D&D: Eclipsed Merrows

Estimated reading time: 9 minutes

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This is the first article that I’m writing on the new Magic: The Gathering set Lorwyn Eclipsed. Since my last article was on the Shadowmoor merrows I decided I would finish the merrows first and then move on to other tribes. I might do Eclipsed kithkin first to complete that tribe as well.

I believe this is not the first article you read that I’ve dedicated to the wonderful plane of Lorwyn-Shadowmoor. The two blocks were released in 2007 and 2008, and last year a D&D supplement was announced. I started writing these articles in anticipation, predicting how the various aspects of the plane, its lore and denizens, would be handled. We have seen how, and yes, I will keep referencing this review, so I don’t have to repeat myself. I’ve decided to keep writing these articles as a guide for those who find the official supplement lacking.

There is one “but”, however, and it’s the existence of the Planeswalker’s Guide to Lorwyn Eclipsed. It’s full of useful information that seems to be given more thought than just a hasty deadline-meeting afterthought. It follows a structure similar to my articles, when dealing with the tribes of the plane. My articles on Eclipsed will therefore be a bit different from those about the old blocks. They will be less descriptive and more commenting. Probably shorter as well.

In the new set, Lorwyn Eclipsed, time has moved forward since the old blocks. The plane experienced the horrors of the Phyrexian invasion and is recovering. Furthermore, the defeat of Oona, queen of fairies, spelled the end of the Great Auroras. Lorwyn-Shadowmoor no longer flips its aspect. Instead the Lorwyn and Shadowmoor aspects coexist and intermingle in their own rhythm. This brings new opportunities and challenges to a potential D&D game set on the plane. We’re going to tackle them one after another, as they come into light in these tribal articles. The merrows of Lorwyn Eclipsed await!

Waters of Dawn and Dusk

The dual plane Lorwyn-Shadowmoor is now in what we would call “normal”. That means there is a day-night cycle instead of the plane being locked on one or another. There are areas of Lorwyn aspect, and areas of Shadowmoor aspect, with the Lorwyn being dominant.

This means we get merrows of both flavours side by side after the Shadowmoor block. You can read my thoughts about the Lorwyn merrows here and their Shadowmoor counterpart here, so I won’t describe them in detail. It actually takes out some uniqueness out of the plane, because this is the way it normally is with fantasy species everywhere. You have good elves and evil elves, they are kin, but different. Sure, once someone crosses from a Lorwyn region into Shadowmoor, they change into the corresponding variant. So the two different aspects never meet under normal circumstances. But they still recognize the existence of the other kind in the opposite regions.

Lorwyn Eclipsed lore fortunately takes the Phyrexian invasion into account. Both the Lorwyn and the Shadowmoor merrows planned on waiting out the invasion in hiding, but neither came out unharmed. Both have been pushed into the depths with losses. Lorwyn merrows dwindled in numbers and are struggling to retake their position as merchants and scholars of the plane. Meanwhile the Shadowmoor merrows fled deep into the Dark Meanders, where they became even more monstrous compared to their Lorwyn brethren.

Society

The post-invasion merrows still gather in their schools, as we were used to in the blocks of old. Loosely led by a reejerey, these schools specialize in certain aspects of the merrow lifestyle. The Silvergill school for example returns with their penchant for trade, while their counterpart Gravelgill seems more rogueish than before the invasion. In Oona’s time they seemed to be focused more on direct combat.

Traders, messengers, and sages in Lorwyn, scammers, bandits, and thieves in Shadowmoor, these things are more or less the same as before. The Shadowmoor merrows are said to sell fake magic items, which is something that can be nicely implemented in a D&D game. I will repeat myself, but the merrows are ideal as NPCs for your game – they can pop-up from a well or a stream and offer their wares and services. Or send the group on an errand. Orchestrate something that serves as the foundation of your adventure. Or, if you need, they can be a formidable enemy near water.

