Ah, that moment when your players take down an NPC wealthy enough to possess a bag of holding. They want it to store their own goods, sure, but it didn’t come empty now, did it?
This series of posts detail the contents of such magical bags.
Ah, that moment when your players take down an NPC wealthy enough to possess a bag of holding. They want it to store their own goods, sure, but it didn’t come empty now, did it?
This series of posts detail the contents of such magical bags.
Your players have run afoul of the city guards, but when you pull up the stat block you realize it isn’t going to be as effective as you hoped.
We present to you, the veteran knight.
To be regarded a veteran, most knights have seen their fair share of war and atrocity. Outside of a wartime environment, many veteran knights become watch commanders or household trainers who teach younger members of the house in warfare and force of arms.
Find this stat block, and others like it, in Houses and Heraldry for 5e on DriveThruRPG.
This book sketches out ten noble houses for your campaign. Each house is laid out on one page; the top half contains the house name, its motto, a representation of their heraldic device as it would appear on a shield, and an information block detailing important personages, numbers of troops, and vassal houses. The lower portion provides enough detail about the interesting characters of the house to get your imagination going, but leaves plenty of room for you to add your own details. See a sample here.
Why taverns? I posed this question in the foreword of the original version of Tangible Taverns: The Bull & The Bear. Taverns are where we got our start, five years ago. We were so proud of our work at the time, though reviewing it shows how inexperienced we were and how much we’ve grown since then.
The past five years have seen an improvement in every aspect of what we do. The writing is sharper and more concise. The art is more skillfully executed, and more of it is produced in-house. The maps look great. The layouts improve every release.
If you’ve noticed a slowdown of Dire Rugrat releases, it’s due to just that fact. If you like what we do, you may be interested to know that Kelly has done work for Kobold Press, Playground Adventures, Flaming Crab Games, and other third-party publishers of D&D 5e materials. I’ve worked with Rogue Genius Games and others.
The local watering hole is a representation of the community as a whole, whether that community is a neighbourhood in a larger city or a tiny hamlet. Adventurers can go to the tavern, figure out what the locals are like and what problems they have, solve those problems (or make new ones), and return to the taphouse to collect payment before moving on… or not. I’m certain entire RPG campaigns could be set in a tavern, just dealing with the drama created by all those visiting adventurers!
If you downloaded the latest Tangible Taverns: The Bull & The Bear because you received a notification of an updated version, thank you for your patronage these last five years.
To those who are new to what Dire Rugrat does, welcome!
I’m excited to see what the next five years hold for us and our little company, and hope many of you reading this will come along for the ride. Regardless, put your feet up, pour yourself your favourite drink, and enjoy this little slice of our gaming reality.
We’re pleased to announce the anniversary edition of Tangible Taverns: The Bull & The Bear. These new files include more original artwork, a revised colour map, and additional stat blocks for 5e and Pathfinder.
Ken Pawlik, September 2020
Pick up Your Copy Today
Tangible Taverns: The Bull & The Bear (5e)
Tangible Taverns: The Bull & The Bear (Pathfinder Compatible)
Tangible Taverns: The Bull & The Bear (System Neutral)
This whole not homeschooling thing is going okay. Of course it is day two, so time will tell.
We made dice bags this morning. And we used them this afternoon as our Rugrats started their first gaming session in our new campaign.
For those of you who are curious, we are using 5e Dungeons & Dragons to run this campaign.
We used maps from The Fall of Mith: Mithos Manor as the basis for the school. These maps worked great for our purpose, but you could make your own, or use other ones you already have.
We printed them out and put them on the table so the Rugrats could visualize where they were.
The new students met their teachers (that’s us!) and one of the goblins in the kitchen. This goblin, the most civilized of all goblin residents at the school, asked the students to take care of a little problem upstairs.
The trio of new adventures made their way into a series of storage rooms while their teachers waited in the hallway.
Rugrat #3, a barbarian with a frying pan (we are using a club’s stats and just calling it a frying pan), waded in bravely.
