D&D inspiration

Being a DM is hard. Players interact with the game world, and you create that world. Without you, there is no game. That’s a lot of pressure!

Prepping for a session can take a lot of out of you creatively, especially if you are already tired from work and life stuff. Sometimes you need a bit of DM inspiration. This article is a series of signposts for where to go when you’re running out of steam.

There is nothing new under the sun, and every story ever written owes something to the ones that came before it. If a story were truly original, it would probably seem wacky and incoherent to us: we would have no frames of reference to make sense of it. So: steal!


Fantasy or not, here are some of my go-to films for inspiration. (Note: the 2000 Dungeons & Dragons film is not included.)

  • J J Abrams (2009) Star Trek
  • Tim Burton (1999) Sleepy Hollow
  • John Carpenter (1982) The Thing
  • Don Chaffey (1963) Jason and the Argonauts
  • Francis Ford Coppola (1992) Bram Stoker’s Dracula
  • Desmond Davis (1981) Clash of the Titans
  • Jim Henson and Frank Oz (1982) The Dark Crystal
  • Gordon Hessler (1973) The Golden Voyage of Sinbad
  • Ron Howard (1988) Willow
  • Peter Jackson (2001–2003) The Lord of the Rings
  • Irvin Kershner (1980) The Empire Strikes Back
  • Akira Kurosawa (1954) Seven Samurai
  • Ang Lee (2000) Crouching Tiger, Hidden Dragon
  • George Miller (2015) Mad Max: Fury Road
  • Stephen Norrington (1998) Blade
  • Kevin Reynolds (1991) Robin Hood: Prince of Thieves
  • Ridley Scott (1982) Blade Runner
  • Steven Sommers (1999) The Mummy
  • Steven Spielberg (1981) Raiders of the Lost Ark
  • Gore Verbinski (2003) Pirates of the Caribbean: The Curse of the Black Pearl
  • Sam Wanamaker (1977) Sinbad and the Eye of the Tiger

TV series

A shorter list for some reason, but all highly recommended:

  • Steve Barron (1998) Merlin
  • Benioff and Weiss (2011–2019) Game of Thrones
  • The Duffer Brothers (2016–) Stranger Things
  • Warren Ellis (2017–) Castlevania
  • Gene Roddenberry (1987–1994) Star Trek: The Next Generation

Video games

For many D&D players, this may be our number one source of inspiration for D&D. So, what would I recommend? (Follow the links for articles by me about using these games in D&D.)

  • Baldur’s Gate (1998)
  • The Borderlands series (2009–)
  • Darkest Dungeon (2016)
  • Diablo II (2000)
  • The Elder Scrolls series, including Morrowind (2002), Oblivion (2006),and Skyrim (2011)
  • Far Cry 3 (2012)
  • Final Fantasy VII (1997)
  • Grim Fandango (1998)
  • Might and Magic VI: The Mandate of Heaven (1998)
  • Neverwinter Nights (2002)
  • Pillars of Eternity (2015)
  • Shadow of the Colossus (2006)
  • Shadow of the Tomb Raider (2018)
  • The Last of Us (2013)
  • The Witcher 3: Wild Hunt (2015)

(I’m conscious there are probably lots of gaps here. Feel free to suggest others in the comments!)


Did you know that there is a reading list at the back of the 5th edition Player’s Handbook, and another in the Dungeon Master’s Guide?

Anyway, shameful admission: I don’t read much fantasy. This may be controversial, but a lot of the ‘genre fiction’ I’ve read just wasn’t very good, and some of the fantasy novels I enjoyed in my early teens make me cringe when I reread them now (eg, Terry Brooks, David Eddings).

First, fiction. The list that follows is a fairly eclectic collection of literature which continues to inspire me in my games, even if some of it is not really ‘fantasy’ at all.

  • Beowulf (I love the 1999 Heaney translation)
  • Emily Brontë (1847) Wuthering Heights
  • Raymond Chandler (1939) The Big Sleep
  • Thomas Malory (1485) Le Morte d’Arthur
  • Edgar Allan Poe: ‘The Fall of the House of Usher’ (1839), ‘The Tell-Tale Heart’ (1843)
  • Terry Pratchett (1983–2015) the Discworld series
  • J K Rowling (1997–2007) the Harry Potter series
  • William Shakespeare: Henry V (1599), Macbeth (1606), The Tempest (1610)
  • Mary Shelley (1818) Frankenstein
  • Bram Stoker (1897) Dracula
  • J R R Tolkien: The Hobbit (1937), The Lord of the Rings (1954–1955), and Tales from the Perilous Realm (1997)
  • H G Wells (1895) The Time Machine
  • John Wyndham (1955) The Chrysalids and (1951) The Day of the Triffids

And a selection of non-fiction. While I’ve only picked out one or two books for each author, everything they write is worth reading.