Characters

In Eclipsed we see the return of the one legendary merrow from the original blocks. Of course the one is Sygg, the River Guide, or more recently the River Cutthroat. Now he goes by the epithets Wanderwine Wisdom in Lorwyn, and Wanderbrine Shield in Shadowmoor. According to the lore he now leads a school (presumably his old one, Paperfin/Razorfin?), and has put his adventuring/pirating ways behind himself.

We can see him depicted with a scale bishop’s mantle covering his shoulders, a shell-staff, and lots of talismans. On some cards the art gives him a really funny babyface, especially since we remember how he looked in Shadowmoor.

Equipment

As usual I describe the weapons, armor, and other equipment used by the tribe. Not important for MTG, but interesting for any potential TTRPG applications. I already covered a lot of merrow equipment in the previous two articles so in this one I will comment on what’s new mainly. It would be interesting to know whether the changes are deliberate or just the artistic input of the artists and art directors.

The main merrow weapons from the old blocks, spear and knife/dagger, are still present, and so are swords. We see a rapier-like sword, as well as a two-hander being wielded by the different iterations of the Deepchannel Duelist. The Silvergill Mentor holds something vaguely reminiscent of the bidents seen in Shadowmoor. Or maybe it’s an entirely new thing, some kind of pincer-like scepter.

There are also shell-spears and shell-staves. Originally seen only on one card, Razorfin Abolisher from Eventide, it seems the shell-staves have caught the eye of the new team. It’s a cool design, so there’s no wonder why they decided to use it more frequently. Apart from these, there are still “regular” staves, and one card shows a merrow holding a coral staff. The Riverguard below uses some kind of chitinous scythe-like weapon, but maybe it’s only a staff as well.

Regarding armour there is again the understandable scarcity among the merrows. Even the more combat-oriented individuals usually wear little to no armour pieces. There are exceptions, and these (other than Sygg’s bishop’s mantle) usually consist of shell breasplates with pauldrons. It’s another new design, one that works well with the merrows’ aquatic aesthetic. In my opinion the design is a bit too evocative of renaissance cuirasses, but maybe that was intended. Let’s also not forget the horseshoe crab cuirass the Deepway Navigator is wearing! That is really cool!

All things considered the merrows are pretty consistent with their attire and weapons. We see a clear emphasis on shell-based weapons, mainly shell-staves, but also shell-rapiers and shell-spears. Along with coral and chitin it nicely complements the aquatic theme of the merrows. There’s a lot of potential for interesting trade items or loot in a D&D game.

Magic

The merrows are potent magic users and they continue to be in Lorwyn Eclipsed. Due to the size of the set (as opposed to two blocks) we get a lot less of the merrow magic. The few spells there are correspond with the usual merrow package. There is water manipulation (transmutation/conjuration) and protective spells (abjuration).

We also know from the Planeswalker’s Guide that the merrows continue to use their glamers, i.e. all sorts of illusions. In a D&D game the merrows should therefore also be very adept at the illusion school of magic. Water, illusions, and occasional offense or defense, that’s what merrow magic is about. And if we take the old blocks into account, divination also should be present.

Summary

Having already discussed both the merrows of Lorwyn and Shadowmoor in previous articles, I didn’t waste too many words repeating myself in this article. In fact I think further tribal articles will be made with Eclipsed already included.

The merrows are a good representation of what their main MTG colour stands for. They prefer magic and knowledge over brute force, and lean either to order (white) or decay (black). In Eclipsed the tribes lost one of their colours, the merrows for example are never black, not even the Shadowmoor ones. This has no direct effect on any potential D&D game, but you can bear those things in mind when preparing an adventure containing merrows.

Last time I made a small package of playable 5E content to use should you play D&D on Lorwyn-Shadowmoor. This time I won’t offer anything new, just link to the package again. You can get it for free either here, or on my Ko-fi page, that I’m sure you’ll be able to get to.

[FREE] A Measure of Merrows

How did you like the merrows in Eclipsed? I actually played them at the pre-release, and it was fun, probably the best pre-release games I had. Their design is true to the old blocks (mostly), and has a charm that would be nice to have in a game of D&D. Let me know what you think in the comments, and subscribe so you don’t miss further Lorwyn-Shadowmoor articles!