“I’m good at this!” Yelled Rugrat #3 as she hit one with her frying pan.
The boys followed in close to behind. Rugrat #1 used his shocking grasp cantrip while Rugrat #2 used his sneak attack and rapier.
Math: recognizing numbers, adding dice together, identifying the values and shapes of the various dice, subtracting hit points
Reading: locating, reading and recognizing words on the character sheet
Storytelling and Visualization: picturing what was described, and playing along with the story
Teamwork Skills: finding the best strategies to defeat the swarm of oversized rodents
The Rugrats have learned chores and good behaviour in the real world will earn them inspiration points for the game. For those new to D&D, these can be used for a bonus on rolls. We are hoping this encourages them to do things around the house with a good attitude.
I’ve heard a lot about the pepper and soap experiment, and I figured this was the perfect thing to start our first potions class off with. It also served as the perfect transition out of the game, and back into the real world.
I put the pepper in the bowl of water, then I put dish soap in a small container.
Everyone put their fingers into the pepper and water and watched as the “germs” clung to them.
Then we dipped our fingers in the “magical potion” and watched what happened when we put our fingers in the pepper water again.
I had them guess what the magical potion was, and then we talked about cleanliness, soap, germs, and of course, COVID-19.
The new students have only just started to explore the school, and more trouble awaits.
Stay tuned: we’ve got more adventures to come.
Our interest in writing RPG products stems from our love of playing RPGs. One of my favorite campaigns, and certainly our most epic one, is Way of the Wicked. Written by Gary McBride of Fire Mountain Games, this adventure path allows the PCs to be anything but good. (Specifically, it actually recommends they all be lawful evil.)
Some years ago, we ran through this campaign, taking the time to explore the cities more than the adventure path may have intended, which is where the Bull and the Bear was born. The PCs began amassing a reasonable collection of taverns, some of which have been published by us since.
We enjoyed dropping a fair few 3rd party products into this PFRPG campaign, including the 101 New Skill Uses by Rite Publishing and Legendary VIII: Evil by Sam Hing and published by Purple Duck Games.
It was in the latter we pulled Black Spider – a magical weapon (and a then some). Though intended for use by the BBEG, it was allowed in our evil solo campaign. (I should note here this product received a poor review and indeed has some glaring oversights.)
This blade was legendary in the course of the campaign. One moment I still clearly remember was when many of the party had fallen, with only the rogue (myself) and our anti-paladin remaining. Both of us were near the death. The righteous paladin still stood before us, and with the blade knocked from my hand, and my companion drawing her last breath, I was sure we were done for. Then this diminutive construct unleashed its fury upon the virtuous knight, scuttle across the floor before actually puncturing through his calf (hello double nat 20!). Perhaps it stole a bit of the thunder from the characters, but it earned this weapon much favor from its master.
Very recently we decided to revisit a version of Way of the Wicked: an alternate reality with some minor and some glaring differences. All of the PCs are rogues. The valiant Mitrans in the country are unknowingly demon worshippers (those pesky demons and their deception filled long game!). Our PCs did not start in prison (which made sense, but if you haven’t played WotW as intended, give at least the first module a go – it’s amazing!).
Some things have stayed the same, and one such similarity is the presence of Black Spider. With the switch to 5th Edition as the framework (as well as some of those glaring oversights), we’ve had to adapt the blade. Here is our modified version below. Again, a big shout out to Purple Duck Games for creating an amazing (and overpowered!) collection of weapons, as well creating one of my favorite weapons to date.
Weapon (dagger), legendary (requires attunement by a creature that meets all the listed requirements)
Requirements. A creature that wishes to attune itself to Black Spider must meet the following criteria.
Black Spider grows in power with the creature it is attuned to. When a creature attunes itself to Black Spider, it gains all of the benefits listed for a creature of its current level.
Black Spider is both greedy and jealous. You have disadvantage if you make a melee attack with a weapon that is not Black Spider. This penalty does not apply if your attack is made with a weapon in your other hand when you are fighting with two weapons.
