Archive for D&D

Sword Coast Legends Announced

Posted in D&D 5e, D&D Fifth Edition, Video Games with tags , , , , on February 13, 2015 by boccobsblog

Wizards announced today the creation of a new video game, Sword Coast Legends. The game will use the 5e mechanics, and feature five player races and six classes. The game, set in Forgotten Realms, will also feature a DM mode where a player can create and run adventures for other players.

See the full article and screenshots here.

It looks amazing.

IMG_1097

Fifth Edition Monster Manual Review

Posted in Dungeons and Dragons with tags , , , , on January 9, 2015 by boccobsblog

I just received my copies of the new D&D fifth edition core rulebooks. I only had time to look through the monster manual, but here are my initial thoughts.

My friends and fellow gamers will tell you that I am not easily impressed. In fact, I’m hypercritical to point of being offensive about TV shows, movies, books, and games. So when I say that I am thoroughly, truly, impressed with the quality and content of the new monster manual, it is high praise. I grumbled and complained when I had to convert from second to third, but I came around and have played 3.5 for fifteen years. I own nearly every 3.5 book (I skipped fourth edition all together because it was an abomination so vile it should have been smothered at birth and fed to a grick), so I am deeply invested in 3.5. That said, when I look through the fifth edition books, I get a sense of excitement and novelty that I haven’t felt since I started playing D&D over twenty years ago.

In no real order:

The Good Things

  • The artwork (for the most part) is the best since the second edition Monstrous Compendium, but more so because these monsters are in color.
  • The stat blocks are so clean, succinct, and easy to use, a novice DM can pick up the book and not be confused.
  • Flavor has returned to D&D. One complaint I had about my beloved 3.5, is that much of the flavor and fluff present in second edition was removed and replaced with mechanics. The 5e MM has small inserts that outline legendary and familiar monsters or villains from D&D forty year past. For example, next to the Death Knight is a passage about Lord Soth and his history. The vampire entry features a picture of Strahd Von Varovich with a blurb about his history. The same is true for the Demilich, Acerack is pictured and a small insert details his story. (Not to start an edition/game war, but this deep history of beloved characters is what Pathfinder is missing)
  • The stat blocks list average damage next to each attack along with the dice like this: 23 (4d8+5), this seems like a small detail, but it will greatly aid a DM running several monsters or a monster with numerous attacks, like a dragon or a hydra. Fifth edition truly strives to streamline the game when possible.
  • Certain powerful creatures are “Legendary”, and have powers that lesser monsters don’t possess. Cooler still, is when you encounter a legendary creature in its lair, it gets to activate a lair power on 20 in the initiative order. So the red dragon might stomp the floor and cause a spurt of lava to jet up from the floor of his cave and burn the party. These legendary creatures also have regional effects that warp a radius around their lair.
  • NPC’s. There is an appendix full of pregen NPC’s. Think of the second edition MM’s entry for humans. It listed pirates, laborers, spell casters, and knights. The 5e appendix is similar, filled with cultists and commoners that a DM’s job easier.
  • A CR 30 Tarrasque. Finally, Big T is the baddest thing in the MM.

The Bad

It is honestly hard to find anything bad to say about this book. I’ve added the few complaints that I came up with as I read, but they seem nit-picky.

  • Flump? Seriously? You wasted a page on this?
  • Not sure we needed a three-page spread dedicated to Modrons. I guess people dig em.
  • Many monsters have been reduced in challenge rating. These creatures haven’t necessarily been reduced in power, but the MM is full of low CR monsters and it seems that fleshing out high-level adventures might be more difficult. For example: In the NPC section, the archmage is like level 18 (don’t quote me on that) and a CR of 12.
  • My Biggest complaint: page 140 and 141 are blackened and completely unreadable. I will reserve nerd rage on this until I find out if I can return my copy for a replacement. In the meantime, my players can rest safely at night in the knowledge that I can’t send gargoyles after them.
  • Dragons have been reduced to four age categories. Not sure this is a problem, I liked that there was a dragon for a variety of CR’s, but the drawback was that they weren’t completely fleshed out with feats. Now there are only four dragons and they give a complete stat block for each.
  • The size of several monsters has changed and left many of my miniatures obsolete. The reverse is also true though, many monsters have changed to a size that is easier to manage. For example, the mimic is now medium (which makes more sense than a ten-foot wide chest) and I can use the amazing mimic miniature from Reaper’s Bones line.

