Official Dungeons & Dragons Thread... (3 Viewers)

AG is a platform for user created content (mostly adventures) which is pay-what-you-want or similar. WOTC runs the platform but does not create or edit the content.

Sorry, wrong info. I meant "Dungeon Masters Guild" for user-created pay-per-download content. Some is fixed price and others are pay what you want. All tend to be quite low cost of entry.
 
Sorry, wrong info. I meant "Dungeon Masters Guild" for user-created pay-per-download content. Some is fixed price and others are pay what you want. All tend to be quite low cost of entry.
We played Fiery Grog Tavern and the Madness of the Rat King. We got about 1/2 way through and it was well designed (imo). Its for 1st level players, but my kids had a great time.
 
Won a couple minis in my local stores raffle, not bad for $10

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Has anyone used the app ”Encounter+”? I used it to show the map on my tv. Looks like it has some cool interactive stuff.
 
Had a fun session last night. We're playing in the Dragonlance setting and one of our party is a Minotaur Barbarian

We were investigating owlbear attacks and discovered a cult of worshippers of an albino owlbear called Ghost

Four humanoids in masks with white cloaks, masks and leather armor with some white markings on them

They were in a forest clearing and had a bear with them. As we got closer we noticed the bear had lash marks on it's hind area and was chained to the ground

While the party was conversing with the cultists we discovered they intended the bear to be a sacrifice

Our barbarian has speak with animals and the bear was like "free me!" We did and it helped us in the fight. The minotaur rolled well enough that the Bear decided to stick with him as an animal companion (he's teaching it signs for being stealthy, attack, etc)

Meanwhile our arcane trickster used his owl familiar to scout out the outside lair where this "Ghost" resides, there are four more cultists

My character has the city watch background, so he's carrying some manacles

I came up with a plan where four party members will dress as the cultists we slew, and the minotaur will be fake wearing the manacles

We also found gum that allows the chewer to mimic the voice of anyone they've heard

So our Kender Bard will be in disguise and call out to the cultists at the entrance to help them with the sacrifice (minotaur) as it struggles

We hope to lure the guards from the entrance and then our Wookie....errr, Minotaur, breaks free and we spring the trap on the guards

LOOKOUT HE'S LOOSE!

(sorry for the dumb voiceover on this clip, only one I found so far)

 
Haha, that's excellent!

When I ran the Starter Set for my friends, they found this little town that has a small green dragon and a group of cultists who are hoping to serve the dragon but haven't made contact (this was all in the book, pre-written).

My party had just bought matching black cloaks for some random reason, so they convinced the hopeful cultists that they were servants of a powerful black dragon, and they could help them hook up with the green dragon. Well, I make some rolls and the cultists completely fall for this. The party takes the leader of the cultists to go meet the green dragon.

They go around the corner and then stab the shit out of this guy and hide the body. Then come back and tell the other cultists, "oh, it went so great! The green dragon gave your leader a quest to go on, and he said that you guys should help us go attack this castle in the forest because the dragon wants it for his lair." The cultists were so excited and happily helped them attack the castle full of hobgoblins and stuff and became cannon fodder for the group. :ROFL: :ROFLMAO:
 
I'm just starting my read-through of the DM guide

In the future I want to create an adventure around the Anurauch desert (formerly fertile land of the Netherese Empire)

Perhaps the Dalelands are looking to expand their borders and either build or reclaim an existing city (similar to Phlan in Pool of Radiance), maybe a circle of druids intends for wild magic to return the land to habitable

Was thinking to start the adventure, the party were hired as caravan guards. They arrive at a small settlement that has a wooden stockade and gate

The guards open up, and the wagon starts through, but suddenly stops and there's a commotion up front (the party at the rear of the wagon)

Some of the hired escort were plants, they've slit the merchants throat, killed some caravan guards and cut the horses loose, with the wagon blocking the gates from closing.

one blows a horn and suddenly cries from the nearby forest rise up as slavers rush towards the town to attack

Kinda throwing the party into the action from the jump
 
I'm just starting my read-through of the DM guide

In the future I want to create an adventure around the Anurauch desert (formerly fertile land of the Netherese Empire)

