Designing One-On-One Adventures

Recently, I had the pleasure of acting as the developmental editor for Anthony Joyce’s adventure, The Blood Hunter, which is designed for one player and one Dungeon Master. There’s some debate in the community surrounding the correct terminology for these adventures, which are sometimes referred to as “solo adventures,” “one-on-one adventures,” or “duets.” Regardless of what they’re called, Anthony and I quickly realized that these adventures present unique challenges to designers.

Anthony is a good friend of mine. We talk often, so I knew that this project impacted him as a designer. I asked Anthony how he felt about designing this one-player adventure and what lessons he learned from it. He decided to share some wisdom for future designers.

At the time of writing this article, The Blood Hunter has sold over 200 copies in less than a single week.

Anthony Joyce is a Hispanic, ENnie-nominated Dungeons & Dragons fifth edition designer, husband, father of three boys, and U.S. Army Strategist. His works include The Heir of Orcus: Verse I, II, III, & IV; Weekend at Strahd’s; The Curse of Skull Island, Baldur’s Gate: The Fall of Elturel, Baldur’s Gate: City Encounters, The Little Astralnaut, and The Dreams of Prince Papo.

Designing Adventures for One Dungeon Master and One Player

Anthony Joyce’s Top Three Lessons Learned from Designing The Blood Hunter

“Trying to keep each chapter to one page. Four chapters total. A four page adventure?! Can I do it?!” These were the famous last words I wrote in Discord to my friend Justice Arman as I ventured on the endeavor to design The Blood Hunter, a two-hour Blood Hunter adventure for one dungeon master and one player. I thought since I’d authored several well-received adventures, I could easily design an adventure for one-on-one play. I was wrong.

Below are the top three lessons I learned while designing The Blood Hunter.

Design the Adventure Around the Character

When I first started writing, I realized that every scene, every moment, needs to be tailored to a single character. I decided the one way to maximize immersion is to design the one-on-one adventure around a class, so that I can design encounters or situations around their character’s class features and thematic flavor. In The Blood Hunter, every creature, every ability check, and even the theme of the adventure is tailored around Matt Mercer’s Blood Hunter class to make the player feel 100% useful and epic throughout the entire session.

Note from the Editor: A Game for 2-6 Players
As the editor for this project, I worked with Anthony to develop some of these concepts and make sure the adventure was truly balanced for a single character. It reminded me of the many board games that my wife, Samantha, and I have played, eager at their advertisement of 2-4 or 2-6 players, only to realize the game loses its teeth when it’s just the two of us. Just as fantastic two-player board games like Seven Wonders: Duel, Onitama, and Spirit of the Wild require dedicated design, so do one-on-one D&D adventures.

I knew it would be different, but I think the moment that it dawned on me was when Anthony toyed with the idea of making a banshee from the Lost Mines of Phandelver be a primary figure in chapter 4. Initially, this was an attractive option because he could include alternative ways (other than combat) to solve the encounter without harming what was already a beloved NPC to some tables – players and DMs who’d met the banshee during Lost Mines of Phandelver.

“Can you include a banshee?” I mentioned while chewing on a protein bar during one of our afternoon calls. “You’ll have to be careful, otherwise she could kill the character outright,” I said, thinking of the banshee’s Wail ability, which can instantly drop a character to 0 Hit Points, with no remaining party members to rescue them in a one-on-one adventure. Ultimately, Anthony elected to swap the banshee for Gilgar the wraith, as monsters in 5th Edition are designed around a a party of four adventurers!

One-on-One Adventures Require A Higher Word Count Than Traditional Adventures

During initial playtesting with my wife, Jen, I discovered combat encounters lasted roughly five minutes as opposed to ~30 minutes during traditional group play. Roleplaying went quickly and seamlessly, since the character doesn’t need to consult with other characters or achieve consensus. This required much more content to fill a 2-hour period – hence more words. I was blown away by the amount of content required to fill 2-hours for one-on-one play. Heed this advice before deciding to write your own one-on-one adventure since it’s likely going to take 8,000 words for 2-hours instead of a conservative 4,000-5,000 words for a party of 4-6 adventurers.

Keep a Tight Focus on Your Hook

Gameplay during one-on-one play moves much faster than traditional group play; it also relies on a single player making decisions without the need to consult others. This dynamic alters the traditional story hook concept, in which a majority of characters must buy into the story hook and pursue a common goal. This requires you to design an adventure in which the story hook universally always applies to and invests the character. It must be precise and focused to immerse the player in their characters’ story. The adventure is all about that character, so make sure the hook is strong enough to captivate them during play, especially since there are no comedic party members at the table to capture their attention, it’s just the Dungeon Master, the player, and their story.

Final Thoughts

I hope these lessons are useful to any designers out there looking to make a one-on-one adventure. The main takeaway if anything, is that one-one-one adventures require a fundamentally different design approach than normal group play adventures.

Anthony Joyce


Did this article help you? Consider supporting me by buying one of my products on the DMs Guild, such as my milk-themed carnival adventure, Step Right Up, Darkhold: Secrets of the Zhentarim or Elminster’s Candlekeep Companion. If you’re running Baldur’s Gate: Descent into Avernus, consider picking up an alternative introductory adventure to the campaign, Devil’s Advocate: A Guide to Infernal Contractsor Baldur’s Gate: City Encounters.

You can also follow me on Twitter at @justicearman or sign up for my email list, the Gjallarhorn, for exclusive updates, playtest opportunities, and discounts.

Avoiding a Heroes’ Feast: Healthy Snacking During D&D

The first week in January brings with it many New Year’s resolutions, either hopefully received by those with shared goals or scoffed at by jaded recipients of one too many overly ambitious goals from New Years’ past. I fall into the former category. Each January, I reflect on the prior year – what went well, what was important, what fell behind – and pick an handful of goals with the aim of self-improvement. Along with millions of other people around the world, one of my New Year’s resolutions involves healthy eating.

I’ve always had a binge eating personality, especially when it comes to sweets. When I was a kid, I remember destroying this value pack of Fruit Roll Ups in about an hour; I must have had thirty of them in one sitting. In middle school, I spent the night at a friend’s house. He lived in an upscale neighborhood. When we sat down for dinner, there was water in all the glasses. I remember thinking, Wow. I guess rich people just drink water with everything, because I subsisted on Coke, sweet tea, and other sugary beverages. (Something I deeply regret after many cavities.) Needless to say, healthy snacking is a personal struggle for me.

Thinking back on my year, there have been several nights where I ended a D&D session feeling guilty about what or how much I ate. Even if the session was spectacular, I can’t help but ruminate on my overindulgence and how much it may have set me back. If you’ve felt this way after a TTRPG session, you might enjoy this short article with tips on health-conscious snacking during your favorite game.

Disclaimer

My undergraduate degree was in Public Health, with a focus in Health Science. While I am familiar with the science of nutrition and have acted as a personal trainer in the past, I am not a medical professional. I simply have a passion for empowering others to take charge of their health. As always, talk with your doctor if you have concerns about implementing changes in your diet.

While my advice in this post is targeted towards those who want to build healthy snacking habits during their favorite TTRPG, these are just general suggestions. You may take some, none, or all of the suggestions below. You could even expand upon or modify them.

On Diets

I don’t like the word diet, as it has become synonymous with a temporary change in food intake to achieve some goal, only to return to normal eating habits once complete. Whether it’s Keto, Whole 30, Atkins, or Paleo, few participants see lasting benefits once these regiments are abandoned. Furthermore, some of these diets are tricky to attain proper nutrition while adhering to them. I’ve seen my share of folks partaking in Keto, for example, doing things I would not associate as “healthy,” like eating multiple burger patties along with several high-cholesterol eggs.

True health comes with lasting lifestyle change, not the latest fad diet. Thus, my goal is to develop good, sustainable habits without setting unrealistic expectations.

Image result for lembas bread art

Tips for Healthy Snacking

Before you begin, you may consider informing the rest of the folks at your gaming table that you’re trying to snack healthier. Just like working out, it’s easier to stick with eating healthy if you’ve got a partner. Even if they don’t want to join your quest, you can ask that they support you or, at the very least, respect your efforts by not teasing or offering you junk food.

