Ray 26yrs old he / him pronouns. Adventure Zone and just generally anything McElroy related sideblog! Follows from mydude-myguy
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In a recent post, I'd mentioned a method of double-indexing d66 lookup tables to allow "rolls" to be made with either dice or playing cards. This can be useful in situations where you sometimes want to ask players to make large numbers of selections without forcing them to fuck around with rerolling duplicates, but also want to keep things accessible to folks who can't really do cards because they're playing in a chatroom app that only has a basic dice roller. I've been asked to elaborate on that a little, and I figured I'd just post an example â this one is taken from the forthcoming 0.4 update for Eat God.
The basic idea is to take an American-style poker deck (i.e., a French-suited 54-card deck with exactly two jokers, typically distinguishable from one another because one joker has a trademark notice or publisher's guarantee on it and the other doesn't â these steps may require adjustment if you're using a style of deck with a different number of jokers), and divide them as follows:
One pile of 36 cards, consisting of the 2â10 pips of each suit
One pile of 18 cards, consisting of the jokers, aces and court cards
The former, 36-card pile can be used to double-index any d66 table: a full 36-entry d66 table can be indexed with individual cards (as shown); an 18-entry d66 table can be indexed by rank and colour (i.e., you only care about whether the card is red or black, not about its exact suit), and a 9-entry d66 table can be indexed by rank alone. A 12-entry d66 table is admittedly a little more awkward â there's no obvious way to double-index one of those with cards without resorting to funky notation, but several workable approaches exist.
The latter, 18-card pile is really only useful for double-indexing 18-entry and 9-entry d66 tables, but hanging onto them rather than using the 36-card pile for everything has the hidden benefit of increasing the number of sub-tables you can branch off into without having them step on each others' toes; as shown in this example, since the "Random Tools" sub-table and the "Random Food" sub-table are double-indexed with disjoint sets of cards, a result on one table will never inappropriately prevent a result on the other table from being drawn in a no-duplicates-allowed scenario simply because they happen to share a card.
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Here is a free pdf of the players handbook
Here is a free pdf of xanathars guide to everything
Here is a free pdf to monsters manual
Here is a free pdf to tashas cauldron of everything
Here is a free pdf to dungeon masterâs guide
Here is a free pdf to voloâs guide to monsters
Here is a free pdf of mordenkainenâs tomb of foes
For all your dnd purposes
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*Updated* In case you need a cheat sheet for monster making
This is the order things go in. Not every monster will have everything, but if they have something it goes in this order. If they don't have something, delete it I'm making a full video on my monster creation process, and realized my little example cheat sheet is probably useful to others. Have fun creating!
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Imagine a vendor selling GRAB BAGS OF HOLDING
These are Bags of Holding for sale at a relatively cheap price. The catch? Theyâre used - plucked from the bodies of fallen adventurers. They contain random amounts of money or jewels, but are mostly stuff with 15 items of random things from the players handbook.
Characters cannot preview the contents of the bags. Items from the bags cannot be resold at that vendor for more money. And above all ALL SALES ARE FINAL.
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Put other adventuring parties in your game for your players to interact with. Either as friends, allies, or even enemies.
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On one hand, as a DM, I want to make my mysteries at least coherent enough for my players to follow and reasonably solve on their own.
On the other hand, âThis family has a curse that turns them into trees when they turn 35 and the living members of the family are obsessed with turning their relatives into additions for their sprawling log mansionâ is a fun idea and I refuse to give it up as a plot hook.
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đ đĄđ˛đ đśđđ˛đş! Locket of the Stolen Heart Wondrous item, uncommon (requires attunement) ___
The portrait inside this tiny golden locket transforms to depict the creature you love most (living or dead) once you attune to it. The love can be familial, romantic, or otherwise devotional. If your feelings change and you fall in love with a different creature while wearing the locket, the portrait transforms again to reflect your current feelings. While wearing the locket, youâre immune to being charmed.
đžđŞđ§đ¨đ. This locket is cursed, and if the creature you love most is dead while youâre attuned to it, the curse is extended to you. Even if the attunement ends or the target of your love changes, the curse remains. While cursed, your dreams are riddled with forlorn whispers and memories from your lost love. If you die while cursed in this way, you must also make a DC 13 Wisdom saving throw whenever youâre targeted by a spell or other effect that returns you to life. On a failed save, your soul is lost forever as it joins the soul of your lost love.