What’s the most memorable weapon you’ve used in your game?
Earlier this year the Dire Rugrat team started thinking about goblins. The way we saw it, goblins are an often used enemy in role-playing games, but they have become typical; PCs know what to expect when they see them. We wanted to bring some life to these poor little creatures, really give them a chance to shine for their 15 minutes of fame, so to speak. What better way to do that than 18 unique goblins, reminiscent of our Bullies & Brutes collection with the common thread being, well, goblins. So many goblins.
As we set to work building a collection of goblin NPCs, we realized we wanted to do more than just add some unique abilities to the same old goblin stat block: we wanted to address the lack of variety. To be fair, unlike some systems, 5e makes it relatively easy to customize NPCs, but even still, goblins were goblins. And so we ended up creating Moar Goblins, a mini-bestiary featuring a sextet of goblinoids adapted from a variety of real-world cultures. Back when that came out last April, we shared details of the PDF, including a sneak peak of one of the goblin sub-races. The book received a great review (and 5 stars) from Endzeitgeist.
Beyond the basic builds, which all have at least one intriguing feature, it is undoubtedly the copious flavor and inspiring supplemental text that makes this pdf come into its own; it s also a big, big plus that this does not simply regurgitate the same tired creatures we have seen over x editions and instead opts to go for the uncommon and novel, drinking deep from the wellspring of more obscure myths and legends.
-Endzeitgeist
It also substantially delayed our progress on the NPC collection. The pesky little creatures seemed to be everywhere like gremlins in the gearworks of our lives.
But I digress.
After a lengthy delay, we have finally chipped our way through the biographies and stat blocks of 18 different goblins. There are over 35 pages of NPC content and while all of the characters in the book are a goblin of some sort, numerous racial variants, capabilities, motivations, and challenges (ranging from 1/2 to 12) mean your PCs will never look at goblins the same way again.
Some of my favorites include the capable psychic goblin twins, Nix & Zub, the ever-helpful gudro bonga Eakogs Clutternugget, and the tokoloshe traitor N’tambu. If you love a little demonic backstory with your goblins, look no further than Flubboks Hugemitt, but if complicated family dynics is your thing, you’ll want to check out Neeha and Vaishik – these gudro bonga have a few family matters to sort out, assuming the PCs don’t wipe them and their children out.
A lot of love went into these NPCs, so much so it saddens us a little bit that your band of adventurers may just want to wipe out these poor unfortaunete souls just because of their race. We hope you’ll consider checking out this colourful collection, and showing your PCs that goblins can be just as diverse as any longshanks. To that end, we present Eakogs Clutternugget, a sneak peak at the offerings inside 5e NPCs: Goblins! Goblins! Goblins!
“Trade! Trade! I have many goods for trade!”
A great many years ago there lived a goblin who desired little more than to assist weary travelers. Through chance, he had come to be in possession of a magical drinking horn that produced the most delicious beverage imaginable and sated even the most parched traveler. Atop a hill in what seemed like the middle of nowhere, the benevolent goblin resided. When a traveler stopped to rest his weary feet and called out for water, the goblin appeared, as if by magic.
Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games
Always dressed in a red cape, the goblin would provide drink to those in need. Most were incredibly grateful, and word spread of the benevolent goblin and his incredible beverage until one day a traveler came through not looking for aid, but for the horn itself. When the goblin produced the magical vessel the traveler snatched it and jumped upon his horse, riding off into the distance faster than the goblin could follow.
Heartbroken, devastated, and feeling betrayed by those he had assisted, the goblin retreated into his hidden hilltop home. His child, Eakogs, who had long watched his father’s good deeds was perplexed. What would possess someone to take something which did not belong to him? How could his family aid those in need now?
Travelers continued to arrive at the hilltop hoping for a respite from their difficult journey. With the drinking vessel stolen and the benevolent goblin’s spirit crushed, their hopes were dashed. Over time fewer and fewer people made their way to the valley hilltop and fewer still hoped for that magical beverage.