  • James D’Amato (2019) The Ultimate RPG Gameplay Guide
  • Keith Ammann (2020) Live to Tell the Tale
  • Matt Colville (2018) Strongholds and Followers
  • David M Ewalt (2013) Of Dice and Men
  • Robin D Laws: Hamlet’s Hit Points (2010) and Robin’s Laws of Good Game Mastering (2002)
  • Sean K Reynolds (2017) Kobold Guide to Gamemastering
  • Sean K Reynolds and Shanna Germain (2019) Consent in Gaming
  • Michael Shea (2018) Return of the Lazy Dungeon Master
  • Blake Snyder (2005) Save the Cat!


I’m always on the lookout for great new D&D blogs, so if there are any I have missed from here inadvertently, let me know! (Have I mentioned you can also subscribe to Scroll for Initiative here?)

Using these lists

I hope you enjoy going through these lists for your own D&D inspiration. In closing, here’s my guide to stealing:

  1. Steal characters. There’s nothing wrong with lifting a character and adding them to your game somehow! You can always change the gender or ancestry to make them less obvious. (And you would be in good company doing so. Indiana Jones was greatly inspired by James Bond, and Uncharted’s Nathan Drake is clearly modelled on Tomb Raider’s Lara Croft.)
  2. Steal plots. Strip the story back to its bare bones and use it as a skeleton for your own advetures. Again, no shame in this. Star Wars is clearly inspired by The Hidden Fortress, and The Magnificent Seven is a Western retelling of Seven Samurai.
  3. Steal settings. If you love Hogwarts or King’s Landing or Gondor, no one’s going to come running after you if you adapt it into your games.
  4. Mash ups. Star Wars is basically World War II in space with samurai. Borderlands is kind of like a mash-up of Diablo, Halo, and Mad Max. Pick three elements and smash them together to see what happens.

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Where Do D&D Monsters Come From?

There are some quite contentious claims out there about the origins of D&D’s creature catalogue. Was D&D inspired primarily by Tolkien and European folklore, for example, or was it more international? How many monsters did Gary Gygax invent, and how many are based on real-life mythologies?

I decided to do some research. For the sake of brevity (and my own sanity), I have restricted myself to the monsters listed in the 5th edition Monster Manual. I ignored the generic NPCs in Appendix B and the real-life fauna of Appendix A (including dinosaurs and prehistoric creatures like the sabre-toothed tiger). I also chose to ignore:

  • giant versions of real-life fauna (unless they have a specific literary origin somewhere);
  • swarms (unless they refer to creatures without stats elsewhere, like rotgrubs);
  • animated versions of real-life things (like flying swords and awakened shrubs);
  • ‘demicreatures’ like half-ogres and half-dragons;
  • juvenile or mature versions of the same creature (eg, the young remorhaz);
  • and, in general, subtypes of the same creature (eg, abominable yetis, grick alphas, different types of zombie, and so on).

Doing so gave me a list of 215 creatures to research.

A couple of disclaimers. Number one: this is a blog post, not scholarship. I may have made some mistakes here. In fact, I almost certainly have. By all means let me know in the comments! Number two: it is impossible to be completely scientific with such an exercise. Some monsters have very specific origins, like the couatl and the yeti. For others, pinning down an exact source is liking trying to decide who invented hummus. For example, many of the monsters that came to D&D via Tolkien were themselves based on other mythologies. [Update: I would also add a third disclaimer: this post is not exhaustive! I would go mad trying to write about every single one of the 215 creatures, so please accept my apologies for not doing so.]

I referred to a number of sources in making this but was particularly indebted to u/phdemented on Reddit. Do check out their posts for more detail!

Without further ado . . .

French (2)

There might not be many French creatures in the Monster Manual, but at least they can claim to have given D&D its most fearsome foe. The tarrasque (one ‘r’ in the original) is a Provençal legend about a fearsome dragon-like hybrid. The D&D tarrasque, however, is actually much closer to a Godzilla-esque kaiju. The word ogre is also French, and has other cognates in D&D like ‘Orcus’ and ‘orc’.

