploring this city, especially as players are already playing powerful Supernatural creatures. Our idea is, that there's always a bigger fish – so the threat to our players needs to be tough and thematically existential. Or you can kill skeletons in a dungeon – you can have both. 

We know things get pretty wild, pretty quickly – which means the chance for character death is really high.
— Wade K. Savage, creator of Corpse Kings

TNDM: Love the idea of being able to take on the roles of more monstrous creatures as players, how does this shift in perspective from traditional adventurers impact the gameplay and storytelling?

Savage: Each "Being" or Race has its own history within the timeline of the city, with its own issues and threats. Human Beings are called Unnatural in this city, and players are welcome to play them – but humans are ostracised and distrusted. Vampires stereotypically have the most power in the city but are generally disliked and considered aristocratic and out of touch. Werewolves have been slow to integrate and prefer the woods. Undead are the backbone of the city, with the biggest population. Wraiths are feared and misunderstood, whilst Ghouls are powerful but vicious. We also have a series of lesser Beings that I've written specifically for this setting. 

At the end of the day, each Being provides some nice context and gameplay, depending on how players want to explore the City, but each and every one of them has their challenges. 

 

Undead in a snowy, dead forest from Corpse Kings

 

TNDM: How did you go about building the lore for the city of Na-Zaii, specifically the Corpse Kings themselves?

Savage: The idea for the setting is well over 10 years old and originally started as a board game – but I always knew that the game world begins after the Corpse Kings had conquered the Known Lands. Basically, the bad guys have won and there's nothing you can do about it – in fact, you're a part of it. 

I've kept the identity and notion of the Corpse Kings themselves really vague, as they are so powerful and god-like – almost living myths. I think it's more interesting if they're this horrific necrotic power, that at the end of the day, they are unknowable. 

 

“The Corpse Kings themselves (are) really vague … they're this horrific necrotic power … they are unknowable.”

 

TNDM: You mention a classless system that allows players and GMs to adjust the difficulty. Could you explain how this system works and how it empowers players to tailor their experience?

Savage: Buildcrafting and Theorycrafting are reliant on Skills, Being Choice, and Gear. Players can combine various Skills (or Spells) and theorycraft who they want to be. As the core ruleset is really simple, there aren't many limits to the kind of creature or class you can build – it's all up to you. 
How the City and others treat you is a whole other issue. When it comes to difficulty, we're incorporating a very simple GM Status Sheet that allows them to gather XP based on how hard they make things for their player group. For example, a GM can easily require higher rolls for specific checks and then earn more XP on their Status Sheet as the campaign moves on. 

We're currently nailing down whether or not we have levels at all for players, and we make XP a currency that players use to buy Blessings for their Skills and Attributes. Because every action is reliant on a D6 outcome, it's pretty easy for a GM to either lower or raise what they require despite the Skill's standard six outcomes. 

The bad guys have won and there’s nothing you can do about it.
— Wade K. Savage, creator of Corpse Kings

TNDM: What led you to want to craft your own TTRPG? And more specifically, what drew you to a darker, more horror-focused world?

Savage: I love horror. I used to be a filmmaker and horror films were my absolute favourite thing in the world. I still love horror literature. The Strahd novels by P.N. Elrod are also a huge inspiration for Corpse Kings. I also love the playfulness of horror as a setting, and how it's pretty easy to go really grimdark or really fun and Halloween with something. I love Horror aesthetics, especially anything classic and Gothic. The idea of living in and exploring a City of the Dead is just so fun to me. I love TTRPGs and videogames and a dream of mine is to one day turn this into a videogame, but for now what I want to do is build a game people love with the right kind of community and audience. 

TNDM: The press release mentions that the game's art is created by AI, acknowledging the controversial nature of AI-generated art. Can you discuss the decision to incorporate AI art?

Savage: Truthfully, this project wouldn't exist without AI Art. It's comparatively cheaper and allows for incredibly fast iteration and implementation. I know for a fact that people will see that our art has been created with AI and refuse to engage instantly – which I completely understand. There are a lot of issues regarding this technology at the moment and some of the responses to AI range from the understandable to completely hysterical. 

I honestly believe that real artists and real art are far superior and that real artists should be paid more – period. I use AI art because I want to make a dream come true on my own terms without relying on something like Kickstarter. Some people will like it and some people will really hate it and I have to accept that. At the end of the day, what really matters most to me is what our fans and players think. 

TNDM: Finally, a more fun one. If you could be any kind of monster, undead, demon, etc. what would you choose and why?

Savage: Either a Vampire (boring, I know) or some kind of Lovecraftian Deep One. I'm terrified of the ocean, but I love ocean-based horror (could be a fun expansion one day...).


We can only hope to see that expansion — "Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn". My key takeaway from this and everything that I’ve seen of Corpse Kings is that it promises to offer a unique blend of classic horror tropes, deep worldbuilding, and a sense of dread and intrigue.

It also seems like it will be a versatile experience, allowing players to build and play the game they want every time they step foot in the City of Na-Zaii, plus, with the high risk of character death, you’ll get the chance to play through all of the classes quickly rather than being trapped in one class over months or years. I’m personally looking forward to playing in a world where I get to become a creature of the night, and I, as boring as Wade, will likely be playing a vampire.

Whether you're a die-hard horror fan or a tabletop gaming enthusiast, be sure to mark your calendars for October 1st, 2023 when the game launches on Drive Thru RPG at a sale price of $15 USD.

The Corpse Kings and the Dead City of Na-Zaii await your arrival!

Everything You Need (and don't need) to Start Playing D&D

Embarking on the journey into the captivating realm of Dungeons & Dragons and the world of tabletop role-playing games is akin to opening a magical door to endless adventures.

If you're new to this captivating universe, you're likely diving into the corners of Instagram, TikTok, Twitter, or whatever social the kids are on nowadays. Everywhere you look, a plethora of accounts showcase intricately designed gaming setups that could easily belong in the pages of a fantasy novel. Picture-perfect wooden tables nestled within castle-like rooms, meticulously painted miniatures that breathe life into every character, exquisite dice sets that seem to have been forged by dwarven blacksmiths, and intricately detailed maps reminiscent of those found within the epic volumes of The Lord of the Rings.

In your quest to immerse yourself in this hobby, it's almost inevitable to succumb to a twinge of FOMO as you witness these awe-inspiring creations. It's tempting to believe that running a truly immersive D&D campaign requires amassing all these fripperies and fineries, fearing that your players might scoff if your setup falls short. It would be easy to go out and spend hundreds to thousands of dollars just starting off on this journey. But dear New DMs, let me be the first to reassure you: most of us don't wield such opulent arsenals, and you absolutely don't need to either (and likely never will).

So, gather around as I share a curated list of absolute necessities for running a remarkable 5e campaign. And, subsequently, a compendium of non-essentials that can undoubtedly elevate your game's excitement, though they remain entirely optional.



