Dungeons and dragons lego
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Welcome Quest Builder !
I am glad you found your way to this fantasy set with a multitude of options. Three brave heroes await your story. No one knows what adventures they will have, no one know what dangers or monsters they will encounter on their journeys and quests.
Are they on a treasure hunt? Are they on a quest to eliminate the evil bonelord or are they simply curious and want to unravel the mysteries of an abandoned keep. No one knows what lies hidden in the forgotten rooms. No one knows how far the cellars extend into the lower layers of the earth. No one knows, except YOU, Quest Builder!
With this set you can create your own dungeons and lairs for the heroes to investigate. There are dozens of possible layouts and setups. You can place the rooms in any sequence desired to create the lair you like.
Six minifigures of different monsters/villains can be placed in your dungeon for you heroes to combat. There are also several smaller creatures already in the rooms that can of course be placed where desired.
Adventure example:
Just to show what an adventure for you and your friends could look like I made a small cartoon:
Technical details:
The rooms are 8x8 studs, the lairs 16x16.
I used relatively low walls to stay within a reasonable amount of bricks and still have a multitude of rooms. Furthermore the lower walls make it easier to see the dungeon when playing. The rooms can be placed on top of each other and the doors can open and close. I used square rooms out of practical reasons for storage and it is easier to make a layout.
The total amount of bricks used are within the guidelines but high, just below 3000. The base plate with the ruins and trees is not included because item count would be too high then.
Playability:
Given the countless options in layouts many adventures can be created. The set is also easily extendable by creating your own rooms and lairs. The minifigures offer many play options. There have been quite a few minifigure series that would fit very well with this set and can be easily integrated in the stories.
The set would be great for people who like role playing games. It would also be fun for people who like medieval settings, though if the figures are replaced with modern heroes and villains it would work just as well.
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This regular column is for Dungeon Masters who like to build worlds and campaigns as much as I do. Here I share my experiences as a DM through the lens of Iomandra, my Dungeons & Dragons campaign world. Even though the campaign uses the 4th Edition rules, the topics covered here often transcend editions. Hopefully this series of articles will give you inspiration, ideas, and awesome new ways to menace your players in your home campaigns.
WEDNESDAY NIGHT. As the campaign shifted from paragon to epic tier, one of my players suggested between sessions that I gather input from the players as I put thought toward how to wrap up the campaign. Every player has things he's like to see happen before the end, things they'd like their characters to accomplish, and story threads they'd like to wrap up. I thought that was a great idea and asked each of them to email me their "wish lists." It reminded me that the campaign isn't mine alone. As the screenwriter/director John Milius says in his DVD commentary for The Wind and the Lion (the 1975 period epic starring Sean Connery), "It's an adventure . . . and you're all in it together, and there's a wonderful quality to that. It's no more your ego . . . you're just serving the story."
L ike most DMs, I enjoy the occasional turn on the players' side of the DM screen. I don't profess to be anything but an average D&D player, but it's refreshing to play a character that isn't omnipotent and doesn't know what's behind every corner of the dungeon.
Most of my player experiences are one-off adventures lots of fun, memorable experiences to be sure, but poor substitutes for a lively, ongoing campaign. It's been over a year since I was a player in a campaign, and in the past 35 years, I've probably played in only a half-dozen long-running campaigns. This week, I'd like to tell you about three DMs from my past. Let's call them Nosnra, Grugnur, and Snurre to keep things on the level. For those of you who don't know, these names belong to three giants immortalized in a trilogy of adventures written by the late, great Gary Gygax. As you'll see, the names are well earned.
Nosnra liked to play by his own rules and call the shots. He ran the campaign he wanted to run, not the campaign his players wanted to play. He didn't care what was written in the rulebooks, and his campaign was riddled with all sorts of house rules catering to the style of play he preferred. If he didn't like a rule, he'd throw it out, which is of course the DM's prerogative. A wonderful thing about D&D is that you can ignore the rules you don't like or that don't suit the style of game you're running. However, Nosnra liked to create new rules or combine rules from different systems more than he liked coming up with adventure ideas. His campaign invariably became an exercise to flex his game designer muscles rather than tell an exciting story. In the absence of a good story, we did a lot of dungeon crawling and monster slaying. I remember a couple sessions during which I dozed off because every encounter was the same tedious battle over and over, albeit with different foes. Invariably, the players' lukewarm reactions would frustrate Nosnra, and that would be it. He'd shake his fists at the game's inadequacies, lose his personal investment in the campaign, call it quits without admitting his own hand in the campaign's downfall, and try to talk us into starting over at first level.
