Here’s the Chant: jungle giants, combat systems and failing forward

One Wednesdays I normally post a roundup of content related to Dungeons & Dragons and other roleplaying games. Here’s this week’s roundup:

For Players or DMs:

For Players:

  • ‘Player Notekeeping’ Marauding Owlbear – looks at why it’s important to keep notes as a player, and what things are good to make a record of

For DMs:

forest giant

  • ‘Frontier 5e’ Tribality – introducing a non-magical American West historical setting
  • ‘A Slew of Ones’ Kobold Press – some suggestion about how to save the game when players keep rolling critical failures
  • ‘Using Intellectual Property’ Gnome Stew – some suggestions for running games using settings from TV shows, films, novels, et cetera
  • ‘Player-awarded XP’ Dwarves in a Trenchcoat – looks at a few ways of letting players divide up experience points
  • ‘Puritans and their Weird Names’ History of Nothing – provides a list of historical Puritan names, which could be useful for non-player characters of a certain variety

For anyone who wants to reflect more deeply on D&D and other RPGs:

Content I’ve published this week:

Sigil, the City of Doors, in D&D 5e

On Thursday night last week I ran a 5th Edition Dungeons & Dragons Adventure using the Planescape setting for the second time. During the first adventure, the players didn’t arrive in Sigil, the City of Doors, until right at the end of the adventure, so I didn’t need a lot prepared. This time, however, the adventure was set almost entirely in Sigil. If the adventure had played out differently, we might not have actually left Sigil. I think this time I felt much more stretched, because Sigil is quite complex. Here’s a list of things I’d like to remember next time I run an adventure in Sigil:

  1. Get familiar with the the Cant, berk! Characters from Sigil use a very distinctive dialect of urban slang called the Cant. Having non-player character use this vocabulary really helps get across the feel of the city. I was able to slip in a bit of Cant, but would like to be more familiar before running another adventure in Sigil.
  2. Use lots of random encounters. I prepared a short table of random encounters that I could use while the adventurers were travelling between locations in the city. I used this once, early in the adventure. I wish I’d used it a couple more times, in order to give the sense that there are crowds of people everywhere and that there’s always stuff going on in the street.
  3. Get clear on how day and night works. Since the city is on the inside of a giant ring, it’s artificially lit. I needed to look into more detail about how this works.
  4. Get a good idea of where things are in relation to each other. The adventure only took part in one ward of Sigil (the Hive Ward), so I didn’t need to have a precise idea of where the Hive was in relation to other parts of the city, but I think it would have been helpful to have a map handy.
  5. Prepare some incidental NPCs – during the adventure I needed a few incidental non-player characters, because players asked who was around in the street, or because they decided to go and knock on the doors of neighbouring hovels. I managed to make stuff up okay on the fly, but it probably would have been helpful to have some prepared.

That said, there were also some things I was pretty happy about:

  1. Factions were an important part of the story. The adventurers came into conflict with representatives of three of Sigil’s factions, and I think the players got the idea of what those factions were on about.
  2. As I said, I had to make up some incidental nonplayer characters on the fly and they worked well. I mentioned that some of the adventurers decided to go knocking on doors in the Hive Ward. One of the people they met was a rather zealous worshipper of the god Pelor, and one of his co-religionists became important in the story later on – something I hadn’t expected.
  3. I was able to turn around a mistake to advance the plot. At one stage an adventurer asked if another character seemed to be telling the truth, and I said they did, when I should have said they didn’t. The adventurer who asked the question then wondered about whether the other character thought they were telling the truth but were mistaken. I ended up going with that, and their mistake gave the adventurers an opportunity to bargain for a solution to their quest.
  4. I was able to use my mistake to advance the setting. A lot of the early travel around the city went on across the rooves of buildings, so later on when I wanted a rival character to ambush the adventurers, I described him jumping out from behind a chimney. However, most of the adventurers were under the impression that they were now travelling at street level – so what was a chimney doing in the street? I was able to think quickly and said that there was a chimney coming up out of the pavement, suggesting that the houses and streets of the Hive Ward are simply build over the top of previous buildings. I decided to repeat this idea when some of the adventurers went door-knocking, by having a chimney coming out of the floor inside the house, making the occupants unhealthy.
  5. Using my dungeon master’s screen to show who the important non-player characters were. I attached my drawings of the main non-player characters to my screen, to remind the adventurers of who I wanted them to keep in mind. I also included Tony DiTerlizzi’s illustration of the Lady of Pain, in order to remind the players of her tyrannical power over the city – which nevertheless brings a certain level of stability.

