Thread: Dungeons & Dragons 5E |OT| Come into My Dungeon
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El Rey

The GOAT
 
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What is Dungeons & Dragons?
Dungeons & Dragons is a fantasy tabletop role-playing game originally designed by Gary Gygax and Dave Arneson. It was first published in 1974 by Tactical Studies Rules, Inc. It has been published by Wizards of the Coast (WotC) since 1997.
The core of D&D is storytelling. You and your friends tell a story together, guiding your heroes through quests for treasure, battles with deadly foes, daring rescues, courtly intrigue, and much more. You can also explore the world of Dungeons & Dragons through any of the novels written by its fantasy authors, as well as engaging board games and immersive video games. All of these stories are part of D&D.

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What is 5E?
It's the fifth edition. I know nothing about the other editions, all I know is the core system has been revised.

Why should I play it?
It's fun and the ladies love it.

What do I need to play it?
Back in the day they did it with pen, paper, and dice. Most importantly though, you need a dungeon master and a party.

What's a dungeon master?
A dungeon master, DM is the guy or gal who guides you through your adventure. They're essentially the storyteller and you and your party are the playable characters in the story. The dungeon master has to provide you with the world to play in, and the non-playable characters for you to interact with.

What are all these books?
There are different types but I'll get in to that later.

What's all this extra life stuff, DM Guild?
WotC publishes a bunch of adventures and mini-sourcebooks for charity, as well as the writers for WotC get involved and produce extra content. You can find a ton of DMs Guild.

What is the Adventurer's League?
The official WotC sponsored gaming league. If you play an Adventurer's League game, you have to play by their very specific rules and use their specific adventures!

What is Roll20, D&D Beyond, Fantasy Grounds, etc.?
All of these are tools meant to enhance the experience. Instead of buying the physical books and playing with pen and paper, and other physical tools, the modern era has provided us with these digital tools meant to replace and enhance the core experience of the game. Imagine you're about to go watch a movie with your friends, and you have three different theaters to choose from. At the end of the day, you're still going to watch the same movie, just the experience may vary.

What about homebrew?
Homebrew is just campaigns and stuff made by people, not official WotC content. There's a ton to enjoy but I would probably start with official content so you can learn there and experience the base content before you go crazy experimenting with someone else's invention.

Okay, so how do I start?
Find yourself a DM and party. You can likely find one on roll20 and there are D&D 5E groups on Reddit and Discord. DMs are kind of like whores, they'll DM for you for a fee. If you want to be a DM then pick up the Dungeon Master's Guide which will be in the guide below. You will definitely need a character sheet. There are all kinds of crazy specialized character sheets out there, but you just need a base one and the starter set comes with a few starting characters to use.

Content Guide

There is a TON of content for Dungeons & Dragons 5E. Some people go all out and build out entire maps with miniatures or draw everything out. I'm going to cover what the different products are and how they differ.

Types of products:
Sourcebook - This is a book that provides setting and content for a DM to use. May include races, items, settings, etc. Some include a campaign or mini-campaign.
Adventure - This is essentially a campaign or mini-campaign book.
Supplementary - This is typically a physical item meant to enhance the game experience. You do not need tile sets, or maps and miscellany, or DM screens, or special dice sets, but damn do they look nice.

What is errata?
This is corrections made after publishing. I included links for them so if you decide to play a product you can find the latest errata.

What is going on with this table?
If you're a nerd like me who likes collecting then you like release dates and other miscellaneous information. I've included release date, types of product, alt cover, setting, and whether there is a corresponding dice set.
Some campaigns have a matching dice set, and some have an alternate cover, but not all.

What is the setting?
Basically what realm in the D&D multiverse the campaign or sourcebook takes place in. The majority are Forgotten Realms which is the main D&D setting, but not all. Different settings may have different races or histories.

What about all these other random D&D things I see like Stranger Things and Rick & Morty?
These are just sourcebooks for those worlds if you wanted to create your own campaign in those settings. This is pretty common in tabletop games, a book gives you the setting information and history, along with limitations, rules, etc. and then you can create your world in that setting.

Anything else I should know?
Everyone says buy your books at your local supplier blah blah, but sorry they can't compete with Amazon prices. Local suppliers will likely have them in better condition though, every now and then Amazon sends me a book looking like someone had sex with it before they shipped it.
 
Sourcebook Content Table
NameRelease DateAvailableDescriptionSettingAlt CoverErrataErrata LinkLink
DnD_PHB.png
Player's Handbook
8/19/2014​
Hardcover, BeyondEverything a player needs to create heroic characters for the world's greatest roleplaying game.

The Player's Handbook is the essential reference for every Dungeons & Dragons roleplayer. It contains rules for character creation and advancement, backgrounds and skills, exploration and combat, equipment, spells, and much more. Use this book to create exciting characters from among the most iconic D&D races and classes.

Pretty much a must buy for new players. Highly recommend.
NAYYhttps://media.wizards.com/2020/dnd/downloads/PH-Errata.pdfhttps://dnd.wizards.com/products/tabletop-games/rpg-products/rpg_playershandbook
DnD_MonsterManual.png
Monster Manual
9/30/2014​
Hardcover, BeyondA menagerie of deadly monsters for the world's greatest roleplaying game.

The Monster Manual presents a horde of classic Dungeons & Dragons creatures, including dragons, giants, mind flayers, and beholders—a monstrous feast for Dungeon Masters ready to challenge their players and populate their adventures.

This is to help DM's build a world full of monsters, highly recommended for DMs.
NAYYhttps://media.wizards.com/2018/dnd/downloads/MM-Errata.pdfhttps://dnd.wizards.com/products/tabletop-games/rpg-products/monster-manual
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Dungeon Master's Guide
12/9/2014​
Hardcover, BeyondEverything a Dungeon Master needs to weave legendary stories for the world's greatest roleplaying game.

The Dungeon Master's Guide provides the inspiration and the guidance you need to spark your imagination and create worlds of adventure for your players to explore and enjoy.

Inside you'll find world-building tools, tips and tricks for creating memorable dungeons and adventures, optional game rules, hundreds of classic D&D magic items, and much more! Pretty much must have for a DM.
NAYYhttps://media.wizards.com/2018/dnd/downloads/DMG-Errata.pdfhttps://dnd.wizards.com/products/tabletop-games/rpg-products/dungeon-masters-guide
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Player's Companion - Elemental Evil
4/16/2015PDF, BeyondCreate Heroic Characters to Conquer the Elements!

In the adventure Princes of the Apocalypse, the cosmic threat of Elemental Evil reaches the Forgotten Realms. This supplement provides new options for player characters in that epic campaign. Not inherently evil, elemental power can be mastered by those with both malevolent and benign intentions. The Elemental Evil Player's Companion provides everything players need to build a character that is tied directly into the Elemental Evil storyline.

