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Well of the Wyrm

The lair of Qiroi, scaled wyrm of the Red Fjords, is far from secret. The rocks for a mile around are burned free of all plantlife, the waters tainted, the skies quiet. The entrance to the old dungeons beneath the ruins of Caenleigh Hold are clearly marked with his spoor and shed scales. And within the dungeons you can hear the serpentine slithering of the long monstrous dragon.

Well of the Wyrm

But Qiroi is no fool or beastial dragon. The sounds and movement within the dungeons east of the entrance cave are those of illusions planted to lure the unwary. For Quiroi lives beneath the dungeon, in a set of chambers reached through the river that feeds the ancient Caenleigh well.

Well of the Wyrm (B&W)Well of the Wyrm (B&W)

But he is still a dragon, and has little patience for interlopers and would-be dragon hunters. He uses the illusions and distractions to help him get the jump on intruders, to strike them from behind with his corrosive breath and potent magics.

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The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
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James/Robyn George

James S. et Robyn George, mari et femme, sont actifs dans la communauté des petits éditeurs américains. Ils ont réalisé ou participé à de nombreux jeux, dont certains traduits en français : Pits & Perils et Diceless Dungeons.

(Source: Guide du Rôliste Galactique : les dernières news du jeu de rôles)
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La Maison du Chaos

Le financement participatif de la Maison du Chaos vient de débuter. Il sera en ligne jusqu’au 31 octobre à minuit. Vous pouvez aider ce club de jeu de rôle d’Anderlecht (Bruxelles – Belgique) à devenir propriétaire de son donjon. 7 salles exclusivement réservées au jeu de rôle 7j/7 et 24h/24.
https://www.gameontabletop.com/crowdfunding-138.html 

(Source: Guide du Rôliste Galactique : les dernières news du jeu de rôles)

the Bronze Vault

The Bronze Vault is a small, multi-level complex cut into the Jappa Slopes and connected to one of the small cavers that dot the hillsides. Once connected to a small watchtower that was built too close to the edge, getting into the complex typically means climbing to the ruins as the door between the cave and the complex is locked, barred, and now rusted shut.

The Bronze Vault The Bronze Vault

In-game, the complex fills the role of any classic “dungeon in the wilderness” setting – a place where civilization once held sway but is now home to monsters hiding in the roots of our achievements. In the grand tradition of the Moldvay Basic D&D set, this is where hobgoblins would hide their prisoners captured from the nearby town; perhaps home to a small cult that cannot worship publicly in civilized areas; or the destination for a treasure map that the party found in a previous adventure.

The Bronze Vault (no grid)The Bronze Vault (no grid)

Personally, I like the treasure map angle – making the secret chamber in section B right by the entrance the treasure room, but with the map showing how to get there from the cave entrance instead of the upper entrance.

patreon-supported-banner

This map is made available to you under a free license for personal or commercial use thanks to the awesome supporters of my Patreon Campaign. Over 400 amazingly generous people have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make these maps free for commercial use also. Each month while funding is over the $300 mark, each map that achieves the $300+ funding level will be released under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under this commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.

(Source: Dyson’s Dodecahedron)
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Spending your Gold Pieces!

In a lot of D&D 5e discussions, you run into people complaining about not having anything to spend their gold on if there are no magic item shops. I wrote up this list and add new items to it every time I post it to social media.

Remember that until 3e, there were no magic item shops and there was even MORE gold since in 1e and prior editions gold was basically the only source of XP. So if you had 40,000 XP, odds are you had at least 36,000 gp.

It’s not a weakness, it is part of the design of the game.

Other things to do with your gold:

  • Purchase expensive cheeses
  • Purchase expensive wines to drink with said cheeses
  • Hire someone to figure out why all your clothes aren’t already ermine-trimmed
  • Hire someone else to correct the problem
  • Hire minstrels to travel the land telling tales of your exploits
  • Get books written about your exploits
  • Jewel-Encrusted Ear Hair Plucker
  • Send money home to the husband and kids
  • Build a shrine to your favourite deity
  • Build a shrine to your second favourite deity
  • Build a temple to the pantheon of your favourite deities around these shrines
  • When it turns out these deities aren’t part of the same pantheon, fund an entirely new church that claims otherwise. You can even name the heresy after your character!
  • Acquire a taste for imported fish eggs
  • Experiment with strange and foreign narcotics
  • Establish an espionage agency
  • Hire mercenaries and send them on vacation
  • Get involved in local politics
  • Get involved in regional politics
  • Get involved in national politics
  • Get involved in international politics
  • Get involved in transdimensional politics
  • Run for president of Mechanus
  • Purchase a distillery and then hire away the best distillers from their existing employers to take over as the source of elite spirits.
  • Hire a team of exorcists to make sure everything you own, buy, touch or look at is not controlled by evil spirits.
  • Buy wedding presents.
  • Buy birthday gifts.
  • Pay the dowry on your child’s wedding.
  • Buy a boat.
  • Buy a fleet.
  • Man that fleet.
  • Send them off to explore.
  • Invest in local business.
  • Bribe the king.
  • Hire an assassin to take care of that person that insulted you at level 1.
  • Invest in high grade halfling pipeweed
  • Smoke your investment – trust me, totally worth it.
  • Grind up gold into powder and then see if it gets dwarves high when they snort it.
  • Establish trade routes with nearby cities.
  • Establish trade routes with distant cities.
  • Establish trade routes with nearby planets.
  • Establish trade routes with the outer planes.
  • Tithe to the church you claim to worship at, the cult you actually worship at, the local baron, the king, and your guild (there goes 50% of everything)
  • Get married.
  • Get divorced.
  • Have children.
  • Establish a network of informants.
  • Solve homelessness in your city.
  • Feed the poor.
  • Feed the rich.
  • Build a mansion with a massive banquet hall and ballroom.
  • Host grand balls with all the most elite families invited.
  • Host great banquets with all the movers and shakers invited.
  • Hire watchmen to make long rests safer.
  • Hire rangers to hunt while you travel so you don’t have to bring rations.
  • Hire a wagon train to carry rations for those rangers and watchmen.
  • Buy nicer furniture for your home.
  • Hire the weird architect that draws really messed up designs, and give him a huge budget to actually make them real.
  • Hire a team of scribes to follow the weird homeless guy around writing down everything he says.
  • Buy yourself a title (this takes a lot of money, since you basically have to make yourself be the “right kind of person” to get a title, and then likely bribe all the people above you to get it).
  • Hire sages in every major field so when an adventure hook lands on your lap you can spend money hand over fist to learn more about it.
  • Buy art.
  • Commission art.
  • Get a life-sized statue of yourself made of solid gold (that’s 1,500 pounds of gold… that’s a LOT of gold pieces).
  • Get a larger-than-life-sized statue made of yourself in solid gold.
  • Platinum cutlery
  • Gem-encrusted platinum cutlery
  • Buy the cricket in the silver cage that the seller claims was caught on the moon and can tell your future.
  • Set up a crazy wizard in a tower for you to consult on an as-needed basis.
  • Start a gladitorial stable and get involved in the local gladitorial combat scene at the management / owner level.
  • Ivory playing cards
  • Has no one named a town after your character yet? FIX THAT IMMEDIATELY, make your own town! With blackjack and hookers!
  • Assemble incredibly ornate and overly-detailed “kits” for various things. Like your silver-plated vampire-hunting kit in an expensive wooden case that contains a set of stakes made of pungent foreign woods, a hand-crossbow with six different holy symbols on it, a variety of garlic-delivery devices, holy water in expensive bottles, etc.
  • Equip an expedition to find the centre of the planet.
  • Hire dwarves to construct a massive dungeon complex for you to import monsters into.