Final remarks

While there is lore available on Lorwyn-Shadowmoor and its denizens, a large part of my analysis is based on card art and flavour text. Therefore a lot might be a matter of artist license rather than conscious worldbuilding decisions. Sometimes that is preferable. The official supplement, Lorwyn: First Light has already been published, and this is my attempt to bring more life and inspiration to those who want to use the setting.

The cards used as illustrations were obtained on Scryfall and all rights to them are reserved to Wizards of the Coast and/or other respective owners.

The author is not affiliated with Wizards of the Coast or any other party mentioned in the text.

D&D: Shadowmoor Merrows

Estimated reading time: 10 minutes

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I’ve had this article sitting in my WIPs for quite long, and in the meantime Wizards announced Lorwyn: First Light. My first though was to let this series slide and just wait for the official stuff. Write further articles only on what’s been released. Then the supplement came out, and… you can read my thoughts in this review. I pulled no punches.

My first thought was to put out my own “supplement” to the supplement as soon as possible. But another month or two came and went, while I’ve been working on other things. Suddenly Lorwyn Eclipsed got released! The set is very nice, and I enjoyed the pre-release! Now there’s a whole new Lorwyn-Shadowmoor to take into account!

I’ve been pondering how to continue with my series. Whether to write further articles with Eclipsed era included, or to move on the way I started. That is to write a separate article for each tribe in each aspect, Lorwyn and Shadowmoor. Eclipsed era stuff would have their own articles, and everything would be cross-linked. I believe this is the way, as it is consistent and keeps things separated. However interesting the Eclipsed era might be, some people might want to play earlier parts of the timeline. For example the span between the events of Eventide and the Phyrexian invasion. Or ancient history before the Lorwyn block, that would give quite a lot of freedom to everyone, the DM and PCs alike.

This one’s a bit of a legacy article. It was already partially finished and I’m picking up where I left it. Months before First Light and even longer before Eclipsed. Let’s plunge into the Dark Meanders with the merrows, then!

The rivers darken

Last time we had a look at the merrows of Lorwyn, a tribe of scholars and keepers of knowledge. In their Lorwyn aspect they are more or less part of the “good guys” – they do have some trickery and manipulation under their belts, but the merrows do more help than harm. In Shadowmoor of course everything is flipped, and the once noble and wise intellectuals of the plane turned into malicious aquatic predators.

The great river Wanderwine has changed into Wanderbrine, and the merrows who once tended the waterways have abandoned their stations as the rivers’ wardens. No longer do they protect and promote trade and travel along the waterways. They have become the very threat they sought to mitigate. The rivers either flooded the land due to negligence or maliciousness of the merrows, or disappeared. The cards below illustrate this.

This certainly opens various plot possibilities. A settlement (or a magical site) might be in danger of being flooded. Another might already lie under water, hiding knowledge, a powerful artifact, or a heirloom that could prevent a war. Whatever the party goal is, the Shadowmoor merrows won’t cooperate.

Society

I’ve already written that after the Great Aurora the merrows become a wicked caricature of their Lorwyn counterparts. They still covet knowledge, but instead of sharing it they steal and hoard everything. When making any kind of deals they are as ruthless in commerce and diplomacy as on the battlefield. If by battlefield we mean the murky depths of the Wanderbrine, from which they strike upon their neighbours.

Where Lorwyn merrows posed themselves as teachers, guides, and “older siblings” to the other tribes, Shadowmoor merrows are the opposite. They would make great antagonists. Either as an ever present threat, or the masterminds behind whatever malicious happening the party has to set right.

We can still discern merrow schools in Shadowmoor. Their place in the society is questionable with all the changes they underwent because of the Great Aurora. The merrows seem more selfish and even less organized than in Lorwyn. We see Inkfathom merrows with unchanged name, and they can be supposed to favour the Dark Meanders. Gravelgill (flipped from Silvergill) seems to be the heavies. Razorfin used to be Paperfin, but their specialty is elusive as before. Stonybrook might have been translated into Deepchannel, but maybe that’s a bit of a stretch based on one card that might fit the bill. Lorwyn Weirwinder has no known Shadowmoor equivalent. The merrow schools didn’t get as much attention as kithkin clachans and douns.

