Nothing like waiting til the last minute for the last three topics I didn’t get done. So here we go in rapid fire succession. Trinkets & Treasures, Forbidden Knowledge and Favorite Spell/Item.
Divine magic is a part of Dungeons & Dragons that I think many of us have a love/hate relationship with. Running a cleric in an adventure can be both the most enjoyable and the most frustrating thing, sometimes at the same time.
Wizards have got to be my favorite class in Dungeons & Dragons. Being the smartest person in the party and using their gift to call forth the powers of the universe to alter reality itself is a fun-factor that’s hard to deny.
Since I’ve talked about talked about Boxey before, I’ll talk about traps. Oh, how i hate traps. Well, as a player I hate traps. I’ve had several characters die as a result of traps over the years.
Magic weapons have been a part of Dungeons & Dragons from the beginning. They are the prized possessions of virtually every character class. Even wizards love to get their hands on a magic dagger or staff to up the odds of a favorable outcome.
One of the things that’s as constant in the history of Dungeons & Dragons as the official rules are each group’s house rules. In the group I’m in, the Wyrmfang Chronicles, we have a few of our own. Here’s a couple of ours plus a few that I’ve seen elsewhere.
One thing the Dungeons & Dragons does not lack is things planar. There are hundreds of planes in the D&D cosmos and planes within these planes and monsters upon monsters that call each of these planes home.
Castles have fascinated me for as long as I can remember. As an American, I grew up having no real castles anywhere near that I could visit. At least, nothing even close to what I pictured the word castle to mean. So I spent my time reading any book I could get my hands on and watching any show that talked about castles.
The Sword Coast is an interesting area. Our adventures in the Wyrmfang Chronicles never ventured that far west. We mostly kept to the Dales, Cormyr, Evereska, and the areas between those lands. There were a few trips elsewhere, mostly to the far north or the far south. But never really to the west.
Whether it’s elven homelands, mystical forests of dreams, wild tracts or cursed domains of evil, forests play a big part of fantasy worlds. Most fantasy worlds are reminiscent of magical midevil Europe in the nature and flow. There are great cities and small towns, each surrounded by some area of farmlands. But all the areas in between are typically forests and wilds.