dragonbornknight - D&D stuff

dragonbornknight

D&D stuff

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Latest Posts by dragonbornknight

dragonbornknight
1 month ago

the sun won't consume the earth for another 5-7 billion years.. plenty of time to chill (chills for 5-7 billion years) ah - the sun!!

dragonbornknight
1 month ago
dragonbornknight - D&D stuff
dragonbornknight
1 month ago

50 Fantasy Prompts: Cultures and Societies. Writers Save this!

1. Luminae

- A society that worships light and revolves around bioluminescent creatures.

- Gesture: Raising both hands to the sky and opening palms to signify receiving light.

- View: Light is considered the purest form of energy and the ultimate source of life.

2. Mistral Nomads

- Wind travelers who harness the power of the breeze for navigation and communication.

- Gesture: Whispering into a small vial and releasing it into the wind, symbolizing sending a message.

- View: The wind carries the voices of ancestors and guides the living.

3. Veilwalkers

- Inhabitants of the mist who can see and manipulate spirits.

- Gesture: Drawing a veil across the face to communicate with spirits.

- View: The world of the living and the dead are separated by a thin veil that can be crossed.

4. Starforged

- People born under specific constellations with unique abilities tied to their birth star.

- Gesture: Touching a constellation tattoo to activate its power.

- View: Stars are the eyes of the gods, watching over and guiding them.

5. Shadecloaks

- Masters of shadow magic, living in perpetual twilight.

- Gesture: Merging fingers into the shadows, symbolizing blending into the darkness.

- View: Shadows are protective, hiding them from danger and giving them strength.

6. Seraphians

- Winged beings who consider themselves guardians of the skies.

- Gesture: Unfurling wings in a greeting, showing trust and openness.

- View: The skies are sacred, and flight is a divine gift.

7. Pyrosages

- Fire-wielders who live in harmony with volcanic landscapes.

- Gesture: Holding a flame in one hand while placing the other hand over the heart, symbolizing passion and life.

- View: Fire is a cleansing force, both destructive and renewing.

8. Aquafolk

- Ocean dwellers with the ability to breathe underwater and communicate with marine life.

- Gesture: Creating ripples in water with a fingertip to convey emotions.

- View: Water is a mirror of the soul, reflecting true feelings and intentions.

9. Silvan Elves

- Forest guardians who blend seamlessly with their environment.

- Gesture: Touching foreheads with a leaf, symbolizing unity with nature.

- View: All life is interconnected through the roots of the great tree.

10. Necrochanters

- A culture deeply connected to the afterlife, able to communicate with and summon spirits.

- Gesture: Drawing a circle with ashes to summon spirits.

- View: Death is not the end but a transformation to another state of being.

11. Stonekin

- Rock-like beings who can manipulate earth and stone.

- Gesture: Pressing a hand to the ground to communicate with the earth.

- View: The earth holds ancient wisdom and the memories of their ancestors.

12. Aetherians

- Masters of air magic, capable of floating and flying at will.

- Gesture: Raising arms and fingers to mimic the flow of air currents.

- View: The air is filled with invisible threads that connect all living beings.

13. Chronomancers

- Time-benders who can manipulate past, present, and future.

- Gesture: Tapping a timepiece rhythmically to alter time flow.

- View: Time is fluid and can be molded to fit the needs of the moment.

14. Dreamforgers

- People who can enter and manipulate dreams.

- Gesture: Weaving fingers in intricate patterns while in a trance.

- View: Dreams are a bridge between realities, holding power and prophecy.

15. Sunseekers

- Pilgrims who follow the path of the sun, gaining strength from its light.

- Gesture: Holding a hand above the heart to swear oaths under the sun’s gaze.

- View: The sun’s light is a witness to all promises, giving them sacred weight.

16. Frostborn

- Ice-dwellers with control over cold and frost.

- Gesture: Exhaling a cold breath to signify agreement or truth.

- View: Ice preserves and protects, holding the essence of life.

17. Songhearts

- A musical culture that uses songs and sound for magic.

- Gesture: Placing a hand over the throat and singing a single note to show sincerity.

- View: Music is the language of the heart and the most honest form of communication.

18. Runecarvers

- Inscribers of powerful runes that grant various abilities.

- Gesture: Tracing runes in the air or on surfaces to cast spells.

- View: Runes are the written words of the gods, containing immense power.