Moderation

One simple way to curb binge eating during your TTRPG session is to enjoy your snacks in moderation. It will take time to adjust to eating less of the things you enjoy, but you won’t regret it down the line.

  • Serving Sizes. When eating snacks, pay attention to the serving sizes on the back of the package. You’d be surprised how deceptive some of them are!
  • Buy Less. Not only will it save you money, but buying less snacks will force you to snack less. Once you’re out, you’re out! Make sure you set your self up for success at the grocery store; don’t go shopping hungry.
  • Track Calories. I use an app called Lose It to track my intake throughout the day. While counting calories doesn’t necessarily equate to perfect health, it’s a good way to gauge how much food remains in your daily “bank” without going overboard.

Substitutions & Alternatives

Of course, avoiding junk food all together will net you better results. However, it can be incredibly difficult to not eat anything during your game. Instead, I recommend substituting common junk foods with some nutritious alternatives.

Sodas

If you’re going to kick anything, it should probably be soda. Sparkling water, zero-calorie fruit sweeteners for water, tea, or coffee can satisfy that flavor craving without all of the negative outcomes associated with soda.

Candy

I love sour gummies. All gummies, in fact. Though after eating a bag at D&D, I feel sick to my stomach. You know what doesn’t make me feel sick to my stomach? Nuts. Pistachios, almonds, cashews, even lightly salted peanuts.

Chips

There are many great alternatives to a bag of potato chips these days. Consider oven-roasted sweet potato fries, rice chips, veggie sticks, baked vegetable chips (I like Terra), or kale chips.

Pastries

Don’t get me wrong. I love a good donut. In fact, I could outright destroy a dozen of just about any variety. Same goes for danishes, strudels, and basically anything with icing. Consider having thin wafers with coffee. There are also some great protein bars as well that can function as a healthy “dessert,” such as those by Power Crunch or Quest. If you’re looking for something a bit sweeter, Lara Bars are a nice treat. I love dates. The How Not to Die Cookbook (one of my favorites) uses dates to sweeten up many foods, including goji berry superfood breakfast bites.

When In Doubt, Veggie Trays!

Vegetable trays can substitute most foods. Combined with salsa, hummus, or even a spinach dip, these can be a delicious, guilt-free alternative. For the actual veggies, I recommend slicing bell peppers, cucumbers, zucchini, and carrots. Olives and cherry tomatoes make great additions as well. You can substitute just about anything at the table with a veggie tray, and you don’t have to break the bank when you make your own – so long as you have a few minutes to slice some cucumbers.

Fruit trays are also a nice snack. They may be higher in sugar than their vegetable cousins, but natural sugars are often accompanied by other nutrients.

Image result for fantasy feast art

Group Meals

A group meal can be a great way to get healthy as a group. Eating a cooked meal is a surefire way to know exactly what you’re putting in your body, and you can tailor it to include healthy options. Typically, our D&D group meets up 30-45 minutes prior to session for a group meal about once a month. Sometimes its a casserole, other times it’s some hot dogs from Sam’s Club with some cooked vegetables. Occasionally, we bring D&D-themed foods when there’s something relevant or an epic in-game moment coming up.

We talk in the group me prior to the meal about who is bringing what. Responsibility of the main course rotates from person to person, but we always make a point to have some sort of vegetable or salad present. Nowadays, grocery stores have tasty salad kits that only require a couple minutes of prep. Typically, you can find some on a deal if they’re close to the sell by date.

You Can Do It!

Eating healthy is no small endeavor. Millions of people struggle with it each and every day, myself included. Know that every now and then, it’s okay to take a cheat day. And if you fall off the horse completely, don’t worry; we’ve all been there. Cast find steed, mount up, and you’ll be back on the road to a healthy lifestyle in no time.


Did this article help you? Consider supporting me by buying one of my products on the DMs Guild, such as my milk-themed carnival adventure, Step Right Up, Darkhold: Secrets of the Zhentarim or Elminster’s Candlekeep Companion. If you’re running Baldur’s Gate: Descent into Avernus, consider picking up an alternative introductory adventure to the campaign, Devil’s Advocate: A Guide to Infernal Contractsor Baldur’s Gate: City Encounters.

You can also follow me on Twitter at @justicearman or sign up for my email list, the Gjallarhorn, for exclusive updates, playtest opportunities, and discounts.

Mystra’s Musings: Making Stoneskin A Rock-Solid Spell

I’m not a fan of Ang Lee’s Hulk movie, but it did have an interesting villain. No, I’m not talking about the 10-foot-tall gamma poodle. I’m talking about Absorbing Man! During the film’s abstract finale (which featured some ambitious CGI for 2003) there’s a brief moment where Absorbing Man becomes stone. I was only ten at the time, and I thought it was extremely cool.

Image result for absorbing man stone

Twelve years later, I’m playing Dungeons and Dragons in Utah with some friends. Fifth Edition D&D has just released, and I’ve decided to try my hand at being a Dungeon Master. All three of the core books are out, but I only own the Player’s Handbook because $50 is quite the investment. (Support your local game store!) I’ve only played 3.5e at this point, and to be honest, I didn’t really understand what’s was going on at the time.

I’m reading the PHB like crazy, trying to absorb all the info I can because my DM is about to be one of my players, and I don’t want to look like a complete fool. (I did, but that’s a story for another time.) I’m not a fast reader by any means, but going through the core rulebooks at least once a year has become an important pastime and made me a better DM. That was the first time I came across the stoneskin spell.

Stoneskin

Here’s the spell, courtesy of D&D Beyond:

Sounds Dope. What’s the Problem?

It looks awesome at first glance, right? Thematically it is. Your skin becomes rock-hard for an entire hour so you or your buddy can go toe-to-toe with that towering stone giant without getting dropped in the first round. In fact, casting this spell on someone else is probably the most effective use of it. But I’ve never seen a player cast it, let alone take it in 5th Edition.

Why does this spell feel underwhelming? Well, there’s not really one glaring problem with the spell. In my opinion, stoneskin falls flat due to a few micro-contributions, namely:

  • It requires 100gp to cast. Right off the bat, you need 100 gp in diamonds every time you cast this spell. If your DM is a stickler for resource management, this one’s going to be a pain.
  • It’s a 4th level spell. Getting to 7th level in any class is quite the achievement! Generally, I think that 4th level spells are in the awkward place between iconic 3rd level spells like fireball and haste and game-changing 5th level spells like scrying, but there are some great ones out there.

    This spell has to stand up to banishment, dimension door, fire shield, and Otiluke’s resilient sphere. That’s a tough line-up!
  • It lasts an hour. Sounds great at first, but this is part of the reason that the spell is both concentration and 4th level. A lot can happen in one hour in-game. Generally, I take a 1-minute duration as one encounter and a 10-minute duration as 2 combat encounters – though I’ve seen more than that due to snowballing bad decisions. An hour could be an entire dungeon!
  • It’s concentration. Fans of older editions absolutely despise concentration, but I generally think it’s a necessary evil to keep the gameplay flowing instead of being bogged down by mechanical upkeep. That said, there are a lot of concentration spells in 5th Edition, and it’s worth asking, “Should stoneskin be one of them?”

    Stoneskin is an armor spell, which means you don’t cast it on someone unless you think they’re going to get hit. If you’re casting this on yourself, or you’re close to the ally on which you cast it, you’re going to be making a few concentration checks to avoid dropping the spell with a minimum DC of 10 (see below). Unless you’re rolling really well, you’re most likely not going to make use of that 1-hour duration because eventually you’re going to fail this check.

    On top of that, fire shield doesn’t require concentration and is at the same level. Sure, it’s a bit more situational and fills a different niche, but still.

Sculpting a Better Stoneskin

I actually like the stoneskin spell, but I also like to play against type and am generally pretty easy to please. My desire to “fix” it comes from the reaction on my players’ faces when they read this spell. Despite how excited they were about the prospect of taking hits like Rocky, they end up ultimately disappointed and pass on the spell in the end.

The best part about modifying this spell is you have some options, and you can pick the one that best suits your table. Here are my proposed fixes for the stoneskin spell.

Image Copyright Dean Spencer 2019

Option 1: Lower the Spell Level

Make stoneskin more accessible at lower levels by making it 3rd level. Your wizard’s Arcane Recovery and the sorcerer’s Font of Magic feature can get more use out of this spell as they level up.