New race options include the aarakocra, deep gnome, genasi, and goliath. Additionally, a plethora of new spells put the elements directly at your command.
Forgotten RealmsNNhttps://dnd.wizards.com/products/tabletop-games/rpg-products/player’s-companion
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Sword Coast Adventurer's Guide
11/3/2015​
Hardcover, BeyondWELCOME TO THE SWORD COAST—a region of Faerûn that comprises shining paragons of civilization and culture, perilous locales fraught with dread and evil, and encompassing them all, a wilderness that offers every explorer vast opportunity and simultaneously promises great danger.

While the Sword Coast Adventurer's Guide is a valuable resource for Dungeon Masters, it was crafted with players and their characters foremost in mind. There is a plethora of new character options to intrigue and inspire every member of the adventuring party.
Forgotten Realms - Sword CoastNYhttps://media.wizards.com/2020/dnd/downloads/SCAG-Errata.pdfhttps://dnd.wizards.com/products/tabletop-games/rpg-products/sc-adventurers-guide
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Volo's Guide to Monsters
11/15/2016​
Hardcover, BeyondResearch has never been so dangerous…

Explore the breadth of D&D's monsters in this immersive 224-page volume filled with beautiful illustrations and in-depth lore. Volo's Guide to Monsters provides something exciting for players and Dungeon Masters everywhere!

The esteemed loremaster Volothamp Geddarm is back and he's written a fantastical dissertation, covering some of the most iconic monsters in the Forgotten Realms. Unfortunately, the Sage of Shadowdale himself, Elminster, doesn't believe Volo gets some of the important details quite right. Don't miss out as Volo and Elminster square off (academically speaking of course) to illuminate the uninitiated on creatures both common and obscure. Uncover the machinations of the mysterious Kraken Society, what is the origin of the bizarre froghemoth, or how to avoid participating in the ghastly reproductive cycle of the grotesque vargouille.
Forgotten RealmsYYhttps://media.wizards.com/2020/dnd/downloads/VGtM-Errata.pdfhttps://dnd.wizards.com/products/tabletop-games/rpg-products/volos-guide-to-monsters
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Tortle Package
9/15/2017The Snout of Omgar is a geographical region described briefly in Tomb of Annihilation.

Not much is revealed about the location or its inhabitants in that adventure, however. The Tortle Package is written for Dungeon Masters who want to know more about the Snout of Omgar.

This supplement also introduces a new playable character race, the tortle, and a new adventure location: Dangwaru, the Typhoon Palace.
Forgotten RealmsNN
https://www.dmsguild.com/product/221716/Tortle-Package-5e?src=also_purchased
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One Grung Above
9/19/2017​
PDF, BeyondFrom the jungles of Chult, these tribal frog-like humanoids are fiercely territorial and naturally secrete poison to use as weapons.

Disclaimer this race isn't a legal playable race in D&D adventure league or any campaign where the DM hates amphibians with an excess of apostrophes in their names… and yes, if you're not immune to poison and you must touch the grung to heal it… you get to make a saving throw.
Forgotten RealmsNNhttps://www.dmsguild.com/product/223738/One-Grung-Above-5e?src=newest_in_5e
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Xanathar's Guide to Everything
11/21/2017​
Hardcover, BeyondExplore a wealth of new rules options for both players and Dungeon Masters in this supplement for the world's greatest roleplaying game.

The beholder Xanathar—Waterdeep's most infamous crime lord—is known to hoard information on friend and foe alike. The beholder catalogs lore about adventurers and ponders methods to thwart them. Its twisted mind imagines that it can eventually record everything!

Xanathar's Guide to Everything is the first major expansion for fifth edition Dungeons & Dragons.
NAYYhttps://media.wizards.com/2020/dnd/downloads/XGtE-Errata.pdfhttps://dnd.wizards.com/products/tabletop-games/rpg-products/xanathars-guide-everything
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Mordenkainen's Tome of Foes
5/29/2018​
Hardcover, BeyondDiscover the truth about the great conflicts of the D&D multiverse in this supplement for the world's greatest roleplaying game.

This tome is built on the writings of the renowned wizard from the world of Greyhawk, gathered over a lifetime of research and scholarship. In his travels to other realms and other planes of existence, he has made many friends, and has risked his life an equal number of times, to amass the knowledge contained herein. In addition to Mordenkainen's musings on the endless wars of the multiverse, the book contains game statistics for dozens of monsters: new demons and devils, several varieties of elves and duergar, and a vast array of other creatures from throughout the planes of existence.
NAYYhttps://media.wizards.com/2020/dnd/downloads/MTF-Errata.pdfhttps://dnd.wizards.com/products/tabletop-games/rpg-products/mordenkainens-tome-foes
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Guildmasters' Guide to Ravnica
11/20/2018​
Hardcover, BeyondExplore a worldwide cityscape filled to the brim with adventure and intrigue in this campaign setting for the world's greatest roleplaying game.

A perpetual haze of dreary rain hangs over the spires of Ravnica. Bundled against the weather, the cosmopolitan citizens in all their fantastic diversity go about their daily business in bustling markets and shadowy back alleys. Through it all, ten guilds—crime syndicates, scientific institutions, church hierarchies, military forces, judicial courts, buzzing swarms, and rampaging gangs—vie for power, wealth, and influence.

These guilds are the foundation of power on Ravnica. They have existed for millennia, and each one has its own identity and civic function, its own diverse collection of races and creatures, and its own distinct subculture. Their history is a web of wars, intrigue, and political machinations as they have vied for control of the plane.
RavnicaNhttps://dnd.wizards.com/products/tabletop-games/rpg-products/guildmasters-guide-ravnica
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Acquisitions Incorporated
6/18/2019​
Hardcover, BeyondExplore a wealth of peril and personalities for the world's greatest roleplaying game.

When you're just starting out in the adventuring business, it might be nice to have a leg up. It can be a big help to have access to the powerful artifacts, expertise, and jobs that Acquisitions Incorporated (Acq Inc) has to offer a new franchise. Join Omin Dran, Jim Darkmagic, and Viari like never before with the new Acquisitions Incorporated campaign book for Dungeons & Dragons!

