Tag Archive for: Book of the Righteous

5E Jamboree!

Mix-and-Match Green Ronin’s 5e Fantasy Offerings

Green Ronin publishes a lot of games. It figures: We’re gamers, and we like a lot of games! We also publish material for a number of different game systems. While the Adventure Gaming Engine (AGE) System sees a lot of use these days, and is as close as we get to having a “house system,” Green Ronin also supports the d20-based Mutants & Masterminds, the Chronicle System of Sword Chronicle, and standalone systems like Ork! The Roleplaying Game.

Among all of those game systems, Green Ronin also publishes material compatible with, or based on, the Fifth Edition of the World’s Most Popular Roleplaying Game. We have some experience in that area, having worked directly with Wizards of the Coast on the Out of the Abyss campaign and the Sword Coast Adventurer’s Guide sourcebook, and having worked with Matthew Mercer on the Tal’dorei sourcebook for Critical Role.

Our 5e products include The Lost Citadel, Book of the Righteous, the 20th anniversary edition of the Death in Freeport adventure, and The Blue Rose Adventurer’s Guide, bringing the romantic fantasy world of Aldea to 5e. We’ve just finished production on a new 5e edition of The Book of Fiends as well, and wanted to look at some of the ways you can mix-and-match our Fifth Edition offerings and use them in your own games. So, let’s take a look!

Blue Rose Adventurer's Guide for 5EBlue Rose Adventurer’s Guide

The Blue Rose Adventurer’s Guide is primarily a setting book, in the vein of our work on the Sword Coast Adventurer’s Guide. It features material on the world of Aldea, particularly the nation of Aldis, the Sovereignty of the Blue Rose, and its surrounding lands. (You can find out much more about Blue Rose and its setting elsewhere on our website.) The goal of the Blue Rose guide was to introduce the world of Aldea to 5e players and provide an additional, alternative setting, rather than an alternate game system.

That said, the book does contain a wealth of game system material to account for the differences between Aldea and various other 5e fantasy settings. In particular, it offers new character ancestries (and its own take on handling ancestry) for the peoples of Aldea. Each character class has a new subclass suited to the setting, and there are unique backgrounds, specific modifications of the magic rules, magic items, and a Corruption system that reflects the power of Shadow, to name a few.

Even if you don’t use Aldea as a setting for your 5e adventures, the game system portions of the book are easy to import to other settings. The lands and peoples of the world of Blue Rose could also be places for plane-hopping characters to visit, or part of some distant land on the far side of the world where they currently adventure.

Book of FiendsBook of Fiends for 5E

The Book of Fiends is a massive tome of the most vile denizens of the lower planes, not just the familiar demons and devils, but also daemons, qlippoth, Fallen celestials, and more. They range from minor low-level threats to godlike rulers of their own infernal realms and everything in-between. The Book of Fiends is a supplementary catalog of foes for a 5e campaign, especially one focused on fighting the forces of corruption and evil, such as Out of the Abyss, or a campaign like Descent into Avernus where the heroes descend into the lower planes themselves to fight their inhabitants! Who can’t use more fiends as foes?

The Book of Fiends dovetails with our Book of the Righteous in that they share the same basic cosmology. The Book of the Righteous works in conjunction with 5e planar cosmology and mentions the Abyss, Gehenna, Hell, and their various fiendish denizens, while the Book of Fiends details them. So the two books form two halves of the same cosmology for a campaign setting: the mythos and religion of the world and all of the forces of evil aligned against it.

The Book of Fiends connects with Blue Rose’s Aldea: The seven Exarchs, the great daemons of Gehenna, are also known as the Exarchs of Shadow on Aldea. The various daemons can serve as further darkfiends for your Blue Rose games, and you can plunder the dark depths of The Book of Fiends for other foes for your Aldean heroes. Fiends also offers its own Corruption system associated with infernal temptation. Use it in place of the Corruption rules from Blue Rose Adventurer’s Guide, or for a specific kind of corruption associated with the Exarchs and their minions.

The Book of Fiends also comes with a chapter of character options: subclasses, feats, spells, and backgrounds usable in any 5e setting where the forces of evil are abroad. The Blue Rose Adventurer’s Guide specifically points to them as possible options for corrupt and Shadow-aligned characters in that setting.