You remain cursed until youâre targeted by the "greater restoration" or "remove curse" spell, if the creature you love is restored to life, or if a creature casts the "dream" spell and enters your dreams to dissolve the locketâs illusions. ___
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Just a lil recap of my favorite creations during the inktober challenge⌠WHICH I FINISHED FOR THE FIRST TIME. Iâll go back to drawing monsters and characters too, but I am having a lot of fun making this magic items for DnD 5e. If you like them, it would help me greatly making it a viable project if I gain more followers on the dedicated instagram. Anyway, tumblr is still my fav hell circle of the internet, I wanted to thank all of you, I love you all, my little cursed followers, and thank you all for the love, likes and reblogs <3 https://www.instagram.com/luca_emporium
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I think itâs interesting that tabletop warlock bargains generally operate on the idea of eternal servitude or owning your soul or whatever but there is a world of alternatives that range from funny, dramatic, or just plain interesting. Consider:
Patron was sealed for a long period of time, and more than seeking their revival, they miss the world and its experiences, and thus seek warlocks who are willing to share their senses with their patron and thus ameliorate the loneliness and fatigue of ages
Patron likes money and valuables and will bequeath power in exchange for a warlock who will share their adventuring fortunes.Â
Patron has a chaotic sense of humor and likes fire and explosions; causing spectacular destruction pleases them.
Patron is just kind of a (relatively wholesome) frat bro who gave the warlock powers because they decided the warlock was chill and could hang, maintaining powers hinges on navigating said relationship. Patron may manifest physically for the exclusive purpose of fistbumping warlock if they do something really cool.
Patron is a foodie and warlock is a chef traveling the world looking for rare ingredients and lost techniques to construct dishes that please their patronâs palate
Patron is a literal patron- warlock is an artist of any form and the patron commissions them for works from time to time.
Warlock babysits (or performs another service) for patron, who prefers to pay them in dark powers.
Variant on above where warlock is occasionally ordered to perform various esoteric tasks such as delivering an object to a site or obtaining something and sending it to their patron- they are simply running their reclusive patronâs errands as the latter would rather not leave home.
Patron and warlock promised to be best friends forever when one or both of them was a small child and patron takes that very seriously
Patron likes blood but is disinterested in full-body sacrifices as their particular taste means that some people are exceptionally delectable to them, and it seeks to prolong those peopleâs lives as long as possible in exchange for semi-regular âblood donationsâ
Patron was disembodied and in exchange for being allowed to inhabit the warlockâs flesh, is willing to fight to defend the shared body.
Patron specifically seeks to cultivate adventurers and support them throughout their career, in a manner similar to a professional wrestlerâs manager.
Warlock was a child sacrifice, offered live, at a dark altar; patron has an interesting definition of what âthe child is now mineâ entails.
Patron is an alternate timeline âpotential futureâ of the warlockâs who is either trying to influence events to ensure their timeline or prevent it.
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Twists for Humanoid Encounters
How often has your D&D group needed to fight the same group of humanoids in every room? 2d4 hobgoblins in every room of a hobgoblin fortress? 2d4 kuo-toa in every room of the kuo-toa temple? 2d4 bandits in every room of the bandit hideout? Sure, some of these humanoids have âsuped-upâ versions like hobgoblin captains, kuo-toa whips, and bandit captains, but eventually things will get boring with the same enemies every time and those boss monsters are usually reserved for the boss fight!Â
Encounter Twists (1d20)
Here are some ways to make an average group-encounter a bit different. Roll 1d20 to choose randomly or pick from the list below. These tend to be keyed towards an assumption that the enemies are humanoid, but that might not be the case.
(1) Varied Weapons. One of the enemies has a different weapon. For example, if all the thugs have maces, maybe one has a glaive or greatsword. Meanwhile, another uses two daggers instead.
(2) Varied Armor. One of the enemies has different armor than the standard. If the hobgoblins wear chain mail, perhaps one is wearing plate. Maybe one didnât have time to put on armor and only wields a shield.