Grugnur had his campaign thoroughly mapped out to the absurd extent that nothing the players tried ever took him out of his comfort zone. For him, preparation was the key to victory. On those rare occasions when we tried to venture beyond the invisible fence he'd erected around the campaign, something momentous would occur that lured us back from the fringe toward the heart of Grugnur's domain. We were his prisoners and, at least for a while, didn't even know it. But we caught on eventually, and like prisoners, we'd occasionally rebel. We'd undermine every carefully constructed attempt at suspense. For example, whenever a bad guy appeared on the scene, we'd give him or her a stupid name that would stick for the rest of the session, if not the entire campaign. Grugnur would shake his head and sigh when we dubbed his villain "Lord Melonbrain," and when Lord Melonbrain started ruining the game with every appearance, he would unceremoniously vanish, only to be replaced by "Captain Chamberpot," "Count Donkeyface," or some other walking joke . . . I mean bloke. Grugnur took strides to punish us for defaming his NPCs the "uppance" might come right away, or he might stew for weeks before unleashing his cold-blooded fury upon us.
"Snurre" was the absolute authority on the rules knew every one inside and out. A tad sadistic, he also believed that good drama resulted from a relentless increase in tension, and thus he rarely let the player characters gain the advantage. They were threatened or cajoled into completing quests by NPCs much more powerful than them, they were insulted and put down by peasants and nobles alike, they were poorly equipped (with nary a healing potion to split between them), and every dungeon was a harrowing slog that wouldn't just kill characters but also scar and maim them. In other words, there was no frying pan just the fire. My first character in Snurre's campaign was a wizard, and given that the campaign was a low-magic one, Snurre insisted on choosing my spells and equipment for me. My 1st-level spell list consisted of two choices, erase and ventriloquism. These are, as you well know, two of the most useless spells in the AD&D game . . . particularly when you're fighting an ankheg. I was given no weapons to fight with, only a 50-foot coil of rope. I hit upon the idea of using the rope to lasso and snare the ankheg, but Snurre would have none of that silliness. As soon as he caught wind of my plans, the ankheg burrowed underground and devoured my wizard from below. That'll teach me for trying to outfox the DM!
Nosnra, Grugnur, and Snurre aren't upstarts. All three DMs are seasoned pros with tons of XP under their belts (and the trophy-corpses of many slain adventurers to prove it). However, they all share a common flaw: They let their egos get in the way of the fun.
Ego is like a shield that protects us against embarrassment and other things that threaten our pride, confidence, and self-esteem. I control my ego by first acknowledging that I have one; everyone does. I like to say that I have no ego, but it would be more accurate to say my ego is kept in check, and I think that makes me a better DM. Letting go of the ego allows one to play the fool and focus on what will make the players happy. It incentivizes one to prepare less and improvise more. Once the ego gets out of the way, it's easy to see that you don't need to be in total control to run a good game.
Nosnra likes to DM because it pleases him, but he's rarely satisfied with the game system enough to give his players the same sense of pleasure. When he can't deal with the campaign he's created, he quickly abandons it. Grugnur is the opposite; his campaign is so cleverly and proudly constructed that it's virtually indestructible, but it doesn't allow players as much free reign as they sometimes crave. Snurre doesn't like it when the players win; in his campaign, the house always wins, and that makes him feel mighty and bolsters his reputation as a Killer DM.
Ego manifests in many different ways. Recognizing this fact is the first step toward dealing with it. Ego's not a monster to be slain; it's more like a beast to be tamed.
Lessons Learned
Being a Dungeon Master means putting yourself out there, on center stage, with only a thin DM screen (and sometimes not even that) separating you from the players, all of whom are counting on you to deliver a memorable gaming experience. In many respects, you're like an actor standing on a stage.
