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46

Puzzle - Golden Sacrifice - Be creative or lose all your gold

Puzzle for greedy adventurers, suitable for dungeon crawl

I didn't have the chance to run this puzzle yet, so any tips or opinions are welcome.

Setup
Adventurers step in front of a big sturdy wooden door that leads to the next chamber. Above the door is in stone engraved this sentence:

The path to enlightenment is blocked by the illusions of wealth and ego. Only those who renounce them can see the true light.

There are two large basins on each side of the door filled with gold coins. As they approach, the door opens to a big chamber. On the other side of the chamber is similar door currently open. In the middle of the chamber is a stone altar/base. On it is a simple balance scale. One dish contains a single gold coin, the other dish contains two silver coins. The scale is currently in equilibrium. There are multiple torches fixed to the walls that light up the space.

I made a map to visualize the space.

What's the catch

The door that leads out of the chamber stays open as long as the scale is balanced. As soon as this changes the door slams shut. The gold coin on the scale is magic item called gold finder, it's often used by gold diggers, since it indicates presence of gold in near vicinity. Gold finder gets heavier and heavier as it gets near gold.

Gold Finder

Wondrous Item, Uncommon

A gold blank coin used mainly by miners when locating gold veins.

Starting from 30 feet away, as you approach a source of gold, an image of a pickaxe starts to magically engrave on the coin and the coin gets progressively heavier (1 lb. right next to source).

As soon as adventurers enter the chamber (as long as they have anything golden on their person) the Gold Finder gets heavier and the door closes. In order to get through the door they need to pass the chamber without any gold on them.

Solution

Obvious solution is to leave the gold behind in the basins, but they could come up with some clever solutions to solve the puzzle without getting rid of all their money. For example putting all gold into a bag of holding should work as the gold finder wouldn't detect gold in another plane. They can also try brute force by holding the door opened - DC 20 Strength check.

Clues and Hazards

The scale or coins cannot be moved, touching either should lead to a punishment - for example a straight damage (3d6 force damage) or a combat is triggered - each torch spawns a magma mephit (reskin to fire mephit) or other suitable monster.

If adventurers attempt to investigate, this is what they could deduce to their benefit:

  • they can feel magical energy from the gold coin
  • DC 10 Intelligence check - gold is two times denser than silver, therefore something made the gold coin heavier, when they got closer (not precisely true in real life but we can round it up for dnd purposes, stats for nerds: Gold - 19.32 g/cm3, silver - 10.49 g/cm3)
  • DC 15 History check - similar coins were used by gold diggers to help them find gold veins
9 Comments
2024/07/24
01:05 UTC

23

Fungal Finders: A Quest for Level 10 Characters

Deep in the Underdark, your party visits a city of gnomes with a bit of a problem: They have a bad case of cave rot, and need your players to fetch them the key to an antidote. But nothing in the Underdark comes easy, and your party may find that in the end, it’s THEM who need saving.

I adapted this from a side quest I threw at a party of 3 level 10 adventurers, but you could easily tailor it to fit your party or use it for inspiration. Without further ado, let’s get started!

Part 1: A Town in Need

This quest begins deep in the Underdark: The series of subterranean caverns, tunnels and waterways that’s home to strange societies and plenty of danger. Your players will arrive in the city of Nirfblenn, a deep gnome stronghold built around a waterfall. The city is split into several levels, with staircases and tunnels to travel between them. Some of the gnomes’ buildings and homes are carved out of rock, but others are built inside giant, glowing mushrooms that give the place light.

Of course, you don’t have to set this in the Underdark, or Nirfblenn for that matter. You could easily change this to any sort of settlement you already have in your world, above or below ground. But for this post, we’ll set it in this city.

Upon reaching the town, your party will learn that the population has come down with a serious epidemic of cave rot, a fungal disease that attacks the feet and eventually renders the afflicted unable to move. Speaking with the local healer, a deep gnome woman named Shagraph, they’ll learn that if left untreated, the infection could spread through most of the population, severely weakening their ability to fend off threats like Drow attacks and dangerous monsters.

If your party has a cleric of their own, they can absolutely use some of their restoration spells to heal up a few villagers, but for a long term solution, Shagraph will need some help. There’s a fungus that grows in the Underdark called Goldcap - named for its glittering form - and she can use it to brew up antidotes for those that are suffering. But the mushroom is rare, and the party will have to journey deeper into the tunnels outside the city to find it. Shagraph does know of a fungal patch they can check, but warns that it tends to attract deadly creatures.

As a reward, Shagraph can offer the players a number of potions and brews that could be useful to their adventures. If that doesn’t catch their eye, then maybe she has some gold stashed away that she can give them, or a precious gemstone that was mined down here. Regardless of their motivations, once your party agrees to help save the deep gnomes, you have a quest on your hands!

Part 2: Terrifying Tunnels

Getting through the Underdark is no easy feat. Between twisting tunnels and dangerous denizens, it’s easy for the unprepared to get lost, ambushed or worse. How you want to handle your party’s trip to the fungal patch is up to you.

You could just handwave it and narrate them getting to the patch. I came up with this side quest during a one-shot, so I needed to keep it brief and chose this option. But if you want to flesh it out a bit more, you could have a member of your party rolling investigation or survival checks to find the right path. If they roll well, they could find some small boons like gemstone ore they can mine or a flumph who offers them advice and guidance. If they roll poorly though, they might stumble into a giant spider’s nest or be attacked by Drow. Planning out some encounters will take a bit more time, but will make it more rewarding when they finally reach the mushrooms.

If you want a happy medium between quick narration and longer travel, you could run the journey as a skill challenge. You set a DC for success, maybe 15, and then have each party member describe how they want to help the group navigate. Maybe they make perception checks to find sources of water, knowing the fungi will need it to grow. Or they use their intimidation to try and ward off any minor monsters that may hassle them. If they get more successes than failures, they reach the patch. But if they come up short, then they face a quick encounter or have some other minor inconvenience, like a level of exhaustion or lost resources.

Whatever you choose, eventually your party will pass through the tunnels and reach the mushroom patch.

Part 3: Find the Fungi

The mushroom patch is situated in a large cavern, at the end of a tunnel. The entire cave floor is covered in soft moss, and sprouting from the greenery are mushrooms of all different shapes and sizes. An underground creek cuts through the length of the room, and the air here feels warm and damp.

It’ll immediately become apparent to your party that they’ll have to do some digging to find their Goldcaps. Survival, perception or investigation could probably all work here, as your players root around looking for as many of the glittering mushrooms as they can find. With each success, maybe based on a DC of 15, they’ll uncover another one.

But you can make their failures fun, too! When they roll below the DC, you could have them find a mushroom that doesn’t quite fit what they’re looking for - but maybe has other uses. Some could be poisonous, sure, but maybe others heal hit points, grant damage resistances or let them read others’ thoughts. You’re only limited by your imagination, but having a list of interesting effects you can roll on whenever they find a mushroom that’s not exactly what they need could be a lot of fun!

Part 4: Mushroom Monster

As they’re uncovering mushrooms and gathering their goldcaps, your party will learn they aren’t alone here. They’ll watch as a section of fungi begins to move, rising up out of the moss. A tangle of mushrooms and twisting vines, your players will unfortunately also notice the various skeletons tucked into the creature’s form - they aren’t the first to venture here, and this monster will want to add them to its collection.

The creature is called a Corpse Flower, and you can find its stats in Monsters of the Multiverse. It has a variety of weapons to challenge your players: An overpowering stench that forces them to make CON saves or be poisoned, sharp vines that can attack three times each turn, and the power to summon zombies to fight alongside it, or absorb their remains for extra HP.

That said, a CR 8 creature isn’t going to be a terribly tough fight for level 10 characters. Since this was a side quest I cooked up during a one-shot (and then edited and added to), I didn’t mind that the battle wasn’t too punishing - I had a beholder prepared for later. But if you want to make this much tougher, adding in myconids or other plant-based creatures to supplement the corpse flower isn’t a bad idea. If your party is lower-level, then a shambling mound could be a good substitute as the main boss, while still staying on brand.

Once your party slays the monstrous flower and collects their goldcaps, they can return to Nirfblenn, ending this Quick Quest.

Part 5: Epidemic Enders

Safely back in Nirfblenn, your players can give Shagraph the goldcaps so she can start brewing an antidote. She’ll thank them for the help and give them their reward - and maybe throw in a mushroom or two of her own. Having saved the city from cave rot and maybe grabbed a couple helpful fungi along the way, your party can return to their adventures… Or settle down and become mushroom farmers. It could go either way.

Thanks for reading, and if you end up using this in your games, I’d love to hear how it goes! Good luck out there, Game Masters!

3 Comments
2024/07/22
20:16 UTC

68

Fantastic Beasts and How to Eat Them: The Kraken

Kraken

The Kraken, a legendary sea monster, is a behemoth of the ocean's depths. This titanic creature, akin to a colossal squid or octopus, strikes awe and terror into the heart of any adventurer. While krakens generally dwell in the deepest parts of the ocean, on rare occasions they can be found taking advantage of passing trade vessels for an easy snack. Any denizen of a coastal city can tell you about trade route disruptions due to kraken attacks. 

As apex predators of their domain, Krakens feed on a variety of oceanic life. Their diet primarily consists of large sea creatures such as whales, giant squids, and large schools of fish, though it will consume any easy prey it can get its tentacles around.

The idea of consuming Kraken meat is as daunting as the creature itself. Given its colossal size, a single Kraken could theoretically feed a village for months. However, this monster isn’t exactly hunted, as much as it is rarely encountered. Certain rich coastal cities will employ bands of adventurers in their defense, and in the rare occasion that one of these monsters is felled, the resulting meat is cause for celebration, and in many areas, begins a massive ceremony to butcher the kraken and distribute or preserve the meat before it goes bad.

Preparation

Butchering a Kraken is a monumental task that requires the combined effort of teams of experienced butchers, chefs, and often any adventurer still fit enough to lift a blade after the battle. This process is a deeply communal event where the entire city gathers to witness and participate in the preparation of the creature that was just threatening their livelihoods.

The first step in butchering a Kraken involves securing the beast ashore, a mission in and of itself that often requires the use of powerful magic or ingenious engineering. Once ashore, the creature’s massive tentacles are the first to be harvested. Each mighty tentacle must be separated from the main body and then set aside to be processed.

After all of the tentacles have been removed, the body of the Kraken is segmented into manageable parts. The body is often covered in a thicker hide than the tentacles, and may require specialized tools to pierce and cut through the thick skin. After the skinning is complete, the meat and internal organs are extracted and portioned for cooking.

Once all of the meat has been collected and portioned, it is then tenderized. Due to the dense and tough nature of Kraken tentacle meat, this is a rigorous process and can range from teams of individuals pounding the meat with mallets, to some magical treatments to soften the meat. Certain marinades are also used for breaking down the meat with acidic components like fruit juices. The meat of the body is less intensely tough, and once the thick hide is removed, the meat itself is rather supple.

It is important to note, that butchering teams do not wait until all of the preparation is done to start divvying meat out to the chefs. The process is that of a well-oiled, albeit chaotic, machine. As soon as one butchering team finishes their cleaving, that meat is sent to a skinning team, then to a tenderizing team, then a portioning team, and then to a cook. Freshness is paramount.

Flavor

The flavor profile of Kraken meat is as unique and complex as the creature itself. Having spent much of its life in the unfathomable depths of the ocean, the meat carries with it a true essence of the sea. Those who consume it describe this as intensely briny with deeply savory notes. It is rich and robust, and where some other meats are best used as a canvas for other flavors, Kraken meat can stand alone.

The texture of Kraken meat varies across different parts of the creature. As mentioned in the previous section, the tentacles are very tough. As they were constantly in motion during the Kraken’s lifetime, they developed a firm, chewy texture reminiscent of calamari, but considerably denser. Proper tenderizing and preparation methods can mitigate this toughness, transforming the tentacles into a more succulent delicacy with proper attention. 

The body meat is surprisingly tender compared to the tentacles, and is much denser and meatier, with a texture similar to that of a well marbled steak. This dichotomy of texture means there is one main rule for cooking Kraken: cook the tentacles low and slow and cook the body hot and fast. 

It is important to note that the meat degrades in quality very quickly. As is true of much seafood, use it, lose it, or preserve it. In addition to a myriad of recipes to use fresh Kraken meat, a good coastal chef also knows how to preserve any meat that isn’t eaten that day. This can range from smoking and drying, to pickling, to salt packing, each one yielding a very different final product, but each one uniquely delicious.

Recipes

Let’s walk you through a Kraken preparation festival and show you the general recipes you may see being prepared in the wonderfully chaotic  culinary frenzy!

Roast Kraken

This is obviously the most straightforward one. At any Kraken cooking festival, you will see plenty of bonfires, cooking pits, and grills fired up ready to cook up some Kraken meat. But here’s some tips to set you apart from the random nobodies making overcooked charcoal with their batch of Kraken meat.

First, make sure if you are roasting Kraken over open flame, do so with the body meat, not tentacles. Maintain the fire temperature at a high flame. Remember what we mentioned? Cook the body hot and fast.

Cut the kraken meat accordingly to your cooking vessel. If you have a spit, larger chunks fair well, but be cautious with size, as if the chunks are too big the outside will burn far before the inside comes to temperature. I personally prefer either skewers of 2 inch cubes of Kraken, or Kraken steaks on a hot grill over the fire. Regardless of your cut and cooking vessel, make sure the Kraken is properly seasoned with salt and pepper, and any spices you desire to add, though those are completely optional for such a flavorful meat. 

Working in batches, cook the meat over flame until the entire exterior of the meat has a nice hard char. This shouldn’t take more than 1 minute per side, and err on the side of undercooked. Once overcooked, it turns to leather.

Slow Braised Kraken Tentacles

Just as Kraken body meat is cooked hot and fast, the tentacles should be cooked low and slow.

In a large pot or cauldron, heat a bit of oil or fat to sear the tentacles in until browned on all sides. Then remove them and set aside. In that same pot, add chopped onions, garlic, carrots and celery, cooking until the vegetables have softened.

Add wine to the pot to deglaze, ideally something light. Don’t use your indulgent Elven Red Wine here because this dish would do better with something more subdued, or even with mead. Scrape up any browned bits from the bottom of the pot, and put the tentacles back in, covering with half stock and half water. I prefer a nice fish bone stock here. You can also make a good stock with any of the thick hide removed from the Kraken body during the butchering process.

Cover and let braise for 3-4 hours or until the tentacles are tender. While you’re waiting, start on the next pot, there is a lot more left to cook.

To serve, slice the tentacles and cover in the sauce. Bonus points if you have time to reduce the sauce, but that might not always be feasible in a large cooking operation. Best served with mashed tubers and crusty bread.

Kraken Jerky

One of the simplest methods of preservation for Kraken meat is smoking and drying it into a type of jerky. This works well with the head meat in particular as it is generally more tender, but it can also be done to the tentacles after sufficient manual tenderizing.

First, in a large bowl combine the meat and enough salt to completely cover it. It is good to salt pack the meat for at least an hour or two to draw out any initial moisture. After the salt packing is done, wipe off all the excess salt and pat the meat dry. If you would like to add any spices or seasoning, this is the time to do so.

To cook, set the meat on the cool side of a fire, or in an oven over very low coals. This is commonly done over the same bonfires that are used for cooking the roast kraken during the community festival, just set off to the side to take in the residual heat over the entirety of the cooking day.

Once the meat is dehydrated down to a leather, but still somewhat supple and pliable, it is ready to be packed into airtight jars, or wrapped in protective sheathing and buried to keep well.

Kraken

The Kraken, a legendary sea monster, is a behemoth of the ocean's depths. This titanic creature, akin to a colossal squid or octopus, strikes awe and terror into the heart of any adventurer. While krakens generally dwell in the deepest parts of the ocean, on rare occasions they can be found taking advantage of passing trade vessels for an easy snack. Any denizen of a coastal city can tell you about trade route disruptions due to kraken attacks. 

As apex predators of their domain, Krakens feed on a variety of oceanic life. Their diet primarily consists of large sea creatures such as whales, giant squids, and large schools of fish, though it will consume any easy prey it can get its tentacles around.

The idea of consuming Kraken meat is as daunting as the creature itself. Given its colossal size, a single Kraken could theoretically feed a village for months. However, this monster isn’t exactly hunted, as much as it is rarely encountered. Certain rich coastal cities will employ bands of adventurers in their defense, and in the rare occasion that one of these monsters is felled, the resulting meat is cause for celebration, and in many areas, begins a massive ceremony to butcher the kraken and distribute or preserve the meat before it goes bad.

Preparation

Butchering a Kraken is a monumental task that requires the combined effort of teams of experienced butchers, chefs, and often any adventurer still fit enough to lift a blade after the battle. This process is a deeply communal event where the entire city gathers to witness and participate in the preparation of the creature that was just threatening their livelihoods.

The first step in butchering a Kraken involves securing the beast ashore, a mission in and of itself that often requires the use of powerful magic or ingenious engineering. Once ashore, the creature’s massive tentacles are the first to be harvested. Each mighty tentacle must be separated from the main body and then set aside to be processed.

After all of the tentacles have been removed, the body of the Kraken is segmented into manageable parts. The body is often covered in a thicker hide than the tentacles, and may require specialized tools to pierce and cut through the thick skin. After the skinning is complete, the meat and internal organs are extracted and portioned for cooking.

Once all of the meat has been collected and portioned, it is then tenderized. Due to the dense and tough nature of Kraken tentacle meat, this is a rigorous process and can range from teams of individuals pounding the meat with mallets, to some magical treatments to soften the meat. Certain marinades are also used for breaking down the meat with acidic components like fruit juices. The meat of the body is less intensely tough, and once the thick hide is removed, the meat itself is rather supple.

It is important to note, that butchering teams do not wait until all of the preparation is done to start divvying meat out to the chefs. The process is that of a well-oiled, albeit chaotic, machine. As soon as one butchering team finishes their cleaving, that meat is sent to a skinning team, then to a tenderizing team, then a portioning team, and then to a cook. Freshness is paramount.

Flavor

The flavor profile of Kraken meat is as unique and complex as the creature itself. Having spent much of its life in the unfathomable depths of the ocean, the meat carries with it a true essence of the sea. Those who consume it describe this as intensely briny with deeply savory notes. It is rich and robust, and where some other meats are best used as a canvas for other flavors, Kraken meat can stand alone.

The texture of Kraken meat varies across different parts of the creature. As mentioned in the previous section, the tentacles are very tough. As they were constantly in motion during the Kraken’s lifetime, they developed a firm, chewy texture reminiscent of calamari, but considerably denser. Proper tenderizing and preparation methods can mitigate this toughness, transforming the tentacles into a more succulent delicacy with proper attention. 

The body meat is surprisingly tender compared to the tentacles, and is much denser and meatier, with a texture similar to that of a well marbled steak. This dichotomy of texture means there is one main rule for cooking Kraken: cook the tentacles low and slow and cook the body hot and fast. 

It is important to note that the meat degrades in quality very quickly. As is true of much seafood, use it, lose it, or preserve it. In addition to a myriad of recipes to use fresh Kraken meat, a good coastal chef also knows how to preserve any meat that isn’t eaten that day. This can range from smoking and drying, to pickling, to salt packing, each one yielding a very different final product, but each one uniquely delicious.

Recipes

Let’s walk you through a Kraken preparation festival and show you the general recipes you may see being prepared in the wonderfully chaotic  culinary frenzy!

Roast Kraken

This is obviously the most straightforward one. At any Kraken cooking festival, you will see plenty of bonfires, cooking pits, and grills fired up ready to cook up some Kraken meat. But here’s some tips to set you apart from the random nobodies making overcooked charcoal with their batch of Kraken meat.

First, make sure if you are roasting Kraken over open flame, do so with the body meat, not tentacles. Maintain the fire temperature at a high flame. Remember what we mentioned? Cook the body hot and fast.

Cut the kraken meat accordingly to your cooking vessel. If you have a spit, larger chunks fair well, but be cautious with size, as if the chunks are too big the outside will burn far before the inside comes to temperature. I personally prefer either skewers of 2 inch cubes of Kraken, or Kraken steaks on a hot grill over the fire. Regardless of your cut and cooking vessel, make sure the Kraken is properly seasoned with salt and pepper, and any spices you desire to add, though those are completely optional for such a flavorful meat. 

Working in batches, cook the meat over flame until the entire exterior of the meat has a nice hard char. This shouldn’t take more than 1 minute per side, and err on the side of undercooked. Once overcooked, it turns to leather.

Slow Braised Kraken Tentacles

Just as Kraken body meat is cooked hot and fast, the tentacles should be cooked low and slow.

In a large pot or cauldron, heat a bit of oil or fat to sear the tentacles in until browned on all sides. Then remove them and set aside. In that same pot, add chopped onions, garlic, carrots and celery, cooking until the vegetables have softened.

Add wine to the pot to deglaze, ideally something light. Don’t use your indulgent Elven Red Wine here because this dish would do better with something more subdued, or even with mead. Scrape up any browned bits from the bottom of the pot, and put the tentacles back in, covering with half stock and half water. I prefer a nice fish bone stock here. You can also make a good stock with any of the thick hide removed from the Kraken body during the butchering process.

Cover and let braise for 3-4 hours or until the tentacles are tender. While you’re waiting, start on the next pot, there is a lot more left to cook.

To serve, slice the tentacles and cover in the sauce. Bonus points if you have time to reduce the sauce, but that might not always be feasible in a large cooking operation. Best served with mashed tubers and crusty bread.

Kraken Jerky

One of the simplest methods of preservation for Kraken meat is smoking and drying it into a type of jerky. This works well with the head meat in particular as it is generally more tender, but it can also be done to the tentacles after sufficient manual tenderizing.

First, in a large bowl combine the meat and enough salt to completely cover it. It is good to salt pack the meat for at least an hour or two to draw out any initial moisture. After the salt packing is done, wipe off all the excess salt and pat the meat dry. If you would like to add any spices or seasoning, this is the time to do so.

To cook, set the meat on the cool side of a fire, or in an oven over very low coals. This is commonly done over the same bonfires that are used for cooking the roast kraken during the community festival, just set off to the side to take in the residual heat over the entirety of the cooking day.

Once the meat is dehydrated down to a leather, but still somewhat supple and pliable, it is ready to be packed into airtight jars, or wrapped in protective sheathing and buried to keep well.

____________________________________________________________________________________________________________

If you liked what you read, you can check out eatingthedungeon.com for more writeups and uploads, or if you'd like to download these for your own table, this is formatted up on Homebrewery!

10 Comments
2024/07/22
18:25 UTC

13

Homebrew Souls, Senses, and Devils

Me and a fellow DM have been trying to reconcile the many different interpretations of Baator, devils, contracts, and other related concepts into a consistent framework / ruleset lorewise and mechanically for our campaign settings that I think is worth sharing.

Motivation

The motivation is a character playing as a Harvester Devil or Falxugon. They'd need to know their occupation, rank, race, status, available promotions, possible demotions, laws they follow, laws they don't follow, active contracts, how to write contracts, currencies, etc. to make good decisions! It's a lot! What followed next was a long chain of discussions that have led to some interesting ideas that I'd like to share with you all and get feedback on.

Contracts

The first thing we tackled was figuring out what laws a devil must obey, as they are lawful evil creatures after-all. There are two very important fundamental contracts to consider:

  1. The Pact Primeval signed between Asmodeus and the deities of Mount Celestia.
    • This is enforced by the deities of Mount Celestia.
    • It is assumed that there is at least one enforcing being that is considered "omniscient" or capable of knowing when a devil charms / enthralls the victim into signing.
    • Punishment is up to you, but we run it as being smite on the spot and Asmodeus getting a talking to, leading to him cracking down on his copy of these rules in the Corpus Jurnis Infernis.
    • If those in Mount Celestia are unable to enforce the contract, well, free game!
    • If Asmodeus resigns or is killed, his next-in-command takes his place and upholds the contract.
      • This repeats down to the last Baatezu.
  • The Corpus Jurnis Infernis written by Asmodeus to govern Baator. (I wrote a rough draft in a google doc you can comment on).
    • This is a bootstrapped contract that defines what a contract is, how to handle contradictions between contracts, rules for amendment, immigration, organizations, infringements, and then the base-laws of Baator and what Asmodeus (named the Lord of Baator) is allowed to do.
    • It also includes an Enforcer's Addendum which is an occupation legally obligated to distribute and exercise laws / infringements.
      • Baatezu are legally required to sign this addendum before being promoted into Osyluths.
    • It also includes a Harvester's Addendum which is an occupation legally obligated to craft contracts and collect souls via those contracts with more rigid constraints.
      • Baatezu are legally required to sign this addendum before being promoted into Falxugons.

The contract is very interesting in its construction as it reminded me of designing a program or proof framework in mathematics. It isn't perfect, but it is a good starting point.

The universe doesn't magically uphold contracts, rather the enforcing parties who signed the contracts are expected to enforce the contracts. Harvester devils can't just offer anything, it has to be within their power to obtain either via themselves, their superior, or some other connection, making a well-respected devil a dangerous devil.

Occupations, Ranks, & Races

To be flexible legally and allow player choice, we split off the devil hierarchy into three different ideas:

  • Occupation is how you earn your keep and make yourself useful.
    • Two examples are Enforcers and Harvesters.
    • For devils they closely tie their occupation with their subrace, such as Osyluths being enforcers and Falxugon being Harvesters.
  • Rank is your place in the hierarchy and who by default has authority over who.
    • For devils they closely tie their rank with their subrace, to the point each rank is named after the associated devil subrace.
      • You can be the rank of Amnizu without actually being the Amnizu devil subrace. This is possible thanks to the immigration system defined in the Corpus Jurnis Infernis.

Devil Rank Hierarchy Graph

  • Blue edges are promotions.
  • Red edges are demotions.
  • Black nodes are Lesser Devils.
  • Blue nodes are Greater Devils.
  • Purple nodes are Unique Devils.
  • Race is your actual race / physical form.
    • For devils this is closely associated with Occupation and Rank.
    • These are the typical physical transformations that devils go through when being physically promoted outside of just rank.

Though I'm sure this isn't a comprehensive graph, it does cover a lot and include things like the Falxugon which were previously unranked. It also does not include Soul Larvae, but that's stretching it a bit. The distinctions between Lesser and Greater devils here is unique to our homebrewed campaign settings.

Souls, Dual-Nature, & Unary-Nature

There's a distinction to be made between creatures with a body separated from their soul called Dual-Natured, and creatures whos' bodies are their souls and vice versa called Unary-Natured.

  • Celestials are Unary-Natured.
  • Fiends born from the conglomeration of stripped souls are Unary-Natured.
  • Fiends transformed from other Dual-Natured creatures are Dual-Natured.

To be Dual-Natured means that when your body dies, your soul remains and does whatever the lore of your world suggests. To be Unary-Natured means that when your body dies, your soul dies as well. To kill a Unary-Natured creature often means resorting to dark arts or black magic, which is difficult.

Soul Types & Powers

To make dealing with souls more interesting we like to expand souls into a few different types.

  • Lesser Souls are souls of creatures with a CR or Level between 1-10.
  • Greater Souls are worth 50 Lesser Souls. They are souls of creatures with a CR or Level between 11-25.
  • True Souls are worth 10 Greater Souls. They are souls of creatures with a CR or Level above 25.

The conversion rates between CR/Level and other souls are unique to our possibly level 40 campaigns with a much higher power scale (we are a "Nick Fury GM" group).

Souls are the currency and power of Baator, and usually they are stored in Soul Coins made of Infernal Iron using magic. The specific spell is up to you, but make sure it's a permanent spell or up to the owner's discretion in duration. There are Soul Coins for each type of soul, leading to Soul Coins, Greater Soul Coins, and True Soul Coins.

Soulsight

A version of sight (usually up to 30ft or more) that solely lets the user see souls. For example, if a creature only has Soulsight, they cannot see the world around them or creatures without souls. There are two kinds of Soulsight with different properties that are useful for Harvesters and Judges / Amnizu alike:

  • Soulsight allows a creature to see the shape and color of a soul within certain number of feet.
    • The color dictates the soul's alignment (Fancy Color Chart).
      • Red - Lawful Evil
      • Orange - Neutral Evil
      • Yellow - Chaotic Evil
      • Green - Chaotic Neutral
      • Cyan - Chaotic Good
      • Blue - Neutral Good
      • Purple - Lawful Good
      • Pink - Lawful Neutral
      • White - True Neutral
    • For Dual-Natured things, the soul appears as a fiery orb burning the color of the alignment.
    • For Unary-Natured things, the soul appears in the exact shape of the body burning the color of the alignment, as they are the same thing.
    • This is given to Harvesters or Falxugon when promoted.
  • Spiritsight allows a creature to see the shape, color (or an extended alignment chart if you have one), type, and power of a soul.
    • Inherits everything from Soulsight.
    • This is given to Judges or Amnizu when promoted.

I might have missed a few things, but I'll be sure to edit them in if I do remember them.

1 Comment
2024/07/21
06:15 UTC

102

Advent's Amazing Advice: The Wild Sheep Chase, A One-Shot fully prepped and ready to go!

Sometimes you just don't want to prep. Sometimes you get a last-minute call to run a session. Maybe it's your first time DMing and you don't know where to start.

Whatever the reason, prep may seem like a mountain to climb. Well, allow me to help you! I remember when I was first trying to figure everything out and I stumbled across The Wild Sheep Chase. It's a fantastic One-Shot by Richard Jansen-Parkes that you can get for free here. The only issue at times can be how do I convert this pdf into an actual session?

Some DMs have a gift, they can read it once and go from there, some are masters at improv, storytelling, and off-the-cuff humor. Well, I unfortunately don't fit that boat and I'm sure many others out there are just like me. I need a ton of notes; because once I've got things organized, then I feel comfortable taking things in new directions.

So welcome to Advent's Amazing Advice! The series where I take popular One-Shots, Adventures, Campaigns, etc. and fully prep them for both New and Busy DMs. This prep includes fleshed-out notes, music, ambiance, encounter sheets, handouts, battle maps, tweaks, and more so you can run the best sessions possible with the least stress possible! Onboarding new DMs should be easy and I hope with this I can help grease the wheels!

Without further ado:

  • Google Docs Notes for The Wild Sheep Chase: DM Notes

If you see something you think I can improve, add, change, etc. please let me know. I want this to be an amazing resource for all DMs and plan to keep it constantly updated!

Cheers,
Advent

I can't fit everything due to Reddits formatting, but the proper color coding, playlists, etc. are available in the Google Docs!

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The Wild Sheep Chase
A Level 4-5 Adventure

Play Tavern Music

  • Like many great stories, ours begins with a weary group of adventurers who just recently met, relaxing in a quaint tavern, regaling each other with tales from adventures past.
  • Sun rays reach in through the windows, casting light shadows on the wooden oak furniture and walls, the smell of savory baked goods tickles your nose along with the accompanying aroma of sweet teas and ales. Lost in great stories and a relaxing atmosphere, you suddenly realize that you should introduce yourselves as a common courtesy.
    • Players introduce themselves and give a short description
  • Just as the last of you finishes, a sudden sound of clattering hooves, surprised yelps and a frantic bleating is heard, before you can react, a sheep bounds towards you. It looks adorably cute, with a fluffy white coat, black face and curled horns – but you notice that it’s carrying an elaborate scroll in its mouth. It moves closer to (the most magically-gifted member of the party) and waves the scroll at you. What would you like to do?
    • They open scroll
  • Looking at the scroll you realize that there is a wax seal which purports that it is a Scroll of Speak with Animals. The sheep continues bleating as if excited that you notice this.
    • They read scroll
  • As you start to read the scroll, the sheep’s excitement rises, its bleating intensifying, till silence overtakes for a moment and in the wake of bleating you hear a cultured, elven-accented voice. You quickly realize it’s coming from the sheep.
  • The sheep realizing that you can now understand him, introduces himself
    • “Good evening adventurers I am the legendary Finethir Shinebright, Yes, I’m sure you’ve heard of me, but please don’t gawk and stare”
    • “I have not much time and am in dire need of aid, but fear not, you all look quite capable…and better yet I have rewards beyond your wildest of dreams should you choose to help.”
      • Players react
    • “Well quite simply, I would like for you to…”
      • He falls silent, ears perk up, his head cocks to the side. A loud howling fills the air, accompanied by the sound of angry yells and the occasional scream that seems to be drawing closer and closer
    • “For the love of the gods, they’ve almost found me, please you must hide me before they get here”
      • Players react
  • Just as you finish hiding Shinebright a huge Half-Orc kicks the tavern doors in. In front of him walking, appear to be large wolves wearing iron collars, while a hulking figure in a dirty brown cloak travels in his wake with footfalls loud enough to be heard over the ruckus. The wolves visibly sniff the air and seem to lock on your table with a growl. The Half-Orc sets his small eyes on you and strides forward, pushing his way through the crowd, without a care for anybody standing in his way. With one hand resting on the hilt of a great sword he says:
    • "That sheep is Master Noke's... he desires to have it back."
      • How do you respond?
    • “I know you have the sheep, my trackers can smell it from a mile away
    • “This sheep is nothing more than a pet for my master. It holds a very sentimental value for him and he would like it back immediately. My master is kind and generous, give it to us and he will grant you anything you desire.”
      • Should Guz get angered he will simply attack without warning.
  • Clearly frustrated by your attempts to fool him he swings his great sword
    • Roll for hit (+5 to hit)
      • You duck fast, but not fast enough, the blade grazes you and you take 3d6+3 damage
    • Roll for initiative
      • As the Battle begins the one in the hooded cloak rushes forward revealing himself to be a huge brown bear, while the wolves circle round.

