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madigan99 · 4 years
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50 Rumors And Hooks...
A bandit gang preys on wounded and weary adventurers as they straggle down the road from the dungeon to the city. 
A black cloak was stolen from the Burnt Bridge tavern last night; sewn into the hem is a treasure map.
A gigantic egg appeared in the town square last night. No one knows what might hatch out of it, but it’s going to happen soon.
A deity walks the city streets disguised as a humble mortal. 
A hot-tempered knight has promised all his lands to his brother if he is bested at the upcoming jousting tournament.
A leading churchman has announced a heretical doctrine; his fellow priests have demanded that he recant, on pain of excommunication. 
A wrestler named Drón Goldentress will perform three great quests for anyone who can beat her in a match. 
Agitation grows in a neighboring land for a renewed war against the kingdom. 
An eerie dog with glowing eyes stalks the city at night. The magnificent sorcerer Furioso was bitten by it, and now he can barely remember his own name.
Ditchdiggers unearthed an ornate tin casket the other day. They can’t figure out how to open it, but won’t let anyone else try, either. 
Drinking a poison surely meant for someone else, the meek baker Oswald dropped dead in a tavern last night. 
During the day, the headsman’s daughter appears rather homely, but under the moonlight, she is the fairest young maiden in the realm.
Every hundred years or so, a black, venomous rain falls on the city, killing hundreds of people. A recurrence is months overdue. 
The Superordinate Six, a band of famed adventurers, have failed to return from an expedition to the Rat City ruins. 
Goblins tunneled a good distance under the city walls last year, but the authorities covered it up. 
Grave robbers have been digging up the bones of slain adventurers. They must be working for a lich or evil wizard. 
Luriez the horse trader is auctioning off Bravo, a clever and magnificent steed. His former owner, a luckless mercenary, lost him in a dice game. 
Magic items sold by Antesos Three-Beard have a peculiar way of finding their way back to his shop after the purchasers die. 
Many of a famous knight’s heroic feats were in fact performed by his squire, a young girl dressed as a boy.
Mercenaries have taken sanctuary in the temple; the high priests want them out but are forbidden by the tenets of their faith to expel them. 
Pound for pound, the most valuable treasure in town is not silver or gold, but the cache of saffron hidden in the spice merchant’s shop. 
Priestess Ciana has great healing powers, but those she raises from the dead sometimes take on her personality traits. 
Pulsing green lights are frequently observed near the abandoned mines south of the city. 
Recent rains flooded the catacombs beneath the city; strange things are floating to the surface.
Someone is stealing all of the town’s church bells. 
Somewhere in the city, the priceless Altar of Kych is hidden in plain sight.
The armorer Casabon just received a shipment of Zhenish steel, which will make fine blades for those who can afford them.
The astronomer Harun the Subtle reports sighting a circle of new red stars in the sky. The Royal Astrological Society has offered a reward to anyone who can conclusively explain the meaning of this omen.
The beloved singer Dulari has fallen prey to a terrible illness, one the healers can’t cure. 
The bullying city watchman Moyalva has been extorting money from the weak and helpless.
The courtier Vivando has fallen out of favor with the king, who suspects him of having eyes for the princess.
The exiled prince of Cadis unwisely dismissed a churlish servant who knows too much about his master’s business.
The feathers that rained down on Beggar’s Alley last night came from the wings of battling archons.
The floorboards beneath the Trembling Pig Inn are hollow and full of stolen gold.
Pirates have disrupted grain shipments meant for the kingdom; starvation looms if traders cannot resupply in time.
The high sheriff becomes violently enraged if anyone accuses him of having orc blood. 
The king is a usurper who has the real heir to the throne chained up in his basement.
The king plans to build new watchtowers around the city. Laborers, once desperate for work, will soon be hard to hire.
The king’s chief minister plans to step down, making way for his clever but abrasive protégé. 
The philosopher Frabreck has released another pamphlet arguing for the conquest of the orc lands, so that its peoples can be liberated from evil and placed under the king’s benevolent rule.
The rancher Septimus is raising a flock of strange reptilian beasts on his farm.
The retainers of an unpopular knight quelled an uprising on his lands by fi ring crossbows into an unarmed throng.
The rich merchant Zaguant has learned that pirates have sold his son into slavery.
The son and daughter of two rival merchant families eloped a few weeks ago. Both fathers offer a reward for the son: his father aims to protect him, but the girl’s wants him dead.
Whenever a member of the murderous Lampedusa clan is slain, the weapon used to deal the death blow is permanently imbued with powerful magic.
The young adventurer Brialda carries a shield bearing the crest of the Acatero family, even though, as an illegitimate daughter of that clan, she is not entitled to it. 
An ancient throne lies buried in a field nearby. Anyone who sits on the throne for an entire night will rise from it a wise man or a lunatic.
They say that if you listen long enough to the water lapping against the shore near the statue of King Brand, you will hear the name of an innocent person you are fated to kill. 
They’re slaughtering more than just cows and sheep at the old abattoir down by the piers.
Whenever ravens gather on the clock tower, a mighty hero dies. 
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madigan99 · 6 years
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Creating a Character Arc for D&D
So I saw someone ask a question that I myself have asked before. I have seen the problem take place all the time with no one really knowing what the problem is and whether or how to fix it. That question was:
How do I make a character that I won’t get bored with?
I have often seen people make characters that seem really cool and badass and have plenty of backstory and are incomparably unique. Yet, they will get bored of it after a session or two and want to kill off their special character to make a new one. This will go on with people making new characters and never getting attached to one. The solution to the problem is complex with many intricacies, but the main focus of the problem for many people, I think, is that their character has no story.
Creating a Character with a Story
A story, when referring to a character, is how that character changes over time; their character arc. D&D 5e tries to solve this by forcing players to choose aspects of their character background including their character’s traits, flaws, ideals, and bonds. This is all well and dandy, but this alone won’t define a character arc. To create a character arc, figure out how you want your character’s story to begin and how it should end using those four background characteristics.
Traits: A character’s traits could change over time. They don’t have to, but it can create an interesting character. Traits make a character who they are, and in an RPG it is often a reflection of the player. So while traits can change, I would probably suggest to change a flaw, ideal, or bond before a trait.
A trait could become more specific, like from “angry” to “vengeful” once they understand why they are angry. Think of the trait as evolving.
A trait could disappear or be replaced after some moral turning point, like a callous character becoming guilt-ridden or even benevolent after they see the sort of pain they have caused firsthand.
A trait can become reinforced or strengthened based on their decisions. An antihero’s traits would likely follow this route. “Do you see what happens when you trust people? They betray you!”
Flaws: A flawed character is a great character, but a character arc involves a person being confronted by their flaws. Their flaws directly oppose their goal. When faced by their flaws, they either choose to suffer their flaw or overcome it. This is why sequels are usually terrible. A character that heroically overcame its flaw in the first movie is now un-flawed. Be aware of this in an RPG. The character should always have a flaw, even after overcoming a flaw. The only time they should ever NOT be flawed is at the very end of a campaign, facing off against the main antagonist, using all they have learned on their heroic journey.
A flaw could be worsened. Usually a good early option in a character’s arc, as things seem bleaker and bleaker for your character until they manage to overcome the flaw later in the game’s story.
A flaw could evolve or become more specific, much like a trait.
A flaw can disappear or be replaced, especially later in the story once it has been challenged by the game’s story.
Ideals: A character’s ideal is what they believe in. Maybe it’s a religion, moral code, or instinct. A character’s ideal is a great concept that can change in a game. This is where you see tragic falls from hero to villain or redemption arcs from villain to hero. In an RPG, a good player will have strong ideals and a good GM will recognize those ideals and challenge them. This is the moral quandary, and it’s the player’s job to identify it and make a choice that will affect their character forever. Changing an ideal should always be some sort of turning point in a story.
Bonds: A character’s bonds in D&D 5e are their ties to the in-game world. It’s a fabulous definition because it’s sort of like asking “why are you playing this character?” right to your face. If your character has a family, then your character probably cares for them. Or not. If your character had a mentor, you are probably on a sort of hero’s journey from nobody to somebody. If you have no ties to any person in the game world then you are (or should be) finding a reason to belong, maybe a team of other heroes, perhaps? Your bond can affect how your ideals, flaws, and traits change, and they can change your bonds, in turn. Your character makes new memories, meets new people, and experiences new things all the time.
Update all of these things at the end of every session. Whether or not they ended up changing that day, making a habit of checking each session will keep you invested in your character and help to create a character arc. In addition, know where your character begins their arc and how it will end. Talk with the DM about your plans, and they should add some moral and character quandaries to test your character’s… character!
