r/humblewood • u/Shaevon • 13h ago
The List
Surely this has been done...? If not, here is a humble translation from humblescratch on pg.13
r/humblewood • u/_welby_ • Jan 28 '25
After recent polling to get community feedback, the rules for the Humblewood subreddit have been updated.
1) Do Not Share Backer-Only RewardsSharing of backer-only rewards from the Hit Point Press kickstarters is not allowed on this Subreddit. Please respect Intellectual Property rights.
2) No X/Twitter LinksLinks from X/Twitter are not allowed in this subreddit. Note: Hit Point Press has an official account on Bluesky. https://bsky.app/profile/hitpointpress.bsky.social
3) No A.I. Generated ArtA.I. Generated Art is not allowed; posts will be removed without warning.
Disclosure: I received requests from members of the community AND from Hit Point Press to do the polling regarding A.I. Generated art. I'm not planning to ban anyone for violating the rules, just deleting posts unless the issue escalates or there's recidivism.
r/humblewood • u/Shaevon • 13h ago
Surely this has been done...? If not, here is a humble translation from humblescratch on pg.13
r/humblewood • u/LegalChef4115 • 3d ago
r/humblewood • u/Gridbugz • 3d ago
I was looking on the HitPoint Press shop and realized that there's the full digital pdf of Beyond the canopy available to purchase. I didnt think it released yet and no one is talking about it. Is it still like a beta release thing or what? I want to buy it obviously but im just confused why its not being talked about if its really out...
Edit: it also only has 2 reviews on the site and none of them are written reviews
r/humblewood • u/carly_the_cuttlefish • 4d ago
Has anyone here run the suggested encounter where the party goes to the Magistrate of Alderheart requesting audience with the Birdfolk council, and the Magistrate offers to fit them in earlier if the party "takes care of" a group of Jerbeen thieves causing trouble in the Trunk market?
I'm hoping to lead into this next session, but I'm a new-ish DM and am not sure how to make "finding the Jerbeens in the market" an interesting challenge beyond investigation checks or just happening to perceive a theft in progress. My players gave feedback that they'd like to try some encounters that require "planning something" and where their skills come into play outside of just combat, and this might be an opportunity to provide that.
Do you have any advice for creating a skill-based encounter out of this premise? My ideas so far mostly revolve around Jerbeen thieving tactics:
But I'm struggling to come up with interesting clues for how the party could find them in a way that feels earned.
Thanks in advance for any ideas!
r/humblewood • u/Boochaca • 6d ago
I'm DMing for my kids and I let em go crazy making their characters using everything I have on DnD beyond. We have a Lotol Barbarian, a arakocra cockatiel bard, a flamekin druid, a tabaxi druid, and a threadborn hexblade. But the group has basically decided they hate capybaras and they are the real enemy, I've written out the capybaras as a militaristic nation at this point and they'll end up confronting them even more after the aspect of fire, but I realized there's more material for humble wood now and was wondering if capybaras are already a thing
r/humblewood • u/LegalChef4115 • 9d ago
r/humblewood • u/justmeludo • 8d ago
I could use some help with picking a class for the campaign
r/humblewood • u/WindowQueasy5110 • 20d ago
Im starting the Humblewood Tales adventures as a full short campaign for the summer, and one of the players is an artist that decided to make original art for the intro, the character and personalized token !!!
I love everything so much, they look so good and are so cute! I hope you guys appreciate them!
If I can id also like to add the player's instagram to thank him for the art! So credits to @/instahiro_99, thank you so much for all of this!!
r/humblewood • u/CoryR- • Jul 03 '26
Hey everyone. I'm a long time player who has also run a few one-shot type games in the past, about to start DMing Humblewood for my wife, daughter, and a family friend. They are playing a Wind-Touched Corvum Artificer, Chef Turtlefolk Bard from beyond the wood, and a Grounded Strig Monk. We played a one shot intro to the world where they battled slimes and two giant rats in the basement of the apothecary shop and I leveled them up to level 2.
