The Earl of Lemongrab and Antagonists

“I have to use my sound sword now! It’s a sound sword!”

-Lemongrab, Earl of Lemongrab

The current trend of power fantasy poses some interesting challenges for the modern GM. Anecdotally speaking, players are less fearful than ever, and engagement is only the barest of excuses to quip and preen. Again, this isn’t every game. Nor is it every player. It’s just a common enough trend amongst the people I know and the games I hear about to warrant some discussion. Let’s say you are in this situation. Fear isn’t something the party is willing to acknowledge, and being continually on the edge of death in combat can wear on any group. Variety is the spice of life, bro. So, what can you do to present a challenge to the players that encourages players to engage on multiple levels without violence and fear? When life gives you lemons, make Lemongrabs.

Adventure Time for D&D 5e – Part 5: Traps, Hazards & Monsters

Back in 2014, I ran a 4th edition D&D game set in the world of Adventure Time. I used a fantastic Adventure Time homebrew mod of D&D 4e, by Bloodghost, to run the game. I thought it might be a good idea to take my notes from running an Adventure Time campaign and Bloodghost’s homebrew to provide a base to run an Adventure Time campaign in 5th edition. This week we conclude the series by providing some ideas for Traps, Hazards & Monsters that can be used in an Adventure Time game or any D&D game.

Adventure Time for D&D 5e – Part 4: Magic Items & Spells

Back in 2014, I ran a 4th edition D&D game set in the world of Adventure Time. I used a fantastic Adventure Time homebrew mod of D&D 4e, by Bloodghost, to run the game. Last week I wrote about Alignment, Feats, Weapons & Equipment for an Adventure Time campaign in 5th edition. This week I’m looking at Magic Items and Spells for a game set in Adventure Time or any setting.

Adventure Time for D&D 5e – Part 3: Alignment, Feats, Weapons & Equipment

Back in 2014, I ran a 4th edition D&D game set in the world of Adventure Time. I used a fantastic Adventure Time homebrew mod of D&D 4e, by Bloodghost, to run the game. After writing about Species and Classes for an Adventure Time campaign in 5th edition, I thought it would be good to look at some more stuff to support players in the Land of Ooo. This article looks at alignment, provides 3 new feats and a bunch of weapons and equipment you can use in any D&D game.

Adventure Time for D&D 5e – Part 2: Classes

Back in 2014, I ran a 4th edition D&D game set in Adventure Time‘s Land of Ooo. I used a fantastic Adventure Time homebrew mod of D&D 4e, by Bloodghost, to run the game. Last week I wrote about new races (species) for an Adventure Time campaign in 5th edition. This week I’ll be drawing from Unearthered Arcana, D20 Modern, Modern Magic and the 4th edition homebrew along with providing my own ideas to look at which classes fit an Adventure Time campaign and 2 new homebrew options you can use in any D&D game.

Adventure Time for D&D 5e – Part 1: Species

Back in 2014, I ran a 4th edition D&D game set in the world of Adventure Time. I used a fantastic Adventure Time homebrew mod of D&D 4e, by Bloodghost, to run the game. After writing about post-apocalyptic fantasy settings last week, I’ve decided I wanted to take a crack at providing some support for running an Adventure Time campaign in 5th edition. I’ll be drawing from D20 Modern, Modern Magic and the 4th edition homebrew along with providing my own ideas. This article is part 1 and provides a bunch of new species you can use in any D&D game.

WoC & Creator of Adventure Time Collaborating on Secret Project

I’m a big fan of Adventure Time and even ran an Adventure Time homebrew campaign for D&D 4th Edition last year. Earlier this week on Twitter, Chris Perkins revealed that Wizard of the Coast is collaborating with Pendleton Ward (creator of ADVENTURE TIME) on a future D&D story. I’m a big fan of anything Pendleton Ward creates, so I’m looking forward to seeing what materializes.

The speculation can go anywhere, but here are three ways I can see this playing out…

Adventure Time – Session #1

Session Info

Today’s was our first try at playing with the Adventure Time homebrew rules.

Overview

Princess Bubblegum is looking for new champions to save Ooo from a dire threat (where are Finn and Jake?) and has called on new heros.

Our brave group of level 1 heroes:

Most of the character drawings were drawn by Skuld (who plays Ignito). Awesome work.

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  • Shiny – Warrior from the Crystal Dimension
  • Doc O’Mally – Doctor for hire from the Breakfast Kingdom
  • Ignito – Wizard from the Fire Kingdom
  • Bro Bear – Bear minstrel who does remember much other than his head still hurts.
  • Lux – Daughter of the Dean of Clouds, she is taking a semester abroad to adventure.
  • Raxi – Ghostly thief with a mysterious past (and she is dead)

Session Highlights

  • The group answered the call to come to the Candy Kingdom and help Princess Bubblegum… but they had a little trouble with bandits along the way.
  • When they arrived in the Candy Kingdom, Princess Bubblegum was gone and many citizens and most of the Banana Guard were frozen.
  • After some quick investigation (and thawing), the group found out princesses all across Ooo were disappearing. They decided to visit the Ice Kingdom to get to the bottom of things.
  • Our heroes came up with some crazy backstory details,  and rolled for fun stuff such as distracting feral cats from attacking with the smell of tuna, catnapping a cat and chasing someone through a solid wall.
  • What will our heroes waiting for them when they arrive in the Ice Kingdom?