Update: there is some debate as to where gargoyles (‘gargouilles’) belong here. I include them further down, since the architectural feature pre-dates the mythological creature, but it’s a fair claim!

Roman (2)

Lemures (devil fodder in D&D) were restless, malignant spirits in Roman mythology. Manes (demon fodder) were also di inferi or ‘those who dwell below’, but according to St Augustine, where Lemures were generally bad souls, it was uncertain whether Manes ‘deserve well or ill’.

German/Central Europe (3)

Given the cultural influence of the Brothers Grimm, I was surprised how few D&D creatures could truly be traced back to German origins. I could only pin down three: the kobold (which is related to the colour cobalt), the imp, and the mephit (which was essentially just another form of imp, originally). Doppelgangers are not dissimilar to the changelings of Nordic and Germanic stories, but similar changelings appear in other cultures.

Unique origins (3)

The couatl is the only creature I could find with a Mesoamerican origin. The clay golem originated in Jewish folklore. Zombies come from the traditions of Haiti, which may in turn have roots in west or central Africa.

Egyptian (3 4)

Although mummified corpses have been found on every continent, the D&D mummy is clearly based on those of ancient Egypt. The jackalwere and the the androsphinx are also Egyptian in origin. (Curiously, the sphinx also existed in ancient Greece, but there it was usually a woman, not a man.) Update: while griffons appear in ancient Greek texts, their origins lie in Egypt and Iran.

East Asian (5)

The dragon turtle (Lóngguī) is a legendary Chinese creature that combines two of the four celestial animals of Chinese mythology. The gold dragon was also based on Chinese dragons. Kenku and oni, meanwhile, have their origins in Japanese mythology.

One curiosity here is the arcanaloth. @DeerServas on Twitter suggested that this may have come from The Book of Imaginary Beings where it is listed as ‘the Chinese Fox’. This may in turn have come from the Japanese stories of kitsune. [Update: another possible origin is the French stories of Reynard the Fox. We might not be able to find a true source for this one!]

Arabic, Islamic, and Persian (6)

The djinni, efreeti, ghoul, manticore, marid, and roc all come from one or more of these sources. (The term ‘efreeti’ is actually a mistake, as Keith Ammann helpfully points out, and we should probably call them ‘efreets’.) Curiously, the last of the four genie, the dao or earth genie, is an invention for D&D. Presumably the original game designers wanted one genie for each of the four elements. Update: the griffon probably belongs here or in the Egypt category, too.

Indian and South Asian (6)

Devas, nagas, and rakshasas appear in both Hindu and Buddhist mythologies. Mariliths, though an invention of D&D, bear a strong resemblance to Hindu and Buddhist demons, and in a similar vein, weretigers closely resemble rakshasas. Finally, yetis are a cryptid from the Himalayas.

Toys (6)


Seriously? Yes! Six of the most iconic D&D monsters – the bulette, carrion crawler, owlbear, purple worm, rust monster, and umber hulk – were invented by Gary Gygax based on a bag of cheap plastic toys.

English (6)

Several, including bugbears, duergar, and will-o’-wisps. Hobgoblins can be found in English and Scottish stories. Cloud giants were inspired by the story of Jack and the Beanstalk. The basilisk and the cockatrice have a shared origin (and indeed, the terms were almost interchangeable).

Occultism (6)

Several ‘outsiders’ like the azer, barbed devil, barlgura, bearded devil, planetar, and solar have their origins in occult texts like the Ars Goetia (17th century) and Lewis Spence’s An Encyclopedia of Occultism (1920).

Real world (6)

As I wrote at the outset, I tried to rule out real-world monsters from this research, but a few special cases are worth mentioning. The axe beak (Phorusrhacidae) and the dire wolf (Aenocyon dirus) both have prehistoric analogues. The quipper is essentially a piranha. The salamander of legend is rooted in the exaggerated stories about the amphibian of the same name. Gargoyles and scarecrows are both objects in real life.

Norse/Nordic/Scandinavian (6 7)

I was surprised by how few of the monsters in the Monster Manual were drawn directly from Norse mythology. From what I could find, only the drow, ettin, fire giant, frost giant, and kraken are truly Scandinavian in origin. [Update: the wights of Tolkien are inspired by draugr, which also feature in the video game Skyrim.] Despite the name, D&D trolls are really not much like the trolls of Norse mythology at all: along with the paladin class and the D&D aligment system, they are mainly indebted to Poul Anderson’s novel, Three Hearts and Three Lions.