As you can see on the card art, Shadowmoor merrows are also more monstrous. Lorwyn merrows went the “fish-tailed elves” way. They were colourful and uncannily beautiful. Shadowmoor merrows are all spines, sharp teeth, and claws. As with many things on Lorwyn-Shadowmoor, their outward appearance reflects their inner selves. No deconstruction until we get to the elves, I’m afraid!

Characters

One thing I omitted in the articles before are the named characters. They are the heroes and villains of the story. While not vital for a sealed draft MTG game among friends, they nevertheless help build the overall picture.

Shadowmoor block came out in an era when there weren’t dozens of named legendary creatures per set. There are eight of them altogether in the Shadowmoor block, and only one of them is a merrow. Sygg, formerly called River Guide, changed into Sygg the River Cutthroat. No longer a benevolent wizard capable of taking you where you need. Now he’s a rogue bent on taking whatever he desires. Supposedly he still travels the lanes, but only so he can rob, steal, and otherwise behave badly. He still doesn’t deserve the babyface retcon he received in Eclipsed, though. But in the time of the Shadowmoor, he’s one nasty individual, a good candidate for an antagonist in your game.

Equipment

In each of these articles I describe the weapons, armor, and other equipment used by the tribe. It doesn’t matter for MTG, where the art is only there to illustrate the mechanics. In a TTRPG game the equipment of various characters is one of the main elements of the game.

Shadowmoor merrows prefer a more hands-on approach than their Lorwyn selves. The art shows mainly wicked looking daggers and shivs, or polearms. Spears, but also some sort of short bident, as you can see above. There’s also a single sword, held by the Wake Thrasher in both hands. And he seems to have a battle axe on his belt. Another curious looking long-shafted axe or halberd can also be seen. Held by the Gravelgill Axeshark, the design is wicked and full of “evil spikiness”. It’s also wielded in a very curious way, with a secondary handle similar to a scythe handle.

As you probably noticed, Shadowmoor merrows are more armoured than they used to be in Lorwyn. About a third of the creature cards depicts merrows with at least partial armour. Most often the armour takes the form of pauldrons or vambraces. Gravelgill heavies also wear breastplates, tassets, and helmets. A lot of the merrows wear nothing at all, or a belt or harness with trinkets at best.

The magic users usually have no weapons, or just a bladed implement, but some wield staves. Some are plain, just a length of wood (?) with some kind of ribbons woven around them. Others are ornate, such as the ones on the cards below. One is an intricately twisted rod of unknown, seemingly organic, material. The second staff is based on a conch shell. It is a design that’s been extensively adopted by the Lorwyn Eclipsed merrows (or at least their artists). We’ll get to Eclipsed merrows later, in a separate article right after this one.

The next thing is not really equipment but something the Shadowmoor merrows have at their disposal – leeches. Specialized leech bonders probably control these slimy bloodsuckers and use them to assault their foes. Not only to damage, but even magically affect. There’s quite a lot of space for creativity here, should one pursue this wiggly way.

Magic

Even in Shadowmoor the merrows are supposed to be magic oriented. We can see a decline in their culture, society, and even magic prowess, though. There’s only a handful of spells that can be attributed to the merrow in particular. Of these there are several areas in which the merrows stand out. Once they were the lorekeepers of Lorwyn, acting as the plane’s memory. In Shadowmoor they tamper with the memories of other tribes to suit their wicked ways. Maybe some spell or feature that temporarily disables, or even spends spell slots could work for them? Of interest is also the sorcerous scarification shown below. Knowledge or even spells could be inscribed upon chosen merrows.

Hints of hampering enchantments and abjuration can also be seen. The effect described on the Wilderness Hypnotist card has a nice flavour. The Cursecatcher shows us that Shadowmoor merrows don’t fret at using their lives to power their magic. This opens possibilities for sacrificial casting, using HPs or whole victims to cast certain spells.