Up first, the essentials:

However, that comes with a quick caveat, you only need the books if you’re running a full-scale campaign. If you’re just interested in testing the waters, well, then all you need is the free PDF of the basic rules. If you want to go even more in-depth, Wizards of the Coast also has their SRD, System References Document for free. Combining the Basic Rules and SRD will get you pretty far for free. And while it’s nice that the SRD is available through Wizards, I think this site makes it all a bit more digestible. 

  • Character Sheets: Along with the Rulebooks (or BR and SRD), you’ll also need Character Sheets. Each player will need a character sheet to track their attributes, abilities, and progression. And as a DM, you’ll want some for your main NPCs. Good news, those can also be found for free from Wizards too. Just print it out, or, if you don’t have a printer because it’s 2023. Head over to DNDBeyond.com sign up for a free account and literally all of this is there for you, a free subscription even gives you the Lost Mine of Phandelver adventure to run for your group. 

  • Adventure Module or Setting: Speaking of an adventure to run, that falls under a gotsta have item. Starting with Lost Mines of Phandelver or a different pre-made adventure module or setting can significantly ease your workload as a New DM. If you’re interested in pre-mades, there are tons of free ones available, I’ve found that the best place to get them is over at the Dungeon Masters Guild, which you should be using as a go-to place for info and more. However, as I’ve said before, I prefer building out your own world, and the good thing about that is you’re only bound by the limits of your own imagination. Make the world you want to play in and put your friends in it.

  • Dice: If you’re going to play digitally, DNDBeyond even has free digital dice for you. If you like rolling real dice, that will cost you, but, fear not, a set of dice can be super cheap. I suggest these $4 sets from Chessex. Or head to your friendly local game store and grab a set of polyhedral dice for less than $10 pretty much anywhere. All you need is a standard set, which is a d4, d6, d8, d10, d12, and d20. 


That is all you absolutely need to run your first Dungeons and Dragons campaign, at least physical essentials. Outside of that, there are a few things that you need, and all of them are free as well. These may seem a bit cheesy in ways, but, in my opinion, all of these are necessities to run a good D&D campaign.

  • Imagination and Creativity: If you’re playing D&D, you likely have these in droves, and they are your true magic items. Your ability to craft engaging stories, embody diverse characters, and adapt to your players' choices is what truly defines the D&D experience.

  • Team Spirit: At its heart, D&D thrives on collaboration and weaving shared narratives. That said, a cooperative and enthusiastic group of players is essential. As the Dungeon Master, it's your role to forge a partnership with the players, constructing a world and a story where everyone's having a blast. The shared commitment to the tale, the game, and the camaraderie – that's the foundation of a legendary campaign.

  • A Willingness to Learn: Dungeons & Dragons is a dynamic game with intricate rules. Being open to learning, adapting, and occasionally making rulings on the fly is part of the joy of being a DM. Plus, the time you invest upfront to learning and retaining the core rules, the spells, the magic items, the monsters, pays off handsomely as you journey deeper into the game, enriching the experience for all. 


That is truly all you need to play Dungeons and Dragons. Anything more than that is just fluff. And the truth is, yes, the fluff can be fun and can add to the game, but it is far from necessary. Still, the realm of D&D is vast and filled with delightful enhancements that can elevate your experience. And so, I’ll add in here the little treasures waiting to be uncovered along your journey that will add to your game over time.


The things you don’t need, but may want eventually: 

  • Perfect Knowledge of the Rules: This one you want to work on having more quickly than anything else here, but don’t let your lack of expertise with the rules stop you from beginning your campaign. D&D can flow smoothly with basic understanding, and you can always check the rulebooks as you go along. Plus, the more you play, the better your understanding and memory of the rules will get. The important thing is to play and to have fun, don’t let rules get in the way of that, it is just a game after all. 

  • Accents and Acting Skills: If you read my post with DM tips, and the subsequent one with actual play podcast recs, you may have started off on your journey by listening to some of the best actual play podcasts out there. And, I stand by my belief that it is a good place to start and a good resource for any DM. However, remember that most of those shows star either actors, improv folks, or people who have been playing this game for decades. And, they are literally making a show that is meant to be heard by thousands of people. You aren’t doing that, and you and no one at your table has to try and do that. Now, playing in character voices and using accents can be entertaining, and useful as a DM to help players realize which NPC they are speaking with, but it's not crucial. As long as you're engaged and having fun, your natural voice works just fine.

  • Limitless Artistic Talent: In the TTRPG spaces on social media, especially Instagram, you will find endless artists sharing their beautifully painted characters, intricate maps, unique magic items, terror-inducing monsters, and more. And those are some of the best accounts to follow to get ideas for all of those things and to praise those people for their talents. But, while it's great to have artistic players who can draw maps and characters, it's not a requirement. Simple sketches, or, if you’re like me, stick figures, with abstract descriptions can do the trick. If you’re interested in upping your art game in order to share visuals with your players, that’s awesome, you do you, but there is already so much on your plate as a DM, and adding a new skill may not be the best way to spend your time.

  • Elaborate Miniatures: While miniatures can enhance the visual aspect of combat, they're not essential. Theater of the mind style play can be just as immersive, allowing everyone to focus on the narrative without worrying about precise positioning. Another layer of this is to remember that while many people spend hours honing their miniature painting skills and bringing them to life, that’s not necessary. Using gray little plastic monsters works just as well (that’s what I do because I suck at painting, plus, I’m a busy bee) at showing where characters and monsters are on a battle map. 

  • Intricate Maps: Although maps can be handy for tracking movement, they're not obligatory. Once again, theater of the mind is always an option. Descriptive storytelling can create vivid mental images, keeping the adventure flowing smoothly without the need for physical maps. But, if you’re wanting maps, it can be simple. You don’t need to be Mike Schley. There are countless map maker sites available. Donjon is a great free option, paired with Medieval Fantasy City Generator, it is a perfect way to build battle maps and cities simply and cheaply. I personally use Inkarnate for city, continent, and world maps and Dungeondraft for battle maps, but those both come with a bit of a cost. When I began though, I did the easiest way possible and simply used dry-erase markers to draw basic maps (and I’m terrible at all forms of art/drawing) on clear plexiglass sheets over a grid board

  • Fancy Dice Sets: Maybe you’re all set to become a Dice Goblin. They seem to be the most common mythical creature in all of D&D. And, I get it, special dice are cool. I personally get a specific set for each character I play when I’m not DMing. But as I said above, a basic set with the standard 7-dice types works perfectly. You don't need to shell out $60+ on glittering or custom-made dice to roll for your character's fate, but eventually, you most likely will.

  • Thematic Background Music: While it can set the mood, playing without background music won't ruin the experience. The heart of D&D lies in your imagination, not the playlist. But, if you are looking to up your game’s soundscape, this is one that can be really, really cheap and honestly change the feeling of your games up a lot. My personal suggestion is to use all of this awesome, free music from Michael Ghelfi to add to your sessions’ ambiance. 