Scottish, Irish, and Celtic folklore (7)

The banshee and the fomorian are Irish in origin (the name ‘Balor’ was in fact the name of a fomorian originally), while behirs and green hags (also called shellycoats) are Scottish. Merrow are Scottish and Irish. Pixies are Celtic and sprites are Cornish.

European folklore (7 8)

A fair few here: the goblin, the night hag, the nightmare, the revenant, and the werewolf (which goes back to ancient Greece and Rome). The cambion, too, is a European creation. Shakespeare’s Caliban was a cambion.

Update: although dragons are fairly universal and found it many, many cultures worldwide, D&D’s dragons are clearly modelled after European types (the gold dragon being an exception). Curiously, though, and this is something Tolkien himself points out in Beowulf: The Monsters and the Critics, dragons are actually rare in European literature, and there are only a few that are significant.

Tolkien (9 8)

For many years, Gary Gygax downplayed how much D&D borrowed from Tolkien’s work. Possibly for legal reasons: the threat of copyright action from the Tolkien estate prompted D&D to stop using terms like ‘balrog’, ‘ent’, and ‘hobbit’. Nevertheless, Tolkien was clearly a huge influence on the early game, and it’s primarily from The Lord of the Rings and The Hobbit that we get creatures like balors, giant eagles, orcs, treants, wights, worgs, and wraiths. [Correction: wights are based on draugr from Norse mythology, so I have moved them there.] While I wouldn’t go so far as to put them in this category, the werebear is reminiscent of Beorn from The Hobbit, and red dragons closely resemble Smaug. Goblins and stone giants are also extremely Tolkienesque, despite appearing in other cultures and traditions.

Universal/multi-origin (13 12)

Many of the creatures in the Monster Manual have no single origin and appear around the world in various forms. These include: dragons, ghosts, hell hounds, hill giants, iron golems, lizardfolk, lycanthropes, merfolk, skeletons, stone golems, unicorns, vampires, and wyverns. They are, in essence, ‘citizens of the world’. Claims can be made for some of them – unicorns may have originated in the Indus Valley Civilization, possibly as a representation of aurochs – but they are not uncontentious, and there are often conflicting claims elsewhere. Vampires, for example, can be found in almost all cultures in some form or another, including Asia, Africa, the Americas, and ancient Mesopotamia.

Works of fiction beside Tolkien (14)

A long list! Horned devils come from Dante (the lazy Malebranche of the Divine Comedy); elementals, in their D&D form, seem to be inspired by the work of Michael Moorcock; flesh golems are clearly modelled on the Monster in Frankenstein; grimlocks are essentially the morlocks of The Time Machine.

And there are more: the demilich and the wererat resemble creatures in Fritz Leiber’s work; perytons seems to come from Jorge Luis Borges; the name gnoll may have come from Lord Dunsany’s The Book of Wonder: How Nuth Would Have Practised His Art upon the Gnoles Update: Gary Gygax himself attested that the gnoll was a mash-up of a gnome and a troll (!); and the grell seems to be based on the medusae of Jack Williamson’s Three from the Legion (1980) [Update: user on Reddit pointed out that grells appear to pre-date this source. Thank you, kinarism!]. Thri-kreen may have been modelled on the four-armed green martians in John Carter of Mars (1917), while liches can be found in the work of several 20th-century writers, including Clark Ashton Smith, Robert Howard, and Ambrose Bierce. Finally, displacer beasts, despite being considered the intellectual property of Wizards of the Coast, have an uncanny resemblance to the Coeurls of A E van Vogt.

Greek myth (18 17)

Here was perhaps my most interesting find. Once you exclude real-life fauna and creatures invented by the game itself, Greek mythology is the single biggest origin of 5e monsters.

The list is huge: centaurs, chimeras, cyclopes, dryads, empyreans (essentially titans), erinyes (the Furies), griffons, gynosphinxes, harpies, hydras, lamias, medusas, minotaurs, pegasi, and satyrs are all clearly taken from Greek myth. I would also add two more: the storm giant (which closely resemble Zeus) and the wereboar (which reminds us of Circe and the swine in the Odyssey). The hell hound and the iron golem, too, while not exact copies of any creatures in Greek mythology, do nonetheless bear a resemblance to Cerberus and Talos respectively.

One creature I excluded from this category, though, was the gorgon. Despite the name, they are not based on Greek myth! They have some similarities to the bulls of Colchis or Khalkotauroi, but their true origins seem to be Edward Topsell’s 1607 bestiary The Historie of Foure-Footed Beasts. In Greek mythology, the gorgons are the three snake-haired sisters: Stheno, Euryale, and Medusa.