There are already a ton of great 3rd level spells. However, if a player really wants to take this spell, you can offer it earlier. If you choose this option, I recommend one of two additional tweaks:

  • The spell still requires concentration, but the duration is now 10 minutes.
  • The spell does not require concentration, but it only lasts 1 minute. With a 1-minute duration, you’ll almost always use your first turn in combat to cast it.

Option 2: Remove Concentration & Lower Duration

My favorite option involves removing the concentration component and changing the duration to 10 minutes. The spell stays at 4th level. This isn’t a huge change, but it does the spell justice. You won’t have to curse under your breath and hope for a high roll every time you take damage, and the spell could potentially last for two or even three encounters. Sure, there are going to be some weird combos where someone is flying with stoneskin or something, but they’ll only last 10 minutes!

Option 3: Remove Concentration & Increase the Spell Level

If you want to cap off your 10- or 11-level campaign with a spectacular boss fight or dungeon, you could remove the concentration requirement and make stoneskin a 5th or even 6th level spell. This is my least favorite option, because 1) most campaigns fizzle out around these levels, 2) the balance seems shaky here with such a long duration, and 3) there are so many cool 5th and 6th level spells.

You’re probably better off just giving a potion of stoneskin if this is your preferred route because if you’re making this change for the long-haul, this spell is going to become a no-brainer before every dungeon. And without concentration, it’s going to be cast on multiple characters.

Then again, high-level play is all about challenging your players and learning how to tell the best stories in the framework of their epic abilities. If it’s too much, it doesn’t hurt to learn how to retcon something diplomatically.


Did this article help you? Consider supporting me by buying one of my products on the DMs Guild, such as my milk-themed carnival adventure, Step Right Up, Darkhold: Secrets of the Zhentarim or Elminster’s Candlekeep Companion. If you’re running Baldur’s Gate: Descent into Avernus, consider picking up an alternative introductory adventure to the campaign, Devil’s Advocate: A Guide to Infernal Contractsor Baldur’s Gate: City Encounters.

You can also follow me on Twitter at @justicearman or sign up for my email list, the Gjallarhorn, for exclusive updates, playtest opportunities, and discounts.

Making Secret Connections Less Secret

Lately, I’ve noticed an increasing trend of characters with secret connections in TTRPG adventures. An NPC, sometimes prominent but usually a side character, is tied to some secret organization. Dear old granny down the street is donating the proceeds from her bake sales to the cult of Vecna that spawned from her weekly book club. The beggar in the market is actually a well-off spy for the Harpers. A group of Zhentarim thugs enjoy an indefinite stay at the local inn – so long as they take care of the inkeeper’s problem patrons discreetly.

This isn’t a new concept. Secret connections and alternative motives are long-standing tropes of both D&D and storytelling in general. However, such secrets can be problematic when pivotal moments of an adventure hinge on their discovery.

When Secret Connections Cause Problems

In theory, these connections can lead to interesting situations and the incredibly rewarding “Ah-ha!” moment for a player when revealed. In practice, however, these are often poorly executed (in my opinion, of course). Whether it’s to save space or allow the Dungeon Master more freedom, rarely do I see supporting information for DMs to handle these connections in-game beyond simply stating that they exist. Compounded with an adventure that assumes the party will unearth said NPC’s hidden connections, this lack of supporting information can lead to ambiguity, confusion, or frustration at the gaming table.

Multiple Secret Connections

Warning: Minor spoilers for Waterdeep: Dragon Heist ahead.

This is especially true when writers include multiple secret connections in one adventure. Information slips through the cracks, or connections get applied to the wrong NPCs. After all, most of us game once a week (if that), and critical information tends to trickle out over multiple sessions. It’s one of the reasons I’ve had difficulty running Waterdeep: Dragon Heist, an adventure that has its fair share of NPCs with something to hide.

Balancing multiple connections is a real challenge, especially when you factor in TTRPGs as a storytelling medium and maintaining good pacing. While Waterdeep: Dragon Heist has grown on me over the past few sessions, it’s certainly required me to be on my game. In fact, the two center panels of my DM screen from the Beadle & Grimm’s Platinum Edition is devoted to a color-coded breakdown of NPCs and the organization for which they work!

When Mirt the Moneylender paid a visit to the party in Trollskull Manor for the first time, I roleplayed him as an old-school, braggadocios bigwig looking to invest in a new property. I thought, Why would Mirt be so open about his connection to the party, especially when they met with the Zhentarim’s Master of Coin the day before? After all, Mirt hasn’t earned his station in Waterdeep by spilling his beans everywhere he goes. Formerly known as Mirt the Merciless, the Old Wolf helped to eradicate a thieves’ guild in Waterdeep by masquerading as one of its members.

With a history of keeping secrets, the party saw Mirt how he wanted to be seen. He offered a generous investment with one condition: Mirt wanted naming rights to the tavern. This, of course, prompted a “Fuck this guy!” from the party, who promptly went to the Zhentarim for a high-interest loan. Sure, they might end up with a few bashed-in kneecaps, but at least they would keep their name. Ever seen The Crucible?

Running Secret Connections

Unfortunately, when the text surrounding these associations is somewhat bare, I think DMs need to do some extra prep to make sure information gets translated to the players effectively. The good news is a lot of this can be improvised with minimal effort. Here are a couple of tips for running secret connections at your game table.

Use Clues

Leave something for the characters to find. Consider the actions that the NPC might take given their connection. How apparent are those actions to the characters? Clues can take dozens of forms, from a magic residue identified with an Intelligence (Arcana) check to a rumor overheard in the town market.

Don’t be too obvious, of course, but be careful not to make the information vague and useless. Can the connection be discovered before the plot-defining moment? Great! If not, why not? Is it absolutely necessary to rob the players of that “Ah-ha!” moment?

These categories are by no means exhaustive, but they might help you come up with a good clue to drop into a future session.

Hierarchy

How high up in the organization is the NPC? Who do they report to? Does someone report to them?

Correspondence

What is the NPC’s main method of communication with the organization? Some options include:

  • Letters sent by flying snakes or as paper birds (see appendix A of Waterdeep: Dragon Heist)
  • Physical meetings via a teleportation circle or a private location
  • Coded messages that must be deciphered with a secret code or magic
  • Messages delivered through subjects or thralls via spells like geas or suggestion
  • Trances, seances, or dreams

Furthermore, how often do they communicate on behalf of the organization? What happens if they don’t communicate in time; does someone come to check up on them?

Responsibilities

What is the NPC required to do? Are there any opportunities for them to get caught while performing these responsibilities? Does someone sign off on their work? If so, who?

How closely do these responsibilities resemble the NPC’s daily activities outside of the organization? For example, a notary forging documents is much harder to catch than a painter doing the same thing, as official stamps and wax seals are out of the ordinary in the artist’s workshop.

Methods

What opportunities for information arise from the NPCs regular operations? Here are some examples:

  • The NPC only meets with contacts and other members at specific intervals. Perhaps they close their shop down for a late lunch every day, or stress that they must delay meeting up with the character until after a certain hour.
  • What physical evidence is associated with their day-to-day operations?
  • Is the NPC careful or sloppy at hiding evidence of their association?
  • What is their go-to answer when questioned about something? Is it believable?

Make the Organization Known

The more you foreshadow an organization, the better the reveal will be. Sure, we all recognize cults are bad, but a cult of Mephistopheles is more meaningful when an old wizard boasts about how she took the “high road” to learning magic – unlike her former friend who entered into a Faustian pact with the Cold Lord.

I’m a big fan of foreshadowing in my D&D games. In tabletop roleplaying games, you have to layer information to make it stick. Few players are more versed in the lore than their DMs, so important details can feel like a passing reference amidst a sea of information.

