Visit Blog
Explore Tumblr blogs with no restrictions, modern design and the best experience.
#Homebrew Adventure
dailyadventureprompts · 2 days ago
How do you make so many of these so consistently? Do you have a patreon?
Tumblr media
Drafting the Adventure: My Process
I was jokingly going to leave this blank because writers block be like that sometimes, but then I realized the question of consistency in writing is actually something a lot of DMs and other creators who follow this blog can benefit from. Appeals to utility have always been the way to get me to do anything, so lets crack in and see what people can learn from the messy inner workings of my process. 
Step 1: Inspiration
While I often describe my work as “writing down stories inspired by cool fantasy art”, my process actually begins long before I sit down at my desk to actually write anything. Though trial and error I’ve determined that I’m at my creative best when my brain is swimming in stories, even if they have 0 relevance to what I’m going to write about. I’ve almost always got an audiobook or podcast on while I’m doing mundane life upkeep, and I keep a phone note app or actual notebook within easy access at all times.   These last two are essential, as sometimes an idea or story snippet will come to me and then linger around for years, just waiting for some other concept to magnetize to and create something amazing. Every time I get a quarter of a way through a notebook, I transpose the content to a google dock, that way I can have easy access to anything I’ve written down over the ages. 
Step 2: Subject Matter
Choosing the right image is an artform in and of itself, as you need something with enough thematic richness to communicate an idea, while at the same time being vague enough to be flexible, in case I have a particular idea in need of an image. Early on I also made the mistake of just collecting images in my drafts folder, leading to a several thousand image backlog that I had to sift through whenever I knew there was ONE PARTICULAR image I wanted to use for a thing.   I’ve since rectified my mistake and keep a separate blog specifically for art, which I can specifically tag to search through easier.  I also use the “post to tumblr” browser extension to make image acquisition just that much speedier. 
Step 3: Story Seeds
After I’ve got my subject in front of me, I study the image to generate a few base ideas: what’s the mood? the vibe? the unstated tension? where would this image fit in a larger story? these things provide the raw material for my writing and help me fill out details that I never would have dreamed of. I also figure out if any of my several years worth of idea backlog would fit into this in any way, and if changing a detail or two could massage a previously good idea into a great one with accompanying art. 
Step 4:  Gamifying
This is a d&d blog after all, so once the story starts to take shape, I start thinking about how I can turn these narratives into actual adventures. Is there a dungeon involved? a dare to test the party’s skills? maybe a mercantile opportunity to take a gamble on?  The best adventure formulation is about dangling a reward out of the party’s current reach, then figuring out what challenges, twists, and pitfalls they’ll need to navigate to get there, while simultaneously setting them up to go on another adventure with a different reward after they’ve achieved the first.  
Step 5: Actually writing. 
Putting actual words on the page is perhaps my biggest hurdle, both because I suffer from chronic brainfog and because life can so often be too hectic to write. I’ve found that making a habit of writing ( every day for half an hour while I'm having my morning tea) is enough to generally get past my initial hurdle. I triage my projects, focusing on small light ideas when I don’t have the energy saving the big ones that’ll require a lot of work for good writing days or bitesized chunks. Some sessions are about limping along with as much as you can manage, while others are about riding that flow wave and getting as much done as you can. As for making that writing good,  I’ve got a whole tag full of different ways to improve your adventure writing, so give it a read and take what you need. 
As for a Patreon, I do indeed have one, and a ko-fi at I'll admit, I've left both of them on the backburner for quite some time both because I had life stuff ( moving etc) and because my ever looming podcast project would necessitate an overhaul of both.
190 notes · View notes
smuppetshop · a year ago
Did I work on the map and information of locations for my dnd session ALL day? yeah I did! Im DMing for the first time im so so stoked 
Tumblr media
Tumblr media
Tumblr media
Tumblr media
This took most of the day but it was extremely fun to do!! I’m not even close to done with my worldbuilding yet... I have city and town maps to draw, courts and crime syndicates to organize, and history/lore to establish!! I’ll update on here about that stuff as I go bc im super stoked. 
24 notes · View notes
rotmance · a year ago
Hey! if I put a mini adventure I ran in 5e up with the homebrewery, would anyone be interested in giving it a look/playing it/buying me a coffee?
