The island of Obojima creates a unique and cozy setting for you to host your nextDungeons & Dragonscampaign 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.

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.

Obojima Island from Tales from the Tall Grass DND adventure module.

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.

A walking sheep with a lantern strolls through a forest in the Obojima Dungeons & Dragons campaign setting.

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

Aspects Not Applicable In Obojima

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

Wish

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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.

A woodlen spirit sitiing on a log in the forest from the DND supplement Obojima Tales from the Tall Grass.

There are about50 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. Whilebrewing 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

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:

These provide buffs and abilities for players in battle.

Whimsical potions from Obojima: Tales from the Tall Grass the dnd advetnure module.

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.

Dragon Road in Obojima: Tales from the Tall Grass from DND.

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.

A vending machine in the forest with spirits sliding through the trees from Obojima Tales from the Tall Grass in DND.

Sprits And The Spirit Realm

There areno other realms outside of the Spirit Realmin 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 creaturessuch as Fey, Celestials, and Aberrationsare all considered spiritsin Obojima.Fiends, on the other hand, becomeakin to demonson Obojima.

A character sits and reads a book behind the counter at a Magic Items Shop from the DND module Obojima: Adventures from the Tall Grass.

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 spiritportals scattered throughout the islandto make their way to the spirit realm. There are alsomagic 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?

Dungeon Masters will find30 unique locationsin Obojima to use throughout these small adventures. Along with all the spells, there aretons of magic itemsavailable 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,includingvending 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.

This module also includes several background options andfeats specific to Obojima.

Heroe’s Journey Boon System

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 cangain 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:

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’re able to 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.