It’s no secret that the world is a difficult place to grow up in. In my weekly gatherings with our Confirmation students, these astute middle-schoolers would raise questions about the events of the world and the grim realities of society. Racism, sexism, bullying, gun violence, school shootings, violence against those who identify as LGBTQIA, climate change, divorce, the list goes on. Yes, the world is a difficult place, and we might be deluded into thinking that the best response to a difficult world is to get dreadfully serious, when the best response is actually joy.
Know to find joy in the darkness is wise
So go the words of Brandi Carlile’s song “Stay Gentle”, and there is a deep and wise truth in them. Playful joy keeps us alive and keeps life worth living. Deep joy keeps us able to hope even in the most dire of circumstances. Imaginative joy opens our eyes to ways the world may yet be. Laughing joy can rid us of the bondage of all the concerns of life that threaten to weigh us down.
One of my great joys has been in playing the game Dungeons & Dragons and other tabletop roleplaying games like it. In the game I get to tell stories with friends about exploring fantastic locations, solving problems, and overcoming great adversity. I’ve had the joy of playing with kids, fellow pastors, friends, and complete strangers. These games have the potential to unlock the imagination, and the joy therein, in a way few others ever could.
That’s why this summer I am trying out a new thing in my ministry and will be hosting a new Dungeons & Dragons youth group for middle and high school students. This 7-week campaign will go up against the forces of tyranny on a fantastic and fun-filled adventure. There will be hijinks and laughter as we bond around the table and create stories to remember.
Each session will begin with the most important thing at the table, the people. After a short time of community building, we’ll take off into the world of adventure. Each session will end with us debriefing the session and talking about bringing the heroic spirit into our daily lives.
We’re still taking registrations, so if you’re a middle or high school student in the Twin Cities, Minnesota area and are looking to make friends and sharpen your spirit and your imagination, join us and be a hero this summer!
On Epiphany of this year (January 6th) the folks at the freshly minted Red Panda Publishing began their Kickstarter campaign to bring their “Adventurer’s Guide to the Bible” to life. That campaign is just about to wrap up, with less than 2 days left to back the project. And on all accounts it’s been successful thus far, with over 1000 backers and raising enough to unlock every single stretch goal.
This project takes the history and cultures of the Ancient Near East, the words of the Bible, and more legendary aspects of the Christian faith, and mixes them together to offer a new setting for D&D 5e adventures. The developers at Red Panda Publishing were kind enough to reach out to me and share a preview copy of their product, which included 138 pages of the module. That’s what I’m reviewing here.
Mixing real world religion and TTRPGs is a risky business. This is not a project that will appeal to everyone. Real world faith resists simplification and gamification. It’s simply too complex to get completely right. However, I have also experienced the richness and the fun that can come from drawing inspiration for your tabletop adventures from the Bible. In my opinion, to succeed at it takes both devotional sincerity and enough tongue-in-cheek willingness to wink at the whole endeavor and just have a bit of fun. From my experience with the material and the folks at Red Panda Publishing I think this project does just that. The Adventurer’s Guide to the Bible appears to be a thoughtful and sincere project coming from people who care about both matters of faith and having fun at the table.
An inclusivist worldview.
One of the first questions I had when looking at AGttB was how they would handle representing other faiths within the world of the project. As a pastor/theologian/person of faith, I think one of the most interesting aspects of worldbuilding in any D&D setting is deciding what to do about deities. The section on “Gods of Your World” in the Dungeon Master’s Guide is ripe with different examples, from the loose pluralistic pantheon that is most common to an exclusivist monotheism to a world without gods that is powered by the force of ones philosophies.
This is a real world question too, one that scholars and people of faith debate about all the time. How do you intellectually comprehend the vast diversity of human religious experience? Generally the different approaches to this question fall into a trichotomy: exclusivism, inclusivism, and pluralism. If we think of diety as a mountain summit and a faith tradition as a mountain trail, exclusivism would tend to believe that there is one “correct” mountain and one “correct” trail, and that other trails lead to incorrect or false mountaintops. Pluralism would tend to posit that there are multiple “true” mountains and many true pathways up those mountains. Inclusivism would say that there’s one mountain, and that the many different paths are actually all pathways up the same mountain, and perhaps one of those pathways is the clearest route to the top. AGttB more or less takes that inclusivist approach. When various religions are encountered, they are generally understood to be worshipping the same God as Jesus is revealing, even if the practitioners of those religions might say otherwise.
