Dungeons & Dragons – Post Stream of Annihilation Content & Competition
We hope you have been enjoying the Stream of Annihilation. If you didn’t catch today’s stream (3am-3pm AEST) don’t fret as the stream is back tomorrow at the same time. Meanwhile we have some fantastic content of our own to share with you.
First up is the very first episode of a (hopefully) ongoing series of videos entitled ‘The GM’s Toolkit’ hosted by our very own Marat. In our first episode he’s joined by our own Sarah and special guest David ‘Dungeon Dave’ Harmon from Dragon Friends who are appearing on the Stream of Annihilation this weekend.
Thanks to Wizards of the Coast we also have some Dungeons & Dragons goodies to give away –
Volo’s Guide to Monsters (Alternative Cover / Limited Edition)
Sword Coast Adventurer’s Guide
Tomb of Horrors Cloth Map (Exclusive Promotional Item)
Dungeons & Dragons Stickers
2x Neverwinter MMORPG Owlbear mount (Tiger stripes for PC, Green for Xbox)
Total RRP: $119.90
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Of which we are going to split into two prize kits –
Kit A – Volo’s Guide to Monsters (Alternative Cover / Limited Edition), Dungeons & Dragons Stickers and a Neverwinter MMORPG mount.
Kit B – Sword Coast Adventurer’s Guide, Tomb of Horrors Cloth Map (Exclusive Promotional Item) and a Neverwinter MMORPG mount.
How do you win this delicious swag? Simply post in the comments below one of the following –
- A brand new 5th Edition creature.
- A brand new 5th Edition magic item.
- Your 5th Edition home rule.
- Best advice for Dungeon Masters.
- A short scenario synopsis.
Make sure you also mention which prize kit you would like and ensure you use a legitimate email in the appropriate field when leaving a comment (Don’t worry only we can see it) so we can contact you if you win. This competition closes midnight Saturday 10th of June 2017 (AEST) and is open to Australian residents only. We’ll have our resident 5th Edition expert Ivan go over the entries and pick two winners who will be notified via email.
You’re welcome to enter twice (once for each prize kit), if you enter a third or more time we appreciate the tips but we wont consider them for the purposes of this competition, so make sure your first entry (or two) are amazing!

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About The Author
Toby
Tabletop gaming is in my blood. My father used to play miniature war games in the 70′s and 80′s (Napoleon, Rome, World War I and II, etc) and then discovered Dungeons & Dragons in the very early 80′s. He taught me how to play D&D when I was only 10 years old. I’ve been hooked on tabletop gaming ever since. Growing up I spent a lot of time playing D&D, Hero Quest, Fighting Fantasy, Magic: The Gathering. Fast-Forward 1000 years and here I am now. I use to own a tabletop gaming store in Bayside Brisbane (twice) but now I focus mostly on ATGN and playing tabletop games with my friends. Life is good.
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Best advice I can give for dungeonmasters, don’t be afraid to kill a PC because in the end it’s the party vs the DM and there’s only one of you.
Great episode, the Host and guests were entertaining and informative and all of you seemed very comfortable in front of the cameras. Looking forward to your next episode. For my contribution, and entry 🙂 to the comp,:
The best piece of advice I can offer is your players often come up with more fun and exciting ideas than you do when you’re planning out an adventure/scenario. If a player throws and off hand remark about something that just happened, and its gets some positive reception around the table, and you also think it sounds like a blast, and you think you can actually do it with out making any game breaking changes…Then go for it!
This is one of the moments where memorable games are made.
Last week I was running a game of 5th edition in a low fantasy warhammer-esque setting, it was a one shot, it was brutal, and it ended in a TPK about half way through the play session. One of my players says’ “So is this where we become the monsters and go raid the village our characters are trying to defend?”
I had planned to set them up as a secondary group of villagers later in that day for the village defence, but I could see everyone thought it would be a hell of a lot of fun. I took the hint and said, “Hell yes that sounds awesome!”
I had them each make some rolls to somewhat randomise the monsters from my prepared encounter they would play and let them run through raiding the village. They mercilessly slaughtered the defenders, took many captives to sell to a nearby settlement of Goblins, and looted a lot of food and useful items. As well as consuming beastly amounts [they were a herd of beastmen :P] of alcohol form the village public house.
We managed to have a show down in the Elders house with the blacksmith, the carpenter, two farm hands and the Mayor, the player playing a beastman shaman hunted down the village wise woman and had a spell caster showdown.
It was indeed awesome. I had a great time running it and many great moments of RP, combat, and evil doing were had.
I have heard this advice form many people I admire and respect in the GMing community and have tried to take it when ever I see that moment. I am glad I saw it last week, it was a session that made me glad to be a DM/GM and had us all looking forward to our next game.