Overall, the 5e MM is the best in years, if not the best ever in my opinion.

Arena of War is Live!

Posted in Uncategorized with tags , on October 17, 2013 by boccobsblog

Arena of War, the D&D mobile game went live on IPhone today (and Android I believe). It can be downloaded and played for FREE! Give it a try. Register through Wizards.com and receive a free power: Cause Fear.

I am looking forward to this game.

D&D Next Playtest?

Posted in Uncategorized with tags , , , on May 25, 2012 by boccobsblog

Wizard’s launched the D&D Next playtest yesterday, but the servers promptly crashed and nerd rage abounds.

I have been trying off and on for 24 hours to download the materials without success.

The articles I have read by people that were able to download the 9 pdf packet have been positive.

I guess I’ll keep waiting…

Conquest of Nerath Boardgame

Posted in Dungeons and Dragons, Product Review with tags , , on June 20, 2011 by boccobsblog

On June 21st Wizards will release its latest boardgame, Conquest of Nerath. The game, designed by Richard Baker, Mons Johnson, and Peter Lee looks like Risk meets D&D (which sounds like a badass pairing). While the last two games focused on party-sized combat, Conquest puts you in control of an entire army.

image via wizards.com

Here’s what the folks at Wizards ha to say about their latest game on their website:

War has come to the Dungeons & Dragons world! In the north, the undead legions of the Dark Empire of Karkoth march against the fragile League of Nerath, determined to sweep away the human kingdoms forever. To the south, the infernal Iron Circle launches its own goblin hordes in a campaign of conquest against the elves and corsairs of Vailin. From the snowy expanse of the Winterbole Forest to the sun-warmed coasts of ancient Vailin, four great powers struggle for survival.

Muster armies of footsoldiers, siege engines, monsters, and dragons to attack your enemies. Fight across the waves with fleets of warships and raging elementals. Plunder ancient dungeons with bands of mighty heroes, searching for magical artifacts and awesome treasures that might tip the scales of battle in your favor. The fate of empires is in your hands!

This game includes the following components:

  • Rulebook
  • Dice
  • Game board
  • 110 cards
  • 252 plastic playing pieces representing the champions and armies of Nerath, Karkoth, the Iron Circle, and Vailin

The game is set to retail for 79.99 USD.

3 Games of Chance for Your Fantasy RPG

Posted in D&D 3.5, D&D 4e Content, Pathfinder, Product Review with tags , , , , , , , , , , , , , on May 16, 2011 by boccobsblog

Gambling is a reoccuring theme in fantasy novels, games, and films. I guess since they have no TVs or Xboxs all Orcs have to do when they have down time from their pilaging is to throw dice and play cards. Today I wanted to show a few games that could be used in-game to add realism and depth to your campaign’s tavern experience.

For brevities sake I will not be going into rules or mechanics of each game, but I will provide links to their site so you can find more information.

Three Dragon Ante

This is supposed to be the premiere card game in the D&D multiverse. TDA works well as a stand-alone card game and is quick and easy enough to be worked into an adventure without taking up the whole night. TDA (and really all of the games mentioned today) give you a great oppurtunity to role play and let those charasmatic players shine. One thing that I really like about TDA is that it has a section in the rule book that lets you us character skills to affect the card game. This option really lets players feel like they didn’t waste those skill points and have a great deal of fun in the process. At the link provided above, you can get a free copy of the rulebook and TDA quest ideas.