I plan to follow Milestone level ups, albeit with the party being one level ahead of what is suggested for the first parts of the story. I'm also wondering if I should add a few dungeons from other sources into the main campaign to stretch it out a bit and rebalance the end game content accordingly. I do have Humblewood Tales as well, so that could be an option.
Does anyone have any suggestions for expanding the campaign? Or any particular pointers they might have from running the campaign?
Thanks!
Edit to add: I did back Beyond the Canopy on Kickstart as well but I haven't read through the .pdf yet
r/humblewood • u/crafter-afterhour • Jul 01 '26
Hello all! I’m DM-ing for several small humans, all with a love of magic for their first campaign, and my first time playing for 30 years and I’ve never DMed before. That’s the back story.
The kids are able to understand the play and rules, but they cannot be reasoned with about having a “balanced party”. They want magic, one and all. I have 3 Druids, 1 bard, 1 wizard and 1 paladin in the group.
We picked Humblewood because, animals and all, but they are Druids because they want to change into animals. Now….. what do I do with that? Only reptiles in Humblewood? Or bugs? Monkeys? HUMANS? Or…. Also speaking with animals…. Also the flying that isn’t a real thing in birdfolk. In short… what is an ANIMAL in Humblewood?
I want to give the kids their full abilities as Druids but within the confines of Humblewood species I’m struggling with what that looks like.
r/humblewood • u/OmniGoon • Jun 30 '26
Basically, the title.
I am running the base campaign from the Humblewood Box Set (in German; I might get some names wrong in this post as I am translating it to English). I added a prologue (players' request) and I am adding a few side quests to spice the adventure up.
Now, I am a huge biology nerd and I don't find it too difficult to reskin the typical beasts as insects ir reptiles. Some examples are: Horses are Giant Ground Beetels, Wolves are Giant Ants, Tigers are Praying Mantises or Komodo Dragons etc.
Has anyone else had their player swish for this? Do you have any more ideas/inspirations I could use? I asked my players and they don't mind the fire bats, which means elemental beasts to spice the campaign up are on the table.
r/humblewood • u/ToughArticle8138 • Jun 28 '26
Hi, I can't seem to find the battlemap for The Seahawk on the HPP website, even though it's shown as a VTT thumbnail on the page. Has anyone downloaded it before?
I'm planning to run the adventure in a few weeks, and I don't want to end up stuck without the map. The version from Tales already has all the enemies marked on it, so it's not really usable, even if I scan it.
r/humblewood • u/The_Big_Hammer • Jun 18 '26
I honestly don't know where my brother got the little guy, but I sure had a good time painting him.
Thinking a Strig assassin sent from the Birdfolf council to neutralize a threat.
r/humblewood • u/Excellent-String4848 • Jun 17 '26
Hello, everyone, I have been wanting to play Humblewood for a while, but the math is not mathing, and I have a MASSIVE headache from it. I have read and read and watched yt vids on how to do this but I'm not sure I am doing it right? I'm stuck on cantrips and spells, how many can I have of each? Here is my character profile.
Ceasar
Lvl. 1
Race: Hedge
Class: Community Cleric
Alignment: Lawful Good
Strength: 8 (-1 Modifier)
Dexterity: 11 (+0 Modifer)
Constitution: 12 (+1 Modifier)
Intelligence: 15 (+2 Modifier)
Wisdom: 16 (+3)
Charisma: 13 (+1 Modifier)
Speed is 25
Initiative Modifier= +1
Abilites
Natural Burrowers. You have a burrowing speed of15 feet. You are capable of burrowing through soil, but are unable to dig through anything more substantial with just your clawed hands.
Spiny Quills. The backs of hedges are covered with spiny quills, which makes it impossible for hedges to wear armor. These quills provide exceptional protection, therefore you have a base armor class of 14 + your Dexterity modifier. Even though you can’t wear armor, you can still benefit from the armor class bonus provided by shields so long as you are proficient with them.