  • Official Rulebooks for Everyone: Having just one set of rulebooks for the group is enough. You don't need a rulebook for each player. Sharing can encourage collaboration and discussion. However, as you get further into the game you’ll likely branch out from the official books to other indie publishers and have a whole library of books and PDFs full of monsters, encounters, NPCs, adventures, and more. And, as nice as physical rulebooks are, I find that being able to use a search function in PDFs and online sources to actually be much easier and more productive. But, who am I to say anything, I still always have the physical copies on hand. Some people are Dice Goblins, I’m a Book Gremlin? Lore Horder? Tome Troll? 

  • Expensive Accessories: From ornate dragon figurines to magical-looking spell cards, these extras can be fun but aren't mandatory. D&D is about creativity, not how much you spend on props. However, there are few better feelings than pulling out that massive Kraken mini (is that an oxymoron?) and setting it next to your PCs on their ship sailing across The Trackless Sea. Or, your Wizard PC actually remembering all of their spells because they have handy dandy spell cards. 


Remember, Dungeons & Dragons is about collaborative storytelling and having a great time with friends. Embrace what brings joy to your table and let go of any unnecessary pressures to conform to certain expectations. Now get out there and begin your adventure!

Creating Unforgettable D&D Encounters: 9 Critical Tips

Today, it’s time to roll for initiative. Crafting challenging and engaging D&D encounters is not as simple as it may seem. As a New DM it is easy to fall into the pit trap of making your first few encounters fall flat because you simply find a monster you’re stoked to unleash upon your PCs and that is as far in the planning as you get. While it will still be fun, I’ll tell you, from personal experience (whoops) that no matter how badass your monster might be, it takes much more thought and prep to craft a solid encounter that your players will remember, and if you do it right that battle against a dozen gnomes can be more fun, and dynamic than going toe to toe with a Tarrasque. So, here’s nine ways to transform your encounters from bad to rad!

Strike a Balance: Like a skilled bard crafting the perfect melody, finding the right balance in your encounters is crucial. In order to do this, you must first have a solid knowledge of your players’ abilities. By knowing what each Player Character (PC) can do, you can tailor the challenges to, well, challenge them. You want to be able to keep them on their toes with foes that exploit their weaknesses while allowing them to also utilize their strengths.

This means, if you have a villain who is attempting to escape, you make sure you pick something with high wisdom so your sorcerer’s Hold Person spell doesn’t immediately end the chase while making sure it has a lower intelligence so her Tasha’s Mind Whip can lash out 90 feet and deal some serious damage.

By balancing in this way, you will keep them fully engaged and feel rewarded when they eventually leave initiative. Remember, a well-balanced encounter is the foundation of an epic tale, and that’s what we’re all trying to craft as DMs.

Craft Dynamic Battles: There are few things more boring than a battle encounter that is purely hack-and-slash until all the baddies are dead. When crafting a fight, it is important to make sure that there is more for your players to do than just fight, another goal, or obstacle.

Maybe one of your PCs’ friends or family members is being held captive and they have to focus on saving them while also dealing with attackers, and, if they don’t save them in a particular amount of time things get more dire. Or they’ve been tasked with recovering an object, but if they kill the big bad of the week before they recover it it is lost forever.

Having secondary goals will make the battles dynamic and will avoid that terrible feeling when your players pull out their phones until it’s their turn to swing a sword or cast a spell. 

Build Purposeful Encounters: This ties directly to dynamic encounters; your encounters should not be mere obstacles to overcome. Infuse them with purpose and meaning, they should always be driving the story forward or dropping a little bit of world-building knowledge that the players can extract later.

Each battle should leave a mark on your players' journey, propelling them forward or revealing hidden truths that shape their destiny. That secret wooden shrine to a group of druids where they battled a group of dryads and blights, well, that wood is a unique wood that they find they need two sessions later, and those druids, if they find them, hold the cure to an illness that is ravaging the countryside 10 sessions from now.

Use your encounters to expand your world, add hints to future missions, and tie in your PCs’ backstories to keep them invested and intrigued. 

Mix It Up: Variety is the spice of … adventure! Your encounters should be as diverse as the landscapes they unfold in and the characters that take part in them. Not every encounter needs to be a fight, sure, D&D mechanics lean a little battle-heavy, but there is so much more that you can do in this game.

Thrilling combat is a good mainstay, but alternate in some other options that fit you and your players. Build in some mind-bending puzzles, put those high Charisma PCs in the driver’s seat with diplomatic negotiations, and test those other epic skills with unique, skill-based challenges. Give your players a taste of different flavors, leaving them hungry for more.

Give Your Enemies Personalities: No more one-dimensional foes! Can it be fun to go through and lay waste to a horde of nameless goblins, sure. And that will never stop being fun. But, there needs to be at least one goblin, or their bugbear leader, that your players can interact with. It will seriously up your encounter if you make your baddies as dynamic and interesting as your player characters.

Think about their backgrounds, what drives them, and what makes them tick. Infuse them with real motivations that go beyond just being obstacles to overcome. How about adding some twists during the battle? Maybe they reveal some hidden secrets that surprise your players? Maybe they aren’t that loyal to their cause and they will aid your players if they let them live?

Let your enemies be more than just cannon fodder – make them memorable, and your players will remember the epic clashes for sessions to come.

*A treasure trove of info on this topic can be found over at the wonderful blog by Keith Amman, The Monsters Know What They’re Doing. I highly suggest keeping it in your bookmarks as a regular DM tool.

Be Descriptive: As a Dungeon Master, you are partially a storyteller. A surefire way to have dull encounters is: “Does an 18 hit? It does. Nice. You take 7 piercing damage. Next in initiative is …” It’s easy to be this DM and I’ll admit I have fallen to it myself, especially in battles with tons going on.

Don’t make that mistake. While it may not come naturally to you, a skill you can hone to bring the battlefield to life and watch as your players become fully engrossed in the world you've created is being descriptive. Enhance your encounters with vivid descriptions, immersive details, and atmospheric cues. “That’s an 18 to hit. Fwip! Fwip! Two crossbow bolts soar through the air, and wham! pierce your armor, sending searing pain through your right arm. You take 7 points of piercing damage and look into the tree above to see a shadowy figure reloading. Next up is…”

So much better. And it paints a picture for your players, pulling them, and yourself, deeper into the encounter. I know it’s easier said than done, but with enough experience, your storytelling modifier will increase sooner than you think.

Embrace the Unexpected: Never forget that mischievous third party that accompanies most every TTRPG campaign, the dice. All the planning in the world can’t take into account how those little devils will be rolling on any given day and so when they throw a wrench in your works be ready to capitalize on that unforeseen event.

Your players will demolish your session’s main villain before they get to do anything cool, a nat 20 investigation roll or insight check will let them figure out your big mystery, they’ll walk right past that big encounter you spent hours planning, it’s going to happen. So, be prepared to adapt and improvise as the dice roll, for the most memorable encounters often arise from the unlikeliest of situations.