I am returning o the gaming table after about 10 years and that was my first session in all that time. Was a good night and reminded me why I missed RPGing so much. If I am lucky enough to be considered worthy I would like to receive Kit B as I have never run a Sword Coast campaign and would love to do so with 5E.
Thank you for taking the time to read my wall of text 🙂
Cheers,
Don
well i have two amazing house rules we use. well one rule and a system tweak but regardless.
The first is critical failure. in 5th ed a 1 is an instant fail. but that is it, this is great but not nearly as good for telling stories about games i have found that people remember the games with then highest highs and lowest lows.
so on a critical failure i get the offending player (or monster, its only fair) to roll a d100 on an even number they fail and i use storytelling to give them a minor inconvenience for the next turn. On an odd number i have the bad times go to 11, were talking weapons leaving the hands. random manifestations of ghostly marching bands to accompany sneaking rogues you get the picture, i always try to make the event fit the task and the timeing of what was trying to be accomplished.
if the roll a 1 or a 100. well it just gets worse from there 😀
The second is something i picked up from a game run by a friend (thanks zane) was an idea called skill challenges. this man is the devil incarnate, as is this idea and i love it.
at a random point during an adventure usually when some action is going down you declare “skill challenge” and the rules are simple.
the Dm sets a Dc he feels is appropriate say DC14
each turn a player must use decide on an action to take and then make a related skill check Vs the set dc.
A player may not use the same skill twice during a single skill challenge.
A player may not use the SAME skill the player before him used.
the team must get (player count +1~3) successes. before they get (player count -1~2) failures.
as a rule i use i have Critical fails and Critical successes count as 2
example after three rounds of skill checks our dwarf fighter used his arcana skill (+1) to
“use me real good learnin with magik tomes n scrolls to kick a big nasty devil thin in the coddlies so the big un will eff off”
they were out of fails and the next player was out of skills he was proficient in. he rolled a 20. for the double win. they collectively lost there minds. my players loved this. they still talk about it.
Best GM advice I have to give…
Firstly, everone at the table is supposed to be enjoying themselves, even the GM. If youre not having fun the players aren’t having the best fun they can have.
Figure out if you can, the drives of the players at the table. I’ve a couple of players whose biggest kick is to try to drag the party into TPK situations. Another is all about social power. Try to adapt to left everyone get their own style of fun at the table. Chat to folk outside session time to make sure they get with the program.
One of the best little bits of gaming writing I ask folk to read is Burning Wheel’s Hub and Spokes core rules concepts. About 20 pages, but really about player character investment. Use those personality traits to further the game, after those not relevant to the campaign, discuss it with the players. Get them emotionally engaged and the game becomes more enjoyable for everyone.
Once they are emotionally involved, screw the players with story, not with violence. The best example is from my buddys campaign…
We ended up escorting a princess across the countryside, for like a year of playtime and campaign time. She became very fond of one PC, and he of her. All very proper and decorous, he clearly hoped to win her hand, but she was engaged to another. On the way to the heart of our Empire we rescued the Emperess from demonic kidnappers, and then shortly after our hero fought a duel of honour and killed the fiance of the princess. We thought things were really going his way when the Emperor asked for an official audience to give us rewards for service… the PC hero was granted the hand in marriage… of a different Imperial Princess. They look on the faces of the players around the table was gold.
Plenty of water at the table, staying hydrated keeps you sharp at the table.
Kit B for me… can’t beat a cloth map.
I loved the video. It was useful and entertaining.
The advice I have for DMs is do that thing you’ve been thinking about and talking about doing forever. Jump in feet first, take the risk, run that game. You’ll never know how awesome it could be if you don’t actually get into it. This goes for new and old DMS alike as well as for players. This is advice I need to take myself.
Kit A would be fantastic. I want to get my hands on some Volo
My tip for DMs is that there shouldn’t ever really be a ‘questgiver’ or someone who pays the characters to ‘fetch, kill, or rescue’. Instead, give the characters a reason to want to do whatever quest you want by giving them intrinsic (personal) reasons for doing it. You can back this up with extrinsic (i.e. money or other rewards) stuff, but that should just be gravy. A questgiver is then more someone who knows information that can help the characters reach their goal. It’s less ‘videogamey’ and more real world and engaging for the players.
Instead of one extremely detailed idea, I’ll do a few less defined ones.
Creature idea –
Thieving Goblin (Name is a work in progress)
Stats are based on a regular goblin, but beefed up somewhat.
Special ability – Steal Weapon.
The goblin can, as a full round action, steal any held weapon from any target adjacent to the Goblin. The target gets a reflex save. If successful, the Thieving Goblin makes a single attack versus the same target. The Goblin suffers all normal penalties for attacking with a weapon it isn’t proficient with.
Magic Item idea –
Cup (Haven’t thought of a name yet)
5 times per day, when the cup is filled with any liquid, that liquid can be transmuted to any other food-based liquid that is non-toxic. The transmuted liquid can be hot or cold. The transmuted liquid is always non-magical.