Examples of Character Arcs
Coming of Age: The character begins the game morally or psychologically immature or inexperienced. They grow into a more mature and experienced character by the end of the campaign. A ridiculously blunt way to put it is going from an angsty teen to a true hero. Such an angsty teen could be either a rebellious murder hobo or a distant brooding loner that when a turning point happens, they grow a moral backbone and answer the call to action. Look at Spirited Away, Dead Poets Society, or The Karate Kid.
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Redemption: The character begins as a legit villain with evil intentions but finds a reason to change their ways after a turning point. Maybe they find a moral line they won’t cross and then start to wonder if what they have been doing all along is right. The character is not truly redeemed until other players and other people see them as a changed person, which should finally happen at the end of the campaign. Look at Wikus in District 9, Oskar Schindler in Schindler’s List, or Prince Zuko from Avatar, the Last Airbender.
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Disillusionment: The character believes in one thing at the beginning of the campaign but slowly discovers that what they believe in is morally wrong, utterly pointless, or a flat-out lie. They may go back and forth between believes a few times before making a transition, or they might be in denial. But by the end of the campaign they have realized the true path. Look at movies like Office Space, The Graduate, Conspiracy Theory, or Fight Club.
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Tragic Fall: The character follows the hero’s journey only to make the wrong choice at every turning point. Their morality comes into question, and they just don’t have it in them to change or become a hero, usually thanks to a “fatal flaw.” At the end of the campaign, this character should either retire, die, or be killed by their flaw to be a true tragedy. Look at Hamlet, Tom Powers in The Public Enemy, and McMurphy in One Flew Over the Cuckoo’s Nest.
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Corruption: Unlike the tragic fall, this character is not destined to die. They are destined to become a villain. Rather than refuse a call to action, they have moral quandaries which they make the right choice at first, but then they start to question their choices. They start to think evil is easier or better than good. Then they start making the wrong choices and eventually join or become the villain they were trying to stop in the first place. Look at Anakin Skywalker in Star Wars, Michael Corleone in The Godfather, or Harvey Dent in The Dark Knight.
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Cynic to Participant: This character is a loner and cynic and is miserable because of it. They eventually realize that they cannot accomplish what they set out to do without help. They become less selfish and more cooperative with the rest of the adventuring party. Look at The Incredibles, every buddy cop movie where the buddies don’t get along, and every Batman team-up ever.
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These are the more common character arcs, but there are plenty of different changes that your character can go through to grow, change, or fall over the course of a D&D campaign. Again, talk with your DM about where you are starting and where you want to end up. That way they can insert those pivotal turning points and put pressure on your flaws and ideals!
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madigan99 · 6 years
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Well, this is the map for my upcoming campaign this weekend! I worked on it for a few hours yesterday! It’s hard to see all the town/village/city names but I used ones that everyone suggested to me and a couple I managed to come up with on my own! 
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madigan99 · 6 years
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Making Dragons Deadlier...
D&D Stands For One Thing - Dungeons & Dragons!
And what’s the second part of that name?
DRAGONS!
One of the most famous, if not the famous, creatures in all of D&D History.
And so for the Reptile-Lovers and Exceptionally Cruel Dungeon Masters who just happen to have a few dozen Dragons in their Settings and Campaigns, here’s a selection of Traits and Weaponry to armor-up those special little guys and girls and turn them into the world-destroying weapons of D&D, that we all know and love…
Note: Here is 80+ Traits, Actions, Reactions, Attacks and Much More for all your Dragon-Making Needs…
Keep reading
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madigan99 · 6 years
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Settlement Sheet (by luckpack)
[The following text may have been edited for accessibility]
“This is essentially a character sheet, but it’s for towns and other settlements instead of persons. It’s intended to help guide the creation process and facilitate reading and organization.
I recommend using it with my [NPC Sheets.]
Below are Google Drive download links. All PDFs have two pages: the first one is the front and the second one is the back. The Form Fillable version has no lines, so you can download and print it without filling the forms if you want.
[Settlement Sheet]
[Settlement Sheet, Form Fillable]
[Settlement Sheet, Printer Friendly]
[Settlement Sheet, Form Fillable, Printer Friendly]
I intentionally left some things out from this sheet:
Some DMs like writing down “Notable Items” in their settlement notes, but this has never made sense to me. I view special items as NPC belongings or Quests rewards, not something location specific. 
The prices, foods, drinks and services provided by the local inn, as well as the inventories of stores. Rather than writing all this down for every settlement, I prefer having a single document for every store. I recommend checking this [Traders & Merchants homebrew] and this [Shopping Catalog homebrew.] Both can be referred to whenever players visit any and all stores.
Town random encounters. I don’t do those, personally.
Of course, if you want to write down any of those you can use the Notes section in the back.
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madigan99 · 6 years
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Myths, Creatures, and Folklore
Want to create a religion for your fictional world? Here are some references and resources!
General:
General Folklore
Various Folktales
Heroes
Weather Folklore
Trees in Mythology
Animals in Mythology
Birds in Mythology
Flowers in Mythology
Fruit in Mythology
Plants in Mythology
Folktales from Around the World
Africa:
Egyptian Mythology
African Mythology
More African Mythology
Egyptian Gods and Goddesses
The Gods of Africa
Even More African Mythology
West African Mythology
All About African Mythology
African Mythical Creatures
Gods and Goddesses
The Americas:
Aztec Mythology
Haitian Mythology
Inca Mythology
Maya Mythology
Native American Mythology
More Inca Mythology
More Native American Mythology
South American Mythical Creatures
North American Mythical Creatures
Aztec Gods and Goddesses
Asia:
Chinese Mythology
Hindu Mythology
Japanese Mythology
Korean Mythology
More Japanese Mythology
Chinese and Japanese Mythical Creatures
Indian Mythical Creatures
Chinese Gods and Goddesses
Hindu Gods and Goddesses
Korean Gods and Goddesses
Europe:
Basque Mythology
Celtic Mythology
Etruscan Mythology
Greek Mythology
Latvian Mythology
Norse Mythology
Roman Mythology
Arthurian Legends
Bestiary
Celtic Gods and Goddesses
Gods and Goddesses of the Celtic Lands
Finnish Mythology
Celtic Mythical Creatures
Gods and Goddesses
Middle East:
Islamic Mythology
Judaic Mythology
Mesopotamian Mythology
Persian Mythology
Middle Eastern Mythical Creatures
Oceania:
Aboriginal Mythology
Polynesian Mythology
More Polynesian Mythology
Mythology of the Polynesian Islands
Melanesian Mythology
Massive Polynesian Mythology Post
Maori Mythical Creatures
Hawaiian Gods and Goddesses
Hawaiian Goddesses
Gods and Goddesses
Creating a Fantasy Religion:
Creating Part 1
Creating Part 2
Creating Part 3
Creating Part 4
Fantasy Religion Design Guide
Using Religion in Fantasy
Religion in Fantasy
Creating Fantasy Worlds
Beliefs in Fantasy
Some superstitions:
Read More
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madigan99 · 6 years
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Making your Players Give Up
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image credit: Anne Stokes
This may be a misleading title. What I mean is how to let your players know when to give up. A far-too-powerful monster that you want them to run from as a story element. An NPC that you don’t want them to kill right away. A locked door that has a key elsewhere in the dungeon so they don’t need to spend hours trying to pick the lock. There are times when players will continue to press forward when they should go around or away. Here are some ways to nudge your players to make the right call.
Set a Precedent
Players are VERY tenacious when presented with an obstacle. Many assume that if it’s in the dungeon, then there’s no reason they shouldn’t be able to handle it. Create a precedent early in your campaign that challenge rating is arbitrary. If players choose to enter a dungeon rumored to have a dragon in it at level 1, guess what? There’s probably a dragon in there and y'all are probably gonna die! To make such a precedent, don’t make the impossible obstacle an obstacle. If it’s in the way of the players’ goal, then they will try and face it. If it isn’t, then players might regard it as a sublime sight to behold, but not something they must face. Later in the campaign, when faced with a similar obstacle, they will hearken back to the previous example and can make more educated decisions. Since you have been shown to put a dragon in the level 1 dungeon, then you certainly aren’t afraid to put a Tarrasque in the level 5 dungeon. When they find this big threat, they will be more likely to run instead of assuming they can face it.
Narrate Effectively
Describe the circumstances so that it becomes apparent that this is not an obstacle they should deal with. Let’s take the example of an NPC that you don’t want the players to kill, make it obvious that the character is not a threat. Once I had to convince my players not to immediately kill an NPC that burned down their guild hall and tried to kill them with an assassin. The players, with the overwhelming force of a clay golem at their side, stormed the NPC’s mansion and broke through the guards and made their way to the character’s bedroom. Regular players would immediately kill the character, but I had set the stage that the NPC was a non-threat and may be able to give them more information.