It’s based on the New York Botanical Garden, but can be adapted to any local garden setting.  It takes place in a pocket of the feywild, so it can be inserted into different games if you’re interested in a short side adventure.  Along with the main questline, there are four optional sidequests, a unique monster statblock, reskinned statblocks for major NPCs, and custom magic items.
I’m in the process of transferring it over to the homebrewery now, if there’s a lot of interest I’ll prioritize it!
4 notes · View notes
jstevensonart · 20 days ago
Tumblr media
Tumblr media
High Horn Keep
The Town of Kahaldin, commonly known as High Horn Keep, sits at a cross roads, between several mining towns and a very old, and lucrative, trading route that runs from deep inland down to the active seaport road and the Crystal Coast. The origin of the town is somewhat hazy, shrouded in the mists of time. The legend has it that the town was founded by Taikuro Godi, in ancient times. It is said that he traveled through the lands of the Azen seeking a seer that had been shown to him in a vision. When camping along the river Aseres, he had a dream that this seer would come to a town on the hill, yet no town stood there. Over several nights, the dream unfolded, and Taikuro set upon the path to build the place he had dreamt of. Once built, he reasoned, the seer would come, in time. The seer did come, in time, but not in time for Taikuro, who died with his vision unfulfilled. It would be long, long years before it was resolved.
There is a different legend that speaks of the remnants of an even older site resting beneath the dusty soil and dry grass of that region. It tells of how the dream Taikuro received was in truth the night realm whispers of the ancient spirits that once resided there, even beyond the time of the ancient Godi. In the underground below the town, the Fahdinza, there does seem to be evidence of an earlier civilization, but those secrets are withheld by the priests of Kodhan, who do not wish others to know what they themselves have seen.
High Horn rises up from the lower Suranan plains, part of the Taibon region of western Amikhazen, in the heated swath of Alba's Belt on the world of lUma. An arid span of rolling worn hills and rocky prominences dotted sparsely with golden green shrubs, water flows, but is a precious thing, as are certain uncommon resources like wood. Even so, a thriving market economy bustles through the main town's streets, even on the hottest days. It is cooler beneath the main town in the sublevel, a series of catacombs that became a thriving undertown. It took many years of very difficult work, but several generations after the passing of Taikuro Godi, it was completed, more or less.It serves the larger portion of the populace as residence. Several entrances down can be found at the towers along the walls, as well as at the towers of the Kodhan. The latter are larger and offer better access, but are controlled by the priests who charge a fee. Some external caves and paths below ground exist, but passage within them is even more restricted by the traders and smugglers who  know of, and frequently use them.
An interesting side note... Some believe that the current seer in residence in High Horn, Ad'Nah Nish, is in fact the original seer that Taikuro had dreamt of, and who had arrived in Kahaldin long ago. It is also said that this seer speaks to the spirit of old Godi, even now, and the visions the seer has are from Taikuro, who, now dead and beyond the veil, sees much that is hidden in the past and future, near and far. Making Taikuro Godi the essence or source of the seer that he had sought all those ages ago.
Fate plays strange games with Time, no doubt.
- - - - -
Enjoy. And have a great week. Cheers, J :)
175 notes · View notes
sorenlmwright · a year ago
Un trasfondo de mitología española para D&D
Los rumores de los forasteros corroboran lo que ya suponíamos al estudiar las ruinas que rodean nuestra aldea. Más allá de estas sierras, los Humanos no somos los únicos moradores de esta tierra. 
Los Tuergos son seres extranjeros que moran bajo las montañas en el norte. Sus pieles pálidas están quemadas y sus cuerpos belludos son retorcidos aunque viriles. Estos artesanos de las forjas en las que trabajan con extrema diligencia aman las armas apenas un poco menos que sus reputaciones, envidiosos perpetuos de la fama que no han alcanzado. Sus tesoros encantados traen la gracia, pero también la ruina a quienes los reciben. 
Cuídate del cautivador ingenio de los Gnomos, traviesos artífices de maravillas, amos de las mentiras y el oro del mundo. Ocultos bajo la dura tierra junto a los ríos sulfurosos de las profundidades, hasta el más pobre de ellos puede vestir en oro y comer en vajillas que avergonzarían a reyes. El necio que les persiga hasta sus dominios pronto descubrirá que el oro no valía tanto como su salud ni su cordura. 