19. Stormcallers

- Masters of weather, able to summon and control storms.

- Gesture: Raising a staff to the sky to summon storms.

- View: Storms are the breath of the gods, bringing both fury and renewal.

20. Plainsriders

- Nomadic horsemen known for their speed and agility.

- Gesture: Drawing a circle in the dirt with a foot to mark territory or signal peace.

- View: The open plains are a vast, sacred expanse that must be respected.

21. Mycologians

- Mushroom-like beings who can communicate through spores.

- Gesture: Spreading spores by tapping a mushroom cap to communicate.

- View: Fungi are the bridge between life and decay, recycling energy.

22. Glimmerfolk

- Glittering, gem-encrusted people who can harness the power of precious stones.

- Gesture: Touching gemstones to channel their energy.

- View: Crystals are vessels of ancient power and knowledge.

23. Thornclad

- A warrior culture clad in thorny armor, known for their fierce combat skills.

- Gesture: Clasping hands with thorned gloves to signify a bond or agreement.

- View: Pain and resilience are intertwined, symbolizing strength.

24. Celestials

- Star-born beings with a deep connection to the cosmos.

- Gesture: Drawing constellations in the air with glowing fingers.

- View: The night sky is a map of destiny, guiding their every action.

25. Inkshapers

- People who can bring drawings and tattoos to life.

- Gesture: Drawing a symbol on their skin to activate a spell.

- View: Ink and art are extensions of the soul, capable of bringing thoughts to life.

26. Mirageweavers

- Desert dwellers who can create illusions and mirages.

- Gesture: Waving hands to create illusions and mirages.

- View: Reality is fluid and can be shaped by perception and will.

27. Echoers

- A culture that communicates and fights using echoes and soundwaves.

- Gesture: Clapping or snapping fingers to create soundwaves for communication.

- View: Sound is a powerful force that can shape the world around them.

28. Ironveins

- Metal manipulators who can shape and control metal at will.

- Gesture: Clenching fists to channel metal manipulation.

- View: Metal is a living force, constantly evolving and reacting.

29. Wyrmkin

- Dragon-like people with scales and the ability to breathe fire.

- Gesture: Exhaling a plume of smoke or fire to show respect or power.

- View: Dragons are the ultimate beings, embodying wisdom and might.

30. Duskborn

- Night-dwellers who gain strength from the moon.

- Gesture: Holding a candle to their chest, symbolizing the light within the darkness.

- View: Darkness is not to be feared, but embraced as a part of the natural cycle.

31. Crystalhearts

- A society with crystalline bodies that can refract light and energy.

- Gesture: Touching their heart crystal to show honesty and purity.

- View: Crystals are the heart of their being, reflecting their true selves.

32. Skyforgers

- Builders of floating cities and airships.

- Gesture: Hammering an invisible anvil to craft objects from thin air.

- View: The sky is a forge, and they are its smiths, creating wonders from the air.

33. Leafkin

- Plant-based beings who can photosynthesize and communicate with flora.

- Gesture: Placing a leaf in the palm to connect with nature.

- View: Leaves and trees are the lifeblood of the earth, nourishing all.

34. Sandshapers

- Desert people who can control and shape sand.

- Gesture: Drawing patterns in the sand to communicate or cast spells.

- View: Sand is a canvas for their magic, constantly shifting and changing.

35. Moonshadow Elves

- Elves who live in the shadows of the moon, skilled in stealth and night magic.

- Gesture: Casting moonlight on their face to invoke lunar power.

- View: The moon is a guide and protector, influencing their magic and lives.

36. Bloodrunes

- Warriors who use their own blood to inscribe powerful runes.

- Gesture: Pricking a finger to draw blood and create runes.

- View: Blood is the essence of life, and through it, they gain power.

37. Dreambinders

- People who can link their dreams to reality.

- Gesture: Twining fingers together to weave dreams into reality.

- View: Dreams are powerful forces that can shape and change the world.

38. Thunderclans

- Tribes who worship and control thunder and lightning.

- Gesture: Stamping feet or clapping hands to summon thunder.

- View: Thunder is the voice of the gods, a call to action and power.

39. Feywilders

- Inhabitants of the fey realm with unpredictable and chaotic magic.

- Gesture: Dancing in a circle to invoke fey magic.

- View: The fey are mischievous yet powerful, their magic a blend of chaos and beauty.