For one thing, the mansion’s defenses were trash. Nothing had presented a difficult threat to the players. The NPC had mysterious motives and was non-confrontational when found. He was also acting strangely. This all lead to the Bard opting to cast Detect Thoughts instead of simply killing them (finding out they were actually a Doppelganger that was willing to bargain info with them). They had plenty of time and weren’t pressured into killing the person despite overwhelming passion to do so.
As the DM, you are the one who informs the players. Fill them in on the situation. Describe how impregnable a locked doorway is. Describe how powerful the enemy is. If you can do this effectively, you may not even need to use other clues to convince players to run away.
Provide an Alternative
Imagine you give the players a fork in the road and they choose to go down one path. Down this path they find a huge locked door made of reinforced steel. You don’t want them to care about this door until later but due to the dungeon layout, the door must be placed here. Normally, the players would try and force their way through using strength checks and thieves’ tools. However, there was another path that had no such door. Because of this, the players might give it one go at picking the lock or checking for traps, but the first time they fail they will likely just check out the other path instead. Sure, players are tenacious, but when you provide a clear alternative, they will take the path of least resistance. Besides, there might be another way around!
Compare a Known Value
Imagine the players have been traveling with an NPC that is maybe a level or two higher than them. Now imagine the players come face-to-face with a creature of unknown power. The PCs assume instinctively that the DM wouldn’t have given them a challenge they can’t handle. However, when the NPC is suddenly attacked by the creature and is immediately reduced to 0 HP, the players now have an idea that if that attack had hit them, they would definitely have died. The PCs will now know to run.
Give the players something that they are very familiar with to compare an obstacle’s difficulty to. At that point it becomes basic math rather than a storytelling cue.
Provide Mechanical Clues
There are several in-game mechanics that can be used to tip a player off to what you’re doing without flat-out telling them. As long as the players feel like they figured it out themselves, it won’t feel like a cop-out.
Ask players for Insight checks to roughly size-up a creature’s power level or drop hints as to how difficult the obstacle will be to overcome. I like to think of Insight checks as “common sense” checks in this way.
If players are facing a puzzle with a solution elsewhere in the dungeon, offer obviously missing pieces like a depression where an object should be placed or a broken tablet or a statue with upward palms like it was once holding something. If players suspect something is missing, they will be more apt to explore to look for the missing piece of the puzzle rather than beat a dead horse.
Players who aren’t immersed might not be able to grasp the gravity of a situation you put them in, but their characters could. If the obstacle for them to avoid is a creature, give it something like a fear aura like a dragon. Stress that it isn’t a supernatural fear, it’s just very frightening. If the characters are too afraid to face the creature, it might be a hint that the creature is very powerful. Dragons have that fear aura for a reason: they should be feared.
Use contrast to compare the obstacle with other less difficult obstacles to make the obstacle seem greater by comparison. For instance, if the players are level 1 and facing a series of kobolds and having a difficult time, when you give them a CR 6 Medusa to face they will suddenly run and hide. They might not know the exact CR of such a creature, but they would at least know the mythology and know to run from the at-will save-or-die petrifying gaze and find an alternative method of dispatching the creature.
//Fun fact, this was a real circumstance. I threw a Medusa at my level 1 group recently. I’ll admit it took them a long time before they realized that they could kill it using a reflective surface (several were scattered throughout the dungeon). One of the players even had a mirror in their starting gear and didn’t think of it until half the players were making death saves.
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madigan99 · 6 years
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Hey there, any advice on how to make a gladiator style boss rush not feel bland? Like players are fighting for their lives in an arena. I feel like after a few rounds it'll get old and that's the last thing I want to do to them
You got it. 
So I reached out to @eagererudite for more context. This situation involves an actual gladiatorial arena with spectators and judges. Also, they’re using D&D 5e. 
How to make arena combat engaging in D&D
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First, a brief aside on game design and the intent of combat in D&D:
There’s two equally valid ways to approach combat in general, old school and new school. 
In old school games (OD&D, AD&D, OSR), combat is treated like a puzzle to be solved through improvisation, cooperation, player skill, and creative thinking. Most PC’s are at a mechanical disadvantage when up against monsters; they don’t have the hit points or the attack bonuses to make straightforward “let’s hit each other with swords until one of us falls down” combat a tenable solution. You have to be crafty, or your character will most likely die.
New school games (D&D 5e, Pathfinder, DW, etc) levels the playing field between PC’s and monsters. More mechanical combat options are available to all characters, not just fighters. Encounters are typically balanced to be “fair” or “equal”. Just straight up fighting enemies is no longer an un-winnable situation, because the focus is shifted from “player skill” to “avatar skill”. 
I bring this up because my advice is rooted more firmly in the old school approach. I think its application is better suited to life or death arena combat.
So how do you present arena combat as being interesting in a D&D game?
Well, I think it’s best to go all in on what a gladiatorial fight involves:
Games where combatants must fight each other under specific circumstances.
Opponents from all walks of life: slaves or prisoners just trying to survive, ex-soldiers trying to make it big, and celebrity gladiators who’re at the top of their game.
Games pitting unarmed or disadvantaged fighters against exotic beasts or animals.
A wild and rowdy crowd, cheering on their favourites and booing the losers, reacting to what the fighters do.
Rough, bloodstained terrain filled with obstacles, traps, and cover.
A capricious judge (or judges) who listens to the crowd before making the final judgment whether a contestant lives…or dies!
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The players should be at a disadvantage here. This isn’t their home turf, and they shouldn’t (immediately) have their usual weapons or spell components. You need to be clear with them: Life is cheap in the arena. If they don’t improvise or fight smart…they WILL die. 
My advice is to have the encounters focus less on back and forth fighting and more on the realities of the situation and surrounding environment. Ask your players “what they want to do” and remind them of what’s around them at their disposal:
Their environment: pillars for cover, sand or dirt, small stones, corpses with discarded weapons or armour. Maybe slanted walls to run or slide across. Pits with spikes maybe. Each of these things should provide a tangible advantage when used (bonus to damage or AC).
Their opponents: Gladiators are seldom dumb brutes. They’ll team up with one another, make hasty bargains or truces, and single other fighters out. Even in one on one fights, they can be chatty…and can be intimidated. A character’s skills can be used here.
Beasts and animals: They can be distracted, or befriended, tamed, or ridden. Beasts only attack if they know they’re guaranteed a kill. 
The crowd: Brave actions impress them, and cowardly actions annoy them. Their cheers or their boos can provide either inspiration (advantage) to fighter’s next action, or disadvantage. Rallying or grandstanding for the crowd can be an action (contested Charisma checks) that grants advantage on the next thing they do.
The judge(s): Ideally, a judge’s temperament and tastes can be ascertained from the arena. What kind of actions that excite them. Do they prize cunning, or bloodlust? Mercy, or revenge? A popular arena fighter pleases the crowd, but a smart arena fighter pleases the judge. Their life is ultimately in the judge’s hands.
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This setup is designed to promote improvisation, which will make every round of combat more dynamic. Remind your players to engage with the environment and characters, rather than look to their character sheets for all the solutions (Some solutions will absolutely come from their skills/spells). 
When possible, don’t have these confrontations be one-on-one. While that can be dramatic and tense, it leaves other players out of the action. Throw everybody into the arena. Gladiator matches should be wild and messy, becoming more straight forward as the body count climbs.
Finally…have surrender be an option. This may be a life or death confrontation, but depending on the feedback of the crowd, fighters might be spared so they might can again. A judge that spares the life of a fighter now owns them. That might seem harsh, but it keeps the game moving forward. Don’t discount it.
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For inspiration, watch or rewatch scenes from Gladiator (2000). See the arena fight scene in Star Wars: Attack of the Clones before all the lightsabers come out. Watch the pit deadite fight scene in Army of Darkness (1992) or the fighting pit scenes in season 5 of Game of Thrones.
All of this stuff is available on YouTube, and will help inspire you when you’re designing terrain and gladiator characters.
I hope that helps, and good luck!
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madigan99 · 6 years
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Drawn from the confused mush that is my DM notes - and in need of great refinement - here’s a little something I use to reward the players and open up long term possibilities for them. More sample banks will follow when I find the page!
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madigan99 · 6 years
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madigan99 · 6 years
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The first installment of my “Drained Magic” series. This one covers A through D with some simple variants of magic items. (Most notably the Deck of Many Things).