Set yourself up for success when pursuing your own fantasy-business endeavors, using all the ingredients you need to include Acquisitions Incorporated in your D&D campaign, to establish your own franchise, and take on specialized roles therein. Plus, there are always openings coming available… Just try not to think about why.
Forgotten RealmsNNhttps://dnd.wizards.com/products/tabletop-games/rpg-products/acqinc
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Eberron: Rising from the Last War
11/19/2019​
Hardcover, BeyondThis book provides everything players and Dungeon Masters need to play Dungeons & Dragons in Eberron—a war-torn world filled with magic-fueled technology, airships and lightning trains, where noir-inspired mystery meets swashbuckling adventure. Will Eberron enter a prosperous new age, or will the shadow of war descend once again?EberronYYhttps://media.wizards.com/2020/dnd/downloads/ERftLW-Errata.pdfhttps://dnd.wizards.com/products/tabletop-games/rpg-products/eberron
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Mordenkainen's Fiendish Folio Volume 1
12/3/2019​
PDF, BeyondCrawling from the darkest recesses of D&D's history comes a ferocious menagerie of monsters, malevolent and benign! These 17 creatures first appeared in the Fiend Folio for first edition AD&D. Now, thanks to your support of Extra Life, they enter the world of fifth edition D&D.NANNhttps://www.dmsguild.com/product/296621
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Sapphire Dragon
1/6/2020​
BeyondCapture the first sighting of the elusive sapphire dragon for the world's greatest roleplaying game. This is a D&D Beyond exclusive.Forgotten RealmsNNhttps://www.dndbeyond.com/marketplace/sourcebooks/sapphire-dragon
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Explorer's Guide to Wildemount
3/17/2020​
Hardcover, BeyondExplorer's Guide to Wildemount provides everything you need to play Dungeons & Dragons on the continent of Wildemount (set within the world of Exandria)—a land of war, betrayal, and swashbuckling adventure.

Comprised of four regions, Wildemount provides endless potential for adventure in a land of brewing conflict and incredible magic. Rising tensions boil over into all-out war between the politically dubious Dwendalian Empire and the light-worshiping wastefolk of Xhorhas, supplying a vibrant backdrop for any D&D campaign to explore.
Critical RoleNNhttps://dnd.wizards.com/products/wildemount
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Mythic Odysseys of Theros
7/21/2020​
Hardcover, BeyondClash with the gods of Theros in this campaign sourcebook for the world's greatest roleplaying game.

The world's most popular roleplaying game meets the world's most popular trading card game in this campaign sourcebook, detailing the Magic: The Gathering world of Theros for use in Dungeons & Dragons.

Legends walk the lands of Theros, a realm shaped by deities and the deeds of heroes. From the temples of omen-speaking oracles to the five realms of the Underworld, the champions of the gods vie for immortal favor and a place among the world's living myths.

Choose a supernatural gift that sets you on the path of destiny, align yourself with one of Theros's fifteen gods, then carve a tale of odysseys and ordeals across the domains of mortals, gods, and the dead.
TherosYNhttps://dnd.wizards.com/products/tabletop-games/rpg-products/mythic-odysseys-theros
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Tasha's Cauldron of Everything
11/17/2020​
Hardcover, BeyondA magical mixture of rules options for the world's greatest roleplaying game.

The wizard Tasha, whose great works include the spell Tasha's hideous laughter, has gathered bits and bobs of precious lore during her illustrious career as an adventurer. Her enemies wouldn't want these treasured secrets scattered across the multiverse, so in defiance, she has collected and codified these tidbits for the enrichment of all.
NAYNhttps://dnd.wizards.com/products/tabletop-games/rpg-products/tashas-cauldron-everything
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Van Richten's Guide to Ravenloft
5/18/2021​
Hardcover, BeyondTerror stalks the nightmare realms of Ravenloft. No one knows this better than monster scholar Rudolph Van Richten. To arm a new generation against the creatures of the night, Van Richten has compiled his correspondence and case files into this tome of eerie tales and chilling truths.

Discover the mysteries of Ravenloft, mist-shrouded lands where infamous Darklords lurk among ageless vampires, zombie hordes, cosmic terrors, and worse. Then make your choice. Will you create your own Domains of Dread, settings to host endless terrifying adventures? Or will you join the ranks of haunted heroes who embrace macabre lineages, dual-edged Dark Gifts, haunted subclasses, and other forbidden powers?
Forgotten Realms - RavenloftYNhttps://dnd.wizards.com/products/van-richtens-guide-ravenloft
 
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Adventure Content Table
NameRelease DateAvailableDescriptionSettingAlt CoverErrataErrata LinkLink
DnD_StarterBox.png
D&D Starter Set - Lost Mines of Phandelver
7/15/2014​
Physical, BeyondEverything you need to start playing the world's greatest roleplaying game.

Explore subterranean labyrinths! Plunder hoards of treasure! Battle legendary monsters!
The Dungeons & Dragons Starter Set is your gateway to action-packed stories of the imagination. This box contains the essential rules of the game plus everything you need to play heroic characters on perilous adventures in worlds of fantasy.

This includes the Lost Mines of Phandelver starting campaign. Highly recommended!
Forgotten RealmsNNhttps://dnd.wizards.com/products/tabletop-games/rpg-products/rpg_starterset
DnD_HoardDraQueen.png
Hoard of the Dragon Queen - Tyranny of Dragons
8/19/2014​
Hardcover, BeyondIn an audacious bid for power, the Cult of the Dragon, along with its dragon allies and the Red Wizards of Thay, seek to bring Tiamat from her prison in the Nine Hells to Faerûn. To this end, they are sweeping from town to town, laying waste to all those who oppose them and gathering a hoard of riches for their dread queen. The threat of annihilation has become so dire that groups as disparate as the Harpers and Zhentarim are banding together in the fight against the cult. Never before has the need for heroes been so desperate.Forgotten RealmsYYhttps://media.wizards.com/2016/downloads/DND/HotDQ-Errata.pdfhttps://dnd.wizards.com/products/tabletop-games/rpg-products/hoard-dragon-queen
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The Rise of Tiamat - Tyranny of Dragons
11/4/2014​
Hardcover, BeyondThe Cult of the Dragon leads the charge in an unholy crusade to bring Tiamat back to the Realms, and the situation grows more perilous for good people with each passing moment. The battle becomes increasingly political as opportunities to gather allies and gain advantage present themselves. From Waterdeep to the Sea of Moving Ice to Thay, it is a race against Evil. Succeed or succumb to the oppression of draconic tyranny. Win or lose, things will never be the same again.Forgotten RealmsYhttps://dnd.wizards.com/products/tabletop-games/rpg-products/rise-tiamat
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Princes of the Apocalypse - Elemental Evil
4/7/2015​
Hardcover, BeyondCalled by the Elder Elemental Eye to serve, four corrupt prophets have risen from the depths of anonymity to claim mighty weapons with direct links to the power of the elemental princes. Each of these prophets has assembled a cadre of cultists and creatures to serve them in the construction of four elemental temples of lethal design. It is up to adventurers from heroic factions such as the Emerald Enclave and the Order of the Gauntlet to discover where the true power of each prophet lay, and dismantle it before it comes boiling up to obliterate the Realms.Forgotten RealmsNYhttps://media.wizards.com/2016/downloads/DND/PotA-Errata.pdfhttps://dnd.wizards.com/products/tabletop-games/rpg-products/princes-apocalypse
DnD_OotA.png
Out of the Abyss
9/15/2015​
Hardcover, BeyondThe Underdark is a subterranean wonderland, a vast and twisted labyrinth where fear reigns. It is the home of horrific monsters that have never seen the light of day. It is here that the dark elf Gromph Baenre, Archmage of Menzoberranzan, casts a foul spell meant to ignite a magical energy that suffuses the Underdark and tears open portals to the demonic Abyss. What steps through surprises even him, and from that moment on, the insanity that pervades the Underdark escalates and threatens to shake the Forgotten Realms to its foundations. Stop the madness before it consumes you!

