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Top 10 D&D Foes (You Probably Already Heard Of).

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You gather your party and head into the darkest depths of the dungeons. The sirens song of fame and riches pulls you ever deeper. In a particularly dark corner you and your companions turn the corner and are met by a massive unblinking eye, glowing yellow in the dark. As you reach for your weapon numerous smaller eyes illuminate and circle the center. Your friend, a mage, begins casting a spell, and though her motions are familiar the spell crackles fruitlessly  and in an instant she is turned to dust in a brilliant flash of green. The rogue bravely leaps forward and is caught by an invisible force and thrust against the nearby wall collapsing in a lump. You draw your sword a try to take a step forward but you feet are stuck firmly in place. You look down to see your body turning to stone and as you take your last breath before becoming a permanent fixture you see your final companion, a paladin, bow before the beast and offer up his sword to it. You see a ghastly and toothy grin open up into a maw as the beast devours your friend.

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  1. Beholder (Should be higher, but works better with the intro…). You’ve meet the same fate of countless foul hardy adventurers. The Beholder is a fearsome and respected being, and any adventurers worth their weight know to avoid them at all costs. They combine heightened intelligence with willful destruction. Their anti-magic cone emanating from their central eye makes short work of magic wielding foes. Their eye stalks are especially deadly with effects ranging from massive damage that makes it impossible to resurrect your friends to powerful charming effects. They are not to be trifled with.

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  1. Displacer Beast. On your travels, you may have heard tell of many legged cat like beasts that seem to exist between our world and the ethereal plane. The Displacer Beast is a monstrous predator that lashes out at its enemies with barbed tentacles protruding from its back. It’s also blessed with a permanent displacement effect causing players to have disadvantage to strike it with attacks.

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  1. Medusa. You’ve heard the legends of these ancient beings locked away in temples and long forgotten homes. They are surrounded by numerous humanoid statues, their only companions, created by their petrifying gaze. Though not particularly adept at hand to hand combat they are capable in their own rite.

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  1. Treant. The living forests have powerful protectors. The ancient Treants, the awakened watchers of the forest, are powerful entities  are capable of powerful attacks, especially against constructs and walls. They are also each capable of giving sentience to trees in the area giving them potent allies.

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  1. Elementals. Air, Earth, Fire, and Water. The classics. Anywhere there are unstable elemental energies a powerful and chaotic Elemental could exist. They fit a number of roles from powerful siege monsters to balls of swirling energy. They are capable of popping up in many instances and make a great addition to any dungeon.

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  1. Giants. These lumbering titans are powerful and numerous in scope. From the Nordic inspired Frost Giants to the dumb and dangerous Hill Giant, they fit numerous roles. The recent Storm King’s Thunder adventure and Volo’s Guide to Monsters adds a number of unique Giants to the DM’s arsenal.

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  1. Dragons. The come in good and evil kinds. The have breath weapons… Nuff said.

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  1. Zombies. BRRAAIINNSS … The horde of nastys shamble forward. Though they aren’t particularly interesting on their own they often to lead to magnificent mysteries and stories. The Shambling horde of Zombies is a great trope and their Undead Fortitude keeps them coming back from the dead to pester the players. Also, there’s a beholder version… Talk about scary.

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  1. Vampire. One word: Strahd. There is an entire adventure based around the manipulative power of the Vampire. These creatures of the night have a plethora of abilities, legendary actions, and an eternity to plan. Play them smart and ruthless and you have yourself an iconic and memorable story and villian. Their weaknesses are one of their greatest strengths from a story standpoint, giving the players hope to defeat these powerful foes.

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Finally the final entry, and although it may be unexpected they are by far the most dangerous enemies in the world surrounding the players… Player Races. Countless of my adventures center around the desires of seemingly normal folk. You can create powerful wizards, destructive barbarians, and devoted and evil clerics. They are the center points of cities and dangerous locales and their ambition knows no boundaries.

Dungeon Crawling: Warlocks

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Three months ago, I had surgery on my dominant hand.

Do you realize how much of a limiter that is? How difficult it was to do basic functions? How impossible it was…to roll dice?!

Unfortunately, I had to tell my fellow DMs in the Adventurers League that I would be unable to run games, let alone play until my hand was more capable. After a month, I returned to work which is mostly typing. I also began looking again for more AL games.

Recently Crymson asked ever so sweetly, “WHERE ARE MY D&D ARTICLES?”

Okay, perhaps she didn’t type it in all caps, but that’s how I (t)roll.