Update (1 Feb): another creature I excluded from this list was the skeleton. ‘But Jason and the Argonauts!’ I hear you cry. Turns out, the Spartoi of Greek myth are simply warriors, and never described as skeletons. You can blame Harryhausen and his wonderful special effects for that one.

D&D (at least 20)

Another huge list: so many of the monsters of D&D seem to be an invention of the game itself. Many of the demons – for example, the glabrezu, hezrou, nalfeshnee, and quasit – came from the imagination of Gary Gygax: so, too, did blink dogs, various oozes, troglodytes, and the xorn. Other D&D creations include ankhegs, githyanki (a name which came from George R R Martin), mind flayers, modrons, twig blights, and the iconic beholder, although these did not necessarily come from Gygax. Flumphs and quaggoths were player created. These creatures may have never existed if it were not for D&D.

The winner: unknown! (at least 50)

And then there’s the rest! About a quarter of the monsters I looked at had unclear origins, and we might never know who created them. Like the list above, they may very well be a product of the game itself. Examples include dracoliches, driders, ettercaps, flumphs, gricks, mimics, myconids, otyughs, quaggoths, ropers, shambling mounds, and vrocks. Some may have real-life origins (the original ochre jelly art resembled a giant amoeba), and others may be nods to particular cultural references (ultroloths recall the stereotypical grey alien), but others are just a bit of a mystery.

Honourable mentions

Although none of the monsters in D&D are taken from Lovecraft directly, several are ‘Lovecraftian’ in form. These include aboleths, chuuls, ghasts, ghouls, gibbering mouthers, kuo-toa, mind flayers, and slaadi. Likewise, a number of creatures from the Monster Manual can be seen in similar forms in 20th-century pulp fiction. These include aarakocra (Flash Gordon), black puddings (The Blob), and the gelatinous cube.


I learned a lot from doing this. I was suprised by the extent to which it borrowed from Greek myth, for example, and how few creatures, comparatively, were Norse in origin. My research does seem to bear out the suggestion that D&D’s origins are heavily weighed towards Europe, however: the number of monsters from Asia, Africa, and the Americas is really quite small, with none that I could think of from Australia and Oceania. What struck me most of all, though, was the sheer plurality and inventiveness of the game’s sources, emphasizing, once again, that there is a place for all storytellers in the world of D&D.

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In Praise of Adventures in Middle-Earth

I was very sad to learn (belatedly) that Cubicle 7 would no longer be publishing new material for their excellent Adventures in Middle-Earth roleplaying game, created by Dominic McDowall and Jon Hodgson. 2019 was Cubicle 7’s most successful year to date, and Adventures in Middle-Earth won the 2017 Origins Award for Best Role-Playing Game, but the Irish company, which also publishes the fourth edition of Warhammer Fantasy Roleplay, has chosen to end its agreement with the licence-holder over contractual differences.

Adventures in Middle-Earth (AiME henceforth) is based on 5th edition D&D but makes a number of tweaks to the system to better incorporate the themes of Tolkien’s storytelling. This article will highlight some of the most innovative changes and consider how they might work well in other D&D games.

New classes

Cubicle 7

I have long been a fan of low-magic fantasy. Don’t get me wrong, conventional D&D is a lot of fun, too! But for me, the less overt fantasy there is in the setting, the more wonderful and fantastical it becomes. Thanks to the addition of bonded accuracy, 5th edition feels like a better fit for a low-magic setting than earlier versions of D&D might.

However, in 5th edition, most classes are spellcasters or have the option to be. Spellcasters have much more freedom over the spells they can cast: cantrips can be used at will, and Vancian magic has largely been replaced with spontaneous spellcasting. To all intents and purposes, magic is now routine. It might make spellcasters easier to play, or more fun, but it’s a stumbling block for those looking to create a world where magic is subtle or hidden.

There is little in the way of ‘blatant’ or ‘showy’ magic in Tolkien’s Middle-Earth, and, to recreate this atmosphere, AiME uses six new character classes. One, the scholar, is a loremaster and rudimentary healer (more on healing later). The other five, to a greater or lesser degree, are modelled on existing D&D classes, with a Middle-Earth twist: slayer, treasure hunter, wanderer, warden, and warrior, modelled on the 5e barbarian, rogue, ranger, bard, and fighter, respectively. (On a side-note, I do wish they hadn’t chosen three classes beginning with ‘w’.)

