This rat's nest of blog posts is meant to function as an inspiration board for my irl homebrew campaign, The Campaign of the Crooked Crown
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well, google, one of them is a giant fuckin red dog
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1d6 Dungeon Traps
1. Crumbling floor pit trap, deep enough to prevent climbing out. Once triggered, the pit slowly fills with water through large pipes near the bottom of the pit. Once the water level is above the pipes, sharks begin to swim out.
2. Floor plate that triggers three poisoned darts to shoot out toward the person who stepped on it, each from a different direction.
3. Pair of gargoyles that face one another across a wide hall. They gaze into one another’s eyes, and if that gaze is blocked or interrupted, lightning shoots out from both of their eyes.
4. Moss covered wall that swallows unsuspecting adventurers. The moss reaches out and envelops anyone who steps within five feet of it.
5. Locked stone door. Trying to pick the lock causes the door to burst into flame. The same happens to anyone trying to smash the door down.
6. When anyone walks down this passageway, it triggers slippery grease to rain from the ceiling. Anyone trying to move quickly across the slick floor will slip and fall. A flying construct that can easily navigate the grease pursues those who trigger this trap.
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STORY TIME! I forget exactly where I got the idea for this one, but in my last home campaign we had a Bag of Useless Things that the party thought was a bag of Magic Items. Everyday they'd pull from it and get a new magic item and sometimes it was good they thought, and sometimes it was bad. One day they got Anti-Slashing Leather Armor. The rogue was very happy to see "This armor is immune to slashing damage." Not realizing that by RAW, it should read, "While wearing this armor YOU are immune to slashing to damage." The first time slashing damage hit him and I asked, "What is your base AC with no armor?" Was PRICELESS. Anyhow, please follow and reblog if you like daily magic items. :)
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My client has made a drastic and continuous lapse in judgement but in defense, let me ask one thing;
Is it not the duty of a mad wizard to test the limits of what is seen as conventional? Would it not be seen as a necessity of their contract to test the limits and comfort of conventional society with the forbidden?
This is to say, they never violated the sacred contract and are at their core a decent being protecting the realm, undeserving of being cancelled without due trial
so now im “cancelled.” for reciting the forbidden words and walking the forbidden steps. the oblivion beacon is relit and you’re mad at me for reciting the forbidden words and walking the forbidden steps. pfft. whatever
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Tidal Step Armor
Any Armor, Very Rare (Requires Attunement)
This type of armor was specifically crafted to aid in travel through the Elemental Plane of Water. Made from Magentite, a metal made from silver and nacher (Mother of Pearl), this armor manages to not increase in weight when wet and minimizes drag when submerged.
Each of the four pieces of this armor set, pauldrons, curiass, bracers and greaves, requires attunement. However being attuned to multiple pieces of this same armor set do not count towards more attunement slots, so you can be attuned to the entire set and it only takes up 1 attunement slot.
Resonant Pauldron
Wonderous Item, Rare (Requires Attunement)
Sonar. While wearing these pauldrons, you can feel them vibrate with your surroundings and hear them emit a soft ring in response.
After attuning to this armor, while fully submerged in water, you gain blindsight of 100ft via sonar. If you are silenced or deafened the you can not use this ability. Finally you can not stealth while using sonar as it is constantly emitting a sound, you can stop using sonar at any time, no action required.
Amphibious Cuirass
Any Armor, Uncommon (Requires Attunement)
Liquid Air. The woven margentite of this cuirass and tassets cling to your form, as if constantly wet.
While wearing this armor you can breathe water as easily as air. However,switching between air and water can be painful. When switching which substance the wearer is breathing they must make a DC 15 Constitution Saving throw, taking 3d6 necrotic damage on a fail or half as much on a success. This necrotic damage can not be resisted, and even immune creatures take the damage as normal.
Switching which substance you are breathing takes an action. If you do not switch, you are holding your breath. When taking damage while holding your breath, you must make a Constitution saving throw, where the DC is equal to half the damage you took, no lower than DC 10. On a failure you lose a minute of breath.