Play Tavern Fight Music

  • FIGHT!!!!
    • Guz
    • 1 x Brown Bear
    • 3 x Wolves
      • Notes: Wolves are trying to circle around and capture the sheep while the brown bear and Guz will take on the frontlines. The overturned tables will be rough terrain as well as potential cover
  • If they capture Shinebright, then enter a chase scene and be creative
    • Have the wolves or Guz knock down crates to attempt to slow the players down
    • Let the players be creative and try to slow them down as well

Play Regular Tavern Music

  • After the Battle is over you return to Shinebright who is cowering in a corner
    • “Thank you for stopping them, but please you must help me once more. Without your help, I’m doomed! Noke still has many guards working for him and eventually they will find me.
    • I should start from the beginning I suppose. Until two years ago, I owned and worked out of a tower on the outskirts of town. I was a wizard of no small talent, I’m sure you already know. I specialized in transmutation magic. My most prized possession - and one of the keys to my success - was an incredibly rare Wand of True Polymorph, but this wand was also my undoing. One fateful night, I ended my meditative trance to find my apprentice, Ahmed Noke, standing over me, clutching the wand. I demanded to know what he was doing, but the only noise I could produce was an angry ‘baaaaah’. It was at that moment I realized what happened…
    • I became a virtual prisoner in my own garden. I was forced to graze on nothing but grass and buttercups while hungry wolves, beasts and other polymorphed guards - looked on.
    • Last night was the first time I felt hope in many months, when Noke left home without closing the door.
    • I snuck in, made my way to an old bookshelf and stole the Scroll that you used. I then rushed into town with the scroll clenched between my teeth, and was searching desperately for the aura of magic that would indicate someone able to activate the spell… that’s when I found all of you.
    • If I’m ever to be transformed back though I need to be on the receiving end of another True Polymorph. Which can only be cast from my old wand. However, Noke keeps the wand on him at all times and only leaves if he absolutely has to. So to get the wand you must go through him, but as I said before he has many polymorphed guards.
    • He’s paranoid and deranged. I know this journey may be dangerous, but I will do all I can to help. I know the layout to my home like the back of my hoof. If you need me to describe it all you must do is ask.
    • The path to my home cuts off from a main road a few miles out of town. Follow me and I will lead you there.
    • Players React

Play Forest Ambiance

  • Shinebright leads you through some brush and you now see another path leading deeper into the forest. Tall oak trees dot your path as you weave your way through.
  • Roll for perception
    • You notice fresh tracks on the ground which seem to match that of Guz and his group. The tracks continue through woodland for perhaps a mile without any sign of habitation. That is until Shinebrights old tower appears through the treetops.
  • Standing in awe you notice that rather than stone or glass, the house before you seems to have been formed from the living branches of four sturdy oak trees. These have been shaped and woven to create three thick platforms.
  • The lowest of these platforms is roughly 40ft across and sits off about 10ft from the ground. The only obvious route up is a gentle slope formed of roots and branches that connects roughly with the main path. Branches curl around its base, creating a rough bowl shape around it.
  • From where you stand it’s possible to see flowers and small trees growing around its edge. By far the largest of the three platforms is the middle one, which looks to be around 60ft. across. It is about 20ft above the ground and is fully enclosed with a wall formed from twisting branches. You can see evenly spaced, window-sized gaps, as well as what appears to be a door at the point closest to the garden platform. The final, tallest platform is roughly 30ft above the ground, and is much smaller than the others. It looks to be linked to the central platform by another small slope. Scattered beneath the platforms are two small wooden huts and a large outhouse.
  • As well, you notice that there’s a trio of apes playing with a pair of oversized dice near a fire, with iron greatswords stuck into the ground near them.
  • What do you decide to do?
  • Battle Info
    • Doors requires DC 14 Athletics to break
      • DC 12 for thieves tool
    • 3 x Apes
      • Use greatswords dealing 10 (2d6+3)
    • 1 x Brown Bear
      • In the outhouse
    • Noke
      • Appears after a round

Play Battle Music

  • Battle
    • Noke appears after a round
      • YOU! RETURN MY SHEEP IMMEDIATELY AND I MAY BE EVER SO KIND TO NOT DESTROY YOU ALL
  • Talking to Noke (Can be all at once or a line per turn)
    • Shinebright was once a hero to me, I was his apprentice for many years. However, as time dragged on and on, there was never any change in our relationship.
    • Decades passed and still Shinebright treated me like a child, expected to cook, clean and recite answers by rote.
    • When I pressed him on it, he would explain that this was how he had been taught.
    • It baffles me how someone so bright could be so dim. It didn’t seem to register; that I was human. I couldn’t spare a century to serve out an apprenticeship!
    • But that’s not just it, I eventually realized that much of that old man’s acclaim came not from his own abilities - extensive as they were - but from the Wand of True Polymorph he wielded.
    • Eventually, I decided I had enough, and turned on that old fool taking up my rightful place as a master wizard.
    • Let me ask you something, Guz, is he still alive?
      • Seems genuinely sad if Guz is dead
    • I will not allow you to turn him back!
  • Continue Battle
    • Noke will cast Enlarge
    • Noke will cast Expeditious retreat to run when the fight is almost lost
      • 3 rounds after he runs away he will burst out riding a dragon.
  • A beast that looks like a dragon carved from wood, with billowing bed sheets for wings and a tail that ends in a soft pillow bursts from the tower, it lets out a gigantic breath of splinters that shreds the area around it.
    • Fight
      • 1 x Bed Dragon Wyrmling
      • 1 x Noke
  • When Dragon is defeated
    • The dragon’s writhes in agony, it explodes in totality and that very explosion pulls in on itself releasing a shockwave and a blinding light, you attempt to shield your eyes and brace to keep from being blown away.
    • When the light fades all that remains is a tattered old bed. You hear a scream from above and it’s Noke, still high in the sky, falling from where he once scowled at you in contempt, he lands straight on the bed seemingly fine.
  • What do you do?
  • Noke:
    • No no no no no no no no. Noke is babbling away under his breath, He screams I WILL NOT LOSE. He points the wand of true polymorph at himself I WILL KILL ALL OF YOU!
  • You hear a sizzle and a crack followed by a loud bang and another blinding light. Covering your eyes once again, this flash lasts a bit longer. It’s quiet for a moment, but the light lingers. All of a sudden you can hear a gurgling sound. The light clears and before you lies a misshapen pile of flesh that bellows incoherently from dozens of mouths.
  • Fight
    • 1x Gibbering Mouther
  • When enemy is defeated
    • You make your final strike into the writhing blob of flesh and agony. It reels back from your strike letting out a bloodcurdling scream. It slowly begins to dissolve away, the screams becoming more distant. All that remains is the wand.
  • You notice Shinebright bleating, trying to get your attention, it seems that the scroll wore off. He points his face straight at the central platform as though he wants you to go there.
    • He leads you to another scroll of what you assume to be speak with animals
  • Shinebright looks somber almost, it seems the realization of how he truly treated his apprentice dawned on him
  • Wand Description (DC 10 Arcana)
    • Taking a closer look at the wand you can see that it’s formed of a long thin twig taken from an oak tree. It’s clear that the wand has been heavily modified, it appears to have been fitted with a bulbous, rune-inscribed iron band and has cracks running along its length. You realize that these modifications have made the wand extremely unstable.
  • Shinebright:
    • I’m sorry I made you all go through this. I did not expect it to turn out like this. What’s done is done though and the past cannot be changed. I can ask but only one more thing of you. Please, use the wand to turn me back.
  • If they try and argue about turning him back
    • I do not care for the risk, I cannot remain in this body any longer. If I cannot change that is a sentence as good as death.
    • Should I perish in this though, all I ask is that you send word to my colleagues.
  • Players Roll to Turn Shinebright back
    • Easy version
      • DC 17 Arcana
    • Hard version
      • DC 18 Straight Roll
  • If it fails
    • Play Sad Music
    • You cast the spell, a light envelopes Shinebright, but it's dimmer this time. You can see him through the light, he doesn’t say anything, but you can tell by the look in his eyes, he’s scared…he knows what’s about to happen, even if all of you don’t realize it. A single tear runs down his blackened face. He tries to mouth thank you. He does his best to hold the screams within him, but every so often you hear one slip out. You all turn your heads away in respect. After a few moments the light fades and you look back, but all that’s left is a pile of bones, fur, and flesh.
  • And so our story comes to an end, sad as it may be, an important lesson is learned, about the frailty of life. But not all is lost, you still have each other, the wand remains, and now that no one occupies shinebrights tower it’s yours. You still have one important task though…to send word to shinebrights colleagues, but that is a story for another time.
  • If it succeeds
    • Play Triumph Music
    • You cast the spell, a light envelopes Shinebright, it grows brighter and brighter, you have to shield your eyes to stop from being blinded. After a few moments the light begins to fade and standing before you is an elegant, wise, golden haired elf.
    • My gods, my body it’s back…I never thought this moment would come. I…I can’t thank you enough.
    • You watch as tears fall from shinebrights aged eyes
  • If you don’t try
    • Fine then don’t help me, know that I will remember this. I will get my body back or die trying…

You watch as Shinebright returns to his tower, places a cloak atop his furry body and attempts to get back to work

16 Comments
2024/07/21
08:12 UTC

101

Fantastic Beasts and How to Eat Them: The Chimera

Chimera

A true testament to the fantastical beasts that roam our planes, the Chimera is an amalgamation of multiple creatures: typically a lion, a goat, and a dragon or serpent. That being said, I have seen many different types of Chimera and heard rumors of many more, each made up of different fearsome and grotesque components. The Chimera's appearance is as awe-inspiring as it is terrifying. But most importantly, each part of this hybrid beast brings its own unique characteristics to both the battle, and the dinner table. As such, the Chimera is a great choice for culinary investigation.

Butchering

The most difficult aspect of properly field dressing Chimera is the variability in the process. Chimera can be made of many different bestial components, but for the sake of this article, let’s assume that you are working with one of the most common Chimera, the Lion, Goat, Dragon hybrid. 

The first step is careful separation of the various heads of the Chimera. The meat of each head is rather reflective of the beast it represents. The neck of the lion is rather tough, with tense muscles that may be difficult to cut through, so make sure to bring the correct tools for the job. The neck of the goat is much easier to find purchase in, and the goat spine can be separated easily from the body. Finally, the dragon often has a rather tough hide, but with a good blade, once that hide has been punctured and flayed, the meat underneath is not too difficult to separate, and can be cleanly separated from the body.

Preparation

Once the meat has been properly butchered and cleaned, it is important to make sure that each neck section is treated with respect to its unique qualities. In our example, the lion’s meat should be handled similarly to other large predators, with proper tenderization and maybe even aging. The goat meat may benefit from marination and slow cooking techniques. The serpent flesh on the other hand, is rather lean and may be cooked hot and fast to make sure it sears without drying out. I’ve also heard of individuals just salt curing the snake neck, never actually applying heat to keep it tender.

The body meat however, I can’t even give any specific instructions for because it is such a case by case basis. This is the true test for a chef, as these unique cuts will not offer a second chance if they are treated incorrectly. However, with ample risk comes fitting rewards.

Flavor

The flavor of the Chimera is highly dependent on the bestial composition of the individual beast. As mentioned earlier, the necks of the beast are almost indistinguishable in flavor and texture from their individual counterparts. As such, there is not too much of note there. Lion tastes like lion, goat tastes like goat, dragon tastes like dragon, I’m sure we all know those flavors.

However, the interesting part of the chimera is not the neck meat, it's the body meat. While the necks are rather straightforward in their flavor and texture, representative of their corresponding beasts, the body of the chimera is more of a gradient of texture and flavor. While many chimeras seem to have a primary body, whether that is of lion, wolf, or anything else, this meat takes on many of the aspects of the secondary and tertiary heads of the beast. This results in truly unique meat, taking on seemingly random flavors and textures at different parts of the body. Furthermore, this seems to be unique for each and every chimera, yielding a very interesting culinary experience every time...as long as you have a chef up to the task of working with these cuts.

A Case Study - Chimera Barbacoa

While I can not give too many hard and fast rules about working with every Chimera, I can tell you about my own experience. It was a Lion, Eagle, Goat hybrid, with the front body of a lion and back body of a goat.  This means the majority of the body was rather tough and stringy once slow cooked, but with random striations of reptile meat and other textures. The flavor was much gamier than I had expected for Chimera, but I can only theorize that the Goat head was doing most of the eating, and ranged on various grasses and brush. I could taste hints of basil and coriander, which made sense based on the geography we found it in. 

The question of how to properly cook this beast was a difficult one. Simply braising the body meat in liquid like I commonly prepare goat would have led to some striations of tough reptile meat. I also wanted to make sure that the lion meat that was centralized towards the front of the body received proper attention. The path that I decided to take involved skinning the body, then coating it in a paste made of chilies, garlic, onion, and aromatic herbs. After that I wrapped the entire body in banana leaves and lowered it into a pit that had been dug out and filled with smoldering coal. I filled the pit with sand to cover it, and allowed the chimera meat to cook all day, finally retrieving the meat and portioning it out that evening. It was quite a feast, and an experience to remember. While in retrospect there are certain things I would have done differently, those little regrets are inherent to working with Chimera. It's best not to let them fester, and to enjoy the unique dish you get to lay your hands on instead.

____________________________________________________________________________________________________________

If you liked what you read, you can check out eatingthedungeon.com for more writeups and uploads, or if you'd like to download these for your own table, this is formatted up on Homebrewery!

17 Comments
2024/07/15
16:38 UTC

53

Dreknar's Epic Chases - Run a Chase Encounter Using a Deck of Playing Cards!

Greetings! I have been working for the past several weeks on a card-based chase encounter that my groups have thoroughly enjoyed so I wanted to share what I've put together. This is somewhat adapted from what I've been running, because I've made my own print-and-play version of this, but I'm providing instructions below to run the encounter with a standard 52-card deck of playing cards.

The objective when I put this encounter together was to provide a randomized, easy-to-run chase encounter that didn't over-rotate on Athletics (running) and Acrobatics (hopping) checks to navigate a situation. I'd love to hear any feedback that you have!

##Overview In this encounter, players will navigate a series of obstacles while pursuing a fleeing quarry or being pursued by a relentless force. The goal is to catch the quarry or escape without being caught, but the consequence for failure Generally shouldn't be certain death; instead, the reward for success might be bypassing a difficult encounter, gaining access to information or avoiding a harrowing setback, such as being captured. the rules below describe situations where the party is fleeing a pursuit, but the same rules can be applied to encounters where the party is the pursuer.

##Setup

  1. Shuffle the Deck Ensure all cards are shuffled thoroughly.
  2. Set the Starting Distance Determine the starting distance between the players and their pursuers. This can be adjusted based on the difficulty level you wish to set.
  3. ROLL FOR INITIATVE determine the order in which players and the pursuers act each round.

##Running the Encounter

  1. Draw a Card At the start of each round, draw a card and describe the scenario facing the fleeing party. Consider presenting 1D4+1 face-down choices each round to represent the paths the chase might take, or dealing all cards face down and letting a player choose a card at random.
  2. Resolve the Challenge each card will present a challenge that requires a group skill check. on their turn, each player can choose to attempt the check or take another action. the group succeeds if half the players (Rounded up) succeed on their skill check (or perform an action the GM determines count as a success). Nat 20's count as 2 successes and nat 1's count as 2 failures.

##Concluding the encounter The encounter ends if the pursuers catch up to their quarry or when another predetermined condition is met, as chosen by the game master. Examples of such conditions are (1) a number of rounds played, (2) A number of group checks succeeded/failed, or (3) a specific distance travelled.

##GM TIPS

  1. The Danger Must Be Real When running an epic chase encounter, the game master should devise a scenario that presents the characters with a real threat that they have no choice but to flee or where direct combat is not an option. show the players - don't just tell them - that this force is one they should not turn to face or that direct combat engagement of their quarry is a mistake.
  2. Handwaive as Neccesary It's often difficult to predict just how players might react to an encounter. strike a balance between rewarding players' creativity and allowing the encounter to "break". for example, don't be afraid to rule that a creature is immune to an incapacitating ability or that the ability only deals that creature a minor setback, using tools such as advantage on a future roll as the reward for creativity and resource consumption.
  3. Adjust the Difficulty If the players are finding the challenges too easy or too difficult, you can adjust the DCs of the skill checks, modify the effects of success and failure or require more passing rolls as part of the group skill checks.
  4. HAVE FUN Most importantly, remember that these encounters are designed to be enjoyable for players and game masters alike. the text on the cards is intended to be a catalyst for creativity - don't be afraid to modify the encounters or deviate from the text as necessary to ensure an enjoyable and engaging encounter for everyone!

#Example Chase Scenarios

##Example Scenario 1: The Stolen Relic (Underdark)

A duergar spy darts through the dimly lit tunnel, their gray skin blending seamlessly with the rocky surroundings. They clutches a a burlap sack, and through small tears in the sack, a faint blue light can be seen glowing, casting eerie shadows on the cavern walls. In pursuit, you see a dragonborn wizard in flowing robes, firing a series of magic missiles at his quarry, which seemingly bounce off without effect. As the duregar sprints away, they turn back and fire a crossbow bolt, striking the wizard in the chest and causing them to fall to the ground.

"Adventurers!" the wizard musters between gasps for air, "Please! You must retrieve this stolen relic before it falls into the wrong hands, I beg you!" Taking a dying breath, the wizard dissapears into a cloud of silver mist. Darting away, you see the duregar glance over its shoulder, eyes glinting with malice, and a sly grin spreads across their face, laughter echoing through the tunnels.

Concluding the Encounter The chase ends after 8 rounds or when the distance between the party and the duregar becomes 0. If the duregar escapes the party, the artifact is considered lost. If the party catches the duregar, the party can engage them and attempt to recover the artifact (and any other loot the duregar carries) by any means, including combat (using a stat block of the game master's choosing). If the duregar escapes the party, the artifact is considered lost.

##Example Scenario 2: The High Inquisitor (Urban)

The high inquisitor stands in the center of the city, their pressed uniform pristine in the midday sun, its rows of silver buttons seeming to hum with light, a longsword at their belt. They're flanked on either side by a pair of inquisitors, each holding a pair of long leather cords, each one tied to the collar around the neck of basilisk dressed in a leather eye-cover emblazoned with the symbol of the Inquisitors.

"People of this fair city, do not fear!" the high inquisitor's voice echoes through the city, "There are fugitives in your midst, and once they've been apprehended, all will be returned to normal!" Taking a glowing arcane device from their cloak, the high inquisitor places it on the ground, and a pulse of purple energy spreads outward in a slow circle. One by one, as the arcane energy field passes over the townspeople, they're instantly frozen in stone. You have no choice but to try and outrun the wave of arcane energy.

Concluding the Encounter The chase ends after 8 rounds or when the distance between the arcane energy wave and the party becomes 0. If the party escapes the inquisitors, they find themselves at the edge of the forest that surrounds the city as dusk begins to settle. If the arcane energy wave catches the party, the party is turned to stone instantly, and when the magic wears off, they find themselves restrained in a makeshift holding chamber somewhere in the city.

#Example Chase Encounter Table The example below is the table I've put together for "Urban" chases. I've also put one together for "Wilderness" and "Underdark" which I might share in a future post.

CardCard TitleCard TextCheckOn a Success...On a Failure..
2♣A Pile of Rubble!Piles of rubble block your path. It appears that you can climb over the rubble.You can overcome this challenge with a DC 10 Strength (Athletics) check.You continue unimpeded.You lose 10 feet of distance and the opposing party has advantage on their next roll.
3♣A Ladder!A ladder is the only way forward. It appears that you can climb up or down the ladder.You can overcome this challenge with a DC 11 Strength (Athletics) check.You gain 5 feet of distance.You lose 15 feet of distance.
4♣A Dead End!A small rough wall obstructs your path. It appears that you can climb it.You can overcome this challenge with a DC 12 Strength (Athletics) check.You gain 5 feet of distance.You lose 5 feet of distance.
5♣A Stuck Door!A stuck door at the end of an alleyway looks like the only path forward. It appears that you can open it.You can overcome this challenge with a DC 13 Strength (Athletics) check.You continue unimpeded.You lose 10 feet of distance.
6♣Barricades!Barricades block your way. It appears that you can jump over them.You can overcome this challenge with a DC 14 Strength (Athletics) check.You gain 5 feet of distance.You lose 5 feet of distance.
7♣A Thin Wall!A thin wall blocks your way. It appears that you can break through it.You can overcome this challenge with a DC 15 Strength (Athletics) check.You gain 5 feet of distance on the opposing party.You lose 10 feet of distance.
8♣A River!A river lies ahead. It appears that you can swim across it.You can overcome this challenge with a DC 16 Strength (Athletics) check.You gain 5 feet of distance and the opposing party has disadvantage on their next roll.You lose 10 feet of distance.
9♣Falling Debris!Debris falls from above. It appears that you can avoid it.You can overcome this challenge with a DC 10 Dexterity (Acrobatics) check.You continue unimpeded.You lose 10 feet of distance and the opposing party has advantage on their next roll.
10♣A Search Party!A search party scours the streets. It appears that you can sneak past it.You can overcome this challenge with a DC 11 Dexterity (Stealth) check.You gain 5 feet of distance.You lose 15 feet of distance.
J♣A Crowded Street!A crowd blocks your way. It appears that you can dodge through them.You can overcome this challenge with a DC 12 Dexterity (Acrobatics) check.You gain 5 feet of distance.You lose 5 feet of distance.
Q♣A Rain of Arrows!Arrows rain down upon you. It appears that you can avoid them.You can overcome this challenge with a DC 13 Dexterity (Acrobatics) check.You continue unimpeded.You lose 10 feet of distance. Each member of your party takes 10 (4d4) points of piercing damage.
K♣A Trap!A series of traps lie in your path. It appears that you can disarm them.You can overcome this challenge with a DC 14 Dexterity (Sleight of Hand) check.You continue unimpeded.You lose 10 feet of distance. Each member of your party takes 7 (2d6) points of bludgeoning damage damage.
A♣Furniture!Furniture litters your path. It appears that you can avoid tripping.You can overcome this challenge with a DC 15 Dexterity (Acrobatics) check.You gain 10 feet of distance on the opposing party.You lose 5 feet of distance. Each member of your party takes 5 (1d10) points of bludgeoning damage.
2♦A Locked Door!A locked door at the end of an alleyway looks to be the only path forward. It appears that you can unlock it.You can overcome this challenge with a DC 16 Dexterity (Sleight of Hand) check.You gain 5 feet of distance and the opposing party has disadvantage on their next roll.You lose 10 feet of distance.
3♦A Collapsing Bridge/Floor!The bridge or floor ahead is collapsing. It appears that you can cross it.You can overcome this challenge with a DC 10 Dexterity (Acrobatics) check.You continue unimpeded.You lose 10 feet of distance and the opposing party has advantage on their next roll.
4♦A Checkpoint!A checkpoint blocks your path. It appears that you can sneak past it.You can overcome this challenge with a DC 11 Dexterity (Stealth) check.You gain 5 feet of distance.You lose 15 feet of distance.
5♦A Clothesline!A clothesline hangs low across your path. It appears that you can duck under it.You can overcome this challenge with a DC 12 Dexterity (Acrobatics) check.You gain 5 feet of distance.You lose 5 feet of distance.
6♦A Gap in the Wall!A gap in the wall blocks your path. It appears that you can squeeze through it.You can overcome this challenge with a DC 13 Dexterity (Acrobatics) check.You continue unimpeded.You lose 10 feet of distance.
7♦An Open Stretch!You need to sprint through a long open stretch. It appears that you can make it.You can overcome this challenge with a DC 10 Constitution (Athletics) check.You continue unimpeded.You lose 10 feet of distance and the opposing party has advantage on their next roll.
8♦Smoke!Smoke fills the air ahead. It appears that you can hold your breath and move through it.You can overcome this challenge with a DC 11 Constitution saving throw.You gain 5 feet of distance.You lose 15 feet of distance.
9♦Intense Heat!Intense heat from a fire makes it difficult to pass. It appears that you can endure it.You can overcome this challenge with a DC 12 Constitution saving throw.You continue unimpeded.You lose 10 feet of distance. Each member of you party takes 10 (4d4) fire damage.
10♦Cold Air!Cold air knocks the breath out of you. It appears that you can push through it.You can overcome this challenge with a DC 13 Constitution saving throw.You gain 5 feet of distance.You lose 5 feet of distance. Each member of your party takes 7 (2d6) cold damage.
J♦Water!The only path forward looks to be through the city's aquaduct. It appears that you can hold your breath and swim through it.You can overcome this challenge with a DC 14 Constitution saving throw.You gain 5 feet of distance.You lose 5 feet of distance.
Q♦A Shortcut!Think of a shortcut to gain an advantage. It appears that you can figure one out.You can overcome this challenge with a DC 10 Intelligence (Investigation) check.You continue unimpeded.You lose 10 feet of distance and the opposing party has advantage on their next roll.
K♦Disoriented!You're disoriented and need to remember which way is north. It appears that you can figure it out.You can overcome this challenge with a DC 11 Intelligence (Nature) or a DC 13 Wisdom (Survival) check.You gain 5 feet of distance.You lose 15 feet of distance.
A♦A Magical Trap!A magical trap is ahead. It appears that you can deactivate it.You can overcome this challenge with a DC 12 Intelligence (Arcana) check.You continue unimpeded.You lose 10 feet of distance.
2♥An Arcane Door!You find yourself in an alley with an arcane door as the only path forward. It appears that you can open it.You can overcome this challenge with a DC 13 Intelligence (Arcana) check.You continue unimpeded.You lose 10 feet of distance. Each member of your party takes 7 (2d6) force damage.
3♥A Library!You've cut through a library filled with books. It appears that you can find the way out.You can overcome this challenge with a DC 14 Intelligence (Investigation) check.You continue unimpeded.You lose 10 feet of distance.
4♥Clergy!You run into a group of acolytes familiar with the city. It appears that you can impress them with your knowledge of their deity.You can overcome this challenge with a DC 15 Intelligence (Religion) check.You gain 5 feet of distance. Each member of your party gains 7 (2d6) temporary hitpoints.You lose 5 feet of distance.
5♥A Map!A city map hangs on the wall, marked "YOU ARE HERE". It appears that you can use it.You can overcome this challenge with a DC 16 Intelligence (Investigation) check.You gain 5 feet of distance and the opposing party has disadvantage on their next roll.You lose 10 feet of distance.
6♥A Dead End!You're in an alleyway with no obvious exits. It appears that you can find the exit.You can overcome this challenge with a DC 10 Wisdom (Perception) check.You continue unimpeded.You lose 10 feet of distance and the opposing party has advantage on their next roll.
7♥A Voice Beckons!You hear a friendly voice call out "this way!". It appears that you can locate them.You can overcome this challenge with a DC 11 Wisdom (Perception) check.You gain 5 feet of distance.You lose 15 feet of distance.
8♥Guard Dogs!Dogs are blocking your path. It appears that you can avoid them.You can overcome this challenge with a DC 12 Wisdom (Animal Handling) check.You continue unimpeded.You lose 10 feet of distance. Each member of your party takes 10 (4d4) points of piercing damage.
9♥A Shifty Person!A person points you in a direction. It appears that they may be lying.You can overcome this challenge with a DC 13 Wisdom (Insight) check.You gain 5 feet of distanceYou lose 5 feet of distance.
10♥Smoke or Darkness!Smoke or darkness fills the area ahead. It appears that you can navigate out.You can overcome this challenge with a DC 14 Wisdom (Survival) check.You continue unimpeded.You lose 10 feet of distance.
J♥A Guard Dog!A guard dog blocks your path. It appears that you can get past it safely.You can overcome this challenge with a DC 15 Wisdom (Animal Handling) check.You gain 5 feet of distance.You lose 10 feet of distance. Each member of your party takes 7 (2d6) points of piercing damage.
Q♥A Crowded Street!A crowd gathers in a busy section of the street making it impassable. It appears that you can tell people to get out of the way.You can overcome this challenge with a DC 10 Charisma (Persuasion) check.You continue unimpeded.You lose 10 feet of distance and the opposing party has advantage on their next roll.
K♥Guards!Guards are blocking your path. It appears that you can trick them to let you through.You can overcome this challenge with a DC 11 Charisma (Deception) check.You gain 5 feet of distance.You lose 15 feet of distance.
A♥A Villager's Door!You find youself in an alleyway, and the only path forward is through the home of a villager who's locked their door. It appears that you can convince them to open it.You can overcome this challenge with a DC 12 Charisma (Persuasion) check.You gain 5 feet of distance.You lose 5 feet of distance.
2♠Obstinate People!People are in your way. It appears that you can scare them into running away.You can overcome this challenge with a DC 13 Charisma (Intimidation) check.You continue unimpeded.You lose 10 feet of distance.
3♠A Street Performer!A street performer stands in your way. It appears that they'll help you if you can outperform them.You can overcome this challenge with a DC 14 Charisma (Performance) check.You gain 5 feet of distance. Each member of the party can add a D6 to their next roll.You lose 5 feet of distance.
4♠A Blocked Path!The way ahead is blocked by a group. It appears that you can demand they move.You can overcome this challenge with a DC 15 Charisma (Intimidation) check.You gain 5 feet of distance.You lose 10 feet of distance.
5♠An Outdoor Market!You find yourself in an orderly outdoor market with minimal activity. No obstacles impede your progress.No check necessary.You continue unimpeded.You continue unimpeded.
6♠Children Playing!You pass by a fountain where children are playing. No obstacles impede your progress.No check necessary.You continue unimpeded.You continue unimpeded.
7♠A Quiet Residential Street!You run through a quiet residential street. No obstacles impede your progress.No check necessary.You continue unimpeded.You continue unimpeded.
8♠An Open Plaza!You pass through an open plaza with street performers. No obstacles impede your progress.No check necessary.You continue unimpeded.You continue unimpeded.
9♠An Empty Alley!You dash down a wide and empty alley. No obstacles impede your progress.No check necessary.You continue unimpeded.You continue unimpeded.
10♠A Calm Park!You cut through a calm park with no disturbances. No obstacles impede your progress.No check necessary.You continue unimpeded.You continue unimpeded.
J♠A Well-Maintained Road!You run along a well-maintained road. No obstacles impede your progress.No check necessary.You continue unimpeded.You continue unimpeded.
Q♠Parked Carts!You weave through a series of parked carts. No obstacles impede your progress.No check necessary.You continue unimpeded.You continue unimpeded.
K♠The Game Master!A voice calls down from the heavens to either assist or impede you.GM's Choice: No check necessary or a check (DC 18) of the game master's choosing.You gain 10 feet of distance on the opposing party. Each member of the opposing party takes 14 (4d6) lightning damage.You lose 10 feet of distance. Each member of the party takes 14 (4d6) lightning damage.
A♠The Game Master!A voice calls down from the heavens to either assist or impede you.GM's Choice: No check necessary or a check (DC 18) of the game master's choosing.You gain 10 feet of distance on the opposing party. Each member of the opposing party takes 14 (4d6) lightning damage.You lose 10 feet of distance. Each member of the party takes 14 (4d6) lightning damage.

Thanks for reading! I hope you enjoyed this.

Full disclosure: I am considering releasing this as a commercial product (a full deck of cards, rather than a table + cards), but this content is 100% free to use! This work is licensed under CC BY-NC 4.0. What I think that means (I'm not a lawyer and this is not legal advice) is that this content is 100% free to use in your home game. If you want to reproduce, adapt or remix this in your own non-commercial homebrew, you're free to do so, as long as you give me credit by including the name 'Dreknar's Epic Chase Encounters by Hilliard Hall Games', and you can't reproduce this content for commercial purposes. To view a copy of this license, visit https://creativecommons.org/licenses/by-nc/4.0/

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2024/07/11
05:40 UTC

35

Multiversal Manuscript - Volume 1 - Gods, Powers, and Planes

Presenting a chapter from what will eventually be the full 1st Volume of the Multiversal Manuscript, a catalog of all sorts of new characters, places, and things drawn from all piles of notes and random writing I've done for my games and setting work. While generally written for a fantasy style setting, its contents can be setting agnostic and made to fit any world.

Multiversal Manuscript - Volume 1 - Gods, Powers, and Planes - For Free

This chapter contains entries for 23 ~Gods and Powers~ and 23 ~Locations of Interest~ from across the Planes. It also includes the 20 page Appendix of minor entries that are referenced by both sections in this text and what will eventually be the full product. Consider them a sneak preview!

The Gods and Powers are intended to serve varied roles in many settings, as movers and shakers across the Planes, like Tolivrast, Demon Lord of Discord, or as background actors driving new plots and world spanning changes like Miseryn, God of Revenge. The Locations are intended to be flavorful and serve as pot hooks in and of themselves, such as the intrigue filled city Rechenvell, or the looming threat of the Realm of the Imminent God.