Last but not least, there are spells that manipulate the physical world. Mostly the water, such as the two pictured below, or the Inundate spell at the beginning of the article. Those are indeed transmutation or conjuration spells. Perhaps they could be recreated as variations on Control Water.

Summary

No more the “good guys”, Shadowmoor merrows lean into black rather than blue. Their society seems wretched, the loose structure of Lorwyn merrows now even looser. They are covetous, treacherous, and ruthless. Because of their water dependency they are not very suited for most D&D campaigns as playable species. They can however pose as NPCs, making great villains of various levels.

This is one of the things Lorwyn: First Light got right. They could however be more than two stat blocks with a few words to them. On lower levels they could be the the random (or not so random) brigands the party encounters while riverside. Or the culprits in the poisoning of a water source for a doun. On higher levels one of the merrows could become a mastermind behind a more complex scheme. Or they could be the henchmen/cultists of a malevolent elemental incarnation. There’s a lot that can be done with the Shadowmoor merrows, even though they are now more single-minded than their Lorwyn counterparts.

In the previous articles I held back in anticipation of meaningful content in the upcoming D&D supplement. We already know how Lorwyn: First Light went. I will be doing my part by giving you something you can actually use in a campaign set in the plane of Lorwyn-Shadowmoor. Click the link below for a few bestiary entries, a couple of spells, and some items.

[FREE] A Measure of Merrows

Do you agree with my conclusions? Did you find this article helpful or inspiring? Or were you satisfied with the treatment they got in the official supplement? Let me know in the comments and share the article with your MTG and D&D friends! Next stop – the merrows of Lorwyn Eclipsed!

Final remarks

While there is lore available on Lorwyn-Shadowmoor and its denizens, a large part of my analysis is based on card art and flavour text. Therefore a lot might be a matter of artist license rather than conscious worldbuilding decisions. Sometimes that is preferable. The official supplement, Lorwyn: First Light has already been published, and this is my attempt to bring more life and inspiration to those who want to use the setting.

The cards used as illustrations were obtained on Scryfall and all rights to them are reserved to Wizards of the Coast and/or other respective owners.

The author is not affiliated with Wizards of the Coast or any other party mentioned in the text.

Dungeons: Only you can prevent broken environmental puzzles

Estimated reading time: 14 minutes

This post is part of a series analyzing several aspects of one of the recognizable parts of the TTRPGs we all love – the dungeons. The articles can be read in any order and they will be cross-linked when necessary. Throughout the series (and elsewhere) I use “dungeon” as a technical term and it can be used to describe any clearly defined environment containing multiple non-random encounters. These include natural caves, mines, keeps and castles, crypts, temples, ships and other vehicles, and many others.

When the party skips your puzzle

You prepared a situation where the party has to get across a chasm, or out of a deep pit. There are several solutions using the environment, character abilities and skills, or the items they found earlier. A classic environmental puzzle.

You forgot the party gained a level, and the wizard now has the Fly spell. They’re handed a coil of rope and sent upwards, where they tie it to a conveniently protruding protrusion. The rest of the party climbs up and you’ve just lost a chunk of content.

Of course they did nothing wrong, they used a tool at their disposal the correct way. That should be rewarded, if anything. Though perhaps next time you can anticipate the use of magic and create the puzzle or situation in a way that prevents such easy solutions.

An environmental puzzle from Silo, season 2. The kind most parties above level 1 would clear in a second. All rights reserved to Apple TV and/or other respective owners.

“Bypass” spells

Magic is a staple in fantasy, and we usually wouldn’t want it any other way. It opens up a myriad of possibilities, from wielding terrifying destructive powers, to reshaping the environment. There are however times when magic narrows down the course of a narrative. Depending on the workings of magic in the setting there might be codified spells, or more “freeform” casting, and both have their distinct effects.

The type of magic used in D&D, often called Vancian, uses spells with a defined set of parameters. When you cast an offensive spell, you know the range, area of effect, damage amount and type. You usually can’t use it for much else. Perhaps set something on fire with a fire spell. This kind of magic has firm rules, so you can account for its use and plan accordingly.