About the Content
The writers provide a lot of background. With using real world locations, there is a lot of background to give. They use it to paint a rich picture of the 1st Century Ancient Near East. Sometimes that background started reading more like a history book than an adventure module, but that was mainly in the introductory chapter. I think their goal is to provide enough information so that Dungeon Masters don’t have to look elsewhere to feel like they are running a well-researched quasi-historical campaign. The locations are fleshed out. The number of NPCs is vast. There is a lot of stuff to see and do.
Though there is a lot of research that has gone into this, the writers have used some imaginative liberty in a few different places. Some of the geography is adapted (for instance, the first main city of Media is an adapted version of the historical city of Ecbatana, but moved 1000 miles to the south). Some of the locations draw more from legend than from history (like the Garden of Eden and Noah’s Ark). All in all, I was impressed by the vastness of what was provided. There are a lot of places to go and explore, and I can see having a lot of fun with it at the table. With locations galore, The Adventurer’s Guide to the Bible really shines as a setting book.
The adventure plays as a follow-up to the Epiphany story of the Magi visiting baby Jesus. The adventurers are tasked with going to find the missing Magi and help fight back some encroaching evil. The villains are personifications of the Seven Deadly Sins, and each is digging into a different area of the map and extending their influence into the populace. NPCs include the Magi and a number of people from the New Testament and some of the apocryphal books of the Bible, like Tobit. And yes, Jesus makes an appearance or two.
The campaign hits quick and hard. In a departure from the standard 5e D&D design mentality, the adventuring day in this campaign is usually going to consist of a lot of exploration and social interaction and one very difficult fight, rather than the 6-8 encounters that the DMG suggests. I could see this posing a challenge to less experienced Dungeon Masters. I can also see how this allows for a much faster level progression that normal D&D campaigns usually experience, and could support the players gaining a level after each session.
One of the problems I have seen in this design is that there are a number of places where the heroes get sidelined while angels or Jesus take the spotlight. The designers have opened up a Discord channel for backers and are hoping to use that community to provide some playtesting and editing, so some of that may change, and I’m hoping it does. That’s one of the real challenges with a project like this that puts the heroes into a setting with so much history, sometimes it feels like the real plot is going on elsewhere. The designers (and the DMs who will be running this adventure) need to remember that this story, if it’s going to work at the table, needs to be a story about the characters of the players who are there. This isn’t a problem that’s unique to this product, it happens anytime an adventure is set in an established setting with other powerful NPCs running around. Sometimes the book seems to get it right, othertimes not so much.
This brings me to the biggest potential “problem” of this book. They fell victim to one of the classic blunders – The most famous of which is ‘never get involved in a land war in Asia’ – but only slightly less well-known is this: ‘Never stat up Jesus!’ The designers have promised to provide stats for the Son of Man/Son of God, stats that were not included in the preview they provided me. What was provided was the Challenge Rating, Jesus of Nazareth clocks in at a CR 9, but goes up to CR 30 in his ‘Risen” form. I’m worried about how these stats will be used at the table. In Dungeons & Dragons, if something is given stats that usually means situations will inevitably arise where the players and DMs will find a way to kill it (just ask all the villagers of Hommlet). I anticipate we’ll see a lot of stories about irreverant D&D tables celebrating that they “killed God” as soon as this adventure is released. I would rather the designers leave the God stats for the Risen Christ out of the game entirely. We don’t need megalord Jesus. As for that CR 9 stat block? I’m really hoping for something like an NPC version of the Way of Tranquility Monk from Unearthed Arcana. And I think CR 9 is probably too high. If I were designing it, I would probably just adjust some ability scores and tack on some special abilities to the commoner stat block and call it a day.
Most of the art for the Adventurer’s Guide to the BIble is on order, but there is enough out there that the style can generally be seen. The layout artists have done a great job organizing the pages and giving the book a very polished look. The character art strikes a slightly cartoony feel, in line with things like The Action Bible.
The cover image shows an elf, dwarf, fighter, and a cloaked rogue/cleric. It’s a classic D&D party, with all the classic D&D problems. Everyone is male and they all show white skin tones. It’s really an unfortunate image. Inside the art is better, with a great deal more diversity depicted and a lot fewer dwarves, elves, and people in anachronistic armor. There’s still too many caucasian people depicted for a book that’s supposed to be set in the Middle East.
The maps are sufficient and full color. The city maps draw on historical layouts from archaeological dig sites. They’re not up to the level of map that you would find in an offical WotC hardcover adventure, but they are usable and better than a lot of maps I’ve seen in official Adventurer’s league modules.
The Adventurer’s Guide to the Bible adds some game content as far as character options, unique monsters, magic items, and spells. There’s a lot here, and they try to cover a really wide design space. Unfortunately, they don’t always hit the mark. In the spells and monsters I saw, I wasn’t always clear why they chose not to use material already in the 5e SRD. Do we really need a different stat block for a guard or a noble? Giving them the same name as already existing monsters in D&D adds to the confusion. And do we need a spell called Exorcism when we’ve already got Dispel Evil and Good, which does the same thing?
