Want to try my adventure Flight of the Almost-Dragons as a Dungeons & Dragons adventure? Russ Morrissey has you covered! Not only did he adapt my adventure over to a one-page D&D quest, but he also has it offered for free on his Patreon page!
If you missed out on my new Dungeons & Dragons mini-adventure “Head Games” or just want the adventure presented in a simplified format, this one’s for you! Morrus of the RPG news site EN World has given the adventure a one-page treatment that presents all the information you need to know on a single sheet of paper.
A rampaging orc and a halfling who’s in way over her head are just the beginning in “Head Games,” a new mini-adventure for Dungeons & Dragons! The heroes find themselves in a small town where a certain halfling has been too trigger-happy with her enchantment spells, leading to big trouble for the locals.
“Head Games” is part of the EN5ider Patreon, which provides high-quality material compatible with Dungeons & Dragons on a weekly basis. For $1, you can enjoy this mini-adventure and over 200 other articles!
Every Dungeons & Dragons game needs monsters, and the Creature Codex provides more than 400 new fiends and foes for your fantasy RPG experience.
The designers of the Creature Codex, Kobold Press, have a strong reputation for quality, imaginative products, which is why the Kickstarter for the book exceeded its funding goal by more than $200,000. If you didn’t participate in the Kickstarter, you can still order the book in print and PDF at KoboldPress.com and DriveThruRPG.com.
Why am I plugging this product (other than the fact that I love a good monster book)? Because it features my first publication for D&D 5th edition. My creature, the Corpse Thief, appears on page 66.
While I’m partial to my own creation, there are a ridiculous number of other creatures, both menacing and weird, that make a great addition to any D&D-style RPG. Some of my other favorites include the Light Dragon, the Keg Golem, and the Kitsune.
Bottom line: check out the Creature Codex now!
Parts of the Pathfinder Playtest seem like a jarring change to the system to me. That’s mostly because I spent 10 years running a game that used very few rules beyond the Core Rulebook or the Beginner Box. The major change to the action economy and the removal of old multiclassing, for example, feels weird.
That said, I did stay on top of new rules releases as part of my whole freelance writing thing, so I can see that many of these major changes still have Pathfinder DNA. If you’re wondering where all these changes came from, it mostly boils down to a decade of optional rules expansions.
Paizo Publishing released their first look at the next edition of Pathfinder last week, offering a free playtest rulebook that people can use to put the new system through its paces. Character customization remains a large part of Pathfinder’s appeal, but the process by which you create your hero has changed.
Has it changed for the better? That depends on what you want out of the Pathfinder RPG.
Dungeons & Dragons started as an offshoot of wargaming, but it grew quickly. TSR, the company that owned the game, soon saw that people wanted more than just dungeons and wilderness areas for their heroes to explore. They wanted a semblance of a living fantasy world filled with history, personalities, and adventure.
The earliest settings, which I described last time, grew at the speed of adventure – new information got added as needed for a given module rather than in an atlas-like book. By the 1980s, though, D&D was realizing its media crossover potential. This led to a new wave of campaign settings that had a reach far beyond gaming tables.