Perhaps the Dalelands are looking to expand their borders and either build or reclaim an existing city (similar to Phlan in Pool of Radiance), maybe a circle of druids intends for wild magic to return the land to habitable

Was thinking to start the adventure, the party were hired as caravan guards. They arrive at a small settlement that has a wooden stockade and gate

The guards open up, and the wagon starts through, but suddenly stops and there's a commotion up front (the party at the rear of the wagon)

Some of the hired escort were plants, they've slit the merchants throat, killed some caravan guards and cut the horses loose, with the wagon blocking the gates from closing.

one blows a horn and suddenly cries from the nearby forest rise up as slavers rush towards the town to attack

Kinda throwing the party into the action from the jump

Hold on...where's my halfling supremacist in all of this?
 
How often is the D&D players handbook updated? Just thinking before I drop $50 on a 7 year old 5th edition. Do you guys think this edition has longevity, along with the recent Tasha updates?

Before you drop that kind of money on those books, I can give you my 3rd ed core rulebooks (Player Manual, Dungeon Master's Guide, and the Monster Manual) if you want them. I used to play a ton before I moved away from my group and these books have been just sitting on the shelf since.

I haven't kept up on what the differences are between 3rd ed and the current gen but I'm guessing you'll be able to still use a lot of what's in the 3rd ed to now.

If you like them I can also see if I can locate some other supplemental books I have (they're somewhere in storage).
 
Before you drop that kind of money on those books, I can give you my 3rd ed core rulebooks (Player Manual, Dungeon Master's Guide, and the Monster Manual) if you want them. I used to play a ton before I moved away from my group and these books have been just sitting on the shelf since.

I haven't kept up on what the differences are between 3rd ed and the current gen but I'm guessing you'll be able to still use a lot of what's in the 3rd ed to now.

If you like them I can also see if I can locate some other supplemental books I have (they're somewhere in storage).

The 5th ed rules are pretty different from 3rd. But there are some folks who still run older version campaigns out there

I think I snagged my 5th ed players handbook on an Amazon sale for $22
 
Oh yeah, my old crew is still playing 3.5. :)

I met the original Wizards of the Coast back in summer of 1985 at a RPG convention in Seattle, and learned the early mechanics of 3.0 then, because they had already adapted the system from AD&D rules for years for their home games. A real bunch of lovable nerds, just like my crew. They asked me, a 15-year old kid, to invest. Damn, I could have been rich.
 
Kinda throwing the party into the action from the jump

I personally love intros like this. You already know this but when you're the DM, I strongly suggest having some guard rails in place to keep your players "in-bounds". My players would relish situations like this to see how far the world would expand. If left unchecked, your players will make it difficult for you to hit the next narrative marker.

I like to use the "help this orphan reunite with the aunt in the next town" or the "deliver this innocuous trinket to the very understated, minor NPC".

I met the original Wizards of the Coast back in summer of 1985 at a RPG convention in Seattle, and learned the early mechanics of 3.0 then, because they had already adapted the system from AD&D rules for years for their home games. A real bunch of lovable nerds, just like my crew. They asked me, a 15-year old kid, to invest. Damn, I could have been rich.

That is awesome. I would have loved home-brewing what would be 3.0 with that crew although I would be immensely annoyed to learn my massive dice collection would be largely reduced to shelfware.

I wouldn't beat yourself up over missing out on WOTC. Let's face it - besides D&D, Magic, and Pokemon what else have they done?! ;)
 
I personally love intros like this. You already know this but when you're the DM, I strongly suggest having some guard rails in place to keep your players "in-bounds". My players would relish situations like this to see how far the world would expand. If left unchecked, your players will make it difficult for you to hit the next narrative marker.

I like to use the "help this orphan reunite with the aunt in the next town" or the "deliver this innocuous trinket to the very understated, minor NPC".