Los Tuergos odian a los Trasnos, parientes domésticos de los Gnomos, pues las verdades que conocen del mundo los ha sumido en una profunda pereza. Les gusta morar ocultos en los salones de otros, ofreciendo su servicio para subsistir. Qué secretos conocen estos seres para padecer tan pesada tristeza en su ánimo es un misterio que se guardan para ellos y nadie jamás ha deseado revelar, por encantadora que resulte la sombra de su humildad. 
Otros parientes de Gnomos y Trasnos, también de cuerpos menudos y talante discreto, son los familiares y agraciados Menutos. Poseen un hambre voraz y acabarán con toda la leche, pan y lumbre de una casa si no se cuida de ellos, pero cuando se sienten apreciados compiten en diligencia con los Tuergos, trabajando generosamente a ocultas de su anfitrión para resolverle cualquier desgracia por terrible que sea. Es esa generosidad tremenda la que los enemista con los Gnomos avaros. 
Tampoco son amigos de los Huercos, grandes, fuertes y violentos. Estos seres fornidos vagan por las sierras víctimas de la ira que hace hervir su sangre. Sin embargo, no es la rabia de sus ataques lo que los enemista con los Menutos, sino la voracidad de las criaturas diminutas, pues los Huercos carecen de campos y dependen de los frutos de la tierra para subsistir. 
Tanto los Huercos brutales como los Trasnos pesarosos detestan a la estirpe de los Albos. Donde otros son desagradables o pasan desapercibidos a la vista, estos irradian una belleza tal que nubla la razón de los Humanos. Seres eternos dotados de una paciencia inigualable, se refugian en los lugares recónditos del mundo donde construyen sus edificios maravillosos e imposibles como celebración de su propia y extrema vanidad. 
Todos estos seres se cuentan a otros tales como sierpes, nubarros, granizos, filanderas, damas d’agua, lamias, brujas, brujones y aojadores; en el saber popular se les conoce como los Seres Mouros. Y sin embargo, a diferencia de los otros, estas seis estirpes están ligadas a la Humana tal y como recitan las Santas Tradiciones de la Fe, pues antaño fuimos un pueblo único y unido que marcó su destino con siete errores capitales, siete errores que ofendieron a nuestro Creador el Paráclito. Siete errores con los que marcó y separó a nuestros ancestros, manteniendo nuestras estirpes separadas hasta nuestros días sombríos. Y sin embargo, mientras virtudes como la paciencia, la castidad, la humildad, la generosidad, la diligencia, la templanza y la caridad nos separan, otras como la esperanza, la valentía, la fortaleza, la justicia, la verdad, la prudencia y el amor mantienen nuestros destinos encadenados. 
Por oscuras que sean las fuerzas que nos empujan a temernos, odiarnos o recelarnos, siempre compartiremos la Fe. 
0 notes
brewerssupplies · 6 months ago
Tumblr media
Alright folks! This week’s brew was very much inspired by various weapons such as the Leviathan Axe from God of War, Stormbreaker amd Mjolnir from Thor, Alucard’s Sword from the Castlevania anime, Zenith from Terraria, and the Chance Lance from the Adventure Zone. I personally very much enjoy the concept of a weapon that when thrown comes back to your hand when called. Hope y'all enjoy!
197 notes · View notes
dailyadventureprompts · 10 days ago
do you have any resources or guides for worldbuilding and reimagining the feywild? not looking for adventure prompts or npcs just your thoughts on setting and how to make the feywild feel dangerous and mystical
Tumblr media
Planescape: The Feywild
I won’t lie,  the introduction if the feywild is one of the best additions to the default d&d cosmology in a while, not only from a thematic perspective, but gameplay aswell, as it allows any podunk patch of land to act as a doorway to wild adventure. That said, too often this wonderland is treated as a place where things are just wacky, without real attention paid to the narrative possibilities introducing the feywild into a story can have. 
To that end, I’m going propose a few different aspects of the feywild, different visions of how things could be drawn from different mythologies and storytelling conventions:
The feywild has no geography: like the notes of a song or the lines of a play, the reality of faerie is reinterpreted with every visitation, Coloring itself based on the expectations and emotions of those exploring it. This is why a child can stumble into a mushroom ring and have themselves a whimsical romp full of talking animal friends and life lessons, whereas adults tend to find themselves ensnared by echoes of their deepest desires and why adventurers ALWAYS find something to fight.  If you want to go anywhere in the feywild you don’t need a map, you need a thematic structure that will carry you to your destination: whether that be staying on a yellow brick road through a number of distractions and tribulations, or winning a game of riddles against a talking bird who’ll swear to drop you off at your destination. 