The other way of using magic is what we can call “freeform” magic. There are no codified spells wit set parameters. Instead you describe what you want to achieve, and use the corresponding school, circle, or whatever your powers are classified by. The DM (or in this case anything other than a DM) decides whether it’s within the character’s power, and after your roll announces the result. It’s not as easy to plan the encounters and puzzles with this in mind. Player creativity is sometimes boundless, and this is the case where it definitely should be rewarded.

Since we’re mainly dealing with systems using Vancian magic on this site, I will continue in this way. So, spells it is. Which spells cause the most trouble? Well of course the ones that enable you to move in unnatural ways. Some are available quite early and don’t do that much of a difference. You even want them used. Others, while received at higher levels, make quite a mess of your environmental puzzles. Let’s have a breakdown of the culprits.

Jump

The 1st level transmutation spell Jump is a great utility spell. It is available early and the effect can be used multiple times for a minute. A character with a strength score of 10 could do a 30 feet running jump, or 15 feet standing jump. That’s a lot. A ranger with above average strength could clear a lot of chasms quite easily.

Spider Climb

Channel your friend’s inner Spider Man with this handy 2nd level spell. Or a spider horror, as they might look to onlookers while they somehow climb walls without using their hands. Presumably they sprout some spider limbs that do the climbing. Whatever the case, the spell lets a character get to a lot of otherwise inaccessible places, and it lasts up to an hour. Plenty of time to do what needs to be done, and you can cast it on someone other than yourself.

Levitate

Another 2nd level spell, Levitate has loads of uses. You can float a creature or an object up to 60 feet from yourself. That should cover a lot of gaps and height differences. The levitated creature is rather helpless and depends on the caster for movement, unless it can pull or push itself against something. For a 2nd level spell it offers a lot, though.

Misty Step

The first available teleportation spell, Misty Step enables the caster to move 30 feet to a place they can see. You can get much more out of Spider Climb, Jump, or Levitate, if the conditions are favourable and you have time. But if time is running out, a Misty Step across a hazard might save your neck.

Rope Trick

Another 2nd level spell that could help in certain situations. As long as you have a rope up to 60 feet long, you can hang it upright in thin air. It’s held by an extradimensional pocket that you can hide in. You can also just use it to climb where needed and jump off the rope.

Fly

One of the 3rd level spells casters are waiting for, Fly opens many doors. A real game changer when it comes to mobility, this spell can wreck your environmental puzzles in numerous ways. At higher levels you can affect additional creatures, possibly making it better than Dimension Door (see below).

Gaseous Form

Not only Fly becomes available when you get to 3rd level spells. Gaseous Form gives you wings as well, but also makes you, well, gaseous. Good for escaping and squeezing through small openings. To interact with the world you have to end the spell, however. Unlike others in this list that you can benefit from multiple times.

Water Walk

Water Walk is more specific in its utility than Fly or Spider Climb. The name suggests water, but you can cross any liquid while under the effects of this spell. And it can target up to ten creatures. That large pool of acid? The party can get across with safe feet. Quicksand? Lava? Deep snow? They can walk over all of it, though each poses its own hazards other than drowning.

Dimension Door

We’re getting to the big league spells with this 4th level conjuration spell. A proper teleport with a range of 500 feet. The range isn’t that great outdoors, but should be enough for your indoor needs. You can take one other creature with you and both of you can carry your full capacity. An excellent utility spell, though you have to be a 7th level full caster to get it.

Far Step

In Xanathar’s Guide to Everything we can find what’s essentially a continuous Misty Step. You can blink 60 feet each turn for up to 1 minute or while you retain concentration. The blink is a bonus action, so you can cover a lot of ground while also performing another action on each stop. The total distance is shorter than Dimension Door and your friends have to wait while you’re blinking around, but it’s still a neat spell.

Passwall

Passwall is a 5th level wizard exclusive spell that creates a tunnel up to 20 feet long in a wall. The description specifies wood, plaster, or stone, but one could argue the possibility of its use on other materials. With this your don’t have to worry about locked doors, or any doors when you think about it. Any wall with thickness under 20 feet can be bypassed by this spell. At 9th caster level you would expect this kind of stuff, though.