A Dungeons & Dragons adventure for characters of levels 1–15.
Forgotten Realms - UnderdarkNYhttps://media.wizards.com/2020/dnd/downloads/OotA-Errata.pdfhttps://dnd.wizards.com/products/tabletop-games/rpg-products/outoftheabyss
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Curse of Strahd
3/15/2016​
Hardcover, BeyondUnder raging storm clouds, the vampire Count Strahd von Zarovich stands silhouetted against the ancient walls of Castle Ravenloft. Rumbling thunder pounds the castle spires. The wind's howling increases as he turns his gaze down toward the village of Barovia. A lightning flash rips through the darkness, but Strahd is gone. Only the howling of the wind fills the midnight air. The master of Castle Ravenloft is having guests for dinner—and you are invited.

A fantasy-horror adventure for characters levels 1-10, Curse of Strahd provides everything a Dungeon Master needs to create an exciting and memorable play experience.
Forgotten Realms - RavenloftNYhttps://media.wizards.com/2020/dnd/downloads/CoS-Errata.pdfhttps://dnd.wizards.com/products/tabletop-games/rpg-products/curse-strahd
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Storm King's Thunder: A Great Upheaval
8/26/2016​
PDFAn Introductory Adventure for Storm King's Thunder. Characters of Level 1-5

As evening approaches, you spot a wooden signpost next to a trail that heads north into the hills. Nailed to the post are three arrow-shaped signs. The two marked "Waterdeep" and "Daggerford" follow the High Road but point in opposite directions. The third, marked "Nightstone," beckons you to follow the trail. If memory serves, Nightstone is roughly ten miles up the trail.
Forgotten RealmsNNhttps://www.dmsguild.com/product/18...under-A-Great-Upheaveal-5e?src=also_purchased
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Storm King's Thunder
9/6/2016​
Hardcover, BeyondGiants have emerged from their strongholds to threaten civilization as never before. Hill giants are stealing all the grain and livestock they can, while stone giants have been scouring settlements that have been around forever. Fire giants are press-ganging the small folk into the desert, while frost giant longships have been pillaging along the Sword Coast. Even the elusive cloud giants have been witnessed, their wondrous floating cities appearing above Waterdeep and Baldur's Gate. Where is the storm giant King Hekaton, who is tasked with keeping order among the giants?

The humans, dwarves, elves, and other small folk of the Sword Coast will be crushed underfoot by the onslaught of these giant foes. The only chance at survival is for the small folk to work together to investigate this invasion and harness the power of rune magic, the giants' weapon against their ancient enemies, the dragons. The only way the people of Faerun can restore order is to use the giants' own power against them.
Forgotten RealmsNYhttps://media.wizards.com/2020/dnd/downloads/SKT-Errata.pdfhttps://dnd.wizards.com/products/tabletop-games/rpg-products/storm-kings-thunder
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Tales from the Yawning Portal
4/4/2017​
Hardcover, BeyondWhen the shadows grow long in Waterdeep and the fireplace in the taproom of the Yawning Portal dims to a deep crimson glow, adventurers from across the Forgotten Realms, and even from other worlds, spin tales and spread rumors of dark dungeons and lost treasures. Some of the yarns overheard by Durnan, the barkeep of the Yawning Portal, are inspired by places and events in far-flung lands from across the D&D multiverse, and these tales have been collected into a single volume.Forgotten RealmsNNhttps://dnd.wizards.com/products/tabletop-games/rpg-products/tales-yawning-portal
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Tomb of Annihilation
9/19/2017​
Hardcover, BeyondThe talk of the streets and taverns has all been about the so-called death curse: a wasting disease afflicting everyone who's ever been raised from the dead. Victims grow thinner and weaker each day, slowly but steadily sliding toward the death they once denied.

When they finally succumb, they can't be raised—and neither can anyone else, regardless of whether they've ever received that miracle in the past. Temples and scholars of divine magic are at a loss to explain a curse that has affected the entire region, and possibly the entire world.
Forgotten RealmsNYhttps://media.wizards.com/2020/dnd/downloads/ToA-Errata.pdfhttps://dnd.wizards.com/products/tabletop-games/rpg-products/tomb-annihilation
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Lost Laboratory of Kwalish
11/10/2018​
PDF, BeyondLaboratory of Kwalish explores an alternate expedition into the Barrier Peaks as players search for the lost lab of the legendary artificer. He disappeared in the peaks eons ago… as it turns out, finding a crashed planar ship and studying its technology to fuel his own research.GreyhawkNhttps://www.dmsguild.com/product/258047/Lost-Laboratory-of-Kwalish-5e?src=also_purchased
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Waterdeep: Dragon Heist
11/18/2018​
Hardcover, BeyondA fantastic treasure trove is yours for the taking in this adventure for the world's greatest roleplaying game.

Famed explorer Volothamp Geddarm needs you to complete a simple quest. Thus begins a mad romp through the wards of Waterdeep as you uncover a villainous plot involving some of the city's most influential figures.
Forgotten RealmsNhttps://dnd.wizards.com/products/tabletop-games/rpg-products/dragonheist
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Waterdeep: Dungeon of the Mad Mage
11/20/2018​
Hardcover, BeyondIn the city of Waterdeep rests a tavern called the Yawning Portal, named after the gaping pit in its common room. At the bottom of this crumbling shaft is a labyrinthine dungeon shunned by all but the most daring adventurers. Known as Undermountain, this dungeon is the domain of the mad wizard Halaster Blackcloak. Long has the Mad Mage dwelt in these forlorn depths, seeding his lair with monsters, traps, and mysteries—to what end is a constant source of speculation and concern.