Tales of encounters with the benevolent goblin stopped being shared and he became something of a myth or legend that could no longer be substantiated. Many a time Eakogs asked his father if they could assist the travelers in another way, but the betrayed goblin bid his son stay inside the safety of their hidden hilltop home lest they lose any more than they already had.
For years Eakogs watched and puzzled over how he could restore his father’s spirit, and do his part for the world. When he came of age Eakogs set out, promising his father he would return with tales of generosity, both his own, and those of the beings he encountered. Secretly, Eakogs hoped he could also find the horn, but he feared raising his father’s hopes.
Eakogs began to roam the world, offering assistance to those in need. He quickly discovered that many beings were leery of goblins, while others were outright hostile. Still, Eakogs made peace with many a traveler, providing goods from his laden down pack and often going without if he stumbled on those less fortunate.
While he carries a weapon, Eakogs uses it for only for self-defence. He is furious if anyone attempts to steal from him, certain the world would be a better place if everyone shared and was kind to each other. Eakogs prefers to trade items rather than sell them, though he happily accommodates shopkeepers who have no need for the goods he carries and would prefer coin.
This strange but optimistic goblin continues to search for leads of his father’s missing horn, and would be eternally grateful to any adventurers who helped him locate it.
noun
A mischievous, ugly, dwarflike creature of folklore.
Once upon a time, these creatures went by many other names.
Elf. Gnome. Imp. Orc. Brownie. Troll. Puck. Redcap. Ogre.
They were antagonists of myth and fable. The subject of cautionary tales parents would tell their children to encourage common sense and good behaviour. They were the face of humanity’s collective fear of the unknown. They were feared and respected.
Goblins’ folkloric qualities have been stripped away from them in the world’s oldest roleplaying game. The aspects that have made them mythic across the vast and varied tapestry of human culture have been stripped away and granted to other creatures, leaving the poor goblin a pathetic, sniveling servitor to creatures that carry the names that were once synonymous with goblin. First level adventurers kill these pathetic excuses for goblinkind by the score before moving on to bigger challenges. No one fears goblins anymore. No one respects them.
Dire Rugrat Publishing aims to change that with Moar Goblins, which features a sextet of goblinoids adapted from a variety of real-world cultures.
With challenges ranging from ½ to 6, Moar Goblins will keep adventurers busy into the middle of their career, and hopefully rebuild some of the respect goblins have lost over the course of five editions.
Moar Goblins (A Mini Bestiary) was released on DriveThruRPG last week. We love our blog readers, so we’re sharing a sample of one of the goblin variants below.
Pukwudgies reside in moderate climates, typically near wooded areas with fresh sources of water. If left to themselves, or occasionally gifted with offerings, pukwudgies refrain from interfering in the lives of those in the area.
Goblinoids. Pukwudgies were once friendly, helpful goblinoids, but their inability to share a language with and understand the ideals of those they attempted to befriend and aid resulted in many of their efforts backfiring. Over time, the creatures were viewed as a nuisance and, feeling unappreciated, the pukwudgies decided to torment those who tried to exclude them and treated them like inferior beings.
Growing Resentment. The less appreciated a pukwudgie feels, the more malicious it becomes. Harmful pranks, missing items and eventually disappearing children are not uncommon in areas with tribes of pukwudgies that believe they are mistreated by humanoids.
Skilled Hunters. Pukwudgies are capable hunters. Living off the land, they are adept at navigating the wilderness. They are also proficient with poison and often dress their arrows with it to take down those who dare trespass into their territory.
Magical Aptitude. Drawing on their bond with nature, pukwudgies have some facility with magic, including the ability to take on the form on a porcupine.
Two stat blocks accompany this variant in Moar Goblins, offering a lower level pukwudgie as well as the more capable pukwudgie shaman.