(3) Minor Spellcasting. Somehow, one of the enemies has come across the ability to use magic, whether divine or arcane. The creature gains the Magic Initiate feat, thereby gaining a cantrip and 1st-level spell.
(4) Healing Potion. One of the enemies is packing a useful healing potion, usually one appropriate for the players to find at their level in case it falls into their hands. If the creature sees an ally go down, they can give out their potion or use it on themselves.
(5) Other Potion. One of the enemies drinks a potion as the battle starts. Choose randomly from the following (d8): (1) Potion of Giant Strength, (2) Potion of Fire Breath, (3) Potion of Flying, (4) Potion of Growth, (5) Potion of Heroism, (6) Potion of Invisibility, (7) Potion of Invulnerability, or (8) Potion of Speed.
(6) Other Consumable Item. One of the enemies carries a consumable magic item, used when the time is right. The players might be able to snag one if it has multiple uses. Choose randomly from the following (d6): (1) 1d4 beans from a Bag of Beans, (2) 1d4 beads from a Necklace of Fireballs, (3) a vial of Oil of Sharpness, (4) a Gem of Brightness with 1d4+5 charges remaining, (5) a Deck of Illusions with only 1d4+1 cards remaining, or (6) a vial of Oil of Slipperiness.
(7)Â Class Feature. One of the enemies has experience in a player class, gaining one of the following features chosen at random (d12). Each functions pretty much like the class feature of the same name. These are meant to just give the impression of a class through one, usually simplified feature, rather than all of a classâs unique features.
Bard: Bardic Inspiration: Use a d6.
Barbarian: Rage: Bonus damage at +2.
Cleric: Spellcasting: Knows the Guidance and Sacred Flame cantrips. Can cast 3 spell-levels-worth of spells: either Cure Wounds (1st), Guiding Bolt (1st), Spiritual Weapon (2nd), or Spirit Guardians (3rd). Use their Wisdom modifier for their spellcasting statistics (minimum 13).
Druid: Wild Shape: Choose an animal appropriate to the setting and have it be up to CR 2.
Fighter: Maneuvers: Give them 4 d8s and just choose 1 maneuver for simplicityâs sake.
Monk: Ki: Give them 3 Ki Points and let them gain two unarmed strikes (d4) as a bonus action, or else dodge, disengage, or dash as a bonus action by spending a ki point.
Paladin: Divine Smite and Lay on Hands: Give them 2 1st-level spell slots with which to smite. Also give them 10 points of Lay on Hands.
Ranger: Spellcasting and Fighting Style: They can cast Hunterâs Mark twice per day and gain the Archery or Two-Weapon Fighting styles.
Rogue: Sneak Attack and Cunning Action: Use 2d6 for the Sneak Attack damage.
Sorcerer: Spellcasting and Metamagic: Give them 3 1st-level spell slots, a cantrip, and a 1st-level spell eligible for the Twinned Spell Metamagic feature. They can use Twinned Spell on one of their spells up to 3 times.
Warlock: Eldritch Blast and Pact Magic: Give them the Eldritch Blast cantrip, then 1 3rd-level spell slot (assume a second slot was used already). Then give them the spells Hex, Witch Bolt, or Hunger of Hadar. Use their Charisma modifier for their spellcasting statistics (minimum 13).
Wizard: Spellcasting: Knows the Minor Illusion cantrip and one damaging cantrip. Can cast 4 spell-levels-worth of spells: either Fog Cloud (1st), Magic Missile (1st), Flaming Sphere (2nd), Web (2nd), Fireball (3rd), or Lightning Bolt (3rd). Use their Intelligence modifier for their spellcasting statistics (minimum 13).
(8) Mount. One of the enemies has an appropriate mount, offering them greater mobility and the offensive/defensive features of an additional enemy, if it has attacks.
(9) Pet. The creatures have a pet, captured creature, or summoned magical servant of an appropriate challenge rating. This could be a beast, a monster, an undead (if a necromancer is present), an elemental (if a wizard or druid is present), a fiend (if a warlock or cleric is present), or a fey (if a druid is present).
(10) Brute Creature. One of the enemies has the maximum amount of hit points based on their hit point calculation. The creature rolls twice for damage, taking the better of the two rolls.
