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.

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.

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!