Let's run with the actor analogy for a moment. When I think of actors whom I admire, most of them are razor-sharp, funny people who are looking for more than self-gratification through their art. They also tend to be a bit awkward and uncomfortable in their own skin. The "greats" such as Robert DeNiro, Helen Mirren, Clint Eastwood, and Meryl Streep use ego to spur great performances and drive professional success, but somehow they've figured out how to keep their egos in check. It's no wonder people enjoy working with them; they come across as modest, humble, and self-effacing. While they take their careers seriously, they don't take themselves that seriously. They have the power to laugh at themselves a rare gift, and a surefire way to keep the ego from ruining their careers. It's the ones who can't control their egos who are the Hollywood train wrecks. I don't need to name names. Good entertainers derive the most pleasure from entertaining others, not themselves.
Let me be the first to point out that everyone wrestles with his or her ego, and sometimes ego gets the better of us despite our vigilance. I could be the most self-effacing and humble DM in the world (although I admit that I'm not), but woe to anyone who cuts me off on the freeway or thinks they know more useless Star Trek trivia than I do. You want to see my ego take charge? There are plenty of arenas in which I let my ego go a little wild, but the gaming table isn't one of them. Here's what I do to keep my ego from wreaking havoc with my campaign, which, I imagine, is what a lot of humble actors do when they walk out on stage to face a captive audience:
- I remember that every session is a fresh start . . . and a chance to take a risk.
- I expect to make mistakes (and never fail to disappoint), and I hope to learn from them.
- I tell myself I'm on my players' side. The campaign is not about Me vs. Them.
- At the end of every session, I look for smiles on the players' faces. If I don't see any, I know something's not right.
Along with the creative ability to improvise, DMs need self-awareness and the ability to poke fun at themselves. Every DM who reads this article thinks he or she has the ability to do both. Yeah, well, we all have the ability to breathe out of the nose instead of the mouth; doesn't mean we all do it. If you're truly self-aware and willing to laugh at yourself, you don't need a true seeing spell to know when your ego is getting in the way and doing more harm than good. It will always be there to protect you, but sometimes you gotta let it go.
D&D can seem pretty daunting for new players, especially given that there are three rule books. But once you get started, your imagination is your greatest tool!
I know what you’re thinking: “LEGO D&D? Where can I buy that? Sign me up!” Well the good news is, you may already have everything you need to combine your two favourite hobbies. Let me explain.
The last few years have seen an explosion in the pervasiveness and acceptability of “nerd culture”. Almost every franchise that you might’ve kept to yourself before is now seemingly perfectly fine conversation. Fewer people will batt an eyelid at your Teenage Mutant Ninja Turtles t-shirt, your X-Wing bumper sticker, or at the giant bag of LEGO bricks in your hands.
Just look at LEGO’s own current catalogue of franchise partners and their new 18+ label: where previously adults might have felt self-conscious or foolish building LEGO, now there are Stranger Things, classic Batman and James Bond sets to cater specifically to that demographic.
LEGO is no stranger to fantasy themes, so there are plenty of parts out there to use!
Another franchise that’s done extremely well from people letting go of the idea of geekdom being exclusively for basement-dwellers is Dungeons and Dragons, the self-proclaimed “world’s greatest roleplaying game”. You’ve likely heard the name before, but for those who don’t know, “D&D” is a game where you and a group of friends each create a character and roleplay adventures through a fantasy world using a system of dice rolling, stat blocks, and raw imagination. It’s always existed on the edge of pop culture, but streamed games like Critical Role and The Adventure Zone have helped to pull it into the mainstream. There’s no official LEGO D&D yet, but who knows where the popularity of these streams might take both franchises.
Even the Harry Potter/Fantastic Beasts theme has generated some amazing fantasy minifigs and creatures you could use!
One key – though admittedly optional – element of D&D is using miniatures to represent certain encounters. So if you have a battle with a giant or a horde of goblins, your Dungeon Master (who runs the game) might lay out a physical map and use miniatures and tokens to show you exactly where you are in relation to your opponents. Some DMs create wonderfully elaborate maps and miniatures for their players to enjoy, and I’m sure you can now see where this article is going.
Because where there are miniatures of any kind, there is an AFOL furiously trying to cross their hobbies and get their friends to substitute another kind of plastic for sweet ABS. LEGO D&D is the next logical step!
