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Writer's pictureJustin Handlin

D&D: Furhaven | A Furry 5e Setting for Families with Younglings

Updated: Mar 24, 2022


Cure furhaven squirrel wizard


Is Dungeons and Dragons kid-friendly?


Absolutely! The streamlined 5e ruleset is great for children. The complexity of 5e can be a bit much for some younger kids, settings like Aloria are PERFECT for it! So, are you prepared

to embark on a fantastic journey to the adorable world full of adorable and furry characters? Well, strap in as we discuss the cute Kickstarter Fates End - Furhaven.


The World of Aloria is a place of mystery and danger where adorable characters undertake dangerous quests to protect their families and homes. The main hub of commerce and civilization is the settlement of Furhaven, a large community of humble Furs from throughout the forests, pastures, and sunny spaces. Furhaven is an exciting campaign setting for 5th Edition, full of colorful characters, magical items and spells, new races, and daring adventures.


In this episode, we interview Kim Bourrie, creator of Fates-End: Furhaven. Come and join us as we pick her brain on this cute and fuzzy 5e world for you and your family.

Learn more and Back this wonderful project. While you're there, pick up their complimentary copy Furhaven preview adventure "The Lost Library".





Monster Variant: Valcanorc

Origin: Knight

Lost Features: Plate (becomes natural armor AC 17), heavy crossbow, leadership, parry, greatsword, HP to 40


New features:

Damage Vulnerabilities cold, thunder

Damage Resistances slashing from nonmagical attacks that aren’t adamantine

Damage Immunities fire


Spellcasting. The volcanorc can cast the following spells using Charisma as its spellcasting ability (spell save DC 12):


Cantrips (at will): control flames, mold earth


Fire Aura. At the start of each of the volcanorc’s turns, each creature within 5 feet of it takes 2 (1d4) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the volcanorc or hits it with a melee attack while within 5 feet of it takes 2 (1d4) fire damage.


Flame Tongue. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 7 (1d8 + 3) slashing damage, or 8 (1d10 +3) slashing damage when used with two hands, plus 7 (2d6) fire damage.


Hurl Flame. Ranged Spell Attack: +4 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn’t being worn or carried it ignites.


Reaction

Burning Rush. Immediately after a creature casts a spell of 1st level or higher that deals cold or thunder damage within 120 feet of the volcanorc, the volcanorc can move up to twice its speed without provoking opportunity attacks. It can then make one flame tongue attack against that creature.


A small mysterious tower has recently appeared inside the borders of a nearby forest. That’s odd in itself, but what is truly strange is that folks are sure it is never seen in the same place twice. There are rumors of strange little creatures lurking near this new tower. Surely in a building as magical as this, there must be treasure inside?


Magic Item: Tome of Woodland Guardians

Wondrous, very rare (requires attunement by a spellcaster)

This tome was created from a tree housing a fey dryad. She sang it into existence as a gift to a group of young adventurers who protected the forest from an evil blight. Its cover made of bark is intricately carved with images of woodland creatures, vines, and tri-lobed leaves.


The Tome of Woodland Guardians acts as an arcane focus and a spellbook. While attuned and holding it, you have a +2 bonus to spell attack rolls and your spell save DC.


The tome has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the tome wilts and turns to dust.


Spells. You can use an action to expend 1 or more of the tome’s charges to cast one of the following spells from it, using your spell save DC: conjure woodland beings (7 charges), faithful hound (6 charges), legend lore (4 charges), speak with animals (1 charge), spike growth (3 charges), warding bond (2 charges).


You can also cast the pass without trace spell from the tome without using any charges.

Dryad’s Kiss. As an action, you can perform an ancient incantation that summons flora from the fey realm. A creature you can see within range is covered with small, purple buds and takes 3d8 necrotic damage; a successful Wisdom saving throw negates the damage but doesn’t prevent the plant growth. The buds can be removed by the target or an ally of the target within 5 feet who uses an action to make a successful Intelligence (Nature) or Wisdom (Medicine) check against your spell save DC, or by a greater restoration or similar spell. While the buds remain, whenever the target takes damage from a source other than this spell, one bud blossoms into a purple and yellow flower that deals an extra 1d8 necrotic damage to the target. Once four blossoms have formed in this way, the buds can no longer be removed by nonmagical means. The buds and blossoms wilt and fall away when the spell ends, provided the creature is still alive.


If a creature affected by this spell dies, sweet-smelling blossoms quickly cover its body. The flowers wilt and die after one month. You cannot use this feature again until the next dawn.

 

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Narrative-focused, minis-free combat rewards those who plan some reversals and surprises in their encounters—surprises that do not depend on a map. Instead, they depend on NPC plans, schemes, and speech, and on character history and goals.


What is a reversal? A story reversal that assumes the characters are surprised is a great story beat; as a GM, you can have the goblin chief shout out “Trapped you at last!” and make the players wonder who sold them out. Running the encounter without a map and minis is likely to reward you with player surprise and engagement, and it reduces haggling over details of position and vision.


Story beats are not really about combat in terms of damage and wounds, though they certainly can have an effect on combat. Instead, you’re trying to get an emotional reaction: disgust, fear, surprise, wonder, joy, relief, or determination, and so on. If you say “the spider has crawled under your armor”, the player of that character is likely to think about how to pry it out. As GM, it’s much more fun to hear “it’s inside my armor, someone help me!” rather than, “I want you to move within 5 feet of me so I can grant you advantage to help get it out.”

-Kobold Guide to Gamemastering-


Some of the most memorable demonstrations of a character’s personality appear in dire straits. A character retorts to a villain’s threat with a trademark one-liner, shouts a famous battle cry, leaps into harm’s way to protect others, or turns and flees in the face of overwhelming odds. Every battle, hazard, or other dire situation offers opportunities for roleplaying, especially if things go awry. When your character lands in a dire situation, how does he or she usually react? Do you follow a code? Do you follow your heart? Do you look out for yourself or others? Below are some samples to consider.


How courageous are you in dire straits?

Brave Competitive Steady


Cautious Reckless Fierce


How do you feel when faced by setbacks?

Stoic Driven Happy-go-lucky


Vengeful Bold Impassioned


How are your nerves?

Calm Skittish Restless


Impulsive Patient Unshakable

-D&D4e PHB-




Kings Thrown

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Winner: garretvess

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Keep your blades sharp and spells prepared heroes!


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