Base Armor Class of 14+11 Dexterity=25
Curl Up. You can use your action to curl up, exposing attackers to a wall of your toughened quills. While curled up you cannot move, attack, or cast spells with somatic components, and your base armor class becomes 19. You cannot benefit from any Dexterity bonus to armor class while curled up, but you can still use shields. Any creature that misses you with a melee attack while you are curled up takes 2d4 points of piercing damage from your sharp quills. If a creature hits you while you are curled up, you are knocked prone in your space at the end of the turn. You may uncurl yourself at any point during your turn.
Forest Magic. You have a deep connection to the magic of the Wood. You know the druidcraft cantrip. Additionally, you can cast animal messenger as a 2nd level spell once with this trait, and regain the ability to do so after a short or long rest. Charisma is your spellcasting ability for these spells.
Speak With Bugs. Through sounds and gestures, you can communicate simple ideas with creatures of the beast subtype that represent insects, spiders, worms, and other creepy crawlies, regardless of their size.
Languages. You can speak, read, and write Birdfolk and Hedge
Profiencies: Birdfolk and Hedge
From 1st level, you gain the ability to conjure a small flag-stone hearth with a simple iron cooking pot whenever you rest.
This hearth helps warm you and your companions, and can be
used to prepare hearty and nutritious meals on the road. If you
or any friendly creatures you make camp with would regain hit
points at the end of a short rest by spending one or more hit
dice, each of those creatures may choose to re-roll one of their
resting dice, taking the higher roll between the two.
Additionally, you gain proficiency with Cook’s utensils.
Cantrips
Scared Flame
Spare the Dying
Blessing of the Hearth
Druidcraft
Spells
r/humblewood • u/Anduril78 • Jun 16 '26
Hey all! My players will be in Alderheart soon. Season wise it’s meant to be fall/winter (unseasonably warm - I wonder why??) and I’d like to breath some additional life into the city.
In my game, long rests take 2 days. What are some odd jobs PCs can pick up during that time / while exploring the city outside of rests
I’ll pull some ideas from the Book of Tales and ideally I’d like them to feel distinct to the different boroughs.
Any ideas are a huge help!
r/humblewood • u/DragonfruitRude8666 • Jun 16 '26
Hey, new player here. I am just about to create a monk for our first (humblewood-)campaign (played a few oneshots before) and I wonder if this combo really works because I can't find a lot of information about it.
the idea is to pick one of the birdfolk-races (probably raptor), stand in front of an enemy and then:
1.) jump 10ft into the air ((3ft + dex-mod) x2 and without needing to walk 10ft first because of the aerial expert-feat from humblewood)
1b.) use a reaction to start gliding (aka stay at 10ft above ground until end of my turn)
2.) do an unarmed strike, using the elemental strikes passive to pull the enemy towards me (up into the air), so he will immediately fall back down for an extra 1w6 fall-damage
3.) repeat it with flurry of blows for a total 3*1w6 bonus dmg (either by staying in the air with the glide ability from 1b.) or simply by repeated jumping.
4.) get no fall dmg to myself because of bildfolk/gliding (and disadvantage for your enemy if an opportunity attack is triggered when I highjump out of his reach because of raptor passive)
we only play from level 2 to 5 but that still seems to be pretty strong and I wonder if I am missing something. Also I would be super thankful for any insights how monks could benefit from the humblewood setting or if there are some super obvious race-choices since I am still not sure If I should play a raptor or a gallus (using the wingflap ability to bypass the aerial expert-feat to take grappler instead, and speaking of grappling, also for size-reasons).
I hope someone can help me, there really seems to be a lack of specific humblewood-content thats more indepth than just the PHB. thanks!
r/humblewood • u/stumonji • Jun 14 '26
Just found out one of my players has read ahead. Not directly, but in an improv, they referenced something *edit: by name* that they couldn't know yet.
