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So, the Modrons have begun their march, but something is wrong and…
Waitaminnit! There’s no Modrons in this episode! Here there be Giants!
Shawn and Teos break down the big changes in Giant options from Unearthed Arcana that recently dropped and there are some BIG changes! Giant jokes!
Once, the Planes of the Multiverse opened up to all the Prime realms of Dungeons & Dragons. Through the many gateways in the City of Doors, Sigil, adventurers walked the Inner and Outer Planes, finding wealth, destiny, and the opportunities to bother the various denizens, thereof. And in the midst of all this, the modrons of Mechanus did something rather odd: they began to march around the great circle of the Outlands, causing something practically heretofore unknown to the Lawful creatures – chaos. Shawn and Teos tackle the classic Planescape mega-adventure, The Great Modron March!
Wildspace gets wilder! Shawn and Teos tackle the classic Spelljammer adventure Wildspace and talk about the good, the bad, and oh so much weird.
Space, the Final Frontier… Again. Once more unto the breach, Shawn and Teos break down the classic Spelljammer Adventure, Wildspace, the first adventure published for the original Spelljammer boxed set! Get ready for a wonky ride!
Big news has come out of Wizards of the Coast, this past weekend, so what does it all mean? Shawn and Teos work through it and break it down as only they can. Plus: Hippo-men, space hamsters, and whatever Scro are?! Well, maybe not yet!
While Shawn is, once again, kidnapped by some ne’er-do-well Astral monsters, Teos sits down with none other than Ajit George, writer on Van Richten’s Guide to Ravenloft and project lead on Journeys Through the Radiant Citadel but, more importantly, creating opportunities for underprivileged children in India through his work with a school named Shanti Bhavan.
Sly Flourish himself stops by to talk the big news about Wizards and D&D Beyond and whatever D&D Direct is! Get the breakdown from the best!
Shawn and Teos chat about updating Dungeons & Dragons Fourth Edition adventures, comparing them to the classic adventures they’ve already looked at. This fascinating look into D&D’s most controversial edition helps to break down what there was in 4e, what was lost when 5e was released, and what can be reclaimed.
Concluding the series on updating adventures from prior editions of D&D, Shawn and Teos go over some of the things they’ve learned over the last eight episodes and develop some conclusions on how GMs can better represent the stories they like to their players.
One of the greatest D&D adventures of all time; and the first to be published under the D&D “Expert” rules; the Isle of Dread! Sure it’s been updated and supplemented, but Shawn and Teos are tackling the original!
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