  • Get involved in horse-racing.
  • Become a respected horse-breeder.
  • Collect a stable of well-bred horses.
  • Hire jockeys and race your stable of horses.
  • When you are bored of your horses, invest in a glue factory.
  • Experiment with exotic perfumes made from monster parts.
  • Flood the healing potion market with cheap knock-offs (guaranteed not to kill you, or your money back!).
  • Hire a team to go into every town before you and equip the town with gold-plated spitoons for your convenience.
  • Outsource the protection of the local forest to high-priced elven mercenary druids.
  • Life insurance in the form of pre-purchased resurrection spells & components.
  • Be the “cool aunt” or “cool uncle” and blow a few grand on each niece or nephew’s birthday.
  • Create a new school of wizardry.
  • Build Hogwarts.
  • Hire a team of gnomes to try to figure out the mechanics behind a man-portable fire-blasting gattling-crossbow
  • Go dragon-turtle hunting.
  • Invest in the dragon-bellies market.
  • Build a flying dragon-turtle-shell boat with ballista turrets.
  • Hire sages, magi, and engineers to explore the option of “nuking the site from orbit”.
  • Commission statues of your adventuring companions in heroic poses.
  • Pay to have all your enemies stuffed and mounted after killing them.
  • Hire monster hunters to increase the size of your stuffed monster collection.
  • Invest in the lead-into-gold alchemy “business”.
  • Make sure your spellbooks have dragon-leather covers, pages of the rarest fine leathers, and ink made of gold and celestial blood.
  • Make a warhammer with a 15 pound solid emerald head.
  • Build the tallest tower in the world.
  • Have masterpieces painted on all your armour.
  • Establish a huge network of mirror-towers to transmit information around the world.
  • Hire shipbuilders and a madman to build the largest ship ever.
  • With sails made of dragon wings.
  • Lashed to a score of water elementals to pull it.
  • Hire a tutor.
  • Hire translators.
  • Learn an exotic language and stop speaking common, instead having your translation team to translate to common, dwarven, etc for you.
  • Get your adventure maps drawn by the renowned cartographer Dyson Logos.
  • Fletch your arrows with phoenix feathers.
  • Hire engineers and try to make every trap from the Grimtooth’s Traps series.
  • Raise an army.
  • Raise a second army.
  • Build a nice vantage point from which to watch your armies clash.
  • Hire a third super-secret army to swoop in and crush the remaining forces.
  • Hire seven soothsayers to examine and interpret your dreams.
  • Buy only the best poisons to feed to the soothsayers who fail to properly interpret your dreams.
  • Pay for the most grandiose funerals for the failed soothsayers so everyone knows how seriously you take this stuff.
  • Bribe the right people to have your horse knighted.
  • Collect the instruments of long-dead famous bards.
  • Buy an inn at every town on the map (or have one built) so you always have a place to stay where they know your name.
  • Griffon-Egg Omelettes.
  • Wereboar Bacon.
  • Mithril chainmail for your pets.
  • Diamond-encrusted cockatiels.
  • Finest marble stables for your horses.
  • Finest marble statues of your horses to go in those stables.
  • Purchase a set of ever-grander mausoleums to eventually bury your worldly remains.
  • Once the biggest mausoleum is done, put smaller ones inside it. Matryoshka Mausoleums!
  • Fund that crazy guy who is building a volcano lair – you know he’ll be a good adventure seed later on!
  • Fund a death cult. This is one that takes care of itself when you get bored.
  • Build a legacy in the form of a travelling halfling circus.
  • Hire someone who’s job it is to hire the exact someone you need.
  • Set up effective counter-espionage to deal with John Creed’s spy network.
  • Try gold-plating your enemies.
  • Hire a team to bring your gold-plated enemies back home and have them jewel-encrusted.
  • Feed your new best friend, the Xorn you adopted in the Elemental Plane of Earth.
  • Start collecting “freaks and oddities” to accompany you and show off just how perfect you are.
  • The material components for “Summon the World Emperor” is a billion gp. There’s no ritual, just have a billion gold and the World Emperor is pretty much certain to show up to claim it.
  • Have a lovely palanquin built so you don’t have to get your very expensive shoes dirty.
  • Buy exotic slaves to carry that palanquin.
  • Start minting coins with your face on them. Sell them at reduced prices to get them into circulation.