The feywild is a place of stories:  When a peasant family leaves out milk and performs small acts of thanks for the brownie, they are unwittingly inviting the primal energies of the feywild to fill the space they have made for it, creating a creature that had always been there, looking out for them. Likewise, when folk tell of wonderous places just beyond the edge of the map, the feywild becomes those places, taking solidity from repeated tellings of the tale and incorporating different interpretations to give themselves depth. This is not to say that the translation is perfect, as one can’t simply make up a story, tell it to an audience, and expect it to suddenly become true as it takes a powerful and engrained sort of lies, embelishment, or folktales to give shape to the otherworld.  When populating your local fairy-realm or those areas near enough to it, consider what sort of stories people tell about that place, whether it be about monsters that gobble up wayward children or treasure hidden there by bandits long ago. 
The feywild responds to your emotions: When your party takes a rest, ask them how they think their characters are feeling. Consider whether they are frightened or foolheardy, adventurous or avricious, and then sketch out some random encounter to spice in along the way as the realm of whimsy responds to the vibes they’re putting out.   A party that’s feeling hungry may encounter a friendly fey teaparty or a dangerous lure disguised as a snack, a group that’s feeling pressed for time may hear the horn of a savage hunter stalking them, or a parable about stopping to help others can actually speed you along your own path.  In this way, the fairyland is in diolog with the party’s desire to press their narrative forward, and will test or reward them according to its whim. 
The feywild is everywhere: one of the underutilized aspects of having the feywild in our games is that a portal to the “shallower” areas of the otherworld can pop up anywhere overtaken by nature, allowing fey beings and other oddities to cross over in a way that creates all manner of adventure hooks. If I’m building a dungeon in the wilderness, I’m personally fond of having a mounting fey presence the deeper in you get, replacing the normal ruin dwelling hazards with troops of hobgoblins, odd enchantments, and various tricksters. For smaller dungeons, the closed off fey portal can be an adventure hook for later, encouraging them to come back when they need to delve into whimsy, whereas for the larger dungeons,  a non contiguous fey realm connecting multiple points can serve as a combination of fast travel AND bonus stage. Even for non dungeon locations, consider how much fun of an adventure it’d be if someone discovered that their cellar had been replaced with a fairy’s larder, or that the vine-covered lot where neighborhood kids play during the day transforms into a vast battlefield for sprites during the night. 
533 notes · View notes
homebrewsno1asked4 · 5 months ago
Rapunzel’s Tangled Adventure – Spells! (well, Spell)
AAAAaannnnnndddDDDDD first IP is: Tangled! Plus Rapunzel’s Tangled Adventure! Which was obvious from the title! So this is redundant!
Come at me. My wife and I love all things Tangled and I am not ashamed. Plus, I feel like Tangled Adventure REEKS of D&D fuckery.
Why am I starting with spells? Because they’re probably the easiest things for me to poop out, and I like to work from easiest to hardest thing.
You might notice the incantations are conspicuously absent. I miiiiiiiiiiigght be planning something else with them! (I am. And it rhymes with “ass creatures.”)
““Mutate Animal” doesn’t sound very Rapunzely!” you say. I hear you, and I wag my finger dramatically in your direction. Then I realize I’m being condescending and apologize profusely, prostrating myself on the ground in front of you.
It’s not a spell in-universe, but on a few occasions, Varian transforms his pet raccoon Ruddiger into a hulking monster through an alchemical process we don’t get to see on screen. I’m guessing it’s a potion, but I’m making a spell inspired by this concept because 1) I want to, 2) it sounds cool and there’s no other pet-boosting spell or feature out there (except for some Beast Master crap, which I used as a base), 3) Varian would be an Artificer, and Artificers still use spells flavored as science.
Mutate Animal
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: S, M (a handful of feed appropriate to the target creature’s diet)
Duration: 1 minute
This spell only works on beasts no larger than Medium, with a CR no higher than ¼.