There are a lot of player options, and a lot more that have been unlocked thanks to the kickstarter reaching stretch goals. The ones I saw were not all that exciting though. Their design was usually a bit clunky and not up to the quality of already published 5e options. The same goes for the new subclass options. The versions I saw were pretty clunky, with abilities that tended to be way overpowered. My favorite was probably the Bard: College of Psalms, which had a potentially interesting mechanic. I’m hoping the rough edges get worn off before final publication, but from what I’ve seen so far there’s not a lot I would use as-is at any table I would run.
My Final Opinion
All in all, my final opinion is this: The Adventurer’s Guide to the Bible is a labor of love and a huge undertaking by a team of just four people, led by Ben Maerzke. The content is largely written. From what I’ve seen this is a project that tries to balance both devotional sincerity and a fun experience at the table. They really want to get this right, and are using a private discord server for bakers to continue the editing process, with an eye towards religious, cultural, and racial sensitivity. It will be a hard project to get completely right, but from what I’ve seen I think the team has more hits than misses. Ultimately it’s got enough promise that I chose to be a backer. Maybe you will too.
At previous Pastors & Dragons retreats, I’ve had groups of up to 12 people at the table. Running a game for a crowd is difficult to do. Many people have found the sweet spot of 5e D&D to be about 4-5 players. When the table gets crowded with 6, 7, 8 (or 12!) people, a lot of folks have found that the fun begins to get lost. So how do we keep the fun with a large group?
Keeping large group D&D fun is hard for a couple reasons. The first is that the role-playing and exploration phases of the game are difficult to keep everyone engaged. The players that are naturally more outspoken can easily dominate the spotlight. It takes a lot of work to keep everyone engaged, as there is usually just one DM adjudicating all the action. This is a hard nut to crack. The DM really needs to lean into the role of inviting forward players who tend to sit back, and reminding the more outspoken players to step back. They also need to create situations that necessitate group conversations and watch out for too much 1-on-1 PC-to-NPC interaction.
The second reason that this is hard, and the one that is driving this blog post, is that combat with a large group can turn into a real slog. There’s a lot of out-of-spotlight time for players during combat, as other players are taking their turns, making their decisions about their actions, trying to assess for the best possible action to take. Battlefields are a lot more complex, and this just makes everything even more difficult to adjudicate. For this, the tool of Speed Factor Initiative is one of the best ways I have found to keep things interesting, moving, and fun.
Speed Factor initiative is one of the optional rules in the DMG. It was also a tool that was created and used in some of the earliest versions of the game. Those early versions of D&D were built for huge groups compared to what we normally see today, parties of a dozen or more. Those early ways of handling large groups piqued my interest in Speed Factor Initiative, and then the Angry GM’s blog post about Speed Factor initiative, pushed me over the edge and encouraged me to try it for myself.
To use this at my tables, I’ve created a player-facing version of my Speed Factor Initiative rules. Each player gets one. You can download a copy of my Speed Factor Initiative tool as a doc or pdf and print some out for use at your own table.
I give them the opportunity to plan their actions in an action declaration phase. Then I have everyone roll initiative. Their d20 gets placed on the sheet over the corresponding number and the initiative countdown starts the action resolution phase. “30, 29, 28, 27, 26, 25, 24, 23…” As their number comes up they resolve their actions in quick fashion. In practice I’ve found that this method of initiative works and makes combat much more engaging, much less of a slog, and a bit quicker for large groups. It’s specifically a large group technique, and grows in effectiveness the larger the group is.
The action declaration phase is more engaging because it lets everyone at the table “play” as they plan actions, discuss, set up combos, whatever. There’s no waiting while other people come up with what they want to do. Everyone is engaged in the fun. Set a timer to make this phase feel tense and keep things moving.
The action resolution phase is engaging as well, because you’re counting down through initiative and people are waiting for their number to be called. There’s tension and surprise. You’re not sure whose turn will come up next, and since all the decisions about which action to take have already been made, it goes much faster.
There’s a couple hangups with this method. The first is that people have to understand that they are effectively locked in to the actions they declared, with the option to dip out of that action and take the Dodge action instead if what they planned goes awry. This means that when their turn comes up their declared action might not be the best possible action they could take anymore. Tough cookies. You have to do what you declared, that’s the only way this speeds up play and keeps it fun for everyone. If you start letting people change their minds, you might as well just use standard initiative. The second is that in my experience this works best for in-person play. Group discussions just don’t work as well online, and that’s a large part of what makes this fun.