Harrow

Not to be outdone by Wizards of the Coast, Paizo has created their own card game for the Pathfinder world. Harrow is a stand-alone card game that can be played in-game or out. One cool feature about Harrow, is that it is can also be used as a furture telling device as well. According to Paizo’s website, Harrow fetures the artwork of Kyle Hunter, whose comics have appeared in Dungeon Magazine. If you would like to learn more about Harrow, the rule book is available as a free download here

The Red Dragon Inn: Gambling? I’m In!

This is actually nine games inspired by Slug fest Game’s The Red Dragon Inn, and can be used interchangably. I had a chance to demo this game (not all nine, but the main game and two others) at last year’s Gen Con and they were all easy to learn and enjoyable. The game includes a 90-card deck and rules for all nine games that can be played as a stand-alone or in-character in any fantasy RPG.

101 D&D Quest Ideas

Posted in D&D 3.5e DM Content, D&D 4e Content, Pathfinder with tags , , , , , , , , on April 18, 2011 by boccobsblog
  1. News spreads that a dragon was slain while away from his cave, a search for its unguarded hoard is underway
  2. A thief has stolen a power item from a lich and then joins the party for protection
  3. A wizard/collector wants a live troll to study
  4. Rat catchers are going missing under the city and a plague is spreading in their absence
  5. A local caster has summoned a creature that they cannot contain and it is destroying the area
  6. A charismatic charlatan claims (and has proof) to be the cousin/brother/son of one of the PCs
  7. A wandering merchant trades a pc for their magic item for a fake he claims is more powerful
  8. Shipments from a nearby mine have stopped, when the PCs investigate they find the miners crazed and covered with red welts apparently from exposure to a new element they uncovered
  9. A white dragon is driving monsters from the north into the southern lands
  10. A planar rift has formed and outsiders are seeping through
  11. A powerful noble/wizard is hosting a masquerade ball where the guests are polymorphed into monster as their costume, but an actual monster attends to kill the noble/wizard
  12. A sorcerer has died of old age, strange things are creeping out of his tower as his spells, and dweomers break down
  13. A map has been found that leads to parts of an artifact that once reassembled, will summon a fiendish kraken
  14. The dead are rising as zombies one hour after their death
  15. Slavers are capturing peasants and merchants on the highway and selling them to mindflayers
  16. A shop/traveling merchant sells pets/familiars that are actually polymorphed people
  17. The PC’s are sent to find a hermit that lives on the “moving island”, a zircon/dragon turtle
  18. A traveling circus/faire comes to town and completely vanishes in the morning with several children
  19. An Ur priest cult is killing all the divine casters in the area
  20. Water drawn from a certain well is animating into water elementals/mephitis
  21. An evil druid has taken up residence in the sewers and is waging a guerilla war on civilization
  22. Anyone who reads a cursed book, brought into town by an adventuring party, dies after reading it
  23. A killer is leaving rare flowers in the mouths of his victims
  24. A member of a planar cartographic society offers the PCs membership into the elite group if they can complete a scavenger hunt that leads them across several planes in one day
  25. A mysterious helmed/hooded/masked figure has forged an impressive army by bringing tribes of kobolds, goblins, orcs, and hobgoblins under one banner. The leader is actually a cleric disheartened by the lack of faith and respect of his flock and means to increase belief and prayer for his deity by leading an army of wolves against his flock
  26. The owner of a failing inn claims to have the entrance to a mysterious dungeon in his cellar hoping that the ruse will draw business from adventurers
  27. A pack of displacer beasts/displacer beast lord are preying on farm animals and famers alike
  28. Two rival gangs are actually devils and demons fighting a Blood War battle on the city streets
  29. The daughter/apprentice of a caster that polymorphed himself into a golden cup and placed himself in the hoard of a green dragon in an attempt to learn more about dragons, but it has been weeks and he has not come home contacts the PCs
  30. Reports that a gold dragon is ravaging the countryside turn out to be true. The dragon, sick with a rare disease, has gone mad and must be stopped
  31. Grave robbers working for a necromancer are running out of graves and start looking for easy prey