The artwork used for the cover is “Vampire Place” by Moonchild-ljilja
If you’d like to see more 5e homebrew, consider supporting me on ko-fi!
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madigan99 · 6 years
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Iconic Cultures – How to make your game world feel familiar, yet alien
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Hullo, Gentle Readers. This week’s Question from a Denizen comes from Daniel, one of the players in my Shattered Pact campaign. He asks, “What do you consider iconic visuals with regards to architecture, artifacts, etc. when borrowing from real world cultures? For example, Minostal had a coliseum and other elements which automatically had us all thinking “Roman”. The northern city (I forget its name) had mead halls, which gives it a Norse vibe.”
Thanks, Daniel. And I believe you’re referring to the city of Sigurth’s Climb in Norhast.
As much as I would like to make the cultures in my games completely alien to Earth’s cultures, I find that I’m hampered by the fact that I grew up on Earth. I am utterly influenced by both history and the literature I enjoyed that informs the setting of D&D. While I can create unique and interesting cultures for my campaigns (and have, I think, with various fantasy races like the Dragonborn, the Tieflings, the Shardminds, etc.), it’s hard to completely ignore everything that’s gone before. I freely admit I’m a Tolkien nut, so when it comes to elves, dwarves, and halflings, I have certain immediate feelings about how they should be depicted that I find hard to shake.
There’s also a good reason to base D&D cultures on real world cultures – people understand them as a kind of shorthand. If I depict a human culture that’s completely alien to the experience of my players, then I have to explain it in great detail, showing the nuances of all the different elements of that culture that the characters interact with. If, on the other hand, I describe them as being tall, blond folk from the north with a rich seafaring culture, mention mead halls and longships with animal head carved on the prows, and use names like Narvi, Hilde, and Sigrund, I know my players will immediately begin to imagine them as being Norse in nature. This acts as a shorthand that can give my players an instant comprehension of the people and let them make certain assumptions.
Many of the lands of my Shattered Pact campaign are, like many campaigns, meant to evoke a feeling of medieval/renaissance Europe. There are lands that are meant to feel like the British Isles, Russia, Scandinavia, the Byzantine Empire, a kind of fantasy Cajun bayou, ancient Rome, the middle-east, Greek city-states, China, India, and more. Whenever I want to expand on the flavor of these places, I try to mix up a combination of real world cultural elements and fantasy themes.
As an example, there is Summerlund. The south-eastern reaches of Summerlund are meant to represent the Byzantine Empire. I’ve described domes and arches in their architecture, the robes and togas they tend to wear, and features in the great capital city such as a great Amphitheater, public baths, great marble universities, and so on. Peoples’ names are meant to evoke the feeling of ancient Rome/Byzantium as well, with names like Hadrios, Iartius, Philomenia, and Mariana being examples. As one travels north and west through Summerlund, the countryside becomes more like England. The weather is cooler, the terrain more forested, and the peoples’ names a bit more English, such as Tristan, Talbot, Rosalie, and Margaret. Buildings tend more towards thatched roofing and window coverings of pressed horn, and there’s much less marble used.
I don’t know if I have specific cultural touchstones for different cultures. Instead, when I want to evoke a specific cultural flavor, I think of that prior to the game session and jot down a few notes. For example, if I were setting a scene in the city of Deshaba, which is meant to feel like a city from the Arabian Nights, I might think this over and jot down notes like:
-          Rich clothing
-          Scimitars instead of swords
-          Camel markets
-          Open air bazaars
-          Baskets full of colorful spices
-          Elegantly brocaded carpets for sale
-          Delicate minarets and golden domes
-          Spicy kabobs of meat sizzling on grills over open fires
As the players investigate the city, I might weave in a few elements, saying something like, “As your ship docks, you look out into a city that boasts many graceful minarets stretching into the sky, and broad, round golden domes with the shape of an onion to them. The dock area soon gives way to a large city square, bordered by whitewashed, crenellated walls. Within, many elegant carpets are laid out, each one a small shop in a kind of open air bazaar. One seller has baskets of colorful spices you don’t recognize, and the smell of sizzling skewers of meats cooking over open fires manages to overpower the smell of the camel sellers. The calls of sellers, each trying to outdo the next, ring out like song, calling, “Baubles! Bangles! Beads!” (And yes, that’s a musical reference…so sue me!)
Daniel, I hope this helps you see how I try to use cultural elements to paint a picture that’s both familiar and fantastic for you and the rest of the group. DMs, I hope this gives you some ideas on how to conjure a culture’s essence for use in your own games!
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madigan99 · 6 years
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More often than not I’ll crack into a sprawling fantasy series and, while I appreciate the luscious descriptions of furniture, landscapes, and clothing, all I’m focused on is that I don’t actually know how this world works. I only know what it looks like.  
Including some functionality to your universe can add to immersion and give your reader a strong foundation on which to build their mental model of your universe. 
You certainly don’t need to use all of these questions! In fact, I recommend against that, as all of these certainly won’t make it into your final draft. I personally find that starting my worldbuilding off with 5 to 10 functional questions helps pave the way for glittery and elaborate aesthetic development later on.
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How is the healthcare funded in your world?
How does healthcare functionally differ between the wealthy and the poor? (i.e. can only the wealthy go to hospitals? do poor families often have to rely on back-alley procedures?)
Where are health centers (i.e. hospitals, small clinics, etc.) organized in your cities?
Does it differ in smaller towns?
How does this affect people’s ability to get healthcare?
Is healthcare magical, and if it is, how does that affect the healthcare system? 
If healing is instantaneous, how does that affect people’s views on injury, illness, and chronic ailments?
If you have both magical and physical healthcare, which one is deemed superior and how does that affect society? 
What illnesses are common in your world? 
How does this affect daily life? 
What do the people in your world think illnesses are? 
Is it a miasma theory? 
Humor theory? 
Demons? 
Do they know about biological viruses and bacteria? 
How does this affect healthcare?
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How do people get water? 
Is the water sanitary and if not, how do they sanitize it?
How does agriculture work? 
Is it large corporations or individual farms?
What sort of agricultural technology exists in your world and how does it affect food production?
Are farmers wealthy or poor?
What sort of natural resources does your world/country(ies) have and how are they obtained?
How does this affect the average wealth of the country?
How does this wealth affect the culture? 
What livestock or beasts of burden are most valued? Least valued? Why?
What is considered a luxury good vs. a regular good?
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What forms of transportation does your world have?
What classes use what forms of transportation?
How far has the average citizen traveled, given your transportation limitations?
Which cities are the most accessible and which are the least? Why?
How do popular transportation methods change how cities/towns are laid out?
Does your world have public transportation? What is it?
Is there a coming-of-age aspect to travel?
Describe your world’s postal system or whatever equivalent there is. 
Who pays for it? 
How reliable is it? 
Are there emergency methods for transporting information?
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How does your world keep time (i.e. watches, sundials, water clock, etc.)?
Does your world have a currency system, barter system, or something else? 
If you have multiple countries, do different currencies have different values across said countries?
How does this affect travel?
Do you have banks in your world and if so, how are they run?
Who owns the banks? Government? Wealthy? How does this affect the economy and/or class system?
How does credit operate in your universe?
Does your world operate more on big corporations or small business? Something in between?
How are workers/labourers treated in your world? 
Are there workers unions and if so, what are common views on unions? 
Describe your tax system. If you don’t have a tax system, explain why and how your world is affected by that. 
Can certain social classes not own property, certain livestock, certain businesses, etc.? Why?
How are business records kept? Are business records kept?
If your world has technology, does your world prioritize developing entertainment tech, communications tech, transportation tech or something else entirely?
What does this say about your world?
How does this affect your economy?
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To the closest approximation, what type of government does your world have? 
How are rulers/presidents/nobles put in place? 
How much power does an individual ruler have? 
Is there a veto process? 
If you have multiple countries, do they have different types of rulers?
Describe any large-scale alliances (i.e. countries, factions, etc.) that are present in your world. 
How did they come about and how are they maintained? 
Are they strained or peaceful? 
How does it affect the greater politics of your world?
Describe how wars are fought both internationally and nationally. 
Do methods of war differ between countries/races? 
What about philosophies about war?
If there is a military, what is its hierarchy structure?
How does the military recruit?
Is the military looked upon favourably in your society?
What weapons are used by each country/type of people during warfare, and how does that affect war strategies?
Describe the sentencing system of your world. 
Is your accused innocent until proven guilty, or guilty until proven innocent?
How are lawbreakers punished? 
If you have prisons, describe how they are organized and run, and who owns them. 