The chosen creature’s size increases to Large. Add the spell’s level to the creature’s AC and the following rolls: attack, damage, saving throws, and proficient skills. This mutated beast takes its turn on your initiative.
Mutate animal exaggerates the target creature’s existing temperament. If the beast was friendly toward you, it will protect you and follow your commands. The beast will attack any creature toward which it felt hostility or fear before mutating. If the beast was neutral towards you, it will act on instinct, but tend toward violence due to its newfound size and strength.
If you are rendered unconscious, the spell ends early.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the mutated beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
When you cast this spell using a spell slot using a spell slot of 6th level or higher, you can make the target creature Huge instead of Large. This Huge mutated beast makes Strength checks and saving throws with advantage. Also, the mutated beast can make 2 attacks.
Classes: Artificer, Druid, Ranger
Subclasses: Nature Cleric, Ancients Paladin, Giant Soul Sorcerer, Archfey Warlock
83 notes · View notes
the-huntsmans-homebrews · 8 months ago
Tumblr media
Today I have another preview for the Huntsman’s Codex of Adventuring Heroics and Villainy for you --- this time, the Battletrancer Primal Path option for Barbarians. Typical Barbarians are fueled by blinding, white hot rage, but anger takes many forms, some of which are icy cold and calculating. Using the Battletrancer Barbarian, you can play up that distinct and different flavor for a thoroughly unique character!
However, the Battletrancer Primal Path has some additional goodies for you, in the form of some more extended lore discussing the origin of the subclass in common D&D settings, connecting it to other subclasses, and providing character hooks and concepts for you to work with.
All in all, this subclass is one of my babies, and I’m incredibly happy to be sharing it with you all now! Enjoy!
158 notes · View notes
mwfhomebrew · 7 months ago
Dauthi's Retreat
Tumblr media
Death's Oasis by Greg Rutkowski
Location: Dauthi's Retreat
“Death may come for all, but in Dauthi’s Retreat the process seems to be expedited.” – Silvio Berrara, wandering alchemist
The first thing you notice about Dauthi’s retreat is the stench. The vile smell of rot and decay so strong that it seeps into your nostrils and fills your mouth with bile. You’re not entirely sure what has died, no one is, but the stench of its rotting form permeates the land for miles. The second thing you notice is the quiet. There are no birds chirping. There is no rush of water from a stream. There is only silence. Combine the lack of noise with boots trekking on the slurping, muddy ground and even a small group of stealthy adventurers might as well be a herd of stampeding rothe.
Dauthi’s Retreat wasn’t always like this. It used to be a profitable trading post, mostly due to its varidium mine. The rare material used in crafting magical artifacts made the outpost a profitable asset. This led to the varidium wars. For a decade, the outpost was under threat of attack and constantly changed hands. When one warlord would claim the town for themself, it would not be long before another came along to challenge them. This is when the land began to change.
In a few short years, the land around the outpost transformed from a lush forest into a swamp that reeked of blood and rotting flesh. That was when the shadows came. Attracted by the scent of death and decay, hordes of creatures made of pure darkness descended upon Dauthi’s Retreat. These creatures spread death everywhere they went. Even the slightest touch would cause plants to wither and flesh to fester. In no time at all, life had ceased to exist in this place.
Adventure Hooks
The newly named noble Primrose LaFrey has purchased the settlement of Dauthi’s Retreat from someone claiming to have owned it. She hopes to rebuild the town and begin mining varidium once more in order to increase her standing in the city of Vamuth. The seller told her that the settlement had been mostly destroyed, but not that the surrounding lands appear to be cursed. LaFrey will reward players who free the land from its curse and help her establish an outpost with a 20% stake in the varidium production.
All that is left of the sprawling forests of Dauthi’s Retreat is a thick, towering tree in the middle of the swamp. If the players can survive the journey to this massive tree, they find a hollow cavern that has been carved into its trunk. Inside is a winding passage way that descends far below the ground. This is the home of the druid Melok Dorn. After seeing the slaughter and destruction of nature caused by men fighting over the varidium mine, Melok used this tree as the focus for a spell that would allow the land to fight back. Things did not go as Melok intended though. Perhaps Dauthi’s Retreat had already been cursed by the vast bloodshed, or maybe Melok’s ritual was not prepared correctly, but this should not have been the outcome. The druid has spent the last 7 years of his life trying to undo the ritual, but with no success.