I’m running another Planescape adventure this week, but I’m planning that this time we’ll spend more time on the Outer Planes again, but I’m also looking forward to running more adventures in Sigil.


A foot in each world

On Sundays I’ve been posting some illustrations I’ve made for use in Dungeons & Dragons and other fantasy roleplaying games, based on what folks on Twitter choose for me. This week tieflings were chosen, so here are three I’ve drawn, representing three of the factions (Dustmen, Athar and Anarchists) from the Planescape setting:

3 tieflings

Tieflings have become a staple of D&D, but when they first appeared in the Planescape Boxed Set they were a fair bit different to the current 5th edition. Some of them have goat legs or spikes or scaly skin. In The Planewalker’s Handbook there is a one-page table to generate random tiefling features. It gives more of a sense that a tiefling could have any kind of bizarre planar heritage. In contrast, 5th Edition tieflings seem to all be pretty similar. (To be fair, Sword Coast Adventurer’s Guide explains why they all look similar in the world of Faerun, and also allows for more diverse tieflings.)

Back to what I like about Planescape is that the diverse appearances suggest to me that although tieflings are often distrusted because of their fiendish heritage and appearances, they can’t all be put in the same box. A neat stereotype can’t be so easily applied. This line of though got me wondering about how the fiends see tieflings – do they see them as suspicious, just like humans do?

Death in D&D

I’ve been thinking about death in Dungeons & Dragons, partly because of a funeral I went to a little while ago. My understanding is that the person whose funeral we were attending shouldn’t have died. He wasn’t very old. There’s a suspect being tried in relation to the death later in the year. So you would be able to understand, there was a lot of grief.

Reflecting on the funeral got me thinking, How is it that we can sometimes approach death so blithely in a game? Normally what you do is just write up another character sheet and continue the adventure with a new character. If you put a lot of work and time into the character you’d proabbly be annoyed, but that’s it. I wonder if there are any ways that we could remind ourselves of the gravity of death when we play?


These are a few ideas I had:

  • We could suggest that surviving adventurers attempt to return the dead to their relatives. This would probably mean having to face the anger and grief of bereaved loved ones.
  • We could roleplay a funeral for the deceased character.
  • We could have each surviving character make a speech about the deceased.
  • We could roleplay a wake after the funeral where the characters speculate about what happens to the souls of the dead.
  • We could allow the death of an adventurer to direct the future path of the story, by having the surviving characters drawn into a quest for restribution.

One of the reasons I’ve been thinking about this is because of Henri Nouwen’s ideas about the illusion of immortality. He believed that our society often tries to avoid recognising the transience of life. Just like attending a funeral should help us to come to terms with our own mortality (as well as expressing our grief for the dead), roleplaying could give us opportunities to reflect on our own mortality. (Not everyone’s game needs to do that – but the opportunity is there.)

Can you think of any other ways to make death carry weight in the game?

Here’s the Chant: old spells and odd tavern owners

Here’s my weekly roundup of Dungeons & Dragons and general RPG content:


Illustration: Hanweir, the Writhing Township by Vincent Proce for Wizards of the Coast

For players:

For DMs:

For anyone who wants to reflect more:

What I’ve used this week:

On Thursday I had my first attempt at running a Planescape adventure here’s some content I used:

What I’ve published this week:

Dinosaurs, and some adventures to put them in

On Sundays I’ve been posting some illustrations I’ve made to use in roleplaying games like Dungeons & Dragons. Last week folks on Twitter voted for me to do some dinosaur illustrations, and I said I’d include some zombie dinosaurs. (The upcoming D&D adventure Tomb of Annihilation involves zombie dinosaurs.) So here’s a regualr version and a zombie version of a hadrosaurus and an ankylosaurus:


I noticed that Trash Mobs has also been designing some dinosaur miniatures, including undead versions.

I’ve also been thinking about what kind of adventures could be run involving dinosaurs in the meantime, and I thought of a couple of ideas based on exisitng stories from outside D&D.

Based on Jurassic Park

A rich and eccentric circus operator has set up a dinosaur park on an island off the Sword Coast, for the viewing pleasure of the aristocracy. Of course, everything’s gone wrong – perhaps magical wards keeping the beasts in their enclosures have failed. He needs some adventurers to go into the park to find and rescue any staff and visitors who’ve survived. Some of the adventurers might actually be rangers, alchemists or wizards who’ve been working at the dinosaur park. Alternatively, some of the dinosaurs may have escaped and begun to wreak havoc in settlements on the mainland.

