I’ve been constructing more paper craft pieces! This is the inside of Arnold the Druid’s Gnome-Home rucksack - essentially I tried to create a 3D version of the drawing I made previously (see last pic!).
As you can see, Arnold has a cosy desk, a bench for his experiments, a little fold down bed, a multitude of botanical books and PLENTY of space for plants! 💚
Mother Nature’s Favorite Child – Personal plot for druids
Once upon a time, a new class was introduced to Dungeons and
Dragons. They showed up as a concept in the Greyhawk supplement and then got
fleshed out to a player character class in Eldritch Wizardry. They’ve undergone
various changes over time, but their core concept, as a cleric-like class that
wields the power of nature, has remained the same.
If you have a druid in your campaign, you have a player who just
handled you a slew of plot possibilities. Druids spend a lot of time as
guardians that stand between the wildness of nature and the bastions of
civilization. Depending on how you want to run your campaign, your player’s
druid may be someone punishing encroaching civilization for overrunning nature,
or holding back the savagery of nature from overwhelming one of the few small
points of civilization in a vast and terrible wilderness.
Having a druid in the party presents several opportunities
for good material in your campaign. Talk to your player. Were they raised by an
order of druids? Does their culture have a strong reverence for nature? Have
they been building to their powers, or have they appeared suddenly? Any and all
of these items will give you grist for the story mill.
In my campaign, the Gods battled the Primordials at the dawn
of time to prevent the destruction of the newborn world that the Gods had
created life on. This war might’ve gone on forever, but a third power, the
Primal Spirits, came in on the side of the Gods in exchange for the Gods
leaving the world to mortalkind. Druids gain their powers through a connection
to these Primal Spirits. It might be worth considering what powers grant Druids
their spells. Do they come from a God or Goddess of Nature? Primal Spirits?
Does Nature possess some consciousness that grants these powers, or do they
spring unbidden from some font of primal energies?
If there’s a conscious entity granting your druid their
power, the druid’s relationship with that power can give you story material.
Perhaps a Nature Goddess or the Primal Spirits appear to your druid and bestow
specific quests on them. Perhaps they lead the druid through signs to find lost
druidic relics or to places where the wilderness is threatened.
If you want to let your druid really unleash nature’s fury
on civilization, perhaps you can introduce a Lawful Evil society that’s
wreaking havoc on the local forests and animals, a la Saruman in Lord of the
Rings. A druid would have every excuse to engage in some righteous fury and to
bring all of the powers of the wilderness to bear to teach that society a harsh
Consider introducing one or more legendary druids into the
history of your world. Perhaps one of them was a relentless lycanthrope hunter
with a silver sickle which has been lost for centuries. A quest to recover the
sickle or another druidic magic-item is a fine storyline to pursue.
You can also look to D&D’s earlier editions for some
inspiration. In 1st edition D&D, there were only so many druids
of specific levels in the world. In order to advance, a druid had to defeat the
higher level druid in single combat and take their place. You could have
something similar in your own campaign, where druids scheme against one
another, while simultaneously trying to work together to fulfill nature’s will.
This could add levels of political intrigue in an unusual setting.
And, of course, there’s always the classic “corruption of
nature” storyline. Maybe it begins at low levels with monsters like Twig
Blights threatening those who reside in the forest. Slowly it escalates, until
corrupted treants are attacking villages. The druid’s investigations can
eventually uncover a seeping contagion in the forest’s water-table that they
may track back to its source. The source could be a demon, a mad fey, or a Far
Realm entity that’s warping all that is natural and good.
I hope this article gives you some inspiration for stories
to use in your own campaign. The druid has such a great plot-hook, it’s well
worth delving into.
Started a new dnd campaign with this kenku bard. His instrument of choice is anything he can hit with his drumsticks.
He lives to spite and mock two arrogant elves in his party by throwing their own words back at them when the time is right, as well as forging their signatures. He managed to stow away on a ship because he looked like a garbage heap 😩👌
Play as a wizard that can conjure up a spell for any occasion. Whatever it is, he’s got you covered. But he’s so bad at taking care of himself that the only reason he’s still alive is that his familiar takes care of him.
Just the most exhausted pseudodragon ever. Correcting all their master’s formulas, pulling him to the side when something explodes, fixing him eggs so the idiot doesn’t end up eating the shells again. The poor baby.
Crossing the Portal – Moving from one campaign to another
Hullo, Gentle Readers. Our Question from a Denizen this week
comes from rolewiththeroll, who has quite a predicament. They ask, “One of my
campaigns ended abruptly recently, and I love my character for said campaign
quite a lot, but I’m having trouble reworking him into another campaign that I
may be joining soon. Do you have any tips on adjustment from one campaign to
I’m sorry to hear about the campaign you were in ending
abruptly, rwtr. I know that can be a bummer. I have so many characters I love
sitting in Limbo, waiting to see if the GM will ever return to those games. I’m
glad you found another campaign to join, but I get that this can be tricky.
Your question doesn’t make clear why this is tricky: maybe
your character replied on specific rules that your DM doesn’t allow in their
campaign. Maybe the group doesn’t need another fighter, so you’ve been asked to
find a way to make your character a healer instead. Maybe your character’s
backstory doesn’t really jibe with the new world you’re going to be playing in.
It could be anything, but, because I don’t know the specifics, I can really
only offer general advice. Hopefully you’ll find it useful.
Ironically here, my first advice may sound faintly familiar.
Talk to the Dungeon Master. Communication is always key in making sure both you
and the DM have similar expectations. Maybe in the original campaign, your
half-orc paladin was a cleric of a nearly unknown orcish god of chivalry who
was all-but-destroyed ages ago by Gruumsh. Looking over the DM’s packet of
info, you don’t see any such deity. It’s time to sit down with the DM and tell
them about your character. Maybe your DM will say, “Well, there wasn’t such a
god in my campaign, but I really like the idea, so let’s add them in.” Or maybe
they will say, “I just don’t think that fits well into my campaign. What about
Hieronymous, patron of paladins, instead? Maybe you were raised by a rebellious
group of orcs out in the wilderness who choose to serve Hieronymous instead of
Gruumsh?” This might work for you, or you might find some other, similar option
My second piece of advice is to try to get to know the new
setting you’re in. If the campaign is set in Oerth, or Athas, or Krynn, or
Toril, or another of the many worlds that D&D has developed over the years,
then you’re in luck. There’s a lot of material out there to read in order to
get roughly familiar with the setting your character will be from. If not, ask
your DM if they have a website or a primer or something similar. Once you have
a stronger idea of what the setting is like, you can better assess how your
character might (or might not) fit into it. For example, if you want to play a
character hailing from a vast desert, it’s going to be tricky if your DM says
that the world is spanned by nothing but tiny islands. Likewise, if you want to
play a cleric, it’s going to be tricky if the campaign is set in Krynn, ten
years after the Cataclysm, when the gods stopped granting spells to mortals.
It could also be a good idea to talk to the other players. If
you have your heart set on playing a rogue, but the rest of the group really
needs a healer and has two rogues already, this might not go over so well. They
may also be able to give you some insights into the game and campaign world to
help you see if there’s a way for your concept to work with some modification.
If it doesn’t seem like your character is going to fit well,
or if you’d have to modify your character past recognition to make it fit, you
may want to consider creating a new character. My half-orc paladin, Rukh, for
example, I’ve played in two campaigns. Neither one lasted for a huge amount of
time, but I don’t know if I’ll try again in another game. I’ve always got more
ideas for characters I want to play, so I don’t mind coming up with something
I hope that helps, rwtr! If you need more specific advice,
let me know.