Foreshadowing secret connections is more nuanced. You want to hint at the association without giving it away. In class, if the teacher writes something on the board, you should write it down. In D&D, when the Dungeon Master spells out a word, you should write it down. I consider something effectively foreshadowed when I’ve made three separate references to it, such as:

  • Having an NPC comment or speculate on it, such as placing blame on the organization for an event, whether or not it’s true for that specific instance
  • A sign or insignia belonging to the organization, such as graffiti on an old building
  • An encounter with a former or current member

Writing Secret Connections

When you’re the one writing secret connections, you have every opportunity to set Dungeon Masters up for success. Before incorporating a secret connection, ask yourself if it absolutely must be discovered for a pivotal moment to pay off or make sense; if it does, I implore you to reconsider! Even if you leave good clues for Dungeon Masters, there’s no guarantee that every table will follow them, or that every DM can incorporate them effectively. Write situations, not plot.

Other than that, here are a few tips for setting tables up for success when it comes to your adventure.

  • Keep it simple. One or two secret connections are great, but a web of secrets can really jumble your players’ minds unless they’re interested in other genres, such as intrigue or pulp noir.
  • Make NPCs with secret connections memorable. A human male noble is forgettable, but that tortle that speaks exclusively in Dwarvish will stand out with the passage of time.
  • Leave good clues. Three solid clues is a good rule of thumb, one of which is easy to find.

If we take a little bit of time to make secret connections less secret, they can be incredibly rewarding for the whole table.


Like this article? Consider supporting me by buying one of my products on the DMs Guild, such as my milk-themed carnival adventure, Step Right Up, Darkhold: Secrets of the Zhentarim or Elminster’s Candlekeep Companion. If you’re running Baldur’s Gate: Descent into Avernus, consider picking up an alternative introductory adventure to the campaign, Devil’s Advocate: A Guide to Infernal Contractsor Baldur’s Gate: City Encounters.

You can also follow me on Twitter at @justicearman or sign up for my email list, the Gjallarhorn, for exclusive updates, playtest opportunities, and discounts.

Mystra’s Musings: Who Is Nystul

This article is the first installment of Mystra’s Musings, a new blog segment devoted to spells, wizards, and the arcane.

Tonight, I was sitting at Union Hall’s Urban Eatery while my wife, Sam, DM’d her ladies’ night D&D game. It’s this new food court in downtown Waco that’s slated to have 14 restaurants. Right now, there’s only a few places, but one of them is Koko Ramen, which was a food truck up until only a month or two ago. I love a good bowl of ramen.

Sam’s group bounces around Waco every Tuesday. Sometimes it’s here at our house, but usually they’re at a restaurant, supporting local businesses and spreading the good word of D&D. I usually accompany the group, sitting at a nearby table to write (we just released Baldur’s Gate: City Encounters), read books, and provide support to Sam and her players. The group has come to nickname me “Grampappy DM.”

Grampappy DM

Why? Well because Grampappy is old, and he knows all the rules. Sam and her group know that I am saturated with D&D content, be it videos, podcasts, writing, reading – you name it. My relationship with D&D content is best summed up by a contestant on the New Year’s special for the Great British Baking Show. Stephen, who was originally speaking about orange buttercream frosting, said “I’d like to strip naked and lather myself with it like a shower gel.” That’s how I feel about D&D. Is that too much?

So, when Sam or someone in her group reaches an impasse or can’t remember a rule, they look my way and say, “Hey Grampappy DM? When a creature’s prone, do I have advantage?” to which I clear my throat, grab my cane, and reply, “An attack roll against a creature has advantage if the attacker is within 5 feet of their target. Otherwise, ya’ got disadvantage.” They say thanks and resume playing.

Today, Sam looked up from her copy of Ghosts of Saltmarsh and asked, “Hey Grampappy?”
“Yes?” I replied.
“Who is Nystul? It’s okay if you don’t know. It looks pretty obscure.”

Grampappy knew.

Who Is Nystul?

Nystul is an archmage in the Greyhawk setting. He was born to a noble family in Tenh, and developed spells such as Nystul’s magic aura and Nystul’s undetectable aura. The former made it into 5th Edition D&D with its original name, and the latter could have been absorbed into the nondetection spell.

Image result for nystul greyhawk

Nystul’s Magic Aura

You might have seen Nystul’s name somewhere before. If you’re relatively knew to D&D, like I am, you probably first came across Nystul in the 2nd level divination spell, Nystul’s magic aura.

Nystul’s magic aura (or arcanist’s magic aura), courtesy of D&D Beyond

Pretty obscure spell, isn’t it?

I actually really like this spell, but not for it’s usage. A while back on Twitter, there was a thread on alignment in 5th Edition D&D. It’s been a while, but I think someone said you could throw out alignment altogether because there wasn’t anything mechanical about it like older editions. This spell, along with a few other ones like polymorph, are part of the handful of mechanical effects currently in D&D that reference alignment.

Spells like these are interesting ones. I feel like they’re not really there for you to take at 3rd level, unless you’re prepping it for a very specific purpose. They can be used to do cool things, like make a magic item appear nonmagical or hide your magical disguise, but up until about 7th level, those 2nd level slots are a precious resource.

After that, however, you can really start to have fun. Why cast a 1st level chromatic orb when your ray of frost cantrip is more potent? Let’s get creative! What else you got? Going into a dungeon? Cast longstrider. What else you got? Nystul’s magic aura? Sure, why not. Use ’em or lose ’em!

Nystul and the Circle of Eight

There are many spells throughout Dungeons and Dragons history that contain the name of the spell’s creator. Mordenkainen’s magnificent mansion, Tenser’s floating disk, Rary’s telepathic bond, Bigby’s hand and Otiluk’s resilient sphere all appear within 5th edition D&D. Coincidentally, all of these individuals were in the Circle of Eight, along with Nystul.

The Circle of Eight was a powerful cabal of wizards in the Greyhawk campaign setting devoted to maintaining the balance between the forces of good, evil, law, and chaos. If you’ve read Mordenkainen’s Tome of Foes, you’re already familiar with Mordenkainen’s perception of the Blood War, the eternal struggle between devils and demons that takes place primarily on Avernus. Mordenkainen is happy to tip the scales when need be if it means the devils and demons will continue to tucker themselves out instead of turning on the rest of the cosmos. It’s super cool and a great example of lawful neutral, in my opinion – or is it lawful good? Someone get Nystul in here!

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The Circle of Eight originally consisted of:

  • Mordenkainen (founder)
  • Bigby (Mordenkainen’s apprentice)
  • Bucknard
  • Drawmij
  • Leomund (who was later replaced by Tenser)
  • Otto
  • Rary
  • Nystul
  • Otiluke (a late joiner)

Sadly, most of the Circle of Eight (all except for Mordenkainen) were slain by Halmadar the Cruel, who was in possession of the Hand of Vecna at the time. I thought this was super interesting, because Joe Manganiello’s character, Arkan the Cruel, bears the same title and is currently in possession of the Hand of Vecna!

Nystul the Person

There’s some debate as two whom the Nystul’s magic aura‘s namesake belongs. It appears that the spell (and thus the wizard) was inspired by a stage magician named Brad Nystul who suggested the spell to Gary. You can read the source comment written by Gary back on the Dragon’s Foot Forums here. I’ve screen capped it below because it’s interesting to see some of the other origins as well, such as Tasha.

However, user ripvonwerner on this thread did some interesting detective work that suggests the spell may actually be named after RPG creator Mike Nystul, given a section in Footprints #5 which describes the “Nystul campaign” that may have taken place around 1978 including “Brad, Genny, Mike and Brian [sic] Nystul.” The user goes on to mention that “Mike and Bryan Nystul were brothers and later game designers, so Brad Nystul must have been their father.” It’s hard to remember a game from 30 years ago.

Either way, Nystul’s magic aura is a family spell.

Roleplaying Nystul

We don’t have a lot of information on Nystul, unfortunately. One could surmise from the spell that he could be a divination wizard if he showed up in 5th Edition D&D. If Nystul is indeed named after Mike, Len Lakofka mentions in the same Footprints #5 article that Mike’s character was aggressive, brash, and impetuous. Not the best qualities in a wizard watching the cosmos, but at least he had eight others to balance him out.

I much prefer the page about Nystul on the Greyhawk Wiki that describes him as flippant with a preference for puns and quips. Mordenkainen doesn’t seem like the sort to ever crack a smile, so it’s amusing to think of another wizard annoying these great watchers of the cosmos. It also mentions he is “intelligent, subtle, and profound, however, with an unerring tactical sense.”