War is a force that gives us meaning. The clashing of armies has the power to rewrite national boundaries and change the course of history. While the standard combat rules of Dungeons & Dragons can handle fights of up to a few dozen, they struggle to adequately handle true mass combat.
The Lord of Hosts Battlesystem builds on the standard combat rules to model conflict on a much larger scale, from dozens to hundreds to thousands, while still enabling individual adventurers to lead an army’s charge against an enemy regiment, rally dispirited soldiers to rejoin the fray, or defeat powerful enemy creatures.
In most cases, when two armies oppose one another, the DM serves as the general for one side, and the players serve as generals for the opposing force. These leaders direct the soldiers that make up their armies, and everyone at the table might also represent individual champions (such as the PCs and important NPCs) who are capable of turning the tide of battle all by themselves.
To make managing dozens, hundreds, or even thousands of creatures at a time easier, similar creatures are organized into units. A unit might be a small squadron of 10, a company of hundreds, or a battalion of thousands of individuals. Each unit acts together on the battlefield, fighting until they are victorious, destroyed, or flee, succumbing to broken morale.
Each unit may have a commander, though they can also operate without one. Commanders play a key role in resolving battles, and their Charisma might be what stands between victory and defeat.
Building a Unit
Units consist of similar creatures, for example 15 Orcs or 6000 Star Spawn Manglers. In general, units are organized in sizes according to the scale of the combat being played out. The scale of a battle impacts how big of a map to use and the length of a round of combat. Refer to the Battlesystem Scale Table to determine appropriate map scales, combat round lengths, and unit starting sizes.
Battlesystem Scale Table
Time of Combat Round
# of Creatures per Unit
The starting size is the number of creatures a unit begins the battle with. As a unit takes damage, the number of surviving creatures will shrink. Starting size is like a unit’s maximum hit points, while surviving creatures is like a unit’s current hit points. Note these numbers – they will impact when the unit makes morale checks and will be refered to throughout the battle.
A unit of creatures with a starting size equal to the number of creatures per unit shown in the Battlesystem Scale Table occupies the same space on a battle grid that a single creature would occupy on a 5ft grid.
When operating as a unit, the unit’s creatures make a single initiative roll and act together as one, using the same stats and abilities as of the single creature. If a creature has an ability that requires an ally to be nearby, such as Pack Tactics, that ability is active for all creatures within the unit.
All rolls other than initiative are resolved using these modified mob rules.
If a unit’s actions result in making damage rolls, use average damage or roll damage as if for a single creature, then multiply that number by the number of creatures that scored a hit. The same applies for healing.
Example: A unit of 14 Orcs attacks an enemy unit of Svirfneblin (AC 15) with their greataxes. The player makes an attack roll and rolls a 10 on the die, resulting in a 15 to hit. 5 Orcs hit with a 15, 5 more hit with an unnatural 20, and the last 4 miss with a 10. The player rolls damage and gets 9, multiplied by 10 creatures that hit equals 90 points of damage dealt to the enemy unit.
Advantage and Disadvantage can apply to these rolls as circumstances favor or disfavor the entire unit. Critical Hits and Critical Fails apply to the entire unit as well. If a player rolls a natural 20 on an attack roll, every creature in the unit hits the target and deals critical damage. If a player rolls a natural 1 on an attack roll, every creature in the unit misses the target regardless of their other modifiers.
Durations of Spells and Other Abilities
When casting spells or using creature abilities with lingering effects (like a Ghoul’s paralyzing claws) during mass combat, the duration of these effects is measured in rounds.
Spells and abilties that have a duration of Instantaneous or until next turn happen immediately or last until the next turn, even though the time scale of combat turns is longer. Spells with a duration of a minute or longer instead have a duration equal to the number of minutes times ten.
Example: a unit of Priests who cast Spirit Guardians (with a 10 minute duration) have a spell duration of 100 rounds regardless of the time scale. Likewise, a single PC warlock who casts Armor of Agathys (1 hour duration) now enjoys a duration of 600 rounds regardless of time scale.
The potential lengthening of spell and ability durations represents the combatants drawing on otherwise hidden stores of magic to rise to the need of their comrades and the heightened challenges of warfare.
Spells that require a longer casting time have their casting time measured in rounds in a similar manner. Spells with a casting time of a minute or longer instead have a casting time equal to the number of minutes times ten.
Tracking Damage Done to a Unit
While each unit uses the statblock of its component creature, the DM and players should round the creatures’ average hit points to the nearest 5 or 10. Write down the hit points of a single creature in the unit next to the unit’s starting size.