I haven't DM'd before. I have a jumble of ideas, characters, settings, etv that I've been jotting down

Making my way slowly through the DM guide and will likely create a campaign for only a party of 4 (I feel all the 6-8 player games in my area are too cumbersome and slow, too many turns people are stuck waiting for their chance to do something)

Plus I'd likely restrict races and classes to the players handbook (minus monks, warlocks, tiefling, dragonborn and drow) but permit any subclasses from official sources

I would ignore the boring minutia (tents, sleeping bags, rations, exhaustion effects, spell components, encumberance tracking, etc)

I wouldn't be having players have to keep track of all sorts of bric-a-brac, i.e. your party finds

A silver mirror worth 5gp
A painting worth 2gp
Etc

And I wouldn't make characters have to announce they are looting the bodies. As DM I put the treasure in there for the party to get, not to miss

Semi-hardcore character creation rules (roll 3d6, that's your STR, next is DEX and so forth)

Pick your race and class after rolling ability scores. If you don't roll at least one score 14+ and another 10+ you can reroll
 
Pick your race and class after rolling ability scores. If you don't roll at least one score 14+ and another 10+ you can reroll

A good rule of thumb is that combined modifiers of all ability scores must add up to +3 or more before a set of scores is "acceptable". Allows for some negatives as along as they are made up for (and more) by some positives.
 
I haven't DM'd before. I have a jumble of ideas, characters, settings, etv that I've been jotting down
It sounds like you're on the right path. While your crew is creating their characters, have them tell you what their characters dream about. Have them think about they fear, what they remember as a youth - things like that. It helps them get into their characters as well as inform you of their aspirations, points of view, etc so you can help them enjoy their experience in your world.

You're going to do awesome!

For extra fun, look up 'Book of Challenges'. That book provided tons of amusement for our crew. :)
 
Before you drop that kind of money on those books, I can give you my 3rd ed core rulebooks (Player Manual, Dungeon Master's Guide, and the Monster Manual) if you want them. I used to play a ton before I moved away from my group and these books have been just sitting on the shelf since.

I haven't kept up on what the differences are between 3rd ed and the current gen but I'm guessing you'll be able to still use a lot of what's in the 3rd ed to now.

If you like them I can also see if I can locate some other supplemental books I have (they're somewhere in storage).
Thanks for the offer. I found an excellent condition used player handbook on eBay for a reasonable price. And tonight (Saturday night) I put it to use, joining my first campaign!!! I'm not a virgin anymore... LOL! Made some new friends, downed a couple of pints of ale, killed a few goblins, and getting ready to chase a few more down into a cave. I created a cool character - a half elf Paladin, rolled four decent rolls and TWO 18s!!! Starting right out of the blocks with a 20 charisma!
 
Made some new friends, downed a couple of pints of ale, killed a few goblins, and getting ready to chase a few more down into a cave. I created a cool character - a half elf Paladin, rolled four decent rolls and TWO 18s!!! Starting right out of the blocks with a 20 charisma!
20 Charisma! Those undead and vampires have no idea what's coming for 'em. ;)
 
I would ignore the boring minutia (tents, sleeping bags, rations, exhaustion effects, spell components, encumberance tracking, etc)

Up to you, of course, but as a player I'd be more scared of exhaustion effects than most other negative status effects in the game. The disadvantage game mechanic is brutal. Exhaustion, fear, charm, and paralysis effects are usually the game changer in any challenging combat sequence. You can use these to prevent your players from walking all over their enemies, or put the fear of DM into them if they haven't been careful with their power resources.
 
Up to you, of course, but as a player I'd be more scared of exhaustion effects than most other negative status effects in the game. The disadvantage game mechanic is brutal. Exhaustion, fear, charm, and paralysis effects are usually the game changer in any challenging combat sequence. You can use these to prevent your players from walking all over their enemies, or put the fear of DM into them if they haven't been careful with their power resources.

The players will already be hampered because they will only roll 3d6 and have to put that on STR and so forth, they can't pick where the score goes

Plus would have no multiclassing (i.e. taking a lvl or 2 of fighter for armor and action surge, then jumping into spellcaster)

As a new DM I want an engaging story with plenty of action and challenge, but I am also simplifying some aspects that I view as cumbersome, fluff, etc

Players can still be put to sleep, charmed, held, knocked prone, etc
 

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