40. Mirrorborn

- People who can step through and manipulate mirrors.

- Gesture: Touching mirrors to travel or communicate.

- View: Mirrors are portals to other realities, reflecting infinite possibilities.

41. Wispwalkers

- Ethereal beings who guide lost souls.

- Gesture: Holding a wisp of light to guide lost souls.

- View: Wisps are guides and protectors, leading them through darkness.

42. Frostweavers

- Ice artisans who create intricate and magical ice sculptures.

- Gesture: Weaving ice crystals into intricate patterns.

- View: Ice is a delicate and beautiful force, capable of great power.

43. Starwardens

- Celestial knights who protect the realms from cosmic threats.

- Gesture: Drawing star maps in the air to invoke celestial power.

- View: The stars are guardians, watching over and protecting them.

44. Emberkin

- Fire-dwellers with control over embers and ash.

- Gesture: Snapping fingers to produce sparks and embers.

- View: Embers hold the remnants of fire’s spirit, representing both the end and beginning of the flame.

45. Oceanborne

- Sea nomads who can control the tides and waves.

- Gesture: Drawing water symbols in the air to summon sea spirits.

- View: The sea is a vast, living entity, a source of mystery and power.

46. Windwhisperer

- Communicators with the wind, able to send messages across great distances.

- View: The sky is a living entity, responsive to the voices of those who respect it.

- Gesture: Moving gracefully to mimic the flow of the wind.

47. Etherseekers

- Gesture: Holding out their hands to draw ether into themselves.

- View: The ether is a vast reservoir of magic, accessible to those who seek it.

48. Twilight Guardians:

- Gesture: Holding a lantern to light the way through twilight.

- View: Twilight is a sacred time, a bridge between day and night.

49. Windwalkers

- Gesture: Moving gracefully to mimic the flow of the wind.

- View: The wind is a messenger of the gods, carrying whispers of destiny and change.

50. Eclipsewatchers

-Gesture: Covering one eye while the other remains open to signify balance

- View: Eclipses represent the merging of light and dark, a time of balance and reflection.

dragonbornknight
9 months ago

101 evil schemes for dnd from the dragon magazine annual from 2000

101 Evil Schemes For Dnd From The Dragon Magazine Annual From 2000
101 Evil Schemes For Dnd From The Dragon Magazine Annual From 2000
101 Evil Schemes For Dnd From The Dragon Magazine Annual From 2000
101 Evil Schemes For Dnd From The Dragon Magazine Annual From 2000
101 Evil Schemes For Dnd From The Dragon Magazine Annual From 2000
101 Evil Schemes For Dnd From The Dragon Magazine Annual From 2000
dragonbornknight
10 months ago
I Might've Added The BG3 Art Book To My Dnd Assets Stash

I might've added the BG3 Art Book to my dnd assets stash

It' 100% does not have things like the 5e players' handbook + 5e’s character sheet, several gm guides, critical role's explorer's guide to wildmount, baldur's gate and waterdeep city encounters, 101 potions and their effects, volo's guide to monsters, both of xanathar's guides, a bunch of other encounters, one shots, and class builds

In no way are there any pdf’s relating to any wizard who may or may not be residing on any coast

(Edit that I’ve moved the folder to the new link above! So if you catch a different version of this post that link won’t work anymore!)

dragonbornknight
1 year ago
Goblin Of The Week NO.1

goblin of the week NO.1

goblin of FIBERGLASS INSULATION

dragonbornknight
1 year ago

(Inconvenient) Sentient Object Generator

1d12 Objects

Rusty old sword

Large orb (at least 10” diameter, we’re talking 15lbs minimum.)

Flimsy walking stick

Literal brain-in-a-jar

Dented helmet

Cannon, or other large weapon meant to be on a vessel

Rug

A left boot (the right boot is nowhere to be found.)

Multi-volume encyclopedia

Anvil

Globe

A single crossbow bolt.

1d6 Sources of Sentience (and Wants)

Mad-science/alchemical experiment gone wrong; trapped own consciousness in this object. Wants to return to their lab so they can have you attempt to reverse the procedure.

Cursed into this form by a witch or other entity as punishment for wrongdoings. Wants to find the entity and reverse the curse

Born this way, comes from a lineage of sentient objects. Wants to be owned/wielded by a powerful person.

Mad-science/alchemical experiment gone wrong; was a henchman transformed into this object by their master. Wants revenge.