Advice for a GM-
Play first and play lots. Understand the rules of the system before trying to run them. Let the players help guide the game instead of forcing them to adhere to a rigid script. Talk to other GMs and read online resources to get more help. I hear there is a pretty good series here on ATGN called Behind the Screen.
Most of all, don’t say “no”. Work around it, think of different words, find other options.
If by some freak chance of nature I manage to win, then kit B is the way to go. That cloth map looks amazing.
My advice to a DM, is have a roughly planned scenario but don’t be scared to let your players guide the story. To do this I have a list of NPC, Monsters and Towns and building names written in the back of your book.
The last page of my DM book is filled with 20-30 NPC names, 5-10 towns & 10 monster configuration with Bosses. Just in case the party changes my original story. As I find trying to come up with a name or a group of monsters on fly tends to make you fumble and back up the story a little.
I can’t tell you how many times my party has surprised me and done the opposite of what I thought and the last page has saved my bacon lol.
Hey, here’s a monster entry for Kit B:
The Animus
The Animus is a surviving shard of the mind of a greater outsider, or perhaps a minor deity. It does not have a body of its own, and haunts the realm of dreams in search for a way to make itself whole. It searches for dreamers. It courts the dreams of those who are troubled by struggle as a soldier courts death on the battlefield. It will begin appearing as a part of the dream, a companion to whom the dreamer may feel comfortable confiding their upcoming struggles. It’s not uncommon for troubled minds anticipating great toil to search for an outlet, and even if the dreamer remembers it the next day they may write it off as a fancy born of their own trepidation.
The Animus is waiting for them the next night, and the next, in the guise of a friend. Often it gives sage advice, and its words become easier to remember upon waking. The dreamer may find with some surprise that the Animus’ advice often pans out. More than one person has spent their evenings eagerly awaiting the coming of sleep to take counsel with their patient, friendly mental figment.
Then the Animus offers to help the dreamer while they’re awake, and if accepted its aid is an incredible boon. However, the more it is drawn upon, the more of the host’s mind the Animus consumes and supplants with itself – nearly imperceptibly.
STATBLOCK
Animus
Medium Fey, Lawful Evil
Armor Class: 18
Hit Points: 210 (28d8+84)
Speed: 0ft., fly 60ft
Stats:
STR 6 (-2)
DEX 16 (+3)
CON 16 (+3)
INT 12 (+1)
WIS 14 (+2)
CHA 18 (+4)
Proficiency Bonus: +5
Damage Resistances: acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from non-magical weapons
Damage Immunities: cold, necrotic, poison
Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: darkvision 60ft., ethereal sight 60ft., passive Perception 11
Languages: Telepathy (60ft)
Challenge 16 (5,900 XP)
Traits:
Somnotic Etherealness: The Animus enters dreams from the ethereal plane and has no presence on the material plane naturally. When interacting with a dreamer it can be seen in the Border Ethereal, appearing to converse with the sleeper’s body.
Antimagic Susceptibility: An Animus possessing a target is silenced while its target the area of an anti-magic field. If its target is targeted by dispel magic, the Animus must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.
Incorporeal Movement. The Animus can move through other creatures and objects as if they were difficult terrain. It takes 5 (1 d1 0) force damage if it ends its turn inside an object.
Otherworldly Perception. The Animus can sense the presence of any creature within 60 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.
Dual-Nature: The Animus has two distinct sets of actions depending on whether it is possessing a target or has been exorcised and contained. If it is possessing a target, use the ‘Form 1’ actions block. If it has been exorcised and forced to appear on the material plane, use ‘Form 2’.
Vulnerable to Exorcism: The Animus can be forced out of its host through the use of a Dispel Good and Evil spell. Upon being forced out, it returns to the ethereal plane and will attempt to make good its escape, vowing vengeance upon those who robbed it of its meal. If the host is first placed within a Magic Circle, however, the Animus is unable to escape and is forced onto the material plane in ghost-like guise (Form 2). Doing so will enrage the Animus and it will attempt to slay those around it; though it carries no weapons, it has formidable magical abilities. Note that if the Animus had substituted the entirety of its host’s Charisma, then the host is rendered unconscious, as the Animus leaves their body and takes all of its ‘substitution’ Charisma with it, until such a time as their Charisma score rises to at least 1.