Tip! Adjust the creatures’ average hit points up or down to reflect how the combatants have been treated by their allies and commanders, their general health and condition, the stakes of the battle, their investment in the outcome, and any other factors that you think should play a role.
Tally the damage inflicted to the unit as a whole instead of the damage dealt to individual creatures. Assume that every hit targets the most damaged individual. When the damage tally is enough to kill one or more individuals in the unit, remove them from the number of surviving creatures, reset the damage tally to zero, and carry over extra damage.
If a unit has an ability that allows it to drop to 1 hp instead of 0 hp, like Undead Fortitude or the Death Ward spell, determine how many individuals are affected by this ability and track those survivors separately as a sub-unit of the main force. This sub-unit is identical to the main unit except for the damage threshhold to kill an individual. Assume that attacks target this sub-unit first, before the main unit.
If a unit receives any healing, apply the healing to the damage tally of the unit as a whole. If multiple creatures within the unit will benefit from healing, multiply the healing by the number of creatures that benefit. If the healing is enough to completely heal one or more individuals in the unit, add them back to the number of surviving creatures, carrying over any extra healing. A unit can never have more surviving creatures than its starting size.
If a unit receives temporary hit points, determine how many creatures within the unit will benefit. Multiply the temporary hit points by the number of creatures that will benefit. These are the unit’s temporary hit points and serve as a buffer against damage. The temporary hit points are lost first and any leftover damage is applied ot the unit’s damage tally.
Special Unit Actions
As an action, a unit can reinforce an adjacent unit of similar creatures. These reinforcements renew the resolve of their allies, reversing the effects of a failed morale check and resetting the sarting size of the unit to the sum of surviving creatures in the two units. The reinforcing unit loses its turn in combat and is joined to the space of the other unit, as the two units meld into one.
If both units have a commander (see below), the commanders decide which one stays with the newly reinforced unit. The other commander immediately leaves the unit.
Movement, Reach, and Range
A unit can occupy an individual creature’s space and vice versa, but not the space of another unit. A unit can also move through any opening large enough for one of its individual creatures.
When using a grid, the speed of a unit’s movement is measured in squares, and is equal to the speed of an individual creature divided by 5. To translate this speed into feet, multiply the size of the squares/hexes by the unit’s movement speed.
Example: a unit of Hobgoblins have an individual speed of 30 feet, resulting in a unit movement speed of 6 spaces, regardless the size of those spaces. In a single round, the unit can move 150 ft. in a battle using a 25 ft. scale or 3000 ft. in a battle using a 500 ft. scale.)
A unit can make a melee or ranged attack against an enemy if any part of the unit is within reach or range (respectively) of the target. Likewise, a unit of spellcasters can use their spells to target any point that is within range of any part of the unit. If a spell’s area of effect covers any part of an enemy unit, the entire enemy unit is affected.
Areas of Effect and Conditions
TAE Damage Multiplier
Some spells and creature abilities like a dragon’s Breath Weapon attack are especially effective when used in mass combat. Their damage to a unit is multiplied based on how many targets could reasonably be caught in their area of effect. Use the Targets in Areas of Effect Multiplier table to adjust damage from area of effect spells and creature abilities. The damage multiplier represents the number of small or medium sized combatants that are caught in an area of effect. Players running spell casting units or units of creatures with similar abilities may want to jot down the TAE damage multipliers for their commonly used spells and abilities.
Targets in Area of Effect Multiplier Table
TAE Damage Multiplier
Size ÷ 10 (round up)
Cube or square
Size ÷ 5 (round up)
Radius ÷ 5 (round up)
Length ÷ 30 (round up)
Sphere or circle
Radius ÷ 5 (round up)
Size Damage Modifier
If the combatants are of a size other than small or medium, modify the rounded result of the TAE damage multiplier by the modifier listed in the Size Damage Modifier Table.
Size Damage Modifier Table
Size of Creatures in Unit
Size Damage Modifier
x 2 (round up)
÷ 2 (round up)
÷ 3 (round up)
÷ 4 (round up)
Saving Throws and Conditions
When a spell or ability requires a targeted creature to make a saving throw, the entire unit makes a saving throw using the modified mob rules above. When a unit makes a saving throw to save for half damage, the total damage dealt is reduced by 1/6 if one section saves, reduced by 1/3 if 2 sections save, or reduced by half if all 3 sections save. Likewise if succeeding on a saving throw results in no damage taken, the total damage dealt to the unit is reduced by 1/3 if one section saves, 2/3 if two sections save, and is reduced to zero if all three sections save. If a spell or ability imposes a condition, a unit is only affected by that condition if the condition affects more than 50% of the unit.