Does differing ownership change how the prisons operate?
What are the major ways in which laws between countries vary? 
Do laws between cities vary? If so, how and why?
How does citizenship work in your world? What rights and privileges do citizens have that others do not? 
Can certain classes or races not become citizens?
Are there certain taboo subjects or opinions that artist/authors/musicians are not allowed to depict (i.e. portraying the official religion in a negative light, explicit sexual material, etc.)? What does this say about your society?
How do people get around these censorship laws?
What is the official hierarchy of duty in your world? (i.e. is family the most important, or patriotism? What about clan?)
How many languages are there in your world, and how many languages share a common origin? 
How many people are multilingual? 
Which language is the most common?
How is multilingualism viewed?
How are different languages viewed? (i.e. is one language ugly/barbaric while another is romantic and sensual?)
Feel free to add your own questions in reblogs or in comments!
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madigan99 · 6 years
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D&D Classes, Simplified
Playing 5th edition for the first time and feeling overwhelmed? Here’s a quick glimpse into the classes.
Barbarian
Fundamentally: It’s like when you step on a Lego in the middle of the night and for a moment your capacity for rational thought is eclipsed by the fact that the entire world must tremble before the unfathomable depths of your wrath. Only with fewer Legos and more swords and stuff.
Mechanically: You can go into a rage in battle that diminishes the damage you take and increases the damage you deal. A lot of your fighting is based on high-risk, high-reward strategies, intimidation, and instinct rather than careful calculation.
Bard
Fundamentally: The words you speak change the shape of the minds around you. You’ve taken motivational speaking to a whole new level. You can also insult someone so hard they die from it.
Mechanically: Your day-to-day repertoire of spells stays the same (once you’ve learned a spell, it tends to stick in your head) and also pulls from a lot of different specializations. You can also inspire your allies, mess with your enemies’ morale, and, yes, insult someone so hard they die from it.
Cleric
Fundamentally: You’re pretty tight with some sort of higher power who’s granted you abilities commensurate with their sphere of influence. You might be a warm and fuzzy beacon of light and love, you might heal the sick, or you might make swarms of insects descend on your screaming foes. God stuff, you know?
Mechanically: You have access to a huge number of spells but don’t know them all off by heart, so every morning you spend some time in prayer and contemplation to make sure a few of them are ready at your fingertips when you need them most.
Druid
Fundamentally: You can turn into animals and control a lot of powerful magic that’s tied in with nature and the elements. You also may have read too many Animorphs books as a kid.
Mechanically: Much like clerics, you have a huge number of spells potentially at your disposal but have to concentrate each morning on picking out which ones you’ll pack with you. You can also, you know, turn into animals. That’s a thing.
Fighter
Fundamentally: You probably watch a lot of action movies and wince every time a character pulls off an amazing fight despite not having any experience or training. You’ve worked very hard to learn strategy, tactics, and precision, and when the stars align, the whole battlefield is yours to control.
Mechanically: Depending on your specialty, you’ll have a variety of abilities to make combat go a little more smoothly for you and your friends: taunting enemies so they focus on the right people, shielding your squishier allies, or just doling out an absurd amount of hurt.
Monk
Fundamentally: You think people get a little weird about their swords; you’ve never needed more than just your fists and maybe a good stick. You’re highly trained and absurdly dexterous: if someone tries to pull a coin out from behind your ear, they’ll probably find themselves with a rabbit in their hand instead and no idea what happened.
Mechanically: You’re so quick that you can snatch arrows out of mid-air. You’re also very centered on precise, devastating strikes, and have a store of ki points that allow you to do special attacks/defenses.
Paladin
Fundamentally: While clerics are generally a little more buddy-buddy or reverential with their divine patrons, yours is something more of an… employer. You know how it is when you’re on the clock: sometimes you gotta do your best to be the good you want to see in the world, and sometimes you gotta swear to enact vengeance for ancient wrongs. It’s a living.
Mechanically: Your singularly goal-oriented abilities are a blend between magic and more traditional combat, and you can frequently use magic spells to imbue weaponry with divine power. You also have an impressive ability to suss out both strong good and strong evil.
Ranger
Fundamentally: You know the wilderness pretty darn well (and probably complain about weekend hikers a lot). Your idea of a good time is being dropped in the woods without a map and having to puzzle your way out, preferably while hunting a few monstrosities along the way…
Mechanically: Your experience and survival instincts will serve you especially well in particular regions (a favored terrain you select) and against particular enemies (a favored type you select). You pick up a bit of magic here and there, mainly to help yourself and your friends make it through the wilderness unscathed.
Rogue
Fundamentally: You’re a very sneaky person who figures the best battle is the one that you ensure is over before it even gets a chance to start… mostly because you know if you get cornered you’ll probably get squashed like a bug. It’s probably a good thing that you’re so stealthy you practically vanish into another dimension.
Mechanically: You get huge bonuses and incentives for attacking first or when an opponent is distracted. You’re also notoriously quick-fingered and can be assured that if something ever goes missing, every eye in the room is going to be looking at you. Whoops.
Sorcerer
Fundamentally: You’ve got some powerful magical abilities that just sort of… happen, and your control over them is a little shaky at best. But it’s fine, it’s all good, you’ve got it handled. That tree was always on fire, right?
Mechanically: You learn a limited selection of powerful spells that are always at your disposal, and also gain access to a pool of Sorcery Points that will let you further manipulate your magic as you get more and more comfortable with your spellcasting.
Warlock
Fundamentally: Some incredibly shifty and absurdly powerful ancient being decided you seemed kind of neat, so they were all, “Hey, how would you like to have some seriously freaky magic in exchange for making a sorta dodgy pact with me?” and you were all, “alksdjflgk???” because hey, otherworldly and unfathomable, and they were all, “Cool, have fun,” and now you can kill things with your brain. 
Mechanically: You have an extremely limited number of very powerful spells, but your spellcasting recharges very quickly, since the channel between you and the source of your magical abilities is pretty darn open. You also made a pact with something strange and a little bit unknowable. What could go wrong?
Wizard
Fundamentally: You’re the kind of person who got all A’s in school but also studied their ass off to do it. It’s like you read Harry Potter so many times that you managed to will magic into existence. You’re probably going to drag the party to every used bookstore on the planet.
Mechanically: You have a spellbook that contains every spell you know. Every day, you have to study up on a handful of these spells that you want to have immediately at your fingertips. You can add to the spellbook by finding more spells out in the world and copying them down using fancy-ass stationery.
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madigan99 · 6 years
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Random Mountain Encounters (1d100)
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(More Random Encounters on Tuesdays! If you like my work, consider supporting me by leaving a tip at my Ko-Fi Page! Image credit: x)
An interesting challenge, but overall I think a successful one! Here are my Random Mountain Encounters (#1-5). Try them out in your campaign and let me know how it goes! Check out all my Other Encounters! See you next week for Desert Encounters!