Arcane Gate

We’re arriving into high magic territory. Arcane Gate essentially creates two portals similar to those from the Portal game. They should conserve the direction and velocity of a creature or object entering them. The difference is that you can’t stick the portals to a surface. They float in the air above aground, and you can rotate them as a bonus action. With this many environmental puzzles cease to be puzzles, but since it’s a 6th level spell, it is to be expected.

Wind Walk

Another spell that already has a toned down version in Gaseous Form, this 6th level transformation is the ultimate escape and traveling aid for parties. The caster can affect up to ten other creatures. All of them benefit from the effects of the Gaseous Form with a flying speed of 300 feet. Anyone affected can revert to normal state and back for the whole duration of the spell, 8 hours. The transformation takes one minute, but it’s a very small price to pay for the utility it brings.

Countermeasures

Your goal as a DM is for everyone to have fun (including you). You manage this by creating and running an engaging adventure. The outcomes of various actions are not guaranteed, and failure should always be an option, though not necessarily fatal. Each character has a set of tools at their disposal, guided by their player’s skill and creativity.

This creativity should be supported and rewarded. Sometimes the tools at disposal block creativity, leading to situations and encounters being solved too easily. That’s where you have to be creative, and use the tools *you* as the DM have at your disposal. Some are better, some are worse. The order in which you find them below is roughly worst to best.

DM Fiat

By far the worst possible option. I’m mentioning it here as a warning, as this will not lead to fun or positive feedback from your players. In short, when a player finds a bypass you didn’t account for, you deny its use. The player wants to cast a spell and you flatly state they can’t use it now. Never do this, and instead try anything other from this list.

Environmental restraints

By environmental restraints I mean conditions that prevent the use of a bypass that are not DM fiat and might make sense. Still they are rather cheap and obviously are there only to block a particular tool. A good example is some sort of magical field, or technological device, that disables magic. You could cast Fly, but that crystal on the other side of the pit cancels your spells. In some settings too much technological devices could do the same to a caster. Or there’s a small turret that zaps everyone trying to cast a spell, not doing much damage, but interrupting the spell.

It is fine when this is foreshadowed. If the party is trying to rob a vault secured against all magic, it makes sense they should only rely on their non-magical prowess. In a regular dungeon where magic is okay everywhere *but* the one place it would be really handy? I’d say it’s badly designed.

Spell caveats

The bypass spells offer great utility in what they’re intended for. They are not complex solutions, and sometimes need other arrangements. These might be as simple as a piece of equipment (rope, pitons, bucket, sled), or another spell. That brings us to resource management, when casters have to think twice before wasting a spell when another solution was possible (see below).

Water Walk enables to walk on the surface of the liquid, but does not protect from other effects it might possess. The PHB mentions heat from lava, but acid vapours are also bad for your health. There might be things living in the liquid you’re trying to walk over, and some might be hungry.

Spider Climb needs walls. What if there are none that can be reached? Or the walls might also be dangerous. Covered in toxic mushrooms or territorial vermin, or crumbling when crawled over, sending the unlucky adventurers to the pits below.

Resource management

Probably in any game, not only those with Vancian magic, there are limits to magic use. Whether it’s daily uses, spell points, stamina, or blood, you can’t have your every action be spellcasting. Most casters probably have to think how they spend their magic, same as any other resource. Depending on other factors, such as party composition, the caster might have to split their magic uses between offensive, defensive, and utility.

You can work with this knowledge to create dilemmas, decisions that have to be made either beforehand (memorizing spells), or at the moment (other forms). At higher levels many foes can have resistances and immunities to normal attacks. Spells might be needed to defeat them. Enemies or the environment might on the other hand present dangers that have to be countered by magic. Or there are simply multiple environmental puzzles, so at least some need to be solved without magic.

Puzzle design

This is what I believe to be the grail you should strive to reach when designing environmental puzzles. Or anything, really. Let’s say there’s an obstacle the party has to overcome. Don’t set it up that simply getting through with one character is enough, not even the whole party. It needs to be *solved*, and that might mean a lot of different things. Perhaps you need to move some NPCs or animals across as well. They won’t climb 60 feet of dangling rope, or agree to be changed into mist. You need to make a safe path.

