D&D and the Winds of Magic

Continuing my look at a Warhammer Fantasy (WFRP) setting using D&D 5e ruleset.   Magic in the Old World is quite different from your standard D&D world.  Short of rewriting the magic system – which I don’t see the point of if you want to play D&D – here are some rules to have more […]

Read More D&D and the Winds of Magic

D&D and the Wrath of Sigmar

To support the divine spellcasting rules.   – WRATH OF THE GODS – Divine spellcasters don’t have to worry about Tzeentch’s Curse. They pray to their Gods for their spells in a highly ritualised fashion even eliminating the need to make Concentration checks when casting.  This insulates them from the worst effects of the Aethyr, […]

Read More D&D and the Wrath of Sigmar

D&D and Tzeentch’s Curse

To support the arcane spellcasting rules.  Not 100% happy with these rules, needs some playtesting. – TZEENTCH’S CURSE – Arcane Magic can be unpredictable.  The more power you use to cast a spell, the more likely it is that something unexpected will happen.  This is Tzeentch’s Curse.  Not all Wizards honour Tzeentch, the Chaos God […]

Read More D&D and Tzeentch’s Curse

D&D in the Old World

The Warhammer setting – both 40k and fantasy – are both highly influential in my own homebrew campaign and have been since I first picked up the 1st edition fantasy roleplay book in 1987. There is a strong Warhammer streak running through all my games. If you look at the Iron God’s adventure path I […]

Read More D&D in the Old World

Drow Ambush

Now we have all our pieces lets play the game of “drow ambush”.  This ended up being the last time the characters in my Out of the Abyss campaign meet Ilvara.  On previous occasions, they just ran.  At this point, they are level 4 and decided to try and end the pursuit once and for […]

Read More Drow Ambush

Battle at the Garden of Horror

So you have Yestabrod, myconid guards and gas spores.  I put all these together to create a nice little combat challenge for my players.  I only use a battlemap for important battles – be it narratively important or a big-boss life and death struggle.  In this case, it was more narrative as I thought this encounter […]

Read More Battle at the Garden of Horror

Myconid Guard

Some supporting henchmen for Yestabrod for your Out of the Abyss campaign. MYCONID GUARD Medium plant, unaligned Armour Class 13 (natural armour) Hit Points 101 Speed 20 ft. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 16 (+3) 8 (-1) 12 (+1)  7 (-2) Senses darkvision 120 ft., passive Perception 11 Languages – Challenge 3 (700 XP) Distress Spores. When the […]

Read More Myconid Guard

Blingdenstone Flowchart

There is a lot going on in Blingdenstone from Out of the Abyss.  I put together a flowchart to help me manage it while my group was there.  The key: Bright Green – automatic increase in faction. Light Green – chance to increase faction. Yellow – Provides advantage on next faction check. blingdenstone-flowchart

Read More Blingdenstone Flowchart

Feat: Lords and Ladies

In my home setting elves are fey with a strong link to the historical view of what an elf was like.  My view is very similar to the one in Lords and Ladies by Terry Pratchett.  This feat allows elves to become more like their ancestors. TRUE ELF Prerequisite Elf Your link to the original […]

Read More Feat: Lords and Ladies