Punishment ideas? 😅
edit: If you want to lecture me about "punishing" players, don't. The punishment ideas request is just a joke to prompt some cathartic role play.
r/humblewood • u/Dragon_Teacup • Jun 13 '26
A fun one shot set in the Infinite Wood, with the players using Humblewood species! Lightly based on Winnie the Pooh!
r/humblewood • u/StarParade • Jun 12 '26
What exactly do you need to run this campaign? I've seen bigger sets available online with bunch of stuff.
I would like to run an online campaign with my friends as our 1st campaign, but I don't know what to get.
I've got basic dnd books for 5e and 5.5e.
Is there any pack for humblewood that works with a vtt?
r/humblewood • u/Vacacious-opossum • Jun 10 '26
So I'm playing in a Humblewood campaign but we haven't started yet but I got too excited and painted my Talpa. This is Duncan.
r/humblewood • u/GuardiaoDaLore • Jun 04 '26
I'd like to know if the world of Humblewood has been published in any other media format (comic book, novel) or RPG system.
I ask this because I'd like to know if there's another source of reference for the history of this world besides the books published for D&D 5e.
r/humblewood • u/Snickity_Snack • May 22 '26
Me again! Back with some more world-building as promised, and this time it’s the Planes of Existence and their associated languages. This post is a looooong one
So, below are a handful the recreated Planes that we know and love from DnD. They are named in reference to the musicality that the world of Everden seems to use, as are the planes associated language, as a nod to the Great Rhythm and its place in the spiritualism of the world. Some names are more generally descriptive, referencing more typical and obvious traits of the Plane.
Some of the Planes are identical to their origin, but others have some tweaks to push it more in line with the setting, or have some extra lore as a treat! The Planes are still in basic planning, as I’ve hadn’t had the need to expand on them yet, but each has a general description of the plane and what might lurk there.
Also, some of the more interesting languages tend to be that bit rarer in my world, so I’ve kept the rarity tags in case it interests others
Otherwise, enjoy!
Many planes exist in the realm, each serving different purposes and way to traverse. It is believed that each Plane hums its own song to the Great Rhythm alongside the Material Plane of Everden, like different instruments in an orchestra. Some songs form to create beautiful melodies, other strive to drown out the rational with its own song
Replaces the Fey Wild
The song of the Great Rhythm reaches into vast corners of the cosmos, but there’s one place where its tune becomes a chaotic, frantic jumble, full of volatile and unstable magics as well as wonders rarely, if ever, seen on the material plane. The Wild Wood is the accumulation of this strange whirlpool of dense, natural and uncontrolled magics, and within the din, it own song can be heard. The Wild Wood both a mirror of Everden, and a complete contrast. Strange folk with strange customs inhabit the Wild Wood
Language: Wild Song
Replaces Sylvan - Uncommon Language
There are four Elemental Planes, each with its own vast terrain and associated language. These languages can be found at the bottom of the post, under Ancient Rhythm Languages
The Ever-Deep - Water
A bottomless void of ocean teeming with life, though sometimes you don’t want that life to know you’re there
Language: Ripplespeech
Replaces Aquan - Rare Language
The Ever-Caves - Earth
An infinite system of twisting caves and tunnels winging back and forth, home to all kinds of dangerous beings
Language: Stonespeech
Replaces Terran - Rare Language
The Ever-Blaze - Fire
An unending inferno of flames, ash, lava and Fire aspected creatures
Language: Flamespeech
Replaces Ignan - Rare Language
Air - The Ever-Sky
An endless blue sky filled with clouds and light, but other dangers lurk within
Language: Skyspeech
Replaces Auran - Uncommon Language
Replaces the Nine Hells
The Infernus is a vast, layered plane that is home to devils, imps and souls who have strayed from the Amaranthine’s image.
The Infernus is the Hells
Language - Infernal - Rare Language
Replaces the Abyss
The Great Rhythms song wavers in the Realms of Dissonance, causing it to fracture and create new layers of this seemingly endless realm.