An experienced D&D player might look at these classes and think they are ‘weak’ or ‘broken’, and yes, if you were to drop them into a regular D&D game, they might feel under-powered, the scholar especially. However, this is because these classes are not designed for conventional D&D. Journeys and exploration play a far greater role in AiME, and what might seem like ‘fluff’ or ‘flavour’ at first glance could become vitally important in a long period of exploration. More on this later.

Cultures embedded in the setting

New Line Cinema

By my reckoning, there are now close to 40 playable races in 5th edition D&D, including seven kinds of elf. Some players love this. For me, it’s system bloat. To paraphrase Keith Baker, creator of Eberron, I prefer to focus on fewer races but make sure that each one has a strong place in the setting. I don’t want my taverns to resemble a Mos Eisley cantina.

This is something AiME does really well. There are eleven cultures, most of them human (‘men’): the exceptions are, unsurprisingly, dwarves, elves, and hobbits. Your choice of culture affects not just your ability scores and racial features but also the way other NPCs respond to you: the Dúnedain, for example, are considered somewhat suspect by Bree-folk, hobbits, and the people of Minas Tirith, whereas hobbits are openly welcomed by Bardings, Bree-folk, and dwarves. Your culture also affects your starting equipment: wealthy dwarves begin with the better equipment than the more frugal Woodmen.

AiME also replaces feats with virtues, only five of which are open to all cultures. The others are culturally specific, meaning that only elves can take ‘Deadly Archery’, for instance, and only the Rohirrim can choose ‘Born to the Saddle’. Each virtue comes with a quote from Tolkien’s work, so you feel like your choice of culture matters and you are part of a wider world.

There and back again

Lord of the Rings - Choose Your Own Adventure

New Line Cinema

5th edition D&D claims to be built upon three pillars: combat, exploration, and social interaction. When you experience D&D in play, though, you could be forgiven for thinking that only the first of these mattered. After all, the Player’s Handbook devotes an entire chapter to combat: exploration gets maybe a couple of pages.

In AiME, however, journeys are more important than dungeons. As the rules themselves say, ‘travelling is not simply a means of getting to a destination, nor something to be undertaken lightly.’ Heroes have to make a number of ability checks along the way, and depending on their successes, the DM’s die rolls, the length of the journey, and the difficulty of the terrain they are crossing, the company can arrive at its destination inspired and invigorated or crushed and exhausted.

It’s worth noting that, by default, heroes may only take short rests while on the road, and, of course, as befits the rest the low-magic atmosphere of Tolkien’s work, there is little magical healing. The mechanics of the game encourage players to find allies and build friendships on their travels in the hope that they can rely on their hospitality. Thus, the new rules for ‘audiences’ (social interaction) and ‘the fellowship phase’ (downtime) become very important.

The Shadow and corruption

I came, I saw...: Fog of War, Part 12: Mordor & Barad-Dur

New Line Cinema

AiME does not use the alignment system. Player characters are assumed to be heroes (and are referred to as such in the rules), and every hero has a Shadow Weakness: a failing in their character that the Shadow seeks to exploit. This is based on their class: thus, a slayer might succumb to the curse of vengance, becoming spiteful or cruel or murderous, whereas a warden or a warrior can feel the lure of power, becoming arrogant, overconfident, or even tyrannical.

Characters can acquire Shadow points from behaving dishonourably, from experiencing distressing events, or from crosing an area tainted by the Shadow, as well as from taking possession of a cursed treasure. Overtime, this corruption can lead to degeneration and bouts of madness. Eventually, a hero who falls under the Shadow’s influence can be removed from the game. An elf of Mirkwood must sail to the West, and a character from any another culture will either starve to death in a solitary place, forsaken by men and beasts, or threaten others to the extent that they must be killed.

Deceit, theft, murder, even violent threats will quickly inrease your Shadow points, and once your Shadow points exceed your Wisdom score, you start to suffer bouts of madness. There are no murder hobos in AiME.

The road goes ever on and on

Virtual Tolkien Is A Free VR Recreation Of An Iconic LOTR Film Scene

New Line Cinema

With a bit of tweaking, AiME could work for any 5e game. I could see it as the basis for a low-magic Game of Thrones campaign or a D&D version of Legend of the Five Rings, where taint and corruption are a key part of the story. It’s a real shame the line has been discontinued, but with multiple region guides out there and even entire campaigns, there’s plenty of material on offer to help you get started. Give it a try.

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