Build the Stakes: The DMG and Monster Manual have encounter ratings and monster ratings, and when I started out I followed them. I threw some easy and medium-difficulty encounters their way and that was nearly a waste, I did zero damage to anyone in our first encounter and barely any more in our next few.

My suggestion, even if it sounds a bit scary for those of us who don’t want Total Party Kills, is always, always go Deadly. Unless your party is rolling atrociously and/or playing stupidly, they will make it through, and yet, maybe one, maybe two go down and have to be healed during the battle.

And those death saving throws, those, in the end, are what we want. Aren’t they? We want this game to be exhilarating, to give us an adventure that we can’t have in real life, to make us feel alive in a way that life somehow can’t (and if life does get to feeling that way, well, that’s all too terrifying in itself). We want stakes, and nowhere else in this game is it easier, or more fun as a DM to give your players stakes and let them feel the glory of victory once they beat them. 

Seize the Drama: On a similar note to raising the stakes, this is what D&D is all about, making moments to remember. Every campaign has its defining moments, those heart-pounding, hair-raising instances that resonate with players long after the session ends. Craft your encounters in ways to make it possible for your characters to seek out and capitalize on these moments. Epic showdowns, character-defining choices, and unexpected alliances can create cinematic scenes that your players will cherish for years to come.

There you have it, New DMs! With these nine guiding principles, you are now armed with the knowledge to craft encounters that will leave your players awestruck and thirsting for more. May your campaigns be legendary and your encounters truly unforgettable! If you have any suggestions on ways to up your encounters or just want to share some of your most epic encounters, drop a line in the comments or email me directly at cmthenewdm@gmail.com.


Gen Con 2023 Recap: A Few of my Favorite Things

Greetings, New DMs! I have something a little different to write this week as I just returned from my three-day sojourn to Gen Con 2023 (which for me wasn’t much of a sojourn as I luckily live about 20 minutes away from the Indianapolis Convention Center), and I wanted to share a quick review of 2023’s Best Four Days in Gaming. 

The Good:

Daggerheart: I was lucky to snag a ticket to play the much-anticipated TTRPG system from Darrington Press early on Friday morn. The system isn’t set for release until 2024, and the group I played with was part of the fourth set of players to ever play it. I’ll be posting a full breakdown and review of Daggerheart soon, but I will say here, the system didn’t disappoint. 

In comparison to Dungeons & Dragons, character creation was a breeze and we were able to start our quest in 30 minutes or less (just in time for pizza to arrive *wink*). They had pre-made sheets with different classes to choose from. I lucked upon a class that I hadn’t heard of before called Guardian, and it played out in my head as a sort of non-religious Paladin, made to get up in the mix, take some hefty damage, and guard others in my party. For our characters’ species, known as ancestry in this system, we simply picked a card. I was a Galapa, which was adjacent to a Tortle and it gave me a bonus to my armor. We then drew cards for our community, which represented what part of society we came from, and gave each of us minor buffs in-game, like the ability to roll with advantage when being lied to or searching for places to hide. Finally, we were given cards on our foundations, which are class-specific cards, and pre-game you choose the ability on one side or the other and that is a specific boon you have throughout the game. 

They also had a fun way of coming up with the one-shot quest, we passed a paper around that had mad-lib-style options for each person to choose from. We ended up on our way to Smut Con 2023 when there ended up being a raging fire, causing chaos in the city and sadly stopping the con. Oh, and also there were ghosts. We had to come up with quick connections for how we each knew at least one of the other PCs and we were up and running. 

It was a relatively fun experience in a three-ish hour session of learning a new system and playing with complete strangers. We had a bit of a “murder hobo” at the table who quickly derailed the main storyline. Still, I enjoyed the system and can see adding it into a rotation when it comes out, especially if I’m trying to get someone new to understand and enjoy tabletop games. The hope and fear system seems like it would be nice as a GM to be able to be more thoughtful on PCs attempts to do things, because, unlike D&D it isn’t a straight failure or a straight success, there is some nuance which I liked. 

I don’t see it overtaking D&D as the go-to campaign-length TTRPG system, but it will undoubtedly going to be a hit, and I can't wait to see how it evolves over the next year.


Illimat: Where to start with this game? Firstly, I have to thank the folks over at the One Shot Podcast Network and Campaign: Skyjacks for bringing this game to my attention. If you haven’t listened to that podcast, do, and check out the others on my list of favorite actual plays. But, they have integrated Illimat into their campaign, which is interesting, but I never quite understood what it was. 

So, when I heard they were going to be demoing it at Gen Con this year, I figured I’d give it a shot. It was the best find and decision I made at Gen Con 2023, and I even found $8 all-day parking on Saturday. The game is simple and beautiful. Truly. As with any game I mention here, I’ll have a full review, but for now, the basics are it is a card game, in the most classic sense. Think of bridge. Or rummy. Or, being from Indiana, euchre. It feels like one of those games but with the added magic of tarot cards, a board that represents the changing of seasons, symbolic tokens called okuses, and a few other touches that make it feel older, witchier, mythical. 

There were about 50 or so players in the demo at 8 p.m. on Friday evening, each table had 4 players, as that is how the game is meant to be played, though there are ways to play with more or less, there is even a solitaire version. The people running the game were a few of the actual folks behind Campaign: Skyjacks as well as the creators of the game, Keith Baker and Jen Ellis, of Twogether Studios. We ran through a single round with Keith and then they let us go. Never have I been more quickly drawn into a game, it is easy to understand, easy to play, and yet as we played it became obvious just how strategic and dynamic the game could get, especially amongst veteran players. 

At my table we played through three rounds, learning the ins and outs of the game, what the various Luminaries do (that’s what the tarot cards are called), twisting and turning the seasons to block people from harvesting, sowing, or stockpiling in various fields. We even engaged the syzygy coin, a fateful touch that kept us on our toes. In the end, I was the (let’s be honest) lucky one to reach 17 points first. All of us were newbies, so it was mostly up to chance. But, I walked away winning the syzygy coin, a postcard of The King of Stars, a book of Variants & Apocrypha, and a special Luminary card called The Audience. Trust me, that's solid free swag for this year’s con.

 
A Luminary, book of variants, syzygy coin and more from Illimat.

That’s a whole lot of free swag from one game.

 

The next day, I was straight to their booth to purchase the game, two bonus packs of Luminaries, and an extra syzygy coin to morph into a necklace for my partner. Now, all that's left is to find some fellow gamers to share this treasure with.


Trash Talk: Sometimes a game comes out of nowhere and just completely surprises you. Trash Talk is that game for me. One of the players in my D&D group (Michael) said he’d stopped to play it on the show floor and recommended it, when he described it, it seemed a bit silly for my typical taste in games. But, Saturday, when I saw the booth, I had to give it a shot. And, yes, it is – as Michael’s Barbarian Aubrie would say – “indubitably” silly. And that's what makes it amazing; it is a masterpiece of simplicity and absurdity. Anyone can play it, but don't be fooled, it's not a walk in the park.