~Gods and Powers~

Azharadak  - Demon Lord - Dragons, Chaos, Cruelty
Bysheera - Divine - God of Time, Preservation, The End
Desolator of Hope - Ruinous One - Disaster, Destruction, Despair
The Enshrined - Spirit Sovereign - Ancestral Amalgam
Ergamolth - Divine - God of Elementals, Chaos, Survival, Predators
Gohldran - Divine - Lesser God of Mercenaries, Revelry, Combat
Goregoz - Divine - God of Anger, Pointless Violence, Betrayal, Strength
Hrashvex - Divine - Greater God of the Dead, Peace, Protection
Kaulusthal - Divine - God of Wealth, Gems, Beauty, Tranquility
The Lantern Bearer - Elder Entity - Light, Revelation, Knowledge
Larazathli - Divine - God of Light, Obedience, Crystals, Power Through Suffering
Marassi - Divine - God of Healing, Love, Alchemy, Protection
Maviofaurex - Demon Lord - Ambition, Creation, Destruction
Miseryn - Divine - Lesser God of Revenge, Endurance, Deception
Moriseith - Divine - God of Raw Magic, Experimentation, Freedom, Storm
Revegrest - Divine - God of The Lost, The Depths, Guilt, Penance
Skrel - Divine - Lesser God of Envy, Shadows, and Vermin
Tolivrast - Demon Lord - Discord, Rebellion, Anarchy
Vis’Gieth - Elder Entity - Eyes, Ooze, Knowing
Vorterigraz - Divine - Lesser God of Dragons, Power, Pride, and Ascension
Xolguluush, The Ever Consuming - Demon Lord - Gluttony, Flesh, Mutation
Yure’meris - God of Balance, Spirits, Dreams, Runes
Zulinnok - Greater God of Fear, Hate, Strife, Suffering

~Locations of Interest~

The Abaddonian Void -Plane - Refuse of the Apocalypse
Bulethir - Barony - Realm of the Imminent God
Citadel of the Enlightened Avatar - City - Fortress of the Godfoe
Collegia Katasch - Site - Center of Divine Studies
Darkfathom Delve - Ruins - Sunken Planar Laboratory
Devourer's Maw - Region - Sentient Corrupted Realm
Dying Pyre - Region - Shadow of the Corrupted Primordial
Ghosdeim - Ruins - Arcane Irradiated City
The Ghost Engine - Region - Artifice of Undeath
Kessrel Citadel - Site - Kobold Homeland
Last Wurmholme - Mobile - Roaming Elemental War Machine
Lirithain - Site - Valley of Titans
The Marrow Halls - Mobile - Bazaar of Necrotic Wonders
Migalan -  Ruins - Home of the Misbegotten
Pillar of Oirnor -  Ruins - Prison of Hubris
Purgatorium - Divine Realm - Burning Prison of False Gods
Rechenvel - City - Jewel of the Syndicate
The Skyrender - Site - Crashed Astral Vessel
Spireshrine - Site - Arcane Necropolis
Syndris - City - The Thousand Rivers
Thelemkar - Barony - Hag Haunted Realm
Vaionis - Site - Summit of Shifting Fates
Velstraat - Barony - Crumbling Vampire Aristocracy

Also available for free is the initial preview version of my overall Multiversal Manuscript:

Multiversal Manuscript - Volume 1 - Races, Creatures, and Planar Beings

Multiversal Manuscript - Volume 1 - Organizations

Multiversal Manuscript - Volume 1 - Preview Version

---- Here are some sample entries -------

------Gods-----

Revegrest

Divine - God of The Lost, The Depths, Guilt, Penance

Ruler, or at least prime resident, of the plane known as The Depths of the Lost, Revegrest may have once been a mortal of great power or a long-forgotten deity, but he lost whatever he once was, some spectate intentionally so, and doesn’t appear to be all that interested in reclaiming it. Instead, he enjoys positioning himself as a broker of many clandestine pursuits amongst other Gods, mortals, and planar beings. A divine scoundrel, the majority of Revegrest’s followers on the mortal planes are treasure seekers, rogues, and scavengers of all stripes, who pay him quick prayers as they go about their schemes, often intentionally losing items or hiding small trinkets for others to find as an offering. There are also those that look upon his status as God of the Lost more literally and actively worship him as a font of inspiration towards personal redemption and a protector of those that might fall through the cracks of society. Given his association with The Depths, there are also those who ply their trade on the waves that make casual offerings to the God, such as tossing a few coins overboard to ensure a quiet voyage. His influence even extends even down into the darkest tunnels of the Underdelve, though his imagery and associated supplications are quite different there. There are even a rare few individuals who, feeling trapped within their life’s circumstances, call out to Revegrest to help them escape, even if they become lost in the process. While many consider him a fickle God, those that have a greater understanding of his nature know that he has a code of honor, albeit one that serves more as a guideline than a strict set of laws. Any that abuse his favor or goodwill find themselves cursed in various wickedly clever ways, such as constantly finding themselves lost no matter how well they know their surroundings or being randomly wracked by guilt over past misdeeds at the worst possible moment.

Anything that becomes ‘lost’ can show up in his plane, drifting through the dark waters until it hits the sandy bottom along with countless other wrecked ships, sunken islands, and flooded cities. Some regions are said to even resemble whole drowned continents, silently crumbling over the millennia. Dry and surprisingly breathable tunnels can be found hidden everywhere; boltholes for planar scavengers, self-imposed exiles, or the many strange creatures that come to dwell in the Depths. Aside from the lost souls that linger here, all sorts of undead can be found lurking in the ruins strewn across the plane, rising after the traumatic deaths they suffered during whatever disaster pulled their ship or land into this dismal realm. Those that still retain some form of intelligence and do not cast in their lot with the sunken God tend to clash with his faithful as they attempt to carve out territory and treasures for themselves. Canny aquatic beasts can also be found here as they cobble together lairs from scrap or adapt to strange diets (such as the undead or rusted metals). Some have even learned to make use of items dredged up from the surrounding ruin.

The Dorobika, a particularly tenacious race of intelligent cephalopods, call the plane home. Usually solitary, they sometimes gather in small families. In either case, they hoard all manner of valuables, adorning themselves with the bits they fancy the most, and have a knack for being able to activate even the most complex magical items. Consummate thieves, they attempt to steal anything they fancy from others using every dirty trick in the book, only resorting to violence if they are attacked first or are prevented from escaping. Only the followers of Revegrest are exempt from these predations as many Dorobika consider themselves offspring of the God, even if they do not worship him traditionally.

A massive wandering amalgam of crustacean, broken ships, and sunken palaces serves as the God’s seat of power and the primary abode for many that come to dwell on the plane, especially outsiders. Paradoxically, the palace is widely known for its reputation of being where all lost and forgotten things eventually come to reside, even ephemeral ones. Planar beings far and wide come to scavenge The Depths and trade their wares here. Revegrest likes to keep the choicest bits found on the plane to himself, so if he or his servants discover unsanctioned looters out in the murky depths, they are brought to the palace to make amends, usually in the form of financial compensation or service to the God. Those that steal from the occupants of the palace are treated as if they have stolen from Revegrest himself and are punished accordingly. A purveyor of redemption and penance, he gets quite creative in the punishment he levies against offenders, making a show of the sentencing before his assembled court. One of his favorites is the extraction and bottling of the guilty party’s memories except for their most sorrowful and guilt-stricken ones. As they work towards redemption, he returns their happier, or at least less miserable, memories to them.

The lost souls that come to reside in the Depths arrive with great frequency, washed in on strange tides rather than to their proper destinations, especially if they died upon the waves or in the dark corners of the planes where few have tread. Many have lost their sense of self in the process of their deaths or were weighed down by such guilt or despair that they were unable to properly find their way along the procession of souls. Thus burdened, they can be found floating solemnly in the darkness, anchored to debris scattered about the seemingly endless watery depths to contemplate the actions that led them to this fate. Some are more mobile and can be found plodding along the seafloor dragging massive chains and anchors behind them, dredging up all manner of detritus in their wake. There are also more than a few souls chained in the deeps for a good reason, sent there by other Gods or by Revegrest himself for crimes beyond his normal punishment. These are typically easier to distinguish by the complex, albeit still ramshackle, nature of their prisons and the token guardians set to ensure they are not disturbed before they have served their sentence, assuming it ever ends. Visitors have been known to seek out these souls, lost or imprisoned alike, for forgotten knowledge they may still possess, or on behalf of other beings that would take such souls for themselves.

Vorterigraz

Divine - Lesser God of Dragons, Power, Pride, and Ascension 

One of the few dragons that have ascended to godhood and survived to draw followers from both draconic and non-draconic races, he is a beacon to those that seek power. Among dragons, he offers an alternative to the domination of Bahamut and Tiamat, providing a path by which they can rule the other races through faith. To the other races, he offers nothing less than the opportunity to draw upon the raw power possessed by dragonkind, but only through proper deference and service to him and his exarchs.

Path of Ascension: Long before his plot to attain divinity, Vorterigraz meddled in the affairs of the younger races, shaping their comparatively short lives to his liking. Precisely what kind of dragon he was has been expunged from history, by his own design, but it is known that he did not follow the path set forth by the progenitors of dragonkind, Bahamut and Tiamat. Over the millennia, his careful plotting and use of mortals saw to it that he had little in the way of draconic rivals, sending all to eager adventurers and hunters after their lairs when he discovered them. Unbeknownst to him, some of his mortal pawns discovered threads of his plots and rather than recoil in horror, they saw him as a messianic figure, shaping their history and the future of mortal kind in their realm. When the dragon finally learned of this “Cult of the Shaper”, it had already grown over the course of several mortal generations and he saw an opportunity that he had previously only toyed with.

The ancient dragon reached out to the nominal leaders of the cult and granted them power in the form of items from his expansive hoard and funded their endeavors to expand. While the growing faith clashed with more established churches and groups, the direct, albeit clandestine, involvement of Vorterigraz saw to it that they were able to take over the Barony of Edrenil and rule it as a theocracy in the name of the Shaper. From this base of power, he expanded his influence and pushed his followers to delve into the secrets of draconic magic and the divine through any means possible. Over time, he carefully courted other dragons to his cause, but only once he ensured they were of like mind; that mortals were to be ruled and cultivated as a resource, not simply prey to ravage. Draconic and reptilian races became common in Edrenil and its ever-expanding territories, mingling freely with other humanoid races that they may have been enemies with in ages past. Through this intermingling of many cultures and mysticisms, all under the protective wings of Vorterigraz and his chosen scions, the city and its occupants flourished, bolstered by breakthroughs in both magic and technology. Chief among these was the alchemical and arcane process called the Path of Wyrms, through which one may become a true dragon, available to any with the power to attain it. Slowly but surely, the ancient dragon began to feel the nascent power of divinity welling up within, fueled by the true faith of thousands.

The followers of the other Gods, Tiamat and Bahamut chief among them, saw this growing threat for what it was and sought to quash it. Through the machinations of a coalition of these forces, they attempted to discredit Vorterigraz as a tyrant and a false God. They failed, the resulting battle between immensely powerful dragons and their followers left much of the city ruins. The truth of resolution to the conflict is muddled by the fog of myth and legend, but what is known is that Vorterigraz and the leaders of the opposition ended up sealed in a distant plane. Still devoted, the residents of Edrenil rebuilt and redoubled their faith and worked tirelessly for several generations to find a way to break the seal that hovered over their city and release their patron. They scoured the world and planes far and wide to find the means to do so, spreading the tenets of the God with them, along with rumors of the Path of Wyrms. At the culmination of their efforts nearly a century later, the faithful conducted a ritual spanning the multiverse focused on their temple-city and broke the seal. Vorterigraz emerged and ascended to Godhood in a moment that has been memorialized in art and song within the faith ever since.

Draconic Might: Having finally claimed true Godhood, Vorterigraz set his sights on converting whole worlds to his vision. While he directly approaches some particularly powerful dragons who have not aligned themselves with a God or Power, he is more content to let his own dragon priests or empowered mortal followers make the first overtures. Mortals are much easier to sell on his faith as he is much more interactive with them, providing them direct paths and goals to attain the power of dragons and climbing the ranks of the faith. He is less concerned with the manner with which power is attained, rather that it is claimed and maintained with balance, cautioning that its abuse will lead to one’s eventual downfall. Indolence and stagnation are equally reviled, power and rulership is to be constantly tested and refined, lest the more deserving take the mantle instead. He encourages the strong to rule the weak, but more as a shepherd over a flock than a wolf preying upon them, with dragons being the apex of power to aspire to. Detractors of the God have claimed that their faith practices draconic supremacy with all other races being held as inferior, and while it can seem like that to outsiders, any race has been welcomed into the faith, even if they choose not to follow the Path of Wyrms towards transformation.

His followers continue to clash with the followers of other draconic Gods who see the ascension of Vorterigraz and his enshrinement of the Path of Wyrms as the worst blasphemies. Despite this, the devoted hold all dragons as sacred and will only harm them if given leave by their God or one of his four Exarchs. Those that kill draconic creatures, or traffic in their remains or offspring are hunted as a matter of heresy. Trafficking in eggs is seen as the gravest crime possible, punishable for forced transformation into a drake-like hound used to guard hatcheries.

Tenets

• Power is available to those with the will to seize it and the wisdom to to wield it well. Those below you are to be ruled and guided by your vision, not preyed upon.

• One who rules alone falls alone, cultivate potent and loyal allies to see your vision realized.

• Those who would harm dragons, their kin, or their followers are enemies of the highest order and must be destroyed.

Description

Massive and resplendent, he bears six sets of wings and is far longer than most normal dragons, bearing several sets of horns and features from various dragons; his scales amber-like but shifting to a number of tones depending on his mood and whim.

Places of Power

Edrenil, Wyrm’s Apex: The site of Vorterigraz’s first stirrings of path towards Godhood, it has become a temple-city and central bastion of his power on the mortal realm. Fragments of the seal that once imprisoned him before his ascension still hang in the sky, a reminder of the battle that took place so long ago and of the possibility available to mortals that follow his path.

The Faith

Scaled Justicar: A semi-secret order of non-dragon warriors and zealots, they are devoted to one of the God’s four exarchs and operate outside of the normal bounds of the established hierarchy. Their overwhelming faith in the glory and power of the dragon God fuels their ability to manifest a variety of draconic abilities, most often physical enhancements like wish, claws, and horns. Operating in cells, they strike forth to hunt those that abuse dragonkind or attempt to seize their power. This includes those that seek dragon blood for rituals, wield dragon controlling or slaying magics, and those that hunt them to turn their bodies into weapons and armor. To them, these are the vilest of blasphemers, those who seek to seize power without offering proper deference to their God. Those they punish are made examples of so that none doubt the power of Vorterigraz and know the cost of trifling with dragons.

Cult of the Shaper: Most aspects of this ancient society were subsumed into the primary faith of Vorterigraz once he ascended into true Godhood, but there are still those that hold onto the old ways. They seek to determine the fate of nations and worlds from the shadows, as their patron once did. Even in realms where the faith of the Dragon God holds sway, they are the hidden hand, embedding themselves across the strata of society to ensure that no opportunity to manipulate events is missed. Shapers are the most hidebound and elitist of the faithful, believing that only the most devout and powerful deserve to direct the course of history.

Servitors

Kollostraxegan: One of the God’s first draconic devotees back when Edrenil was first founded, this blue dragon, who had long kept to isolation from the other races out of exhaustion from “dealing with their small minds and lives,” was stirred to action by Vorterigraz’s vision. He became the foremost expert in the arcane and grew to delight in the bizarre leaps in logic and creativity from the mixing pot of mortals that he came to interact with. While Vorterigraz was sealed away, he coordinated the efforts of the thousands of mortals dispatched across worlds to find a solution and when his friend and mentor returned as a God, he was uplifted to become his first Exarch. He acts as a vizier and rational counterbalance to the new God’s endeavors, tempering his reactions to the overwhelming impulses that divinity has brought.

------Locations------

Migalan

Ruins - Home of the Misbegotten

A small city that lies abandoned, at least by its original inhabitants. It has been overrun by the creations of a cabal of alchemists. Once rulers of the bustling town, they eventually fell into conflict with each other for reasons long forgotten. Citizens that were not killed in the crossfire fled, never to return. Many decades later, there is an uneasy truce between the remaining factions of surviving creations, Most overthrew their creators in the chaos of Migalan’s fall while others simply outlived their former masters. Outsiders and scavengers that dare venture into the crumbling city find it eerily empty during the day, but inevitably sense they are being watched. At night, the true residents emerge from the city's decrepit structures and tunnels and the streets buzz with activity as they go about their daily lives and machinations.

Erenay: A spider-like humanoid that runs the central tavern and vice house for the town, built into and below the former city hall. He tries to operate as neutral territory but is ruthlessly protective of the creatures just trying to live their lives in Migalan and has bloodied his hands in ensuring the peace, both publicly and clandestinely. If he gets word about there being outsiders in town after dark, he sends some of his employees to kindly escort them to an isolated meeting place so that he can get a read on them without giving away too much. These ‘guides’ will not force the matter if visitors resist, but those that do not cooperate will be followed with obvious scrutiny from that point on. If Erenay gets the sense that the visitors mean no harm, he lets them wait out the night under his protection so long as they leave the next day. He tries to get a read on what they want and the best way to get them to leave as quickly as possible, bribing, misdirecting, or intimidating them as necessary. He desperately wants as little attention from the outside world as possible, fearing what might happen if too many people disappear in Migalan or find some other reason to get involved. Only if there is absolutely no other choice will he resort to violence, and his preferred method to deal with persistent outsider threats is to have one of the resident fleshshaper alchemists transform the interloper into a chimeric "if they want to stay so badly."

Many factions of creatures touched by the callous hand of alchemy make Migalan their home, for better or worse. These are the most notable:

Chimerics: The largest section of Migalan’s populace and also the most varied, they are the result of their former masters’ callous attempts at creating new life. Each is a unique hybrid of disparate animalistic features in a humanoid configuration, some more fortunate in others in their resulting body shape. While they squabble amongst themselves like any other people, any rivalries are set aside when it comes to dealing with outside threats, especially those posed those that wield magic. A few of their number have adapted the ‘art’ of their creators, learning the ways of fleshshaping so that they may ease the suffering of their kin borne with debilitating mutations and to protect their nests from other factions that might seek to prey upon them, becoming something of spiritual leaders among them. Occasionally one of these pseudo-alchemists takes their pursuits too far, changing those in their care without permission, or modifying their own body into ever more monstrous forms. As such, the fleshshapers watch over each other closely for signs of madness and deal with them accordingly.

Homunculi: Aloof and often swathed in heavy robes, bandages, and strange masks to conceal themselves, these mostly humanoid clay-like creatures are all somewhat askew from what is likely their intended shape, with too few, or too many appendages of varying length and size. They speak in reverent tones of the ‘perfects’ that guide them, though it is not clear if those are some of the original homunculi that were created or some sort of metaphorical ideal. They seem to do their best when it comes to interacting with other residents, but frequently come off as ‘not quite there’.

This is a result of the fractured souls that the current populace of homunculi are created from. Having long ago exhausted their creator’s stock of soul stones, they make use of their innocent and simple demeanors to lure outsiders into their tunnels. Never to be seen again, these mortals have their souls shattered by the luminaries of homunculi kind in their clumsy attempts to make more of themselves. There are rumors throughout Migalan that some homunculi have been sneaking out of the city to find potent souls, or even those of their creator’s decedents, with which they hope to truly perfect themselves.

Modals: Constructs whose ley-fueled cores possess almost limitless durability and energy, they cannot leave Migalan’s borders lest they cease to function. While they do seem to possess sapience, they are utterly obsessed with subservience to others or the last assignments given to them. Few, if any, still possess their original forms, their metal housings having fallen apart long ago. Instead, they cobble themselves together from whatever debris they can find into configurations that are the best suited to their function; a mishmash of stone, scrap metal, and wood with a single luminescent eye of energy shining out from within. Should one of them fall to violence, others modals quickly locate and recover their brethren’s core to rekindle it and help them forge a new body. Should another resident of the city or an outsider abscond with one of these cores, they will stop at nothing to retrieve it, even if that requires forcing other Migalan’s to venture beyond its borders in their stead.

The Garron: The collective term for the cabal of simulacrum clones of the last ‘surviving’ alchemist that is largely responsible for Migalan’s fall. While the true body of Garron is locked away in a form of arcane stasis, a dozen or so of his duplicates appear to exist at any given time. Many have fallen over the years, but they are always replaced by more, and they have proven to be an ever-persistent threat to the tentative peace that the city of the misbegotten tries to maintain.

Over the ages, whatever process the original Garron employed to create his clones has begun to decay and they have become more and more unstable, at first mentally and then physically, with the worst mistakes devolving into horrid masses of flesh. Their overarching goal seems to revolve around the purging and reclamation of the city, but more often than not, each Garron has their own demented experiments and delusions of grandeur that they are more interested in pursuing. They would be more laughable to the Migalan’s if it were not for the immense cache of alchemical components and weapons that they have at their disposal. While many Chimerics have sought desperately sought the Garron’s lair, especially Erenay, all efforts have proven fruitless over the years, leading some sages among them to fear it is secreted away in demi-plane they have no access to.

One particular Garron, calling himself Garron Eist, has proven particularly dangerous compared to his associates. Far more subtle than their bombastic displays, he seeks to cause chaos among the residents of Migalan. Most commonly this involves sharing dangerous alchemical formulae and elixirs with chimerics that have earned the enmity of their own kind. Eist has also been known to convince modals to follow contradictory or outright destructive orders as cover for other machinations. He is also ever keen to pour venom into the ear of outsiders to convince them that they are in danger from everything around them and that only he can ensure their safety in exchange for a few small favors. Whatever his end goal, it does not seem to be rulership; there are pieces of something scattered across Migalan that he driven to collect.

Syndris

City - The Thousand Rivers

An utterly massive city that sprawls for miles up and down a coast of the same name, it is known across the planes as a place of rivers, waterfalls, canals, and soaring towers that defy gravity. Flying and swimming is a way of life and to truly thrive here, one must be cunning above all else. Violence, while occasionally a useful tool away of prying eyes, is strongly discouraged here through the oversight of powerful bound spirits; the punishments for repeat offenders can get quite creative. To succeed, one must master the arts of verbal sparring, trickery, and adaptability. Anything and everything can be bought and sold here and as such, it boasts all manner of rogues, vigilantes, and crime bosses, many of which have become legendary both within Syndris and other planar cities. It is also well known for being home to a multitude of shapeshifters, leading the savvy to always question who they are speaking to, what ears may be listening, and who, or what, their friends truly are.

Benthic Threats: Over the past few decades, more and more denizens of the deep seas have fled their homes to resettle in Syndris. While the exact details of what they are fleeing have been shaky at best, many of these newcomers have expressed fear for not just their own lives and those of their kin, but of their very minds and souls. While some have readily adapted to the politics and skullduggery of the expansive semi-aquatic city, many have established their own enclaves of their own kind for their own protection. Some of the more predatory clans of aquatic creatures have secreted themselves away in old aqueducts and channels deep beneath the city, taking what they want or need without care for the thin veneer of ‘law’ that others within Syndris claim the adhere to.

Occupants

Dromiri: One of the ruling members of the shadow council of shapeshifters, mostly doppelgangers, that purports to shape the efforts of the many syndicates, cartels, and gangs that dominate Syndris, they have become aware of some growing threat within their ranks. An unknowable force has been reshaping the minds of creatures across the city, turning them into sleeper agents with an almost gestalt consciousness. To what end, they have not yet been able to determine, but their justified paranoia has led them to conclude that the council itself is compromised. Whether or not this is a plot from within or by invaders from beyond is something they are putting their considerable influence and wealth towards discovering, and the normally stingy doppelganger is willing to make deals, albeit clandestinely, with those it would normally consider itself above in order to ensure that everything they have built does not fall into the hands of something far worse.

Order of the Auric Plume: Among the highest spires and floating citadels of the city, they have been fomenting the seeds of order and an end to the cycle of deception and criminality that has been accepted for too long. While they have mastered considerable arcane talents and bent them towards the protection of others, they still live their life on the rune from the criminal forces of the city. Teaching their secrets to others has not been enough, so they have begun seeing out Powers in the multiverse that will assist in their endeavor, justifying that any measure is acceptable against such odds. Seeing the semblance of law enacted by the spirits the lurk in the city, they have also been researching how they came to be created, hoping to replicate such an endeavor to bring order on a grander scale. Thus far they have not been brave enough to attempt to capture one, but that has not stopped them from looking for those that might have the power to do so.

Duelist Guilds: As outright violence is difficult to perform throughout the city due to the bound spirits put in place by the founders, a whole industry of professional duelists has emerged to settle scores publicly without the need for outright war in the streets. Powerful and implacable as they are, the spirits would be hard pressed to put an end to such conflicts before too much blood is spilled, though they certainly would see to punishing all participants in time. Many centuries ago, a loophole was discovered in the spirits’ pact that allowed for formalized combat in public view; the stakes for the outcome of the duel becoming mystically enforced oaths themselves.

While it is not uncommon for many duels performed on the behalf of opposing parties to take place right in the streets of the city, those between famed combatants in the name of the larger factions that control Syndris occur in opulent venues for select crowds. Only the most serious disputes are settled by duels to the death, be it of the actual combatant or those they represent. The guilds themselves often conduct several grand tournaments against each other to both display their own prowess and specialties to prospective clients, and to determine the overall pecking order among them. Only a handful of duelists forgo membership in a guild, but they are often the most famous, or reviled, of their kind and need little in the way of publicity to find employment.

Those that break their oaths as part of the duel, combatant or otherwise, as well as those that would interfere in a mystically sworn duel, are forcefully branded by the oath spirits for all to see

Freelance Thaumatectives: While there is no city wide ‘authority’ so to speak, since outright murder is such a rarity thanks to the spirits, it is up to certain mystically inclined individuals to determine the perpetrators of 'normal' crimes throughout the city and sometimes beyond. For a price.

8 Comments
2024/07/10
23:14 UTC

77

Rumhands: Pirate Tavern Game

Run a homebrew campaign for 5 players who are currently hiding out on a pirate island, and made this fighting game for them get involved whilst they frequented the local tavern.

In this particular scenario they were duped into challenging the champion of Rumhands in a bid to win back some gambling losses;

"Rumhands"

Willing players enter the fighting pit.

Each player is given two bottles of rum, 2 pints each (4 pints of rum total per player)

-        Whoever finishes both bottles of rum first inside the pit is the winner.

-        If you drop both bottles of rum before they are drunk, you lose.

You can use an action, or a bonus action to drink 0.5 pints of rum (max 1 pint of rum per round). You cannot throw or pour away your rum.

You can attack other people to prevent them drinking their rum or try to knock them out (reduced to 0hp). If you still have your two bottles of rum in each hand, it must be an unarmed attack.

If an attack hits you, roll a DEX check to keep hold of one of your bottles of rum (DC10). You can be knocked out, but can roll to keep hold of your rum still (with disadvantage on the DEX check)

Each pint of rum you finish makes you drunker – see effects below:

1pint   Disadvantage on ability checks

2pints Disadvantage on attack + saving throws, roll a CON save to avoid passing out (DC10)

3pints Hit point maximum halved, roll a CON save to avoid passing out (DC15)

Feel free to add to, change, or improve the rules to fit, (i.e whether you'll allow magic or ranged weapons or not, whether it is a 1v1 game or free-for-all, etc.)

I played it last night and it proved great fun

Disclaimer: (Monks will excel at this game, so would recommend as a DM the opponent your players face is a monk, if you're feeling mean)

ONE MORE THING: I plan to turn this into an actual drinking game next time we play F2F, and swap the pints for shots...

6 Comments
2024/07/03
13:12 UTC

36

The Howlings of the Moonwatchers

This is a quest i ran for a group of level 13 character. It lasted 4 hour for me, but the duration of the quest will vary greatly depending on how the party behave, so beware.

Synopsis.

There is a spike in undead activity in Bloodleaf Valley. Undeads and night creatures are emerging from the forest, attacking small farms and innocent travelers.
The burgmeister Anduin, mayor of the city of RedAmber and the surrounding villages, wants to start a campaign to purge the forest from this evil. His scout have noticed the ruins of an old castle, located deep within the forest. It has become the lair of a powerful pack of werewolves, whom the baron thinks are responsible for the all this and he will hire the party to clean up the place.

Context :
-The Moon Curse.

Two centuries ago, the Bloodleaf Valley was a deadly forest filled to the brim with undead and monstrosity of all kind. The ruler of this place was a vampire count, a violent warlord cursed with an eternal thrist for blood and murder.
His evil deeds eventually brought the attention of an order of paladins, the Moon Watchers, servant of the goddess Selune. With the blessing of their goddess, they launched an holy crusade against him and his armies of the night.
The war was succesfull at first, but eventually turned into a bloody stalemate. Realising they could not hope to beat the Beast with the power of light alone, they decided to dive into the dark side of their mistress.
A ritual was held on a full moon, granting them the power of lycanthropy. This moon magic gave them the power to overwhelm the vampires, but it came at a terrible price: they were now werewolves, cursed with a feral hunger that made them unfit for life in a civilised society.

Realising there was no going back for them, they made a deal with the authorities of the newly liberated valley. They would remain in the forest, and protect the realm from the shadow. As a secret order of werepaladin dedicated solely to the war against undeads in general, and vampire in particular.

Those werewolves are the one the party is supposed to kill. They now live inside the very castle of their defeated foe. Over time, they have evolved from a strict order of paladin to a more diverse group of monster hunter.

-Those bloody politician

The Burgmeister has betrayed the Moonwatchers, and is now working for the vampires.
He was elected on the promise that he would lower the taxes, but failed to reduce spending in any meaningfull way, thus creating a massive debt his citizens will eventually have to pay off. Upon realising this, he was given a choice :
-Tell the truce, increase the tax to restaure the budget balance, and look like an incompetent fool.
-Sell his souls to the Nine Hells to get re elected
Now that he has become an Infernalist, he serves the interest of the vampire lady Andromeda Solomon. She is the one actually responsible for the increase in undead attack.

Her plan is to pit the party against the Moon Watcher, and then kill whoever emerge victorious. To prevent the party from realising the werewolves are actually nice, she made sure to give them the mission during a full moon, when the curse of lycanthropy is at it's peak and the werewolves are struggling with their animalistic side.

Chapter 1 : At the manor

recommanded theme : Dark Vampire Music - The Vampire Masquerade | Waltz Music – by Peter Grundy

The quest begins with an invitation from the Burgmeister. Should the party accept, they will enter his manor, and meet the nobility of the town, who is very eager to meet such high-level team of adventurer.
There are 20 guest at the banquet. Ten of them are actually Vampire Spawn created by Ursulla. The rest of them are just regular infernalist Noblemen. All of them are in on the Burgmeister’s plot.

Important note : If there is a paladin inside the group, all the vampire will skip the dinner, to avoid being spotted by a divine sense.

The crowd will do everything they can to get on the party’s good side, from compliment to straight-up flattery. If Ursulla is part of the crowd, she will appear disguised as charming young woman, and flirt with the party member of higher charisma.

At some point, the mayor will tell the party about the reocurring undead attack, and tell them it is linked with a pack of werewolves who lives in the forest. He will ask them to deal with it, and fast, for he fears the werewolves might be preparing something.
A great reward will be offered if they agree to this

The party will be offered to sleep in the manor for the night. During the night, one of the party member will have nightmare about being chased off by monstruous werewolf, coupled with some a few wolf-related bad omens. Those nightmare are made by Andromeda, to manipulate the party even further

Optionnal chapter :The Town

Recommanded music :Celtic Music - Where I Belong – adrian von ziegler

After living the manor, the party can chose to investigate the town.
Red Amber is a human town, with a small minority of halfling. Her economy is dedicated to the harvesting of wheat and grapes, which is used to make a famous red wine.
The population does not know the truth about the Moon Watchers, but there are a lot of rumours and contradicting legends. If they ask the townsfolk, they will recieve some tales and story about those werewolves who dwell in the forest. Each tale has a 75 % chance of being negative, painting the werewolves as dangerous monster you should avoid, and 25 % chance of being positive, painting them instead as mysterious benevolent creatures who should be left alone.
Going into the city and inquiring with the townfolk about that should take about an hour in RP

If they investigate the archive/local library for long enough (1 hour), the party will be able to establish that :
-the werewolves have been here for centuries (If investigation check goes above 10)
-While existing, the werewolves attack have been extremely rare, and the victims were 99 % o fthe time foolish teenagers who ventured too deep into the forest. (If investigation check goes above 15)
-The authorities have never done anything to drive off the werewolves, up until today (If investigation check goes above 20)

Chapter 2 :The forest

recommanded theme :Enclosed Forest | Eerie Fauna, Creepy Noises, Nighttime Ambience | 3 Hours

The travel towards the keep is going to be long. The big question about this part is : can the party make it before nightfall ?

-If they manage to reach the keep in time, they will arrive before the curse of the full moon reach it’s peak, and the werewolves are going to be easier to deal with. (-3 on the difficulty of every social check+

-If they do not manage that, the party will have to face the werewolves at the peak of their madness, thus complicating the mission.

It takes eight hour to reach the keep. The party leave the manor at 8AM, and the sun will go down at 7 PM, meaning they have 11 hour to make it.As they venture into the forest, one of the party member must take the leas make a Survival check DD15, or the party will get lost for an hour. At the end of the hour, a new check can be made, and so on and so forth, until the leader find the correct path towards the keep.
Choosing to move with discretion across the forest should slow down the party by about an hour, but will allow the party to avoid all random encounter. If they move normally, the party will have to face 1d4-2 random encounter
After five hour of travel, all party member with a proficiency in perception must make a perception check DD15. If there is a success, they will notice something strange in the distance, and can choose to investigate.
If they investigate, they will discover the remnants of a fight between a bunch of undead and a Moon Watcher : dead bodies of Ghouls and Zombies laying of the ground. Their leader, a Vampire Spawn, lies dead as well, with a wooden stick planted in his heart.

Random encounter :
Led by Ursulla, the vampires have returned , and despite the best effort of the Moon Watchers, their numbers are soaring. Consequently, the party may be subject to some attack on their way towards the keep.
Launch a d6 :
1 – a group of Zombie, led by two Zombie Plague Speaders. They used to be woodsmen, but were zombified after drinking the water of a corrupted pond.
2 – a patrol of skelleton warrior, led by a skelleton captain. They used to be servant of the old vampire lord. Their leader still carries the banner of his master.
3 – a couple of Vampire Spawn, who live in a cabin in the wood with their three children, also vampirised. The family will act friendly, but attack the party if they ever let their guard down.
4 – An Undead Tree, with body hanging from every branch. At the start of each turn, the tree will drop 1d4 body on the ground, who will immediately become zombi.
5 – a group of Shadows, led by a Shadow Demon. They will only attack if the party is still in the forest after 7PM
6 – A group of Nine Hells Cult Fanatic, holding a ritual to summon the forces of their master in prevision of tonights battle. If the party does not kill half the cultist during the first turn, two Bone Devil will join the fight.