I think an important theme to pick up on in this kind of adventure would be the failure of human and technological systems to contain wild nature.

Based on Terra Nova

I think there was a lot that didn’t work with the show Terra Nova, but I think the general idea could provide a seed for a story. I’d imagine a scenrio set after the Tyranny of Dragons storyline, where Tiamat and the Cult of Dragons now rule over the Sword Coast. A small group of survivors has fled to the ends of the earth, to Chult. They attempt to set up a colony among the dinosaurs in the jungle. But not everyone will agree about how the community should live together.
Another resource that I think would be useful in running this kind of adventure is the artwork from James Gurney’s Dinotopia books, which portray humans living among dinosaurs in a premodern setting rather than a futuristic setting.


Illustration by James Gurney

Running Planescape in D&D 5e


Illustration by Tony DiTerlizzi

As I mentioned yesterday in my post about OneNote, I’ve been reading Planescape content and taking note of stuff I’d like to use in adventures. I’m hesitant to start a campaign unless I know that there are players enough who are interested in persisting with a campaign. I also want to make sure I’m confident that I have a handle on the setting. So during the week I ran a short Planescape one-shot using 5th Edition Dungeons & Dragons rules. (Planescape material was originally published in 2nd Edition.)

I chose an adventure for low level characters, ‘To Baator and Back’, from the book Well of the Worlds. I didn’t find that it was a lot of trouble to run the adventure in 5th Edition. Most of the monsters I needed were in the 5th Edition Monster Manual, and I was able to find homebrew stats online for the mosnters that weren’t. I had to work out some details for the environmental hazards (eg. random fireballs and rivers of blood) on the plane of Baator. Neither of these hazards are really ‘traps’, but I was able to use the trap table on page 121 of the Dungeons Master’s Guide to make sure the difficulty and damage of the hazards was approrpriate for low-level characters.

I also found it was relatively easy to get into the feel of the setting. While I enjoy playing games set in the Forgotten Realms, I haven’t felt as well equipped to improvise on the fly when I’m running the game. My hunch is that I may have found my favored setting. I’m planning to run some more one-shots over the next couple of weeks, and then consider starting a campaign.

OneNote for D&D

For a while I’ve been looking for a decent digital tool to organise notes for Dungeons & Dragons adventures. I’ve tried Evernote, Obsidian Portal and Scabard, but none of them have really clicked. (Actually, they’ve all seemed pretty unwieldy.) I think I’ve now found the right tool, and it isn’t the one I was expecting.

A couple of years ago when I returned to using PCs, I found that Windows was now coming with a program called OneNote, which it desperately wanted me to adopt, but failed to explain why I would want to. A couple of months ago I stumbled on this reddit thread, which includes a number of people explaining how useful they’ve found OneNote as a tool for organising D&D notes.

So I tried it out (I now have it on my tablet, PC and phone) and started adding interesting content I found that I might use in D&D Planescape adventures. Last night I used it to run an adventure for the first time and I found it very helpful. It’s very easy to the the coloured tabs to create sections for locations, non-player characters, monsters, spells and then fill each of those sections with the items you need. (I moved some of the items I knew I would need to the top of the list in their sections, so they’d be easy to find.) I found it pretty easy to move between different items I needed in the filing system. By splitting the screen in could have the 2nd Edition module I was using alongside my own notes (including 5th Edition substitute stats).

The one thing I would say against OneNote is that in the tablet version of the app that I’m using it is hard to connect different notes with hyperlinks. I need to spend some time at my PC interlinking a whole lot of the notes, and if I do that it’ll make navigation easier again. (There may be a way to do this on my tablet, but if there is I can’t work it out.)

Here’s the Chant: 5E Spelljammer, Filipino/a monsters and Monty Python options

Since I’ve been reading more content on Dungeons & Dragons and roleplaying games in general, I thought I’d start doing a roundup of what of what I think is worth looking at:


Illustration: Gerald Brom

For players:

For DMs:

For anyone wanting to reflect more deeply:

My recent content:

Here’s the Chant: adventures in Chult


Illustration: Robh Ruppel

Over the weekend, during the Stream of Annihilation event, WOTC announced the next hardcover D&D adventure: Tomb of Annihilation. TOA will we set in the jungle continent of Chult. While there are the usual complaints (eg. ‘How long do we have to wait for Eberron?’) it seems like a lot of people are excited about exploring a new area of the Forgotten Realms in 5th Edition. If you can’t wait until September 19, there’s a lot of content already available which you could use to run an adventure in Chult. 