UPDATE: User N. Gray has confirmed that the spell was indeed Brad’s idea, and Nystul was Mike’s character. Thank you!


Like this article? Consider supporting me by buying one of my products on the DMs Guild, such as Darkhold: Secrets of the Zhentarim or Elminster’s Candlekeep Companion. If you’re running Baldur’s Gate: Descent into Avernus, consider picking up an alternative introductory adventure to the campaign, Devil’s Advocate: A Guide to Infernal Contractsor Baldur’s Gate: City Encounters.

You can also follow me on Twitter at @justicearman or sign up for my email list, the Gjallarhorn, for exclusive updates, playtest opportunities, and discounts.

Watch Your Back in Baldur’s Gate: City Encounters

Baldur’s Gate: City Encounters is now available on the Dungeon Master’s Guild! Anthony Joyce and I co-led this project with amazing contributions from Anne Gregersen and Gordon McAlpin (who also did the fantastic graphic design). This supplement provides Dungeon Masters with forty short encounters to supplement their Baldur’s Gate: Descent into Avernus campaigns. These brief scenarios enliven the City of Blood and distinguish it from other settlements along the Sword Coast, such as Waterdeep or Daggerford.

This follows the last project that I worked on with Anthony and Gordon, Baldur’s Gate: the Fall of Elturel (which you can find here). This is actually my fourth title designed to accompany the current fifth edition story line. On top of that, Anthony and I are huge fans of the Forgotten Realms. Needless to say, this project was right up our alley. Be careful in those alleys, by the way, especially in Baldur’s Gate.

Tension in Baldur’s Gate

“There’s no eliminating power in the City of Blood.
It only changes hands.”

This isn’t your typical city encounters supplement. Baldur’s Gate: City Encounters introduces a new mechanic: the tension meter. With it come twenty random encounters tied to five levels of tension within Baldur’s Gate – Martial Law, Order, Status Quo, Unstable, and Pandemonium.

We wanted a way for the encounters to have meaning while also portraying the city’s unique mood. Baldur’s Gate has criminals, cults, and the brutal Flaming Fist. As the characters make decisions, they may shift power between the city’s major factions and unlock new encounters. Surprise your characters with the true villain of any D&D campaign: consequences.

I think the mechanic came out well in the end. We had some back and forth about whether dice would be involved, how wide the bands between tension levels should be, etc. In the end, we decided to honor the philosophy of 5e and keep it simple. Tables maybe will have five encounters in Baldur’s Gate; why not show them a nice sampling of the tension within the City of Blood?

The tension meter has received some good feedback, and it’s another reason I firmly believe TTRPG designers should play more board games, because that’s what inspired this idea for me.

Neighborhood Encounters

The “Baldur’s Gate Gazeteer” in Baldur’s Gate: Descent into Avernus is packed with useful lore and story hooks for neighborhoods in the Upper, Lower, and Outer City. We’ve taken that information and done all the heavy lifting for you by turning it into twenty location-based encounters, ready to go at your D&D table.

I won’t spoil too terribly much about the encounters, but Anne and Gordon have quite the knack for disgusting food-based encounters that make this milk-themed horror author awfully proud. There’s also a reference to a certain barber on Fleet Street somewhere in there.

What’s Cooking?

I think I’m going to hang out in Hell just a little while longer. I enjoyed this supplement, and Anthony and I have at least one more idea up our sleeves for your Descent into Avernus game.

You can purchase Baldur’s Gate: City Encounters by clicking the red button below. Yes, this is one of those times where you’re encouraged to push the big red button.


Like this article? Consider supporting me by buying one of my products on the DMs Guild, such as Darkhold: Secrets of the Zhentarim or Elminster’s Candlekeep Companion. If you’re running Baldur’s Gate: Descent into Avernus, consider picking up an alternative introductory adventure to the campaign, Devil’s Advocate: A Guide to Infernal Contractsor Baldur’s Gate: City Encounters.

You can also follow me on Twitter at @justicearman or sign up for my email list, the Gjallarhorn, for exclusive updates, playtest opportunities, and discounts.

Take a Beat to Avoid a Beating

Have you ever tried to avoid an encounter in D&D, but it didn’t quite go how you wanted it to? The roleplay started to feel awkward, and you ended up fighting anyway, making the whole interaction seem pointless?

We had one of those this weekend.

Beware! Spoilers for chapter 3 of Waterdeep: Dragon Heist ahead!

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Come on, though. Who stops a tavern brawl?

The Situation

This past Saturday, the party entered Gralhund Villa, a luxurious mansion belonging to a pair of ambitious nobles, Yalah and Orund Gralhund. The session was going smoothly until the party reached the Great Hall, where a trio of Zhentarim thugs stood over the fresh corpses of several Gralhund guards.

Two of the characters have chosen to align themselves with the Zhentarim in this campaign. Seeing the Black Network garb on the thugs, the pair understandably attempted to avoid an encounter by reasoning with their fellow faction members. Unfortunately, these two characters work for Istrid Horn, but Istrid didn’t send the Zhentarim thugs in the Great Hall.

For simplicity, here’s our D&D party.

  • Sear. Fire genasi divination wizard. New member of the Zhentarim.
  • R’yzzlan. Drow kensei monk.
  • Nika. Human gloomstalker ranger.
  • Henzio. Aasimar celestial warlock. Long-time member of Zhentarim.

Urstul Floxin, Loose Cannon

If you’re not familiar with the module, there’s a bit of a divide within the Zhentarim. After all, it’s a company of mercenaries, and members are entitled to their own alliances – especially if those alliances could lead to a buttload of gold.

Urstul Floxin. In the charred flesh.

One particular Zhent baddie, Urstul Floxin, is a bit of a loose cannon. He’s been hired by the Gralhunds to retrieve the stone of Golorr, but they didn’t trust him entirely to do his job. Long story short, his employers cost Urstul half his face, so he’s come to Gralhund Villa to beat the snot out of them and take the stone.

While Urstul’s more of hands-on, I’ll-do-it-my-way type, Istrid Horn likes to sit back and keep track of her ledgers. As Master of Trade and Coin, Istrid is keen to follow the chain of command. The characters currently owe Istrid a lot of money. She’s warned the characters in the past about Urstul and his way of doing things. As long as they make payments and don’t draw attention from the city watch, Istrid stays happy.

So, What Happened?

Sear and Henzio, the two Zhents, attempted to calm the guards down. They tried to blend in, mentioning their affiliation to the Black Network. Nika mentions that they are a clean-up crew, and all is going well until the lead thug asks, “Who do you all work for?”

It’s not a bad question. They don’t exactly blend in, and the drow monk refuses to remove his mask due to his monastic order. Suspicious, the guard asks again. “Who do you work for?” he presses.

D&D brain begins to set in. Nika essentially no u‘s the guards by replying, “Who do you work for?” The players – not the characters – begin to panic. Henzio tries to cover by stating the party works for Istrid, which makes the guards exchange a look and tighten their grip on their maces. A bead of sweat runs down the lead thug’s brow. A fight is imminent.

The players, however, don’t realize this. They don’t know the guards have been ordered to hold the room. They could ask, but it’s probably too late. In their minds, they’ve entered roleplay with the DM, and it’s time to improvise. Not surprisingly, improv is hard, and they begin to forget what they’re doing here.

Insults start rolling of the monk’s tongue – he’s been a bard for the last three years. The characters stop communicating with each other. One by one, they say the first thing that comes to mind. I, as the DM, have failed to keep the excitement flowing and to clearly demonstrate the results of the characters’ actions.

Roll initiative, I guess?

Can’t We All Just Get Along?

There are times when you can avoid fights in D&D, but some are easier than others. It can get tricky as a player to gauge this information. If you’re not careful, social interactions can become a habitual game of replying off the top of your head without considering where you are, your character’s identity, or what you want from the exchange. In my six years of DMing, I’ve found that when players lose sight of their goal during roleplay, they default to insulting the NPC, which rarely works. Eventually, these scenarios simply escalate, making all previous roleplay feel like wasted effort! It’s especially frustrating if some are trying to diffuse using one method while others are not.