Or perhaps there’s a large object that’s needed somewhere across the pit, maybe two rooms further. It’s too large and heavy to carry on back, fit inside a portal, and it can’t be changed into mist or given spider legs. You need to make way for the huge boulder, or portable generator. You might be able to bypass the next puzzle with a spell again, but now that’s two spell slots that could have been used differently. It is all connected, and each solution might affect the next puzzle.

This can be taken a bit further making multiple environmental puzzles part of one large puzzle. The diverted flow of an underground river fills a pool that raises a platform, upon which the fallen column for another puzzle can be rolled. The new flow also powers an elevator that goes not only up, where you could fly or climb, but also down. The way down was concealed by the elevator platform. Descending the elevator shaft might prove to be a shortcut, or a bonus area with clues, lore, a helpful NPC, or just extra loot.

It is a lot more work, creating a complex environmental puzzle where the pieces are interconnected. And the players might find yet another way to bypass the situations you so meticulously prepared. Keep in mind that even if it doesn’t work out the way you intended you still have your notes. It was probably a good exercise, and you can publish it! Or take some parts out, mix and match with other stuff, and use in a different campaign.

Conclusion

Magic is an essential part of fantasy, yet it can make your prepared content “skippable” too easily. There are several ways to keep environmental puzzles relevant and interesting even on mid party levels. Try designing your puzzles with magic and its limitations in mind. That way you can offer puzzles that have to be solved with brains instead of spellcasting rolls.

The guidelines presented in the article are by no means exhaustive, and I would love to read your thoughts in the comments! It’s also up to you as the DM to know your players and arrange things accordingly. Some players will never appreciate environmental puzzles, and would prefer to skip them with a spell. That’s fine, but since you’re reading this, either you, your players, or both parties like to solve an environmental puzzle at least from time to time.

D12 Days of Christmas, days 11 & 12

The last two days have been a mess, with all the leaping and dancing raccoons. Fortunately it’s the end of the festivities, and we can all get back to more meaningful things. In case of the raccoons its mischief and chaos, but not in a festive manner. You certainly see the difference there.

For previous entries check out these links:

Thanks to everyone who’s been with us for the last two weeks. I hope you liked the entries and would love to know which ones you found most interesting. Leave a comment if you like, and I’ll be grateful for any shares.

Since the raccoons liked the series and it was a lot of fun, we’ll see you next year! The D12 Days of Christmas will return!

D12 Days of Christmas, day 10

Where are all those instruments coming into those cute little raccoon paws? Why is everything covered in fog? And where are all the curd cakes from the pantry?

For previous entries check out these links:

D12 Days of Christmas, day 9

We’re slowly coming to the finale, with this ninth entry!

The raccoons tried playing the instrument, but as none of them qualifies as a bard, nothing happened. Apart from a few dissonant squeaks. We took it out of their paws before they found out about its alternative use.

For previous entries check out these links:

D12 Days of Christmas, day 8

Well met, travellers!

Today we bring yet another fantastic tale to entice your inner raccoon. Or to tell to a gaze of real raccoons, if only they could sit in one place long enough.

For previous entries check out these links:

D12 Days of Christmas, day 7

Welcome! If you joined us only now, below you can find all the previous entries:

One thing the raccoons love are the stories and legends they can listen to by the hearth. They liked this one quite a lot recently. Click on the image to download the whole thing!

D12 Days of Christmas, day 6

Day 6 is upon us! We’re halfway there, so if you missed any entries, find them here:

The raccoon flying before your window will be all right soon, don’t worry. The pack found some costumes left over from last year’s festivities, and it seems their games got out of hand. Great dancers, those furry little bandits.

D12 Days of Christmas, day 5

Welcome to day 5! For the previous entries, see the list below:

The raccoons have been playing with some cheap golden bangles. We let them, but today instead of three pieces they have five of them! Better let someone have a closer look.