[1] A metal shack shimmers in the light, inside you discover a hideaway for Ice Gnome Guards. They are playing cards and are willing to make bets with anybody [2] It is migration season, thousands of goats are making their way up the mountain. To pass through them is truly a foolish task [3] The remains of an abandoned city lies quietly in a valley between two great mountains. Evidence for the city’s collapse is not well hidden and perhaps even a bit devious in nature [4] Rumors say at the very top of the mountain lies a golden egg. Yes you heard me right, an egg made of gold. I don’t know who laid it so don’t ask! [5] Friendly Stone Golems patrol the mountains in order to help smaller beings climb to the top. They cannot speak and often throw giant boulders for fun. This can be lead to serious misunderstandings of course [6] All of the mountain peaks are covered in snow, all but one. The odd one out is home to a dormant volcano that is home to a civilization of merfolk. Yeah, I don’t understand it either [7] Birds in these cliffs have grown to the size of lions due to their lack of competition when it comes to hunting prey. They are intelligent and offer wisdom or mockery depending on their mood [8] You discover the cavern of a ghoulish green furred beast that is plotting to attack a nearby town and ruin their festival. This information is easy to discover as there are plans strewn about all over the place [9] Nearby two Ancient Dragons loudly argue over a borrowed book completely unaware of your party’s existence [10] There is a dimensional rift cracking through the stone of the mountain range, gravity occasionally reverses, spontaneous magic effects occur, and otherworldly beings appear without warning [11] A dedicated chef and their protégé are hunting a Yeti. The meat is said to be a delicacy. The chef will offer a grand reward to the party if they choose to assist them. Perhaps you may even be invited to dine with the Monarch who ordered it [12] You discover bodies encased in ice scattered around the path. Was this an accident or an attack? Better be careful either way [13] KABOOM! An explosion in the distance as two high level adventurers duke it out. Have them inspire your players or potentially even guide them [14] A ski resort operates on a hidden slope, it is run by Goblins who desire rare metals [15] Hidden among the sparse trees and shrubbery are large ice cocoons freshly opened [16] Shit! A near fatal slip leads to the discovery of an abandoned mineshaft within a deep ravine [17] Harpies. Just some classic Harpy encounters. They want to either eat the party or eat their rations [18] The mouth of a cavern sings sweetly, it’s quiet but insistent and impossible to ignore. Choose a random player, they are hypnotized by the sound [19] After a long night’s rest the party discover they have been separated mysteriously [20] A lone monk sits peacefully atop of the peaks. They claim to have mastered the art of reversing time [21] Howling can be heard every few hours. The source of this terrifying scream can be traced to a Dragonborn Barbarian who refuses to wear a shirt. They believe shouting into the heavens will bring them closer to the spirit of the planet [22] Due to a magical accident hundreds of years ago the mountains radiate elemental energy. Random combustion is not uncommon and neither are Elementals [23] An infectious fungus is spreading across the mountain peaks. If it is not stopped, it will grow to cover the entire range and beyond [24] Broom race season has just begun! Witches and Wizards are flying all around the place without any concern for nature or the party. Watch out for Fireballs! [25] Awoken from sleep, an eager creature excitedly attempts to pass on words of wisdom to travelers. They get a little too excited and start panicking when trying to deliver their speech [26] In the middle of the night a bear has dug into the party’s packs and has stolen the most hilarious item possible. Be it drugs or someone’s underwear. Perhaps both? Fuck, please let it be both [27] Animated objects have escaped from a neglectful master and have built a small but pitiful society. Surely a new home would suit them better [28] Buried deep within the mountain lies an army of undead, your players happen upon this after a small collapse [29] Shattered statues of gold litter the snow, neglected by time. They appear to be adventurers rumored to have gone missing a few months before [30] These alps are home to unpredictable creatures known as Shadows. They are seemingly intelligent but often attack without warning. Your party discovers a village [31] A powerful spirit guardian visits the party and attempts to lead them to their destination. They either take on the form of a four headed deer or a small white fox [32] It’s finally time. Choose one of your players at random, their bag is actually a Mimic. They’ve been keeping quiet for quite some time, but decide it’s finally time to make their escape [33] Atop the highest peak is a pool of clean spring water. Rumors say that those who drink from it will find their true love within a week. It is a well sought after ingredient for potion making [34] Atop the highest peak is a pool of black liquid. Rumors say that those who drink from it have visions of the future. It is a well sought after ingredient for potion making [35] Medicinal herbs grow all around the sierra, they are believed to be able to cure any illness. But they are guarded by poisonous ants who use it to feed their queen [36] Every few weeks a strange light emanates from the mountains in the dead of night [37] Abandoned minecart rails run through entire range and can offer a quicker, but more dangerous, way to travel [38] A stoic Troll lives near the base of the mountain, they know where the party needs to go to finish their quest. But they will only give directions if they can make the beast laugh. They haven’t laughed in almost a century (This can either be really difficult or really easy to achieve) [39] Tireless exploration has lead your party to the cave of a horrendous beast. Describe it in the most haunting and visceral way possible. That way, when they discover it’s a Pokémon they will probably threaten to fire you as their Dungeon Master but it’ll be so worth it [40] Nomadic Bards offer a detour through the mountains. They claim to know a, “Secret Tunnel” [41] Explorers stumble out of a crypt, at first glance they seem to be wounded but the truth is much worse… [42] Intricate traps litter the mountainside to the point of it being ridiculous! The trappers are actually really enthusiastic Cryptid Hunters [43] Shield surfing you say? The God of shield surfing challenges the party to a race offering valuable treasure if they win [44] Within the mountain is a dwarven forge and after a serious accident molten metals begin exploding out from the natural vents and caves. Watch your step! [45] At the base of the mountain lies a restaurant known as, “The Lost Souls Cafe.” It is run by disguised demon lords who love to gamble souls for rare rewards. The bartender quietly warns all who enter to leave before it is too late [46] Beautiful crystals line hard to reach cliffs. If your players are fortunate enough to collect some they will unfortunately discover it begins growing on exposed skin [47] A giant demon known as the Nurikabe blocks the path, it is nearly impossible to pass without employing magic or trickery [48] Rock insects have infested the entire range. Their camouflage allows them to be nearly invisible, watch your step of face their wrath [49] Wounded and dying of exposure, a warrior lies slumped in a pile of snow. She is incredibly strong and is hunting a Warlock who they have sworn to kill. Or perhaps, the person they are hunting is a villain your party has met before [50] Strong winds threaten to force the party off the side of the mountain. Is it the wrath of nature or perhaps a supernatural entity? [51] A squadron of patrolling Samurai ride upon Velociraptors. They are not friendly [52] One of the player’s voices echoes loudly in the valley. The strange thing is, the voice echoes even without any words being spoken [53] The mountains are alive and have large wounds. If the party isn’t careful they may they will face deadly consequences. But the opposite is also true, if the party are able to heal the wounds the mountains may help them on their journey [54] Fairies dance around a roaring waterfall. They act friendly and offer to heal the party, but beware.. They like to trick people into taking leaps of faith [55] Numerous quarries line the mountain range. Villages are littered throughout, all of them are hanging upside down like stalactites [56] A never ending fire burns within a crater. Travelers often come here to collect the flame [57] The only effective means of travel is a long winding road that forces the party to walk in a single file line. It is not much of an issue until something decides to attack [58] Deep within the blizzarding alps a lone peak is laced with flames. It is home to an ancient Dragon and a Sorcerer who worships and protects their master [59] Roll for which player who is going to be kidnapped by a Giant. Have fun! [60] A range of glass mountains shine brilliantly in the light. They were discovered a few days before replacing a large portion of the western coast. Their reason for existing is unknown [61] ZAP! A young spunky witch has accidentally shrunk the party. In a panic she puts them in a pocket dimension within her walking dresser companion. Surely things will be fine, right? [62] Out of nowhere bump into an invisible object. While trying to investigate they may discover a door that leads to an abandoned magical college. Rare magical treasure can be found within but something seems to have made this place their new home… [63] Clouds swirl around the peak, they are dense and have an almost unnatural appearance to them, as if they were stairs leading up to the heavens [64] Avalanche! The party are now trapped in a monster’s den. For a more dramatic challenge, all but one player is unconscious [65] A sickly looking child is wandering alone in the cold, they speak incoherent gibberish. If the party help this child and let them travel along, after reaching a safe destination they will reveal themselves as a spirit of the mountain, rewarding the party with blessings or treasure [66] The mountain pass is long but not too difficult to traverse. However, this specific path is looping over and over again without end [67] Flail Snails emerge from the mountain. They are dangerous but can be easily tamed [68] A meteor blasts through the summit, the debris rains down upon the party. It is quite deadly if they are hit. The crater is smoking and is home to a new mysterious plant [69] Hidden above are small hornet’s nests, be careful not to disturb them for the main hive is