Form 1:
Actions
Bountiful Possession: Once a dreamer accepts the Animus’ help, they become passively possessed by the Animus; the Animus disappears from the ethereal plane, but the target retains control of its body and its awareness. The target may at first not even be aware of their new passenger. The target may now apply the Animus’ Proficiency bonus to any one check in the following day (even if the target is not proficient in what is being attempted. This may stack with the target’s own Proficiency bonus if applied) or to the Save DC of a single use of any one spell, spell-like ability, supernatural ability, or extraordinary ability the target uses . The Animus can’t be targeted by any attack, spell, or other effect, except as noted below, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. Upon accepting the Animus’ offer of aid, the target is drained of one point of Charisma as the Animus takes up residence, and the Animus gains a point of Charisma. The Animus, however, “substitutes” this lost point with one of its own so from the perspective of the target nothing seems to change. At any time as a Free Action, even if it is not its turn (treat its turn as the same as the target’s), it may telepathically offer another instance of its Proficiency Bonus to the target. If the target accepts, they must succeed on a DC [] Charisma saving throw or be drained another point of Charisma which is again substituted by the Animus. Note that the very first instance of this Charisma substitution has no saving throw; this is the portion of the target’s mind which the Animus inhabits. All Charisma substitution after the first point fades at a rate of 1 point per day or may be healed with restoration magic as normal except for the first point which can only be removed once the Animus is no longer possessing the target. Note that this draining of Charisma can increase the Save DCs of the Animus’ abilities.
Once an Animus is supplanting the entirety of a target’s Charisma, the target must succeed on a DC 13+Charisma Bonus Charisma saving throw or the Animus begins to withdraw, taking its mental energy with it. The target’s Charisma is permanently reduced by 1 point which the Animus no longer supplants, and the Animus’ Charisma is permanently increased by 1 point. This can happen once per day. If the host is reduced to 0 Charisma in this way, they die and the Animus leaves to seek a new mind to feed upon.
Read Thoughts: The Animus magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the Animus can continue reading its thoughts, as long as the Animus’s concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, the Animus has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
Charm: If at any point the Animus’ Charisma is substituting for half (rounded up) of the target’s, the target must succeed on a DC 13+Charisma Bonus Wisdom saving throw against this magic or be charmed by the Animus. The charmed target regards the Animus as a trusted friend to be heeded and protected. Although the target isn’t under the Animus’s control, it takes the Animus’s requests or actions in the most favorable way it can. Each time the Animus attempts to influence the target to act contrary to its code or self-preservation, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the Animus is destroyed, is on a different plane of existence than the target, is leaves the target’s body for any reason, or takes a bonus action to end the effect.
Form 2:
Withering Touch. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.
Life Drain. The Animus targets three creatures that it can see within 10 feet of it. Each target must succeed on a DC 13+Charism Bonus Constitution saving throw or take 21 (6d6) necrotic damage, and the Animus regains hit points equal to the total damage dealt to all targets. A successful save halves the damage.
Enslave (3JDay). The Animus targets one creature it can see within 30 feet of it. Th e target mu st succeed on a DC 14 Wisdom savin g throw or be magica lly charmed by th e Animus until the Animus dies or until it is on a different pl ane of ex istence from the target. The charmed target is under the abol eth’s control and can’t take reactions, and the aboleth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the Animus.
Whoops, slight edits: The XP should be 15,000 and the Enslave DC should be 13+Charisma mod.
Creature:
Sirrush
Snakelike head and neck with two sets of horns (a short set above the eyes and a longer set at the rear of the skull), it has a finely scaled body with furred and pawed front legs, lard bird-claw back legs, and a long narrow tail. Large eyes can see in the dark, and thanks to it’s venomous bite you better hope it claws you instead if it doesn’t like you. Though not fast, it’s unusual feet make it an excellent traveller over varied ground, and it can sometimes be found hunting on steep and rocky mountainsides in temperate climes.
It will remain neutral to anyone who approaches it, reacting according to how it is treated – friendly to people and creatures who have approached it as such, aggressive to those who antagonise it. Sirrushes are a formidable foe to fight, and not exactly a friend for life to the adventurer who wants the challenge of taming and using one. They make adaptable and fearless all-terrain mounts (even into caves and indoor areas) if looked after like a child, however they can turn on their owner easily if ignored for long or mistreated. Once worshipped as messengers of the gods by an ancient and long forgotten people, these majestic creatures basically have the intelligence and attitude of the average toddler.
– large beast
– chaotic neutral
– armour class 14 (natural armour)
– hit points 65
– speed 30ft, climb 20ft
– str 15 (+1), dex 18 (+3), con 11 (+1), int 5 (+0), wis 12 (-1), cha 10 (+0)
– senses: darkvision 60ft, truesight 15ft, passive perception 11
– challenge 3 (700xp)
– ‘sure-footed’: has advantage on strength and dexterity saving throws made against effects that would knock it prone
– has improved intiative if attacking from above
– actions:
multiattack: makes two attacks, one with its bite and one with its claws.
claw (melee weapon attack: +5 to hit, reach 5ft, one target, hit: 6 (1d6 +3) slashing damage);
bite (melee weapon attack: +5 to hit, reach 5ft, one target, hit: 5 (1d6 + 2) piercing damage)