Magically transformed themself into this form as a way of achieving immortality. Wants a new, young, living body to inhabit.

Was once an inanimate object brought to life by a mage. Has now outlived that mage and wants to find a way to resurrect them.

1d6 Powers - how does the object communicate its wants and exert its will?

Compulsion/possession: the object can force a person who is touching it to perform an action. What can a person do to prevent themself from being compelled?

Telepathy: the object can send telepathic messages in a short range. Are the messages targeted, or does everyone around it hear them?

Limited mobility: the object can move on its own, though not quickly. How does it move? (Does it roll, waddle, float?)

Charm/influence: the object can make a person believe that its wills are the best course of action. What types of people are most susceptible to its wiles?

Speech: the object can speak out loud in one or more languages. Does it know when to keep its mouth shut?

Telekinesis: the object can move inanimate objects, but not itself. What are its limits? (Size? Range? Material? Form?)


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dragonbornknight
1 year ago

“Do I Know Someone Who Can Help Us With ____?” (2d6)

2. No; the person you thought could help refuses and adds another complication to the situation. (Example complications: they demand payment for a past debt, they are with someone you wanted to avoid, or they call the authorities regarding your illegal activities.) 3. The person you know who could help has gone missing, you’d have to find them first. 4. Yes, but they demand a steeper price than you would expect. Furthermore, if you refuse they will be offended. 5. Yes, but things are awkward between you. The price they ask will be generous, but only after an uncomfortable conversation. 6. Yes, but the help they can offer is sub-par, or only half of what you need. 7. Yes, but they need you to do a small favor for them right now before they help you. 8. Yes, but you’ll owe them one. Could be a future favor they call on, or a cut of whatever money you’re after, or something else. 9. Yes; they’ll give you a good price but it’s not free. 10. Yes, but they don’t seem too happy about it - you’ll have to look for help somewhere else next time. 11. Yes, there’s someone who owes you one and you can cash in that favor. 12. Yes, and that person also gives you an unrelated piece of helpful information.


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dragonbornknight
1 year ago

Random Faction Builder

How many pies do they have their proverbial fingers in? (1d10)

1-4. They are tightly focused on their singular area of influence. Roll once on the following table. 5-6. Roll twice on the following table. The first result is the field they openly deal in, or what those who know them mostly know them for. The second result is the field they are secretly trying to infiltrate or influence. 7. They serve as a mediary between two spheres, or between certain groups within two spheres. Roll twice on the following table. 8. Roll three times on the following table. The first two results are the fields they openly deal in, or what those who know them mostly know them for. The third result is the field they are secretly trying to infiltrate or influence. 9. They’re jugglers, jacks of all trades. Roll three times on the following table for areas they regularly deal in, plus one time for a field they have their sights on breaking into. 10. They’re everywhere. Roll once on the following table for the one circle they can’t show their faces in anymore.

1d6 Circles of Influence:

1. Government/Politics/Law Enforcement 2. Religion/Faith/Cults 3. Crime/Black Market/Underworld 4. Guilds/Trades/Organized Labor 5. Business/Merchants/Corporations 6. Knowledge/Information/Research

Now, roll 4d6 and assign one die to each of the following attributes, then look at the total on the last table:

Group Size

1. Just a few people devoted to a cause. 2. Enough people that it’s hard to get them all in a meeting together, but not enough people to really split into multiple sub-groups. 3. Enough people to crew a large vessel 4. A pretty big group, church congregation sized. 5. Enough people to populate a neighborhood. 6. If this entire group mobilized it would be a full-scale army.

Financial Power

1. Broke. It’d be a dream just to break even. 2. Surviving. They can get what they need, but can’t afford to expand or to have a large unforeseen expense. 3. Middling. Can use money to further their agenda but must be selective about doing so. 4. Comfortable. This group can afford to make investments. 5. Well-off. Their investments are paying off. 6. Rolling in it. They can solve most problems by throwing money at them.

Age of Faction

1. Brand new. This faction hasn’t existed long enough to have done anything of note. 2. Recent. This faction is probably still made up mostly of founding members, but has had time to make a name for itself. 3. Established. People remember this faction being founded. It may have some original members, but if it does they are old. 4. Pretty Old. This group was established before the oldest currently living generation was born, but in the lifetime of their parents or grandparents. 5. Old. This group was founded hundreds of years ago and has played a roll in many historical events. 6. Ancient. This group may predate the current civilization, and is seen all throughout history books.

