When running an Adventure Time game, it is important for you to remind your players to consider their character’s alignment when making decisions. In the Land of Ooo, alignment is something heroes often talk about openly when faced with moral challenges. Part 3: Alignment, Feats, Weapons & EquipmentĪdventure Time draws inspiration from the old AD&D days.I’ll be breaking this down into five parts and releasing another chapter each week. Any of this material could be used in your own homebrew setting or to get started on playing a game in this setting. Watching Adventure Time isn’t required to play in this setting, but it really helps.
This article looks at alignment, provides 3 new feats and a bunch of weapons and equipment you can use in any D&D game. After writing about Species and Classes for an Adventure Time campaign in 5th edition, I thought it would be good to look at some more stuff to support players in the Land of Ooo. I used a fantastic Adventure Time homebrew mod of D&D 4e, by Bloodghost, to run the game.
Back in 2014, I ran a 4th edition D&D game set in the world of Adventure Time.