Some artwork copyright William McAusland, used with permission

(Source: Dyson’s Dodecahedron)
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Release the Kraken on Mad Fenrick’s Manor!

Release-The-Kraken

It is time, once again, to delve into the back catalog of maps here on the Dodecahedron and pull out two more to be re-released under the free commercial use license thanks to the amazing support of our Patreon backers. Mad Fenrick’s Manor and Basement were released in April and May of 2014 and are back!

Mad Fenrick's ManorMad Fenrick’s Manor

A few miles from the nearest outposts of civilization, just over those hills to the west of here, are the old estates of the Trent family. Sitting almost smugly on a hill in the midst of overgrown hedge mazes and fallow fields is the manor of “Mad” Fenrick Trent. Sure the first parts of the structure were initially built by his grandfather, and the last Trents to live in it were his great-grandchildren, but Mad Fenrick is the Trent who put the most work into the half-fortified squat monstrosity.

Of course, a massive cobbled together and defensively structured manor like Mad Fenrick’s Manor doesn’t stop with just the main level and a few towers. In the main courtyard of the manor is a set of stairs that originally lead to the Trent family crypt, but that now connects to a small dungeon (as well as Mad Fenrick’s Root Cellar, Mad Fenrick’s Family Crypt, Mad Fenrick’s U-Store-It, and Mad Fenrick’s Large Rodent Repository, of course).

Mad Fenrick's BasementMad Fenrick’s Basement

With the manor grounds now abandoned, who knows the sorts of things that crawl about beneath the old manor house. Whatever they are, they are probably very lonely and would love to play with any visitors.

And to be true to the originals, I’ve included versions without a grid:

Mad Fenrick's Manor (no grid)Mad Fenrick’s Manor (no grid)

Mad Fenrick's Basement (no grid)

Mad Fenrick’s Basement (no grid)

It would, of course, be absolute foolishness to claim that these maps weren’t in turn inspired by the classic Tegel Manor adventure which I first encountered as a player and that has haunted my games ever since.

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This map is made available to you under a free license for personal or commercial use under the “RELEASE THE KRAKEN” initiative thanks to the awesome supporters of my Patreon Campaign. Over 400 awesome patrons have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make this map free for commercial use also. Each month while funding is over the $400 mark, we choose a map from the blog’s extensive back catalog to retroactively release under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under the commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.

(Source: Dyson’s Dodecahedron)
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Guy Blavin

Il a découvert le JdR il y a plus de 30 ans, sans règles et sans dés ! Plus tard, il a eu un coup de coeur pour Dungeon World et autres jeux PBTA. Ce qui l’a amené à traduire Masques : une nouvelle génération.

(Source: Guide du Rôliste Galactique : les dernières news du jeu de rôles)
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4/5 – Starter Set (D&D5 – Dungeons and Dragons Fifth Edition)

Je me souviens encore de ma première boîte de D&D. Elle était rouge, et elle contenait tout ce qui était nécessaire pour se créer un personnage et le mener jusqu’au niveau 3. Dans la boîte, on trouvait même un scénario un peu bac à sable qui permettait d’explorer une vallée creusée de toutes parts par des cavernes abritant autant de clans de monstres qu’il fallait expédier ad patres pour sécuriser la région…

(Source: Guide du Rôliste Galactique : le jeu de rôle, l’univers, et le reste…)
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Monstrueusement Mignons (Générique : Médiéval-Fantastique)

Monstrueusement Mignons est un bestiaire et une aide de jeu, qui propose d’amener les versions juvéniles de monstres habituellement rencontrés dans des univers de fantasy classiques comme Dungeons & Dragons, et, en l’occurrence, Héros & Dragons ainsi que Chroniques Oubliées Fantasy. Les versions originales (Baby Bestiary 1 & 2) se veulent être une aide de jeu générique, dénuée d’éléments techniques. La version française, pour sa part, compile les deux ouvrages originaux et ajoute les règles de dressage, d’ordres et les caractéristiques des versions juvéniles de ces monstres pour les les jeux H&D, COF et COF-Mini.

(Source: Guide du Rôliste Galactique : le jeu de rôle, l’univers, et le reste…)
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Black Ichor of the Iron Obelisk

The Iron Obelisk weeps in near silence – the pools of ichor growing around it, fed by its melancholy nature. The ichors seep down and flow where underground waters should, tainting the darkness with the ennui and melancholy of the pillar of iron. Slow grinding noises are heard nearby, as if the world is changing itself – pulling away as far is it can from the source of this ichor. The wound where the Iron Obelisk sits has grown forming a cave nearly 200 feet across where the world tries to isolate the rusted spike within it.