Finally, while wearing this armor you are neutrally buoyant, neither floating towards the surface nor sinking towards the depths, and you are acclimatized to the cold.
Riptide Bracers
Wonderous Item, Uncommon (Requires Attunement)
Current. These bracers cause water to constantly swirl around them while submerged.
While wearing these bracers, you have a swimming speed equal to your walking speed and you suffer no penalties, while attacking with weapons your are proficient in, from being submerged.
Fluid Greaves
Wonderous Item, Uncommon (Requires Attunement)
Frictionless. The scale pattern on these greaves allow them to move easily through the water.
While wearing this armor you are more nimble when submerged. Before rolling, you can use your reaction to gain advantage on a Dexterity Saving throw made while fully submerged. You can use this feature three times before taking a long rest.
Set Bonus
Armor Set, Very Rare (Requires Attunement)
Wave Walk. While wearing this armor you can walk on water as if it was solid ground, by activating Wave Walk.
As a bonus action, you can stomp your foot on solid ground while above the surface of the water. Attempting to activate Wave Walk while submerged will result in no change.
While using Wave Walk, becoming prone, jumping, flying or any other motion where all feet leave the surface of the water, will cause it to deactivate.
This feature can not be activated again until you finish a short rest.
Element Infused. While on the Elemental Plane of Water, you can activate Wave Walk again after only setting foot on dry land. No rest required.
Basin Cypress Variant
Any Medium or Light Armor, Very Rare (Requires Attunement)
Some visitors to the Elemental Plane of Water may have reservations against wearing metal armor. To accommodate these individuals, an identical armor set was made using Basin Cypress wood and Benthic Kelp instead of Margentite. While both these plants can be found o the Material Plane, their specific growing conditions cause the materials, and thus this type of armor set, to be much more difficult to find than the Margentite variant.
Basin Cypress wood and Benthic Kelp both take to the set's enchantments well, however the types of armor it can accommodate suffers.
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How about a Wizard Staff that is actually a big magical stick bug familiar
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Sounds like what I wanted for MMM but I think this might be easier to get my friends into
Anyone Can Wear the Mask is a roleplaying game for 1 to 3 players about a superhero, a supervillain, and the city they share. Throughout play, you’ll record the adventures of a great hero as they defend their city, stand up to those in power, and eventually confront a terrible nemesis. You’ll draw maps, roll dice, pull cards from a deck, and make a living record of the city and its people.
It's inspired by the relationship between Spider-Man and Manhattan, Batman and Gotham, and Superman and Metropolis.
It's not about "if you can save everyone," because in the end, the hero always saves the day (this is comic books, after all), but about what it means to do so, and what happens when you can't save everyone.
It is one of my proudest works, and it would mean a lot if you checked it out.
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A concept: 5e paladin oath of the crown, everything is the same but the paladin has a gun and their armor looks like a suit and their king is a don within a criminal organization
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Simple traps
string tied at ankle-height
waist-deep pits, covered in tarp for concealment
a bucket of marbles, precariously balanced above a door
poison ivy planted below any windows that could be climbed into
every single label and sign is inaccurate
grease on the floor before a set of stairs going down
For the low-level or resource-poor antagonist.
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you know how most of the things humans use as spices are poisonous or repellent to most other mammals? and you know how anything vaguely d&d inspired has dwarves being way more poison resistant than even humans?
dwarf cuisine shouldn’t be bland, it should be unimaginably spicy and potentially harmful or fatal to humans. like green potato and rhubarb leaf salad with a festive garnish of yew berries and deadly nightshade berries, that kind of thing.
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1d10 unusual trinkets
@arrowsparx says “ I’d love something around the lines of unusual potions or trinkets!
A cameo brooch whose portrait changes from day to day. You never can quite figure out when the image changes.
A drinking horn that gives everything poured into it a hint of lavender flavor.