Expertise

1. Bumbling. This group is incompetent and lacks basic knowledge. 2. Shoddy. They know just enough to get themselves into trouble. 3. Mediocre. There are no experts in this group but they have meaningful skills. 4. Competent. This group employs some actual experts but still has real gaps in their abilities. 5. Highly skilled. They may not be the absolute best in the business but this group can use skill to address most challenges. 6. Only the Best. This group has a reputation for their expertise.

Total - Overall Faction Influence

4-8  Nobodies. Who even are these losers? 9-12  Small fish in a big pond. This faction has an impact on certain individuals or niches, but are still unimportant enough that none of the big players pay them any mind 13-16  Up and Coming. Enough influence that they need to be careful not to upset the highest tier factions lest they get squashed. 17-20  The big leagues. This faction has a great deal of power but is not infallible. 21-24  Powerhouses. If there is only one faction at this level, they are functionally in charge of the society. If there are multiple factions at this level, their conflicts and machinations can have devastating fallout for ordinary people.


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dragonbornknight
1 year ago
Design Comm For A “gilded Thorn” Mage

design comm for a “gilded thorn” mage


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dragonbornknight
2 years ago
Last Of The Location Plot Hooks. Support Or Commission Me Here!

Last of the location plot hooks. Support or commission me here!


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dragonbornknight
2 years ago

Quest generator [alpha]

I did a thing again :) this time - a quick quest generator for a DM

What do we have here:

Quest Generator [alpha]

a character and their vibe

their attitude towards party

the quest

"RARITY" of the quest (optional)

This will be good for a situation where you have literally nothing on your hands or if party doesn't like your dragon-slaying quests but interested in Boblin the goblin's story.

I consider the "rarity" the most interesting part of this. Will this "delivery of a harmless plant" be a walk in the park or does the fate of the country depends on it? Only RNGesus knows :)

Will it be updated?

Who knows, maybe

English version here

Russian version here


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dragonbornknight
2 years ago

Making Choices Matter

When a player makes a choice in the game, they want that to matter.

That sounds extremely simple. No shit, right?

But that's actually something that I think a lot of GMs overlook, or don't realize.

When your player makes a choice during character creation, picking an offball skill or a weird feat or a strange subclass, they are literally communicating to the GM: "I'm interested in this."

I've made this opinion before, but in my opinion the true core tenet of GMing a game is to cater to your players. After all, you're putting on a little show for them. They're your friends, and you deserve to have fun as well, of course; but they are making decisions and they would love it if those decisions mattered.

This came up because there's a new playtest for the Dragon Game and in it, Paladins are no longer immune to disease or able to cure it with their Lay On Hands feature. I saw a post that said, "[That feature] made using diseases trivial in a game with a paladin."

I argue: The entire point of taking the feature is so that you can use diseases and let the Paladin player feel cool.

I would actually include disease in a game that otherwise did not include it, if we had a Paladin in the party. I would go out of my way to do that.

Because it's really cool if you say, "Okay, everyone who failed the save now has a disease," and the Paladin player pipes up and goes, "Wait a minute! I'm immune to disease! Fuck yeah!" The player feels super cool now. And if they're high enough level, the Paladin can use Lay on Hands to make their friends cured of the disease. That's something that literally no other character in the game would be capable of!

But this other person...they're just gonna never include disease in the game if they have a Paladin in the party, because they don't want to see the players succeed, I guess. Which, to me, is fundamentally the wrong approach to having a fun time with your friends.

I design these challenges to be overcome. I know as soon as I put a huge fucked up monster in front of them and say, "Haha, this thing has 3 attacks and legendary actions, you guys are fucked," the whole point is for them to destroy it. The entire reason I have this monster here is for them to kill it and win.

If your player makes a choice and you never cater to it, they have wasted that choice. This player wanted to be immune to disease! They thought it would be super cool if the enemy spewed out some horrifying shit that grows boils on your skin or whatever and they get to just go, "Nope, I don't even have to make a save, I'm literally immune to it. Die, monster! You don't belong in this world!" But because they have a bad GM who doesn't cater to their players, and in fact plays against them, they never get to have that cool moment. It never happens for them. They wasted their choice.