Black Ichor of the Iron ObeliskBlack Ichor of the Iron Obelisk

The Iron Obelisk has many powerful uses. Flakes of rust taken from the area around it and ground to dust make sleep spells incredibly more potent, whereas rust taken from the Obelisk itself can be used to counter most forms of mind control and charms. Bits of iron taken along with this rust can be worked into somber weapons and armour that spread their melancholic nature to their bearers, but also to their foes.

But those who touch the iron obelisk itself or the black ichor are cursed with the yearning sadness of the device. They will seek out places underground where the ichor can be found, and while the ichor does nothing to sate or alleviate the sadness, it calls to the cursed and bathing in it will indeed remove any other curses or diseases the target is afflicted with.

In fact, when adventuring underground, those cursed by the obelisk or the ichor will often find themselves in proximity with the ichor – even if it shouldn’t be there. There is a 25% chance that any adventure leading them underground will lead them to the black ichor in some way. It will replace water in dungeons and adventures, and will seem ominously ever-present until the curse is broken.

patreon-supported-banner

This map is made available to you under a free license for personal or commercial use thanks to the awesome supporters of my Patreon Campaign. Over 400 amazingly generous people have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make these maps free for commercial use also. Each month while funding is over the $300 mark, each map that achieves the $300+ funding level will be released under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under this commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.

(Source: Dyson’s Dodecahedron)
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Plane Shift : Dominaria

Wizards of the CoastD&D5 – Dungeons and Dragons Fifth Edition. En attendant Ravnica, vous prendrez bien un peu de Dominaria, non ?

(Source: Guide du Rôliste Galactique : les dernières news du jeu de rôles)
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Plane Shift : Dominaria (D&D5 – Dungeons and Dragons Fifth Edition)

La série des Plane Shift est destinée à apporter des références techniques pour adapter les univers du jeu de cartes Magic : The Gathering à la cinquième édition de Dungeons & Dragons. Ils sont à chaque fois à mettre en rapport avec ces collections de cartes ainsi que l’artbook correspondant. Sixième supplément de cette série, Plane Shift : Dominaria est un complément à l’ouvrage The Art of Magic : The Gathering – Dominaria. Il revient sur l’univers iconique de Magic en se concentrant sur le continent d’Aerona, laissant à dessein les région d’Urborg, Shiv et Yavimaya de côté. Bien que Dominaria soit l’un des univers les plus développés de Magic, ce supplément est plus compact que les précédents opus (vingt-quatre pages au lieu d’une quarantaine). Ces fichiers ont été mis à disposition gratuitement sur le site de l’éditeur. Bien que développés et publiés par Wizards of the Coast,  ces ouvrages n’ont pas donné lieu aux playtests habituels de la gamme D&D5. Le matériel qu’ils proposent n’est donc pas compatible avec les événements organisés D&D.

(Source: Guide du Rôliste Galactique : le jeu de rôle, l’univers, et le reste…)
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Plane Shift : Amonkhet (D&D5 – Dungeons and Dragons Fifth Edition)

La série des Plane Shift est destinée à apporter des références techniques pour adapter les univers du jeu de cartes Magic : The Gathering à la cinquième édition de Dungeons & Dragons. Ils sont à chaque fois à mettre en rapport avec ces collections de cartes ainsi que l’artbook correspondant. Quatrième supplément de cette série, Plane Shift : Amonkhet est un complément à l’ouvrage The Art of Magic : The Gathering – Amonkhet. Il présente un plan désertique inspiré par l’Égypte antique et sa mythologie. Ces fichiers ont été mis à disposition gratuitement sur le site de l’éditeur. Bien que développés et publiés par Wizards of the Coast,  ces ouvrages n’ont pas donné lieu aux playtests habituels de la gamme D&D5. Le matériel qu’ils proposent n’est donc pas compatible avec les événements organisés D&D.

(Source: Guide du Rôliste Galactique : le jeu de rôle, l’univers, et le reste…)
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5/5 – Tschaï (Dungeon World)

Tschaï est un hack français de Dungeon World destiné à vivre des aventures sur la planète éponyme que Jack Vance a inventée comme cadre de 4 romans qui n’ont pas vieilli d’un poil.