Tales from the Yamning Portal

‘Lost Shrine of Tamoachan’ and ‘Tomb of Horrors’ are both set in Chult and included in Tales from the Yawning Portal. Because Chult is a big area, you could start your adventure in Chult at one of these locations, and begin your exploration before Tomb of Annihilation is released.

2E Jungles of Chult

If you download the PDF version of Jungles of Chult from the DM’s Guild, you’ll find that there are a lot of creatures that are already in published for 5th Edition. There’s also a fair bit of homebrew content that folks have made. I’ve made a list of everything and where you can find it further down the page.

DM’s Guild adventures

There are already a few adventures set in Chult on the DM’s Guild:

Official material

I’ve made a list of creatures and monsters that are mentioned in Jungles of Chult that are already represented in 5E, with info about where you can find the content. (I’ve also included the froghemoth and grung, because it was revealed over the weekend that they’ll be in Tomb of Annihilation.)

Title abbreviations: MM is Monster Manual, VGTM is Volo’s Guide to Monsters, HOTDQ is Horde of the Dragon Queen, OOTA is Out of the Abyss, EEPC is Elemental Evil Player’s Guide, COS is Curse of Strahd, PSZ is Plane Shift: Zendikar, PSI is Plane Shift: Innistrad

  • aarakocra – MM 12, player race EEPC 3-4
  • aboleth – MM 13
  • ape – MM 317
  • baboon – MM 318
  • basilisk – MM 24
  • bullywug – MM 35; Castle Naerytar, a bullywug lair – HOTDQ 43-61; Pharblex Spattergoo, a bullywug chief – HOTDQ 91
  • chuul – MM 40
  • crocodile – MM 320
  • deer – MM 321
  • dinosaur – MM 79-80 and VGTM 139-140
  • dragon – black dragon MM 86-89, green dragon MM 93-96, blue dragon MM 90-92
  • dragon turtle – MM 119
  • elephant – MM 322
  • froghemoth – VGTM 145
  • ghoul – MM 148
  • giant centipede – MM 323
  • giant eagle – MM 324
  • giant fire beetle – MM 325
  • giant frog – use giant toad, MM 329
  • giant wasp – 329
  • goblin – MM 165-166, VGTM 40-52; player race VGTM 119
  • grung – VGTM 156-157
  • hunter-gatherer human: druid – MM 343, archdruid – VGTM 210, tribal warrior – MM 350
  • hyena – MM 331
  • hydra – MM 190
  • lion – MM 331
  • leopard – use panther, MM 333
  • lizard – MM 332, giant lizard MM 326
  • lizardfolk – MM 204-205; player race VGTM 111-113
  • mongrelfolk – COS 234
  • myconid – MM 230-232; Neverlight Grove, a myconid community: OOTA 83-94
  • naga – MM 233-234
  • piranha – use quipper MM 335, swarm of quippers MM 338
  • psuedodragon – MM 254
  • sahaugin – MM 263-264
  • salamander – MM 265-266
  • skeleton – MM 272-273
  • snake – constrictor snake MM 320, giant constrictor snake MM 324; poisonous snake MM 334, giant poisonous snake MM 327, swarm of poisonous snakes MM 338
  • troglodyte – MM 290; trogolodyte lair – OOTA 168-171; champion of Lazogzed OOT 229
  • troll – MM 291
  • vampire – MM 295-298, PSI 16-17; player race PSZ 14-15
  • wild boar – MM 319
  • wyvern – MM 303
  • yuan-ti – MM 207-310, VGTM 92-102 & 202 206; player race VGTM 120
  • zombie – MM 315-316

There are also a few monsters that aren’t mentioned in Jungles of Chult, but which I think would fit well:

  • blight – MM 31
  • drake – ambush drake: HOTDQ 88; guard drake: HOTDQ 91, VGTM 158 
  • flying snake – MM 322
  • spawn of Kyuss – VGTM 192
  • vegepygmy – VGTM 196

Homebrew material
While there are a lot of creatures from Chult that aren’t featured in official 5e publications yet, there are a number that are represented in homebrew content:

Is there anything you think I should add? I’m particularly interested to know if there is any homebrew material around for pterafolk or zorbo. If you think there’s some content I’ve missed, feel free to mention it in the comments or let me know over Twitter.