And I think the worst thing a GM can do is waste a player choice. They could have picked something else, but they didn't, and now they get nothing, and that sucks.

Now, the dragon game is FULL of choices. You aren't obligated to include disease for every game you have a Paladin in. That's ludicrous. A class, especially in 5e, is a huge package of multiple features and ideas, and it's basically impossible to cater to and include every single one throughout the campaign. Some of it you'll just fucking forget exists. Hopefully, you are a good GM, and communicate to your players when they make a character. Hey, Divine Health isn't even a feature you have to pick, you just get it. So maybe your Paladin player couldn't give a shit less about it. No harm, no foul. But to outright say, "I'm never using disease in a game with a Paladin," is pretty absurd to me.


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dragonbornknight
2 years ago
Ideas For The Druid!

Ideas for the druid!


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dragonbornknight
2 years ago

I don’t think magic items should be named after their function, but their story.

In Dungeon Crawl Classics, there’s a chapter on magic items that briefly mentions that magic items are rare and powerful to the point that any one magic item is probably quite famous. That fame usually comes with a name.

So a particular flame tongue sword might be called “Hellfire” or “The Sword of Durageddon’s Bane”. A particular bag of holding might be “Kingslocks” or “The Blinding of the Gorgon”. These items get their names from the adventures they were involved in, which to me is a lot more interesting than a name that is purely functional.

Those functional names make the items feel less magical and more mechanical to me. If a bag of holding is recognisable as such, it must be fairly unremarkable to just have a generic name - implying that a great many people own one. It’s like owning a Ferrari racecar (impressive, but you’re hardly the only one) versus owning “The Carriage of the Ninth Angel” that is famed for being blessed by three angels with three heads in preparation for its death race against Satan himself.

I bought a zine recently (Through Ultan’s Door: Downtime in Zyon) that has a simple system for making magic items:

Commission a master artisan to make you a masterwork (a sword, armour, or book)

Use that item in a quest in an interesting way (such as slaying a particularly powerful foe)

That item, by becoming part of a spectacular story, then takes on magical properties once given a suitable name

Lots of players find it boring to find a generic +1 sword or what have you in dungeons, so I think this is a good solution to make it more interesting. And suitably mythic!


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dragonbornknight
2 years ago
Some Fun Ideas For Warlock Pacts. You Can See The Rest Of This Series On My Kofi! I Appreciate All Tips.

Some fun ideas for warlock pacts. You can see the rest of this series on my Kofi! I appreciate all tips.


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dragonbornknight
2 years ago
dragonbornknight
2 years ago
Flamingo Wyvern

Flamingo Wyvern

This one is a hybrid between a flamingo and a wyvern, as the title says! It’s one of my favourite creature designs that I did actually!


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dragonbornknight
2 years ago
Cemetipede – Tiny Undead, Unaligned
Cemetipede – Tiny Undead, Unaligned
Cemetipede – Tiny Undead, Unaligned

Cemetipede – Tiny undead, unaligned

This peculiar creature is a rare but notorious critter. Once the darkness it stems from is stripped of all its flesh, it emerges and intrudes into to the world of the living – crawling through the smallest cracks of doomed tombs and cursed caskets. The cemetipede is driven by an insatiable hunger and nests close to places where food is plenty. It infests the pits of overcrowded graveyards, snatches rotting remains from shunned battlefields or creeps through the soggy sewers beneath the local butcher’s shop. Reeking of undeath, the cemetipede quickly turns from a pest into a menacing threat for any settlement close by, especially when gathering in decently-sized groups and food supply is running low…

🔮 If you like my work, kindly consider to support me on Patreon to gain access to monster pages, tokens & artwork of 200+ of quirky creatures, items and potions.


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dragonbornknight
2 years ago

Daisuke Samejima, “Flatball 2019 No.03“


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dragonbornknight
2 years ago
A Pair Of French Chestnut Crushing Clogs Used In The 19th Century. These Shoes Were Worn By Farmers To
A Pair Of French Chestnut Crushing Clogs Used In The 19th Century. These Shoes Were Worn By Farmers To

A pair of French chestnut crushing clogs used in the 19th century. These shoes were worn by farmers to trample on chestnuts and acorns to separate the nutmeats from the shells so it could be ground into flour.