Chapter 3 : Reaching the keep

There are three different ways the plot can go for the party when they reach the keep.

  • For various reason, the party is suspicious of the Burgmeister and does not believes his lies anymore. They will immeditaly attempt to to negociate, and will be able to forge an alliance with the werewolves. Seeing this, Ursulla will panick and launch a desperate surprise attack on the keep

  • The party still thinks the werewolves are evil, and will start killing them. But in every new room they clear, evidence of the truth can be found, so they eventually realise they are attacking the wrong people.

-The party kills every werewolf in the keep.

Each encounter and room the party will meet has a clue about the peacefull nature of the werewolves.
There are two different ways to befriend the werewolves. The party can try to appeal to what remain of their consciouness, with a persuasion check, or try to get in touch with their animalistic side with an Animal Handling check.
Important Note : Due to the specifity of their curse, those werewolves are a special breed. They are bigger, but do not have the immunity to non-magical damage, it is replaced by a simple resistance.

The Moon Watcher’s Keep

recommanded theme : Ruined Castle | Haunted Or Not ? Ambience

The Keep was built on a cliff, but it is nothing more than an old ruin at this point. The Moon Watchers are too feral to care about reparation, so it is in a state of utter disrepair, but it is their home anyway. The southern gates lay shattered on the ground, the walls have crumbled in severeal point, and there is only a single Watchtower still standing, on the northen side of the keep
The party arrive from the east. There are essentially two ways to enter the keep : through the main gate, or by escalating the crumbling walls

1) The southern gates

Recommanded battle theme: Curse of the Werewolf – Timeless MiracleBrother

Mathias and Sister Lucia are standing in front of the southern entrance. Amongst the Order, they are considered to the most level-headed ones, and are very good at controlling themselves during the full moon. Their duty is to keep watch, and scare away any fool who may be tempted to enter the keep. As soon as they see someone, they will growl at them to scare them away. They are, however, still curses, and will eventually attack if the party does not back away or find a way to calm them.
They have the statblock of a Werebear with max HP, and they both carry warhammers. They have the ability to use the divine smite ability 3 times per day

2) The walls and the watchtower

Recommanded battle theme : Killer with the cross - Powerwolf

Brother Maxim is patrolling the walls with a heavy crossbow in her hands while the Sister Alexa does the same from the top of her watchtower. Their duty is to protect the northen side of the keep. Unlike the Moon Watchers at the entrance, they have not been chosen for their curse resistance, but rather for their keen eyes and ability to spot an undead attack from afar. There will be no warning shot from them. If the party attemps to climb the wall, they will get shot at immediately, and they will cound the alarm.
They both have a Weretiger statblock,with max HP and an ability to place a Hunter’s Mark on someone, once per day

3) The courtyard.

Initiate Emilia, Andreos and Helios are in the courtyard, eating the remains of a deer they hunted down earlier this day. They all have a Werewolf Stablock with max HP and a +3 proficiency bonus, and will rush to help whoever sound the alarm. They fight with their claws and bite.

4) The Great Throne Room

This place has become the Wall of Fame of the Moon Watchers. Everytime a powerful undead foe is slain, his head is mounted on a spike and planted there. At first glance, they are just human head mounted on spike, but a DD12 investigation check will reveal most of them are vampire.

5) Alchemist Tower

Recommanded Battle theme : Sanctified with Dynamite – Powerwolf.

At the top of this shattered tower stands Brother Dynamite and a bunch of alchemical equipement.
He has a Werebear Statblock with Max HP, and he carries around an experimental Flamethrower. This unstable magical object can cast the spell Burning Hand at level 1, ten times per Day.

6)The Dungeons Cells.

Recommanded Battle Theme : Full Moon – Timeless Miracle

The most unstable werewolves are locked here by the Order every full moon, under the watch of Sister Silence. In each of the four cell lies an Initiate driven mad by the Full Moon. They can not be befriended through any means the party may employ.

Sister Silence has a Weretiger statblock with max XP, Blindsight and the ability to cast Darkness on herself, 3 times per day. She has 4d6 Sneak attack damage.

7) The Chapel of Selune.

Recommanded Battle Theme : Amen and attack - Powerwolf

TheGrand MasterThiess von Kaltenbrun is praying there, in front of a statue of Selune.
The Grand Master has complete control over his inner wolf and is unaffected by the full moon. Unlike all his brethren, he is able to speak, reason and argue. If he notices the party, he will try to negotiate with them, telling them the history of the Moonwatchers, even if the party killed the other Moonwatchers, for he can see this is another trickery from his vampirix foes.

He has the Statblock of a Werewolf Pack Lord with max HP . He fight with a greatsword and can use 3 level 2 divine smite per days.
As a bonus action, he can use a concentration spell to summon from the Feyworld a Black Unicorn named Luna. He will ride her into battle if the necessity arise.

8) The rest of the keep.
The keep contains a lot of other rooms such as a kitchen, throne room, library, ect...Add as many as you want. 1D4-2 Initiate are present inside each room.

Ursulla von Bloddensmirk.

The lady vampire has been following the party with her army of the night. She is monitoring their progress via a divination spell. Five minute after she sees the fighting has stopped, either from a lack of ennemy or because the party has realised the trick, she will launch the attack and attempt to overwhelm the defender Fighting will immediately broke out in every room, and the party will have to either flee, or clear up the keep from the undead menace.

The attack will come simultaneously from multiple direction.

-The Southern Gate will be attacked by a group of zombie, cultist or skelleton, led by a vampire

-The northen wall will be attacked by a squad of Vampire Spawn who are trying to climb the wall They are led by a vampire.

-Swarms of giant bats led by a vampire turned bat have entered the keep

-a group of shadow led by a vampire disguised as a shadow demon are attacking the dungeon cells

-Ursulla herself will be inside the great hall with a bunch of vampire spawn she uses as bodyguard. She has the stablock of a vampire mage

The party will have to fight alongside the werewolves to win. The battle ends with the death of 4 vampire. Ursulla count for 2 vampire. The remaining survivor will retreat and scatter after this defeat. If the party has killed all the werewolves, they will probably have to flee to survive the army of the night.

9 Comments
2024/06/29
12:41 UTC

442

We've been experimenting with "less is more" generators and finding them to be really evocative.

A little while ago we got a dumb idea for an NPC generator with the barest essential information and I've actually used it quite a bit, because the stories sort of generate themselves:

Normal People

But then we doubled down on the dumb and figured out we could tell a whole life story just as easily:

A Life in Three Acts

I use these kinds of bare resources without any stat blocks, but I wonder if anyone else does? I think I do a lot of free-association / improv when DM'ing and obviously some folks like things more crunchy and spelled out. Curious what folks think and whether these things are worth making for any reason beyond them just being really REALLY fun to make.

53 Comments
2024/06/25
00:57 UTC

74

The Forest Ruins Mistery - A one page adventure

After a while I made a new one-page dungeon adventure.

Here is the free download file including a hand drawn map and the printable puzzle for players: https://sahaakgames.itch.io/the-forest-ruins-mystery

As it's a one-page info is very compressed and DMs will need to fill the gaps, using this pamphlet as a base to develop their adventure. This is more an exploratory adventure than a combat based one, I just described basic locations, so DM can, if they want add more content like checks for crossing the river, or some secret items to the ruins, etc.

I played this one in my campaign for three lvl5 PC and it went pretty well, if someone has any suggestions or adjustments will be very welcomed.

Thanks for reading me!

ADVENTURE STARTS HERE:

Heroes receive a letter from Glida Dierorch, a renowed herbalist of Danovar, urging them to retrieve a rare plant from ancient forest ruins. Recent lumberjack deaths and dark magical rumors deter Glida from venturing herself. As the heroes delve into the woods, they will uncover an ancient temple and face a malevolent druid who is seeking its power.

GLIDA DIERORCH

Glida accompanies the PCs but will hide during fights. When she finds the plant she is looking for in the temple, she will ask the heroes to help her investigate the temple, as its magical power is responsible for the properties of the plant.

FOREST ORIENTATION

Players will need to navigate through the forest, so the DM should notify them at each crossroads to decide which direction they want to go.

Survival and perception checks may give the players relevant information about the paths.

D4 RANDOM TREASURE

  1. 1d6 Random seeds
  2. 1d4 Mushrooms
  3. 1d4 Goodberries
  4. 1d4 Random nuts

FINAL REWARD

Heroes will get a ring of animal influence, which has 3 daily charges for casting the following spells:

Animal friendship (DC 13)

Fear (DC 13)

Speak with animals

Enemies

TWISTED VINE

A vine plant corrupted by dark magic, entwines around the limbs of the unaware.

(HP:12; AC:14; SP:20’; XP:25)

(STR:12; DEX:8; CON:6; INT:1; WIS:7; CHA:1)

(ATT: Lash: +6 | 1d6+1)

Entwine: The vine can try to immobilize a medium-sized creature, this can be avoided with a DC 17 DEX saving throw. Trapped creatures can free themselves by succeeding on a DC 15 CON saving throw.

CORRUPTED ENT

An ancient Ent dominated by Malakars domination dark spell.

(HP:138; AC:16; SP:30’; XP:3000)

(STR:23; DEX:8; CON:21; INT:1; WIS:16; CHA:1)

(ATT: Hit: +10 | 3d6+6)

(ATT: Throwing rock: +10 | 4d10+6)

Range 60/180 ft, affects one creature.

Controlled: The Ent lacks willpower and only acts as a Malakars puppet, attacking anyone that try to reach or harm the druid. Players can end the spell if they kill Malakar or successfully cast Remove Curse on the Ent. In that case, the Ent will immediately attack Malakar if he’s still alive.

MALAKAR, THE GREEN SHADOW

The evil druid who pursues the power of the temple. Once a defender of nature, his heart was corrupted by ambition.

(HP:40; AC:14; SP:30’; XP:1500)

(STR:6; DEX:8; CON:8; INT:18; WIS:20; CHA:12)

(ATT: Club: +1 | 1d6+1)

Antilife shell: A shimmering barrier extends out from Malakar in a 10-foot radius and moves with him, hedging out creatures other than undead and constructs. It lasts the entire combat.

Locust Swarm: A locust 10 ft swarm surrounds and attacks any living prey it encounters. A swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move.

The Forest

1. FOUNTAIN:

Several houses, now in ruins, surround a magnificent stone and bronze fountain. The fountain is filled with water and crowned by a statue of a woman holding a large empty jar. If the characters fill her jar, the fountain will activate, opening a compartment containing one of the three magical runes.

If the players decide to explore the houses, 1d4 twisted vines will sprout from the ground, attacking them immediately.

2. INTACT HOUSE:

A house that, unlike all others in this forest, remains in perfect condition despite the passage of time.

Inside, various supplies, 2d8 GP, and an ancient tome detailing the presence of ents in this forest can be found.

3.MALAKAR’S CAMP:

At first glance, nothing is visible as the camp is hidden by a concealment spell. However, if they venture down the path, the spell’s effect will dissipate. Inside the clearing stands a large tent, several crates with supplies, and the remains of a shattered statue with barely readable inscriptions.

When trying to access the tent, five twisted vines will sprout from the ground, attacking the adventurers.

Inside the tent, they will find one of the magical runes, 3d10 GP, and a 4d4+4 healing potion.

4. TEMPLE:

An ancient hexagonal structure made of massive slabs of granite and marble stands gloomy but still imposingly among the trees. The temple is filled with a strange plant with purple flowers.

Between its columns and up a staircase, there are three altars with slots for magical runes. If all three runes are placed, the power of the temple will activate, revealing its secrets.

5. RUINED MENHIR:

A small muddy clearing with a tiny village built around a large menhir. The houses are completely destroyed and the roofs are caved in.

If the menhir is carefully examined, a series of runes in a grid can be distinguished. To solve the puzzle, the answer must be chiseled into the stone. Once the rune is taken, 1d4 twisted vines will attack the players. (You can see both, the puzzle file, and the solution in the free downloadable file, as both are images)

FINAL FIGHT:

When the players place the three runes, Malakar will appear alongside an Ent under his control at the temple’s staircase.

On his first turn, Malakar will cast an antilife shell on himself, fighting from the rear while the Ent attacks the players at will.

A DC 14 arcana check will reveal to the players the nature of the spell Malakar uses to control the Ent.

After the fight, PC will found the entrance to the treasure room that opened when they placed the runes in the stands.

15 Comments
2024/06/20
17:22 UTC

44

Dark goblins: Kingdom Hearts and Legend of Zelda-flavoured goblin variants, that require killing with kindness

The older I get and the more complicated my personal life becomes, the less morally complex games I like to run. I've both run and played in games with difficult decisions, where you have to either give in to the urge and kill a lot of sentient creatures, or risk said sentients overrunning a peaceful populace. The nature of D&D by default means you often have to kill gangs of goblins, bandits, kobolds, orcs and the rest, leading to questions like "Are all goblins evil? Are there goblin children? Are we being species-ist?". Chances are, if you're reading this, you've played in games where these questions have at least been raised in passing.

I'm not saying I want to excise this complexity from the game entirely: it certainly has its place. I just don't want the burden laid at my conscience every time I pick up a set of dice for a bit of escapism. If only there was a way to encourage players to be kind and leave a positive impact on the world, while adhering to D&D's core gameplay mechanic of remorselessly slicing through hordes of dark creatures for loot. If only...

What are Dark Goblins?

Dark goblins share the stats of normal goblins in pretty much every respect (unless, of course, you have decided that they're distinct). Dark goblins aren't biological in the same way that regular D&D goblins are, in that they're born of goblin parents, nor are they twisted versions of other species like elves, in that classical Tolkienian goblin sense. Dark goblins are genderless, fiend-adjacent creatures from the plane of Acheron, formed of shadow magic and latent energy from the wicked, malicious, spiteful feelings and actions of every sentient creature in the multiverse.

Acheron is home to the divine goblin realm known as Clangor. Some religions preach that Clangor is where all greedy, mean and mischievious thoughts come from, extending outwards from Clangor to touch every corner of every plane. Whether or not that's true is up for debate, but one thing is certain: whenever there is war, or a population begins to shift from being kind to just plain mean to each other, goblins are never far away. They seem to be drawn to conflict like moths to flames, gathering in groups to create more mischief, fanning the flames of strife - which eventually begets more goblins.

They'll quite happily work for hire for a more intelligent master, which satisfies their greed for gold and gems while causing all manner of problems. They dissolve back into shadow magic on death, which crawls away into any crack or crevice it can find to await eventual reformation. To reform, these shadows need to be close to a creature or community full of malicious thoughts and deeds.

Dark goblins are the Hand from Marvel, the Foot clan from TMNT, the Putty Patrol from Power Rangers and the Heartless from Kingdom Hearts: creatures not of flesh and blood that delight in sneaky, underhanded, five-on-one hit-and-run combat. No moral quandaries about burning down goblin camps here: unrelenting and unrepentant, players can scythe through dens of goblins with zero moral quandaries as they burst into shadowy smoke.

This has a very nice implication for world consequences, that adheres quite well to the Saturday morning cartoon-esque idea of evil henchmen disappearing in a puff of black smoke on defeat. If goblins form, or are drawn to, times and places where people are nasty to one another, the only true way to permanently end the goblin threat is for the players to create a world in which it's easier to be kind to one another than mean. Acts of kindness are antithetical to a dark goblin's existence: after removing the initial goblin threat, leaving a place better than you found it might be the only way to ensure they never come back.

Running Dark Goblins

What does this mean in practical terms? Dark goblins are both problem and symptom. A single low-level adventure might be clearing a gang of goblin thieves from the city's sewers, but you might also have a goblin clan stealing stuff from around town, burning down taverns and blaming their misdeeds on two rival factions, exacerbating the tensions that drew the goblins there in the first place. In this way, parties can both work towards a peaceful resolution between the two local factions, and have a dungeon full of goblin mooks to hack-and-slash their way through guilt-free.

In combat, dark goblins are full of mischief and spite, sliding 10-15% towards the "Tucker's Kobolds" or "ninja" archetypes. They make use of traps, hidey-holes, darkness and smoke to catch their enemies unawares. Swathed in black and wielding curved swords, they'll spring on a party unawares, perhaps trying to steal the wizard's staff instead going in for a slash, or one might trip up the paladin so two others can attack with advantage.

Tolkien's goblins delight in explosions and invention, and dark goblins echo this by using their bonus action Hide in conjunction with smokesticks, poison darts and simple fire-based traps. Steal your players’ magic swords from their scabbards and cut the straps on their Bags of Holding: be really, really annoying, in essence, and play up the mischief angle. When defeated, the goblins burst into black smoke, the shadow-stuff crawling out of their empty rags towards corners, cracks and crevices.

There are also mechanical implications toward "killing them with kindness". Spending an afternoon helping the poor tavern owner rebuild after a fire caused by dark goblins (you could even run the fire itself as a natural hazard) could be considered XP or treasure-worthy, as it's ultimately working towards the party's goal of ending a goblin incursion. You could even do a skill challenge here: the bard could make a persuasion check to get the other townsfolk helping, while the barbarian could focus on athletics to hoist the biggest beams himself. 

Keep a tracker of intentional kind deeds and successful skill checks - you could hide it from the PCs, or choose not to - and declare the goblins vanquished (for now) after a certain number of good deeds and successes. If the party makes an effort to lift up the community, foster attitudes of kindness among townsfolk and broker deals with warring factions, the goblins will stay away. This is a good opportunity to introduce fetch-quests and have high-level players use their powers for good - for example, using Plant Growth or weather control spells to ensure a better harvest to stop two factions competing over scarce resources. 

If you're looking for a "nice" PG-13 game with the tone of Legend of Zelda, you could certainly do worse than using dark goblins. Link doesn’t slice his way through bone and sinew, or murderize baby goblins. Dark goblins are a gang of mooks that make a special effort to be annoying at every turn, have an additional layer of complexity, but still engage with the game’s basic tenets. They also come with built-in incentives to reward behaviour and attitudes of kindness, compassion and community towards your NPCs.

6 Comments
2024/06/18
12:39 UTC

17

Homebrew Downtime Training Rules.

Over the past couple of months in my current game I have been playtesting some new mechanics for players to train during their downtime (I try to give a lot of options for downtime as mini games between sessions). Have been playtesting these with just 1 character in the group before rolling this out to the entire group.

I wanted to reach out to the community also to see if I could get any advice over these and whether you felt the balance was correct on these. I have given examples of the skills attained by the play test character; level 6 echo knight fighter.

Personal Training Rules

As part of downtime you can spend time training and honing your skills. This can be done by yourself, or with a skilled trainer in the discipline you are looking to train. Each time you train you will earn progress points against the discipline you are training. On hitting milestones along that training path you will gain new skills or benefits specific to your character and their fighting styles.

 There are 3 disciplines in which you can train;

 Attack focused Skills- Training in this area will be focused around you primary attacks be that weapons attacks for martial classes, spell attacks for casters and a mix of both of combined classes. Checks to earn progress points in this training discipline will be made with your primary attack stat; eg Strength/Dex for most martial classes, and spell modifier stat for other classes.

 Defensive Skills- Training in this area will be focused around you primary defensive stat be that constitution for more tank orientated characters, evasion for more dexterity based characters or defensive spells for . Checks to earn progress points in this training discipline will be made with your primary defence stat.

 Special Skills- Training in this area will be focused on augmenting the abilities associated with your character's sub classes, for those multiclassing you will receive options for each of your multiclass. Checks in this area may differ based on the flavour of these subclasses.

 Progress points - The number of progress point required in each discipline to acquire a new skills/ability will increase with each acquired skill, an increase in the DC to attain progress on that training pathway will also increase with each skill acquired. This means at higher levels of skill, the benefits that skilled trainers bring are an necessity.

 Trainers- Throughout the world you may be able to identify training masters who will be able to assist you with training as part of your downtime, and will have a range of effects from reducing the DC of the training checks, boosting the amount of progress that can be made or giving access to particularly powerful skills that can be gained from this specific trainer only. Most trainers will exchange there services for gold, but others may need more to secure their services and share their secrets.

•Level 1 skill•3 progress points required •DC 10 1 progress point, DC 14 2 progress points, DC 18 3 progress points

•Level 2 Skill•5 progress points required •DC 12 1 progress point, DC 16 2 progress points, DC 20 3 progress points•

•Level 3 skill•7 progress points required •DC 14 1 progress point, DC 18 2 progress points, DC 22 3 progress points

•Level 4 Skill•9 progress points required •DC 16 1 progress point, DC 20 2 progress points, DC 24 3 progress points

•Level 5 Skill•12 progress points required •DC 18 1 progress point, DC 22 2 progress points, DC 26 3 progress points

Training in this manner will use up 1 primary activity as part of your downtime, and will be equal to 1 attempt to make progress against your chosen discipline.

Upon completing a skill milestone you will be provided with 3 options for skills which you may choose from, allowing for a greater level of customisation for your character.

Examples of skills that can be acquired; note these will be tailored to your characters and there abilities. The below examples are options that were made available to Arien (Echo Knight) when play testing these rules.

 Level 1 attacking skills.

  1. Riposte, when you are attacked and the opponent misses you can use your reaction in order to make a single attack against them.
  2. Improved weapons training, get a permanent +1 to hit and damage with melee weapons.
  3. Improved critical, you now score a critical hit on a 19 or 20.

 Level 1 special skills.

  1. Long shadow; your echo gains reach ability allowing it to attack at a range of 10ft for melee attacks.
  2. Elemental echo, when summoning your echo you can designate an element selecting from fire, cold, acid, lightning. Your echoes attacks now deal this damage type rather than slashing.
  3. Echo surge. When you use you action surge ability your echo can instantly make an additional attack.
3 Comments
2024/06/18
09:48 UTC

116

Collapsible Names: a naming aesthetic, for which I parsed 9M entries of Wiktionary

Years ago, I wrote a Reddit post about naming which had this throwaway example:

My personal favorite are compound names: Hagrove, Treerie, Weapond – they sound fey to me. So ancient, that the language warps around the concepts they're conveying.

Let’s call those collapsible names. Two words, the end of the first is the same as the start of the second. Dream + amber = Dreamber. Or, with diacritics over the shared part: Dreȧṁber.

In this post, I revisit that idea and show the cool names I’ve mined with a script.

Aesthetic

So, what’s special about Hagrove, Treerie, and Weapond?

I got an idea from a fantasy map I saw on Pinterest, maybe a tutorial or a commission example – it had a forest named Hagrove. And I thought: oh, interesting, the ‘g’ is shared! It felt like was not a mere grove with some hags – but the hag grove. As if the two words were invented just to describe it. You might break the name apart and re-purpose its pieces to describe a troll grove or a hag mire – but you can see that those are derived terms, as they don’t fit as nicely together.

Similarly, I like the idea of prehistoric entities speaking in rhyme. Not intentionally – just due to the gravitas of their presence crumpling and plowing this “new thing”, the language.

Applications

The intended use for collapsible names is to be written on a map or to be mentioned in a text. An idling eye stumbles upon a familiar-yet-different word and, hopefully, piques interest. Adornment with diacritics (or over- and under- lines) is also meant to work toward that goal.

Additionally, the contrast between names draws attention to whatever cultural element behind it. If the human name for the forest is Elderwood but elves call it Arḃȯṙough – just by using the visually distinct naming styles, you can convey the information about what culture controls it.

Curated list of names

Two-letter collapsible names

Aṗėakapepeak
Aẇėllawewell
Briṅėtbrinenet
Buṡḣirebushshire
Curṡėacursesea
Dreȧṁberdreamamber
Fȧėriefaeaerie
Glaḋėngladeden
Gnoṁėadowgnomemeadow
Immenṡėaimmensesea
Lak̇ėeplakekeep
Lav̇ȧlleylavavalley
Luṡḣirelushshire
Moȯṙchidmoororchid
Raindrȯṗalraindropopal
Solituḋėnsolitudeden
Sliṁėadowslimemeadow
Teȧṙidteararid
Trėėrietreeeerie
Wilḋėnwildeden
Winḋẏkewindydyke
Youṫḣorpyouththorp

Three-letter collapsible names

Aṙi̇ḋgearidridge
Baṡi̇ṅkholebasinsinkhole
Charṁėṙecharmermere
Clȯȧk̇cloakoak
Garḋėṅgardeden
Gl̇ėėchgleeleech
Hidḋėṅhiddenden
Hi̇l̇l̇usionhillillusion
Jeẇėl̇ljewelwell
Massaċṙėekmassacrecreek
Niḣi̇l̇lnihilhill
Putṙïḋgeputridridge
Specṫṙėespectretree
Sprïṅġotspringingot
Tiḋȧl̇etidaldale
Tṙėėdtreereed
Veteṙȧṅgeveteranrange
Weaṗȯṅdweaponpond
Whisṗėṙchwhisperperch

One-letter collapsible names

I’ve got about 23k options for this one – too much noise to be practical.

Four-letter collapsible names

My code couldn’t find any four-letter names due to a bug. If this thing gets enough interest, it might fix it. For now, purely with the sheer power of my imagination, I discovered Sṗïṅė: spine + pine. The second close thing is Gl̇ȧḋdėr: glade + ladder – but it has an extra “d” breaking the perfect overlap.

If you come up with a four-letter collapsible name – leave a comment, I’d love to see some :)

Curious finds

  • Fetiṡḣire: fetish + shire
  • Genociḋėn: genocide + den
  • Cocȯȧk: cocoa + oak
  • Inferṅȯok: inferno + nook
  • Sakuṙȧin: sakura + rain
  • Ṗȯȯl: poo + pool
  • Tamṗȯṅd: tampon + pond

More Collapsible Names!

I have put together an online page on which you can play with the idea and generate your own names.

It’s under CC BY-SA 4.0 – so feel free to distribute and build upon the results however you want (even commercially). The only requirement: please attribute me: “Collapsible names by Myk Konovalow”. A link to the online page would be much appreciated.

Parting Thoughts

This was fun. I parsed 9M entries of Wikitonary – and filtering so much data (about 17Gb) that was a fun algorithmic challenge. I tried a few fancy tricks for that but the only two things that worked were: a) limitng length ad b) looking up the word's frequency (from a third party dictionary).

If this thing gets enough interest, I’d be up to do a pass through comments and implement most requested features. Same with bugs, if any.

P.S. Here’s the original post that inspired collapsible names: "Naming. And what it can do for you worldbuilding".

11 Comments
2024/06/17
21:47 UTC

35

The Leering Skull: 40 Magic Items, 4 NPCs, & 1 Magic Shop

Greetings fellow Dungeon Masters. Looking for a way to make magic items more accessible in your world? The below information includes a sample magic shop that can be accessed from anywhere you'd like, the 4 NPCs that run the shop, and 40 new magic items to slap into your campaign.

You can find a PDF version of this supplement here.

How Does the Shop Work?

The exterior of The Leering Skull presents itself as a purple carnival tent with a pair of flowing banners, embroidered with white skulls. Though they have no eyes, passersby feel as though the skulls are watching them.

The interior of the tent is a demiplane which presents itself as a three-story wooden store. It resembles a large library with tall ladders that can be moved from wall to wall to access high shelves, but instead of displaying books, magic items are concealed within safes that require a key to open.

Because the shop is a demiplane, it can be accessed from anywhere in the world that the purple tent exists. Consider populating your world with multiple entrances to The Leering Skull. When someone leaves the shop, they return to where they entered from.

The Leering Skull is overseen by The Conclave and operated by The Residents.

The Conclave

The Conclave acts as an overseeing body for the distribution of magic items. There is always a pair of Conclave members watching over the Residents of the Leering Skull.

Recognized by their bright teal attire, the Conclave requires its members to always travel in groups consisting of at least one martial class and one magic class.

The Residents

The Leering Skull is operated by wizards, sorcerers, and warlocks known as Residents. They have committed terrible crimes but were deemed too knowledgeable in their domains to be sentenced to death.

They are held captive in the Leering Skull, and anti-magic cuffs prevent them from casting spells, using magic items, and leaving the tent.

Below, you will find four sample Residents that operate The Leering Skull.

Armillius Iscalan, Traitor of The Elements

Neutral evil male tiefling. Age: 48

Appearance

A middle-aged purple skinned tiefling with two black horns that curl like ram horns. He has a social tick where he occasionally clicks his teeth together.

Crime

Armillius attempted to create life by combining all elements at the center of the elemental planes. Wielding the power of the elements in this way was thought to be impossible and threw the elemental planes into turmoil for years. His actions killed thousands.

Motivation

He is trying to restore life to his unborn daughter and he quietly mulls over how to bring her life when he is not attending to customers.

Shop Role

Armillius attends a desk in the center of the shop and directs the other Residents to the magic items requested by customers.

Atiel Ruviaul, Traitor of Sero’Zelag

Chaotic evil female high elf. Age: 97

Appearance

A pale skinned high-elf with bleach white hair. Her arms and hair appear as though they have been dipped in tar. The left side of her mouth is always turned upwards into a smirk.

Crime

Under the guidance of her demonic patron, Atiel altered the city-wide teleportation ruins of Sero’Zelag. The mages that ruled Sero’Zelag were attempting to transport the city to another continent. Instead, the city was teleported to a lower level of hell.

Motivation

Sero’Zelag was a capital city formed by the union of two separate cities, Serovia & Zelag. Atiel’s family was from Zelag and always felt mistreated under the rule of the Serovian Mageocracy.

She formed a pact with a demonic patron to exact her revenge on the city. Once her task was completed, she never heard from her patron again.

Shop Role

Atiel helps customers check out and will barter with customers who wish to sell magic items.

Eldrin Vorthain, Traitor of Time

Lawful evil male human. Age: 63

Appearance

Elderly human with well-styled silver hair that seems to shimmer with otherworldly light. He wears ornate black robes adorned with clockwork motifs.

Crime

Eldrin’s most notorious crime was tampering with the timeline of an entire kingdom known as Silvercrest, forcing its inhabitants to relive the same day over and over.

The temporal distortions caused by his tampering resulted in the birth of creatures that were twisted by the disrupted flow of time. The Conclave still doesn’t know how to undo Eldrin’s work.

Motivation

He is seeking full control over the flow of time so that he can displace the gods and rule over all.

Shop Role

Eldrin holds the keys to all of the safes that hold magic items in The Leering Skull. He is the one who fetches any requested item.

Seraphine Fireheart, Traitor of The Planes

Chaotic evil female half-elf. Age: 28

Appearance

Albino half-elf with a shaved head. Her red eyes carefully track the movements of all customers. She does not blink.

Crime

Seraphine previously operated a portal house known as “The Magic Circle” where travelers could pay gold to travel to almost any plane. Seraphine used the portals to assist in orchestrating an invasion from a plane of nightmares to a peaceful plane. The invasion led to widespread destruction and the ultimate loss of the plane of peace.

Motivation

She wishes to establish herself as the ruler of the plane of nightmares where she believes she would be worshipped and feared as a goddess.

Shop Role

Seraphine sits quietly in a dark corner and only deals with customers seeking to purchase magical reagents.

Magical Items

 

Animating Cat Idol

Wonderous Item, rare

Using an action to activate this wooden idol of a cat brings it to life. The cat acts as your familiar as if you had cast Find Familiar. When you dismiss the cat or it drops to 0 hit points, it reforms into the wooden idol.

Belt of the Goblin Seer

Wonderous Item, uncommon (requires attunement)

While wearing this belt you gain the following benefits:

·         You can speak and understand goblin.

·         You gain 60 feet of darkvision.

·         You can cast Augury once per day without expending material components.

Blood Plate

Armor (plate), legendary (requires attunement)

While wearing this armor, you gain a +1 bonus to AC. Once per day, as a bonus action, you may take 3d6 slashing damage and choose one of the following:

·         You sprout wings formed from your own blood and gain a fly speed of 30 feet for 5 minutes.

·         A shield of your own blood surrounds you, providing 4d8 temporary hit points that last for 5 minutes.

Bojevnick’s Lockpick

Thieves’ Tools, uncommon (requires attunement)

You gain a +1 bonus to skill checks that use Thieves’ Tools.

While attuned to this Lockpick, you gain 60 feet of darkvision. If you already have darkvision, then you gain an additional 30 feet of darkvision.

Channeling Mask

Wonderous Item, uncommon (requires attunement)

While wearing this mask, you may ignore the verbal and/or somatic components of a spell once per day.

Chimera Pistol

Weapon (firearms ranged weapon), very rare

This triple-barreled pistol can shoot three times before it needs to be reloaded.

|| || |Damage|Weight|Properties| |1d8 piercing|4 lbs|Ammunition (Firearms), Range 60/180, Reload|

Cloak of the Songbird

Wonderous Item, uncommon (requires attunement)

While wearing this cloak your move speed is increased by 5 feet and you can cast Feather Fall on yourself at will.

Death Whisperer’s Scepter

Weapon (mace), very rare (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

The mace has 3 charges. You can expend 1 charge when you hit a creature to deal additional necrotic damage equal to 1d4 plus your proficiency bonus. You can also expend 2 charges to cast Ray of Enfeeblement using wisdom as your spell attack modifier.

The mace regains all charges at the end of a long rest.

While holding this mace, you can understand and speak Undercommon.

Druidic Mask of the Owlbear

Wondrous Item, legendary (requires attunement by a druid)

While wearing this mask you have advantage on Wisdom (Perception) checks that rely on sight or smell.

While in a wild shape form, you may cast spells from your prepared spell list as normal.

Estmund’s Elation

Wondrous Item, legendary (requires attunement by a bard)

Holding this golden lyre fills you with a small sense of positivity and well-being.

You gain a +1 bonus to skill checks that use a lyre. A bard may use this instrument as a spellcasting focus.