Getting Better

I often take time after sessions to write down what I thought went well or fell flat. How can I learn from my mistakes to avoid them in the future? I think that a mark of a great DM is setting the pace; that includes identifying or anticipating lulls and getting everything back on track. However, DMs are already monitoring dozens of small things behind the screen. Until something becomes second nature, it’s going to be a constant effort that divides your attention.

So, what would I have changed about this social interaction? Well, for starters I would have encouraged the players to take a beat and assess the situation.

A cool map of Gralhund Villa by Valeur RPG.

Taking a Beat

When you notice a troubling roleplay scenario like this, it’s a great time to take a pause as a group. No one has to think on their feet unless a timer has been placed on the table. And, in my opinion, the players should not be held to the same standard of knowledge as their characters. Otherwise, we get into a typical D&D brained back-and-forth where tension escalates, but we aren’t really doing anything helpful to calm it down.

When you take a beat as a party, here are some good questions to ask:

  • What do we want here?
  • What stands in our way?
  • Who is the best person to represent us, i.e., who should take the lead?
  • Do any of us have useful information?

Let’s take a look at the situation again from the party’s perspective.

What Do We Want?

We are trying to avoid a fight. We need to convince the Zhentarim thugs that we belong.

What Stands in Our Way?

Well, we look pretty weird. We’re arriving late, just after they’ve murdered a bunch of people. On top of that, we’re not really dressed like these Zhents, nor are we in disguise.

Who Should Take the Lead?

Probably one of the two Zhentarim characters. They’ll be the most convincing, and one of them is a warlock with a nice Charisma score.

Any Useful Info?

Henzio knows that there’s a split within the Zhentarim. Perhaps he could whisper this in character, or convey that he would have told Sear this info, since she’s new to the Black Network. It also doesn’t hurt for the DM to remind players of useful info they may have forgotten.

Improving Communication

It’s no wonder so many players have trouble finding a steady group. It’s hard to specify exactly what makes a “good” Dungeon Master, but I think we all agree that a lot falls on the DM’s shoulders. Heck, the amount of time I’ve spent trying to actively improve my DMing – practicing accents, prepping for sessions, reading books, and watching videos – easily dwarfs the time I spent studying for classes during my undergrad or MBA (maybe even both). However, improving in-game communication is one skill that can only really be strengthened at the table during session.

Here are a few ways you improve communication at your table.

Asking Questions

Ask your DM questions. This may remind them of something they forgot to mention or assist other players in understanding a situation. It also may prompt the DM to have you roll checks and keep the game moving forward.

  • “Does it look like the thug believes us?” Make a Charisma (Deception) check.
  • “How likely is a fight here?” Make a Wisdom (Insight) check.
  • “Why are these guards here?” Make an Intelligence (Investigation) check.

Convey Your Intent

You don’t always have to come up with the mechanical solution to a problem. Try not to think of what’s on your character sheet, but what your character wants to do. Your DM can then help you make your plan a reality.

  • “I want to avoid a fight by deceiving them, but I’m having trouble thinking of a useful lie.”
  • “I’m wearing Zhent colors. I want to use that to my advantage.”

Be Clear to Each Other

Both in and out of character, make your desires known! If you don’t want to fight, don’t let the party barbarian push you into one. On the flip side, throw them a bone every once and a while and share the spotlight.

  • (Out of character) “I don’t want to get into a fight here because I think we can avoid it. These guys are Zhents and so are we. Let us handle this one.”
  • (In character) “R’yzzlan, Nika, I told you we’d find the rest of the squad in here! I’m Henzio and this is Sear. You look surprised. Didn’t you get our flying snake?”

Like this article? Consider supporting me by buying one of my products on the DMs Guild, such as Darkhold: Secrets of the Zhentarim or Elminster’s Candlekeep Companion. If you’re running Baldur’s Gate: Descent into Avernus, consider picking up an alternative introductory adventure to the campaign, Devil’s Advocate: A Guide to Infernal Contractsor Baldur’s Gate: City Encounters.

You can also follow me on Twitter at @justicearman or sign up for my email list, the Gjallarhorn, for exclusive updates, playtest opportunities, and discounts.

Using Unearthed Arcana at Your D&D Table

Back in 1985, when Advanced Dungeons & Dragons was in its prime, TSR released Unearthed Arcana, a collection of supplemental rules written by Gary Gygax. It contained new races, classes, and previously published material from sources such as Dragon Magazine. The book included the first hardcover iteration of the barbarian as a class (originally detailed in Dragon #63), details on using subraces such as the drow and deep gnome (now staples of D&D 5e), and some new spells. It was unfortunately met with criticism due to its editing, binding, and some of the content within, such as the comeliness attribute. Gary intended to incorporate much of the optional content into a second edition for the Advanced Dungeons & Dragons rules, but Unearthed Arcana is the last TSR hardcover to bear his name on its cover.

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They actually reprinted the original Unearthed Arcana in a premium edition in 2013. It’s the only hardcover version to incorporate errata published in Dragon Magazine after its 1985 release.

Unearthed Arcana Today

Today, Unearthed Arcana (UA) is alive and well in 5th Edition D&D, though there’s no hardcover book. Instead, it takes the form of a series of articles published by Wizards of the Coast containing PDFs with new subclasses, races, or rules for D&D 5e. These articles stay true to the original Unearthed Arcana by introducing variant options for players and Dungeon Masters who want to customize their games.

Why Should I Use Unearthed Arcana?

There’s been a lot of great Unearthed Arcana coming out lately. We’ve had astral monks, a huge supplement on class feature variants, and most recently, psionics! If that’s not enough to convince you to check it out, here are a few additional reasons:

It’s Free

You can technically play D&D 5e using just the standard ruleset. If you’re strapped for cash but still want some new options, these playtest options slot right into the existing 5e rules without requiring access to any other published books.

You Can Shape the Future of D&D

After each Unearthed Arcana release, Wizards of the Coast puts up a survey where you can rate the options that were presented. The most recent survey is for Class Feature Variants. You can complete it here. That page also details the new psionic subclasses for the fighter, rogue, and wizard. Who doesn’t want to make their fighter the equivalent of fantasy Darth Vader?

This could be your fighter. All you need is a red sun blade, and an asthmatic respirator mask courtesy of your party’s artificer.


D&D 5th Edition has seen multiple years of double-digit growth and is arguably more popular than ever. The lead designers for 5th Edition have attributed much of its success to the extensive playtesting conducted before its release. Bummed that you didn’t get to participate in the 5e playtest? Jump in now! That’s basically what Unearthed Arcana is!

Previously released Unearthed Arcana has already made its way into published books. Designers at WOTC take survey responses seriously and use them to gauge popularity, reception, and perceived balance. Based on survey feedback, they may rework UA options over multiple iterations, repackage abilities into new classes or spells, or even scrap poorly-rated options altogether.

Xanathar’s Guide to Everything, for example, was heavily influenced by Unearthed Arcana content. The Gloomstalker, Storm Sorcerer, Samurai, Drunken Fist, and many more options in that book all started with an article from Wizards of the Coast. I remember reading about the ceremony spell in UA back when it was first proposed. There was even an UA druid subclass that became a spell, guardian of nature!

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Xanathar’s Guide to Everything is packed with new options for D&D 5th Edition. It introduced multiple new subclasses, common magic items, and variant rules such as expanded downtime.

Ever looked at an official subclass and saw something you didn’t like? Chances are you had an opportunity to voice your opinion to its designer. So, what are you waiting for? Get playtesting, and let your voice be heard!

It’s a Peek Behind the Curtain

If you’re an aspiring designer like me, you won’t regret following Unearthed Arcana. Jeremy Crawford is often talking with Todd Kenrick at D&D Beyond about the options and the philosophy behind them. Here he is talking about the massive Class Feature Variants UA that dropped recently. It’s a great opportunity to learn from lead designers like Jeremy, get new ideas, or study UA that earns multiple iterations (I’m looking at you, Revised Ranger). Plus, Todd and his guests are a delight to listen to due to their passion and humor.

Incorporating Unearthed Arcana into Your Games

So, I succeeded on my Charisma (Persuasion) check, and you’re thinking about testing some Unearthed Arcana in an upcoming session. Awesome. Start by communicating with your DM and/or players that you want to use these experimental options.

Here are a few ways to work these playtest options into your games.