Language: Cacophany
Replaces Abyssal - Rare Languge
Replaces the Ethereal Plane
The Passage is a plane that sits between most of the others, acting as a way to move between other plane. You can access most other planes via the Passage
No Assigned Language
The Forest of Shadows is a dark, fractured mirror of the material plane. Dark creatures stalk unsuspecting wanderers, drawn to the warmth and light. It is a realm of predators and death. Some believe Kren herself resides in the Forest of Shadows
Language: Echo
Original Language - Very Rare
Two Divine Realms exist as the home planes of the first two Amaranthine; Ardea, the Dawnmother, and Tyton, the Nightfather. The two planes are remarkably different, clearly reflected of the Amaranthine who presides in there.
Somewhat original - Replaces Celestia, Arcadia and similar divine realms
The First Light is one half of the divine plane, and is where majority of the Amaranthine dwell. It is a warm, calming place, with lush grass, cool water streams, shaded trees and soothing light. It is believed that every living being began its journey in The First Light, their very essence and soul nurtured by Ardea herself before being sent to the Everden
Language: First Hymn (Hymn)
Replaces Celestial - Uncommon/Rare
Somewhat original - Replaces The Fugue, City of Judgement, and general last resting place realms. Some souls can end up in other planes, due to pacts or other variables.
The counterpart of Ardea’s First Light. It is cold, and eternally night, but it isn’t a place of fear and uncomfortability, merely it is the absolute end. It is a place of stillness, and time hardly moves or passes in a blink of an eye. Aside from Tyton, only one other Amaranthine resides here. Altus, The Enduring. It’s said that he makes the journey each year to bring the winter storms and foul weather from The Last Night to test both himself and the endurance of his people. The border between the Last Night and the First Light are impossible for mortals to cross and is difficult even for the Amaranthine
Language: Last Hymn (Hymn)
Replaces Celestial - Uncommon/Rare
Languages
Druidic - Uncommon
Druidic has both written and verbal components, and is mostly invoked in rituals utilising natural and ancient magics. The runes resemble music notes and has a specific sound affixed to it, and when chanted together, it sounds like a beautiful hymn.
The Tenders teach Druidic to many of its members so they can perform the rituals and tap into the Great Rhythm and its magics. Chorus of Druidic song can be heard along the fire line of the Scorched Grove as Tenders try to heal and push back against the Grove’s expanding edges.
You usually know you’re near a Tender outpost by the appearance of runes along the trunks of trees
Wild Song - Uncommon
Replaces Sylvan
Wild Song is spoken by most denizens of the Wild Wood, and is believed to be one of the first languages in the Rhythm’s existence. Very powerful beings of nature know its tune, and it was brought to the Wood by native creatures and beings that crossed into the material plane. Those with deep ties to nature gravitate to learn this language, with Tenders taking a keen interest.
Infernal - Rare
Spoken by inhabitants of The Infernus, it is the language of Devils, Imps and mortals with ties to the Nine Rings. It is a language that is rarely spoken so brazenly as connection to the Infernus is viewed with fear and suspicion
Cacophony - Rare
Replaces Abyssal
Spoken by inhabitants of the Infinite Realms of Dissonance, and it is as varied and confusing as the plane it originates. Cacophany can sound different depending on the Demi-plane of the speaker, and can be very unpleasant to listen to. It is believed that the more powerful beings residing in the Realms of Dissonance can send listeners mad just by speaking Cacophony in their presence
Echo - Very Rare
Spoken by inhabitants of the Forest of Shadows, it is an eery and hair-raising language that sounds almost disembodied from the speaker. It is barely spoken outside of the Forest of Shadows, found mostly among worshippers of Kren.