Estmund's Elation has 5 charges and regains all expended charges daily at dawn. As a bonus action, you can hum an upbeat tune while playing the lyre to expend up to 5 charges. For each expended charge, one of the five strings becomes a magical projectile in the form of your choosing. The projectile lasts until the following dawn, then loses its magic. This projectile is made of radiant purple light and casts bright light for 10 feet and dim light for another 10 feet.

The projectile counts as magic ammunition and adds +1 to your attack and damage rolls. The projectile also converts the weapon's base damage into the wielder's choice of either Radiant or Necrotic damage.

Once the projectile is fired, it disappears on impact.

Fillet Knife of Eloquence

Weapon (dagger), rare (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

While holding this dagger, you can use an action to cast speak with animals (aquatic beasts only) on yourself. Additionally, you have a swimming speed equal to your walking speed and you can breathe underwater.

Fungal Shawl

Wondrous Item, rare (requires attunement)

This shawl has blue, green, and purple mushroom caps woven into it. Its wearer has advantage when making saves against effects that cause poison or disease. Its wearer can also speak with and understand mushrooms of any kind.

Once per day, you can cause spores to form that transmit a memory to a willing creature. An unwilling creature must succeed on a DC 16 Constitution saving throw or be forced to experience the memory on a failed save.

Gold Dragon Scale Epaulet

Wondrous Item, legendary (requires attunement)

This ornamental shoulder piece is made of interwoven gold dragon scales and can be affixed to any armor.

While wearing this item you are immune to the Frightful Presence of dragons.

After hitting an attack, you can choose to empower it with the power of a Gold Dragon. The attack deals an additional 2d8 fire damage and the target must succeed on a DC 17 strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

You can use this feature a number of times each day equal to your proficiency bonus.

Gorecrackle

Weapon (greatsword), legendary (requires attunement)

This black and red greatsword intermittently vibrates with power. You have a +2 bonus to attack and damage rolls made with this magic weapon.

Once per turn, prior to hitting an enemy, you may choose one of the following:

·         Take 1d6 slashing damage to deal an extra 1d4 force damage

·         Take 2d6 slashing damage to deal an extra 1d10 force damage

·         Take 3d6 slashing damage to deal an extra 2d8 force damage

Honey’s Ball

Wondrous Item, Uncommon

This perfectly spherical metal ball has a short phrase inscribed in common that reads “For Honey, who never did fetch for me.” The ball is made of two halves and can be set to three different return times.

  1. Returns in 6 seconds

  2. Returns in 6 minutes

  3. Returns in 6 hours

After the ball has been thrown and the set time passes, the ball levitates and follows the shortest path back to whoever set it at 10 miles per hour, avoiding obstacles and stopping one foot away before gently falling. If its path is blocked, it waits until a path is clear.

Hooked Belt Buckle

Wondrous Item, Uncommon

While grappling another creature, your speed is no longer halved when you drag or carry the grappled creature with you.

Intrepid Shield

Armor (shield), uncommon

While holding this shield, you have advantage on saving throws made against being frightened.

As an action, you can activate the shield to illuminate it as if you had cast the Light cantrip.

Invigorating Brew

Potion, Rare

When you drink this potion, you lose all existing points of exhaustion and you can stay awake for an additional 24 hours before gaining a point of exhaustion. The light brown liquid of this potion smells of coffee and vanilla.

Kallyre’s Gloves of Knack

Wondrous Item, rare (requires attunement)

While wearing these gloves you gain a +2 bonus to skill checks related to crafting. Once per day, you may choose up to two artisan toolsets to gain proficiency with for 12 hours.

Lantern of Darklight

Wondrous Item, uncommon

This black metal lantern can be activated or deactivated as an action. Once active, this lantern absorbs all nonmagical light within a 30-foot radius.

Locus Coin

Wondrous Item, uncommon

This silver coin’s magic can be activated by saying the phrase “By silver’s shine, reveal thy line.” Once activated, you know the exact location of this coin for one week.

Longbow of Suppression

Weapon (longbow), very rare (requires attunement)

You have a +2 bonus to attack and damage rolls made with this magic weapon. This weapon has 2 charges that recharge at dawn.

You can expend 1 charge when you attack with this bow to cause a magic rope to form and attach to the arrow that is fired from the bow. The rope will be as long as the arrow is fired and lasts for 1 hour before disappearing. The rope holds itself in space and cannot be moved, but will disappear if it is cut or if it holds a weight greater than 3000 pounds.

You can expend 2 charges when you attack to magically arm your ammunition with a net. If you hit a large or smaller creature, the net expands around the target and they must make a DC 16 Dexterity saving throw. On a failed save, they are restrained and unable to speak. The creature may attempt to free themselves at the end of their turn by repeating the saving throw.

Merciless Hand Wraps

Wondrous Item, varies

These enchanted leather bands are embroidered with depictions of flying dragons. While wearing them, you gain a bonus to attack and damage rolls when making unarmed strikes and your unarmed strikes are considered magic weapons. The bonus is determined by this item’s rarity.

|| || |Rarity|Bonus| |Uncommon|+1| |Rare|+2| |Very Rare|+3|

Multipurpose Adventuring Stick

Wondrous Item, rare

This one-foot-long wooden stick can be adjusted in a number of different ways. As an action, the stick can be changed in one or more of the following ways:

·         Extended to a length of up to 10 feet

·         The end of the stick can be curved into a hook

·         The stick can become extremely pliable and flexible

·         The stick can become sturdy and impossible to bend or break

·         The stick can be returned to its original shape

Rainbow Steel

Weapon (Rapier), uncommon (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While attuned to this weapon, you may change the damage type of a spell once per long rest.

Refreezing Ring

Wondrous Item, uncommon (requires attunement)

This cool-to-the-touch ring has two command words that transform the ring into either a spear of ice or a shield of ice. As an action, you can speak the words “Hirth” or “Thalion” to transform the ring.

Speaking the word “Hirth” will transform the ring into a spear of ice. You gain a +1 bonus to attack and damage rolls made with the spear. It deals an additional 1d6 of cold damage.

Speaking the word “Thalion” will transform the ring into a shield of ice. You gain a +1 bonus to AC and gain resistance to cold damage.

If the wearer says the command word again or is subjected to fire damage, the spear and shield will melt and reform into the ring.

Roaring Quarterstaff

Weapon (Quarterstaff), rare (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

Once per day, after hitting an enemy, you can activate the staff’s power and unleash a 20-foot cone of thunderous energy. Each creature in that area must made a DC 16 Dexterity saving throw, taking 2d8 thunder damage on a failed save, or half as much damage on a successful one.

Robe of Replenishment

Wondrous Item, very rare (requires attunement)

This light blue robe is embroidered with silver patterns that resemble flowing water. While you wear the robe, you gain the following benefits:

·         As a bonus action, you may restore one spell slot per day.

·         If you aren’t wearing armor, your base Armor Class is 13 + your Dexterity modifier.

·         You gain a swim speed of 30 feet.

Scale Mail of Bluebark Hold

Armor (scale mail), rare (requires attunement)

The scales of this armor are made of magically enchanted bark and the armor does not give the wearer disadvantage on Dexterity (Stealth) checks.

While wearing this armor, you gain a +1 bonus to AC. Once per day, you may cast Transport via Plants, but the distance is limited to 150 feet.

Stethomri Tableware Set

Wondrous Item, uncommon

This set of golden tableware includes a plate, knife, fork, spoon, and chalice. If any piece of the tableware is missing at dawn, it appears next to the plate.

There is a magical inscription engraved in the plate that reads in elvish “Anar caluva tielyanna” which means “The sun shines upon our feast” in common.

Once per day, if the inscription is read aloud, roll a d4 on the below table to determine which magical effect is triggered. The food or magical effect lasts until the next dawn.

 

|| || |1d4|Effect|Details| |1|Weapons of Wonder|Each piece of the tableware set becomes a +1 improvised weapon.| |2|Feast of Fortitude|A magical meal appears that grants 2d6 temporary hit points if consumed.| |3|Healing Harvest|A magical meal appears that grants 2d8 hit points if consumed.| |4|Blessing of Abundance|A magical meal appears that will satiate one person’s hunger for a week.|

Studded Leather of Bombardment

Armor (studded leather), rare (requires attunement)

While wearing this armor, you gain a +1 bonus to AC. Once per day you can cast Magic Missile at 2^(nd) level. The glowing darts originate from the studs of this armor.

Tear of The Taken

Wondrous Item, rare

This teardrop shaped crystal is rumored to be a fallen tear of a long-lost god. You may consume this crystal as you cast a spell to increase the spell’s effect by 1 level.

Temper of The Storm

Weapon (Greataxe), legendary (requires attunement)

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a melee attack using this weapon, it deals an extra 2d8 lightning damage.

The weapon damage dealt with this greataxe forms into a bolt of lightning and strikes out at an enemy of your choice within 30 feet of your original target. Use the same hit die to determine if the lightning strikes the enemy. If it does, the lightning can jump another 30 feet to a third target before dissipating.

The Keeper’s Knowledge

Wondrous Item, legendary (requires attunement by a spellcaster)

This gold-bound book acts as a spell casting focus. You gain a +2 bonus to spell attack rolls. You gain advantage on Intelligence (History) checks.

While attuned to this item you know the Guidance cantrip.

After completing a long rest, you gain expertise in one skill of your choosing for the remainder of the day.

The Maker’s Might

Weapon (Warhammer), legendary (requires attunement)

You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. Immediately after the attack, the weapon flies back to your hand.

While attuned to this warhammer, you gain a +3 bonus to any skill check related to crafting.

The Seeker’s Sense

Wondrous Item, legendary (requires attunement)

This brass amulet is shaped in the form of a lightning bolt striking a tree. Once attuned, it provides the wearer with the following benefits:

The wearer gains advantage on Wisdom (Perception) checks to spot hidden objects or creatures.

Once per day, the wearer can ask The Seeker for guidance on the safest or quickest route to a specific location, receiving a mental map and directions.

Once per day, as an action, the wearer can see invisible creatures or objects for 10 minutes.

The wearer leaves no tracks and cannot be tracked by non-magical means.

Vigorous Moleskin Tunic

Armor (leather), uncommon (requires attunement)

When you complete a long rest, you gain 1d4 temporary hit points.

While wearing this tunic, you gain 60 feet of darkvision. If you already have darkvision, then you gain an additional 30 feet of darkvision.

Waterfall Boots

Wondrous Item, uncommon (requires attunement)

These leather boots cushion the wearer’s fall, reducing damage as if landing in water. The wearer can fall 20 feet before taking fall damage, and only takes 1d3 damage per 10 feet.

Once per day as a bonus action, the wearer can fall on an enemy with the force of a waterfall. If the wearer falls on top of an enemy from more than 10 feet, the creature must make a DC 15 dexterity saving throw or takes 4d6 bludgeoning damage and is knocked prone. On a successful save, they take half as much damage.

Weapon of Reckoning

Weapon (any), rare (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you roll a 19 to hit a target, you score a critical hit. You take half of the damage dealt, rounded down.

Zora’s Meditation Stones

Wondrous Item, rare (requires attunement by a monk)

These three meditation stones are capable of harnessing the powers of elementals. After slaying an elemental, you can spend 1 minute of meditation to permanently imbue one of the three stones with the spirit of the elemental.

If a meditation stone has the harnessed power of an elemental in it, once per round your unarmed strike may deal an additional 1d4 of damage per imbued spirit. The additional damage type is determined by the below chart.

|| || |Elemental Type|Damage Type| |Fire|Fire| |Water|Cold| |Earth|Poison| |Air|Lightning|

Magic Item Price Table

 

|| || |Item Name|Recommended Price|Recommended Character Level| |Animating Cat Idol|500|3| |Belt of the Goblin Seer|1500|4| |Blood Plate|15000|10| |Bojevnick’s Lockpick|1500|4| |Channeling Mask|1000|3| |Chimera Pistol|500|3| |Cloak of the Songbird|1500|3| |Death Whisperer’s Scepter|2000|5| |Druidic Mask of the Owlbear|25000|15| |Estmund’s Elation|12000|7| |Fillet Knife of Eloquence|1500|5| |Fungal Shawl|500|1| |Gold Dragon Scale Epaulet|7500|10| |Gorecrackle|9000|12| |Honey’s Ball|500|1| |Hooked Belt Buckle|500|1| |Intrepid Shield|750|1| |Invigorating Brew|750|1| |Kallyre’s Gloves of Knack|10000|8| |Lantern of Darklight|1250|3| |Locus Coin|500|1| |Longbow of Suppression|9000|10| |Merciless Hand Wraps|1000|4| |Multipurpose Adventuring Stick|1000|1| |Rainbow Steel|1250|5| |Refreezing Ring|2000|5| |Roaring Quarterstaff|9000|10| |Robe of Replenishment|10000|8| |Scale Mail of Bluebark Hold|5000|7| |Stethomri Tableware Set|2000|5| |Studded Leather of Bombardment|4000|6| |Tear of The Taken|500|3| |Temper of The Storm|35000|15| |The Keeper’s Knowledge|10000|10| |The Marker’s Might|25000|15| |The Seeker’s Sense|15000|8| |Vigorous Moleskin Tunic|1500|3| |Waterfall Boots|4000|5| |Weapon of Reckoning|2500|4| |Zora’s Meditation Stones|5000|5|

5 Comments
2024/06/17
18:13 UTC

57

Running a labyrinth using the game Labyrinth!

So my party are taking part in Neverwinter's annual Tournament, this is round 2 of 3 potential rounds. I wanted to run a maze or labyrinth with the party competing against another group of adventurers. Problem is, mazes usually sound like a great idea but are rather dull in practice (you turn a corner, a corridor stretches out before you with a turning on your left and stretching straight ahead. Which way do you go). Boring.

So I decided to create a mini game and rather than aim for full immersion I decided to use the game Labyrinth to create the tournament game.

What is Labyrinth?

From the Ravensberger description

the aim is to reach all your treasures and targets, using the shortest possible route through the Labyrinth. But there's a twist; the structure of the Labyrinth can change at any time as players manipulate the route to either make a path easier for themselves, or block that of an opponent.

The tiles all have corridors printed in various orientations and number of exits, and around half the tiles have items, monsters or people on them. These are collected in the game, with the twist being that you manipulate the labyrinth by adding a tile somewhere which shifts the entire route.

Now obviously this game has many DnD elements - a dungeon, jewels, monsters, weapons etc - but is also not in itself designed for DnD. But with a bit of imagination and manipulation I have turned it into a mini game you can run with any party at any level.

How the hell does this work?

Good question. Here's my intro blurb:

You are racing another party to make your way through the labyrinth. On your turn you make a normal labyrinth game move with the pieces. Each game piece represents 10ft of movement, you can move your normal distance per turn. After your turn the other party will also get a turn to shift the labyrinth. If you go through a piece with an icon on it the DM will describe the encounter.

If you are required to fight then this will delay you and the other party will get an extra turn.

To exit the labyrinth you will need a key and items worth over 1000GP and take them to any of the 4 exits.

That's it! The party builds the labyrinth board randomly. they choose an icon then roll a d4 to decide on which square they will start. The DM then rolls a d4 for the enemy party to see where they start. The party gets to go first and the game plays like normal labyrinth with these additions:

  • in the OG game you can move any distance once you've manipulated the board. However for DnD purposes each square is equivalent to 10ft of movement, thus most PCs can move only 3 squares at a time.

  • any encounter stops the party's movement for the round

  • the other party will take turns alternately with the PCs. They will also have encounters and collect gold/keys but none of that will be visible to the party - the DM will just record their status. By doing this the DM can manipulate the race if they wish, or let the dice fully decide!

  • they may encounter the other party - shenanigans may well ensue

  • each encounter is described separately and presents the party with a challenge, a reward or an (hopefully) interesting interaction. The party will need to initiate these encounters in order to collect the 1000GP value required to exit the labyrinth.

  • some encounters may grant extra turns or cost the party a turn - in this case the enemy party gets to go twice or vice versa

  • each encounter can only occur once, so if the enemy party reaches one then it is finished and the tile becomes blank - the DM will need to mark these tiles as finished somehow (I use a small counter or coin placed on it to indicate it is completed)

  • it's a race - fighting is often not the best solution, and any fight occurring will cost the party a turn. However, some fights might yield a reward (the mimic is guarding 500GP for example!) - risk vs reward, see!

  • once they have the required items they must exit the maze through any exit they choose. First team to exit with the requirements fulfilled wins the race!

What about all these encounters then?

Find them here, in this google doc - feel free to modify them for your own environment, obviously!

May the best, fastest, cunningest team win!

6 Comments
2024/06/16
21:52 UTC

15

Share your thoughts on these homebrew curses

I am staring a new episodic campaign and to add some chaos and weirdness my players are pulling from this list of "curses" which all convey an advantage and disadvantage. Here is what I have so far do y'all have any new recommendations to add to list?

1 Curse of Silence

Due to mistakes made in your youth, a witch cursed you to eternal silence, but the spell worked a little too well, and now you can't produce noise.

  • Your character can not speak (seriously, no in-character talking, charades only)
  • Your character is silent
  • Any item or creature you touch can not make noise until it touches the ground or another creature
  • You have an advantage on stealth checks, as does any creature affected by your curse

I know this one is broken but I couldn't think of a thematically appropriate mechanical disadvantage. I also feel like the role-play disadvantage of not being able to talk might offset the advantage of the curse

2 Curse of Madness

In your pursuit of knowledge, you learned too much about and have gone a little mad as a result.

  • Every time you cast a spell, one letter will be changed, added, or removed to the spell to change its effect
  • To determine how this will be done, you and the DM will both roll a D20; you will add your spell-casting modifier, and whoever has the higher roll will decide which letter is changed and to what.
  • You may not opt out of changing a letter
  • You may choose once per short rest to cast an anagram (of your choice) for the spell instead

3 Gravity Effects you twice

Do the math

  • Gravity affects you and anything you have held until the next time it touches the ground
  • You have advantage while grappling
  • +1d4 damage to all physical attacks
  • Jumping distance is 1/4th of what it would typically be
  • Disadvantage on most `athletics` checks (swimming, climbing, etc.)
  • Some structures have a risk of collapsing under your weight
  • Your charting capacity is cut in half

4 Blessed by a drunken fairy

A fairy went to bless a princess in her name but unfortunately pre-gamed a little too hard, and you got the blessing instead.

  • You can speak to animals
  • Animals follow you around
  • Humanoid enemies must make a Wisdom saving at the beginning of combat. If they fail, they will attempt to capture you.
  • Your hair is beautiful
  • You have an advantage on `Persuasion` and `Performance` checks.
  • You have a disadvantage on `Deception` checks.
  • You may cast `charm` for free once per day

5 Resurrected By a Mad Wizard

You lived, you loved, and you died just like the rest of us, but then someone decided to play god with you and brought you back. Now you're not dead, but you're not really alive either.

  • You can choose to switch body parts with the body parts of dead creatures to game some of their abilities and attributes. This includes but is not limited to the following:
    • Stat increases and decreases
    • Innate abilities
    • Size changes
    • Languages
  • The body parts you have degrade a little after every long rest (a body part will rot after five long rests)
  • Healing spells hurt you and you are healed by necrotic damage
  • While you have the parts of non-humanoid creatures attached to you, you have a disadvantage on charisma checks
  • Undead are not innately hostile to you

6 Baumers peak

You ol' Gran told you not to drink so much. Well, look who's laughing now

  • For every unit of alcohol in-game (one vile of liquor or a pint of beer/cinder/ale/etc.) then, the following effects occur:
    • Gain: One extra action per turn
    • Gain: An extra 1D4 damage per hit
    • Lose: 1D4 hit chance
  • After two or more drinks, you have a disadvantage on wisdom checks
  • After four or more drinks, you have a disadvantage on dexterity checks
  • After seven or more drinks, you have a disadvantage on all checks
  • Each drink lasts until you take a long rest
  • You must track your drinks
  • If you have had nothing to drink, then you have -2 to your strength modifier and have a disadvantage to initiative

7 Human Soul Gem

Have you ever wondered where cursed items come from? Well, now you don't have to.

  • Any item that you kill another creature with becomes a `wild magic` cursed item.
  • Upon killing any creature, the time used to kill the enemy will gain a random effect from the `wild magic` effect table.
  • If the curse has an instantaneous effect (like casting a spell), then the effect will occur instantly, and the same effect will occur for every subsequent kill. If the effect is a permanent or passive effect, then it will affect any creature that is in physical contact with the item.
    • The details of the above rule are subject to change by the DM on a case-by-case basis for balance and gameplay purposes.
  • If you kill a creature with your bare hands, then a random item you are wearing or holding will take on the curse.
  • You have proficiency with `improvised weapons`
  • If you kill a creature with a ranged weapon, the weapon becomes cursed, not the projectile.
  • If you kill a creature with a thrown projectile, this is considered unarmed combat, and the same rules apply.
10 Comments
2024/06/16
21:11 UTC

46

Assault on Nocturne Keep - a level 5 DnD one-shot

[PWYW] Assault on Nocturne Keep (a level 5 one-shot)

Plot Twists:

  1. The Client's True Identity: The enigmatic sorcerer Morag, who hires the PCs to steal the Heart of Shadows from the powerful tyrant’s impenetrable fortress, is actually Valtor, said tyrant himself in disguise. He is using the players to “red team” his new security measures.
  2. Secret Motivations: The players are all only pretending to be evil — each has a secret good motivation. The players will be aware of this, but their characters will not be.

Includes:

  • Solo or Faction Motivation
  • Individual boons or items to help with the final confrontation
  • Roleplay/Moral Choice scenarios
  • Optional potions with powerful abilities and fun drawbacks.
  • A dungeon crawl
  • An epic showdown with a custom Action-Oriented final boss
  • Helpful DM tips that will make prep and running a breeze
  • A large dungeon map (Player and DM versions)

Art attributions:

Created in homebrewery


Previous Work:


Preview

Adding what I could fit into this post - had to cut some info to fit into the limit:

Assault on Nocturne Keep

A Heist One-Shot With a Twist

Valtor looked at the dead body of the thief. "Got almost half way - that's further than anyone in the past two decades." Turning to Radnor, his captain of the guard, he growled, "This is not acceptable. I want a plan for revamped security measures in my hands by morning. And it better be airtight." Radnor, his face drained of blood, simply nodded in acknowledgment. "Go get the Master of Secrets... I have an idea..."

Module Intro

Assault on Nocturne Keep is a level 5 adventure billed as an all-evil one-shot heist. However, there are two twists:

  1. The client, the enigmatic sorcerer Morag, who hires the PCs to steal the Heart of Shadows from the powerful tyrant's impenetrable fortress, is actually Valtor, said tyrant himself in disguise. He is using the players to "red team" his new security measures.

  2. The players are all only pretending to be evil — each has a secret good motivation. The players will be aware of this, but their characters will not be.

Adventure Summary

Valtor's Rise to Power

Valtor, once a cunning and ambitious sorcerer, began his ascent to power through ruthless manipulation and strategic alliances. His thirst for power was insatiable, and he quickly realized that brute strength alone would not be enough to dominate the land. He delved into forbidden magics and sought out powerful artifacts to augment his abilities.

The Heart of Noctis

The most significant find was the Heart of Noctis, a relic of immense power. It granted Valtor unparalleled magical abilities, allowing him to control and manipulate reality, instill fear in his enemies, and fortify his stronghold, Nocturne Keep, with nearly impenetrable defenses.

With the Heart of Noctis, Valtor quickly overpowered rival factions and brought the region under his iron-fisted rule. His enemies were either crushed or forced into submission, and those who opposed him faced a grim fate. Valtor's reign of terror was bolstered by the artifact, which not only enhanced his personal power but also spread a pervasive aura of dread throughout Eldoria. This was 70 years ago...

The Mission

Power can breed complacency, which leads to catastrophe. To avoid this, Valtor continually seeks ways to strengthen his defenses and anticipate threats. Recognizing that even the most formidable fortresses can have vulnerabilities, he devises a cunning plan to test and improve his security measures.

Disguising himself as an enigmatic sorcerer named Morag, he hires groups of mercenaries and adventurers to infiltrate Nocturne Keep. His goal is to use these unwitting operatives to "red team" his defenses, exposing any weaknesses and allowing him to refine his security protocols.

Band of Scum and Villainy

Valtor sets his Master of Secrets to gather the most tough, no-good, vicious, conniving, ruthless, devious, merciless, and cunning villains around. Unfortunately for him they are not as evil as they appear to be. They all have their own secret motivations (see Secret Motivation Section) - though they don't know about each other, and assume they have to keep their cover.

Gathering them together as Morag, he lays out the plan: they will each be paid 10k gold if they can get him the Heart of Noctis.

Sample Advertising Message

Assault on Nocturne Keep - a Level 5 one/two-shot adventure.

The Setting

The evil sorcerer Valtor has ruled Eldoria with an iron fist for 70 years. He was able to achieve this through the power afforded to him by the Heart of Noctis, a powerful artifact stored in the bowels of Nocturne Keep, Valtor's stronghold - located in the capital city of Tenebris.

The Mission

A mysterious figure named Morag is putting together a squad of the most notorious criminals, thugs, and villains to heist the Heart. Think Suicide Squad meets Assault on Precinct 13.

The Twist

Each of your characters is not actually evil - they will all have secret motivations assigned to them. Your characters will not know the motivations of the others in the party.

Character Creation

Ask the players to share their ancestry, class, and subclass ideas before creating their characters. Once you have this information, choose a secret motivation and boon/item for each player. As the game progresses, your characters may start guessing at the motivations of others, which should provide some fun roleplaying opportunities.

Characters should be level 5. It's highly recommended to let each character have one uncommon item and a healing potion.

Character Motivations

Choose (or roll for) motivations for your players. If you prefer, you can choose multiple motivations (or one from the factions and one solo) and present each player with a choice.

Faction Secret Motivations

#FactionDescriptionSecret Motivation
1The Iron ResistanceA group of rebels formed by disillusioned citizens, former soldiers, and ex-slaves united under a common goal.To incite a rebellion within the city, weaken Valtor’s forces, and ultimately bring about his downfall.
2The Purifiers; Allied with The Lightbringers; Opposed by The Shadow VeilA religious order devoted to cleansing the land of corruption and restoring its natural beauty and balance.They believe they can purify the Heart of Noctis and use it to heal the land blighted by Valtor’s magic, and restore Eldoria's natural order.
3The House of Dawn; Opposed by The Zhentarim.A noble family with a long history of leadership and governance, now in hiding due to Valtor’s rise to power.To reclaim their rightful place as rulers, restore peace and order, and end Valtor’s tyrannical rule. They wish to capture Valtor alive to stand trial for his crimes.
4The Green CloaksA circle of druids and rangers dedicated to protecting the natural world from any and all threats.To stop the spread of Valtor’s corrupting influence on the land and ensure the preservation of natural habitats.
5The Zhentarim; Opposed by House of DawnA powerful and influential foreign syndicate with interests in trade, espionage, and conquest.To destabilize Valtor’s rule and establish a foothold in his territory, potentially taking control themselves.
6The Shadow Veil; Opposed by The PurifiersA secretive organization working to dismantle dark magic and eliminate those who practice it.To destroy the Heart of Noctis as it's too dangerous to exist.
7The Lightbringers; Allied with The PurifiersA group of paladins and clerics on a holy mission to vanquish evil and spread the light of their deity.To cleanse the land of Valtor’s evil and restore divine order and light.
10The Whispering BladesA clandestine guild of master thieves who once thrived under Valtor’s rule, only to be performatively dismantled and imprisoned by him to demonstrate his "tough on crime" stance.To exact revenge on Valtor for his betrayal and to loot Nocturne Keep of its treasures to rebuild their guild.

Solo Secret Motivations

#Solo CharacterDescriptionSecret Motivation
1The RedeemerA former mercenary who once served as an enforcer for Valtor.You seek to atone for past crimes by performing heroic deeds and saving those oppressed by Valtor.
2The AvengerYour family was slaughtered by Valtor’s forces. Only thing keeping you alive is revenge.You aim to avenge the death of your loved ones by eliminating Valtor and his enforcers.
3The LiberatorAn escaped slave who endured years of suffering under Valtor’s regime.You strive to liberate the enslaved and dismantle the oppressive systems Valtor has put in place.
4The HealerA medic whose village was destroyed by Valtor’s forces.You seek to bring relief and restoration to those affected by Valtor’s cruelty and the land’s corruption by wielding the Heart of Noctis.
5The SeekerA treasure hunter who initially sought the Heart of Noctis for wealth.You aim to prevent the Heart of Noctis from being misused and to ensure it doesn’t fall into the wrong hands.
6The ScholarA historian who has uncovered the true origins of the Heart of Noctis.You seek to study the artifact and prevent its power from causing further destruction.
7The DefectorA former officer in Valtor's army who has seen too many atrocities.You aim to undermine Valtor’s rule from within by gathering intelligence and aiding the rebellion.
8The ReformerA former advisor to Valtor who believes he can be redeemed and his power used for good.You seek to capture Valtor and persuade him to use the Heart of Noctis to undo the harm he has caused. You believe he can be turned from a tyrant to a benevolent ruler.

Special Boons and Items

Along with the motivations, choose an appropriate boon or item to grant to each player (or create your own).

NameDescription
Arcane GrenadeA magical explosive device that disrupts the Heart’s resonance with Valtor. Once per day, a PC can throw this grenade as an action, requiring a DC 12 Arcana check to disable Valtor's Villain Action for one turn. Lore: Crafted by the ancient archmages of Eldoria, this grenade pulses with raw arcane energy, designed to sever the bond between the Heart and its wielder.
Sacred PrayerA special prayer that blesses the area, granting the effects of the Bless spell (without requiring concentration) to all allies against the wielder of the Heart of Noctis. Lore: This prayer, passed down through generations of clerics, calls upon the divine to protect the faithful and weaken the forces of darkness.
Heartstrike WeaponAn ancient weapon created as a twin to the Heart of Noctis. This weapon deals an additional 2d6 radiant damage to Valtor on a hit. The blade ignores Valtor’s resistances. Lore: Forged in the same fires as the Heart of Noctis, this weapon was intended to be its counterbalance, capable of piercing even the strongest magical defenses.
Arcane WardA special ability to nullify Valtor's Arcane Smite. When Valtor is hit with a melee attack that would trigger his Arcane Smite, a PC can use their reaction to create a magical ward, nullifying the additional damage and effects of the Arcane Smite for that attack. This ability can be used once. Lore: This ward, inscribed with runes of protection, was designed by the first guardians of Eldoria to shield against the most potent magical assaults.
Shattering StrikeA powerful strike that can damage Valtor's armor, making him more vulnerable. A PC can perform a Shattering Strike using a weapon. On a hit, Valtor's armor is damaged, reducing his AC by 3 and removing his arcane armor bonus. Lore: This technique, perfected by legendary warriors, channels brute force into a single, armor-shattering blow.
True Name RevelationResearch has discovered Valtor's true name - Calder Blackstone. Speaking Valtor’s true name in his presence forces him to make a DC 16 Wisdom saving throw. On a failure, he is stunned for 1 round. This ability can only be used once. Lore: Hidden in ancient texts and whispered in forgotten legends, Valtor's true name holds the key to shattering his formidable will.

Recruitment

The Pitch

Whether you heard from your underground contact, overheard someone talking in a tavern, or received a mysterious note, you find yourself in a private room in one of the finest dining establishments, surrounded by unfamiliar faces. The hooded figure before you makes a few movements with their hands while muttering under their breath—you feel something change in the room. Lowering their hood, they finally speak, "Now we can speak freely—we cannot be listened in on, nor scried upon—not even by Valtor himself."

"Thank you all for coming. My name is Morag—though I'd appreciate it if my name never leaves your lips outside this room. Each of you is the best at what you do—whether it's thievery, deception, or sheer ruthlessness, your skills are unmatched. That's precisely why I've summoned you here."

Morag, assuming that's his real name, is a fairly nondescript human man. He paces, looking at each of you in turn.

"I'm going to get straight to it—I need you all to get into Nocturne Keep and retrieve the Heart of Noctis. Succeed, and you will each be rewarded with ten thousand gold pieces. Questions?"

DM Note: Players may try getting fresh with Morag - he ignores any insults. If they try to get physical, you can try casting hold person, or have him teleport, avoiding the attacks.

Q & A

If the following questions are not asked, Morag will volunteer this information:

  • How do we get in? "There is a secret entrance to bypass the guards—after that, I have no knowledge of the defenses. But there will be defenses. The entrance is through a cellar of an abandoned house next to the keep."

  • What do you need the Heart for? "That's my business. If the ten thousand gold pieces are not enough for you, or if you're scared, you can back out now."

  • Can we use teleportation to get in or out? "No, teleportation is forbidden into and out of the keep. You'll have to rely on more conventional means."

  • How do we contact you once we have the Heart? "I will know when you have succeeded. Return to this location, and I will find you."

Other questions and answers:

  • What if we are caught? "Don't..."
  • Who else knows about this mission? "Only those in this room. Discretion is key."
  • What kind of defenses can we expect? "The usual for a fortress of this nature—traps, guards, possibly magical wards. Be prepared for anything."
  • What happens if we fail? "Let's just say failure is not an option if you value your lives."
  • Can we trust you to pay us? "I have more to lose by crossing you than you do by crossing me. You will be paid. I am advancing each of you one hundred platinum pieces now." The players are handed coin purses with platinum coins bearing the visage of Valtor.
  • Is there a time limit? "The sooner, the better, but there is no strict deadline. Speed is in your best interest."
  • What resources will we have? "You have your skills and what you can carry. Plan accordingly."
  • What does the Heart look like? "A dark crystal, pulsing with an eerie glow. You will know it when you see it."
  • What if someone else tries to take the Heart? "Eliminate any competition. The Heart must come to me."
  • Is there any additional information we should know? "Stay sharp and trust no one outside this room. Good luck."
  • Is the Heart dangerous? "Not on its own, it must be wielded."
  • What if we find other valuable items? "The Heart is your priority. Anything else you find is yours to keep, as long as it doesn't compromise the mission."
  • What if we need to retreat? "Failure is not an option. Plan your escape routes, but remember, success is the only acceptable outcome."