(11) Meek Creature. One of the enemies has half the normal amount of hit points based on their hit point calculation. The creature rolls twice for damage, taking the worse of the two rolls.
(12) Unique Species/Race. One of the enemies is of a different species. For instance, a group of Bandits might have a Dwarf or Bugbear in their ranks. You can grant an NPC creature some traits of the new species/race (like Dwarven Resilience), or you can just use statistics of a different monster (like the Bugbear).
(13) Infiltrator. One of the enemies is secretly a monster in disguise. Ones that fit the bill might include: a Doppelganger, an Intellect Devourer, a Succubus/Incubus, a Lycanthrope, a Yuan-Ti Pureblood, a Yochlol (if among drow), a Barghest (if among goblins), an Oni, a Hag, a Slaad, a Rakshasa, or a Couatl. For more powerful characters, you could use an ancient metallic dragon or a Deva.
(14) Sickness. One of the enemies is suffering from a random disease. Creatures that come within 5 feet of them have a chance of contracting the disease. The creature should be displaying symptoms in order for the players to effectively make decisions about this in combat. In theory, though, other enemies might be asymptomatic, so smart players should maintain distance with all the enemies.
(15) Unusual Surprise. If the players took precautions and surprised the enemies, half of them were unusually alert and are not surprised. If the enemies were not initially surprised, half of them were far from prepared and are instead surprised even if the players took no precautions. Perhaps they were daydreaming, sleeping, getting armor on, or tripped.
(16) Feat. One of the enemies has a random feat chosen from the following (d20, reroll on 16+). Some may require them to change their weapons or armor, and are marked with an asterisk: (1) Alert, (2) Athlete, (3) Charger, (4) Crossbow Expert*, (5) Defensive Duelist*, (6) Dual Wielder*, (7) Great Weapon Master*, (8) Â Heavy Armor Master*, (9) Mobile, (10) Mage Slayer, (11) Polearm Master*, (12) Sentinel, (13) Sharpshooter*, (14) Shield Master*, or (15) Tavern Brawler.
(17) Unusual Talent. One of the enemies has an exceptional statistic, different from others of its kind. Choose one of the creatureâs abilities that is on the low end and make it comparable or better than their strongest ability. For instance, if such creatures normally have high Strength, give this one high Dexterity. If they are typically low in Intelligence, give them a high Intelligence and let them use smarter tactics. Give them unique weapons or spells if appropriate.
(18) Damage Rider. One of the enemies deals additional damage of a random type using one of their weapons. This may come from a magic oil or poison applied to their weapon, or perhaps their own arcane or divine magic. Donât use a magic weapon as players will be able to use it once the battle is over (unless you planned to give such an item as treasure in the first place). Their weapon deals a bonus 1d6 damage of a type chosen at random from the following: (1) acid, (2) cold, (3) fire, (4) lightning, (5) necrotic, (6) poison, (7) psychic, or (8) radiant.
(19) Siege Weapon. One of the enemies is manning a siege weapon of your choice against the players. A ballista is usually a good option, since you usually donât want a cannon in your playersâ hands and a catapult is better for non-moving targets. You could also create a magical siege weapon, like a turret that casts Burning Hands, Scorching Ray, Ice Knife, Acid Arrow, or Lightning Bolt.
(20) Elemental Shield. One of the enemies has immunity to one damage type and resistance to all other damage until they are dealt damage of an opposed damage type, which destroys this magical shield. Pair the damage types like this: cold and fire, radiant and necrotic, acid and lightning (think of it like earth vs. air). Alternatively, one of the creatures is naturally blessed with immunity to one damage type. Give the creature some sort of visual cue for this to clue the players in.
Characteristic Twists
Another way to vary humanoid creatures is by giving them interesting personality traits or interesting physical features. Roll or choose from the Appearance Twists table to make one of the humanoids look more distinct. Roll or choose from the Personality Twists table to make one of the humanoids act differently or more interesting, sometimes in a way the players can exploit in combat.