It's a party game for two or more players, but trust me, more than four or five might be a headache. One player is a raccoon, complete with a sort of DM screen. The other players are possums or opossums, I remember something about an o being there from elementary school and I don’t feel like Googling at the mome. But, just because you’re all trash-loving critters doesn’t mean you can speak the same language. So you have to try and understand one another by using, well, trash. 

I'll dive deeper in my full review, but let me just say, it's fascinating to watch how people's (or critters') minds connect the dots between trash and words. During the demo, a guy in his 30s-40s and a tween girl synced up their brains to earn six cards, while my leaps of logic were way off track. If you're hunting for a quick, enjoyable game, Trash Talk is the answer. And don't forget to BYOT (Bring Your Own Trash) to mix up the fun with your friends.


Dragonbane: Okay, so let me spill the beans on how I stumbled into this gem during my Gen Con adventure. Truth be told, it was a bit of a happy accident. I was roaming around the convention center, and on a poster in a hallway, there was this art that just grabs me. It's got a Darkwing Duck vibe but with a dash of darkness and rogue energy. Naturally, I find myself at the Free League Publishing booth – couldn't resist. The classic art is like a magnet, but I didn't quite hit the "buy now" button. It's Friday, after all, and I wanted to curate my shopping list smartly.

 
Duck Rogue by Johan Egerkrans from the game Dragonbane.

See what I mean? It’s Darkwing, but so much cooler. Credit to: JOHAN EGERKRANS

 

Fast forward to Saturday, first game of the day done, and I bump into a couple I play 5e with. We chat, and they mention Dragonbane. They drop the golden nugget that there's a free quickstart guide at the booth, plus it might just vanish from the shelves soon. Ding ding! As soon as we part ways, I'm booking it to that booth, grabbing that guide like it's the last slice of pizza. Five minutes later, I'm clutching the full system – my first buy of the con. Good thing, because it's all gone when I swing by later.

With the little that I’ve dug into it, it seems like Dragonbane is a fantasy TTRPG for the ages, kinda like mixing 5e, Call of Cthulhu, and, surprisingly, Daggerheart into a magical brew. You roll the dice aiming for low numbers – a twist for a 5e devotee like me, but intriguing nonetheless. Think Call of Cthulhu style, where you can push your luck, making things juicier and riskier. The Daggerheart vibes continue with the promise of lightning-paced, no-fuss gameplay, with a focus on getting the game going.

I’m looking forward to digging further into the larger book when I get a moment to get a better understanding of the world of Misty Vale. It boasts eleven complete escapades, each standalone or ready to be woven into the epic Secret of the Dragon Emperor campaign. Another intriguing and unique option is it has a solo-play option called Deepfall Breach. Sometimes gathering the gang isn't a walk in the park, and having a solo option on hand is like having an extra dessert.

Bottom line: I'm pretty stoked to whip this out when we want to take a breather from our marathon 5e campaign. Plus, the art alone is like eye candy. Stay tuned, because down the road, I'll serve up a full review of this baby. Just give me a bit to marinate in the Dragonbane universe.


Caper: Europe: A sleek two-player game that's not just easy on the eyes but promises a thrilling heist experience. Color me intrigued. I have to admit, it was the box and the art that reeled me in like a fish on a hook. Between Caper and Dragonbane, I'm starting to think I'm a bona fide art sucker – a real "judge a book by its cover" kinda guy. The demo made it seem like a breeze to get into, perfect for a casual gaming session. So, I nabbed a copy as soon as the demo ended. Oh, and hold onto your hats, folks. Guess who got the last box of Caper: Europe Mastermind Edition at Gen Con? Yep, that was me. I pulled off my own caper of sorts. My partner and I haven't had the chance to dive into it just yet (fingers crossed for this weekend!). But, I’m guessing, either there's a whole squad of art enthusiasts like me out there, or this game is seriously good. Time will tell and so will I once we run our first game.


Mysterium: You mean the game that released in 2015? Yes, that one. I admit this is a bit silly to add here, but I had to. I’ve seen Mysterium on the shelf at my local game shop for years and every time I look at it I’m drawn to it. I love a good mystery. I love co-op games. And, I love the art of this game. But, our board game closet is chock-a-block full of games we rarely are able to play as is and so I’ve never bit the bullet and bought it. But, I saw it being demoed this year in a time slot where I was free, alas, I gave it a shot. I’m glad I did.

Mysterium plays out like a better version of Clue. Imagine a ghost DM using gorgeously illustrated cards to guide you, the investigators, through a whodunit to solve their own murder. In my group, we had ages ranging from ten-ish to sixty-something, and our host, Stess, was a game enthusiast who brought the game to life. We made our way through the mysteries and in the end we nabbed our killer.

I know here in a few months when I run to The Game Preserve after wearing out some of my Gen Con purchases I'll be snagging Mysterium for my collection. It's the perfect go-to for a 45-minute mystery fix.


Miscellaneous: 

  • Walking through the Kingdom Death booth was like stepping into a mini-monster wonderland! Those meticulously crafted monster minis were hands down some of the coolest sights at the con.

  • The cosplay parade this year? Mind-blowing. Seriously, it was like stepping into a universe of creativity. Countless costumes that were jaw-droppingly well-made.

  • So, truth be told, I wandered around solo for most of the con, and guess what? Quick chats with random strangers made the whole experience top-notch. As always, the Gen Con crowd is like a friendly breath of fresh air.

  • Had an absolute blast with my crew during a Kobold Press D&D game called Tales from the Wastes: The Sanctum. This was my first group game at 10 a.m. Thursday morning and it was like an instant camaraderie party – a bunch of strangers turned into adventure buddies. Not gonna lie, it set the perfect tone for the whole con.

  • I gotta admit, the food trucks got a serious upgrade this year. More trucks and a tad more elbow room. Even though the lines were still kinda nuts, the setup was on point. Sure, Georgia Street is a bit closer, but IMHO it didn’t come close to comparing. I hope they stick with it next year. 

  • Just the convention as a whole was great. There were so many people every day and it was wonderful to see downtown Indy bustling and vibrant after a few years of hard hits from the pandemic. Hats off to the entire team behind Gen Con. I can’t imagine how difficult it is to pull off such a massive event every year and this year was one of the best. Thank you for all you do for the gaming community and my hometown. Also, huge shout out to all of the volunteers who run the games. I had nothing but great interactions with everyone who worked the convention.

  • Finally got some hang time with my D&D gang. We've clocked in countless hours in 5e campaigns, but this time it was all about kicking back, playing games, and tossing back a cold one. Big shoutout to Gen Con for giving us the perfect excuse to unwind and enjoy each other's company. Oh, and you know what? It was so busy that planning a session went out the window. Instead, we did a game night the next week – a fresh twist with all those new Gen Con games we snagged.