So, I’m back. After another 4-hour speed run at a local shop (have I mentioned that AL games really don’t emphasize Role-Playing?) I figured it was high time I started pumping out words for the RWOG again. So here I spew…

Warlocks

With previous editions of D&D, I was all over the melee board: Fighters, Barbarians, Twin-weapon wielding Rangers, Rogues, Paladins, and on and on. I avoided squishy casters. I relished getting right up in a monster’s face and dishing out loads of damage.

5th edition’s Warlock, however, has to be my favorite class now. Sure, most people see it and think, “Oh, he’s gonna spam Eldritch Blast. How boring.” I must say it is. Just a little. But it’s the other features of the class that are the exciting bits. What type of patron? What type of pact? What invocations? The ability to customize so much within one simple class structure had me addicted at first Hex.

Initially, in the Player’s Handbook, there were only three Patrons to choose from: The Fey, The Fiend, and The Great Old Ones. In our home-brew game, I chose to roll up a GOOlock. At least, that’s what the internet calls it when you sign a deal with some Cthulu-esque elder thing that falls into the Great Old One category.

For the price of admission, you get to talk to anyone with a language, that you can see, mentally. You also get access to other spells along the Crowd Control spectrum as you level, and the sub-class capstone at level 14 lets you create a Thrall from anything you defeat. Creepy and fun. I started as an Ex-Pirate from the alternate Sailor background and away we went.

That campaign fell apart. Meh. No harm. I love creating new characters as I’ve stated in other articles.

More home-brews elicited no more Warlocks because I wanted to try something different. Then I joined up with the AL to see what it was about and to play with a buddy of mine I don’t see too often anymore. For that, I created another ex-pirate Warlock, however this one had signed his soul away to a fiend.

Dropping Hex-ed foes yields temporary hit points, and the spells available included all manner of fire and blasty and commandy type stuff.  Mad Dog with his unnecessary eye-patch (explaining his low Intelligence and Dexterity), and fiendish polearm has become a rather tanky melee grunt. He still throws the occasional Eldritch Blast but it’s only filler as he closes in to hack-and-slash.

His progression has slowed due to my surgery and foray into actually being a Dungeon Master for the AL. Now that I’m back with a mini-dice tower to assist my crippled rolling techniques, I blew off the dust with a new Warlock from Xanathar’s Guide to Everything: The Celestial Warlock.

Izzy the Healer is an off-healer. His patron, some benign entity that has gifted him some daily healing dice and clerical spells to supplement his Warlock blasty-ness, chose to rescue him from the battlefield and send him forth as a Combat Medic adventurer. Shield and tome, with enough different attack cantrips to fit any situation he may run across. His last foray into the field had him working as the only healer amidst a team of level ones. His Guidance spell was put to great use as we snuck into a fancy dress masquerade to force a confession from our target… after some pretty trying party games.

Waiting in the wings, as well, is Chenzo, a crossbow specialist that has been taken under wing as a Hexblade; or should that be Hexbow? He’s fit and ready for Tier 2 gaming (that’s levels 5 to 10) in the AL, but circumstances have yet to pass that would bring him to another table. His hand crossbow is magical, bonded as his pact weapon, and can be used as a focus for his magic. It also relies solely on his Charisma stat for combat. He hits because he looks good doing it? *shrug* Works for me.

I still don’t really like the time constraint that the AL seems to enforce upon DMs and players, but I like the game and love Warlocks, so I’ll put up with it.

Adventure Framework Part 2: Forget What I said, Do what I say! Conceptualizing Your Endgame.

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At the end of my last article (Adventure Framework Part 1: Start at the beginning) I said “You need to set a proper foundation, both for your players and yourself. From this, you set your pillars. The pillars are the stories you will tell. In part two we I’ll delve into the pillar of your adventures and how you should prepare each one.” I was wrong. I skipped a step: The Roof. For those of you that don’t know much about construction the roof is typically added last. You build from the ground up. You start with your foundation making sure it’s strong and level. From there you add your supports; pillars in our case. Then the roof.

Although we have created our adventure foundation, we don’t have enough information to build our pillars. We need more. What is our end game. What kind of materials will we use on top? Is it stone? Would you use the same pillars to hold up a straw roof as you would a stone roof? No. You wouldn’t. A straw hut has a very different foundation, most likely dirt. Though a straw hut and stone building are different in many ways their conceptualization is the same. They have a structure they follow.

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Top 10: D&D Characters I’ve Played

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When I make a character for Dungeons & Dragons they need to have the perfect name. If I’m not happy with the name, I won’t play the character. As such over the 30 plus years that I’ve played the game, my hall of champions has a relatively small number of characters. These are my top ten favorite D&D characters.