Maybe you’re a long-standing LEGO fan but are only getting started playing D&D. Maybe you’ve played D&D for a long time and never used miniatures at all. Or maybe you’re simply here for a fun thought experiment. Whichever it is, let’s take a look at some reasons why you might use LEGO when playing Dungeons and Dragons.
Accessibility
Sets like 7036 Dwarves’ Mine provide a number of great fantasy characters to use as LEGO D&D game minis!
When I was still in primary school (that’s elementary school for our American readers) I used to collect Warhammer. It was a tabletop game similar to D&D, though rather than playing as one character, you commanded a whole army of miniatures against your opponent. I loved the artwork and the fantasy lore behind it, but I was (and still am) a terrible painter. When Games Workshop miniatures are as expensive as they are, you don’t want to spend a lot of money on a beautiful Harlequin fighter or Tomb King skeleton warrior only to ruin it with your poor painting skills.
Ninjago’s serpentine scallywags make for great Yuan-ti, lizardfolk, and a host of other D&D enemies!
This was one of the reasons I stopped collecting, and I suspect that a lot of other people who maybe don’t have the time to practice miniature painting or have a disability that prevents it may have similar stories. The same would go for D&D miniatures: the designs are beautiful, but your own painting ability is never guaranteed to match. Not everyone can be a master artisan.
That’s where LEGO can be so useful. LEGO have produced so many fantasy-based minifigure elements over the years (as I will soon get into) that minifigures present a very viable alternative to painted miniatures. You may have to sacrifice accuracy to the image in your head a little bit, but you can easily whip up almost any fantasy race imaginable at this stage. In short, because LEGO is for everyone and such an easy tool to create with, anyone can make their own LEGO D&D miniatures this way.
Customisation
Meet Thane, my winter eladrin warlock of the undead!
As I said before, LEGO have produced hundreds of different heads, torsos, legs and accesories that are perfect for fantasy characters of all kinds. Between the many realms of Ninjago, the tribes of Legends of Chima, 2007’s Tolkien-esque Castle theme and dozens of film and TV show based themes, there now exists a gigantic catalogue of parts to choose from.
The D&D Player’s Handbook offers a number of different races for you to sift through, each with their own unique benefits and drawbacks. Humans, halflings and gnomes are probably the easiest to build, but LEGO have produced a wide number of different elf ear/hair combos in the past decade that making an elf or half-elf character is fairly easy too. With short legs and beards at your disposal, you could also be a dwarf. After that stunning Dragon Guy collectible minifigure, you can be a red Dragonborn too. Monkie Kid’s recent demon twins mean you can easily make a devillish Tiefling character.
And that’s just from the Player’s Handbook! Subsequent D&D guides offer more races to play as, and most can be represented in LEGO in some way. Chima’s Mammoth Tribe’s heads can be used for the elephantine Loxodons from Guildmaster’s Guide to Ravnica, the Croc Tribe’s pieces are an easy pick for a Lizardfolk character from Volo’s Guide to Monsters, and so on. With a little bit of imagination, you can easily pick out the right pieces for any player race.
Meet Iulia Petresca, a turn-of-the-century vampire sorcerer.
Another level of customisation that you have with LEGO D&D is to change your character’s clothes whenever you please. It’s not uncommon for players to have to find new armour or attire in-game depending on the terrain they are visiting or the battles they are soon to undertake, and with painted miniatures, you would have to create a whole new miniature from scratch to represent this. Not so with LEGO, as you can easily switch out your Gnome Cleric’s summery robes for a thicker parka during winter.
This is to say nothing of weapons and magic items. Once again, Ninjago in particular contains almost every type of fantasy weapon under the sun – everything from standard swords and bows to crazy flaming warhammers and energy swords – so giving your Aasimar Barbarian the right blade is unlikely to cause much of a problem.
This is probably the biggest benefit for building your player characters and their enemies out of LEGO, but what about the maps themselves?
You don’t have to be the world’s best MOCcer – plenty of older sets like 7029 Skeleton Ship Attack have instructions that would make for great scenery.
Scenery
While minifigures are LEGO elements that we love dearly, LEGO is of course much, much more than that.
I’ve already mentioned that character miniatures and tokens are laid out on maps. Again, these are not an essential part of playing D&D, but as a visual aide for your players they can be invaluable in setting the scene.