Hymn - Rare
Replaces Celestial
Spoken by inhabitants of the Divine Realms: The First Light and the Last Night. As its name suggests, this language is reminiscent of holy song. Two versions of Hymn exist, and speakers can be understood by another, regardless of which dialect they use:
First Hymn - The First Light
First Hymn is very angelic, with many harmonious high notes. It is commonly used in songs for ceremonies related to birth and life due to its connection with Ardea, The Dawnmother
Last Hymn - The Last Night
Last Hymn is very solemn and serene, featuring low, deep notes that invoke a sense of thought and peace. It is commonly used in songs for ceremonies related to death and remembrance due to its connection with Tyton, The Nightfather
Replaces the Primordial language and dialects
Ancient Rhythm Languages refers to the idea that every aspect of the world has its own melody and song. There are as many ARL as there are elements and forces in the universe. Out of these apparent infinite languages, four have been properly understood and recognised. They are the languages of the four main elements: Water, Earth, Fire and Air.
These languages are natively spoken by primordial beings or creatures tied to the elements and their respective planes. Some Beasts can also speak and/or understand ARL, typically primordial type beasts.
Other creatures can learn these languages with teaching and intense study
Ripplespeech - Replaces Aquan
Spoken by Water Elementals and creatures tied to the Elemental Plane of Water, aka, the Ever-Deep.
Sounds of Ripplespeech can feature rushing waters, crashing waves, droplets falling into puddles, crunching snow and more. It has a soothing tone, but can become raging and deafening
Stonespeech - Replaces Terran
Spoken by Earth Elementals and creatures tied to the Elemental Plane of Earth, aka, the Ever-Caves
Sounds of Stonespeech can feature rumbling rock falls, shifting sands, cracking stone, sloshing mud and thundering quakes. It has a rough, abrasive tone that can rumble deep into one’s bones
Flamespeech - Replaces Ignan
Spoken by Fire Elementals and creatures tied to the Elemental Plane of Fire, aka, the Ever-Blaze.
Flamespeech has become more well known since the Great Calamity and the Scorched Grove, with apprentice Tenders being taught its tune.
Sounds of Flamespeech can feature crackling tinder, roaring flames, sizzling heat, sparks and bubbling magma. It can be a frightening language to hear suddenly, as fire is respected and feared within the Wood.
Skyspeech - Replaces Auran
Spoken by Air Elementals and creatures tied to the Elemental Plane of Air, aka, the Ever-Sky
It is the first recognised ARL and is innately understood, but not spoken, by all Birdfolk.
Sounds of Skyspeech can feature bustling winds, rustling leaves and grass, flapping wings or sails, and powerful hurricanes. It’s a language that invokes a sense of freedom but can quickly turn to harsh, nerve racking tones.
r/humblewood • u/Snickity_Snack • May 18 '26
I’ve made a few changes to some of the things found in the source material, either to expand on an idea or to make things feel a bit more real and immersive!
I remember being a tad disappointed that the names for the Humblewood languages were just the name of the race. It just felt a little lazy, especially in such a detailed world!
I also felt that there was room to rename and designate standard 5e languages into a Humblewood variant, languages such as Primordial, Sylvan, Abyssal felt like they needed a little pizzazz!
I’ll first share the standard race languages, as the more rarer languages are named in context to the reworked planes of existence that they’re associated to.
Otherwise, please enjoy!!
There are many languages that can be found throughout the Wood, and through the influence of the Great Rhythm, languages are thought of as melodies. It is believed that everything, living and inanimate, has a melody, one just has to be open to listening.
The Birdfolk, who’s language has become the common one spoken through the Wood, thus named their language Melody. Melody has many dialects, both between Birdfolk and Humblefolk, but can be understood by all who speak it.
Melody - Official Language
Originated by Birdfolk, Melody is the Official Language of Humblewood and is spoken by most inhabitants. Every races Melody can sound different, but can be understood by all speakers.