That wraps it for The Good, which is the majority of my experience at every Gen Con I’ve ever attended. But, the sweet is never as sweet if you’ve never tasted bitter, and I have to admit, there were a few less-than-stellar things at this year’s con.

My next blog post will cover those, so stay tuned. Until then, share your highlights with me and the community either in the comments below, or by emailing me directly at cmthenewdm@gmail.com

My Favorite Actual Play Podcasts

Are you in search of epic tales, immersive storytelling, and unforgettable adventures? Look no further! In this blog post, we'll dive into the realm of actual play podcasts and explore ten of my absolute favorites. From hilarious antics to heartwarming moments, these podcasts will transport you to extraordinary worlds where heroes rise, quests unfold, and friendships are forged. Get ready to embark on a journey of audio delight as we unravel the magic behind these captivating actual play podcasts.

1. Not Another D&D Podcast: There is no better actual play in my opinion. From the moment you press play, you can feel the camaraderie of the group pulsating through your speakers. Led by four talented CollegeHumor alums, this podcast delivers a heavy dose of comedy that will have you laughing out loud. But it’s much more than goofs. They masterfully craft engaging characters, build high-stakes scenarios, and bring gut-wrenching and heartwarming scenes to life. With Murph at the helm as the DM, he ensures the group has a blast while reining in their wild shenanigans and meting out fair consequences. Each player brings their unique strengths to the table, enhancing Murph's dynamic battles, entertaining NPCs, and captivating quests. With over 200 episodes in the main feed and counting, including multiple side seasons, this podcast is an absolute must-listen. So start from episode one and get ready for an unforgettable journey that will leave you yearning for more.

Suggested listening: Indulge in the entire journey, starting from episode one, and let the magic unfold before your ears.


2. Dimension 20: It’s hard not to put this at the top of the list, but I had to give it the second position because, well, it’s technically not a podcast. It is a truly remarkable show that pushes the boundaries of what an actual play can be. With its fully-realized set designs, multiple seasons, and a rotating cast of players and DMs, it delivers a true spectacle that will leave you awestruck. Each season presents a completely unique and immersive experience, showcasing the incredible improvisation skills of the players, particularly the core cast which includes the talented Murph and Emily from NADDPod. Comedy seamlessly blends with poignant moments, tugging at your heartstrings. The brilliance of Rick Perry's set designs adds an extra layer of visual grandeur to the already captivating storytelling. 

However, the real gem of this show, especially for new DMs, is Brennan Lee Mulligan's DM-ing. Brennan's mastery of the craft has personally impacted me like no other, forever shaping my perspective on the game and the role of DM. While reaching his level may seem like a lofty goal, it's not necessary (I keep telling myself this). What matters is the inspiration and knowledge you gain from observing his expertise. With the inclusion of mini-seasons featuring top-tier DMs, Dimension 20 provides valuable insights into different campaign styles, helping you refine your own DM-ing approach. Whether you're a seasoned RPG enthusiast or a curious newcomer, Dimension 20 offers a season tailored to your taste, keeping you entertained and craving for more.

Suggested listening/watching: You can currently only listen to Fantasy High, The Unsleeping City, and Escape from the Bloodkeep for free, everything else requires a subscription to Dropout. So, start with Fantasy High or The Unsleeping City (EFTBK is my personal least favorite season). If you go for Dropout, my faves are A Crown of Candy, Neverafter, and Starstruck, but honestly, there is something magical in every season and the latest season, Dungeons and Drag Queens is the talk of the town right now, especially for newcomers to D&D.

3. The Adventure Zone: What’s that old adage? You never forget your first love. This holds true for me with the first season of TAZ. This was the first D&D podcast I listened to, and I’m glad I listened to it when I did before I knew all of the rules. While the initial season, Balance, may stumble in the mechanics department, its storytelling prowess is unrivaled. One caveat to this season is it definitely takes time to find its footing as the McElroys were pretty new to the entire concept of actual play and they were simply running The Lost Mine of Phandelver module from the D&D Starter Set

Once it breaks out of the module, it blossoms into something magical, especially once Griffin started adding in music. The McElroys are at their best in this, and it weaves together hilarious goofs, captivating storytelling, lovable characters, and unforgettable moments that will leave you on the edge of your seat. It is one of the most important pieces of media that I’ve ever experienced and I will never forget standing in my backyard and crying by myself multiple times during the final few episodes. What it lacks in mechanics, it makes up for with heart, and story that I’ve returned to multiple times. The other seasons are very hit-and-miss and move away from Dungeons and Dragons, but season one is pure gold. 

Suggested listening: Obviously, Balance. But I would honestly suggest every season minus Graduation, it started off decent and then just crumbled, in my opinion. Also, don’t go into the next seasons with high expectations, they’re all good, but if you go in expecting too much you’ll be disappointed. Keep an eye out for the newest season, Steeplechase, masterfully helmed by Justin — it's shaping up to be a close second favorite in the series.

4. Worlds Beyond Number: It may be a bit too early to drop this in the fourth slot (the first episode dropped merely 3 months ago), but its potential is undeniably captivating. With a dream team lineup of talented players like Lou Wilson, Aabria Iyengar, and Erika Ishii (all familiar faces from Dimension 20), and the exceptional DMing prowess of Brennan Lee Mulligan, this long-format game holds immense promise. I’m especially excited to hear BLeeM world-build without the constraints that are inherent with such a tightly bound project like Dimension 20. From the inception of The Wizard, The Witch, and The Wild One, the journey has begun in earnest, with a childhood arc that beautifully sets the stage for their epic campaign. Delighting in their remarkable roleplay, immersive world-building, breathtaking soundscapes, and that oh-so-wonderful fox familiar, every episode has been a joyous experience. I eagerly await the unfolding of their adventure and what lies ahead.

Suggested listening: Dive into everything available thus far. While not mandatory, I highly recommend joining the Patreon to enjoy The Children's Adventure—a compelling eight-episode arc that establishes the characters, their relationships, and the vibrant world they inhabit.

5. Join the Party: If you are new to the world of D&D 5E or TTRPGs in general, I honestly can’t recommend listening to another show on this list more. This is the ultimate podcast to kickstart your adventure. What sets it apart? Well, they have a few beginner episodes that gently introduce the game mechanics, perfect for those who are just starting out. Not to mention their Afterparty episodes, jam-packed with valuable tips for both rookies and seasoned players alike.

But that's not all—once you dive into the show itself, get ready for a thrilling journey in a meticulously crafted world, where lovable characters will steal your heart from the very beginning (especially in campaign one, which I can vouch for). It's like sitting at a familiar table with close friends, making you feel right at home while embarking on a fantastic adventure.

Suggested listening: I can only suggest season one, but there are now three campaigns available and I literally plan on beginning season two this week after bingeing season one and loving it.