Killian: When I was first introduced to D&D by my friend Matt M. he had a character named Killer Kroc. At the time I wasn’t fully aware of the Batman villain, but I liked the alliteration. Years later I had adapted the name into Killian Krocerian. He was a fighter/rogue type and his escapades were the stuff of great hyperbole and much exaggeration. He was my first hero and still holds a place of honor in my imagination to this day.

Farak: The next great warrior in my list is a dwarven buzz saw. Farak The Axe was a twin axe warrior that could wade through a stable of zombies in the time it took a paladin to kill one. True story. His greatest tale involves falling 40 feet through a wooden staircase while avoiding a wyvern. He eventually would climb those same stairs again to take on the beast bare-handed, and save his friend Veirden.

Veirden: Which brings me to my next hero. At the time I was in a small gaming group and I was playing both Farak and Veirden, the mad Halfling. Veirden was a rogue who had been rescued from a POW camp by Farak. The two were inseparable. I played this rogue with a complete disregard for his own safety, often drawing twin daggers and charging head first into battle alongside Farak.

Friar Chuck: Tired of all my warriors and rogues I decided I would try my hand with a cleric. Friar Chuck was part of a team, his sister Aliana was a bard, but the two of them would never see a table top together. They were merely an idea. Still, as time went on and I found myself in need of an NPC cleric, Friar Chuck resurfaced.  While running a Steampunk D&D game set loosely in Philadelphia my players ran across a street-corner preacher handing out pamphlets for Pelor. “Have you felt the Strength of Pelor? Have you seen the Light of Pelor?” all in a bored monotone voice. The party’s rogue latched onto Chucks boredom and convinced him to abandon his post and take up a life of adventure.

 

Zephyr: Zeph was a half-orc monk, all speed and strength. He specialized in in crossing the battlefield, avoiding the meat-shields, and focusing on the casters in the back ranks. When he snatched an orb of storm control from a vile wizard and smashed it, Zephyr earned the title Stormbreaker.  I was never sure what monastery he came from, but he was a favorite at the table. The greatest terrain plans laid by our DM were of little to no hindrance to Brother Zephyr.

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Gar: Ebberon was an awesome campaign setting. I especially loved the Warforged race; living constructs with no names except those given to them by their comrades. Gar was found by a dwarf in an old bear cave, and given his barbarian nature the dwarf named him after the dwarf word for bear. He was a great tank, eventually multi-classing with fighter. Unfortunately he met his inside the belly of a dire shark. His quest for warforged mods (centaur legs, wings) was not meant to be.

Ahrazul: Possibly my favorite character from 4th edition was this Dragonborn Paladin of Bahamut. Ahrazul was always the center of attention in combat, lest the enemies suffer his divine smite for ignoring him. The problem was he was also very hard to hit, even harder to kill. Not so much a problem for me, but it sure was annoying for the DM. My love of creating new characters won out and I convinced the DM to orchestrate a glorious end to Ahrazul .

Rusty: With 5th edition I wanted to go back to my roots, so I settled on the idea of a dwarf. Russik “Rusty” Ironheart was the grandson of Farak the Axe. Unlike grandpa, Rusty liked ranged weapons. Wielding a heavy crossbow and a hand crossbow sidearm I pictured him as sort of a door-breaker dwarf swat officer. Spells, Weapons, and Tactics. All fighter, and delving into the Eldritch Knight sub-class it still is my favorite fighter sub-class from 5th edition.

Mad Dog: The Adventurer’s League had finally caught my attention. I was stuck with this idea in my head of a fighter wielding a staff or polearm much like Darth Maul. To get the wicked feel of it I would multi-class him into warlock.  With his devil sight, darkness, and polearm mastery he’s proven quite effective as a melee striker. A former pirate who sold his soul to save his own butt seems to be my go-to background for warlocks.

Qui’noa: Finally we have Qui’noa. A tortle monk, assisted by the spirits of his ancestors. This barbarian-monk is his own traveling bar brawl. It’s not an uncommon combo with the release of the Tortle race, but at least I haven’t named him after a renaissance artist. The ancestral ghosts make him a sticky tank, and his shell makes him a hard choice for the enemies to target.

