We’re back and we’re getting low with today’s Adventure Seeds as we plumb into the depths of Underground Caverns! These could easily be used in iconic areas such as the Underdark, other underground cavern complexes, or in some cases some might work as a normal cave.
The challenge here was to not make these encounters so much as ways for side plots to open up if they intrigued the party. I also didn’t want to rely on the party having heard rumors in town about the caverns as I imagined most of these would be pretty far below what most would know or hear about.
It’s been a long, lonely two and a half months since we got our last Unearthed Arcana with the revised Artificer, but finally our friends at Wizards of the Coast have come back with even more content for the Artificer!
Rather than rehash and deep dive into every aspect of the Artificer (you can read about it here), I’m going to take a look at what they’ve added and how it changes up the class from the last version as well as give my own two cents on these additions. If you have ideas, insights, and comments that go beyond what I cover, be sure to leave them below or head over to our Discord and join the conversation!
If space is the final frontier, then planets are the points of interest. We have another Adventure Seeds for you today; Unexplored Planets! While a broad topic, I wanted to showcase a variety of set ups and adventure intros that could easily be swapped.
My biggest challenge with this set was not recoloring past ideas as “____, but on a strange planet.” Coming up with ideas that could uniquely only happen or were a bit more likely to happen on a planet with no known areas was a challenge and a treat, and I really enjoyed exploring the unexplored in my mind.
On a regular basis, usually the first or second Friday of the month, our Knowledge Vault segment attempts to (somewhat satirically) Crack into the Vault of the best Old School 93/94 cards that you (probably) aren’t playing. This month, we unveil Banshee to prove to you that it’s more than just Farmer Joe under a bed sheet.
You might remember that last month’s $40 Erhnamgeddon list didn’t do so great. However, April went much better. After cutting the White for Red, my Erhnam & Burn ‘Em list went on to take Highest Unpowered at Hartfordfestivalen. Hot off of that finish, I took a swing at the NEOS April Monthly with essentially the same deck.
On the First Friday of every month, we (somewhat satirically) crack into some lesser-known Old School 93/94 cards with the intent to open a dialogue and encourage brewing. I’m sorry that this month’s was a little late, but I was busy preparing for Hartfordfestivalen.
Anyways, have you ever wanted to turn into a snake? If so, you’re in luck! This month’s Knowledge Vault is Metamorphosis. This card should.look familiar, because I briefly mentioned it in my article Old School Brawl – 93/94 Commander: Mana Dorks, Mana Rocks, and other Mana Acceleration and in [Old School Brawl] Rubinia Ssoulsinger: Brewing a Creature Theft/Sacrifice Combo Deck.
It’s our unlucky 13th installment in A Handful of Magic Items! We’re heading back to December’s 25 Magical Artifact Adventure Seeds article for inspiration. As last time, since these items are supposed to be unique and rare we didn’t hold them to the normal balance testing, so use at your own risk!
Staff of Soulcatching (requires attunement)
The Staff of Soulcatching can hold up to 20 souls at a time. Whenever a celestial, dragon, fey, fiend, humanoid or any other creature size Medium or larger dies within 30 feet of a creature wielding the Staff of Soulcatching, the wielder may use a reaction to activate the staff. Roll a d20; if the number rolled is equal to or higher than the hit dice or level of the dying creature, that creature’s soul is absorbed into the staff. While in the staff, the creature has no memory and cannot be resurrected by any means.
As an action, the wielder can use the staff to do one of the following, releasing all of the souls inside while doing so: Read More
In my first Old School 93/94 on a Budget article, I boasted that you can play Old School, competitively, for just $40. During the NEOS Monthly Tournament series, I put that bold statement to the test. Now that the tournament is officially over, I can post the results, which are what you would expect: a meager 1-4. However, I won several games (4/13; a win percentage of 31%) against legitimate decks piloted by some of the community’s best players, including a finalist. More importantly, I had a ton of fun, and that’s what really matters. (“Some of the best games… that I’ve had in tournaments is when I’m at the middle or bottom tables where it really doesn’t matter… Everyone’s laughing and having a good time… and you wouldn’t be able to tell who won the game…” Andy Baquero, All Tings Considered, “Spike to Spice“ at 28:20)
The community’s response to last month’s budget article was amazing. Among the support were several requests for a budget Red deck (the only color left out of the article). As I brewed, a $40 budget version of Mono Red, that I felt confident in, proved to be a challenge. I couldn’t quite build Goblins or Sligh the way I wanted to with that much of a restraint on the budget. On paper, it looked really underpowered without Chain Lightnings or Blood Moons. If you have more room in your budget, DFB’s Goblins list is a great place to start. Ultimately, I chose to build U/R Burn for my next deck tech because I expect it should have a similar feel to Goblins, Sligh, and/or Suicide Blue. Additionally, U/R Burn itself is a top-tier deck.