Off you go...

If the party continues talking, and the DM decides they have all the needed information, Morag simply says, "You have your mission..." and teleports out of the room. The party will need to head through the city to get to the keep. They may choose to shop—there are regular merchants, and if they want anything illicit, use the "Thieves’ Market" encounter below.

City Encounters (several cut for space - see PDF)

Choose one or more of these encounters as the party moves through the city to get to the keep. The players may decide how to react and whether to keep their cover. Provided are some possible NPC names in case the players ask. Feel free to adjust/add/remove NPCs.

Thieves' Market

While exploring a maze of narrow alleyways, the players come across a hidden entrance leading to an underground market. Inside, the Thieves' Market is a bustling hub of activity where stolen goods, contraband, and illicit items are sold. Vendors hawk their wares in hushed tones, and shadowy figures lurk in the corners, keeping an eye out for potential threats or opportunities. The air is thick with the scent of exotic spices and the sound of whispered deals.

  • Market Leader: Shade
  • Vendor: Malik
  • Informant: Whisper

Street Duel

In the heart of the city, the players come upon a crowd gathered around two hot-headed individuals, weapons drawn and eyes locked in a deadly stare. The tension is palpable as the duelists prepare to engage in combat, each believing they have been grievously wronged. The crowd murmurs in anticipation, placing bets on who will emerge victorious. The duelists, oblivious to the onlookers, are moments away from clashing steel.

  • Duelists: Hector and Alaric
  • Betting Leader: Rook

Merchant Scam

At a bustling market stall, a shady merchant loudly advertises "rare and powerful magical items" at suspiciously low prices. As the players approach, they witness a customer growing increasingly agitated, claiming that the item they purchased is a counterfeit. The merchant, slick and evasive, denies any wrongdoing and insists that the customer simply doesn't know how to use the item properly. The tension escalates as more onlookers gather, curious about the commotion.

  • Shady Merchant: Tobias
  • Agitated Customer: Felicity

Fleeing Spy

A disheveled man or woman suddenly dashes into the players' path, pursued by several heavily armed guards. The spy, panting and desperate, begs the players for help, claiming to have vital information that could change the fate of the city. The guards shout for the players to stand aside, declaring the spy a dangerous criminal. The spy's eyes dart around, seeking any possible escape route as the guards close in.

  • Spy: Lyra
  • Guards: Sergeant Davos, Private Lyn, Private Garth

Runaway Slave Couple

In a shadowy alley, the players come across a frightened couple hiding from patrols. The two runaway slaves beg for help to escape the city and gain their freedom. They are being pursued by ruthless slave catchers, who are not officially part of the city guard but are authorized to capture escaped slaves. Helping the couple would be a morally right action, but it also risks exposing the players to the slave catchers and jeopardizing their own mission.

  • Runaway Slaves: Jorin and Leena
  • Slave Catchers: Cormac, Darius, and Hram

If your players get into combat use Guard (MM p347) or Bandit (MM p343) statblocks

Nocturne Keep

Secret Entrance

The secret entrance to Nocturne Keep is hidden in the cellar of an abandoned house on the outskirts of Tenebris. Inside, a dusty staircase leads to a trapdoor beneath rotting crates, revealing a narrow, stone tunnel. The air is damp, with moss-covered bricks and the occasional drip of water. Flickering torches provide dim light, and the tunnels are eerily silent except for distant skittering. After navigating twists and turns, the tunnel opens into a larger, fortified passage, signaling the approach to Nocturne Keep's inner defenses.

DM Note: If you have a character that understands Thieves' Cant, this would be a perfect place to leave a clue about one of the early traps or enemies. Even if this trivializes that encounter, it will make them feel great, and there is plenty of danger left.

If there is no one who understands it, you can describe that there are mysterious symbols scratched on the wall. Don't let the players spent too much time on them.

The passage leads to a set of stairs leading down...

General Features

Unless otherwise specified:

  • The walls, floor, and ceiling are made of stone.
  • The ceilings are 10 feet tall.
  • Doors are reinforced wood, locked, and open inward. DC14 Thieves' tools check or DC18 Strength check (may alert guards).
  • Everburning torches provide illumination.

1 - Entrance

The stairs descend into a circular room. The room is empty, save for a few loose bricks and an empty rotting crate. An alcove to the west quickly reveals a secret door (no check necessary).

2 - Pillared Hall

The secret door opens into another circular room, this one much larger and filled with evenly spaced stone pillars. The ceiling here rises to 20 feet, giving the room an imposing atmosphere. Each pillar has carvings of various monstrous creatures (feel free to forshadow enemies). The eyes of these carvings seem to follow the players as they move through the room, creating a sense of being watched.

DM Note: This room is designed to lull the players into a false sense of security after they realize that nothing harmful happens here, making them more vulnerable to real threats later on.

Let the players spend a few minutes here, but don't let them waste too much time.

Red Herrings:

  • Faint Whispering: Characters with a high perception may hear faint whispering coming from the pillars. This is merely an enchantment meant to unsettle intruders.
  • Arcane Symbols: The runes and symbols on the pillars seem to hint at traps or magical defenses, but they are purely decorative and inactive.
  • Pressure Plates: Several floor tiles appear to be pressure plates, but stepping on them produces no effect. They are decoys meant to waste the party's time.

3 - Foyer

A large square room with several exits.

  • To the west: Stairs lead up, with flickering light and faint sounds of talking guards (MM p347).
  • To the south: A door leading to area 5.
  • To the east: A portcullis leading to a corridor. A lever is mounted on the wall near the portcullis.
Dangers:
  • The Lever: Pulling the lever does not open the portcullis; it activates an alarm instead. The portcullis can be opened simply by pulling it up, no check needed. A DC14 Investigation check will reveal the true nature of the lever.
  • Noise: Making any noise in this room will attract the four guards. If the alarm has not been sounded yet, one of the guards will attempt to flip the lever. This includes rooms 4 & 5 to a lesser degree. Keep an eye out on players using particularly loud spells.
  • Shift Change: If the guards are killed or disabled without triggering the alarm, a shift change will occur roughly midway through the adventure or at the end of the first short rest, during which the alarm will be sounded.
  • Alarm Consequences: If the alarm is triggered, roll a 1d4 in every subsequent room. On a 1, 1d6+2 guards will attack the party. This will also preclude the party from taking any short rests.

4 - Shadowy Sanctum

Past the portcullis, the corridor turns the corner and opens up into a square room, with another corridor leading north. Unlike the other rooms, this one is not lit by torches, though there are some torches further down the corridor.

Danger: When anyone reaches the middle of the room, four Shadows (MM p269) coalesce from the corners and attack.

4A - Pit Trap

The intersection of corridors in front of Room 6 contains a pit trap.

Trap Details:
  • Detection: DC16 Perception check to notice.
  • Avoidance: DC20 Dexterity check to avoid.
  • Damage: Falling into the spiked pit deals 2d6 bludgeoning damage from the fall and 1d6 piercing damage from the spikes at the bottom.
  • Poison: Players must pass a DC12 Constitution saving throw or be poisoned for one hour.

5 - Animated Armor Assault

This rectangular room is lined with pillars, and a set of double doors leads to the north. Each corner contains a decorative suit of armor, with the set in the southeast corner being particularly ornate.

Danger: If the players attack the suits of armor or attempt to open the doors, the suits animate. The Animated Armor (MM p19) fights in a straightforward manner, while the Helmed Horror (MM p183) is more cunning, targeting weaker characters and spellcasters first.

6 / 6A - Obvious Secret?

This square room features three visible doors: one to the north, one to the east, and one to the south. The walls are adorned with faded tapestries depicting scenes of long-forgotten battles.

Secret Door:

There is a subtle hint that a secret door exists on the west wall. Players can notice a tapestry on the west wall hangs slightly differently compared to the others.

Detection:
  • Perception Check: DC10 Perception check to notice the oddly hanging tapestry, revealing the secret door to the west.
Beyond the Secret Door:

Upon opening the secret door, the players will see a plinth with what appears to be the Heart of Noctis resting on it. The Heart is a dark crystal, pulsing with an eerie glow, giving off a faint sense of dread. However, the heart and the plinth is actually a Mimic (MM p220) and will attack the players if they get within 5 feet. The first attack should be made with Advantage, assuming the players have not figured out the trap.

7 - More Red Herrings

This long rectangular room has doors to the south and west.

Distractions:
  • Perception Check: A DC10 Perception check reveals slightly different colored tiles on the floor. The tiles themselves are inert, serving only as a distraction and time waster.
Trap:
  • The open entrance into Room 8 is trapped with a scythe trap. A DC18 Perception check is required to notice the trap. Triggering the trap deals 2d10+5 slashing damage, halved on a successful DC14 Dexterity saving throw.

8 - Hidden Pressure Traps

This room has more of the discolored tiles seen in the previous room.

Distractions:
  • Perception Check: A DC10 Perception check reveals more of the slightly different colored tiles on the floor, serving as a distraction.
Real Traps:
  • Detection: The real pressure traps can only be detected with a DC18 Perception check. Barring someone finding them, anyone who makes it 15 feet into the room must make a DC14 Dexterity saving throw or take 1d6+3 piercing damage from an arrow trap.
  • Trigger Mechanism: The traps trigger every 15 feet of movement unless the characters find them with a DC14 Investigation check.
  • Avoidance: Characters can also avoid the traps by falling prone and crawling, as the arrows fly at roughly 3 feet in height.

9 - Poisonous Passage

This room has small tubes roughly every 5 feet on the ceiling which can be noticed with a DC14 Perception check

Trap Activation:
  • The tubes are inert until someone passes the middle of the room (marked on the map). At that point, the room starts filling with gas, starting from the south, west, and east, driving the players toward the north (toward the pit trap in Room 11).
  • The gas advances at a rate of 10 feet per turn.
  • Anyone in the gas takes 1d6 poison damage per turn, unless they don't breathe. Covering their mouth and nose halves the damage.

10 - Gruesome Gaze

This large rectangular room has doors to the west and north.

Trap Activation:
  • Opening the north door and crossing the threshold activates a spiked log trap. The players make a DC14 Dexterity saving throw. On a failed save, the trap deals 1d8 bludgeoning damage and 1d8 piercing damage, with no damage dealt on success. The trap is then rendered inert.
Additional Danger:
  • Once at least two people are in the room, a part of the ceiling in the center opens up, and a very pissed off Basilisk (MM p24) drops into the room.

11 - Pitfall Peril

This rectangular room has a door to the east, and openings to the north and west.

Pit Trap:

  • The opening to the west conceals a pit trap. A DC14 Perception check to detect, rolled with disadvantage if running from the gas in Room 9. Falling into the pit deals 2d6 bludgeoning damage.
Nasty Surprise

At the bottom of the pit is a Specter (MM p279).

Additional Danger:
  • The room also contains a Wight (MM p300) who floats in from Room 12.

12 - The Final Confrontation

A large circular room ringed by pillars. In the middle of the room is a large conference table. Seated at the table is Morag. There are also chairs for each of the players, with what appear to be coin purses on the table by each chair. The door to the south is made out of dark reinforced wood with glowing arcane symbols and chains crisscrossing it.

Morag/Valtor's Monologue:

Morag claps slowly. "Good job... very good job. I honestly was not sure you would be able to do it, but here we are." He nods for you all to sit down. "The money is right there."

He fixes each of you with a gaze. "You all now work for me. We start now - these defenses all need to be revamped and you will help me do this."

It's likely the players will start popping off at this point or asking what's going on.

Morag's face and figure change into the face you have seen on the coins you were paid with. Valtor growls out "You should be grateful I'm not flaying you all right now - but I am a magnanimous ruler. And I appreciate talent. I wanted to test the defenses of my Keep and found them lacking. You will join my guard and help me fortify this place."

Unless the players agree (unlikely), combat begins.

Valtor gets up and seems to gather energy from some external source - the Heart of Noctis, you would assume. His eyes flash a deep red.

Roll initiative...

Valtor, the Tyrant

Medium humanoid (human), neutral evil


Armor Class 20 (Arcane Plate Armor) | 17 if Shattered

Hit Points 199 (22d8 + 100)

Speed 30 ft.


STRDEXCONINTWISCHA
16 (+3)14 (+2)18 (+4)12 (+1)14 (+2)18 (+4)
___
Saving Throws Con +8, Cha +8

Skills Arcana +5, Intimidation +8, Perception +6

Damage Resistances Cold, Fire, Lightning

Condition Immunities Charmed, Frightened

Senses Darkvision 60 ft., passive Perception 16

Languages Common, Draconic, Infernal

Challenge 10 (5,900 XP)


Magic Resistance. Valtor has advantage on saving throws against spells and other magical effects.

Arcane Resilience. At the start of his turn, Valtor can choose to end one effect on himself. This can include one spell or condition currently affecting him.

Actions

Multiattack. Valtor makes two attacks either with Arcane Blast or his Greatsword.

Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 5) slashing damage plus 9 (2d8) cold, fire, or lightning damage (Valtor’s choice).

Arcane Blast. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 18 (4d8) force damage.

Arcane Smite (Recharge 6). When Valtor hits a creature with a melee weapon attack, he can deal an extra 13 (3d8) force damage to the target, and the target must succeed on a DC 16 Strength saving throw or be knocked prone.

Reactions

Shield (1/Day). Valtor can cast Shield in response to being hit by an attack or targeted by the magic missile spell.

Misty Step (1/Day). When Valtor is targeted by an attack, he can use his reaction to teleport up to 30 feet to an unoccupied space he can see.

Counterspell (1/Day). When a creature within 60 feet of Valtor casts a spell, Valtor can use his reaction to attempt to interrupt the creature's spellcasting.

Absorb Elements (1/Day). When Valtor takes acid, cold, fire, lightning, or thunder damage, he can use his reaction to halve the damage and store the energy in his greatsword. The next time he hits with a melee attack, the stored energy is released, dealing an extra 2d6 damage of the absorbed type.

Villain Actions

Villain actions occur on initiative count 20 (losing ties). Each round, Valtor can use the following actions:

Round 1: Elemental Burst. Valtor releases a burst of elemental energy. Each creature within 20 feet of him must make a DC 16 Dexterity saving throw, taking 18 (4d8) cold, fire, or lightning damage (Valtor’s choice) on a failed save, or half as much damage on a successful one.

Round 2: Dark Empowerment. Valtor draws power from the Heart of Noctis, gaining 30 temporary hit points. He also gains advantage on all attack rolls until the start of his next turn.

Round 3: Arcane Overload. Valtor releases a surge of magical energy. Each creature within 20 feet of him must make a DC 16 Strength saving throw. On a failed save, a creature takes 22 (4d10) force damage and is pushed 10 feet away from Valtor. On a successful save, the creature takes half as much damage and isn't pushed.

DM Note: If your party is particularly strong and/or lucky, you can have a few Veteran (MM p. 350) guards join the fray. You can also tweak Valtor's HP on the fly. HP should be around 100+25 per character.

Tactics

Initially, Valtor fights multiple PCs, still hoping to cow them into submission. When it becomes clear there is real danger to him (especially once some of the boons or items are used), he will try to take down the most dangerous-seeming foe.

Running the Fight

  • Add Villain Actions to the Initiative Tracker. If Valtor and Villain Actions don't have any PCs between them in the initiative, move the Villain Actions to below the next PC in order.
  • Make sure to track the usage of your reactions as you only get one of each.
  • At the start of each round for Valtor:
    1. Use Arcane Resistance to remove the most dangerous condition or spell.
    2. Roll a d6 to recharge Arcane Smite if applicable.

After the Fight

Assuming the players win, let them roleplay what they want to do with the Heart of Noctis.

  • If they decide to destroy it:
    • "As the Heart shatters, you feel a tension around you dissipate, a tension you never even noticed. You breathe a little easier..."
  • If they decide to cleanse it and use it:
    • "A slow but clear feeling starts emanating from the Heart, counteracting Valtor's influence and cleansing the world around you..."
  • If they decide to use it as is:
    • "You hear a whisper in your mind, telling you that you can have whatever you desire; you just need to give in to it..."
  • If they can't decide, fade to black:
    • "We leave our heroes as they try to decide what should be done..."

If there is a TPK (Total Party Kill), describe them being sucked into the Heart of Noctis. Then give a brief cutaway to the various factions the players were a part of, showing them coming up with a new plan to take Valtor down.

8 Comments
2024/06/16
13:58 UTC

43

The Blighted Orchard (Level 3 Adventure)

Story Flow

Something is wrong at the Durand Orchards. The trees and plants of the area are withering with no easily discernible cause. At first most believed it to be a natural blight, but as the withering progressed unnatural creatures began to appear, as if drawn in by whatever dark magic or curse now lay upon the land. The Durands are a rich and powerful family, thus resolving this issue would undoubtedly earn their favor… and a reward.

The players will hear of trouble at the nearby Durand Orchards. The Durrands produce some of the world’s most sought after alcoholic beverages, particularly wines and ciders, so for there to be an uncontrolled blight is a major problem for the Family. It won’t be long before the players get wind of the situation and find themselves caught up in it.

But what is happening? It would seem that a long buried Necromancer’s corpse is leaking foul magic, corrupting the soil as well as the creatures that live in it. The Players will have to find the source of the problem and seal it, without uncovering the body, as that could possibly release even more Necromantic Magic. Thankfully they’ll get some help from a local Dryad, but not quite in the way they might expect. They’ll be shrunk down and dropped into a network of large worm tunnels. From there they’ll have to seek out and seal the magical leak all while trying not to be devoured by the corrupted creatures living there.

ADVENTURE MECHANICS

  • Target Party: 4 Level 3 Adventures
  • Free PDF With the Full Adventure, Maps, Lore, and Encounter info found below.
  • Difficulty: Standard
  • Expected Playtime: 3 Hours
  • Tone: Resolve the Magical Conundrum
  • FREE PDF (Includes Maps) https://homebrewery.naturalcrit.com/share/r7Pu_20TsZdM

Game Opening and Hooks

  • Intended Hook: Rumor Mill - The players overhear some locals talking about the Blight and other trouble at the Orchards. They’ll even talk about undead wandering out of the woods and attacking the workers. They’ve heard that a substantial reward is being talked about if Adventurers need to be hired to solve the problem.
  • Back Up Hook: A Messenger - A Durrand messenger comes to town and posts on the job board or directly begins seeking out adventurers.
  • Alternate Hook: The Necromancer - The Party is approached by a Necromancer who has taken interest in the Blight and suspects that an artifact is buried in the Orchard. He would like them to find and if possible recover it discreetly.

Tier of Play

The adventure is designed for level three adventurers, in the first tier of Adventuring. It is designed to be an adventure that continually stacks problems on problems and forces twists and course changes to their plans. It deals with undead creatures as well as corrupted insects, grubs, and worms, and maybe an angry raven.

NPCs

  • A Few Locals: You’ll want a couple of locals who are “In the know” about the goings on at the Orchard. Some Farmhands or other landowners would do nicely. Maybe even a nosey Innkeeper or Barmaid.
  • The Orchard Foreman: Once they arrive at the Orchards they’ll meet the Foreman. They can let the players know some more details about the situation. This person should be well informed about the recent happenings. They should also not particularly like the idea of “ ‘Venturers gettin involved in Durrand business”, but they’re smart enough to know the problem is outta hand as far as local abilities go.
  • A Couple of Farmhands: It is likely they’ll ask around the orchards for more info. Prep a couple of additional farmhands to give them redundant information, and maybe one additional clue.
  • The Dryad Epimelide: Epimelide has lived in the area for centuries. She protects the local fauna and flora as best she can, and has long held back this particular corruption. However, something has changed and now the Blight is beyond her abilities. She will aid the players with information, healing, and eventually shrink them so they can access the tunnels.

LOCATIONS

  • Nearby Village: Any generic farmland village will do for the starting place of this adventure. In my world I actually have a local village named Durrand as it is the local hub and residence for the folks that work the Orchards.
  • The Orchards: The Durrand orchards cover a huge area of land, and are flanked by a river to the South and a major trade route to the North. The area is/was for the most part hilly and forested. The terrain gets rocky at the higher points and boggy at a few of the lowest places, which allows them to grow a wide variety of fruit and berries. Otherwise it is about what would be expected. There are several farmsteads scattered through the area and one major estate where the Durrand’s stay when they come to visit.
  • The Dryad’s Grove: Near the heart of the Orchards is a grassy hill with a lone tree atop. The ground here is soft, covered in thick growth, and smells of rich earth. The surrounding trees are similar to North American Birches, growing tall and thin. The hill at the center of this patch of woods is the Dryad’s Grove. It is a naturally hallowed place and currently free from the Blight and any of its creatures.

OPENING CUT-SCENE: Infection

"The soldier ants pile onto the grub ripping into its milky white flesh with their powerful mandibles. It is a scene as mundane in nature as wind and water… until it isn’t. Normally the grub would be carved up, its parts taken back to the hill to sustain the colony. But as it dies the ants scurry away. Soon afterward the grub twitches and then rolls back onto its feet. It was certainly dead…

Until it wasn’t."

ACT 1: Trouble is Brewing

As so many adventures begin, the best setting for this start is probably a tavern. Although a local market or other public place would do well. The Players overhear the locals gossiping about the problems at the Orchard, and more importantly, that the Durrand’s are extremely wealthy and will surely reward anyone who can solve the problem. This should be enough to put the players onto the adventure, but they may need another nudge. If so, have an actual reward and job offer brought to their attention. Depending on their gear and supplies you may want to encourage them to prepare and do a little shopping before heading out. Otherwise, this Act is pretty straightforward and closes when they head for the Orchard.

EVENT: Adventure Hook

This is the pretty basic intro to the intended adventure hook.

Description: ***"***You overhear some locals. “Things are getting bad down in the Orchards.” says one. “I heard some undead, skeletons, were spotted wandering around the cranberry bogs.” adds another. “Nah, was Zombies, and they came right up outta the fields near the Birchwood. Got one of the hands they did.” The locals shake their heads. “Not good. Not good at all. If the Blight don’t end soon we’re all outta work. Wish I had more gumption. The Durrands would probably pay a small fortune to who ever gets rid of the problem, but I got no mind to fight undead.” The others nod in agreement and order another round of drinks."

Likely Player Actions

  • Question the Locals: The locals can add some info to the story but a lot of it is speculation and rumor at this point.
  • Head for the Orchard: Most likely scenario. But they are players, so you never can be sure.

ACT 2: The Blighted Orchard

This Act starts with them traveling to the Orchard and meeting with the Foreman. At first there will be some resistance to the Adventurer’s being there, but during that event the group will be attacked by mutated insects (Ankhegs). Once the players have dealt with that, the Foreman will be much more open to working with them, and point them in the right direction.

EVENT: Meet the Forman

As they arrive at the orchard they’ll be met by the Foreman and some Hands who, depending on how they found out about the problem, will aggressively question them as to why they are there. While the players are making their case for being on site the group will be attacked by the Ankhegs.

Description: ***"***Turning off the road you head into the Orchard, but before you get even a few minutes into the property you’re approached by several workers. One steps forward identifying themselves as the foreman and demands to know what you think you’re doing trespassing on private property."

Likely Player Actions

  • Negotiate a Deal: They’re going to want to offer their services to the Foreman who will prove a tough nut to crack. A Hard Persuasion Skill Check should be necessary.
  • Get to Work: I have definitely had Players that don’t deal with this kind of roadblock, so they may just attempt to bypass the Foreman entirely.

ENCOUNTER: Ankheg Attack

The Creatures will burst from the ground during the Players’ conversation with the Foreman, likely granting the creatures a surprise round. One will snatch a Farmhand and disappear back underground with them the next round. The other(s) will attack the players directly.

Description: The eruption happens so quickly that for the first few moments of the attack you’re not even aware you’re being attacked. The dust and debris quickly settle revealing large insectoid creatures that have burst up from the ground! One of them already has a Farmhand in its mandibles and another has turned its attention toward your group. It chitters ferociously as acid drips from its dangerous looking mandibles.

Combat Encounter: Ankhegs

The Ankhegs have ambushed the party. One of the creatures will grapple a farmhand and attempt to drag them underground. They will likely attempt to save him first. Otherwise the combat should be pretty straight forward.

  • 2 Ankhegs here should suffice, particularly if they get a surprise round.

EVENT: Re-Meet the Forman

After the attack they will get a chance to re-address the Foreman and perhaps earn and early reward and the chance to discuss things further.

Likely Player Actions

  • Re-Negotiate a Deal: They’ve now proven themselves capable. They may want to renegotiate their deal.
  • Question the Foreman: They will at this point have the time to do this, and the Forman will be in a better frame of mind to do so. He will be genuinely helpful to them at this point. He can inform them that all the problems have been in the South, the Blight seems most concentrated in the Apple Groves, that Undead have been seen in the Orchards near the Cranberry Bogs, and that the Birchwood in that area seem unaffected. He also knows that a Dryad has been seen in the Birch Grove and the locals say that drinking from the well there summons her.

ACT 3: Dryad’s Grove

They’ll now be off to explore the area. Where they head to next is up to them really, but they won’t be able to progress the Adventure until they meet with the Dryad in her grove. I will approach the Events here as if they go to the Blighted Grove’s first, then the Dryad’s Grove, after which they’ll head back to the Blight Zone and be sent into the Tunnels.

EVENT: The Blighted Areas

Once in the Blighted Areas the first thing they’ll notice is that it is worse than they expected. The trees are obviously sick and the ground is venting noxious fumes. These symptoms are not “centralized” but do get worse the deeper they go into the area.

Description: "As you approach the areas you’ve been told are blighted, it is immediately noticeable that the trees are drooping and withered, the leaves and grass in the area have a sickly gray tint, and there is a foul odor that seems to be leaking up from cracks in the soil. Whatever is happening here, it becomes obvious that the problem is much more serious than rumors led you to believe."

Likely Player Actions

  • Explore the Area: This will likely be their first goto. Have them make some Medium Difficulty checks and give them some feedback on what they may discover. Successful checks could alert them to the supernatural nature of the Blight, they could find animal tracks that look as if the creature was stumbling, insects will seem overly aggressive, they should also notice that the Blighted Areas do not seem centralized.
  • Dig into the Ground: They might do this with tools or use magic. If they do, have them make Hard Constitution Saving Throws to avoid being Poisoned by the noxious fumes that come up out of the ground. They should also easily see that there would be a highly abnormal amount of worms and grubs under the ground.

ENCOUNTER (Optional): Undead Beasts

While wandering the Blighted Groves the Players will encounter several undead animals that have been recently transformed. These creatures are generically “Zombies” but skin them however you want; cows, sheep, chickens, Blind Molerats, etc. Also I encourage you to consider using smaller creatures as a “swarm”. As a 20hp Chicken, while being funny, may feel a little off, but a swarm of Zombie Chickens would feel more real and be absolutely terrifying.

  • 4 Zombies and/or Undead Creature Swarms

EVENT: Epimelide’s Grove

Eventually they will end up heading into the Birchwood Forest and find the Epimelide’s Grove. Here they can find some peace and a reprieve from the Blight outside and any creatures harassed by it. She will approach them cautiously and then offer her help.

**Description: "**Among the birch trees the blight seems to have no hold. Following a field stone path through the trees you find a small hill upon which sits a lone tree. The air here feels clean and has thickness to it along with a sweet smell. The colors feel brighter and the birds sing more vibrantly. There is something special about this place. There is an old well at the end of the path by the base of the hill."

Likely Player Actions

  • Interact with the Well: They well is the key to summoning the Dryad. Hopefully they spoke with the Foreman about it. If not they’ll surely come up with something.
  • Talk to Epimelide: Dryad’s are Fey creatures so their worldview is off when compared to ours. In this case that view is one of all life being connected, and unlife being its antithesis. She will not consider the players more important than say the grass, but she does however understand usefulness and purpose. They are useful in this instance. She will tell them of the buried Necromancer and how something has gone wrong. She knows that magic is leaking out of the grave, and that uncovering it could cause catastrophic damage to the area. So she will offer to take them to the source of the problem, give them an Enchanted Branch, and teach them a ritual with the Branch that they can use to seal the leak.
  • Ask for Extra Help: They may ask for some boons. Things like Potions or Blessings. If they’ve behaved and she likes them, she could give them some “Fruit” from her tree that could act as potions that you as the DM feel works well. She could also cast a blessing on them. Maybe actual Bless or Protection from Evil. Something like that.
  • Wrap Up, To The Tiny Tunnels: Epimelide will take them to the source of the problem, show them the tunnels then promptly shrink them. Good luck!

ACT 4: Buried Secrets

Once they’re small enough, the tiny earthen tunnels basically become a network of caverns leading down to the Necromancer’s Altar and Artifact. They’ll have to explore them and face any of the dangers within. Eventually they’ll find the body and face the Giant Skeletons.

EVENT: The Tunnels

There is a large network of earthy tunnels carved out of the ground by gigantic necrotic earthworms and other blighted creatures. They’ll have to work their way to the center of the map through the “Labyrinth” to advance the story.

Description: Smell of Fouled Earth ***"***Pebbles have become boulders and the grains of earthy dirt of the fields are now large clumps of moist textured ground. The tunnel slopes downward quickly dropping away into darkness from which a waft of air that smells powerfully of a newly plowed furrow rises up. But there is something else in there. Rot. Deacy. Death. The background odor here is foul and communicates one thing to you, Danger."

Hazard: The Damp Ground

The ground should be damp and sticky. This not only could cause terrain difficulty, but it could also be hazardous. Large clumps of the walls or ceilings could let go and drop/slide onto the party. They could ever sink into the ground in a quicksand like manner.

Encounter+: Blighted Critters

This is only a possible random encounter, but we don’t want them wandering the tunnels without any actual tension or events. So I recommend taking monster concepts like Carrion Crawlers, or even Purple Worms, works as a place to start from. Obviously we want to make sure we’re not overpowering the players, but using them as a base to build off is a great idea.

  • 4 Blighted Worms or Insects

Likely Player Actions

Enter the Tunnels: They have but one choice here. Explore the tunnels until they discover the source.

EVENT: The Open Grave

This is the “Boss Lair” for the adventure. There is a partially uncovered coffin containing the body of the Necromancer. It is wearing a dual Skull Amulet that is leaking dark magic into the ground. They’ll have to approach the Amulet and use the item that the Dryad gave them to seal the damage. Unfortunately, the Necromancer’s body has begun to reanimate and will attack them.

Description: The Coffin "You enter into a large chamber and are immediately aware that you’ve found the source of the problem and the smell. Laying half uncovered is an open coffin, and in it lay a rotting corpse. The magic and the reek waft up off the corpse much like summer heat on the roadways. There is the unmistakable feeling of evil creeping through the room. It seems to emanate from a skull necklace the corpse is wearing."

Likely Player Actions

  • Examine the Chamber: They may notice small holes and tunnels in the walls and cieling. Other creatures will come from these once the Skeleton awakens.
  • Examine the Corpse: They will see that it has been mummified and that magic is eminating from the skull amulet. Once they approach the corpse it will awaken and attack them.
  • Begin Sealing the Amulet: One of them will have to approach the skeleton and begin the ritual of sealing the Amulet. The Necromance will attempt to stop them.

ENCOUNTER: Necromancer

The Necromancer fight is basically with a “Giant Skeleton” whose arms have animated. One of the players will have to conduct the ritual while the others will have to fight the arms. The arms will attempt to stop the ritual and throw the players around. It should be very difficult to actually kill the Skeleton. The point instead is to complete the ritual, which ends the combat, but they may blunt force their way through.

  • “Giant” Skeleton, use the attack and damage model of a Skeleton but with a lot more HP.
  • Lair Action: Summon Swarm - every round a swarm or two will enter the fight.

Closing

Returning to the surface shouldn’t be nearly as dangerous as it was to travel downward. They may encounter creatures, but now that the corrupting magic has been dealt with they’ll for the most part simply go about doing their thing. They’ll need to go see the Dryad, who is likely waiting nearby for them. She will transform them back and tell them that the odyb is now “safe” to expose and properly deal with. They can do that if they want, or they can just go get paid and go home. The Foreman will be thrilled to hear that they’ve dealt with the Blight, and not so thrilled that there is a Necromancer’s body under the fields. And now your Players are due for a good rest and their next adventure!

Alternate Closings

  • The Raven: If you’re looking for anything extra or maybe a twist “That wasn’t the Boss” moment. I have had them snatched by a large Mama Raven as they exited the hole. She takes them back to her nest to feed the babies. It makes for an interesting juxtaposition between earth and sky encounters.
  • Excavation: They may want to go dig up the body and take care of the problem once and for all. THey may also want to loot it. I mean lets be real, they really just want to loot it.

Rewards

I think a few interesting rewards are due here. I’m going to Bullet point the options.

  • They’ve earned their agreed upon reward from the Foreman.
  • They may also have earned a meeting with and a favor from the Durrand Family if that fits into your narrative.
  • I would also consider tossing them a few bottles of fine wine. Something that would sell well, or perhaps give Temp HP when used. Things like this are always nice.
  • They could probably also get a reward from the Dryad as well!
  • And lastly, if they did decide to dig up the Necrmancer’s Altar let’s be sure to give them some interesting things from there. There is the Amulet which I personally use as a key to a communal lair where Necromancers gather to do evil things! As far as practical loot, perhaps something along the lines of a Scroll of Summon Skeleton or Vampiric touch. Maybe a potion of Necrotic Resistance. Maybe even a Chapter of a Tome that grants a boon now, but when completed allows a Spell Caster to learn the secrets of Vampirism or Lichdom.