If a unit is forced to make a saving throw based on the amount of damage they have received, like a concentration check, use the damage of a single attack, before multipliers and modifiers, to determine the save DC.
Battlesystem Saving Throw Effects Table
# of Unit Sections that Save
For Half Damage
For No Damage
Against a Condition or Effect
Damage Reduced by 1/6
Damage Reduced by 1/3
Damage Reduced by 1/3
Damage Reduced by 2/3
Unit Not Affected
Damage Reduced by 1/2
Damage Reduced to 0
Unit Not Affected
Example 1: a single PC wizard directs Burning Hands (a 15-foot cone) at a nearby unit of 60 medium Orcs. The Orcs make a saving throw and 1/3 (20) of them succeed, while 2/3 (40) of them fail. Using the TAE Multiplier table, we can say that two Orcs are actually targeted (15 ÷ 10 = 1.5, rounded up to 2). The wizard multiplies the damage of their Burning Hands spell (3d6) by two to get an average of 21 damage. Since 1/3 of the Orcs succeeded on the saving throw, the damage to the unit is reduced by 1/6. So the total damage from the wizard’s spell to the unit is 18 (21 – 3).
Example 2: a unit with ten surviving Archmages could launch a barrage of Lightning Bolts (100-foot line) at a unit of 15 large Ogres. Using the TAE Multiplier and Size Damage Modifier tables, we can say that two of the Ogres are targeted by each Archmage (100 ÷ 30 = 3.33, rounded up to 4 ÷ 2 = 2). The Archmages multiply the damage from their Lightning Bolts by 2 (8d6 x 2 = 56 average damage per spell x 10 sorcerers = 560 total average damage). The Ogres rolled poorly on their saving throw and none saved, so their unit takes the full 560 points of damage, likely killing 9 of them.
A commander is a significant creature on the battlefield—usually a player character or a powerful NPC or monster. These individuals may operate independently on the battlefield, but are most effective when they are appointed to a unit.
At the begininng of a mass combat, determine who the commanders are and whether they begin the fight independent or appointed to a unit. Commanders roll their own initiative and retain their place in the initiative order even when joined to a unit. While appointed to a unit a commander shares their unit’s space and moves with them on their turn, but take’s actions on their own turn. A commander maintains their own statistics and makes their own attack rolls, ability checks, and saving throws.
Protected and Protector
As a part of a unit, a commander both protects and is protected by their allies.
A commander can force an attack targeted at their unit to target them instead. Likewise when a creature the commander can see targets it with an attack, the commander can make the unit the target instead. Any time the unit is dealt damage, the commander can choose to redirect any amount of that damage to themself.
If a commander’s unit is eliminated, even if the commander was the original intended target of the attack, the commander remains in play. A newly unattached commander can immediately join an adjacent unit without a commander or remain unattached and occupy part of the space the stand formerly occupied. If a commander’s unit is subjected to a spell or ability that forces a saving throw and has an area of effect which covers more than 50% of the unit’s space. then the commander is also affected and must make a saving throw.
If a commander is dropped to 0 hit points and forced to make death saves, they make a single save each round.
Commanding Your Forces
When joined to a unit, a commander uses their Charisma to bolster the strength and the spirits of those in their charge.
A commander on the battlefield has five new options for its bonus action: Incite, Prepare, Rally, Reappoint, and Spur.
A commander can try to inspire the soldiers of its unit to greater effort by making a DC 15 Charisma (Intimidation or Persuasion) check. If it succeeds, the unit gains advantage on all attack rolls and ability checks it makes until the end of the commander’s next turn.
A commander can order its unit to be more wary by making a DC 15 Charisma (Intimidation or Persuasion) check. If it succeeds, the unit gains advantage on all saving throws until the end of the commander’s next turn.
A commander can steel the nerve of their troops by rallying them to the fight and making a DC 15 Charisma (Intimidation or Persuasion) check. If it succeeds, the unit gains Advantage on all morale checks until the end of the commander’s next turn. Whether the commander succeeds or fails, a broken unit can make a new morale check at the beginning of its turn. (See Check Morale.)
A commander leaves its unit and becomes independent, or joins a unit without a commander.
A commander can order its unit to move more quickly across the battlefield by making a DC 15 Charisma (Intimidation or Persuasion) check. If it succeeds, the unit can use its reaction to move up to its speed.
Few soldiers want to die. After a unit suffers significant losses, the survivors might lose their nerve for battle. Rather than stay and fight, the rest of the unit tries to run away. Anytime the rules call for a morale check, the unit must make a DC 10 Wisdom saving throw.
The first time that a unit is reduced to less than half of it’s starting size, or any time it begins its turn at less than half or its starting size, the unit must immediately check morale.