One-Shot Adventures

One-shots are a great opportunity to feel out some new options. Especially with the holidays coming up, many of us have the chance to game with some new people – family who have never played D&D, friends you’ve not seen in a while, or a kind stranger at an unfamiliar gaming store. Alternatively, many D&D groups put games on hold due to low attendance around the holiday season. Who says you can’t still play D&D with a group of three, or even a one-on-one session? If you’re having trouble finding a group, try advertising your one-shot at your local game store or joining an online game through Roll20.

A one-shot is also a good chance for the DM to get a much-needed break. In addition, a player interested in DMing can take on the mantle in a low-pressure environment – aside from the usual stress of DMing – without committing to an entire campaign. Here’s a GM Tips video from Geek and Sundry where Matt Mercer talks about writing one-shots!

If you’re having trouble writing a one-shot, there are many great short adventures on the Dungeon Master’s Guild worthy of your table. Seriously, the quality in the Top 100 products has skyrocketed over the past year. Head over to the Guild, grab a Tier 1 or 2 one-shot, and roll up some new, no-strings-attached UA characters for single session of gaming! If you’re primarily playtesting subclasses, it’s best to find an adventure that doesn’t lean too heavily on any one pillar of play. If possible, give the subclass a chance to shine in combat, exploration, and social interaction.

Take Notes. As you play, consider taking notes on the Unearthed Arcana class, spell, or ruleset. What worked? What made you feel epic? What fell flat? How did other players feel about your character? These will be useful later when filling out the survey.

Encounters

For those more interested in combat or just short on time, you can test most Unearthed Arcana using a quick series of encounters. Perhaps each player brings an UA character and an encounter with certain parameters, almost like the X-Men training in the Danger Room. You could take turns DMing a few scenarios, such as a trio of fire giants in a desert temple or a long, trapped hallway.

Remember, there is a “N/A” option on the surveys, so if you didn’t get a chance to try out an ability, you don’t have to rate it. This is a good way to test multiple UA options, but it’s probably not as fun as a dedicated session for most players.

Campaigns

Sometimes, an Unearthed Arcana option grabs you from the moment you read it. You’re ready for the long haul and want to play it every night for the foreseeable future.

Great! Talk to your DM. Have them read the class and tell them that you’d like to give it a proper try. Keep in mind, there’s likely to be some back and forth with your DM as you level up within the class; you or your DM may feel something is unbalanced and want to tweak it as you go.

If you choose to incorporate Unearthed Arcana into a campaign, remember that the surveys only last a few weeks! After you’ve had a couple sessions with the new rules, don’t forget to go back and fill out the survey before it’s too late. In addition, check in from time to time. The rules may have been updated based on previous survey responses.

Where Can I Find Unearthed Arcana?

There may never be another Unearthed Arcana hardcover, but the spirit of the original book is alive and well in 5th Edition. I think people weren’t ready for Gary Gygax’s variant rules in 1985. Sure, there might have been some obscure ones (did we really need a Thief-Acrobat?), but they were always meant to be optional. Maybe it’s just me, but it feels like most D&D players today are willing to tinker, house-rule, and experiment. Perhaps it’s due to the variety of available TTRPGs or the renaissance of new board games, many of which bring unique and brilliant mechanics. Either way, I think Gary would be proud.

You can find current and past Unearthed Arcana here.


Like this article? Consider supporting me by buying one of my products on the DMs Guild, such as Darkhold: Secrets of the Zhentarim or Elminster’s Candlekeep Companion. If you’re running Baldur’s Gate: Descent into Avernus, consider picking up an alternative introductory adventure to the campaign, Devil’s Advocate: A Guide to Infernal Contractsor Baldur’s Gate: City Encounters.

You can also follow me on Twitter at @justicearman or sign up for my email list, the Gjallarhorn, for exclusive updates, playtest opportunities, and discounts.

Projects, People, and Platinum Editions!

Hey everyone!

A lot of exciting things have been happening, and I’m long overdue for a blog post. I can’t tell you how strange and amazing this year has been. I’ve got to catch you up on new releases, GameHole Con, and some cool stuff from Beadle & Grimm’s, where I have been officially employed!!!

So dust off that drinking horn, grab some mead, and let me tell you what new lands I’ve visited this year.

DMs Guild Releases

I’ve had a few releases since I last mentioned one on my blog. One is actually releasing tomorrow, November 11th!

Baldur’s Gate: The Fall of Elturel

Anthony Joyce and I have new release coming out tomorrow: Baldur’s Gate: The Fall of Elturel. It’s an alternative, two-hour introductory adventure to Baldur’s Gate: Descent into Avernus. When BGDIA dropped, a lot of creators on the Twitterverse didn’t like some parts of the Baldur’s Gate portion of the campaign. In particular, this line in chapter 1 rubbed people the wrong way (emphasis mine):

“Captain Zodge won’t accept any refusal of his offer. The Flaming Fist is empowered to draft adventurers in times of emergency. He can execute them on the spot for refusing to help, though he would rather they accept.”

It’s a bit polarizing, and I can see why. If this is someone’s first time DMing – though I would recommend starting with the Essentials Kit or the recently re-released Tyranny of Dragons campaign over this one – it could set an unfortunate precedent of punishing the characters when the don’t do what the DM wants. I hope most DMs choose to work around it should the characters refuse, as this line is mostly to cement the Flaming Fist as a violent mercenary company with a militant structure. Despite this little bump, BGDIA just might be my favorite official D&D hardcover to date!

The main reason Anthony and I created Baldur’s Gate: The Fall of Elturel was to invest the characters in the inciting event of the campaign – Elturel’s sudden and horrific downfall. Don’t worry, you didn’t just read a major spoiler. Players find this out in the first 10 minutes. With some beautiful design work by Gordon McAlpin, DMs who run this introductory adventure can make Elturel’s fall more personal to the characters (and their players).

I also got to write some fun backgrounds for this project: the Flaming Fist, the Hellriders, and the Order of the Gauntlet. I tried to make it so the background features felt distinct and useful. I’m looking forward to hearing about characters with the Flaming Fist background using their feature to make arrests in Baldur’s Gate.

You can buy Baldur’s Gate: The Fall of Elturel for $5.95 by clicking the button below.

Step Right Up

Last month, I released Step Right Up, a milk-themed carnival horror adventure. I put a lot into this twisted adventure, and I’m awfully pleased with how it turned out. I put it out in time for Halloween, but the adventure can be inserted into your campaign year-round.

This dairy disaster has a ton of fun stuff in it. In addition to countless milk puns and a few gag-worthy descriptions involving cottage cheese, there’s 10 new monsters. Most of the monsters tie into the dairy theme, such as the chuckling milk clown (art by Jack Kaiser) or the terrifying abolover.

Before the actual adventure begins, however, you’ll see some important sections. The first is about respecting boundaries with tabletop horror, which is extremely important given the genre. The next gives tips for running effective horror by using Ash Law’s Trajectory of Fear.

Evegeny M also did artwork for most of the magic items, such as this putrid plushie. My favorite, however, is definitely the clown shoes, as they allow a player to pull random items out of thin air – banana peels, seltzer water, even pies!

What really makes this adventure special is something that I tried out for the first time in Hellbound Heists (see below), which I expanded on in this adventure: the carnival in this horror adventure is completely modular. There are 14 attractions – including a sideshow with 5 variants – from which the Dungeon Master can build the perfect carnival to challenge or interest their players. With so many attractions in the adventure, you won’t get to see them all, but you can always play it again with a different set!

The Hall of Illusions. There’s even an Ames Room (H4)!

What’s even cooler is each attraction contains a “sweet” and “spoiled” version. During Part 1 of the adventure, the characters get to attend a completely innocent carnival, but during Part 2 – well, I won’t spoil it for you. I did all the maps in the adventure, too, which I found both personally gratifying and only a little bit pitiful.

Of course, I cannot downplay the incredible cover by Gwen Bassett (www.gwendybee.com), the three location pieces by Detoria Art, and the fantastic layout by Anna Urbanek (www.doubleproficiency.com). Seriously, it’s awesome.