THE END

Thanks for Playing

And that thanks is absolutely sincere. It means a lot to us as creators when people use and love our creations. If you enjoyed it please leave me some comments on wherever you found this adventure.

Looking to Support the work? Everything we produce is free to the community. If you’re interested in supporting our work contact us or give AMPLUS ORDO GAMES a quick search on the Ole World Wide Web. Almost all donations go to running games for an After School Group and a Retirement Community Group. Some go to pizza.

3 Comments
2024/06/15
14:05 UTC

17

Visions of the Cosmos - Four dream encounters to insert into any adventure

Hello everybody,

I've collected some vivid dreams into a set of transdimensional encounters. They might fit into a spelljammer setting, but I think they are useful for any setting and system given their dream-like nature.

Below is the full text, but I recommend using the PDF which is optimized for better reading and contains generated art.

Enjoy!

Visions of the Cosmos

Visions of the Cosmos is a system-neutral encounter set that can be inserted into any TTRPG adventure. Each encounter is a dream-like sequence meant for a single character to experience, with an exploration and roleplay component.

Supplementary materials include the generated images and a printer-friendly version of the document with all the text on 1 page. Each dream has a Note icon that you can click for atmospheric music.

Entering a Dream

A character can enter a dream by:

  1. Having a near-death experience,
  2. Sleeping next to an ancient source of power,
  3. Joining a ritual lead by a shaman,
  4. Consuming exotic cave fungus.

Once a character starts dreaming, roll 1d4 or select one of the dreams. Consider allowing the character to choose the dream if they prepare for the experience (e.g., by speaking with the shaman, studying the source of power, etc.).

1. Procession of Demons

You float in a vast, liquid-like space that resembles a star-filled void. The fluid seems to distort sound and light, creating an eerie and disorienting environment.

You try hard, but swim slow. You grasp for air and hear whispers in the bubbles.

Points of Interest:

  • Whispering Bubbles – Taunts or demeaning questions rise from the bubbles. They reveal the character’s fears and temptations and offer a psychological challenge.
  • Mirror Spheres – Spheres appear sporadically. They reflect distorted images of the characters, exaggerating weaknesses, past failures, and unresolved issues.
  • Shifting Currents – Disorienting currents present a very hard challenge for the character, highlighting their insignificance on a failure.
  • Abyssal Echo – A deep, resonant echo carries daunting questions about existence and purpose. Answering or contemplating these questions could strengthen the character’s mental fortitude or shake their convictions.
  • Fragment of Reality – Occasionally, a solid fragment resembling a piece of the real world appears, offering a temporary respite, memories, or significant insights.

Once the character interacts with three or more demonic phenomena, they become aware of the cosmic demons that toy with them. More demonic phenomena weaken their resolve, while fragments of reality strengthen it.

A final abyssal echo highlights the insignificance of the material plane and invites the character to stop valuing life, kill their companions, kill themselves, and join the demons in this transdimensional realm. Refusing their offer instills a sense of dread for up to a week.

2. A Worm and a Jellyfish

You are surrounded by musty earth, deep inside the earth. You burrow around rock and organic material and bypass primordial life forms. You are a worm.

Points of Interest:

  • Ancient Burrows – Tunnels hold fossils and remnants of even earlier life forms. These relics offer glimpses into a bygone past.
  • Cave Networks – Chambers are filled with primordial bugs, arachnids, fungi, and magical creatures. Some are gentle giants, some are prey, and some are hunters.
  • Ascension Passage – A tunnel leads to the surface, lined with bioluminescent fungi and minerals. The surface world reveals an otherworldly stary sky, dominated by a giant floating jellyfish.

The jellyfish communicates its message telepathically, enveloping the worm in a soothing, ethereal glow. It reveals that the worm is the evolutionary forefather of the player character and shows a vision of the massive scale of time and life, where the character’s actions ripple across epochs.

As the worm, the character receives a boon from the jellyfish—a latent ability or insight that will aid them in their ongoing adventures, symbolizing the inherited strength and wisdom from their primordial ancestor.

Upon returning to their original form, the character retains a deep, intrinsic understanding of their connection to the vast history of life—a newfound respect for their place in the cosmos and a realization of their potential impact as a change agent.

3. Marbles of Values

You find yourself in a limitless void where time and space seem suspended. This ethereal plane is filled with floating marbles, each shimmering as it moves gracefully through the void. You sense each marble’s aura.

Points of Interest:

  • Marble of Truth – Illuminates 1d4 truths about the character’s setting, active quest, or background. They can be helpful, misleading, or unimportant.
  • Marble of Action – Shows 1d4 visions that include familiar NPCs caught in a conflicting situation. The character can speak to the NPCs telepathically to instruct them on how to proceed.
  • Marble of Power – Reveals 1d4 uses and abuses of power with familiar NPCs. The character may give a blessing or a bane to the enacting NPC.
  • Marble of Sacrifice – Shows 1d4 visions of NPCs in need. The character may sacrifice their possessions or health to alleviate the NPCs’ pain.
  • Marble of Harmony – Shows 1d4 visions of tranquil realms. The character benefits from a long rest.
  • Marble of Mastery – Throws the character inside a galactic arena where they must face 1d4 combat and skill challenges. If they fail, their Hit Points are halved. On success, they get experience and a temporary boon.

Once the character has examined three marbles, a black marble appears from the edges of the void. It shows a vision of a great evil seeking to enter the character’s realm. The character wakes up with a level of exhaustion.

4. Roots of the Tree of Life

A vast, shimmering expanse is before you, dominated by a colossal tree that represents all life in your universe. The roots of the tree spread out infinitely, glowing softly in various colors.

You are a single root hair on this cosmic landscape, connected to all life. While you cannot leave your place on the tree, you senses reach several points of interest.

Points of Interest:

  • Root Clusters – Each cluster is a different ecosystem on the material plane. The character can inspect the root hairs to learn how disturbances in one affect the others.
  • Ancient Inscriptions – When deciphered, the celestial runes reveal that this tree exists beyond space-time and that each hair represents a creature. Cutting the root hairs results in complete annihilation.
  • Mystic Pools – Pools of nectar collected in hollows of the roots reflect the thoughts and emotions of those who gaze into them.
  • Wisps – Spirits that embody growth, decay, and preservation roam the roots. They reveal visions related to the character’s life threads and relationships.
  • Convergence Knot – A central point where many roots meet, pulsing with powerful energy. The character experiences an intense connection with the entire tree, gaining deep understanding and perhaps a hint of their role in maintaining or healing these connections.

Once the character explores the convergence knot, they may use it to wake up with a strong sense of connection to all living beings in the material realm, including friends and foes. The feeling lasts for a week or longer if the character takes steps to preserve it.

1 Comment
2024/06/15
05:08 UTC

223

Hundreds of Free Battlemaps for my Fellow DnD Lovers!

You can download the entire collection freely, with and without grid, right here: https://drive.google.com/drive/folders/1vFJrgpUxDcsPe9wrbhn7aLYc-WIcCRx7?usp=drive_link

~Patrons have access to their own folders with Hi-Res and Alternate versions!~

You can also freely download my original works, before working with CrossheadStudios, all right here: https://drive.google.com/drive/folders/1_NVRUAl_hoxWt4J_sEFLUHj6vC7LqwSM?usp=sharing


Thanks to my incredible Patrons, I've already made hundreds of maps for you!

From my first digital battlemap made years ago, to my most recent pieces, hundreds if not thousands of hours of mapmaking are yours for the taking!


Without the excitement, encouragement, and support of my Patrons, none of this would be possible. If you enjoy my work and would like to help me continue to improve and bring more and more content to you, please consider becoming a supporter of mine.

Patrons get immediate access to archives with Hi-Res files, various VTT files, Alternate versions, the ability to vote in polls, and much more!

Regardless, please know that I appreciate you, and I hope that you continue to enjoy my work!

~ MapXilla


All assets used are courtesy of CrossheadStudios**, used with permission.** Working with Crosshead and his assets has been a joy, so please do go check his stuff out as well!

11 Comments
2024/06/14
12:20 UTC

97

An update to an old post: Treating natural hazards as monster encounters

So a long time ago, in another life and under another now-deleted Reddit username, I wrote this post on running natural hazards as if they were monsters. Originally inspired by clambering around the environment in Uncharted 4, I thought it was a nice little system that neatly solves both the “not enough encounters in the adventuring day” and “making overland travel boring” problems in a single stroke.

It got quite a bit of traction, and people seemed to really like it. I’ve linked the post above as it’s still up with examples, but below is the write-up, along with some notes and thoughts about how it’s evolved over the years.

“Natural Monster” hazard rules:

  1. Have an order. Whether the party decides their marching order or you roll initiative, this gets everyone into an encounter headspace.
  2. Establish the hazard’s “HP” or the win conditions. Environmental hazards come in two different kinds: single HP pools, which requires all the characters to complete the hazard together (for example, bailing out a sinking ship or putting out a burning tavern, with the water level or fire acting as the hazard’s “HP”), or multiple HP pools, challenges which requires each individual character to complete it alone (usually travelling a certain number of feet through hazardous environments to a safe haven).
  3. Have the hazard make an attack. On the hazard’s turn, it makes an “attack” which requires saves from multiple characters dealing a relevant damage type.
  4. Have the hazard use a reaction. Have a trigger in mind which might provoke a reaction from the hazard, which usually acts as a smaller version or variation on its main attack.
  5. Establish a consequence. What happens if the characters fail?

If you’ve done any sort of encounter design in the past, you can see how this sort of thing might go with a little thought. You might have your players running across a plain ravaged by unnatural storms, for example, Final Fantasy X-style.

  1. The party runs all together, or you resolve each person individually.
  2. There’s a safe haven around 200 feet away in an underground bunker, but your level 3 party has to run across this plain, dodging the lightning that never ceases. Once each character has run 200 feet, they are safe.
  3. At the top of each round, players make your system’s equivalent of a Dexterity check or save to avoid a mote of chain lightning.
  4. At the 100-foot mark, the situation gets more complicated – for example, the lightning might collapse a tree or stone pillar, forcing the party to spend more movement to climb or go around it if they’re not quick enough to dive under it.
  5. If the characters fail, they die on the plain, or retreat back to the tunnel they came from (while dragging their wounded – half speed through lightning storms!) where they can heal up and try again.

It’s easily slotted into this framework. You might want to switch things up: for example, the lightning might form some sort of elemental creature as a reaction. Not strong enough to wipe your players, but enough to slow them down for a round or two to allow the ambient lightning to get a few more licks in. Unlike most environmental hazards, flying characters are at arguably more risk than grounded ones here. After all, who wants to be the highest point during a thunderstorm?

The two examples I used in the older post are a sinking ship and a windy cliff. The cliff will be a lot easier to run than the ship, as you have to abstract how many rounds it would take to nail boards in place to shore up the hole in the ship’s hull, but there’s room for creativity with Control Water or Wall of Force spells to hold the water coming out of the hole at bay while strength-based characters work to shore it up.

With environmental challenges, you have to leave room for spells and other shenanigans in a way you don’t always have to do with monsters. Teleporting, climb speeds and flight are three such example: some players will use resources to try and bypass these encounters completely, and that’s fine. Let them do it. If you can, try and get them to only bypass a part of it: sure, the climb speed will allow them to zip up the windy cliff double-time, but they’ll still have to make a save to hang onto the cliff when the howling winds come, or flyers will need to avoid being smashed against the rock.

You don’t have to run the format as-is either: no-one’s holding a hand crossbow to your head, and you can just grab elements of this here and there to liven up overland travel. On the way up to a mountain dungeon, I was short on time, so just had low-level players traverse across a 30-foot gap in a crumbled mountain path, and make a single Strength test at the 15-foot mark to determine whether the character falls 15 feet, taking 2d6 bludgeoning damage before grabbing a handhold to cling on. Unbelievably, the players actually prepped – they went out and bought climbing kits before going up this mountain, so most of them used actions to anchor themselves to the rock with ropes to negate the fall penalty.

The higher the level, the more trivial these encounters become, so it’s up to you to get creative. If they’re flying in some sort of airship, an unseasonal ice storm buffets everything within it for 5d6 cold damage each round, halved on a con save – and what do you know, after four rounds in the storm, the engines are freezing up as part of stage 4 (“have the hazard use a reaction”), throwing everyone to one side of the ship. That 30-foot gap in a mountain path might become a 500-foot sheer drop down into a ravine, with a few twisted trees growing horizontally out of the cliff-face to grab onto in a pinch. Do players really want to spend a whole 7th-level slot to teleport to the bottom? Maybe you’re at a stage in the game in which yes, they do – in which case I can’t help you and they’d probably just zip to the dungeon anyway.

However, you throw two of these at players on their way to a dungeon, and another inside it, and those high-level spells start to look a bit thin. That’s when you ambush them with a lich bounty hunter who can dispel their camp’s protections, along with her pack of thralled undead bulettes. Or after the party fights a pack of mercenaries in a town, throw a burning tavern in at the end.

The original idea wasn’t to create endless insurmountable obstacles – it’s to get myself, and by extension other GMs, to think outside the box rather than throw another gang of faceless mooks at players, destined to die unceremoniously in an unchallenging, unfun slog. By mixing things up with a few natural hazards, you can preserve a bit of tension when combat starts properly.

13 Comments
2024/06/12
22:28 UTC

38

Notion Notes Based TTRPG Management and Character Sheet Tool (With Stat Calculation) Utility

Pretty much the title. I’ve spent the better part of 2 years working on this template for use in my home DND Game, but after requests from some friends/players I’ve decided to share it publicly, free of charge.

https://www.notion.so/terminaris-ttrpg/TTRPG-Management-Wiki-778ada0a922e46d7afc99560bda6ddff?pvs=4

I’ll be trying to create some videos in the future to showcase the minutiae of how to do the basics: character creation, encounter planning, game timeline/quest management, etc… so keep an eye out.

5 Comments
2024/06/12
16:21 UTC

25

F.R.A.C.A.S: Combat Mechanic tweaks for 5e

F.R.A.C.A.S v3 

F.R.A.C.A.S TL;DR: Armor Class becomes a range between your AC and AC minus 10. Melee attacks do half damage if they are within that range. Players get a new set of reactions to block attacks, avoid damage and finish off nearly dead enemy's.

Formerly known as F.A.R.T.S we got a new name and the same predilection towards pointless acronyms. 

Thus we now have the Fighting Reactions And Combat Advancements System or F.R.A.C.A.S for short!

This is my third round of playtested edits and clarifications for my 5e combat tweaks. I’m also introducing a stealth combat system I’ve had a lot of success with.

The extra damage applied using F.R.A.C.A.S creates some interesting implications for Stealth Combat. Hypothetically with a surprise round higher level PCs no longer need to rely on a binary chance of killing a single or multiple PCs in a single round and can more reliably eliminate lower Challenge Rating (CR) enemies given an additional round of combat. To better support the roleplay of a single killing blow though (and to give DM’s the ability to reuse some favorite ‘cannon fodder’ enemies experienced in tier 1-2 play) F.R.A.C.A.S also has some streamlined stealth rules.

Things F.R.A.C.A.S hopes to accomplish:

  • Attack rolls have a wider range of success than a binary hit or miss system
  • Create greater differentiation between ranged and melee combat
  • Reduce static PC movement
  • Reduce number of Rounds needed for a single combat encounter

To accomplish this F.R.A.C.A.S is composed of two primary components: 

  • Create a ‘Floor’ for Armor Class called Dodge Armor Class
  • Give an additional set of reactions that can be triggered throughout a single round of combat called Defensive Reactions

Armor Class & Dodge Armor Class:

  • Standard Armor Class (AC): Calculated using RAW 5e Rules (PHB pg. 144)
  • Dodge Armor Class (DAC): Dodge Armor Class is a minimum roll amount needed to strike an enemy with a melee attack for half damage. Dodge Armor Class is calculated by subtracting 10 from your current Armor Class (including additional modifiers from buff items or spells).

Monster F.R.A.C.A.S: DAC is calculated the same for enemies as it is for Player Characters simply subtract 10 from their listed AC.

Combat Using AC & DAC:

  • DAC is only a number needed for melee attack rolls. Any Melee attack that hits below AC but at or above DAC does half damage.
  • Striking at or above AC with a melee attack applies full damage.
  • If the attack roll is below DAC it misses entirely unless otherwise specified in the attack description. Resistances and/or damage immunities apply as normal.
  • Ranged attacks use RAW Combat rules and do not factor in DAC at all. Ranged attacks hit if above AC but miss entirely if below DAC.
  • If a player uses a Reaction (PHB 190) that downgrades damage (i.e. Uncanny Dodge) the damage is still halved if the attack roll was at or above AC. Damage is not applied if below AC but above DAC.
  • Features that add additional damage or effects on a hit must meet or beat enemy AC on the attack roll (e.g. Smite or Sneak attack)

Defensive Reactions: 

To compensate for the extra damage to Player Characters each round every PC gets a special reaction (in addition to their standard Reaction PHB 190) called a Defensive Reaction.

  • Guard: If attack roll is below your AC but above DAC it does no damage instead. This can be called out after an enemy attack roll. 
  • Disengage: A PC can use their Defense Reaction to perform the Disengage action (PHB 192). They can Ready the action before their turn, however they can only use their movement on their turn.
  • Finishing-strike: At the Dungeon Master's discretion, once an enemy is below 20% health (DM may describe them as significantly wounded) a single PC may use their Defensive Reaction to immediately make one attack on that enemy. The attack must use either a ranged or melee weapon attack or a cantrip spell attack that targets a single target and requires an attack roll. Players are not allowed to use a level 1-10 spell that requires a full action to cast. This uses the Defensive Reaction for that player for this round.

A Stealthy F.R.A.C.A.S: 

  • Stealthed: If a PC rolls a Stealth Ability check (PHB 177) higher than an enemy's Passive Perception they are considered Stealthed. If they have the ability to target an enemy that has not perceived them yet this opens up the following attack action options for each Player Character prior to being perceived by the enemy: 
    • Vicious Strike: PC may make a single weapon attack roll with advantage against an enemy. If the attack roll is above or equal to AC they perform the maximum amount of damage (e.g. a 2d12 Great Axe attack does 24 slashing damage). If the attack roll is within the range of the enemy DAC the PC rolls for damage and does the full rolled result. Ranged attacks miss if below enemy AC.
    • Instant Kill: if enemy CR is 1/3rd rounded down or lower of the PC’s Character Level they may make a single weapon attack roll with advantage. If the attack hits, it instantly reduces the enemy HP to zero without needing to roll for damage. If the attack roll is within the range of the enemy DAC the PC rolls for damage and does the full rolled result. Ranged attacks miss if below AC.
  • Surprise Round: The first attack action kicks off a Surprise (PHB 198) round for all un-perceived Player characters prior to rolling initiative for a combat encounter. Player’s may only perform a Vicious Strike or Instant Kill during this surprise round.

Optional Rules: 

  • Whiff: If PC rolls a natural 1 on their attack roll it’s considered a Whiff and the PC loses their next available Defensive Reaction.  
  • If an Enemy NPC rolls a natural 1 on their attack roll against a PC that enemy loses their Attack of opportunity until the start of their next turn.
  • Defensive Stance: On a player's turn if they choose not to use their movement while within 5ft of an enemy they may choose to go into a Defensive Stance instead. This Defensive Stance gives the player an additional Defensive Reaction that lasts until the start of their next turn.
  • Health Potion Consumption: As an action you may drink a health potion for the maximum value of that health potion. As a bonus action you can drink the health potion for the rolled amount of hp returned to the PC. 
9 Comments
2024/06/11
19:31 UTC

33

Relics of Olympus - 10 greek-themed magic items (with ready-to-print cards !)

Hi there ! I'm Axel, aka BigDud from The Dud Workshop, a passionate DM who produces all kinds of third party content for your enjoyment.

Today, I bring you the full set of items called Relics of Olympus, themed after the gods of greek mythology. This particular set includes items related to Zeus, Poseidon, Hecate, Hypnos, Apollo, Artemis, Hephaestus, Thanatos, Typhon, and Chaos.

These ten magic items, from Uncommon to Legendary rarity, are perfect rewards for your players to find as they travel through dangerous lands, defeat terrifying creatures from mythology, and accomplish tasks for fickle gods. They are generally around the "Rare" rarity and are powerful without being game-changing. Mostly, they are designed to heavily lean on the flavor of the chosen god, which should make your players even more invested in the mythology of your setting.

If you're playing in another setting, you'll only need to slightly alter the flavor of each item to make them fit. The items work just fine for typical fantasy settings as well as more specific mythological ones, and their mechanics work with any character.

The bundle includes the following items :

  • Elixir of Chaotic Vitality
  • Eye of Soulseeing
  • Faces of Typhon
  • Hammer of Creation
  • Pillow of the Dreamweaver
  • Spell-eating Jar
  • String of Radiance
  • Thornveil
  • Thunderbolt Javelin
  • Tidebreak Sandals

Print the cards, stick them together, and you're ready to go.


###Get the whole package at once on my website, with the link below. (It's free)

##Relics of Olympus


Card Dimensions : 63 x 88 mm (euro poker size) + 3 mm bleeds. I recommend printing on thicker paper -- e. g cardstock -- and in full color for the best visual result and comfort of use.

All art was made by BigDud using Krita, Midjourney and Photoshop.


If you liked the cards, check out my website at thedudworkshop.com, and some of my recent content :

The Nemeian Lion : an adventure based on Heracles' first labour

Also, my book "Perils of the Planar Pocket" just released in print on my website, so give it a look if you like elemental creatures and would like to spice up your world with unique ones !

Thank you and keep your eyes out for more content like this !


#Here is the text from the items, for those who just want that :

#####Thunderbolt Javelin Weapon (javelin), rare, requires attunement

Attacks with this weapon are considered as magical.

Ever-returning. The Thunderbolt Javelin is an ethereal weapon summoned by a god's blessing. As an object interaction during your turn or as a reaction, you can summon the javelin into your hand. It remains in your possession until you dismiss it or until you fall unconscious, at which point it disappears until resummoned. The javelin automatically returns to your hand after being thrown.

This weapon has charges equal to your proficiency modifier, which you can use to activate the Bouncing Lightning and Dazing bolt abilities. You regain all spent charges on a long rest.

Bouncing Lightning. Thrown attacks with this weapon deal an additional 1d6 lightning damage.

When you hit a creature with a throwing attack with this weapon, you can make lightning arc from the javelin towards any number of creatures of your choice within 30 ft of the target. For each additional target, expend one charge and make a separate attack. You deal the javelin's full damage to each creature hit.

Dazing Bolt. When you hit a creature with a melee attack with this weapon, you can expend a charge to call lightning to strike them, momentarily disrupting their body. The creature must succeed on a Constitution saving throw of DC = 8 + your proficiency bonus + your Constitution modifier or become dazed until the end of its next turn.

A dazed creature can only do one of the following things on their turn: move, use an action, or use a bonus action. If a creature becomes dazed during their turn, their turn immediately ends. Lesser Restoration, Great Restoration or similar effects remove the dazed condition, as well as the Help action. A dazed creature can still use actions granted to them by effects like Haste or a fighter's Action Surge normally.


Spell-eating Jar

Wondrous item (jar), rare, requires attunement

Spell-eating Jar. Your spell-eating jar resembles a container of any shape of your choosing. It is slightly transparent, weighs almost nothing, and is unbreakable. You can summon it from the ether or dismiss it as a free action during your turn. You do not need to be holding your spell-eating jar for it to absorb spells. Other creatures can touch your jar, but cannot use its abilities.

Spell Absorption. When a spell is cast by a creature you can see within 60 ft of you, you can use your reaction to open your spell-eating jar and absorb a copy of the spell's energy. The jar fills with charges equal to the spell's level, up to its maximum capacity.

Your spell-eating jar can contain a maximum number of charges equal to your proficiency bonus. If you attempt to harness the energy of a spell that would overflow from the jar, you take 1d6 force damage for each charge over its maximum capacity, and charges that cannot fit within the jar are lost. For example, if you have a maximum of 4 charges and you absorb a 5th level spell, you take 1d6 force damage and waste 1 charge. The same applies if you already have 2 charges within your 4-charge jar and you absorb a 3rd level spell.

Spell Restoration. As a bonus action during your turn, you can open the jar and release its stored energy to restore your expended spell slots. The total level of spell slots restored cannot exceed the number of charges currently held by the jar. For example, if the jar contains 5 charges, you could restore one 5th-level spell slot, five 1st-level spell slots, or any combination thereof as long as their total levels do not exceed 5.

Once the jar has been opened, it disappears until your next long rest, at which point it reappears near you.


Hammer of Creation

Tool (forge hammer), rare, requires attunement

Hammer of Hephaestus. This blessed forge hammer takes the appearance of your choosing. You can summon it from the ether or dismiss it as an object interaction during your turn.

Master Crafter. When using your blessed hammer as part of the crafting process of an item, you gain a bonus to crafting checks equal to your proficiency bonus. Additionally, when you roll a 1 on the d20 for an ability check on a check to craft items with your hammer, you can reroll the die and must use the new roll.

Instantaneous Craft. As an action, you can strike a raw material or a collection of materials with this hammer and attempt to magically forge them into one or several objects of your choice, such as a weapon, a piece of armor, a bundle of ammunition, a piece of furniture, etc.

Make a crafting check -- usually an Intelligence check -- against the object creation DC, which is 5 or higher depending on the complexity of the object, up to 30 for very complex objects. On a success, you transform the materials into the chosen object(s). On a failure by more than 5, you lose half the materials used in the crafting attempt.

Objects created in this way disappear when they are destroyed or you use this ability again. When a non-destroyed object disappears, the materials used to create it return to their original shape, and can be used again.

You can use this feature a number of times equal to your proficiency modifier. Creating larger objects consume more uses of this feature, and creating several objects at a time consumes uses as if you were creating a container able to hold these several objects simultaneously : 1 for a Tiny object, 2 for a Small object, 3 for a Medium object, 4 for a Large object, 5 for a Huge object, and 6 for a Gargantuan object.

For example, creating a shortsword or a quiver containing arrows requires beating a crafting DC of 10, and consumes two uses of this feature. Creating a set of plate armor requires beating a crafting DC of 20, and consumes three uses of this feature. Creating an intricate telescope for an observatory requires beating a crafting DC of 30, and consumes five uses of this feature.

You regain all spent uses of this feature on a short or long rest.


Eye of Soulseeing

Wondrous item (eye), rare, requires placing the eye in your socket

Soul Detection. You can passively feel the blood, pulse, and soul of creatures you can see, allowing you to automatically discern if they are living, or if they are undead or constructs.

Soul Reader. Through this eye, you can focus your own mortality to read another creature's soul. As a bonus action, choose one creature you can see within 300 ft. You learn their type (e.g. humanoid, undead, fiend,..), their general state of health (e.g. healthy, damaged, on death's door,…), and their age. For the next minute, you also gain advantage on Intimidation checks against them, on Medicine checks to tend to them, and on Insight checks to read their intentions and mental state.

You can use this ability a number of times equal to your proficiency modifier. You regain all expended uses on a long rest, or when you perform proper death rites for a dead creature that possessed a soul.


String of Radiance

Wondrous item (bowstring), rare, requires attunement

Call of Radiance. Whenever you make an attack against a creature with a bow to which this string is attached, before the attack is rolled, you can call upon the sun god's blessing to infuse it with radiance. On a hit, the infused attack deals an additional 1d6 radiant damage, and a pool of sunlight of the same size as the target is left at the target's position. The pool of sunlight sheds bright light in a 20 ft radius, and remains until a creature ends its turn within it, willingly moves within it, is forcibly moved within it, or a minute has passed.

If the first creature that enters the area is an ally, they regain hit points equal to 1d6 + your proficiency modifier + your Charisma modifier. If they are an enemy, they instead take radiant damage equal to 1d6 + your proficiency modifier + your Charisma modifier. The pool's power increases with the pool's size, adding 1d6 to its damage and healing for each size category above Medium it reaches.

You can use this ability a number of times equal to your proficiency modifier, regaining all spent uses on a long rest. Alternatively, you regain one use of this ability when you perform a concert or another type of artistic performance in front of a crowd.


Thornveil

Wondrous item (cape), rare

Veil of the Wild. As an action, you can activate the cape to cover yourself in leaves, grass, bark, or another natural material, blending seamlessly with your surroundings. While camouflaged in this way, you are automatically hidden to all beasts and plants, as well as to all other creatures who did not witness you activate this ability. Creatures attempting to detect you must succeed on a DC 20 Wisdom (Perception) or Intelligence (Investigation) check to spot you. You remain camouflaged until if you move.

Thorn Ward. As a bonus action, you can activate the cape to cover yourself in thorns until the end of your next turn. While covered in thorns, you gain a +2 bonus to AC ; additionally, any creature that hits you with a melee attack or touches you (such as by attempting to grapple you) takes 1d6 piercing damage and must succeed on a DC 15 Constitution saving throw or become poisoned until the end of their next turn.

You can use this ability a number of times equal to your proficiency modifier, regaining all spent uses on a long rest. Alternatively, you regain one use of this ability when you take a short rest in a forest.


Elixir of Chaotic Vitality

Elixir, consumable, uncommon

When you drink this elixir, choose a number of Hit Dice from your Hit Dice pool, which you will sacrifice as part of this elixir's effect. How many dice you choose influences the potential intensity of this elixir's effect ; the more Hit Dice you sacrifice, the more powerful the effect, but the riskier as well.

For each Hit Dice sacrificed, roll a dice of increasing value from a d4 to a d20, which will determine the intensity of the effect, as well as a second d4, which will determine if the effect will damage or heal you. On a 1, the effect is damaging ; on a 2, 3, or 4, the effect is healing. You take damage or heal an amount equal to the value rolled on the first dice.

You can choose as many Hit Dice as you have unspent Hit Dice to sacrifice, but you cannot stop this process once you have chosen how many Hit Dice to sacrifice. If you fall unconscious as part of drinking this elixir, you continue rolling the remaining dice, and you automatically fail one death saving throw for each damaging dice you roll while unconscious as if you had taken damage from a hit.

For example, if you have chosen to sacrifice 6 Hit Dice, you would roll 1d4 + 1d6 + 1d8 + 1d10 + 1d12 + 1d20, then 6d4 to decide if those become damage or healing. Let's say you roll 1, 3, 3, 4, 4, 1 on your secondary dice. You would then take 1d4 damage, then heal for 1d6 + 1d8 + 1d10 + 1d12, then take 1d20 damage.


Tidebreak Sandals

Wondrous item (sandals), rare, requires attunement

Wavesurfer. While wearing these sandals, you can move across even the wildest of waters as if you were on solid ground. Additionally, your speed increases by 15 ft when walking on water.

Crashing Tide. If you move at least 15 feet in a straight line toward a creature and then hit it with a melee weapon attack or a melee spell attack, you can use the power of the sandals to unleash a crashing wave.

The target takes an additional 3d6 bludgeoning damage, is pushed back 15 ft, and must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier, your choice) or be knocked prone.

Creatures that hit an object or creature of the same size or larger as part of this forced movement make the saving throw with disadvantage. Creatures that are Huge or larger do not get pushed but have disadvantage on the saving throw to avoid being knocked prone.

You can use this ability a number of times equal to your proficiency bonus, regaining all uses after a short or long rest.


Faces of Typhon

Wondrous item (mask), legendary, requires attunement

Monstrous Adaptation. As an action, you can don the mask and select one of the monster faces you have gained access to. You gain the traits and abilities of the chosen form for the next minute, or until you remove the mask.

Each face can be used once per day, regaining all spent uses after a long rest. You can only have one face active at a time.

If you have already used a face during the current day, and you choose to use this item again, roll a d20. On a 1, your appearance permanently changes to include a monstrous feature, such as long fangs, a furry tail, or leathery skin, which can only be removed with a Regenerate spell, a Wish spell, or another similar effect. The more monstrous features you already have, the more visible any new monstrous feature becomes.

Unlocking forms. When you first attune to this mask, you gain access to its first form, Typhon's Visage. Other forms become available to you when you or one of your companions slay or befriend the monster corresponding to the form. If you have already slain or befriended a similar monster in the past, you automatically unlock the corresponding forms. Your DM might reward you with additional monster forms based on your accomplishments.

#####Typhon's Visage (Unlocked by default).

You take on the traits of Typhon, father of monsters, granting you the ability to breathe fire, and growing a hundred snake heads on your shoulders to attack enemies with.

Scorch the Earth. You can breathe fire as intense as the wrath of Typhon. As an action, you can exhale fire in a 60-foot cone. Each creature in the cone must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier), taking 12d6 fire damage on a failed save, or half as much on a successful one. You can use this feature once, regaining its use when the mask recharges.

One Hundred Snakes. You can take one reaction on every turn in a combat, and gain a hundred snake heads on your shoulders. These snake heads grant you a natural weapon with 10-foot reach and Finesse, which deals 3d6 piercing damage on a hit, and count as magical for the purposes of overcoming or ignoring resistance and immunity to non-magical attacks and damage. You can use your reaction to attack any creature which enters your reach with this natural weapon, and you automatically attack every creature of your choice in a 10-foot radius around you at the start of your turn.


#####Spiked Mask (Unlocked by slaying or allying with a manticore)

You take on the traits of a manticore, growing a tail covered in dangerous spikes and leathery wings for swift flight.

Tail Spikes. As an action, you can launch up to three tail spikes at targets of your choosing within 120 feet. Make a ranged weapon attack for each spike. On a hit, each spike deals 3d8 + your Dexterity modifier piercing damage. Creatures hit by the spikes must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or fall prone. If a spike hits a creature that is already prone, it pins them to the ground until the end of their next turn, reducing their movement to 0 until the spike is destroyed, or until they spend an action to unpin themselves. Spikes have 15 AC and 20 hit points.

Flight. You gain a flying speed of 60 feet.