If a friendly unit within sight of the unit is destroyed or broken, the unit must immediately check morale.
A Commander Falls
If a unit’s appointed commander is killed during the battle, the unit must immediately check morale.
Failing a Morale Check
If more than 50% of the unit fails the morale check, the unit becomes broken. For the rest of the battle, a broken unit must spend its turns trying to move as far away from enemy units as it can. It also can’t take Reactions. For its action, the unit can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the unit can use the Dodge action.
A commander is never broken. It can decide to move with a broken unit or immediately leave the unit at the start of any of its turns.
If a broken unit has a commander, the unit has a chance to rally at the start of its turn. If the unit is called to rally by its commander, it makes a new morale check at the start of its turn, potentially with Advantage. If the save succeeds, the unit is no longer broken. It takes its turn as normal.
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I’m joining thousands of gamers and will be dedicating time to play games and get donations from friends like YOU!
100% of the donations go to my local children’s hospital. TOGETHER we will make a difference for sick kids!
Your donation is tax-deductible and will make miracles happen for families who desperately need them. You can click the “Donate” button at the top of this page to make a safe and easy online donation.
And you can play with me!
On Saturday, August 29th, from 12:30pm-4pm Central Time, I’ll be running an online D&D one-shot called “For the Good of the Few”. With your donation of $20, you can get a seat at the table and join the game!
Here are some details about the game:
Adventure Synopsis: “For the Good of the Few” is a Level 4 D&D adventure set in the town of Brinsdale. A month ago, a deadly plague hit the population of the town. Since then, many people have passed and more still lay dying. The King’s royal army has arrived and have encamped surrounding the town, enforcing a strict quarantine. In the center of Brinsdale, Baron Lord Waylier has locked himself inside the walls of his keep and refuses to offer aid. The local church is completely unable to keep pace with the outbreak, and some of those who still hold strength to stand are beginning to plot rebellion.
You can build your own level 4 character or use a provided pregenerated character.
Google Meet and Roll20 will be used to run the game.
A group of people sit down around a table, eyeing one other warily. Each has come in search of adventure and will spend the next few hours finding it, or will leave with regret. Few talk, unsure of what to say to these strange new companions. It’s an introvert’s nightmare. And I, dear reader, am an introvert.
Games played through Dungeons & Dragons Organized Play, also known as the D&D Adventurers League, often begin in this dubious fashion. They take place at game stores, gaming conventions, and other public spaces – united in that initial awkward moment.
Thank God there is a game to play. Eventually the Dungeon Master calls the table together, you get to introduce your character, and you’re off and running with fantastic companions like Crouton the Human Barbarian and Daryush the Aasimar Bard. The awkwardness of those first 15 minutes is behind you, eclipsed by this new world of wonder that’s being created together at the table. Thank God there is a game to play; it almost makes that initial awkward moment disappear.
A great rpg like D&D can cover for a multitude of social sins. It builds community and friendships. But in my experience, at an organized play game those friendships are often felt more by the characters than they are by the actual players. Your character may have saved the life of another character at the table, but 4 hours can pass and you can leave the table without even learning the name of the person playing that character.
Now there is a lot that I love about organized play. I love that I can drop in and out of a game according to my life’s hectic schedule. I love that I can take my character to a multitude of different tables and play them with a multitude of different companions. I love my experience as a DM, where I don’t have to manage other people’s schedules and have weeks where we can’t play because schedules didn’t line up. Instead I just announce that I’m running a table and every week it is full.
But those first 15 minutes… woof!
I love home games too. I recently finished DMing two simultaneous 3 1/2 year campaigns in a shared world. It was a blast. If that awkward initial situation was happening at a home game, it’s probably right at the very beginning of the campaign. In that case we could do a Session 0. A Session 0 is a time for you to get together as people, introduce new faces, and talk about what you hope to get out of the game. You can build your characters together, co-create the world, and importantly get to know your fellow players as people. A Session 0 is an awesome thing, lots of peoplehave written aboutwhy and how to have them, but for Organized Play games the idea of a Session 0 is completely useless. There’s not enough time!
But there is 15 minutes. You might not build a lifelong friendship in that time, but you can at least start to build a sense of person-to-person community.
As a Pastor, one of my jobs is to facilitate community building, sometimes in these same tiny windows of time. As a Dungeon Master, I’ve been bringing those community creation skills to my Adventurers League games in something I call The First 15, and I think every Adventurers League DM should implement it, because that awkward initial moment? I don’t worry about those anymore.
THE FIRST 15
As the Dungeon Master, your first task is to welcome your players to the table. This is your table, and only you can share its hospitality. Make the first move and at least say, “Hello,” to each person as they arrive.