  32. A “red” dragon demanding tributes from a village is actually an especially greedy copper dragon
  33. A killer is released from prison and the father of one of his victims stages a similar murder in the hopes of framing him
  34. A traveling “holy man” is selling relics that disappear in the morning
  35. The new judge is in fact a devil hoping to harvest souls for not guilty verdicts
  36. A logging camped is being haunted by the ghost of a treant/forest haunt and his dryad followers
  37. A band of fey have been stealing wine from a rural tavern
  38. A good and helpful aranea has been captured and tried for murder while the true culprit is a drider that resides close by
  39. A college that teaches science over magic opens and arcane casters start going missing
  40. Drug related deaths lead the PCs to an evil alchemist
  41. The PCs are hired to retrieve a meteor, but find it is being worshipped by a tribe of goblins/orcs/lizardmen etc
  42. Several woman in the area are pregnant under strange circumstances, an incubus is to blame
  43. An artifact is needed to avert a major catastrophe; its last known owner was Levistus the arch devil trapped within a glacier
  44. The PCs must find a rare herb only known to grow within Gith monasteries
  45. The PCs visit a strange village where all the people are simulacrums, an ancient wizards mark is seen everywhere
  46. The PCs are sent to a distant land to find an NPC that it turns out has been dead for 20 years
  47. The PCs must help an conflicted Erinyes to the Cradle of Creation (phb2) to be reborn into a non-evil body
  48. A map leading to the legendary Shield of Prator has been found, it states that the shield is in the cave of a dracolich. The map was sent by the dracolich’s minions in the hopes of freeing their master who is sealed magically into his cave
  49. A local orphanage is actually run by a demonic cultist that sacrifices the weak children and raises the strong ones to be followers
  50. A powerful artifact that will allow teleportation through the layers of the abyss/hells has been uncovered and a race to claim it has begun. The PCs must beat the groups of devils and demons that see the artifact as a powerful tool to end the Blood War
  51. An overmatched Marut seeks assistance with a powerful lich/vampire/mummy
  52. Rumors of “The most powerful sword” lead the PCs to an evil, intelligent, dancing sword that can animate other weapons to fight for it
  53. The PCs are sent to a battlefield to retrieve a family heirloom from a missing soldier where a necromancer and his corpse collector golem are raising the fallen as undead
  54. A cult of Tiamat have discovered a spell that ages living creatures and they are trying to use it on dragon eggs to raise powerful allies
  55. The PCs are sent to deal with a raiding ogre that turns out to be a gnome illusionist
  56. The PCs are looking for an arrow used to slay a dragon a hundred years earlier, but when they pull the arrow from the dragon’s skeleton, it animates and attacks
  57. The PCs need the help/information of a treant that will only add them if they agree to be shrunk down to clear out an infestation of insects that invaded his roots
  58. The PCs are invited to a Three Dragon Ante tourney, either as guards, VIPs, or to play
  59. A lawful good lich (Monsters of Faerun) seeks the PCs to protect him from a zealous paladin on a quest to rid the world of undead
  60. Thieves have plundered a tomb and until his golden burial mask is returned, a ghost/ghast/specter will continue to kill innocent people
  61. A group of fire giants has taken up residence in an inactive volcano, their activity threatens to awaken the volcano and cause widespread devastation
  62. A grandmotherly, if slightly senile, NPC asks the players to rid her attic of rats. The rats are in fact a group of thieves trying to open a magical doorway left by the wizard that previously owned the home
  63. A monster seen roaming close to town is actually a cursed person and not evil
  64. The PCs find a genie in a bottle, but the genie agrees to help/grant wishes/serve only after the players travel to the City of Brass and save someone the genie cares about
  65. The PCs find a wounded angel that is being hunted by powerful outsiders
  66. A newly discovered dungeon is actually a complex trap to harvest souls/magic/life energy
  67. The PCs must break an innocent man from a complex magical prison
  68. Murders attributed to a small girl are being done by her doll, a slaymate (libris motris)
  69. An ancient beholder has gone mad and his destroying the Underdark, driving monsters to the surface