This adventure picks up where Waterdeep: Dragon Heist leaves off, taking characters of 5th level or higher all the way to 20th level should they explore the entirety of Halaster's home. Twenty-three levels of Undermountain are detailed herein, along with the subterranean refuge of Skullport. Treasures and secrets abound, but tread with care!
Forgotten RealmsNhttps://dnd.wizards.com/products/tabletop-games/rpg-products/waterdeep-dungeon-mad-mage
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Ghosts of Saltmarsh
5/21/2019​
Hardcover, BeyondNestled on the coast of the Azure Sea is Saltmarsh, a sleepy fishing village that sits on the precipice of destruction. Smugglers guide their ships to hidden coves, willing to slit the throat of anyone foolhardy enough to cross their path. Cruel sahuagin gather beneath the waves, plotting to sweep away coastal cities. Drowned sailors stir to unnatural life, animated by dark magic and sent forth in search of revenge. The cult of a forbidden god extends its reach outward from a decaying port, hungry for fresh victims and willing recruits. While Saltmarsh slumbers, the evils that seek to plunder it grow stronger. Heroes must arise to keep the waves safe!GreyhawkYYhttps://media.wizards.com/2020/dnd/downloads/GoS-Errata.pdfhttps://dnd.wizards.com/products/tabletop-games/rpg-products/ghosts-saltmarsh
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Dungeons & Dragons Essentials Kit
9/3/2019​
PhysicalEverything you need to create characters and play the new adventures in this introduction to the world's greatest roleplaying game.

This box contains the essentials you need to run a D&D game with one Dungeon Master and one to five adventurers. A newly designed rulebook on-boards players by teaching them how to make characters, and the included adventure, Dragon of Icespire Peak, introduces a new 1-on-1 rules variant.
NANNhttps://dnd.wizards.com/products/tabletop-games/rpg-products/essentials-kit
DND_ProdImg_DIA_cover300.png
Baldur's Gate: Descent Into Avernus
9/17/2019​
Hardcover, BeyondWelcome to Baldur's Gate, a city of ambition and corruption. You've just started your adventuring career, but already find yourself embroiled in a plot that sprawls from the shadows of Baldur's Gate to the front lines of the planes-spanning Blood War! Do you have what it takes to turn infernal war machines and nefarious contracts against the archdevil Zariel and her diabolical hordes? And can you ever hope to find your way home safely when pitted against the infinite evils of the Nine Hells?Forgotten RealmsYNhttps://dnd.wizards.com/products/tabletop-games/rpg-products/baldursgate_descent
289261-thumb140.jpg

Locathah Rising
9/19/2019​
PDF, BeyondAs elemental forces threaten the safety of the nearby locathah communities, heroes rise from among their numbers to strike back and defend their homes and families. Locathah Rising is a story about what happens when a normally peaceful species is pushed to the point of open conflict.NANNhttps://www.dmsguild.com/product/289261/Locathah-Rising-5e?src=also_purchased
294711-thumb140.png

Infernal Machine Rebuild
11/12/2019​
PDF, BeyondInfernal Machine Rebuild launches players across distant places — and times to uncover additional components in order to reassemble the fabled Infernal Machine of Lum the Mad!NANNhttps://www.dmsguild.com/product/294711/Infernal-Machine-Rebuild-5e?src=also_purchased
YiKwcXaQkJ.png
Icewind Dale: Rime of the Frostmaiden
9/15/2020​
Hardcover, BeyondBeneath the unyielding night sky, you stand before a towering glacier and recite an ancient rhyme, causing a crack to form in the great wall of ice. Beyond this yawning fissure, the Caves of Hunger await. And past this icy dungeon is a secret so old and terrifying that few dare speak of it. The mad wizards of the Arcane Brotherhood long to possess that which the god of winter's wrath has so coldly preserved—as do you! What fantastic secrets and treasures are entombed in the sunless heart of the glacier, and what will their discovery mean for the denizens of Icewind Dale? Can you save Ten-Towns from the Frostmaiden's everlasting night?Forgotten RealmsYNhttps://dnd.wizards.com/products/tabletop-games/rpg-products/icewind-dale-rime-frostmaiden
dnd_prodimg_oiq4hw0hwoc.png
Candlekeep Mysteries
3/16/2021​
Hardcover, BeyondCandlekeep attracts scholars like a flame attracts moths. Historians, sages, and others who crave knowledge flock to this library fortress to peruse its vast collection of books, scribbled into which are the answers to the mysteries that bedevil them. Many of these books contain their own mysteries—each one a doorway to adventure. Dare you cross that threshold?

Candlekeep Mysteries is a collection of seventeen short, stand-alone D&D adventures designed for characters of levels 1-16. Each adventure begins with the discovery of a book, and each book is the key to a door behind which danger and glory await. These adventures can be run as one-shot games, plugged into an existing Forgotten Realms campaign, or adapted for other campaign settings.
Forgotten RealmsYNhttps://dnd.wizards.com/products/candlekeep-mysteries
 
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Supplementary Content Guide
NameRelease DateTypeAvailableDescriptionLink
DnD_DMScreen.png
Dungeon Master's Screen
1/20/2015​
SupplementaryPhysicalManage your campaign with this indispensable Dungeon Master accessory for the world's greatest roleplaying game.

The red dragon Thraxata the Flamefiend and her kobold minions confront a party of intrepid adventurers, who protect their ranger as she attempts to finish the fight by using a legendary arrow of dragon slaying meant specifically for this red wyrm.

This durable, four-panel Deluxe Dungeon Master's Screen, lavishly adorned with illustrations inside and out, will enchant and inspire players and the Dungeon Master. Its landscape design allows the Dungeon Master to easily see beyond and reach over the screen, even as it keeps die rolls and notes hidden from players. Tables inside provide essential support for the three pillars of play–combat, exploration, and interaction–to Dungeon Masters of all skill levels.
https://dnd.wizards.com/products/tabletop-games/rpg-products/dungeon-masters-screen
ProductShot_TarokkaDeck.png

Curse of Strahd - Tarokka Deck
4/1/2016​
SupplementaryPhysicalLearn what fortunes await you with this gaming accessory for Ravenloft.

If you're playing Curse of Strahd, you'll want to get your hands on the tarokka deck, a 54-card adventure supplement produced by Gale Force Nine. By using the tarokka deck to randomize locations within the adventure, Dungeon Masters can customize each party's exploration of Barovia, allowing Curse of Strahd to be replayed for years to come.
https://dnd.wizards.com/products/tabletop-games/rpg-products/tarokka-deck
DMScreen_ProductImage.png

Dungeon Master's Screen Reincarnated
11/19/2017​
SupplementaryPhysicalMaster the game with this indispensable tool for the world's greatest roleplaying game.

Lost is the poor soul borne aloft in the grip of the ancient red dragon featured in a spectacular panoramic vision by Tyler Jacobson on this durable, four-panel Dungeon Master's Screen. The interior rules content on this new screen has been revisited and refreshed as a direct result of feedback received from D&D fans everywhere.