Book of the Righteous for 5EBook of the Righteous

The Book of the Righteous provides a complete pantheon and cosmology for a 5e fantasy setting, along with numerous interconnected deities, faiths, and religious practices. It’s a fantastic resource to mine for options and inspiration, even if you don’t adopt the entire thing wholesale.

Like Blue Rose Adventurer’s Guide and The Book of Fiends, The Book of the Righteous comes with a hefty rules chapter packed with 5e options: at least one new sub-class for every core character class, a dozen new clerical domains, five new paladin oaths, backgrounds, feats, spells, and magic items. It also has celestial and fey creatures associated with the gods and higher planes. The Blue Rose Adventurer’s Guide notes that many of these game options fit well into the world of Aldea and are quite useful there.

Death in FreeportDeath in Freeport for 5E

The 20th anniversary edition of the adventure Death in Freeport offers a self-contained, low-level 5e adventure set in the independent pirate city of Freeport. Since it is a tiny island nation, Freeport is easy to include in any setting you may wish, or usable as a jumping-off point to any mainland you want the characters to travel towards. Freeport’s temples and churches may be devoted to the pantheon from The Book of the Righteous (that’s deliberately left open for you to decide) and the eldritch horrors lurking in the setting can make good use of material from The Book of Fiends. As The Blue Rose Adventurer’s Guide notes, Freeport could well exist among the Pirate Isles of that setting, bringing all of its unique character along with it.

What’s more, Death in Freeport is not just adventure: It has an appendix with game information on the sinister Serpent People, two new magic items (the staff of defense and the wand of escape), and four new class archetypes: the Valor domain for clerics, the terrifying Buccaneer archetype for fighters, the cunning Alley-Rat archetype for rogues, and the preternatural Serpentkin sorcerous origin. Any of all of these could find use in any 5e campaign.

The Lost CitadelLost Citadel for 5E

The Lost Citadel differs from Green Ronin’s other 5e offerings, which are designed for use with the core rulebooks, whereas Lost Citadel customizes more of the class, background, and magic options to suit the setting, along with adding some new options. Nevertheless, all of these options are compatible with the core 5e rules, so you can import Lost Citadel character options into other campaigns or settings, if you wish. The same is true of the book’s extensive collection of creatures, especially undead, which can certainly inspire new unliving foes for Blue Rose, for example.

What’s more, Lost Citadel offers another system for measuring supernatural corruption (do we sense a theme here?). Called Woe, it deals with the price of magic and supernatural knowledge and of places given over to the powers of death and despair. It would be suitable for use to model the effects of some domains of the foes from The Book of Fiends or places on Blue Rose’s world of Aldea where the power of Shadow has grown deep, indeed.

Joe Carriker’s Top 5 Green Ronin Picks

Like other Ronins, I work at Green Ronin because I love what we do. So narrowing this list down to just five products? Not easy. That said, here we go! “Joe Carriker’s Top 5

Ork! The Roleplaying Game, Second Edition5. Ork! The Roleplaying Game, Second Edition

This updated version of the original Ork! is a glorious revisit of the sheer bonkers chaos of the original Ork! In this beer-and-pretzels game, you play…an ork. And it is your job to unleash all sorts of ork-like mayhem in the world. Being a systems wonk, though, it’s not (only) the premise that sells this for me, but the system that makes me love it.

Every check in Ork! is an opposed roll. Sometimes against enemies, but quite often the roll is opposed by…well, by the ork god, who is a surly, ill-tempered sort of deity who delights in the suffering of his people. The sheer gonzo premise of a game system based on “God hates you and wants you to fail, except that you’re doing your best to spit in his eye” is absolute catnip for me.

4. Book of the RighteousThe Book of the Righteous for Fifth Edition

I’m a big Fifth Edition player, for starters. I am also a huge nerd when it comes to worldbuilding, and I find one of the best disciplines of worldbuilding to be the construction of pantheons, creation myths, and the forms of religion that populate a setting. The gods of a world say so much about that place, and how its people revere them adds to it.

For my money, the Book of the Righteous does the best job of addressing some of that style of worldbuilding in Fifth Edition material to date. Fully realized pantheons, religious orders, creation myths, and all the rest of it, with tons of player-facing mechanics (including a wealth of new cleric Domains and paladin Orders)? I’m so in.