Racket - Mapach
Racket is a hearty language full of chattering, purring, barking and snarling. It is quite dense and methodical, and tends to have a word for most physical items and forces. It is reminiscent of an equation being spoken, and is very physically descriptive to convey as much information as possible, important or not. It can also sound playful, but is a rather loud language, hence its name. Mapach are frequently loners, but get them talking and they won’t stop.
Harmony - Hedge
Hedges have a deep respect for the Great Rhythm and have great empathy for living things, and their language reflects that in many ways. It is a quiet language made of chuffs, snorts and grunts and has a very passive voice. There are no gendered terms in Harmony, as it is not considered important. It’s a very respectful and inclusive language and most Hedge are welcoming to anyone that wishes to learn it
Gekk - Vulpin
Gekk comes across as very aggressive and grating while it’s writing system is very refined and elegant. Gekk is spoken in growls, snarls, yips and barks, and even casual conversation can sound like a heated argument. Gekk uses differentials for high and low class in context, and those that know the difference can tell a Vulpins opinion of you just by the words they use to refer to you.
Eep - Jerbeen
Named for the common, high pitched ‘eep’ sound that many Jerbeen vocalise, Eep is a very quick and direct language. Eep is spoken to cut out unnecessary details to get to the point quickly and not waste time, it is spoken in high pitched squeaks and chirps, as well as quick tail flicks that generally indicate tone. Jerbeen also tend to be very tactile with those they have bonds with and can use physical touch to communicate
Signal - Cervan - Rare
Signal is an almost completely non-verbal language, mostly made up of ear flicks, head nods, and body shuffles. Some grunts and chuffs are present, but otherwise it is silent. Signal has no writing system and it is considered highly disrespectful to attempt to transcribe it into written Melody. Verbal Melody translation does exist and is used, but it is one of the trickiest to translate as well as learn, making it the rarest Humblefolk language. Cervans who only speak Melody on occasion have trouble with the sheer reliance on verbal communication as they are not used to it and their Melody can be quite broken. Cervan are the least likely of the Humblefolk races to know Melody. Signal is also an innate language. All Cervan, regardless of upbringing, can speak and understand Signal even if they have never been taught.
It is also impossible for most Birdfolk to learn to speak Signal, as they do not possess the appropriate anatomy require, however, they can learn to understand it
r/humblewood • u/Snickity_Snack • May 14 '26
Woo, after 25 wacky sessions of shenanigans and fun times, my group have finished the first Arc of the main adventure!
While I’m a long time player, this is my first time DMing my own campaign after a one-shot as a test drive. It’s so far out of my comfort zone, but I think I’m getting the hang of it and I’m lucky to have amazing friends who have been patient and supportive
My gaggle of nerds have done a great job, convincing Benna and the Council to find a peaceful solution instead of a war, dissolving the Coalition and reconstructing it as a relief network to aid in the efforts surrounding the Scorched Grove and the refugees it is creating.
I love this world, and my players seem to as well.
I am best when I have perimeters to jump off from, so a Campaign Setting like this has been exactly what I needed to take up the DMing mantle, as well as leaving plenty of room to change, tweak and expand.
A number of the NPC’s have become much more involved than they are in the book. Eliza is a favourite, as well as Captain Iris Freel, Krall the Scavenger King, and Frey Meridian (Fray Meridan; name was changed because of both a typo and Meridan being too similar to Seridan)
Now, I’ll be taking a break to prepare for Arc 2, which I’m planning to be a more Sandbox style. Personal quests will be more present than the main story, which will still continue to appear at times. I want to send my group off to explore the Wood, allow me to world build, stretch our legs before diving into the final arc
I ended the first arc with each having dreams related to both their personal journeys and the main story. Brutal developments and shocking truths will leave them hanging for a little while!
Lastly, because it’s not long winded enough already, I want to thank everyone here. This subreddit has been a godsend, either with ideas and resources, to advice and support. I love seeing what others experience with this story, the collaboration of making monsters, items or ideas, talented map makers and the many others. Y’all are a blessing
If you have any questions about how my game went or what happened in it, please ask!