A book titled Legends of the Mountains: Yetis
A belt studded with sea glass. Each shard adds to the sound of surf that accompanies your footsteps.
A functioning wind-up duck carved from an eggshell.
A pair of spectacles with 6 different colored lenses on either side.
The wanted poster of a criminal from before you were born that looks as though it was drawn yesterday.
A small bottle labeled “Essence of Tenacity”
A music box that plays a song only you can hear
A pair of warm woolen trousers, every inch of which is covered in handwriting in a foreign language
request a d10 list
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D10 haunted places?
An ancient lord’s house with a roof long ago rotted away. The whole mansion is open to the elements. There are those who say that spectral figures dance to faint music in the afterimage of a grand gala from a hundred years ago.
This particular bend of the river looks innocuous enough; it’s a common water route. But superstitious types will swear they’ve seen ghostly hands reaching up from the depths, whispering sweet words about swimming.
It’s a gate. A single gate with no walls or fence or any structure to attach to. It opens on its own, beckoning you. You walk through, and suddenly the field before you is a bustling marketplace of the dead.
An empty cathedral is filled with the echos of hymns and chanted prayers bouncing off the mosaic floors and stained glass windows.
If you listen closely you might hear a child’s laughter by the fountain. There are no children here anymore, but their reflections are in the water.
The curiosity shop is tucked away on a side street. It gets few visitors, but you like the atmosphere and the hidden treasures you sometimes find here. The only thing is that you’re fairly sure the shopkeep and every other customer who walks through the door is a ghost.
The tavern was cheap, and suddenly you know why. Moans and screeches haunt you throughout the night, and you’d swear there’s a shadow person in the corner, but when you look directly at them, they’re gone.
They say the tower is haunted by the young man who threw himself from its peak as a means of escaping his destiny. Now he looks for someone new to bear the burden.
The ship that is sometimes spotted in the harbor among the fog is unmanned, you’re sure. Cannonfire sounds from it, but no shots land. The light signals beg for help. Whatever you will find there, it won’t be alive.
It’s easy to dismiss the lilting singsong coming from the cave as the echoes of someone playing a prank. It’s even plausible that the glowing liquid oozing down its stalagtites could be a natural phenomenon. Less easy to explain is decaying form of a shabby king who passes right through you when you approach.
request a d10 list
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Too good to ignore
I'm not going anywhere when I die. I'm going to the train station limbo between this life and the next and the Archons will pay me to escort the recently dead racist tradcaths to the Hell platform while I sing a jaunty 1960s stage musical number about how their God can't save them now.
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Do you want money and lots of it? Do you want hirelings? Well may I present: the Merchant! A class that deals with deals and ensuring you have more money than the rest of your party! Invest in smaller businesses as an Investor, play some Monopoly as a Landlord, and more! Hope you enjoy the latest version of this class!
[PDF]
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Rapid fire dagger attack! Here’s a rogue subclass based around throwing a lot of daggers and being good at it! Hope you enjoy!
[PDF]
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Awaken the bestial power of the monstrous curse which dwells within you, and call forth the moon! I have had the idea of a lycanthrope class for a very long time in the back of my head and I finally decided to make it. I purposefully left which lycanthrope you can be vague to allow for more creative freedom when making a Varulf character. I hope you enjoy!
[PDF]
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Hmmm I think this might be cool to do, I wanted to make a decent dungeon for an arc of my campaign and making a mega dungeon like @ostrichmonkey-games proposed could be pretty sick and surprise everyone.
Uh oh, I think I'm going to commit myself to doing #dungeon23. For those who haven't seen it, Sean McCoy of Mothership tweeted about it a bit here;

The gist is making a dungeon room a day (or at least as much as you can manage). I've yet to have making dungeons really click for me, so this is gonna be an interesting experiment in design.
I'm gonna plan on doing a weekly roundup of what I get done here, so people can follow along.
So far, I think I'm gonna make a really weird science-fantasy megadungeon.
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