Threefold A Campaign Setting for Modern AGE3. Threefold

It is no secret that I love me some big universes. I’m a world-builder at heart, and I love sprawling, deeply interconnected, and flavorful settings with room to tell all kinds of interesting stories in. It’s probably no wonder then that I love me some Threefold. A setting that includes organizations for player characters to belong to, each with specific goals and modes of operation. A theoretically infinite variety of worlds to explore, including a whole bevy of them right up front, and potentially more to come? Alien tech and psychic abilities and weird history timelines? Seriously, this is exactly the kind of high-stakes rollicking adventure that I love, and developer Malcolm Sheppard has wrapped it all up in the extremely accessible Modern AGE system for me.

And uh you, too, of course. :)

2. Mutants & Masterminds Third Edition Deluxe Hero’s HandbookDeluxe Hero's Handbook for Mutants & Masterminds

Superhero RPGs and I go way back. During the Satanic Panic, my mom and pastor confiscated all my D&D goods to burn them. They left my Marvel Superheroes RPG stuff, assuming they were comics, and I kept right on gaming. If I have anything close to an Ultimate Universal System for my tastes, it’s probably M&M. It is very capable of doing superheroes, and a whole lot more. I’ve used it for cyberpunk, urban fantasy, and weird dimension-hopping type games, and I know folks who’ve used it for lots more. It is extremely flexible, but also easy to use.

Honestly, I just love using its system to build power sets. Mutants & Masterminds Third doesn’t present finished powers for you to use for your heroes. Instead, it presents an extremely exhaustive set of power effects. “What does this power do, mechanically?” the system asks, and encourages you to determine how it interacts with the rules. Does it do damage? Inflict penalties? Reduce an enemy’s power? Debuff with negative conditions? Once you figure that out, you can select the appropriate effects, slap a Descriptor (like Psychic, Magic, or Fire) onto it that describes what is responsible for those effects, and your power is ready to go.

The fact that you can play games that range in power from street-level shenanigans where a knee-breaker with a bat is dangerous, all the way to hyper-dimensional cosmic epics is nothing short of incredible. Best still, both types of games are extremely playable, too – I sometimes brag that unlike some other games, Mutants & Mastermind’s “high level” games are perfectly playable and just as fun. I love the system so much, in fact, that when I was first putting together the main protagonists for my novel Sacred Band (available now from Nisaba Press), I built them using Mutants & Masterminds Third Edition rules! (You can get them here, for free, by the way.)

Blue Rose: The AGE RPG of Romantic Fantasy 1. Blue Rose: The AGE RPG of Romantic Fantasy

I am the developer for the Blue Rose line at Green Ronin  precisely because this book is in my number one spot. I didn’t contribute to this book myself, so I feel entirely justified in just how much of a ridiculous fanboy I am for this game. I did some writing for its first edition, and fell in love then. Why?

Romantic fantasy is my jam, for starters. Fantasy that postulates magic that makes the world better and more accessible rather than more dangerous and more awful, narratives in which the people one meets and connects with are as important to the resolution as one’s skill with sword or spell, and a sense of egalitarian aspiration are all mixed together to form a sort of inspiring, uplifting fantasy that I just love. This edition of Blue Rose specifically is fantastic, as well, for its use of the AGE system. Stunts give exactly the sort of swashbuckling feel that should pervade these stories, and its magic system which allows the use of magic as long as one can resist the psychic exhaustion that comes of doing so is really enjoyable.

But anyone who knows me probably knows that I love this game because of how abundantly queer it is. Queerness is not an afterthought here – I commend a lot of games for their “well, nobody cares if you’re queer” approach to inclusion, but in Blue Rose queerness has impacted the culture and social identity of its people…in a good way. It also explicitly makes room for different types of queer characters, from those characters who have no idea what bigotry against them is (which can be very comforting to play for some queer gamers who don’t need marginalization in their gaming) to those whose heroism includes having come from very restrictive backgrounds and having fought their way to freedom (which can be a cathartic gaming experience for some queer folk as well).

Plus, honestly, the ability to play a sapient, psychic animal? Yes, please.

Pre-Order and PDF: The Book of the Righteous for Fifth Edition

The Book of the Righteous for Fifth Edition

The Book of the Righteous for Fifth Edition

Now available for pre-ordering, The Book of the Righteous provides a complete pantheon for Fifth Edition games.

