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Title of Blog - DnD Adventure Club: "DnD Adventure Club"

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In Adventure 054: A Feast for Frost Maidens, as the adventurers leave Frostmere, they look out across their tired but hopeful companions, Chef Ironspoon, Moose, Barlow, Hazel, and even Eddington from the caravan - all hopeful representatives of Frostmere in its final hours.

Managing NPCs is key to running a game that feels rich and alive. It c...


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The text of an adventure will often require players to attempt an Ability Check. It will look like this:

ABILITY (Skill) of # or higher

When you ask a player to attempt a “CHARISMA (Persuasion) check of 12 or higher”, the player will first roll a d20. Next, they add their bonus. Have the player check their character sheet to see if they...


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Traveling long distances over land can be slow going for adventurers in DnD. When marching on foot, the general rule is that the players can accomplish 20 miles a day without suffering exhaustion. Using a horse more than doubles that distance to 48 miles per day.

Riding a horse in combat is a different story. A mounted horse takes its turn on the ride...


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The ability to “Turn Undead” is a legendary ability of Clerics. At higher levels, Clerics have been known to turn entire armies of Skeletons to dust with a wave of their hand. Their ability to Turn Undead, combined with their healing spells, means most adventuring parties are wise to have at least one Cleric in their ranks.

To Turn Und...


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Resistance

RESISTANCE is a magical ability to become partially invulnerable to a certain type of damage. Natural abilities, spells, and potions are common causes of Resistance.

A creature that is resistant to a certain damage type will take half damage from that source. Round down. So, if an adventurer who drank a Fire Resistance potion takes 8 ...


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