Transmutation: New Spells and More (Part 4)
The design of many D&D Essentials classes attempts to capture some of the rich history of past editions. With its emphasis on schools of magic, the mage makes a great chasis upon which to add...
View ArticleTransmutation: More New Spells (Part 5)
In this final installment of the transmutation series, David provides you with several new spells. Beholder’s Gaze Wizard Attack 27 You suddenly sprout several eye stalks like a beholder and...
View ArticleBreaking the 4th Wall—House Rules
In my very first 4E D&D session, the first thing my DM said to us was, “Right. First house rule—you get a +2 bonus to skill checks that are relevant to the profession you had before adventuring.”...
View ArticleTransition Scenes: Hacking Story Games for Nontactical Combat and More (Part 1)
When you look at the mechanics available to players in 4th Edition, there’s a heavy focus on combat options. Even themes and backgrounds are often geared toward, or at least chosen for, optimizing a...
View ArticleTransition Scenes: Hacking Story Games for Nontactical Combat and More (Part 2)
Brian continues his look at an option for adding transition scenes to your game by describing how to frame, play, and resolve a transition scene. If you missed the first part, you should read it...
View ArticleTurning the Tide: Morale in D&D 4E
Is it better to stand and fight to the death, or to run away when the tide of the battle turns against you? Logic and idioms say it’s better to run away and live to fight another day. So why, in...
View ArticleLegendary Locations of Midgard: Dynamic Environments (Part 1)
The world of Midgard is filled with wondrous locations, from the Ghostlight Forest in the west to the Dragoncoil Mountains in the east. Some of these extraordinary places present a challenge to those...
View ArticleLegendary Locations of Midgard: Dynamic Environments (Part 2)
We continue the look at legendary locations of Midgard in part 2 of the Dynamic Encounters series. Next up is Missala, with its tortured inhabitants. Missala, the Indolent Island (Page 140) The ruins...
View ArticleFaster Combat, Faster (Part 1)
You might have heard the following words said or written many times since June 2008, which is when 4th Edition Dungeons & Dragons was released: “Combat takes forever.” No doubt you have also heard...
View ArticleFaster Combat, Faster (Part 2)
In the first part of this series, we explored some things you could do to speed up combat without adjusting the rules. The following are three simple ways to speed combats up by making rules...
View ArticleAnnouncing the Kobold Press Community Use Policy
The Midgard Campaign Setting fan community is growing faster than an ill-advised alchemy experiment in Maillon! It’s an active, vibrant community, full of people who want to take what we’ve created...
View Article4 New Adventures from Kobold Press
Summer’s almost here! With convention season coming and school letting out, there are more opportunities to play. You could probably use some new adventures to run, yes? The Kobolds have you covered...
View ArticleThe Paragon Clockwork Mage
We didn’t have room in Defenders of Midgard for the enigmatic mage paragon path features needed to round out the clockwork and glyph magic schools, so we’re featuring them here on the Kobold Press...
View ArticleThe Paragon Glyph Mage
We didn’t have room in Defenders of Midgard for the enigmatic mage paragon path features needed to round out the clockwork and glyph magic schools, so we’re featuring them here on the Kobold Press...
View ArticleDeath Among the Dunes: Desert Monsters
With their punishing climate and near-total lack of precious water, deserts are one of the most hostile environments in existence. Those who spend enough time among the desert sands know that some...
View ArticleTransmutation: New Spells (Part 3)
With so many transmutation powers focusing on using a wizard’s transformed anatomy to make melee attacks, defense is a key concern for transmuters. The Staff of Defense class feature is the best place...
View ArticleBreaking the 4th Wall—House Rules
In my very first 4E D&D session, the first thing my DM said to us was, “Right. First house rule—you get a +2 bonus to skill checks that are relevant to the profession you had before adventuring.”...
View ArticleTransition Scenes: Hacking Story Games for Nontactical Combat and More (Part 1)
When you look at the mechanics available to players in 4th Edition, there’s a heavy focus on combat options. Even themes and backgrounds are often geared toward, or at least chosen for, optimizing a...
View ArticleTransition Scenes: Hacking Story Games for Nontactical Combat and More (Part 2)
Brian continues his look at an option for adding transition scenes to your game by describing how to frame, play, and resolve a transition scene. If you missed the first part, you should read it...
View ArticleTurning the Tide: Morale in D&D 4E
Is it better to stand and fight to the death, or to run away when the tide of the battle turns against you? Logic and idioms say it’s better to run away and live to fight another day. So why, in...
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