Adventure Framework Part 1: Start at the Beginning

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“A few small, mostly melted candles adorn an old round table at the center of this shadowy room. The candle light flickers lightly as you step into the room through an ornate curtain. The dancing luminescence wicks over numerous porcelain masks covering the walls, their demonic visage accentuated almost seeming alive. A single gold censer hangs from the ceiling, swaying lightly, it’s pungent smoke cascading from it. Sitting at the low table is an ancient man, legs crossed, as he adjusts himself on one of the oversized pillows set around the room. His eyes are glazed and pale white, his beard grey, long, and scraggly. He wears an enormous red turban adorned with silver baubles and ornaments. An ornate red demon mask lies on the table in front of him, his gangly fingers gently tracing its features. His head tilts towards you, looking more with his ears than his eyes. In a raspy yet elegant voice he says: ‘You’ve come! Have you brought it?’ “

This is an introductory event I planned out for an adventure set in a fantastical and far off, foreign land. After gathering some information from the players, I set out to design an introduction to the game WE decided to play. These introductions are an art form that takes practice to get right. They come in many shapes and sizes; though, I much prefer to use these events as an introduction to the game we will be playing. Therefore, when you plan your session 0 this should be the first thing you present to your players. This moment is an accumulation of the story you want to run as well as a representation of what your players ask for in your initial chats about playing the game. (You really should chat a bit with your players before you set up a session 0.) Each introductory event will be different depending on the type of game your players want to play and the story you want to tell.

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Starting Players on the “Right” Foot: A Dungeon Master’s Guide.

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Over a decade ago, there was a defining moment that would shape my Dungeon Mastering career. The moment that nearly all tabletop gamers share has long been burned into my psyche. A reminder. Thinking about it now: my hands clench into a fist, my heart skips a beat, my brow furrows. I feel a swelling of inner rage waiting to barf forward through my fingertips as I type. This moment, that still fills me with anguish and regret nearly 15 years later, could easily have turned me off from the hobby forever. It was the dreaded horrible first game!

No seriously… That’s it. A bad game.

The whole thing lasted around an hour before the Dungeon Master laughed maniacally as my Elven Wizard lied burnt to death on the ground being eaten by ravenous goblins. I was given no choice, no interaction, nothing. He made all the rolls. He decided what I would do. I had no idea what was going on. Nothing was explained. I felt lost…

Why is this moment so important? You may say to yourself: “Hey me, you’re awesome. You’ve been in bad games before and they didn’t leave a lasting effect. What gives?” This part, it isn’t about you. It’s about the countless number of people that will never return to our hobby because of the experience they had. Whether it be with the mouth breathing creeper, the surly rules lawyer, or the “DM vs. The Player” mentality, something turned them off.

We won’t see that person again. 

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PAX Unplugged and The Roll Initiative

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Lords, Ladies, Lads, and Lasses – I have recently returned from attending my first convention as an exhibitor. Thia the Bard was gracious enough to provide me some questions to answer about my experience.

How did you find out about The Roll Initiative?

I saw an ad posted by The Roll Initiative on a Dungeons & Dragons Adventurers League facebook page looking for volunteer Dungeon Masters for PAX Unplugged. I’ve had experience playing in the AL and this seemed like the perfect opportunity to step up and DM, delving deeper into the league.

What is your favorite thing about TRI?

I like that it’s just starting out and this was the first event they were orchestrating. The entire lead team are also gamers and fans of D&D. I was able to be myself and ended meeting a lot of fun people. I hope I made a few friends along the way.

What are you most excited about for PAX Unplugged this year? 

Since this was an official D&D event, TRI was able to get Fai Chen to attend our RPG slots. (Fai Chen’s Fantastical Faire is the D&D Adventures League trading post.) Players in the league can use Fai Chen at conventions to trade magical items they don’t have a use for. I’ve collected a few myself, and honestly that was my biggest goal in attending the convention. 

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That’s our logo!

Did you get to attend any panels?

I was so busy running modules over the weekend I was unable to attend any of the panels. I would have liked to have seen the Critical Role gang.

What advice do you have for newbies headed to events like PAX Unplugged?

Be patient. The role playing game fandom is HUGE and sometimes the organizers underestimate how many wonderful people they’ll need to accommodate. The lines this year were incredible and this was the first year for both PAX Unplugged and for TRI’s RPG tables. Next year I’m sure everyone will have a much better experience.

Do you have any tips for gamers who are looking for a group like TRI?

TRI is growing, I can’t speak officially for them, but follow the link above and check them out. I’m sure they could use more DMs. You can also stay active on social media. Facebook has a lot of fan pages for DMs, players, item trades, and games with open slots. Also, if you find a page, or group you like…share it. Word of mouth is the best way to expand what we like about gaming.