When your players are all there, invite them to go around the table and introduce themselves. Here’s where it gets important! As people introduce themselves, have them share their name and pronouns, their character’s name and the standard race/class/etc. AND ONE MORE THING.
In addition to simple hospitality, this one more thing is the crux of the whole First 15. It must be one more thing about the player, not the character. A simple icebreaker question can give the entire game session a different feel, and leave a much better impression in people’s minds when it’s over. Here is a list of great questions you can ask that will pull out that one more thing.
What are you excited about today/ tonight?
What is one thing you need to have a great game session?
What fear do you have as we begin this game?
On a scale of 1-10, where is your energy level right now?
What are you hoping for in this game?
What is one expectation you would like to set for the entire table?
What has been the best part of your day so far?
What is your favorite/least favorite thing about your character?
Besides your own PC, who is your favorite fictional character?
What is your favorite movie/book/tv show?
What power or ability does your character have that you wish you had in real life?
What is your most prized personal possession?
What color best fits your personality?
What is your favorite pillar of play (Combat/Exploration/Role Play) and which pillar would you most like to improve your play in?
Asking even a single question about the person behind the PC lets people know that they matter. A question like one of these can uncover otherwise hidden expectations, anxieties, or dreams. Having a space, however brief, to share these things before starting to play can make the whole gameplay experience better. People might hear something that helps them remember someone’s name or interests.
It’s far from rocket science, but instituting the First 15 in your game is a simple first step to an even better game.
A few months ago, my family and I went to see a movie in the
Growing up, going out to see a movie was a magical
experience, for a few reasons:
We didn’t go to see very many movies, so when we
did it was a treat!
Popcorn…slathered in butter…pure decadence…
The enormous screen. These were the days before
55 inch 4K ultrahigh definition televisions were even a whisper of a shadow of a
Now that I’m an adult, I sometimes go to more movies in a
month than I went to see in an entire year as a child.
And I can buy movie-theater butter popcorn that I can pop in
And I’m never more than a few clicks of my smart TV’s remote
away from watching tons of movies on Netflix.
But when I went with my family to that theater a few months ago, I again had a magical movie experience. No, we weren’t seeing the latest Marvel superhero movie (although those do tend to be wicked awesome!), we saw a movie from a different Disney franchise.
It was…Mary Poppins
Seriously! Sometimes we say that something, “Made me feel like
a child again,” but this movie didn’t just make me feel like a child again, I actually was a child again! I was a child again, mesmerized by the fantastical
mixture of live action and animation that so captured my imagination when I saw
the original Mary Poppins 30ish years
However, there was one thing that jumped out at me about
this movie, one thing that I consciously realized that I probably wouldn’t have
if I had watched this as a child. I realized that Mary Poppins was helping the
Banks children process complex emotions about grief and greed through their
I think that we adults often forget this. Kids do it all the
time, playing with legos, playing with dolls, playing with pieces of paper that
are actually racecar spaceships that can transform into lions.
Our imaginations are incredible tools to help us work
through the ‘stuff’ in our lives. And this is one of the huge gifts of playing Dungeons and Dragons. It is a game of
imagination, and not just our individual imaginations, but our communal
imagination as a group comes together to create and inhabit whole new worlds.
These are worlds where the fantastical is ordinary, where a well-timed joke can
be as effective as the mightiest swing of a warhammer, and where players have
the chance to live into a new reality.
I’m looking forward to our upcoming Pastors and Dragons: An Adventure of Spiritual Imagination retreat, where we will have the opportunity to exercise our communal imaginations for the sake of ourselves, our ministry settings, and the world. Who know what dreams and visions may come from this experience? When imagination is involved, the sky’s the limit! (Well, maybe the Elemental Plane of Air is the limit…or would it be the Ethereal Plane?…the Astral Plane?…)
It’s been just over a month since I put up the rules to Diamonds & Dragons, a dungeon crawling card game that my wife and I have gotten into playing.
We still really love the game, for the simplicity, the surprise, and the light layer of story that makes for an interesting card game to play when we have a spare 10 minutes.
When I first posted the rules, we mainly played with one person as a dealer and the other as the adventuring party. But since I’ve been working on a way for us both to play, and I’m happy to say that I’ve found something pretty good.
Here are the updated rules for Diamonds & Dragons, with the additional rules for playing with 2 players. It’s a great little game and I hope you enjoy it as much as we do!
I’m working on refining the ruleset for better use with Dungeons & Dragons and other tabletop roleplaying games. In the meantime, here’s an extra page that can help you start to adapt this game for TTRPGS.