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!

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.

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.

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!