The island of Obojima creates a unique and cozy setting for you to host your next Dungeons & Dragons campaign in. If you're looking for a chill and cozy good time, with artwork that has a unique flair and a setting that fosters the most relaxing experience, Obojima: Tales from the Tall Grass is a great adventure supplement for fifth edition for you to try out.

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Characters on Obojima live an idyllic and peaceful life, meaning a lot of the problems your players will encounter in the world can be solved by means that don't include violence. With its own structure, some cool subclasses, and unique spells, here's everything you need to know to run adventures in Obojima.

What's Obojima All About

This adventure book provides several opportunities for tables that want a break from the dungeon plundering and complex stories most D&D tables have.

Obojima offers a relaxing escape, replacing those lengthy, drawn-out campaigns with shorter adventures that are more localized and centered. Solve mysteries and commune with elder spirits in place of fighting dragons.

Here's what you need to know about Obojima Tales from the Tall Grass:

  • While the overall tone is easy-going, there are opportunities for battles, with monsters included in the adventure.
  • Adventures are short and succinct, making great opportunities for one-shot adventures that are easily contained.
  • Nothing is overtly evil in Obojima. You'll be able to roleplay villains as over the top and predictable, though mostly misguided.
  • Combat is almost never necessary. Plan with this in mind, and provide players with alternatives to combat if applicable.

Aspects Not Applicable In Obojima

Lost Within The Crawling Canopy by Alexander Cloos

Due to the nature of certain spells in 5E, several spells do not exist in Obojima. These spells can easily break the immersive nature of the adventure and are suggested to be removed from rotation for players. The following spells should be removed:

Spells Not Found In Obojima

Astral Projection

Power Word Kill

Commune

Speak With Dead

Demiplane

Teleport

Disenegrate

Teleportation Circle

Finger of Death

Time Stop

Legend Lore

Maze

Transport Via Plants

Planar Ally

True Resurrection

Plane Shift

Wish

/

In spite of this, there are several new spells added along with this adventure module. Each class that can cast gets a set of brand new spells, with tons of options for players using this module to try their hand at never-before-seen spells.

There are about 50 new spells in Obojima: Tales from the Tall Grass. Most are tailored to the adventure, but several can create new and exciting gameplay opportunities. Check with your DM to determine whether they want to include several of these spells in your own campaign for their sheer creativity.

Spirits, Portals, And Potion Brewing

There are a few gameplay mechanics that are unique to or adjusted for Obojima. While brewing potions is not new, Obojima has its own unique process for doing so. While the adventure itself will detail the full process, here's what you need to know about potion brewing.

How To Make Potions

MANIFESTED NOSTALGIA, PIGMENT, AUDIO ODDITY, HINDSIGHT, SUPER SINGING, FLUFFPLUM TONIC, MERRIMENT, BUBBLE MESSAGE POTIONS by SCOTT HIGGINBOTHAM

Potions come in three different rarities: common, uncommon, and rare. While their rarity is easy enough to understand, potions also come in three different categories:

Potion Type

Descripion

Combat Potions

These provide buffs and abilities for players in battle.

Utility Potions

These are potions that are useful when roleplaying outside of combat, but can also be used during combat, such as boosting your skills for rolls during and outside of combat.

Whimsy Potions

Whimsical effects are produced from these potions, such as mimicking bird calls, growing a beard, or projecting your thoughts.

Players can track down ingredients (which are also divided by rarity) after identifying them using Arcane Detection Kits and almanacs available on Obojima. Using information from the almanac or other references, players can then forage for the necessary ingredients.

Whether buying or trading, searching for or testing ingredients to see if they work, all of the options to make potions can create quick and unique adventures all their own, allowing players to use their skills to get their hands on the required ingredients.

Brewing potions on Obojima requires calculating the combat, ability, and whimsy scores of the ingredients, all of which are detailed further in the book itself. Optional rules include potion sickness and mishaps for players who choose to consume more than one potion at a time.

Sprits And The Spirit Realm

Dragon Road by Alexander Cloos.

There are no other realms outside of the Spirit Realm in Obojima. This is why most extraplanar spells are not included. The spirits in the spirit realm are just as much a part of Obojima as its citizens.

Extraplanar creatures such as Fey, Celestials, and Aberrations are all considered spirits in Obojima. Fiends, on the other hand, become akin to demons on Obojima.

There are adventures that will allow players to get to the spirit realm and meet spirits, so understanding how this process works is important. Players can use spirit portals scattered throughout the island to make their way to the spirit realm. There are also magic items, potions, spells, and other ways to access the Spirit Realm.

Be sure you leave players access points to reach the Spirit Realm and explore adventures with spirits and demons.

What Will You Find In Tales From The Tall Grass?

Vending Spirits by Scott Higginbotham.
 

Dungeon Masters will find 30 unique locations in Obojima to use throughout these small adventures. Along with all the spells, there are tons of magic items available in this Obojima adventure.

Languages, currency, factions, etc., are all unique to Obojima and will help bring players into the immersion of this cozy world. Dungeon Masters should also be familiar with technology and how it interacts with spirits and magic.

Technology, including vending machines, cameras, and VHS tapes, can be found throughout Obojima. Spells such as Jolt can be used to power up these tech items. You'll want to be sure you understand the relationship between tech, magic, and spirits when running this adventure.

Subclasses Galore

Obojima provides new subclasses for every class available in 5E. You can check out guides on how to build these unique subclasses below.

  • Barbarian: Path of the Belly Brewer
  • Bard: College of Masks
  • Druid: Circle of the Petal
  • Fighter: The Spirit-Fused
  • Monk: Sheep Dragon Shepherd
  • Paladin: Oath of the River
  • Ranger: Corrupted Ranger
  • Rogue: Waxwork Rogue
  • Sorcerer: Oni Bloodline
  • Warlock: The Lantern
  • Wizard: Origami Mage

This module also includes several background options and feats specific to Obojima.

Heroe's Journey Boon System

Magic Items Shop by Alexander Cloos.

Created as an opportunity for DMs to give players rewards for great roleplay and creative problem solving, this system is meant to help recognize a change in a player's character that represents an iconic choice or significant moment.

Players can gain boons based on their gameplay and choices, and while they all have a net positive, some boons can be perceived as negative based on how they're given.

Before character creation, players are encouraged to answer several questions that will help the players and the DM get a sense of the character created.

Here is an example of what some of what the ten boons can do:

Boon

Description

Acceptance

Grants a +5 bonus to skill checks.

Envy

Gain proficiency in a skill of an ally within range for a set amount of time.

Fearful

If you're hit by an attack and an ally is within 5 feet, you can instead have them take the hit for you.

Forgiveness

When hit by an attack, you can force all other attacks the creature makes to be made at disadvantage.

Hate

You can change an attack or skill roll you make to a 20. However you will have disadvantage on other checks for an hour.

Heroic

You can choose to succeed a Wisdom, Charisma, or Intelligence saving throw you would have otherwise failed.

Mercy

You can choose to make a Charisma skill check with advantage instead of dropping a creature down to 0 hit points.

Shame

As a bonus action, all creatures within 60 feet must succeed on a Wisdom saving throw or they won't be able to look in your direction.

Selfishness

Upon taking damage, you can recover 2 hit points for every ally within 30 feet. That ally in turn takes Necrotic damage equal to the damage you healed.

Selfless

Forgo your action to allow another character to take an action.

You can also make your own boons and unique rewards for players with impactful roleplay throughout sessions. A full, detailed description of these boons and all of their effects can be found in Obojima: Tales from the Tall Grass.

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