home to giant hornets who are not afraid of fighting [70] Within the rubble of a destroyed altar rests a tome with the title, “Hand of Fate” [71] Broken down on the road, a snobby noble offers to pay the party a large sum of money to help the noble and their servants to an important meeting. It takes place in a week and is important in solving interspecies relations [72] Smoke blows up from a dozen chimneys atop a bizarrely shaped house. It is home to a shy alchemist who collects rare materials from the alps [73] While climbing the mountain, the hard rocky surface suddenly begins cracking and weakening as the surface has turned into chocolate [74] Clockwork animals occupy the area. They act like regular animals… All except for Archimedes the glitchy owl. A loud creature that claims to have been created by a space demon [75] Civilians are traveling all throughout the mountain pass. With all of their belongings they venture toward a developing city in the valley. It’s a great/safe place to make new connections [76] Civilians are traveling all throughout the mountain pass. They claim it is a great land of opportunity and wealth, but something much more sinister is afoot [77] Select a random Goosebumps book, this is the new monster/obstacle the players must face [78] Spider webbing covers the entrance to a cave. Within the webs a sign reads, “Fortune readings in exchange for beautiful cups or tankards.” Sounds trustworthy enough [79] You discover a hamlet constructed out of trash and broken tools. Aloft in this pile of garbage, a Goblin’s eye cracks open. “Come have a look. One gob’s trash is another gob’s treasure.” They are a bit of con-gob so be quite careful [80] A camp of miners ask your party to sit down and join them for drinks. They are fascinated by the life of adventure your party leads [81] Poisonous mist swirls around the sierra, be careful not to lose consciousness while it seeps through your skin [82] Built into the side of the jagged stone, a Monk Temple sits peacefully amidst the storm [83] Bound to the mountain, a hellish warrior slaughters anyone who enters their domain. They are horrendously powerful and would wipe out any unsuspecting low-level party [84] Hosting a prestigious singing competition, a Purple Dragon with a tie and top hat invites all to watch this once in a lifetime event. Gods, Spirits, Giants, Beholders, etc.. are all participants [85] A campfire burns brightly on the side of the road, no one is around. Food is roasting, bottles left unopened, treasure left untouched. Do you search for those who set up this camp or take it for yourselves? [86] The party stumbles upon a murder scene and are framed for the crime by corrupt guards who came to investigate the death of a famous hero. The situation seems far too convenient [87] Frozen in ice a monstrous beast is slowly thawing, it’s power is equal to that of a Tarrasque but it does have the dumbest name in the world [88] Mimics as large as houses, disguised as, you guessed it. Houses. They lie in wait, hidden in plain sight among other buildings of an abandoned city. A storm is brewing and the party needs to take shelter. Hopefully they don’t wander into the wrong house [89] Introduce a new or reoccurring cult from your campaign. One of the members is infusing with a demon and will become a powerful antagonist that will continue to be a problem for the players in the campaign [90] The world’s worst rogue has been stalking the party. They want to kill the party or go on an adventure. The choice is yours, but they HAVE to be lovable. A new child to adopt [91] “Oi! You’ve come fer blood, haven’t you?” You are handed a flyer for a Colosseum nearby [92] A misguided entrepreneur has built their new Fast Food restaurant on a summit. They got the place for cheap but business is… Not ideal [93] Throw a Legend of Zelda boss at the players! Some suggestions: Bongo Bongo, Volvagia, Stallord, Stone Talus, Lynel [94] Struck with lightning, an unlucky party member’s eyes begin to glow as they have gained newfound powers. They’ve been selected by a powerful deity to carry out a prophecy [95] A deserted alchemy lab wanders the wilderness, it is sentient and left without a purpose [96] Thrown from the top of the mountain, a wooden chest filled with cursed magic items has been disposed of, never to be found again. Well until you rolled this random encounter [97] The party meets a high level party of badasses. They are kind of jerks and act as secondary antagonists on this journey up or through the range [98] Treasure map! No tricks, no traps. Just some sick loot [99] Let’s try out a traditional encounter. Find a cool monster (preferably displaced) and let the party fight it or perhaps help calm it down and lead it somewhere safe [100] Hidden away from the rest of the world, an observatory keeps track of planetary movement, stars, and unusual phenomenon. The observatory is run by a secret organization that watches over the world. Grand secrets reside within the somber halls
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madigan99 · 6 years
Text
20 Silly Magic Objects for your Dungeons and Dragons Game
1 Mimic Candy: 3 pieces of candy, eating a piece allows you to perfectly emulate the voice of another person for up to an hour.
2. Resilient Hourglass - Completely invincible
3 Jar of Invincible Bees
4 Berkland brand safety shoes: guaranteed to protect you from walking on dangerous surfaces (bubbles them, bouncing in a random direction, but indeed safe). 1x long rest
5 Minor Magical Pigments: Enough for 5 uses.  Each use allows you to draw something into existence.  How real it is depends on how good of a drawing.  Disappears in an hour unless physically destroyed.
6 Dragon Hand Puppet - Not Magical but cute
7 Battle-wich: Technically a +1 bludgeoning weapon. D8 one handed, d10 two handed. Looks suspiciously like a huge submarine sandwich
8 Noose of Fratelli: advantage to checks to convince people you’re dead, from hanging.
9 Mini-catapult: Shoots tiny things surprisingly far. If used with coin it does 1d2 damage
10 Free Pizza Party Coupon - When torn summons a pizza party that can feed between 10-12 people
11 Ghoul powder: 3 uses, make undead friends
12 Lucky Tuning Whistle: 1x long rest, advantage to any performance check, but it’s pretty obvious you’re getting some sort of magical help
13 Lenses of the Duck: 1x long rest, turn into a duck. Resistance to all damage. Lasts up to an hour, or when dispelled. Must say Quack quack…quack to turn back.
14 Scary eyes (choose color): bonus to intimidate checks if starting where target can’t see you.
15 Spray on Abs: +2 to Str checks until washed off
16 Book traps: x3 slip page in book, erupts conjured storom straight in the face of whoever opens it.  Int DC 16 save or stunned for d2 rounds
17 Bouncy orb always bounces back. Always
18 Signed 5x7 glossy picture of The Lord of Darkness and Ruler of the Infinite Hells - Can be used to trick evil creatures that you’re evil
19 Ring of Keys - Ring that when worn gives advantage on disabling device/unlocking. However when you move your hand it sounds like you’re shaking a huge ring of metal keys
20) Bag of Hold (the ing has been scratched off): Holds one object of any size. Only one. If you try to put a second object in it spits the first one out.
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madigan99 · 6 years
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Random Wilderness Encounters (1d100)
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Here’s a complete list of my Wilderness Encounters (#1-5)! After this I’ll be posting Random Town Encounters. If you guys want other environments let me know! (Ocean, Island, Mountain, Underworld, ???)
[1] A friendly stray dog appears, when asked to speak the dog has a lot to share [2] Materializing out of thin air, a magician appears claiming one of the party members is their long lost cousin. Surely this must be a mistake? [3] The sky above turns into a strange hue, birds begin flying in strange patterns in response [4] Copper sign on a large oak tree warns of a dangerous beast that hunts in the area [5] Strange traveling merchant appears selling exotic fish and unique magical spices. They’re desperate for loyal customers, surely this won’t be the last the party sees of them [6] There is a shift in the aura, the party have crossed into a large-scale summoning circle [7] A faint tune is heard, a pleasant and somewhat familiar whistling. But only half of the party can hear it [8] The trees appear to be sickly, covered in an acidic substance. The source of the infection lies deeper within the woods. It is hungry [9] Ruins of an abandoned town lie before you, only a few decades old. What awaits within the shadows? [10] A strange marketplace is stationed near a spring, all the merchants seem to be friendly but you can’t help but feel like something suspicious is going down… [11] The temperature drops to an insanely low degree almost immediately. Destroyed trees and earth lie ahead covered in ice crystals and blood [12] A carriage rides toward you in the distance, the driver smiles and waves. As they pass by, a tied up body wriggles and falls out of the carriage [13] Pointed plant spurs shower the party attaching to their clothes, they are difficult to remove and grow in size very rapidly [14] The aroma of baked goods floods your nose, it’s rich and enticing. A colossal sized monster is baking goods in a makeshift oven near a river [15] Goblins camping on a hill loudly argue about a dishonest game of cards. Looks like their betting pool is full of interesting treasure [16] Forest spirits glow and awaken as the party enters their domain. The spirits offer a safe way through the forest as long as they promise not to steal any of the enchanted flowers within [17] A wounded Minotaur rests against a tree slipping in and out of consciousness [18] Blessed by a beautiful night, the party gaze upon a shooting star. It glows brightly, increasing with size as it makes contact with the earth itself not too far away [19] Travel is pleasant until the party notices their packs seem to be lessening in weight [20] Twin travelers, no more than 6 years of age, approach the party lost and scared. They refuse to let anyone open up their knapsacks [21] A band of muggers attack the party, they are completely drunk and can barely hold a dagger [22] It seems you’ve stumbled onto the hidden base of an Alchemist, strange abominations infused with Chromatic Orbs guard the premise [23] “Huh. That’s weird, did that plant just move or was it just me?” [24] While scavenging for food, you stumble upon an adorable but frightened rabbit. Every time it sneezes it changes forms, starting with Owlbear [25] An abandoned grain mill provides some convenient shelter for the night. Inside the mill the party discover a complex mechanical endoskeleton, the