You ever get stuck in a rut and not know how to get out of it? That catch phrase, "Think outside of the box", will usually come to mind. The best way to get out of the box is to use a portal to someplace else, ANYPLACE else. You don't have to change the box walls, interior, anything. Just make a gateway to someplace else that frees you from the constraints you have placed upon yourself in your current world. Remember portals can work both ways, so let some crazy in to your campaign or let your campaign in to some crazy!
Some suggestions:
Portal to the Abyss
Who doesn't like killing demons? There are tons of great things needing deadening in the Abyss that even the most Lawful Good player would kill without a second thought. Spice up your play with a random vortex of power that dumps denizens of hell on unsuspecting PCs. Nothing funnier than waking up to find a Quasit on your chest!
Portal to the Planes
A vacation to another plane of existence always keeps PCs on their toes! Send them to Sigil for a day or two on a limited quest to find some artifact. Throw your PCs in to an elemental plane where some scrying NPC just happens to be waiting for them with gear to "loan" them so they can explore that plane and complete some quest they may not even have known they were on.
Portal to the Bottom Of The Ocean
My favorite. How did that crazy Kraken get in to the pond? Some long dead magic user openned a portal to the wrong place and lost control of it. Or maybe that magic user openned a portal and died before he could close it again. Or maybe that magic user openned the portal to let loose chaos on the land from the sea! Or maybe...
You get the idea. Anchor one end of a portal in your campaign and let the other end go wild!
4th Edition Dungeons & Dragons Monster Manual
Posted by Dragon in 4thEdition, Core Rule Book, Monster Manual
I do have to say that the Dungeons and Dragons 4th Edition Monster Manual is a wealth of fantastical information on individual monsters. Ideas abound on powers, abilities, features, description, and artwork to spark the imagination. Those observations aside, I don't feel this BOOK is CORE to any RULES the 4th Edition of the most widely recognized role playing game ever created. Page 4 of this book, however, is CORE to the game, as well as the few pages that define what you find on page 4.
Page 4 of the Monster Manual is the most important page simply due to the monster template found there. The rest is just made up fantastical beasts that the game creators say are "CORE RULES" but really are just fantasy beasts forced in to the game rules for 4th Edition D&D by way of the monster template on page 4. I have been playing D&D for over a decade. I have friends that have been playing since that old red boxed set. There are endless monsters to be found in my own past not to mention the infinite amount of monsters to be found online.
The mechanics of how to make a monster are very well laid out in this book. Then Wizards of The Coast precedes to list over 300 exemplary examples of how to work these mechanics of monster creation for use in the 4th Edition rules. For $35 US I expected more. Pages 4-7 define the sections of the template and 284-287 is a glossary of terminology used to fill in the various sections of the template found on page 4.
Those eight pages could be a VERY short chapter in the thinnest CORE RULEBOOK of the three, the Dungeon Maters Guide. Add a few monsters in to that section for examples and help people use their imaginations to create even more monsters that work with their campaign worlds. That would be a better use of mine and others' money. My recommendation for this book is to go read it at the bookstore, copy down the monster template (or download the SRD as it is in there on page 44, too) and learn pages 4-7 and pages 284-287. Don't limit yourself to just the list of terminology in the glossary. Create your own features and work them in to the template. The template is great, just not $35 great.
Wizards of The Coast would like to sell you on these main features:
The Monster Manual presents more than 300 official Dungeons & Dragons Roleplaying Game monsters for all levels of play, from aboleth to zombie. Each monster is illustrated and comes with complete game statistics and tips for the Dungeon Master on how best to use the monster in D&D encounters.
- Core Rulebook: The Monster Manual is the third of three core rulebooks required to play the Dungeons & Dragons Roleplaying Game.
- Quick and easy play: The improved page layout and presentation enables novice and established players to learn and understand the new D&D rules quickly.
- D&D Insider: The Monster Manual will receive enhanced online support at www.dndinsider.com.
1.) I really do have to argue that the 4th Edition Monster Manual it is required to play. This is a GAME. I require to have fun. That is it.
2.) As I stated, those eight pages are easy to understand and get you up and going. Put that in the DMG and save me $35 US.
3.) D&D Insider is a good tool, but that doesn't come with my book. I don't even get a trial. So why do I need a feature, that I have to pay extra for, to enhance my support. I didn't know I needed support to create a monster to kill my PCs?
The 4th Edition Players Handbook and the 4th Edition Dungeon Masters Guide are the only real CORE RULEBOOKS needed to play this latest edition of D&D. There are plenty of monsters in the world, I work with a few, just put their stats in to the template and go slay them!
I am always inspired by art. Paintings, sketches, music, whatever it may be. I find that just imagining a conversation with a creature can lead to all sorts of ideas. Here is a great picture of a Green Dragon. Imagine this great beast turning its head and leaning out of the picture and chatting you up. What would it say? What would you say? Would you be scared, awestruck, or just feel special and engage in an intelligent conversation over economics? Who knows!? That is the best part, just let your mind wander and capture those ideas in a journal and collect your own creative nuggets for your future stories and adventures!
Green by ~kerembeyit on deviantART
A completely under utilized "monster" in most campaigns are real life
animals. The familiarity players have with these beasts
automatically lends a sense of "realism" to any setting. Players
know how most of these animals look, smell and sound like from
childhood (or in my case monthly) trips to the zoo. The zoo is a
great place for inspiration. I have seen spider monkeys with visitor
guides that have fallen in to their exhibits.
That gave me the idea of a spider monkey that followed a party along
and would steal items while the slept and failed spot checks while on
watch. Once the party awoke to find the little deviant monkey
"reading" their map of the ruins they were in. That lead to a very
fun chase, setting off of traps as they forgot where they were, all
from a real life "monster".
Your heroes are used to slaying denizens of the nine hells, orc kings,
and other fantastical magical creations. But if you somehow have
their party dehydrated, on a savanna, surrounded by a pack of starved,
frenzied hienas they will have to get creative. Being stalked in a
jungle by a tiger, panther, or diseased orangutans can make for some
interesting gaming flavor. So visit the zoo with a camera and a
notebook for some simple yet effective "monster" encounter ideas!
Recent Posts
- Portals - Bring Spice In To Your Campaign - Oct 14, 2008
- 4th Edition Dungeons & Dragons Monster Manual - Jul 22, 2008
- Converse With A Green Dragon - Jun 21, 2008
- Real Animals - May 19, 2008
- Sprite Worker - Apr 1, 2008