The elven wizard, Riovo Quethanelle, has enlisted the players’ aid in escorting him to Dauthi’s Retreat. For most of his life, Riovo lived in Dauthi’s Retreat and worked as a magical craftsman. He had a successful business, but was forced to leave it all behind when the raids started. Riovo claims that his basement laboratory should still be secure and that the precious items inside are worth the risk. In exchange for the players’ help in returning to his lab, Riovo promises them either gold or a magic item from his collection.
105 notes · View notes
dailyadventureprompts · a month ago
Tumblr media
Mechanic: Crafting pt 2, Consumables and Magical Items
In the first part of this post I expressed my frustration with how clunky crafting in d&d usually is and offered a few fixes. In this post I’ll continue by tackling consumable items like scrolls and potions, and how more modern notions of game design can remove burdensome inventory management and turn the process of alchemy into its own delightful minigame. 
Here’s some points about consumables in no particular order: 
No one likes how healing potions are implemented in 5e. They’re so necessary to the game that they’re one of the few magical items parties are allowed to buy, but no one enjoys having to scrounge around town looking for the merchant who sells them OR having to jump through so many hoops to make them. Players should be able to produce their own supply of healing potions, and that should be factored into the game. 
There’s a natural instinct to horde consumable items in case they’re useful later, which invariably leads to them not being used/forgotten about. Healing potions are ALWAYS applicable given how much fighting a party is liable to do, but anything situational has a risk of being totally forgotten. See Skyrim, BotW, or any JRPG where the main character’s pockets get completely filled with useless basic healing items by the end of the game. 
To counteract this bloat, lets look at things like decoctions from the witcher, or the estus flask from darksouls, which give the player a set resource at the start of each “deployment” and test their ability to ration or utilize these resources at their disgression. I’d much rather have a gameplay loop where a party starts in town all loaded up with potions and useful gadgets and slowly gets whittled down to nothing over time. 
I’ve more than once said that a party’s equipment are like a second suite of class abilities that offer infinitely more customization. While obviously you don’t want to drown your party in powerful options, 5e’s move to restrict items cut off a lot of that customization which left a lot of characters in the lurch.  Following on from that, letting the party replenish their consumable items lets them come to a better understanding of their mechanical toybox, and gives them more encouragement to seek out new items. 
Consumable items that are NOT replaceable should generally be fairly powerful, so it’s actually worth the party doing the Risk V Reward calculations. 
We need way more types of consumables than just potions and scrolls. sure alchemy items have been part of the game for a while, but what about whetstones/weapon oils? Great food to take on the road? Incense and candles? Clockwork wizbangs? Having these sorts of items only restockable in certain settlements/large enough markets encourages the party to revisit places they’ve previously passed through if it means topping up their gear. 
So, without further ado, here’s how I’m running Consumable items from now on: 
Rather than crafting an individual item ( check my original post or below the cut for a refresher on how I do crafting rules)  Completing a consumable in crafting represents you completing/researching a formulae that will allow you to quickly produce the item in the future, requiring only a few uses of the relevant crafting kit and a number of work periods based on the rarity of the base item. 
I’d also highly suggest using this brilliant system of “Depletion Dice” for potions rather than tracking individual uses. It takes a little while for players to wrap their heads around, but it grants a lot more utility to a crafter than single use items. 
Also below the cut: Crafting magical items, the genius upgrade system that WOTC invented completely by accident. 
Crafting basics: 
Items have a quality rating that sync up with the rarities of magic items: Mundane, Common, Uncommon, Rare, Very rare, Legendary.
To craft an item, you (or an npc you’re working with) need proficiency in the right toolset and a proficiency bonus based on the Quality of the item you’re trying to make (+2 for common, +3 for uncommon, etc)
You’ll need a properly equipped workshop for the task at hand, and sufficient components for the project you’re attempting (more on this below the cut)
An item requires a number of “work sessions” per grade of quality, each amounting to eight hours out of a day, though these days need not be contiguous. Each session requires the crafter to  make a skill check using the appropriate proficiency (or use my mini-game rules for extra special crafting projects) against a DC determined by the quality of the object: 10 for mundane, 15 for common, 20 for uncommon etc.
If half or more of the item’s work sessions are successful by the end of the run, the item is complete!