(Source: Guide du Rôliste Galactique : le jeu de rôle, l’univers, et le reste…)
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Crypts of the Immortal Fortress

Beneath the Immortal Fortress are a number of small dungeons, tombs, crypts, and oubliettes. As the fortress itself is still inhabited and the residents know better than to explore these lower areas, they remain generally unmolested, with the entrances of the more dangerous areas under guard in case anything should creep out.

Crypts of the Immortal FortressCrypts of the Immortal Fortress

These particular crypts were considered inconsequential until a planes-hopping sage showed up with a map indicating something important within – so if you can get into the fortress, getting to the crypts themselves shouldn’t be too hard of a task.

Behind the scenes, this is actually a redraw of a small crossword puzzle posted during the Alternate Reality Game that was played online leading up to the Stream of Eyes event where they announced the upcoming release of the two 5e Waterdeep books this autumn.

patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
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Orcs in Tarodun’s Tomb – by Kiel Chenier!

Our second Fifth Edition adventure is now out at RPGnow!

A Fifth Edition adventure for first and second level characters.

A sepulchral tomb.

Magical tricks and traps.

Brutish orcs guarding a vast underground treasure.

If that doesn’t sound like a first-time fantasy adventure, I don’t know what does.

Orcs in Tarodun’s Tomb is an adventure for first time players looking for a quintessential first-time D&D experience: orcs fill the role of the classic fantasy monster, and it takes place in a dungeon filled with challenges, traps, and puzzles that can be solved in a number of ways. The adventure can be finished in a single session, and provides a solid start to a new campaign.

This Fifth Edition adventure is written by Kiel Chenier (ENnie award winner for Blood in the Chocolate), and mapped by Dyson Logos (Waterdeep – Dragon Heist, Circle of Hands, Dyson’s Delves, this website you are looking at, etc). It will work to launch a 5th edition fantasy campaign in just about any setting.

So head on over to RPGnow, grab yourself a copy, and find out exactly what those orcs are up to!

(Source: Dyson’s Dodecahedron)
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Inkognit

Il fait surtout des JdR en ligne, mais il a fait du Donjons & Dragons il y a peu et ça lui a bien plu. Il aime aussi travailler pour des éditeurs de JdR, par exemple sur Faith, Numenéra ou Invisible Sun.

(Source: Guide du Rôliste Galactique : les dernières news du jeu de rôles)
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5/5 – Pour une Poignée de Sapèques (Coureurs d’Orages)

Pour une poignée de Sapèques est à la fois un jeu complet et un supplément à Coureurs d’Orages. Il faut d’abors rendre justice à John Grümph dont le travail graphique est comme d’habitude magnifique et inspirant. Les illustrations – même les plus petites et discrètes – sont très réussies et amusantes. Islayre d’Argohl et Captain Caverne, à l’écriture, ne se sont pas manqué non plus. Comme promis Pour une Poignée de Sapèques intègre Coureurs de Jade pour faire de l’ouvrage un tout en un, même si à mon avis il est tout de même plus sympathique de faire jouer avec CdO (plus complet, plus satisfaisant pour les joueurs, et qui ouvre beaucoup de nouveaux horizons). Les options de jeu sont plutôt bien vues, que vous choisissiez de ne jouer qu’avec un paquet de carte courant ou juste avec des dés 6 et 20. Le module lui-même est un bac à sable enlevé et malin, plein d’opportunités d’aventures, de PNJ hauts en couleur et avec une opposition à la hauteur (lire : dangereuse et passionnante). Il avait été reproché aux deux derniers opus de manquer d’un bestiaire spécifique, c’est ici corrigé. Quant aux hexagones devenus la signature des aventures pour CdO, ils sont ici plus proches d’une carte “exotique”. Pour ne rien divulgâcher disons qu’il y a de quoi s’amuser et que le conteur pourra ajouter un nombre non-négligeable d’options scénaristiques qui le rendront encore plus riche et vivant sans le rendre plus complexe. À noter qu’il y a une très belle porte d’entrée dans ce bac à sable pour les PJ, tout à fait raccord avec le setting. Le conteur est invité à lire attentivement la note d’intention de la page 15, parfaitement dans le ton de Tigre et Dragon et du Secret des Poignards Volants : les joueurs sont en effet encouragés à décrire les actions de leur personnage avec un maximum d’inventivité, ce qui n’en doutons pas, devrait donner lieu à des scènes d’action échevelées. On sent que les auteurs ont lu Donjon sans façon : le setting est enrichi d’objets, de sorts, de tables et de parchemins spéciaux tous très pertinents (la table de relation entre les personnages est un must). On a même un nouveau don pour CdO : combat à mains nues. Enfin on nous propose des prétirés avec portraits ce qui est particulièrement bienvenu. Un excellent jeu / module qui pourrait bien vous occuper pendant de longues et passionnantes séances pour peu que vous soyez client de cette ambiance très “chevaliers errants et experts en arts martiaux épris de justice”.