When you pre-order through our Green Ronin Online Store or through participating Green Ronin Pre-Order Plus retailers, you can get the PDF version right away for just $5!

The most comprehensive pantheon in roleplaying games is back in a new edition for 5E. This massive tome provides more than 20 pick-up-and-play churches, whose organization and beliefs are described in lavish detail. These churches can be used in any campaign setting to bring a whole new level of detail to religious characters. Plus, for those who don’t have a complete cosmology in their game, The Book of the Righteous provides a comprehensive mythology that unifies all of the gods in the book. The original edition of Book of the Righteous was one of the most critically acclaimed books of the d20 era. Now Dungeons & Dragons Fifth Edition designers Robert J. Schwalb and Rodney Thompson have brought the new edition up to date with the 5E rules and the whole book is in glorious full color. The Book of the Righteous is truly a divine sourcebook like no other.

[Pre-Order] [PDF]

Book of the Righteous Interview: Robert J. Schwalb

Reposting from yesterday’s Kickstarter update, here’s an interview Chris did with Book of the Righteous developer Rob Schwalb:

Today I’ve got something fun for you: an interview I conducted with Robert J. Schwalb. Thanks to Rob for taking time out of his weekend to answer my questions.

Robert J. Schwalb

Robert J. Schwalb

Q: You’ll be developing the new edition of The Book of the Righteous and working on the rules design with Rodney Thompson. What’s the most exciting part of the project for you?

A: A billion years ago, when I was getting my start in the business, The Book of the Righteous was one of those books that left me astonished. It really was one of the high-water marks for d20 publishing and few supplements have ever come close to the imagination, the comprehensiveness, and the utility found in its pages. Further, it screamed to be used. You could pick up the book and build a world around it or just pull out the pieces you needed to flesh out your existing campaign. The chance to help bring this mighty tome to 5th Edition is both intimidating and exciting. The whole project is awesome and I’m thrilled to have the chance to bring this book to a whole new crop of D&D fans.

Q: What do you think your greatest challenge will be?

A: What made BotR such a powerful tool was that it took full advantage of 3rd Edition’s mechanics. Not only did the book produce a new class (the holy warrior), it also introduced a swathe of prestige classes, spells, feats, monsters, and more. Two editions later, we find D&D in a very different place from how it was almost fifteen years ago. We don’t have the same mechanical buckets into which we can chuck the various options. A domain, for example, is now a far weightier game object than it was in 3rd edition. Rather than go back to the prestige class well or try to emulate 3E design, Rodney and I are taking the story and finding the best way to express it through the current mechanics. In some ways, it’s like starting from scratch. Some might be simple, needing only to point toward an existing option in the game, but most will require entirely new design. Rodney and I will create new domains, oaths, and options for other classes as well. Each needs to stand on its own and be portable to other cosmologies/pantheons to ensure maximum usage.

Q: You wrote The Unholy Warrior’s Handbook, which was a sort of sequel to The Book of the Righteous. Are you going to fold any of that material into the new book?

A: Whew! That takes me back. Whether or not we get to incorporate any material from that book depends on how many pages we get to play with. I would love to include paladin oaths for Thellos, Naran, and the other evil gods. We are getting some room back since we won’t need as much space to express the mechanics as the original book needed, but stuff from the Unholy Warrior’s Handbook will only come forward if we have the space.

Q: Are there aspects of the Fifth Edition rules you think work particularly well with The Book of the Righteous?

A: Fifth Edition took many great steps forward, but one of the most interesting, and the one to our great advantage, was in class design. Classes represent big story ideas. They are broadly conceived to encompass several different archetypes. At some point in the character’s development, sometimes at level 1 and others at higher levels, the player faces a significant decision point, which involves choosing a subclass. Now the Player’s Handbook calls these points by many different names—ways, paths, archetypes, origin, patron, and so on, but they all have a similar function, which is to provide players with a way to customize their character along a particular development route. A rogue character with the thief archetype is pretty distinct from a rogue with the assassin archetype.

The subclass system lets us capture the holy warrior domains without needing a new class. We can get to the same place as the holy warrior took us by creating new oaths to model paladins of different religions or point readers to existing oaths when it makes sense to do so. Similarly, we can create new domains to make clerics of one god very distinct from those in service to another god or, again, just point the reader to an existing domain. In the end, subclass mechanics let us shape classes in a variety of ways without having to replace a class or add one to the game.