6. Encounter Party!: I’m pretty new to this series, but it has me hooked already, which is exciting because I have 80-ish more episodes to go. This campaign blends the worlds of D&D and Magic: The Gathering into a mystery that is fun to unravel as a listener as the players do the same. As someone who knows absolutely nothing about the world of Ravnica and MTG, I was a bit on the fence about listening to this, but I’ve found that it doesn’t really hinder my experience. And I’ve found the group to be fun, the storytelling to be intriguing, and in an early episode you learn that the stakes are very, very real, which was a nice change of pace to some other actual plays I’ve put on here. They have three full seasons (making up all of one campaign) to binge which means there’s plenty to listen to already. And they recently announced that their second campaign has added a new member and will be releasing as a TV show under the Wizards of the Coast umbrella on the upcoming free streaming channel, Watch DND Adventures.

Suggested listening: There is currently only one campaign out, so there’s only one place to begin.

7. Dungeons & Daddies:  Don't let the name fool you — this is not a BDSM podcast. While the rules of D&D take a backseat here, it remains a delightful actual play experience that deserves a spot on any must-listen list. Brace yourself for an uproariously funny journey as a group of dads from our world, along with their kids and trusty Honda Odyssey, find themselves transported to the wondrous Forgotten Realms. What follows is a delightful fusion of epic quests, dad jokes, and surprisingly poignant moments that will keep you thoroughly entertained.

What sets this show apart is DM Anthony Burch's fearless approach to crafting unconventional quests that defy expectations. With a refreshing willingness to experiment and push boundaries, Dungeons & Daddies consistently delivers fresh and unexpected storylines. Prepare for abundant laughter and occasional heartstring tugs as you dive into this exceptional show.

Suggested listening: Begin with the first season to fully immerse yourself in the narrative. Although the second season is now underway, I strongly advise against starting there due to spoilers and the need for context. Both seasons offer their own unique charm, even if the second takes a bit of time to find its rhythm.

8. Critical Role: No compilation of actual play podcasts would be complete without mentioning the behemoth that is Critical Role. Widely regarded as the pinnacle of actual play podcasts, this show has garnered an immense following within the TTRPG community and beyond. What began as a humble home campaign among a group of talented voice actors has evolved into a cultural phenomenon, with its own animated series and an ever-expanding empire.

At the heart of Critical Role is the incomparable DM, Matt Mercer, whose deep knowledge and mastery of the game mechanics are unparalleled. The world of Exandria, a meticulously crafted realm brimming with intricate lore and multifaceted characters, has even found its way into official D&D publications. The players, in turn, dive headfirst into this immersive world, crafting captivating narratives that leave a lasting impact.

While some (me included) may find the episodes lengthy and the party size daunting, Critical Role has undeniably left an indelible mark on the actual play landscape. It's worth noting that, personally, I ventured around 30 episodes into the first season before giving up, but I acknowledge that my experience definitely differs from the majority. However, many seasoned fans recommend starting with the second season, and I intend to explore it in the near future, and I’ll be back with my thoughts here afterward.

Suggested listening: Although you can begin anywhere, as stated above, it's often suggested to start with the second season for a fresh entry point.

9. Rusty Quill Gaming Podcast: Quick caveat. Unlike the others featured here, this podcast ventures beyond the realm of D&D and utilizes the open-source Pathfinder D20 system. While I initially found myself unfamiliar with this system, my devotion to the talented group behind Rusty Quill, known for their spine-chilling podcast The Magnus Archives, compelled me to persevere. And I'm grateful that I did.

The captivating storytelling, unforgettable characters, and unexpected moments of laughter kept me engaged throughout. Despite the lack of D&D, the show rewards tenfold with a masterfully crafted narrative. It was also surprising to have the group behind the frightening storytelling of The Magnus Archives deliver delightful, hilarious moments in this podcast.

One of the unexpected benefits of listening to the Rusty Quill Gaming Podcast was gradually gaining a rudimentary understanding of the Pathfinder system. While I may not have explored it extensively yet, the experience has sparked a curiosity within me to delve deeper in the future.

Suggested Listening: I’ve only listened to Season One, but there are currently five seasons available. Considering the quality of Season One, I have no doubt that each subsequent season holds its own magic. So, if you're a fellow completionist at heart, I encourage you to embark on this journey from Episode One.

10. Campaign: Skyjacks: I broke my rule of D&D podcasts with Rusty Quill so I figured I’d throw in another that uses a completely different system, but is a must-listen. I found this after reading a few of James D’Amoto’s invaluable The Ultimate RPG series (I truly couldn’t recommend these enough). This led me to his podcasts and, well, Campaign: Skyjacks is incredible. It uses a system called Genesys, which for the life of me I can’t quite fully understand, but the lack of understanding the system doesn’t take away from the overall story. The entire crew of The Uhuru is outstanding, the collaborative way of building the world and NPCs is something I aspire to be able to do one day, and the music is spectacular. It is a story about airships and sky pirates set in the intriguing world of Spier, but, it is much more and it will bring you to moments of crying from laughter, to cheering for big and little wins, to crying for “umm” other reasons. I can’t recommend it enough. BONUS TIP: They also use Illimat in this show, which is my favorite board game, maybe ever?! Check out my review of playing it at Gen Con 2023.

Suggested Listening: There is the original Campaign, which takes place in the Star Wars universe and I’ve been told is fantastic, however, I haven’t listened through it yet. I started with season two and as I said above, I can’t recommend it enough.

Get ready to immerse yourself in these captivating actual play podcasts, where imagination knows no bounds and extraordinary tales come to life. Whether you're seeking laughter, heartwarming moments, or gripping adventures, these podcasts have got you covered. So grab your headphones, prepare for a wild ride, and let the storytelling begin!

Have your own AP podcast suggestions you think I should check out? Shoot me an email at cmthenewdm@gmail.com!

DMing Basics: 10 Essential Tips for New DMs

You did it! You made the decision, or accepted the appointment, to take up the Dungeon Master’s seat for a group of friends, strangers, countrymen. That’s a huge step. Now, the moment of truth is nigh, and you find yourself standing at the precipice of uncertainty. Fear not, fellow New DM! You are not alone in this perilous journey. As a fresh-faced dungeon master myself, I welcome you to a world that is about to become a whirlwind of excitement, adventure, and yes, a touch of chaos. 

Now, I've gathered some invaluable tips to help you kickstart your campaign and feel a tad more prepared for that nerve-racking first session. But let me be honest with you right from the start – no matter how much you prepare, you'll never feel completely ready, and that's perfectly okay. Time for a quick dungeon dive.

1. Take a look, It’s in a Book: Unleash the power of the Dungeon Master's Guide. I know, I know, obvious, right? But, it is the holy book of DMing, filled with the sacred knowledge you'll need to conquer your role. Get the book, read it. You literally cannot DM without this. A solid grasp of the rules will boost your confidence, improve your game, and make it more enjoyable for everyone involved from the get-go. And while you’re at it, make sure and read the Player’s Handbook, as it may be even more difficult to run a game without having more than a cursory knowledge of the wisdom it holds.