I’m not saying you should use 21325 Medieval Blacksmith in your campaign, only that you could…
Building your maps and terrain with LEGO bricks offers a whole world of opportunity that requires no prior painting, sculpting, modelling, cutting, washing or sanding ability. You just need your box of bricks and your imagination. And next week, after you’re done with your goblin cave encampment, you can take it apart for your underwater kraken lake map. It offers just as, if not more, freedom than minifigures do, and I would highly recommend using LEGO for your game.
Plus, if you’re not the best builder but still want to present your players with something to gawp at, you have several decades’ worth of Castle, Ninjago, Chima and Knights Kingdom instructions online to go back and get inspiration from, or to just straight-up build. Your players aren’t going to care that the design isn’t your own in the same way that a particularly purist AFOL might criticise you – they’ll be too happy using their mini-me’s to physically live out their adventures in your fantasy world.
On to Adventure!
And that is why LEGO minifigures and bricks are just perfect for playing Dungeons & Dragons! To me, it’s a match made in heaven, and I can’t wait until my players and I can sit around a real table together again so that I can take them through combat with a physical, LEGO-built board.
Written by Jack Rizzo
The CMF alien head is a little goofy, but works perfectly for a campy mind flayer!
Castle Black is the headquarter of the Night's Watch and located on the southern side of the Wall. Inspired by the Game of Thrones intro I built a series of clockwork micro scale castles from the TV series. List of all castles: - Winterfell - The Twins - Castle Black - King's Landing
following the rift to the southwest we find are 45, the rift node, where we encounter the dreaded Thoqqua!
Area 42, The heros arrive in the Grove level here, by way of the hole in the ceiling that connects to area 41. The compost heap in the sw corner will have 2 skeletons working it and 2 Twig Blights in residence.
I'm sure loads of people have already done this. don't know why I didn't think of it sooner! Using jumpers with 1x4 bricks with grooves. Not entirely sure what use it will be - I think it will be great to create stable interlocking sections in models (the three parts are not attached) Breakdown is here A use of this technique is here Thought of a name for this technique - the Groovy Jumper!
Heres a moc I built back in June, put it into a box to be sent to the Christchurch brickshow (where someone took this photo) and the box hasn't made it back to my place yet so this is the only photo I have of it. Not really in any rush to get it back (I've survived just fine with out it for the last 5 months) so not really sure when I'll take nice pics with clean background but for now here you go! This post may be updated later. Enjoy! David
After playing several Lego game (LotR, Hobbit, Avengers etc) and running few sessions of DnD, I came up with an idea of Lego Dungeons and Dragons.
How? Mainly because I love both of those things (Lego and DnD) and I use Lego while playing DnD (I know there are official minis, but I found Lego minifigures more flexible).
Why? I think it would be great to see these two worlds combine. They have a lot in common: Players can do nearly anything and anything can happen. Imagination is the only boundary. And because of that (or because I want my Lego owlbear) I would love to see DnD adventure game made in Lego bricks (Lego LotR style)
Have a good one
I'll throw money at a kickstarter for this.
It's extremely hard (read impossible now and for the foreseeable future) to make a computer game that reasonably captures D&D precisely because of what you say you like about it. You can do anything. That simply isn't compatible with computer games, which afford a generally fairly small and always limited set of actions to the player.
Too bad DnD is owned by Hasbro, who also owns Kree-O. Not saying this makes it impossible, just very difficult to negotiate the license.
Licences - fun blockers :/
When I read the title I thought you were going in the direction of the map being made out of lego bricks which sounds like an awesome idea. But with this idea it's like how Almenn put it, it would be extremely time and resource consuming to-do.
Lego sort of did this with Heroica. It a subtheme from Lego Board Games, and played a little like your average roguelite dungeon crawl. The customizability of the map meant practically endless possibilities, and the microfigs are so cute that they draw you right into the "story" (the official narrative is fairly plain, but of course it can be expanded upon).
Unfortunately it was closed along with the Board Games line, with five sets (and one polybag) to its name. You can still get them on eBay, they're just a little more pricey. I highly recommend them for teaching younger kids about the concept of RPGs, because with a little modification they can be like a rules-easy version of D&D.
Edit: just realised you were talking about a video game, not a toyline. -facepalm-
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