You can check it out here: Step Right Up

Hellbound Heists

Hellbound Heists is an adventure collection project led by Bryan Holmes that released in September in both print and PDF on the DMs Guild. This 280-page monster of a product features a devilish heist in each of the Nine Hells, with a focus on Tier 3 and 4 content.

This was my first collaboration on the guild, and it was an extremely positive experience. Bryan did a great job leading this project. Not only do I regularly reach out to him on discord, I’ve actually worked with some of the creators on additional projects since that have yet to be released!

My contribution to this collection was “6:66 to Mephistar,” a 17th-level train heist set in Cania, the Eighth Hell. Cania is a frigid wasteland ruled by none other than the Cold Lord himself, Mephistopheles. Most of the adventure takes place on the Canian Hellfire Limited.

The black behemoth can be customized with several different cars. My favorite? The Memory Car. It features a trio of mind flayers and a pool of memories that characters can accidentally absorb should they interact with them too aggressively. Your character may exit this car with a famous baker’s apple crumble recipe or a vivid recounting of your half-orc son’s coming of age ceremony!

Writing Tier 4 content was challenging, no doubt. But bouncing ideas off some of the best creators in the bizz made it an enjoyable challenge.

Here’s a link: Hellbound Heists

GameHole Con 2019

Last week I returned from GameHole Con, where I was working for a company called Beadle & Grimm’s, or B&G as all the cool kids call it. Beadle and Grimm’s makes awesome, immersive boxed sets of official D&D products that make it easy for you to run a high-quality game without all the prep work and crafting. I first saw Beadle & Grimm’s at Gen Con in 2018 and was instantly in love with their yet-to-be-released Platinum Edition of Waterdeep: Dragon Heist.

Long story short, I am now working for them! I can’t tell you how surreal it feels. Working on D&D products in any capacity was a 5-year plan for me. The owners of Beadle & Grimm’s are passionate gamers who have been playing for 20 years. They want to bring people together with these experiences, but they recognize we’ve all got busy lives. I’m lucky to be a part of their young company, and extremely grateful for this opportunity to contribute to a product that I was a believer in from day one. Not to mention the awesome team! Bill, Charlie, Jason, Jon, Matt, Mikaela, and Paul have been incredibly welcoming and supportive.

Meeting Cool Peeps

At GameHole Con, I talked with a lot of awesome creators. I felt a bit awkward at times introducing myself, but everyone was kind and accepting. Surprisingly, I didn’t get star struck or speak in tounges. I got to meet Ashley Warren, Chris Lindsay, Elisa Teague, Travis Legge, Chad Lensche, Jeff Stevens, Satine Pheonix, Shawn Merwin, Todd Kenrick, Zoltar from Sage Advice, some of our awesome booth neighbors at Wyrmwood – Mike Mearls even signed my PHB! Special shoutout to James Introcaso for being especially welcoming and helping me out when I was looking a little out of place at a party!

I got to see some beautiful snow and loved the weather. Texas has made me a little soft when it comes to the cold, but I’ve missed snow since I left Utah. I felt very appropriate dressed as Volo trudging through the snow on Halloween. Maybe we’re due for a 5e version of Volo’s Guide to the North?

Also, I got to check out Alex’s awesome Game Hole above the Free House Pub in Madison. It was insane. There was such great D&D history in that room, including Ed Greenwood’s original hand-drawn Forgotten Realms map!!!

B&G Platinum Edition: Descent into Avernus

I received my Platinum Edition of Descent into Avernus the other day from Beadle & Grimm’s. They are still going out, so if you haven’t gotten yours yet, hang in there! I did a breakdown of most of the major components in this Twitter thread, but be warned – there be spoilers ahead, matey. If you’re playing in this campaign, I’d advise you to stay away. However, it’s extremely cool and I can’t stop you, obviously.


That’s about it! And I see you’ve finished your drinking horn. Just in time.

Thanks for tuning in. Maybe we should do this more often. I’ve seen people asking about getting started on the DMs Guild on Twitter, D&D has been releasing some great Unearthed Arcana, and I’ve got some small design ideas that maybe are better suited here as a blog post instead of a small DMs Guild product of their own.

If you’d like to be notified of future releases, you can sign up for my email list, the Gjallarhorn, by clicking the button below.

Until next time!

Like this article? Consider supporting me by buying one of my products on the DMs Guild, such as Darkhold: Secrets of the Zhentarim or Elminster’s Candlekeep Companion. If you’re running Baldur’s Gate: Descent into Avernus, consider picking up an alternative introductory adventure to the campaign, Devil’s Advocate: A Guide to Infernal Contractsor Baldur’s Gate: City Encounters.

You can also follow me on Twitter at @justicearman or sign up for my email list, the Gjallarhorn, for exclusive updates, playtest opportunities, and discounts.

Norse DM Convention Sponsorship

Quick note: My website/handle used to be called Norse DM! I’ve since rebranded. Enjoy this blog post anyway!

A couple of weeks ago, I returned from my annual trek to Gen Con. Since Gen Con 50 was so incredible, I have attended every year since. While I was there, I thought I would pick up a couple of dice sets for a giveaway, as I know not everyone is so fortunate to attend Gen Con. After all, attending big conventions is often expensive.

I posted the following tweet.

I got a lot of great convention memories as a response. Sadly, I also received a lot of comments from people that said they had never attended a convention. I’ve only been to Gen Con and one other, but I think the convention experience is something every gamer should experience if they want to.

I followed up this post with a poll asking what the biggest barrier was for those had never attended a convention. Here were the results:

Image

“Other” included:
– Social anxiety
– Dislike of crowds
– Health/mobility issues
– A combination of the options (travel & cost, for example)

There were some great, supportive responses from many gamers. Suggestions of how to deal with convention anxiety, quiet spaces at some conventions, and having a con buddy to walk newcomers through their first experience. However, the biggest contributor was still cash.

While I’m not exactly rolling in dough – I’ve got a mortgage, some student loans, and a couple car payments between my wife and me – I wanted to do something about this, at least for one person!


Norse DM Convention Sponsorship

From now until the end of September 2019, I will be accepting submissions for a convention sponsorship.

Entry Criteria

Before you enter, please make sure you satisfy the following criteria.

  • You are at least 18 years of age
  • You have never attended a tabletop, board game, or RPG-related convention in your life
  • You can arrange transportation to a local convention, be it by Uber, bus, friend, etc.
How to Enter

Entry is simple. Use the “Contact” page on www.NorseDM.com to send me the following information:

  • Your Name.
  • Your Email.
  • Up to Two (2) Conventions You Would Like to Attend. If you could attend a convention near you, which one would it be? Why?
  • Short Bio. Tell me about yourself. What is your favorite RPG or board game? How long have you been playing? What are your other gaming interests?
  • Why Haven’t You Attended a Convention Before? Please tell me briefly what barriers you have faced in attending a local convention. How could this sponsorship help you?

By entering, you agree to be featured on http://www.NorseDM.com and my Twitter profile as the winner (if you are chosen).

Convention Sponsorship

I will sponsor at least $50 towards one (1) convention for one entrant, chosen by me. This will likely taking the form of a ticket to said convention and possibly additional swag or credit towards events.

To ensure that the sponsorship actually goes towards the convention, I will purchase the ticket for the entrant and arrange delivery, either electronically or by mail. Because I won’t be purchasing the ticket until the end of September, the convention must occur between 10/1/19 and 9/30/20.

Honor & Integrity

There are many people in this world that are struggling from day to day. Disparities in socioeconomic status, health, and other barriers are the result of random chance. This is an opportunity to brighten a gamer’s life despite these barriers.

If you are able and have the financial security to attend a convention, please do not enter this sponsorship. Likewise, only enter this convention if you truly have never attended one.


Thank you to everyone who responded on Twitter. Good luck to all entrants!

Like this article? Consider supporting me by buying one of my products on the DMs Guild, such as Darkhold: Secrets of the Zhentarim or Elminster’s Candlekeep Companion. If you’re running Baldur’s Gate: Descent into Avernus, consider picking up an alternative introductory adventure to the campaign, Devil’s Advocate: A Guide to Infernal Contractsor Baldur’s Gate: City Encounters.

You can also follow me on Twitter at @justicearman or sign up for my email list, the Gjallarhorn, for exclusive updates, playtest opportunities, and discounts.