Q: When we first talked about the project, you felt strongly that we didn’t need to revisit prestige classes in the update. Do you think that’s a concept whose time has passed?

A: I really wrestled with this one. While not everyone in the universe loved the proliferation of prestige classes in Third Edition, I still feel they were a valuable addition to D&D and one that fit in well with how the game handled multiclassing. Most prestige classes were hyper-specialized around a set of mechanics or particular story, so going back to this design could be interesting in Fifth Edition. However, I resisted because I don’t think 5E needs them.

Classes now take up a lot more conceptual and mechanical real estate than they did in previous editions. For example, paladins in 3E were presented as champions of order and virtue. Variations on the paladin either came into the game as variant class features or through the domain system utilized by the holy warrior class. You could also customize your paladin through skill and feat selection.

In 5E, the paladin class is more broadly conceived, large enough to accommodate a wide range of expressions as shown in the Sacred Oath class feature. This decision point, more or less, grabs all the customization options and compresses them into this decision point. So if you want to play a classic paladin, choose Oath of Devotion. If you want to be more like the 4E warden class, choose the Oath of the Ancients. If you want to be like the 4E avenger class, then the Oath of Vengeance is for you. This decision, along with others like them, let the root class shoulder a lot of the work in delivering classic D&D classes. Rather than populating the game with dozens and dozens of classes, we can just make the core classes bigger by introducing new options for the big choice point.

When I looked at the prestige classes in 3E, I realized many were really just specializations of a particular class. While they could be accessed by a variety of classes, certain classes stand out. Assassins, for example, typically had levels in rogue. Likewise, archmages usually had levels in wizard. In a way, prestige classes function as 5E subclasses but lurking outside core classes. Since almost all customization options beyond level 1 live inside of classes, it makes sense to nest prestige classes inside the associated class. Doing so makes it clear what kinds of characters are likely to move into that area of specialization and removes the prerequisite hoops for doing so and without forcing groups to use the multiclass rules, which are optional. For groups who are using multiclassing, characters interested in moving into specialization from can simply do so by using the normal multiclassing rules described in the Player’s Handbook.

For example, let’s take the god Urian. The Book of the Righteous says this deity has three major orders: Skylarks (clerics), Eagles (paladins), and Hawks (a prestige class). The prestige class’s description says that hawks often come from the ranks of barbarians and through their training become “just as the bird for which they are named … trained to hunt and maul.” Rather than create a micro-class, we can instead build a new “path” choice for the barbarian class, perhaps called the Path of the Harrier. We can then build mechanics that reflect the sort of training members of the Hawks might receive. Barbarian characters worshiping Urian could choose this path when they reach 3rd level, while characters belonging to other classes who have Strength scores of 13 or higher can access them using the normal multiclassing rules. Best of all, even if your group isn’t using the full pantheon described in the book, the new path option offers barbarians a new choice even in games that don’t make use of this book.

Q: To date Wizards of the Coast has been focused on The Forgotten Realms setting, so many new campaigns are using it as a setting default. What do you think Realms players can get out of The Book of the Righteous?

A: One of the great things about the Realms is the size. There’s no shortage of gods in the realms and introducing the pantheon or parts of the pantheon from our book would only enrich the setting. Even if you don’t want to adopt the cosmology presented in BotR, you can easily plug the orders in to the religions of other gods. Finally, many of the new paths, domains, oaths, and other subclasses are setting agnostic, so you can plug those into whatever world you’re using.

Q: After you left Wizards of the Coast, you designed your own game, Shadow of the Demon Lord, and had a hugely successful Kickstarter for it. What’s new in the world of the Demon Lord?

A: It’s been an exciting year since the campaign ended. Since last April, I’ve released something like 75 products and we still have many more in the pipeline. Last month, I released Terrible Beauty, a juicy supplement filled with dark, twisted faeries and the hidden kingdoms in which they live. This month, I’m releasing Exquisite Agony. My take on Hell, it’s an alarming book, dripping with evil, and lavishly illustrated. I think the kids are really going to like it.

Thank you, Rob. We look forward to seeing what you do with The Book of the Righteous! And those of you who haven’t seen Shadow of the Demon Lord should check it out. It’s like, how much more Schwalb could it be? And the answer is none. None more Schwalb. 

Please check out the Kickstarter, and we’d appreciate any support you can give us.