The screen's landscape orientation allows the Dungeon Master to easily see beyond the screen and reach over, even as it keeps die rolls and notes hidden from players.

Provides an at-a-glance reference for the most relevant and often used in-game information, equipping Dungeon Masters of all skill levels with essential support.

An excellent resource for new and existing Dungeons Masters to facilitate inspired adventures and an engaging play experience.
https://dnd.wizards.com/products/tabletop-games/rpg-products/dungeon-masters-screen-reincarnated
PsqeYF25sqsw.png

Guildmasters' Guide to Ravnica - Maps and Miscellany
11/20/2018​
SupplementaryPhysicalThis accessory contains resources that Dungeon Masters can use to enhance the experience of running a campaign in the sprawling city of Ravnica, using Guildmasters' Guide to Ravnica, a Dungeons & Dragons campaign sourcebook sold separately that explores one of the most popular settings in Magic: The Gathering.

Contained within this durable folder are 20 laminated cardstock sheets designed for use with dry-erase markers. The pack includes the following resources to help you run your Ravnica campaign:

• 7 double-sided color maps of Ravnica's Tenth District, with helpful quick-reference information about each district (8.5" x 11")

• 11 double-sided, single-color maps of adventure sites associated with Ravnica's guilds, with helpful tables and reference information on each location (8.5" x 11")

• 2 perforated sheets of color Faces of Ravnica cards (18 cards total), with character illustrations on one side and descriptions of guild charms on the other.
https://dnd.wizards.com/products/tabletop-games/rpg-products/guildmasters-guide-ravnica-0
Prod_PsqeYFr25s2_0.png

Waterdeep: Dungeon of the Mad Mage - Maps and Miscellany
11/20/2018​
SupplementaryPhysicalHundreds of years ago, long before Waterdeep was built, Halaster Blackcloak carved a vast dungeon beneath Mount Waterdeep and stocked it with all manner of creatures from across the planes. Though it is likely impossible to map out the entirety of Halaster's domain, the maps contained herein lay out the bulk of this deadly dungeon and are certain to lead you through many hours of play.

This accessory contains resources that Dungeon Masters can use to enhance the experience of running Waterdeep: Dungeon of the Mad Mage, a Dungeons & Dragons hardcover adventure sold separately. Contained within this durable folder are 16 cardstock sheets designed for use with dry-erase markers. The pack includes the following resources to help you run Dungeon of the Mad Mage:

23 maps of Undermountain, each one representing a different level of the dungeon (8.5" x 11")
3 maps of the subterranean town of Skullport (8.5" x 11")
18 perforated Secrets cards
9 perforated Elder Runes cards
https://dnd.wizards.com/products/tabletop-games/rpg-products/waterdeep-dungeon-mad-mage-0
BdEMOuKjMd.png

Dungeons & Dragons Tactical Maps Reincarnated
2/19/2019​
SupplementaryPhysicalBring your Dungeons & Dragons game to life with this collection of twenty beautifully rendered, full-color, tactical poster maps.

Maps are a key element of every Dungeons & Dragons campaign. A map's importance in bringing your world to life can't be overstated. The same can be said for your encounter maps. Sometimes you need a visual representation of the area your adventurers are in, or perhaps tactical combat is simply the way your group rolls.

However you play, we've got you covered. Twenty beautifully rendered, tactical poster maps are contained herein, perfect for bringing any D&D game to life.
https://dnd.wizards.com/products/ta...s/dungeons-dragons-tactical-maps-reincarnated
dnd_cosr_prodimge_th.png

Curse of Strahd Revamped
10/20/2020​
SupplementaryPhysicalCurse of Strahd, one of the most popular Dungeons & Dragons roleplaying game products of all time, split into three parts: a 224-page perfect-bound adventure for characters of levels 1–10, a 20-page Creatures of Horror booklet of new monsters that appear in the adventure, and an 8-page Tarokka Deck booklet.
WARNING: THIS COMES WITH A SOFTCOVER BOOK.

A cover sheet with Strahd von Zarovich's image on one side and Strahd's monster stat block on the other.

A sturdy, four-panel Dungeon Master's screen designed for use with the adventure.

A double-sided poster map showing the domain of Barovia on one side and Castle Ravenloft on the other.

54 foil-stamped Tarokka cards, which help determine the heroes' path through the adventure.

A tuck box to hold the Tarokka deck.

12 postcards (3 copies each of 4 different cards), which you can use to invite friends to your game.
https://dnd.wizards.com/products/tabletop-games/rpg-products/curse-strahd-revamped
jkqZwnx9ljwnx.png
Dungeon Master's Screen - Wilderness Kit
11/17/2020​
SupplementaryPhysicalVenture into the wilds with this kit for the world's greatest roleplaying game.

This kit equips the Dungeon Master with a screen and other tools that are perfect for running D&D adventures in the wilderness.

The Dungeon Master's screen features a gorgeous painting of fantasy landscapes on the outside, and useful rules references cover the inside of the screen, with an emphasis on wilderness rules. The kit also includes the following:

5 dry-erase sheets, featuring hex maps, a food-and-water tracker, and rules references (wilderness chases, wilderness journeys, and the actions you can take in combat)

27 cards that make it easy to keep track of conditions, initiative, and environmental effects

1 box to hold the kit's cards
https://dnd.wizards.com/products/tabletop-games/rpg-products/dmscreen_wilderness
 
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Been playing a lot of (A)D&D in my youth, but have been an avid follower of all the new stuff in the RPG scene since then anyway, and I got myself a nice little 4E collection of PHB 1&2, MM, DMG 1&2, Heroes of the fallen Lands and the Rules Encyclopedia.

I kind of loved the trainwreck that 4E was. It's an amazingly designed system, it's just so completely not D&D.
It's good they went back to their roots with 5E, but since I already own a lot of 1E and 2E stuff, it's not really something that new for me.
 
Man one day I need to join. I bought all the starter stuff but I would rather learn by someone else being the DM.
 
Been a long time since I played D&D on tabletop. I was more into their videogames like the Baldur's Gate series and Neverwinter Nights.

Also, I'm not a fan of the current woke direction Wizards of the Coast is taking with the series.
 
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Ah, D&D. I've played a few campaigns over the last few years, I really wish I had gotten into D&D when I was younger. My wife and I have been playing with the same group for a couple years now, but we're both in the mindset of retiring entirely.

Also, I'm not a fan of the current woke direction Wizards of the Coast is taking with the series.

Yeah, blame Critical Role for that one.
 