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dragonbornknight
2 years ago
image

Scrimshawed Sawfish sword with Sailor’s Rights and a whale, America, 19th century

dragonbornknight
2 years ago

Business and Crime revisited (d&d 5e)

I recently posted a set of guidelines for using 5e running a business mechanics as a means of bootstrapping player owned criminal enterprises.

My players requested a campaign with gameplay and adventures centered around owning businesses, building a home, and running a criminal enterprise. So, I started looking into the RAW mechanics and found it kind of lacking. So, I’ve taken it upon myself to expand business ownership mechanics to better suit being the main focus of their downtime gameplay, as well as tying in mechanics for criminal enterprises.

These mechanics include:

Buying businesses from previous owners.

Running businesses in cycles of 30 days, with 6 intervals of 5 days.

Using businesses as fronts for criminal enterprises.

Running multiple businesses as a conglomerate.

Side quest plot hook table (complications)

Business And Crime Revisited (d&d 5e)
Business And Crime Revisited (d&d 5e)
Business And Crime Revisited (d&d 5e)
Business And Crime Revisited (d&d 5e)
Business And Crime Revisited (d&d 5e)

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dragonbornknight
2 years ago
DM Tip: The Trouble With Treasure/ An Alternate Wealth System

DM Tip: The Trouble With Treasure/ An Alternate Wealth System

If you’re a player or dungeonmaster who’s at all interested in game design you might’ve noticed D&D’s treasure and economy systems suck. You also might have noticed even if you’re not interested in game design, because the longer you play d&d the more it becomes glaringly obvious that the game doesn’t actually HAVE a treasure and economy system despite pretending otherwise.  This is a major problem given that seeking riches is one of the default adventuring motivations, and largely stems from the fact that back in ye-olden days gold was directly related to experience points, so wealth accrued exponentially in line with the increasing cost of levelling up. This is why magic items cost to damn much despite being not only a staple of the genre but absolutely necessary to the long-term viability of certain classes (as I discuss here in my post about gear as class features).  

After being cut lose however, nothing was really DONE with gold in d&d from a gameplay perspective: Treasure generation largely fell to dm discretion or random tables, and the useful things a party could buy steadily shrunk to the point where characters could be stuck with their starting equipment for an entire campaign.  “Too much gold and nothing to spend it on” became one of the major criticisms of d&d 5e, but only touched on the problem that without something worthwhile to spend treasure on the party has less and less reason to venture into the dangerous unknown, take dodgy contracts, or perform any of a half dozen other plot beats that make up traditional adventuring.

 The system likewise breaks down once you pass a certain threshold of wealth, or once you try to model larger economic activities: divvying up a lockbox full of dungeon plunder to reequip your heroes before launching out on the next mission works great for the first couple of levels, but completely falls apart when you’re dealing common enough story tropes such as running a business, transporting cargo as merchants, or caring for the estates around a castle.

What I propose is splitting d&d’s economy into two halves: Wealth, which represents the piles of GP and other coins the party carries with them, and Resources, more abstract points which chart how plugged in the party is to local systems of production, trade, and patronage.

If you’d like an explanation of how these systems work, and how they can improve your game like they improved mine, I’ll explain both of these mechanics in detail below the cut, as well as subsystems that let your party open businesses, operate estates, build castles, and make a living as merchants.

Keep reading


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dragonbornknight
2 years ago
Greetings!

Greetings!

The infiltration has been a success so far. The crafty heroes have managed to get inside the cult without them noticing their intentions.

After an initiation that almost went horribly wrong, several gruesome missions and a lot of false prayers to Baphomet, they have finally gained the right to visit their dark church.

Besides taking the cult down, they hope to gain access to the Labyrinthine Teleporter: a magic device of immense power capable of taking them to Baphomet’s Labyrinth and many other planes.

But tonight is Offering Night, and a sacrifice is on the schedule too. Can they stop all the evil plans before they are discovered?

You can see a preview of this map’s Patreon content by clicking here.

If you liked the map I’d be extremely thankful if you considered supporting me on my Patreon, rewards include higher resolution files, gridless versions, alternate versions, line versions, PSDs and more. Thank you!


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dragonbornknight
2 years ago
A New ‘Snow’ Variant For Our Jungle Stream Battle Map

A New ‘Snow’ Variant for our Jungle Stream Battle Map

Owners of my old ‘Jungle Stream’ battle map can now download an additional 'Snow’ map variant for free!