2. Learn From The Pros: Living in the Age of Podcasts.  While reading the DMG (and PHB) is crucial, it's equally important to seek inspiration and guidance from experienced DMs. One of the best ways to do this is by tuning in to actual play podcasts. They provide valuable insights into game mechanics and storytelling. Plus, you'll be treated to incredible stories that rival the best books, comics, and movies out there.

There are countless lists out there for best actual play podcasts, but I’ll include a few suggestions here in my particular order (you can read my further thoughts on them, and more, in this post): Not Another D&D Podcast, Dimension 20, Worlds Beyond Number, and The Adventure Zone.

3. Choose Your Adventure: Homebrewed or Prebrewed? Before diving headlong into your planning, make an important decision: Do you want to create a homebrewed campaign from scratch or run a pre-made adventure? This choice sets the tone for your DMing journey. If you're drawn to the opportunity of unleashing your creativity and improvisation skills, then crafting your own world may be the way to go. On the other hand, if you're a first-time DM looking to learn the system and ease into the game, a pre-made adventure can provide a solid foundation.

For those venturing into the realm of homebrewed campaigns, I'll share advice tailored to your path. However, if you choose a pre-made adventure, here's one vital tip: read it before running it. Familiarize yourself with the adventure's chapters or sections to ensure seamless and effective campaign management. If you're curious, I’ll have some top recommendations for pre-made adventures and modules coming up in a future post.

4. Setting the Stage: Choose Your World. Now that you've absorbed the knowledge from the DMG, gathered inspiration from seasoned DMs, and determined your campaign's foundation, it's time to tackle a crucial aspect: choosing your setting. This step sets the stage for the entire adventure and helps shape the experiences your players will have. Whether you're partial to high fantasy realms, futuristic space exploration, thrilling Victorian mysteries, or even modern-day high school escapades, the choice is yours. You can either dive into a pre-built setting like Faerun, Mystara, or Eberron, or craft your own unique world. Just make sure it's a realm that resonates with you, as you'll be spending countless hours shaping its details and bringing it to life.

5. Weaving the Tapestry: Crafting Your Story (Loosely). Ah, the story! The heart and soul of your campaign. While it's tempting to plan every twist, turn, and revelation in meticulous detail, remember that D&D is a collaborative game. Your players are integral to the story's fabric, and their choices will shape the narrative. So, as you embark on your storytelling odyssey, create a loose framework. Define the central conflict, the driving force behind your campaign. It could be a raging war, a kingdom in dire straits, an ancient evil stirring, or perhaps an impending catastrophe that threatens all existence. Develop main factions, flesh out NPCs, and, of course, introduce a compelling Big Bad Evil Guy (BBEG) who will keep your players on their toes. But here's the secret: leave room for improvisation and player agency. Let the story evolve organically, influenced by the actions and decisions of your adventurers. Trust me; it'll make for an unforgettable journey.

(Pro tip: If you’re having trouble coming up with a central conflict, I recently heard some of the best advice I’ve ever heard for coming up with this on the fly, and it came from Aabria Iyengar in the Worlds Beyond Number aftershow, she said, “What is the lie this world believes?” Answer this and you’ll have the perfect central conflict to begin your campaign.)

6. Collaboration is Key: Players are Co-Creators. Don't fall into the trap of shouldering the entire creative burden. Remember, D&D is a collaborative game, and your players have unique imaginations and ideas to contribute. As DM it is your job to create an intriguing premise and world for your players to play in, sure. But, it is also your job to leave enough open that the players can carve out their own parts. Encourage them to participate actively in shaping the world and the story. Ask them questions about their characters' backstories and motivations. Give them opportunities to influence the lore and provide input on various aspects of the campaign. By embracing their contributions, you'll not only lighten your own load but also make your players feel more invested in the world you're crafting together.

If you want to tell a specific story in the way that you want to tell it, then go and write a novel. This is not the place to tell your story, this is a place for you to craft a story with a group, that is where the true magic lies, the unexpected journey that all of you are going to go on together. 

7. Embrace the DM's Paradox: You Can't Know it All. Let's face it: no matter how much you read, study, or obsess over the rules, you won't be a walking encyclopedia of Dungeons & Dragons knowledge. And that’s alright. You’re never going to remember every rule, you’ll forget even the most basic ones probably more than once. Ask my players how many times they’ve cast detect magic and I’ve had to scramble attempting to know what school of magic they are experiencing, and then being unable to remember all the schools of magic, and then finally adding a little helpful picture to my DM screen so I can’t forget. You can’t beat yourself up when you forget a rule or detail. Instead, embrace the DM's paradox: you're the ultimate authority at the table, but you're also human. Accept that you might need to consult online resources like 5e.tools or even the rulebooks mid-session. Your players will understand, and it can even create a sense of camaraderie as you all navigate the game's intricacies together.

8. The Art of Improvisation: Your DM Superpower. As a DM, you'll encounter situations you never anticipated. That's when your superpower comes into play: improvisation. When faced with the unexpected, take a deep breath, think on your feet, and let your creativity flow. Don’t know how tall the building is? Roll a D4+2. How many people are in this tavern that you hadn’t planned on your players entering but they asked if there would be a tavern in town and you said, “Yeah, of course, there is, and it’s called The Tipsy Turtle.” And they go into this place that didn’t exist thirty seconds ago. Roll a d10, there are that many people in here drinking. Embrace the chaos and turn it into memorable moments for your players. Remember, the beauty of D&D lies in its unpredictability, so embrace the twists and turns that come your way.

9. Roll the Dice: Let Fate Decide. D&D is a game of chance, and the dice are an essential part of that equation. The dice are our friends. Use them, and use them often. Embrace the randomness. Instead of shutting down your players' audacious ideas, set high Difficulty Classes (DCs) and see if the dice smile upon them. This adds excitement, unpredictability, and a sense of accomplishment when they succeed against the odds. And, you’re ready to improvise, right? Of course, as the DM, you have the power to fudge rolls behind the screen for narrative purposes but use that sparingly to maintain the integrity of the game. If you use them well, the dice can truly be a powerful ally. 

10. The Power of Fun: Enjoy the Journey. Above all else, remember that D&D is a game meant to be enjoyed by all. You’re creating a new world with some friends, building a story that has never been told before, that’s amazing, and exciting, and should remain so. Embrace the laughter, the epic moments, and even the occasional blunders. Let the joy of storytelling and camaraderie permeate your sessions. Celebrate the victories and learn from the defeats. As the DM, your attitude and energy set the tone for the entire table, so be the beacon of enthusiasm that draws everyone into this fantastical world.

Now, dear New DM, armed with these tips and a burning passion for adventure, go forth and weave tales that will echo through the ages. Embrace the chaos, learn from each session, and watch as your players' imaginations ignite.

May your campaigns be epic, your dice rolls be lucky, and your memories be cherished for a lifetime. Happy DMing!