rusted metal gears creak uneasily [26] Nearby, a crowd has gathered around a clay golem without a master. The crowd watches, enchanted as the golem paints masterpieces. The paint has a strange property… [27] Two Monsters are locked in combat, bloodied and breathing heavily. It seems their glorious duel is one of honor, maybe bet on a winner? [28] A Dragon flies overhead holding onto a hoard of gold and treasures. A sudden change in direction causes a piece of their treasure to fall [29] Dozens of fish with human legs crawl out of a lake. This school of peculiar fish seem to be on a mission [30] Rock music is heard in the distance followed by bouts of cheering, strange aromas fill the air. It seems you are approaching a Music Festival [31] You’ve wandered onto the premises of a camp for young Wizards. A Wizarding tournament is taking place and things get very dangerous, very fast [32] A cobblestone bridge stretches across a deep ravine. An Orc guarding the bridge demands you pay the toll, fortunately it is very small. After crossing the bridge you simply cannot remember where you are or where you’re going- Oh, a hey! A bridge! (And repeat) [33] A Mage stands in front of an unfinished tower. Upon seeing the party, they ask for assistance [34] A few hundred feet ahead, a strange house on wheels attached to two horses is parked on the side of the road. The house is somewhat destroyed but a sign on the roof is visible, “The Legendary Vagabond’s Sensational Creature Exhibit” [35] The ground below rumbles as a Monster emerges catching one of the party members in their teeth [36] In the center of the forest clearing, an abandoned field of flowers sway. These strange flowers are growing out the decayed body of a Dryad [37] A wild chicken jumps out of the bushes, it’s beak covered in blood. Surely this chicken is no threat, right? [38] Seated beside the river shore, an ethereal creature weeps. They reveal themselves as a Demigod with daddy issues [39] Hungrily, a non-traditional Chimera stalks the party. The beast is stitched together poorly [40] Inside the log of a fallen tree lies a poorly concealed treasure chest full of stolen loot. I’m sure nobody will mind if we take it? [41] Mysterious beasts occupy a dark hollow inside a hill, they want to play a bizarre game with promise of a grand reward [42] A sleeping Cyclops presents an awkward obstacle for the party, sleeping on the path. Nothing seems to be waking them and going around them is dangerous due to the environment [43] A nearby earthquake collapses the ground, revealing some glowing ore [44] Rotted flora is everywhere, upon further inspection this rot spreads out for miles [45] Wonderful! A village! Oh and everyone here is so nice… New mayors? Oh no, you must be mistaken! Oh, you’re certain? Well then [46] Lightning strikes the ground creating a dimensional rift. Certain conditions must have been met for this to have happened. Why not investigate? [47] Faint, indescribable sounds are heard from every direction. As you leave the dense foliage you discover beasts and Monsters of all types in cages. Welcome to the zoo [48] Little miss spider sips on some cider, eating her curds and whey. Along came the party, all powerful and hearty who scared miss spider away… You guys should probably apologize [49] A few tattered shacks sit beside the open road, nothing of interest is found within. The only thing to note is that they seem to be breathing… [50] Something straight out of Monster Factory is now stalking the party. Are they friend or foe? [51] A poet down on their luck bumps into the party. Did I mention they’re a Beholder? Let’s hope somebody can inspire this beast, or else [52] Just outside the village a group of angsty Bards are practicing their instruments. Their music is loud and dangerous, they don’t seem to understand a thing about Bardic magic [53] The coolest wizard you’ve ever seen dogsleds past your crew, spraying them with glittering ice. Did I mention it’s summer? [54] Just ahead, you see a ruined castle covered in moss and vines overlooking a quiet lake [55] Looks like a small creature has found its way into someone’s pack. This menace has eaten all of your rations and drank all of their booze! [56] YUCK! A swarm of bugs have gotten the best of your party. Fortunately, only one of you was bitten. Unfortunately, it looks like now they’ve developed a new, very unfortunate allergy [57] Blistering heat has rendered your whole party sweaty and exhausted, movement is quite difficult. I sure hope some baddies don’t show up right now [58] The unluckiest member of your party has their luck turned around, they found a precious jewel lodged in the dirt. They feel inspired [59] The unluckiest member of your party continues their trend of haplessness, they find a precious jewel lodged in the dirt. It whispers to them at night, haunting their dreams [60] After a hearty sleep the party awaken to find that they’ve been sleeping on top of a buried tomb [61] A large scale battle is taking place, bodies everywhere. Wait, this doesn’t seem to be a battlefield but a serious LARP session [62] Rusted weapons have been lazily discarded into a sunken pit. As the party approaches they discover this heap of weapons is actually somebody, or something’s collection [63] A drunken Necromancer attempts to impress the party by casting hazardous spells [64] Arrows fire at the party from behind. Someone’s been hired to take them out [65] For the past few hours you’ve felt as if someone has been watching you from afar. A Druid has been tracking your party. Outsiders are rare in this forest [66] A group Merchants are completely lost. Neither of them can remember anything from their past [67] Religious statues are placed haphazardly around the area, nothing is out of the ordinary until the sun goes down [68] Dozens of animated skeletons are exercising and doing some really intense yoga [69] Beside a babbling brook, a young cow drinks alone. They’re irresistibly adorable [70] An uneventful day of travel, the weather is calm the trees are- THUD! WHAT THE- The party leader has bumped into something invisible [71] All metal objects are intensely pulled toward an unknown source. Steel weapons and armor don’t stand a chance [72] It appears resting on that rock was quite the mistake. The stone rumbles and animates, grumpy and combative [73] Meditating on floating chunks of earth is a powerful looking Monk. They claim to have been awaiting the party’s arrival. The Monk issues a challenge, a test of strength [74] You’ve somehow stumbled onto a delightful Toad farm. Do you think a Witch lives around here or is there just a Toad enthusiast in these parts? [75] The morning sun stirs you awake to an unexpected scene. You and your friends have been tied up and kidnapped, seated in the back of a caravan. It smells oddly of pickled vegetables [76] A fishing contest is being held at the lake. The grand prize is a shockingly large sum of currency [77] It is a moonless night, travel is nearly impossible. As the party decide to sleep for the night, glowing is seen in the distance. When investigated the glowing creature is seemingly friendly and it attempts to guide the party through the night [78] Forest fairies are holding a festival for their gods, they invite the party to join [79] ACHOO! The pollen in the air is really strong… Wait… Are those trees growing or are we shrinking? Of course we’re shrinking! Why wouldn’t we be shrinking!? [80] In order to pass through this forest unharmed you must answer the goddess’s riddle. Unfortunately for the party she speaks a dead language, they hear only strange whispers [81] A group of Goblins attack! After giving them a good licking you run into them again. And again… And again. Maybe we should just make peace with these dorks [82] Introduce the most ridiculous NPC and have them stuck in some quicksand. Really let their character shine through, whether they are stupidly entertaining or horribly unbearable [83] A strange light glows in the distance on top of a mountain. Is this a sign of good fortune or something much more sinister? [84] A lone child plays the flute in the forest, they appear almost ethereal. It is a haunting melody [85] Shattered Gargoyles sit in an overgrown garden, a treasure chest lies among the rubble [86] Pick your favorite Cryptid and make them canonical to your world. Have the beast stalk the party for mysterious cryptic reasons. And yes, the Loch Ness Monster is an excellent choice [87] The forest clearing leads to a crystal clear freshwater lake. In the depths of the water something terrifying is waiting to be discovered [88] Two hyper intelligent, talking rabbits stop the party in their tracks. All they request are some books to read [89] A tree, twice as tall as the others appears to be growing… Weapons? (All of those are cursed, of course) [90] Next to the road, a group of Archaeologists are taking dirt samples. They’re convinced they will find some buried artifacts in the area. They are willing to pay a ridiculous sum of money if you give them some assistance, just as long as you keep this whole thing to yourselves [91] Resting through the night was very pleasant for the party leader. When they attempt to greet their comrades, they have found themselves in a bed a long ways away from their resting point [92] Dried up lake beds and decaying trees among a field of animal bones. You have reached the outside of a Necromancer’s circle [93] Orcs with a sense of humor attempt to prank the party. Their prank is perfectly harmless, it involves just a little bit of bottled unicorn piss [94] Travel is impossible on this moonless night. Unfortunately, sleeping until morning does not solve the situation, nighttime persists indefinitely [95] A colorful formation on the side of the mountain piques your interest. Inside lies the abandoned home of a giant and it is full of unique treasure. Let’s just hope something else hasn’t taken residence within the forgotten halls [96] Tons of bubblegum covers the roads, it is awful to travel through. The source of this mishap is a young Wizard with a sweet tooth [97] Crashed into the side of a plateau, a metallic construct with strange markings and glowing lights. Surely this isn’t an actual extraterrestrial? [98] While foraging for food, the party find a path of mushrooms leading into a dense Fungal Forest. Rare and undiscovered fungi grow within [99] The most obnoxious bard in the world joins the party at their campfire. They claim to be weak and in need of good company, offering booze to win them over. Did I mention this bard is an infamous necromancer on the run? Yeah, that might be important to know [100] Have you ever heard of the Adventure Zone? Well, Taako, Magnus and Merle have suddenly found themselves into your campaign. They are completely lost
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