#####Fanged Mask (Unlocked by slaying or allying with a hydra)

You take on the traits of a hydra, gaining the ability to regenerate lost limbs, spit poison, and enhance your attacks with venom.

Venomous Strikes. Your attacks deal an additional 2d6 poison damage on a hit. Your attacks are also considered magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Poison Spit. As an action, you can spit a glob of poison towards a point you choose within 60 ft of you, which explodes in a 10-foot radius sphere. Each creature within the area make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, a creature takes 6d6 poison damage and becomes poisoned for the next minute. On a successful save, a creature takes half as much damage and is not poisoned.

Regeneration. If you take a quarter or more of your maximum hit points in damage during a single turn, your head is cut off from your body, and you become blinded until the start of your next turn. At the start of your next turn, your head regrows, and you regain hit points equal to the amount rolled on half of your maximum Hit Dice (rounded down). If you take fire damage before your head regrows, it does not regrow until the start of your next turn in which you did not take fire damage.


#####Mask of the Doorkeeper (Unlocked by slaying or allying with a multi-headed dog)

You take on the traits of Cerberus, the multi-headed guardian of the underworld, granting you enhanced perception and a formidable roar that empowers allies and stops enemies in their tracks.

Guardian Heads. You grow two additional heads, granting you advantage on Wisdom (Perception) checks that rely on sight, smell, or hearing. Additionally, when you make a melee attack, you can make two additional Bite attacks against two different targets within 5 feet of you. Each of these attacks deals 2d6 + your Strength modifier piercing damage.

Roar of the Doorkeeper. As an action, you can unleash the terrifying roar of Cerberus. Each creature of your choice within 60 feet that can hear you must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or become frightened of you for 1 minute. While frightened in this way, a creature’s speed is reduced to 0, and it has disadvantage on Strength, Dexterity, and Charisma saving throws. If a creature fails the saving throw by 5 or more, it is paralyzed until the end of its next turn. Affected creatures can repeat the saving throw at the end of each of their turns, ending the effect on a success.

Allied creatures within the area who can hear you gain temporary hit points equal to 2d10 + your Charisma modifier, and have their speed increased by 15 ft until the end of their next turn. You can use this feature once, regaining its use when the mask recharges.


#####Mask of the Stone-faced (Unlocked by slaying or allying with a gorgon)

You take on the traits of a gorgon, granting you the ability to petrify your enemies with a gaze and harden your skin to stone-like resilience.

Petrifying Gaze. As an action, you can attempt to petrify a creature you can see within 30 feet of you. The target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success.

For the next hour, a petrified creature can make another Constitution saving throw whenever it takes damage, ending the effect on a success. If a creature remains petrified for 1 hour, the petrification becomes permanent, and remains until the creature is freed by a Greater Restoration spell or a similar effect.

Unless surprised, an intelligent creature can avert its eyes from the wearer of the mask at the start of its turn, becoming blinded until the start of its next turn. If the creature does so, the wearer of this mask cannot use its Petrifying Gaze ability against it until the start of its next turn, when it can avert its eyes again.

Stoneskin. Your skin hardens, granting you a +2 bonus to AC and resistance to non-magical bludgeoning, piercing, and slashing damage. As a reaction when another creature hits you with a melee, ranged, or spell attack, you can use your reaction to harden your skin even more, reducing the damage by half (after resistances).


Pillow of the Dreamweaver

Wondrous item (pillow), rare, requires attunement

Aura of Comfort. While you sleep on this pillow, you are aware of creatures who fall asleep within a 30-foot radius. Creatures of your choosing within this area are immune to the Dream spell and other magical effects that would affect their sleep. Additionally, you and all creatures of your choosing within this area recover all their Hit Dice on a long rest rather than half.

Rest for the Wicked. While holding this pillow, you can cast the Sleep spell at up to 5th level, at will. If the spell affects an unwilling creature, you must succeed on a (DC = 10 + the chosen spell level) Wisdom saving throw or fall asleep as well, falling prone and becoming unconscious until the start of your next turn. While sleeping in this way, you do not wake up from taking damage or from someone spending an action to wake you.

Harbinger of Dreams. While you sleep on this pillow, once per night, you can activate the pillow to cast the Dream spell. If you use this ability to cause a nightmare for your target, you immediately wake up, and you cannot use this ability again until seven days have passed.

17 Comments
2024/06/10
20:13 UTC

22

Operation: Rescue Klaus - A 6th Level Puzzle-Filled Adventure for D&D 5e

Hello everyone! I've been DMing for quite a while, and would like to share an adventure I made with you.

This is a Winter/Christmas-themed adventure, in which a group of elves needs to rescue their employer, Mister Klaus, as he has been kidnapped. They need to solve increasingly difficult puzzles focused on deciphering secret phrases, based on context cues and a set of fun rules.

The adventure consists of a PDF file, as well as a couple of assets (images of maps, puzzles, items, character sheets and photoshop templates), all of which can be found at this link: https://drive.google.com/drive/folders/1dxQEk-AgQXg8-3HH49u_OcomTVP_w5W6

I would love for other DMs to give this adventure a chance, and I'm definitely looking forward for any and all feedback I can get. Please don't hesitate to comment or message me.

Have a wonderful day!

5 Comments
2024/06/10
17:49 UTC

94

How to make quick and interesting battle maps

I found this way helped me a lot, I created a list of random interactive items with the help of ChatGPT, and whenever the players enter a battle, I ask each of them to roll a d100 and whatever number they land on, if it could make sense, I would add it to the battle map...

Here is the list:

  1. Collapsed Column
    • Description: A large column that has fallen over, creating difficult terrain.
    • Usage: Provides cover or an obstacle. Characters can hide behind it or climb over it.
    • Mechanics: Movement over the column requires an Athletics or Acrobatics check. Provides half cover (+2 to AC and Dexterity saving throws).
  2. Ancient Statue
    • Description: A statue of an ancient hero or deity.
    • Usage: Can be climbed for a height advantage or activated for a magical effect.
    • Mechanics: Climbing requires an Athletics check. Activation might trigger a beneficial or harmful magical effect (DM's choice).
  3. Fountain of Healing Waters
    • Description: A magical fountain that heals those who drink from it.
    • Usage: Characters can use an action to drink from the fountain and regain hit points.
    • Mechanics: Drinking restores 2d8+2 hit points but can only be done once per character per battle.
  4. Spiked Pit Trap
    • Description: A hidden pit filled with spikes.
    • Usage: Can be avoided with a Perception check or disarmed with a Thieves’ Tools check.
    • Mechanics: Falling in deals 2d10 piercing damage and requires a DC 15 Dexterity saving throw to avoid.
  5. Burning Brazier
    • Description: A brazier filled with burning coals.
    • Usage: Can be tipped over to create an area of fire or used to ignite weapons.
    • Mechanics: Tipping the brazier creates a 5x5 foot area of fire that deals 1d6 fire damage per round. Igniting a weapon adds 1d4 fire damage for 1 minute.
  6. Crate of Alchemical Supplies
    • Description: A crate filled with various alchemical substances.
    • Usage: Characters can use the supplies to create improvised bombs or potions.
    • Mechanics: Requires an Intelligence (Alchemy) check to create a bomb (deals 2d6 damage in a 5-foot radius) or a minor healing potion (heals 1d4 hit points).
  7. Hidden Treasure Chest
    • Description: A chest containing valuable items or traps.
    • Usage: Can be opened to gain treasures or activate traps.
    • Mechanics: Requires a Thieves’ Tools check to open. Contains random loot or triggers a trap (DM's choice).
  8. Creaky Wooden Bridge
    • Description: A rickety bridge that might break under too much weight.
    • Usage: Provides a crossing but can be cut or collapsed.
    • Mechanics: Crossing requires a DC 10 Dexterity check. If collapsed, anyone on it falls and takes 2d6 fall damage.
  9. Poisonous Gas Vent
    • Description: A vent releasing toxic gas intermittently.
    • Usage: Can be blocked or used to poison enemies.
    • Mechanics: Entering the gas area requires a DC 13 Constitution saving throw or take 1d6 poison damage per round.
  10. Magical Rune Circle
  • Description: A circle of runes with magical properties.
  • Usage: Activating the runes can provide buffs or debuffs.
  • Mechanics: Requires an Arcana check to activate. Effects could include a temporary AC boost, speed increase, or disadvantage on attacks.
  1. Wall of Rotting Vines
  • Description: A wall covered in rotting, sticky vines.
  • Usage: Can be climbed or burned away.
  • Mechanics: Climbing requires an Athletics check. Burning requires a fire source and takes 1 round, creating difficult terrain as the vines turn to ash.
  1. Swinging Blade Trap
  • Description: A trap with blades that swing out when triggered.
  • Usage: Can be disarmed or avoided.
  • Mechanics: Triggering deals 2d8 slashing damage. Requires a Dexterity saving throw to avoid and a Thieves’ Tools check to disarm.
  1. Mysterious Obelisk
  • Description: A large, dark obelisk with unknown origins.
  • Usage: Can be studied or activated for unknown effects.
  • Mechanics: Requires an Arcana or History check to understand. Activation might grant a temporary buff or summon a hostile creature.
  1. Shimmering Portal
  • Description: A portal that leads to another location.
  • Usage: Can be used to teleport across the map or to a different area.
  • Mechanics: Stepping through teleports the character to a predetermined location, determined by the DM.
  1. Sacrificial Altar
  • Description: An altar used for dark rituals.
  • Usage: Can be used to perform a ritual or gain a dark boon.
  • Mechanics: Requires a Religion check to perform a ritual. Might provide a temporary power boost at a cost (e.g., hit points or a curse).
  1. Pillars of Fire
  • Description: Pillars that occasionally shoot out bursts of fire.
  • Usage: Can be timed to avoid or used to trap enemies.
  • Mechanics: Every other round, the pillars shoot fire in a line, dealing 2d6 fire damage. Requires a Dexterity saving throw to avoid.
  1. Haunted Mirror
  • Description: A mirror that shows terrifying reflections.
  • Usage: Can be used to frighten enemies or reveal hidden truths.
  • Mechanics: Looking into the mirror requires a Wisdom saving throw to avoid being frightened. May also reveal invisible or hidden creatures.
  1. Quicksand Pit
  • Description: A pit filled with quicksand.
  • Usage: Can be avoided or used to trap enemies.
  • Mechanics: Falling in requires a Strength check each round to escape. Failure results in becoming restrained and taking 1d4 damage per round.
  1. Hanging Chandelier
  • Description: A large chandelier hanging from the ceiling.
  • Usage: Can be cut down to create a falling hazard.
  • Mechanics: Cutting the rope requires an attack roll. Falling chandelier deals 3d6 bludgeoning damage to anyone underneath.
  1. Treacherous Ice Patch
  • Description: A slippery patch of ice.
  • Usage: Can cause characters to slip and fall.
  • Mechanics: Moving across the ice requires a Dexterity check to avoid falling prone. Moving at half speed avoids the check.
  1. Teleportation Circle
    • Description: A glowing circle that teleports anyone who steps on it to another location.
    • Usage: Provides quick movement across the map or to a different area.
    • Mechanics: Stepping into the circle teleports the character to a predetermined location (chosen by the DM). Can be used once per round.
  2. Spike-Filled Pit
    • Description: A pit filled with sharp spikes.
    • Usage: An obstacle that can trap and injure characters.
    • Mechanics: Falling in deals 2d10 piercing damage. Requires a DC 15 Dexterity saving throw to avoid.
  3. Bubbling Acid Pool
    • Description: A pool of bubbling acid that corrodes anything that falls in.
    • Usage: A dangerous area to avoid or use against enemies.
    • Mechanics: Stepping into the pool deals 2d6 acid damage per round. Can be neutralized with a base (requires an Intelligence check).
  4. Arcane Glyph
    • Description: A glowing glyph on the floor with magical properties.
    • Usage: Can be activated to trigger a spell effect.
    • Mechanics: Requires an Arcana check to activate. Effects can vary (e.g., fireball, shield, haste).
  5. Crumbling Wall
    • Description: A weak wall that can be broken through.
    • Usage: Can be used to create new paths or block enemy movement.
    • Mechanics: Requires a Strength check to break through. Creates difficult terrain with debris.
  6. Cursed Relic
    • Description: An ancient item with a dark aura.
    • Usage: Can be used for a temporary power boost at a cost.
    • Mechanics: Activation grants a boon (e.g., extra attack) but curses the user (e.g., reduced max HP). Requires a Wisdom saving throw to avoid the curse.
  7. Trapdoor to Dungeon
    • Description: A hidden door leading to a lower level.
    • Usage: Can be opened to change the battlefield or escape.
    • Mechanics: Requires a Perception check to find and a Strength check to open. Leads to a different map area.
  8. Explosive Barrel
    • Description: A barrel filled with explosives.
    • Usage: Can be detonated to cause a large explosion.
    • Mechanics: Deals 3d6 fire damage in a 10-foot radius. Requires an attack roll to ignite.
  9. Mimic Chest
    • Description: A chest that is actually a creature in disguise.
    • Usage: A trap that attacks when interacted with.
    • Mechanics: Attacks anyone who tries to open it. Deals 1d8 piercing damage and grapples the target.
  10. Hidden Compartment
  • Description: A concealed space in the floor or wall.
  • Usage: Can hide items or characters.
  • Mechanics: Requires a Perception check to find. Provides total cover.
  1. Floating Platforms
  • Description: Platforms that float and move in a set pattern.
  • Usage: Provides moving terrain for strategic positioning.
  • Mechanics: Platforms move 10 feet per round in a set path. Requires an Acrobatics check to jump between them.
  1. Mystical Fountain
  • Description: A fountain with magical water.
  • Usage: Can heal, buff, or curse those who drink from it.
  • Mechanics: Drinking requires an action. Effects can vary (e.g., healing 2d8 HP, granting advantage, or imposing disadvantage).
  1. Swinging Log Trap
  • Description: A large log that swings out to hit anything in its path.
  • Usage: An obstacle or weapon against enemies.
  • Mechanics: Deals 2d6 bludgeoning damage. Requires a Dexterity saving throw to avoid. Can be disarmed with a Thieves’ Tools check.
  1. Web-Covered Corner
  • Description: A corner covered in thick spider webs.
  • Usage: Can slow down or trap characters.
  • Mechanics: Moving through the webs requires a Strength check to avoid becoming restrained. Can be burned away.
  1. Magnetic Field
  • Description: An area with strong magnetic forces.
  • Usage: Affects metal equipment and movement.
  • Mechanics: Characters with metal armor or weapons have disadvantage on attacks and checks. Requires a Strength check to move through.
  1. Illusionary Wall
  • Description: A wall that appears solid but is an illusion.
  • Usage: Can be used to hide or surprise enemies.
  • Mechanics: Requires an Intelligence check to disbelieve. Can be passed through once disbelieved.
  1. Cage with Beast
  • Description: A cage containing a dangerous creature.
  • Usage: Can be opened to unleash the beast on enemies.
  • Mechanics: Opening the cage releases the creature (DM's choice of stats). It attacks the nearest target.
  1. Sarcophagus
  • Description: An ancient coffin that might contain a mummy or treasure.
  • Usage: Can be opened to find loot or trigger a fight.
  • Mechanics: Requires a Strength check to open. May contain treasure or a hostile creature (e.g., a mummy).
  1. Flammable Oil Spill
  • Description: A spill of oil that can be ignited.
  • Usage: Can be set on fire to create a hazard.
  • Mechanics: Igniting the oil deals 1d6 fire damage per round to anyone in the area. Spreads 5 feet per round.
  1. Giant Mushrooms
  • Description: Large, potentially magical mushrooms.
  • Usage: Can be used for cover, as food, or for their effects.
  • Mechanics: Eating a mushroom requires a Constitution check. Effects can vary (e.g., healing, poison, growth/shrinkage).
  1. Shooting Arrow Trap
    • Description: A concealed trap that fires arrows when triggered.
    • Usage: Can be avoided or disarmed.
    • Mechanics: Triggering deals 2d6 piercing damage. Requires a Dexterity saving throw to avoid and a Thieves’ Tools check to disarm.
  2. Rotating Wall
    • Description: A wall that can be rotated to reveal a hidden passage or room.
    • Usage: Can provide new paths or hide characters.
    • Mechanics: Requires a Strength check to rotate. Can reveal a hidden area or provide total cover.
  3. Magical Ward
    • Description: A protective glyph that creates a barrier.
    • Usage: Can be activated to provide protection or trap enemies.
    • Mechanics: Requires an Arcana check to activate. Creates a barrier that provides cover or can be used as a trap.
  4. Rubble Pile
    • Description: A pile of debris that creates difficult terrain.
    • Usage: Can be used for cover or as an obstacle.
    • Mechanics: Movement through the rubble requires extra movement. Provides half cover (+2 to AC and Dexterity saving throws).
  5. Sleeping Dragon
    • Description: A dragon that is currently asleep.
    • Usage: Can be avoided or awakened as an ally or enemy.
    • Mechanics: Making noise near the dragon might awaken it (DM's choice). If awakened, it could fight for or against the characters.
  6. Creaking Floorboards
    • Description: Weak floorboards that might break under too much weight.
    • Usage: Can be used to alert enemies or create a hazard.
    • Mechanics: Stepping on the floorboards requires a Dexterity check to avoid falling through. Falling deals 1d6 damage and creates noise.
  7. Wishing Well
    • Description: A well that grants a random boon or bane when used.
    • Usage: Can be used for a chance at a beneficial effect.
    • Mechanics: Requires a Wisdom check to make a wish. Results can vary from a temporary buff to a minor curse.
  8. Holy Symbol Pedestal
    • Description: A pedestal holding a holy symbol.
    • Usage: Can be used to invoke divine aid or ward off undead.
    • Mechanics: Requires a Religion check to activate. Effects can include healing, turning undead, or granting a blessing.
  9. Dark Ritual Circle
    • Description: A circle used for dark magic rituals.
    • Usage: Can be disrupted to stop a ritual or activated for a dark boon.
    • Mechanics: Disrupting requires an Arcana or Religion check. Activating might grant temporary power at a cost (e.g., HP loss or a curse).
  10. Telekinetic Crystal
  • Description: A crystal that can move objects with thought.
  • Usage: Can be used to manipulate the environment or attack.
  • Mechanics: Requires an Intelligence check to use. Can move objects up to 30 feet or deal 1d8 force damage.
  1. Concealed Pressure Plate
  • Description: A hidden plate that triggers a trap when stepped on.
  • Usage: Can be avoided or disarmed.
  • Mechanics: Triggering activates a trap (e.g., darts, spikes) dealing 2d6 damage. Requires a Perception check to notice and a Thieves’ Tools check to disarm.
  1. Mysterious Fog Cloud
  • Description: A cloud of fog that obscures vision.
  • Usage: Provides concealment or can be used to escape.
  • Mechanics: Creates an area of heavily obscured terrain. Requires a Wisdom check to navigate.
  1. Runic Stone
  • Description: A stone inscribed with magical runes.
  • Usage: Can be studied or activated for various effects.
  • Mechanics: Requires an Arcana check to understand and activate. Effects can include buffs, debuffs, or magical attacks.
  1. Feral Creature Nest
  • Description: A nest containing dangerous creatures.
  • Usage: Can be avoided or used to unleash creatures on enemies.
  • Mechanics: Disturbing the nest releases creatures (DM's choice of stats) that attack the nearest targets.
  1. Cracked Ice Surface
  • Description: A fragile ice surface that can break under weight.
  • Usage: Can be crossed carefully or used to trap enemies.
  • Mechanics: Requires a Dexterity check to move across. Breaking the ice deals 1d6 cold damage and restrains the character.
  1. Boiling Lava Pool
  • Description: A pool of molten lava.
  • Usage: A dangerous area to avoid or use against enemies.
  • Mechanics: Stepping into the lava deals 3d6 fire damage per round. Can be used to destroy items or create hazards.
  1. Suspended Rope Bridge
  • Description: A rope bridge that can be cut or collapsed.
  • Usage: Provides a crossing or can be used to trap enemies.
  • Mechanics: Crossing requires a Dexterity check. Cutting the bridge causes anyone on it to fall, taking 2d6 fall damage.
  1. Venomous Snake Pit
  • Description: A pit filled with venomous snakes.
  • Usage: An obstacle that can trap and poison characters.
  • Mechanics: Falling in deals 2d6 poison damage per round. Requires a Strength check to climb out.
  1. Enchanted Armor
  • Description: Armor that animates and attacks intruders.
  • Usage: Can be fought or controlled with magic.
  • Mechanics: Activates as a hostile creature (DM's choice of stats). Requires an Arcana check to control.
  1. Ancient Bookshelf
  • Description: A bookshelf filled with ancient tomes and scrolls.
  • Usage: Can be searched for useful information or spells.
  • Mechanics: Requires an Investigation check to find useful items. Can provide scrolls, potions, or clues.
  1. Ensnaring Net Trap
    • Description: A concealed net that entangles anyone who triggers it.
    • Usage: Can be used to restrain enemies or allies.
    • Mechanics: Triggering requires a Dexterity saving throw to avoid. Failure results in being restrained. Requires a Strength check to escape.
  2. Luminous Gem
    • Description: A gem that emits a bright light and has magical properties.
    • Usage: Can be used to light up dark areas or activate a magical effect.
    • Mechanics: Provides bright light in a 20-foot radius and dim light for an additional 20 feet. Activation requires an Arcana check, and effects can vary (e.g., healing, damage, buff).
  3. Collapsing Ceiling
    • Description: A section of the ceiling that can fall, causing debris and damage.
    • Usage: Can be triggered to create a hazard or block a path.
    • Mechanics: Triggering causes debris to fall, dealing 3d6 bludgeoning damage in a 10-foot radius. Requires a Dexterity saving throw to avoid.
  4. Mirror of Truth
    • Description: A mirror that reveals the true form of anything reflected in it.
    • Usage: Can be used to detect illusions, shapechangers, or hidden objects.
    • Mechanics: Requires a Wisdom check to discern the truth. Reveals any hidden or disguised creatures or objects in its reflection.
  5. Falling Rocks
    • Description: A trap that causes rocks to fall from above.
    • Usage: Can be triggered to create a hazard or block a path.
    • Mechanics: Triggering causes rocks to fall, dealing 2d8 bludgeoning damage in a 10-foot radius. Requires a Dexterity saving throw to avoid.
  6. Mystic Totem
    • Description: A carved totem with magical properties.
    • Usage: Can be activated for various effects, such as buffs or area control.
    • Mechanics: Requires an Arcana check to activate. Effects can include granting temporary hit points, increasing AC, or creating a barrier.
  7. Overgrown Vegetation
    • Description: Dense plant growth that creates difficult terrain.
    • Usage: Can be used for cover or to hinder movement.
    • Mechanics: Movement through the vegetation requires extra movement. Provides half cover (+2 to AC and Dexterity saving throws).
  8. Flaming Arrow Slit
    • Description: A narrow opening that fires flaming arrows.
    • Usage: Can be used to attack enemies from a distance.
    • Mechanics: Fires a flaming arrow dealing 1d8 piercing damage and 1d4 fire damage each round. Requires a Dexterity saving throw to avoid.
  9. Secret Passageway
    • Description: A hidden corridor or door that provides an alternate route.
    • Usage: Can be used to bypass obstacles or ambush enemies.
    • Mechanics: Requires a Perception check to find and a Strength check to open. Leads to a different map area.
  10. Whispering Shadows
  • Description: Shadows that whisper secrets or cause fear.
  • Usage: Can be used to gain information or frighten enemies.
  • Mechanics: Requires a Wisdom check to understand the whispers. Failing the check may result in being frightened.
  1. Cursed Idol
  • Description: A statue or object that carries a curse.
  • Usage: Can be used to gain temporary power at a cost.
  • Mechanics: Touching the idol grants a boon (e.g., extra attack) but imposes a curse (e.g., disadvantage on saving throws). Requires a Wisdom saving throw to avoid the curse.
  1. Electric Orb
  • Description: An orb that crackles with electrical energy.
  • Usage: Can be used to attack or create hazards.
  • Mechanics: Can be thrown or placed to deal 2d6 lightning damage in a 5-foot radius. Requires a Dexterity saving throw to avoid.
  1. Gaseous Poison Cloud
  • Description: A cloud of toxic gas.
  • Usage: Can be avoided or used to poison enemies.
  • Mechanics: Entering the cloud requires a Constitution saving throw or take 1d6 poison damage per round.
  1. Sliding Door
  • Description: A door that slides open, revealing a hidden area.
  • Usage: Can be used to reveal secret passages or rooms.
  • Mechanics: Requires a Perception check to find and an Intelligence check to open.
  1. Singing Crystal
  • Description: A crystal that emits a hypnotic song.
  • Usage: Can be used to charm or distract enemies.
  • Mechanics: Requires a Wisdom saving throw to avoid being charmed. Charmed creatures are incapacitated until the song ends.
  1. Booby-Trapped Idol
  • Description: An idol that triggers a trap when disturbed.
  • Usage: Can be used as a trap or to gain treasure.
  • Mechanics: Triggering activates a trap (e.g., darts, spikes) dealing 2d6 damage. Requires a Dexterity saving throw to avoid.
  1. Magic Scrying Pool
  • Description: A pool that reveals visions of distant places or times.
  • Usage: Can be used to gain information or scry on enemies.
  • Mechanics: Requires an Arcana check to use. Provides visions that can reveal useful information.
  1. Witch’s Cauldron
  • Description: A bubbling cauldron filled with a mysterious potion.
  • Usage: Can be used to create potions or poison.
  • Mechanics: Requires an Intelligence (Alchemy) check to create a potion. Effects can vary (e.g., healing, poison, buff).
  1. Stone Golem
  • Description: A dormant golem that can be activated.
  • Usage: Can be used as an ally or enemy.
  • Mechanics: Requires an Arcana check to activate. Activates as a creature with stats determined by the DM.
  1. Charmed Beast
  • Description: A beast that is under a magical charm.
  • Usage: Can be used as an ally or enemy.
  • Mechanics: Requires a Wisdom check to control. Acts as a creature with stats determined by the DM.
  1. Stalagmite Field
    • Description: A field of sharp stalagmites jutting from the ground.
    • Usage: Can provide cover or act as an obstacle.
    • Mechanics: Moving through the field requires extra movement. Provides half cover (+2 to AC and Dexterity saving throws).
  2. Broken Wagon
    • Description: A shattered wagon that can be used for cover or concealment.
    • Usage: Provides partial cover and can hide small creatures or items.
    • Mechanics: Provides half cover (+2 to AC and Dexterity saving throws). Requires a Strength check to move.
  3. Dragon Egg Nest
    • Description: A nest containing dragon eggs.
    • Usage: Can be used to summon a dragon or gain an ally.
    • Mechanics: Disturbing the eggs might summon a dragon or gain a friendly hatchling (DM's choice).
  4. Exploding Runes
    • Description: Runes that detonate when triggered.
    • Usage: Can be used to create an explosive hazard.
    • Mechanics: Triggering deals 3d6 fire damage in a 10-foot radius. Requires a Dexterity saving throw to avoid.
  5. Vine-Covered Statue
    • Description: A statue overgrown with magical vines.
    • Usage: Can be climbed or used to activate a magical effect.
    • Mechanics: Climbing requires an Athletics check. Activation might entangle enemies or provide a healing aura.
  6. Bloodstained Altar
    • Description: An altar with a dark history.
    • Usage: Can be used to perform dark rituals or gain power.
    • Mechanics: Requires a Religion check to perform a ritual. Might grant temporary power at a cost (e.g., hit points or a curse).
  7. Frozen Waterfall
    • Description: A waterfall that has turned to ice.
    • Usage: Can be climbed for a vantage point or melted to create water.
    • Mechanics: Climbing requires an Athletics check. Melting requires a fire source and turns the area into difficult terrain.
  8. Meteorite Crater
    • Description: A crater left by a fallen meteorite.
    • Usage: Can be used for cover or to find rare materials.
    • Mechanics: Provides half cover (+2 to AC and Dexterity saving throws). Searching the crater might reveal valuable materials.
  9. Ancient Sarcophagus
    • Description: A sealed coffin with ancient remains.
    • Usage: Can be opened to find treasure or unleash a creature.
    • Mechanics: Requires a Strength check to open. Might contain treasure or a hostile creature (e.g., a mummy).
  10. Haunted Armor Stand
  • Description: An armor stand that animates when disturbed.
  • Usage: Can be used as an ally or enemy.
  • Mechanics: Activates as a hostile creature (DM's choice of stats). Requires an Arcana check to control.
  1. Spiderweb-Covered Tree
  • Description: A tree covered in thick spider webs.
  • Usage: Can be used to trap enemies or provide cover.
  • Mechanics: Moving through the webs requires a Strength check to avoid being restrained. Provides half cover.
  1. Floating Lantern
  • Description: A lantern that floats and moves on its own.
  • Usage: Provides light and can be used to signal or distract.
  • Mechanics: Provides bright light in a 20-foot radius and dim light for an additional 20 feet. Can be controlled with a Wisdom check.
  1. Statue of a God
  • Description: A statue depicting a deity.
  • Usage: Can be prayed to for divine aid or cursed.
  • Mechanics: Requires a Religion check to pray. Might grant a blessing or impose a curse.
  1. Cursed Ground
  • Description: An area of land that is cursed and dangerous.
  • Usage: Can be avoided or used to trap enemies.
  • Mechanics: Entering the area requires a Wisdom saving throw to avoid a curse (e.g., disadvantage on attacks or saves). Can be cleansed with a Religion check.
  1. Radiant Sunbeam
  • Description: A beam of sunlight that shines down.
  • Usage: Can heal allies or harm undead.
  • Mechanics: Standing in the beam heals 1d6 hit points per round. Deals 1d6 radiant damage to undead per round.
  1. Chained Prisoner
  • Description: A prisoner chained to the wall.
  • Usage: Can be freed to gain an ally or information.
  • Mechanics: Requires a Strength check to break the chains or a Thieves’ Tools check to unlock them. The prisoner might provide assistance or information.
  1. Scattered Bones
  • Description: Bones scattered across the floor.
  • Usage: Can be used as an improvised weapon or to animate undead.
  • Mechanics: Improvised weapon deals 1d4 damage. Requires a Necromancy check to animate as skeletons (DM's choice of stats).
  1. Spectral Gateway
  • Description: A ghostly portal to another realm.
  • Usage: Can be used to teleport or summon spirits.
  • Mechanics: Stepping through teleports the character to another realm (DM's choice). Requires an Arcana check to summon spirits (DM's choice of stats).
  1. Enchanted Musical Box
  • Description: A musical box that plays a magical tune.
  • Usage: Can charm or put creatures to sleep.
  • Mechanics: Requires a Wisdom saving throw to avoid being charmed or put to sleep. Affects all creatures within 30 feet.

Using this method, this allows me to, on average, add 2-4 weird and unthought about items and things in a battle map, allowing for the players to utilize them and sometimes win entire battles through them.

16 Comments
2024/06/06
15:38 UTC

39

Paper Mini Template in Google Docs

I've been using and refining my paper mini Template for about a year now...

Go to this doc, and then save a copy to your own google account and you can edit it and create your own paper minis as needed.

This can be used to generate small/tiny, Medium, Large and Huge paper Minis that are close to pathfinder-pawn sizes.

  • Each page in this doc has a table of the given size.
  • Multiple tables of different sized creatures can be pasted into a page as needed
  • The pages can be printed out on cardstock and folded over, or can be printed out on standard paper and folded over and affix it to cardboard with a glue stick. (I recommend fed-ex boxes! :)

My templets include a location line that will be inside a a paper standsy, and not visible in play, that can help with the sorting and storing...

Google docs doesn't let you set a maximum height in its tables, so if you paste in a graphic that is too large, the entire row height will increase... so you need to pay attention and resize the image down to .1 less than the cell size in order for the table size to not change. I've got some text on the doc describing this.

8 Comments
2024/06/05
21:07 UTC

247

My players love to gamble so I adapted a minigame from my favorite JRPG to give them a fun way to win or lose a bunch of gold.

Lemme tell you about Chinchirorin. I've loved the Suikoden series since I was a kid and as soon as my group got together to start a campaign I knew I'd want to incorporate aspects of it into our game. Luckily the group loves to gamble and I knew just the perfect game to introduce into the world. I have a perpetual NPC named Tai Ho who just happens to appear at any tavern the group is at, always hanging out at a table ready to win or lose. Funfact: While I always pictured Tai Ho how he looks in the games, my players just assumed he was a seedy looking goblin so I just went with it.

RULES

  • Each player gets 3 chances to roll a score, if no point is established in 3 rolls their score is considered zero.

  • If any dice are thrown out of the bowl it is an instant loss.

  • If 1-1-1 is rolled the player pays double.

  • If 6-6-6 is rolled the player wins double.

  • If neither player scores or if there is a tie then it's a wash and the round is over.

  • Dealer will start with 300 gold total and when he loses it all he's done for the session.

HOW TO PLAY

The player makes a wager against the house before the round starts. Each player then gets three tries to roll 3d6 into a pretty bowl I bought on amazon to score. Basic scoring is landing two dice on the same number and the third being the score. Highest score wins, easy peasy.

If a player rolls 1-1-1 it's an instant loss and they pay double the wager.

If a player rolls 6-6-6 it's an instant win and they win double the wager.

So far so good.

Now it gets fun. Tai Ho doesn't like losing money, and being the sneaky beaky he is, he has ways of tipping the odds in his favor Before each roll I'll roll a d100. If it's a 5 or lower then Tai Ho is gonna cheat. The player will roll an insight against his deception and if the trick succeeds then I'll roll with the all 6 die or swap out one of the player's die with the all 1

The rpg has a few more rules but I figured this version is the quickest to pick up and the group absolutely loves it.

Give it a shot with your group, lemme know what you think.

34 Comments
2024/06/05
15:27 UTC

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