(Source: Guide du Rôliste Galactique : le jeu de rôle, l’univers, et le reste…)
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Four Against Darkness – The Dragons Nest

In my efforts to level up my Four Against Darkness party to level 5 to try out the “Four Against the Abyss” book, I played what ended up being my shortest game to date at just under 20 minutes.

The Dragons NestThe Dragons Nest

In the first room of the dungeon we ran into our first-ever dragon. As a level 6 boss monster, this would have been ruinous for a low level party. But right now our Barbarian is packing a +5 bonus in combat, the elf lays out a nice +3 (+4 with his bow), and the cleric and rogue are essentially there as meatshields / healers (the rogue’s high defense means he’s almost always the first thing that monsters attack).

If anything, the dragon’s breath weapon is a welcome attack form, as it spreads its damage over the whole party, grants a saving throw of 3+ (2+ for the barbarian) and keeps the dragon from clawing at us. The battle ended up running for a few rounds as the barbarian beat the beast to death, with the rogue never landing a single blow.

An encounter with a firebreathing chimera awaits us in the next hall, and then we meet the white lady who tasks us with a quest to bring back the next dragon we find… alive.

And in the next room, we meet the Dragon. And this one is also the “boss monster” of the dungeon. This battle is a lot harder – we are fighting at -1 because we are trying to subdue the beast. This means the rogue needs to roll a 7+ to hit it, the cleric a 6+ (effectively the same thing), the Elf a 4+, and the Barbarian a 2+. And it has extra toughness. And an extra claw attack. And the alternate to beating it unconscious at -1 to attacks is to knock it out with a sleep spell… which dragons are immune to.

The fight took many more rounds than I expected. I gave the boss dragon its extra claw attack even on rounds where it breathed fire, and neither the rogue nor the cleric ever landed a blow on the beast, leaving the battle to the elf and barbarian again. But the Barbarian’s Rage helped a lot, and the dragon was beaten bloody, thrown in a giant dragon-dragging-sack, and hauled back to the White Lady who rewarded us with The Book of Skalitos – a full spellbook for the elf that can be used as six individual scrolls, or to add spells to his spell selection. Plus dealing with a dragon as the final boss gives 2 XP rolls, and completing the quest for the white lady gave us another, bringing the Barbarian to level 5, and the rest of the party to level 3.

(Source: Dyson’s Dodecahedron)
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Four Against Darkness – Proving Grounds of the Mad Ogre Lord

One more game of Four Against Darkness and it proved (finally) that with familiarity I can actually get a game played in the time suggested (45 minutes). Again, this was played using the suggested half-sheet page size (it is actually on the same page as the Crypt of the Queen of Bones), so it is somewhat more dense than the first dungeon I explored.

Proving Grounds of the Mad Ogre LordProving Grounds of the Mad Ogre Lord

This game included the first time I’ve ever actually worried about the fates of my characters in combat (as opposed to worrying about the medusa’s gaze). My dice were against me and The Mad Ogre Lord was nigh unassailable, and if the Priest of Marduk hadn’t intervened with two healing spells during the battle, Red Dougal the rogue would have been reduced to an ugly red smear on the floor.

But in the end the Ogre fell, Red Dougal picked up our first magic weapon (a small magical club), and we proved ourselves in the Proving Grounds of the Mad Ogre Lord. The party is now levels 2, 3, 4, and 3. The plan is to get this crew to level 5 and then try out the Four Against the Abyss rules… Then later I’ll start a new party and try the various adventures I’ve bought for the game.

(Source: Dyson’s Dodecahedron)
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