  70. A gnome settlement has been overrun by Drow displacing hundreds of citizens
  71. A mad wizard has been selling potions that have poisonous/odd effects
  72. Mind flayers are draining people of their quintessence in hopes of using the substance to return to the far realm from which aberrations came
  73. A spelljammer has crashed in a remote forest/jungle and the inhabitants seek materials to repair their helm
  74. A foreign diplomat seeks the party’s monk to protect him on a mission to a country/city where magic and weapons are not allowed
  75. The tarrasque is wreaking havoc on the countryside and the party (lvl 10ish) must slow it down until the champions (20th) can arrive, but the tarrasque is actually a simulacrum (cr 10) sent by an outsider/caster/etc and not the real thing
  76. Cultist seek a tablet that depicts a ritual that will summon a Fist of Spite (BoVD)
  77. The party must save an NPC from the stomach demiplane of Dalmosh (MM5)
  78. The guild master of the cooper’s guild wants to discredit the owner of a local winery with whom he has had an argument by poisoning his barrels
  79. A local sage/astronomer is convinced that a massive meteor is going to strike the kingdom/city/town
  80. The normally-inert gargoyles atop the temple/castle/mansion has have animated and started attacking people that approach the building
  81. A group of bulettes are keeping anyone from entering or leaving the city/town/inn
  82. A doppelganger/changeling serial killer claims the identity of their most recent victim for one week before killing again
  83. A gnome settlement has been overrun by fiendish duergar led by a demon
  84. PCs seek out a powerful dwarven, smith that traded his soul to Asmodeus for unearthly crafting abilities. Before the smith will help the PCs they must reclaim his soul from the arch devil
  85. The players find/are sent to a city that that reflects the entire multiverse scaled down with a neutral inn in the center run by a power caster
  86. The PCs search for a legendary library that when found, has no books only the corpses of long-dead sages and librarian clerics that use speak with dead to obtain the knowledge
  87. The PCs need a party member/NPC raised from the dead but the only cleric powerful enough to do so has recently been turned by a vampire he was hunting
  88. The PCs find/buy/are given a strange bag of holding that has a small pocket dimension inside it where a frightened caster hides. He/she created the bag to hide in and saw that it ended up in the PCs hands to keep it safe
  89. The PCs seek an answer/information from a forgotten bard. When they find him, he is a ghost and he will only help them if they give him peace by finishing his final poem/song/movement
  90. A chaotic good horselord (CAd) has lead all the horses in the region/city/town away into the hills to freedom
  91. The huntsman of a local lord/mayor has kidnapped the NPC’s daughter, and only a highly trained tracker can follow the trail and find the girl
  92. An aged and grizzled warrior is going town to town offering his magic sword/shield/armor to any fighter that can best him in honorable combat
  93. After returning from a diplomatic journey, the noble/diplomat/prince/queen is acting strangely. The PCs are asked to look into it only to find that the NPC is a doppelganger/changeling/simulacrum/charmed/possessed
  94. A pair of ethereal filchers are stealing all the curative magic in the area/city/town
  95. The answer/riddle/name/code that the PCs require is etched onto the helm of a massive golem that paces a deadly dungeon
  96. Monthly full moon attacks are blamed on a good lycan, and are actually being carried out by a pack of Moon Rats (MM2)
  97. Summoned Thoqqua threaten to compromise the structural integrity of the city/town/inn/dungeon/ as they melt tunnels through the ground below
  98. Centaur knights (phb2) are running any humanoid from their forest
  99. The PCs are sought by the patrons of a desert land where a despotic temple of cleric charges impossibly high rates for fresh water to people not of their faith
  100. A temple has hired a large number of bards for a festival where music is to be played from sun up until sundown, the only problem is that no one recalls the obscure holiday because it is a ruse to mask the sound of tomb robbers breaking into sealed vaults below the church
  101. A xenophobic elvish lord has begun to arrest non-elves after his daughter eloped with a human

Printable version:

101quests

Want more? Here is another 101 quests

Follow

Get every new post delivered to your Inbox.

Join 92 other followers