In November, Wizards of the Coast unleashed Volo’s Guide to Monsters, a combination monster ecology lorebook, bestiary, and, just for fun, they tossed a chapter on new player races in. Since I’m perpetually behind the times (I like call myself a late adopter), I have only recently come to possess a copy of this tome. My first impressions follow: Continue reading 5 Thoughts on Volo’s Guide to Monsters
I have only been gaming for a few years, which is a drop in the bucket compared to many gamers. In times past, before I met my husband, references to RPGs in my favorite TV shows went virtually undetected; the witty banter continued, the scene changed, or it went over my head. After I met my husband and learned a bit about his hobby, I would roll my eyes at the references, or tell my husband x show mentioned his favorite hobby, so, you know, it isn’t all bad and maybe he could watch it with me.
Once I picked up a handful of dice and embraced my inner geek, I started getting a thrill out of the references. They were a nod to my new hobby, a secret shared between me and a favorite show.
And there are loads of references out there. RPGs, especially Dungeons and Dragons, have a huge following, and a broad range of fans. And it isn’t like we all sit around in our basement living in an imaginary world where we pretend to be high level wizards (not all day, every day anyway – sometimes we might go for a fighter!) We are often functioning members of society with jobs, families, responsibilities and commitments.
Either to appeal to us, or because TV show creators, producers and writers love RPGs like we do (and might also break out the dice during their time away from the studio) references to this beloved hobby show up now and then. Recently, Netflix released Stranger Things, a show that starts with a group of young boys playing Dungeons & Dragons. Numerous references are made throughout the season, and even non-RPGers would be hard pressed to miss the big nods to the geeky hobby. The cult-classic Community spent a whole episode following the college students as they explored the adventures fellow student and Dungeon Master Abed had in store for them. There are numerous other shows, some of which seem more likely than others, that pay homage to the beloved game, so without further ado:
2.13 “Ain’t No Magic Mountain High Enough”
Dick: “I think he took Ghost World up to his room. They’re probably up there making love. Or playing Dungeons and Dragons. Or both, at the same time.”
BONUS? They did it more than once.
2.04 “Green Eyed Monster”
Jackie to Wallace
Jackie: “Get back ladies; he’s mine! You really are a basketball star, aren’t you? I mean I’m not just smacking the ass of some Dungeons and Dragons geek, right?”
7.20 “The Girl with the Dungeons and Dragons Tattoo”
The RPG in question is not just referenced in the title of this episode; just as Charlie, a computer hacker who stumbles into the world of weird, thinks she has broken the password, a voice taunts her with “Nice try Zero Charisma.”
2.13. “A-Tisket A-Tasket”
Lorelai begs Luke, the local diner owner to jump in and save her from being set up with one of several random suitors during a picnic basket auction. When he wins her basket, she calls out: “Sorry guys, don’t feel bad; I’m totally into Dungeons and Dragons.”
3.5 “Homer Goes to College”
Homer: “We played Dungeons and Dragons for three hours, and then I was slain by an elf.”
7.22 “Chosen”
Giles: “I was a highly respected watcher, and now I’m a wounded dwarf with the mystical strength of a doily.”
What show have you seen that referenced D&D (or another RPG)? Share in the comments below!
The newest edition of Dungeons & Dragons may not have that new game scent anymore, but over a year of regular play has done a lot to display its virtues and vices to me. Before we get to the five things I like most and least about the game, I’ll provide a bit of background.
I was all set to ignore 5e (still being called D&D Next at the time), and paid no attention to the public playtest. My fantasy RPG itch was being scratched by Pathfinder, after all, and really, could any game dethrone Second Edition AD&D as my favourite fantasy RPG of all time? But 5e was released, and it got a lot of positive attention… and my mother, the person that got me the Mentzer Basic Set for my eighth birthday and set off a lifetime love of RPGs, gifted me with the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual… so I gave it a shot. And I’m glad I did.
That out of the way, let’s get to five things I really like about 5e:
Lots to like, right? All is not sunshine and unicorns however, as the next five points will detail. Without further ado, five things I dislike about 5th edition…
So there they are: five and five. Have you been playing D&D 5e? Why or why not? What are your likes and dislikes?