→ Find it on 2-Minute Tabletop


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dragonbornknight
2 years ago

Want to play some cool underwater adventures in D&D? Check out Beneath the Waves on DMs Guild!

This book I've been working on with a bunch of amazing creators has a load of rules, player options, and new monsters plus a level 1-5 mini campaign!

It's beautiful (look at these pieces by Angela O'Hara and Kendal Gates!) AND it's currently 1/3rd off!

Want To Play Some Cool Underwater Adventures In D&D? Check Out Beneath The Waves On DMs Guild!
Want To Play Some Cool Underwater Adventures In D&D? Check Out Beneath The Waves On DMs Guild!

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dragonbornknight
2 years ago
Hilltop Tower [30x45]  Posted Byu/wizgrids

Hilltop Tower [30x45]  posted byu/wizgrids

Check out Tabletop Gaming Resources for more art, tips, and tools for your game!


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dragonbornknight
2 years ago

Exciting Side Quest Idea #2:

Have the party be kidnapped! They wake up, wearing commoner clothes, and all of their items gone.

They only have an empty waterskin and 2 days worth of rations.

They are then hunted by the people who captured them (a small party of nobles with a 1-2 level advantage on the players).


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dragonbornknight
2 years ago

Dungeon Masters, don’t be afraid to challenge your players!

Sometimes you need to really throw something threatening the party’s way, something out of their league. Not in a DM v Players situation, in a genuine reaffirmment that stakes are real and character death is possible. The goal is never to kill players, but a truly terrifying and epic fight is sure to leave the players feeling awesome for defeating such a powerful enemy.

Challenge Rating is not an accurate measurement of a creature’s strength, a single CR9 could be easily beaten by a band of level 4s. I won’t go into action economy because that’s not what this post is about.

So how do we throw a deadly encounter at our players to make them feel cool?

Well first, pick or redesign a monster to play to the party’s strengths in subtle ways.

Have an archer PC? Give the monster a vulnerable point that’s hard to hit. For example in my most recent game a low level party fought a large clockwork dragon, illusionist and a swarm of cultists, the dragon had 3 weaknesses 1. A maintainance hatch that if hit could deal critical damage, perfect for a rangers well placed and timed arrow to hit. 2. A combustion engine that could be extinguished briefly using our sorcerers water or ice spells. 3. Legs that were vulnerable to attack from the barbarian causing it to lose movement. These weak points were hard to hit and required tactical thinking to approach and exploit adding complexity to the combat. This could be achieved in many ways, perhaps the basalisk has a soft underside that would leave it vulnerable if they could get close enough to strike it, or the armour of a battle ogre has a cannon shot hole in it perfect for a well placed arrow. Make these weak points easy to spot, and hard to act on without forethought.

Second, tailor the environment to the encounter

If your monster is too powerful, give the players pillars and tables to duck for cover behind. Hanging chandeliers or breakable platforms are great assets to an offensive and battlefield changing encounter. But these features aren’t exclusively helpful, powder kegs and coal heaps are great for both players to utilise in strategic attack but also pose a constant threat to anyone close enough that a well placed scorching ray may leave them unconscious. Chances are your players will take on the information and strategise, luring a creature to a dangerous place or having to choose between facing the beast head on or risking a trip over the rickety bridge. My last campaign ended with the PCs ultimately tricking a demon lord to the edge of a cliff before banding together to trip them over. A good set piece may be the foundation to a satisfying fight! (This applies to all encounters not just boss monsters)

Finally, Don’t pull punches!

The players will be way more proud and excited about their victory if it’s earned. Yes, there is a time and a place for fudging rolls or having a monster not attack the lowest health character for a while. But don’t rig the combat, to challenge your players and give stakes to your game the reality that PCs can die is important. So yes, don’t go all out on the players with a monster well out of their league, but definitely don’t turn the frightful beholder into a plush toy who’s eye beams keep narrowly missing while it sits and soaks up damage. There’s a very fine balance you have to find between keeping the fight even and keeping the fight threatening. But in my experience if one or two PCs are downed and the healer is scrambling to save them both, as the fight comes to a close and everyone barely scrapes through alive are usually the ones that get the best reactions. Again the goal is NOT to try and kill PCs, the goal is to push your players to strategise and earn their victories and feel AMAZING going it!

If anyone has any further advice or just stories of a perilous battle feel free to share them, and remember the number one rule of D&D is that everyone should be having fun!


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