Tool kits: 
Spending an hour ( including a short rest) in a workshop related to your kit replenishes all charges. Generally you need to be friendly to this workshop, stealing from an unoccupied one, or pay for the privilege ( see below)
The herbalist’s kit and others that rely on natural ingredients can be replenished by spending an hour per use in an appropriate environment, possibly requiring a survival check to restock if the surroundings are harsh.
Visiting a market and paying 1/10th the value of the kit per charge. you may spend as much as you want this way, but in total the process only takes an hour.
Harvesting components from creatures relevant to your Kit’s specific trade, providing a number of charges equal to their CR.
Making magical items: There’s a tried and true questline that has the party hunting down some magical beast/rare material on behalf of a wizard looking to make some kind of critter. Plenty of players have internalized the idea that bits taken from monsters can be turned into magical items, so why not let them? It creates a delightful plothook where a party that wants an item needs to go find a crafter and a monster/ a party that’s just beaten a monster has to go find themselves a crafter and ends up discovering an item. You can also create the exact same sort of plothook with interesting elements/objects found in the monster’s lair, which can help with the more ephemeral creatures. 
The trick is to find a magical item that overlaps the CR of the monster ( not a large problem with the surplus of 3rd party material out there) and fits with the general concept.  
However, don’t make the mistake of trying to make items for every monster the party encounters (as I’ve done before), specifically wait for them to TELL YOU they’re looking to make monster loot, and plan accordingly.  
Upgrading magical items: I know I’m in the minority in saying that I like the item rarity system 5e implemented. I find it way easier to say  “alright, X items of rarity 1, Y of rarity 2, and a nice rarity 3 as a cherry on top” when making a horde than having to convert treasure values and budget portions for art objects.  While some items DO need to be sorted better, I find it comfortingly light weight. 
It ALSO allows for a neat bit of ability stacking if you consider each grade of rarity to be a tier of enchantment that can be layered on top of one another so long as the abilities remain consistent.  For example, imagine I give the wizard in my party a pipe of smoke animals (common rarity) in an early session.  WAAAAY later on they have an encounter with an iffrit who recognizes the wizard’s power and blesses the pipe with a bit of elemental ferocity, adding the “wand of fireballs” enchantment (rare rarity) to it. Now this has become a signature item for the wizard, who decides to meld it with his (uncommon) +1 focus, creating an iconic signature item. 
Infusing enchantments like lets us navigate the old problem where a character finds an enchanted weapon during their travels, but is carrying another weapon with less power but more personal attachment. 
446 notes · View notes
moonlightmancer · 2 months ago
Tumblr media
Tumblr media
Tumblr media
Tumblr media
Tumblr media
Tumblr media
Tumblr media
Tumblr media
Hello tumblr! I play and DM in pathfinder 1e, but I also make art, lots of art. If you’re interested or have any questions, feel free to comment or DM me :)!
Maps: I offer all kinds of maps in a range of simplistic and fanciful styles for landmarks, biomes, elevations, water currents, air currents, and more! If you’re looking for something particular, I can work with you. If you’d like a map in multiple styles/layers, the price will not double or triple, rather, goes on a sliding scale. If you were wanting a map in both a parchment style and a biome style, the total price would increase to 85$ rather than purchasing two ‘separate’ maps at base price. The more layers you’d like, the cheaper it becomes overall, if that makes sense.
Parchment Style: 50$
Biome Style: 70$
Lines Only, Air Currents, or Water Currents: 30$
Elevation Style: 50$
Character Portraits: I offer lines, textured flats, and full lighting/shading detailing, as well as backgrounds. Base prices are listed in the captions, though extensively complicated designs may be more expensive. Everything shown is ‘standard’ levels of complicated and would be base price.
Lines: 25$
Textured Flats: 35$
Full Shading: 50$
Armor/Clothing Concepts: Available in sketch, lines, and colored flats, I can design specialty weapons, magic items, outfits, sets of armor, and anything else your heart (or table) desires.
Simple Sketches: 20$
Lines: Base 30$, appraised during query.
I also do sketch pages of character expressions, monster designs, dungeon maps, inventory drawings, bust portraits, and full party portraits. If there’s something you’re interested in that I don’t have listed, feel free to shoot me a message. I’d love to work with you :)!
22 notes · View notes