Really? I was under the impression that Matt Mercer and his crew are pretty much nice people and don't preach SJW bullshit.
The majority of the first season of Critical Role would fall under that description. It was a group of friends that just happened to stream their table every week and they had the added benefit of being voice actors so the game was pretty entertaining. Then they started a business and started to let their fans dictate things. Mercer started including all kinds of LGBT characters and they started pandering to the shipping community. They handled representation much better in the first season, there were prominent characters that just happened to be gay/lesbian. Season two, they had non-binary characters that the cast fumbled pronouns on and were corrected instantly. It's really off-putting to listen to a show and have they/them pronouns used. I couldn't tell if he was referring to the person or the organization they worked for. After that I stopped listening entirely, but since then I've seen Matt Mercer apologizing on Twitter numerous times for "fucking up" in the eyes of the woke fanbase.

So now all these Tumblr kids are obsessed with D&D and it's essentially them making LGBT characters and getting into relationships with one another. All the adventuring and monster killing takes a back seat.
 
The majority of the first season of Critical Role would fall under that description. It was a group of friends that just happened to stream their table every week and they had the added benefit of being voice actors so the game was pretty entertaining. Then they started a business and started to let their fans dictate things. Mercer started including all kinds of LGBT characters and they started pandering to the shipping community. They handled representation much better in the first season, there were prominent characters that just happened to be gay/lesbian. Season two, they had non-binary characters that the cast fumbled pronouns on and were corrected instantly. It's really off-putting to listen to a show and have they/them pronouns used. I couldn't tell if he was referring to the person or the organization they worked for. After that I stopped listening entirely, but since then I've seen Matt Mercer apologizing on Twitter numerous times for "fucking up" in the eyes of the woke fanbase.

So now all these Tumblr kids are obsessed with D&D and it's essentially them making LGBT characters and getting into relationships with one another. All the adventuring and monster killing takes a back seat.
Hmm.. That does sound like something Matt Mercer would do, given that he seems like a genuinely good guy. It doesn't surprise me that he wanted to be inclusive but geez he shouldn't bent over backwards for the woketards like that. Now Wizards is following their example much to D&D's detriment.
 
Hmm.. That does sound like something Matt Mercer would do, given that he seems like a genuinely good guy. It doesn't surprise me that he wanted to be inclusive but geez he shouldn't bent over backwards for the woketards like that. Now Wizards is following their example much to D&D's detriment.
The show would really benefit from the cast getting off social media. The inclusivity of the show was handled more organically before it caught fire and gained popularity. The second season has SO much representation that it just comes off as virtue signaling, but to be fair that's pretty much all of Hollywood nowadays. Mercer is a good DM, but watching him apologize to Twitter for ruining their shipping pair or "outing" trans characters outside the narrative just makes him a joke.
 
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The show would really benefit from the cast getting off social media. The inclusivity of the show was handled more organically before it caught fire and gained popularity. The second season has SO much representation that it just comes off as virtue signaling, but to be fair that's pretty much all of Hollywood nowadays. Mercer is a good DM, but watching him apologize to Twitter for ruining their shipping pair or "outing" trans characters outside the narrative just makes him a joke.
A lot would benefit if they got off social media. Hell, I think you can be successful online without having to interact much with your fans. James Rolfe (aka The Angry Videogame Nerd) is still going strong despite numerous attempts to cancel him after his Ghostbusters 2016 video pissed off the woke crowd. All because he refused to acknowledge the backlash against him. The guys at RedLetterMedia too have been targets of the SJW crowd for the longest time but they refuse to apologize for their offensive jokes, with said jokes sometimes targeting these NPC losers.

The Critical role crew could have gone with that approach but I guess they wanted to open up D&D for all people, which is not bad thing in itself. It's just too bad it led to this woke shitshow in D&D.
 
Been a long time since I played D&D on tabletop. I was more into their videogames like the Baldur's Gate series and Neverwinter Nights.

Also, I'm not a fan of the current woke direction Wizards of the Coast is taking with the series.
Same. Plus I don't like how generic it has become.

But even old-timers like Monte Cook from 2nd edition caught the Mind Virus. This is an actual book from his company.

Consent-in-Gaming-Cover.jpg
 
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Same. Plus I don't like how generic it has become.

But even old-timers like Monte Cook from 2nd edition caught the Mind Virus. This is an actual book from his company.

Consent-in-Gaming-Cover.jpg
I once saw a consent form floating around the internet that a DM handed out to his players. It must be fucking tedious to have those kinds of people at the table.
 
The Critical role crew could have gone with that approach but I guess they wanted to open up D&D for all people, which is not bad thing in itself. It's just too bad it led to this woke shitshow in D&D.
As someone who is 100% current with Critical role and still enjoys watching some of my favorite voice actors develop as friends and coworkers, I will admit there is a lot of "woke coddling" to be seen with the introduction of Campaign 2. However most of their actions actually represent their personal views, so it's not so much that they are changing their minds based on decisions but feel more comfortable / obligated to address the "community" when lines are crossed for the viewers as a mass. It's overly done due to the current state of "speak out against anything you don't agree with".

As for "consent in gaming" I will say I always adapt my game to my players, ultimately that is all that matters when you are running a game for others, what they are okay with, and what they're not. When you get into areas of "professional players" so to speak it gets sloppy.

I have hard limits in games on some things regarding the sexual nature. It's one thing to accept as a table that certain things probably happen in a world such as the forgotten realms for example, but openly exploiting that at the table quickly shifts the focus of the game to something it wasn't intended to be. Other tables may accommodate such things and that's what they're for.

If a player is uncomfortable with something going on in the campaign or may come up, it's as simple as addressing the issue and doing my job as DM to make sure we all stay in check as friends and that we're all collectively having fun.

With that said I don't think it's a bad idea to discuss with players during session 0's or any preliminary conversations what they might not be okay within a campaign of Fantasy / Dark Fantasy. Whether or not you agree with some limits we're ultimately doing this so they have fun. *Edit* Not to say you have to scratch everything that gets listed, but it will ensure you have the knowledge to bring balance to the table.
 
Man one day I need to join. I bought all the starter stuff but I would rather learn by someone else being the DM.
I wouldn't call myself a pro by any means but I've been "Forever DMing" for way too long. I normally do homebrew campaigns but I'm currently taking ole El Ray and some friends through a progressive campaign of Lost Mine of Phandelver + Dragon of Icespire Peak and its attached Trilogy, Storm Lord's Wrath + Sleeping Dragon's Wake + Divine Contention

I also have Curse of Strahd and Ghost of Saltmarsh lined up for whenever we finish this set.

If you have any questions or want to just chat about rulesets etc I'm always open to a good chat. One of our players literally keeps me up for 4-5 hours a night just theorycrafting things he wants to do or build in the game, even if he knows the timeline would see it finished after we wrap up said game. He just really loves developing his character and coming up with things.

I also recommend looking into some map-building platforms to really get the creative juices flowing. I developed some maps Friday for our game Saturday and just from building those maps I came up with the hook for the night as it was generated slowly before me.

I also had to create some NPC's for the game last night that the party has been absolutely engrossed with finding. I made a pact with myself to not develop any of these things until the time came we would be going for it. Just from making the Character sheets I was able to piece together their demeanor and actions that would take place from looking at their skill/spell set. Once you get invested in your players your creativity will skyrocket based on how you anticipate their reactions.
 
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The show would really benefit from the cast getting off social media. The inclusivity of the show was handled more organically before it caught fire and gained popularity. The second season has SO much representation that it just comes off as virtue signaling, but to be fair that's pretty much all of Hollywood nowadays. Mercer is a good DM, but watching him apologize to Twitter for ruining their shipping pair or "outing" trans characters outside the narrative just makes him a joke.

On point. Twitter is just cancer in terms of people finding reasons to criticise stuff. That many creatives have given themselves over to mistakenly assuming what Twitter says is somehow an accurate reflection of majority groupthink is a huge mistake. It is weaponised social autism and shouldn't be given credence. This constant kowtowing to its mores is why increasingly media output is becoming so beige in tone.
 
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As someone who is 100% current with Critical role and still enjoys watching some of my favorite voice actors develop as friends and coworkers, I will admit there is a lot of "woke coddling" to be seen with the introduction of Campaign 2. However most of their actions actually represent their personal views, so it's not so much that they are changing their minds based on decisions but feel more comfortable / obligated to address the "community" when lines are crossed for the viewers as a mass. It's overly done due to the current state of "speak out against anything you don't agree with".
Comparing the two seasons it's pretty clear that the woke factor was turned up to 11. I stopped listening somewhere in campaign 2, but one thing I felt was influenced by the fandom was Yasha and Beau being a thing. They had zero chemistry from what I saw, but Twitter decided "hey, they are gay so they are a couple" and things suddenly started moving in that direction. The shipping community that has developed in CR is just cancer.
I wouldn't call myself a pro by any means but I've been "Forever DMing" for way too long. I normally do homebrew campaigns but I'm currently taking ole El Ray and some friends through a progressive campaign of Lost Mine of Phandelver + Dragon of Icespire Peak and its attached Trilogy, Storm Lord's Wrath + Sleeping Dragon's Wake + Divine Contention
I always DM homebrew campaigns myself. How does DMing modules compare in your experience?
 
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As someone who is 100% current with Critical role and still enjoys watching some of my favorite voice actors develop as friends and coworkers, I will admit there is a lot of "woke coddling" to be seen with the introduction of Campaign 2. However most of their actions actually represent their personal views, so it's not so much that they are changing their minds based on decisions but feel more comfortable / obligated to address the "community" when lines are crossed for the viewers as a mass. It's overly done due to the current state of "speak out against anything you don't agree with".

As for "consent in gaming" I will say I always adapt my game to my players, ultimately that is all that matters when you are running a game for others, what they are okay with, and what they're not. When you get into areas of "professional players" so to speak it gets sloppy.

I have hard limits in games on some things regarding the sexual nature. It's one thing to accept as a table that certain things probably happen in a world such as the forgotten realms for example, but openly exploiting that at the table quickly shifts the focus of the game to something it wasn't intended to be. Other tables may accommodate such things and that's what they're for.

If a player is uncomfortable with something going on in the campaign or may come up, it's as simple as addressing the issue and doing my job as DM to make sure we all stay in check as friends and that we're all collectively having fun.

With that said I don't think it's a bad idea to discuss with players during session 0's or any preliminary conversations what they might not be okay within a campaign of Fantasy / Dark Fantasy. Whether or not you agree with some limits we're ultimately doing this so they have fun. *Edit* Not to say you have to scratch everything that gets listed, but it will ensure you have the knowledge to bring balance to the table.
Hey. If people want to play a D&D game with LGBTQ representation and SJW story points, then more power to them. No one should decide how people should play out their D&D session. The problem is that the woketards with their screeching have made Wizards of the Coast cuck themselves to please these idiots. Now having a concept of race within the game is now 'problematic', Wizards apologizing for the game's history of racist overtones, calling for more gays to appear, etc, etc.

WTF? Whatever happened to letting people enjoy their fucking escapism without dragging the real world into it?
 
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I always DM homebrew campaigns myself. How does DMing modules compare in your experience?
For me module play isn't too different from homebrew because I will read the information over and over again, apply it as "guidelines" and then completely rewrite that shit. I basically treat it as a giant ad-lib. The story of the modules is decent, I prefer the approach wizards took in the dragon of icepire peak vs lost mines of phandelver. DoIP is more loose details leaving the dm to fill in the blanks vs having to cut and rework information in LmoP.

So it really depends on how much work you're looking to do, I got bored and reworked El Ray backstory for a plot hook that might or might not even happen and it turned into a 7 page pdf (I kinda have a problem).

I guess the short answer to my rambling is as long as you're invested in the players sitting at the table I find it easy to make adjustments on the fly and slowly turn a module into a home game, which is how I've approached it.
 
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No one should decide how people should play out their D&D session. The problem is that the woketards with their screeching have made Wizards of the Coast cuck themselves to please these idiots. Now having a concept of race within the game is now 'problematic', Wizards apologizing for the game's history of racist overtones, calling for more gays to appear, etc, etc.

WTF? Whatever happened to letting people enjoy their fucking escapism without dragging the real world into it?
This. This. This.

I do not agree with critical roles political stance, but look past it because I do enjoy the content. I don't get involved in the community and usually feel sorry for their table when they remove content because of adverse reactions, but that is the business they put themselves in. The noticeable difference between campaign 1 and campaign 2 also come from a ranking of financial success and development as a company. You're going to take less chances and be reserved from 1 status to the next.

As for Wotc, they took a total cop out to the public. Apologizing for a setting? Last I checked the whole allure to this game was "here's some basic rules on how to play, now go to your basement and do whatever the hell you want with it, additional sourcebooks optional"

My games adventurers have a goblin in their group and have to keep him hidden because I will have him killed by a racist farmer if they don't. And I'm the one who allowed them to have this npc be in the party.

Someone wants to play a progressive all inclusive gay Fiesta campaign? Good for you, let's face it people have been doing that for decades that's the beauty of the concept, you do you and roll the dice. But to attack a company for it to force change what's right in a fake world? Now we're just over involved.
 
I just want to know when are we having the all inclusive gay fiesta campaign?
I thought that was what D&D was now?

On another note, did anyone ever play The Oriental Adventures edition of D&D?

51YXR0TJ3rL.jpg


They also had a book for 3rd edition:

51KiJ1bcdGL._SX382_BO1,204,203,200_.jpg


And they also had a crossover with Legend of Five Rings by having the setting as Rokugan:

974284._SX318_.jpg