Appearance Twists (d20)
Creature hasâŚ
Outlandish hairdo
Interesting headgear/hat
Worn trophies collected from enemies
Personalized armor or clothes
Prominent visible tattoos or war paint
Prominent visible scar
A cape or other dramatic attire
Prominent facial jewelry (or facial hair if they have it)
Weapon made from unique material or uniquely decorated
A meaningful symbol prominently displayed
Unusual physical features for their species
Eyewear (glasses, goggles, mask, or eyepatch)
Prominent visible birthmark
Unusual attire for class/profession
Missing or prosthetic limb
Trinket (roll on existing table) worn and visible
Worn piece of valuable treasure
Worn a memento from a lover
Worn animal hide
Appearance altered magically or through a curse
Personality Twists (d20)
Creature isâŚ
Suffering from a form of Long-Term Madness (roll on existing table)
Overly confident, willingly enters dangerous combat situations
Overly cautious, always readies their action into a reaction
Intimidating, can frighten a target as a bonus action with a successful Charisma contest
Sadistic, aiming for weak targets
Defiant, challenges the strongest foes first
Overly dramatic, draws a lot of attention
Automysophobic, canât stand getting dirty
Irrationally terrified of something in the playersâ arsenal (magic, animals, fire, etc)
Biased against one of the playersâ species and focuses on them
Angered or terrified by mages, attacks them first
Flirtacious with one of the players, is effectively charmed by the player
Witty, taunts foes with banter
Indecisive to the point where they sometimes only take the Dodge action
Loyal to their leader to the death
Edgy and mysterious
Best friends with one of their allies, always tries to Help them in combat
Cowardly, becomes frightened and attempts to Disengage or Hide if damaged
Honorable, refuses to fight with an unfair advantage
Drunk and suffers from the Poisoned condition
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"what level do wizards get access to Conjure Egg?" fun fact the answer is second level and the spell is so delightfully wild
is conjure egg a legit thing ?? hello?
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New form of joke: telling someone to roll an ability check for something that obviously doesnât need that type of check
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some dnd backstory ideas that give your character a reason to leave home that isnât âeveryone in my family died.â (just to say: i have nothing against those backstories (i use them a lot), but its fun to mix it up!)
family/friends/personal
someone close to you is sick. you need to adventure to find a cure
someone stole something important from you and you need to find it
youâve received a message from a long lost relative and are trying to find them
someone that you love has been kidnapped (maybe you have to earn money to pay a ransom or complete some deedâŚ)
adventuring runs in the family! everyone is expected to complete one quest in their lives
your family/culture sends people out to complete certain tasks when they reach a certain age as a rite of passage
another playerâs character saved you in the past so you feel indebted to them and travel with them, protecting/aiding them
thereâs a magical drought in your hometown and you have to fix it
your hometown doesnât have a lot of jobs so you have to travel and send money back home
some childhood friends and you made a âscavenger huntâ where you try and complete a checklist of certain tasks (ie. defeat a barbarian in hand to hand combat, steal x amount of gold, slay a dragon, etc) in an allotted amount of time
quests/jobs
a god/patron has sent you on a quest to do something for them
youâve been hired by someone to complete a task (and you get sucked into the big adventure along the way)
youâre on a quest for knowledge. maybe itâs to learn the best ways of fighting, maybe itâs something more academic related
your priest received a vision from your god and they sent you on a quest
youâre writing a book about the world and different cultures and you need first hand experience
youâve found every map youâve come across is shitty, so you decide to become a cartographer and make your own
youâre a detective who helps solve crimes and need to travel to solve a particular case
youâre a collector of a certain object and travel across the land to find it
youâre apart of an adventuring academy and have to complete a quest to graduate
youâre an artisan and you travel with your wares, trying to sell them. alternatively, youâre trying to spread word of your business and gain new business partners
you worked at a tavern your whole life where an old bard would sing songs of their adventuring party and that inspired you to go and do some adventuring of your own
feel free to add some of your own!
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How do the Justin and Griffin always make monster factory characters that I feel intense gender envy to
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Reminder and fun fact:
Today is the 4 year anniversary of the first ever taz episode
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đ đĄđ˛đ đśđđ˛đş! Dress of Defense Wondrous item, rare (requires attunement) ___
This dress has several decorative armor plates adorning it, but is otherwise made of layers of lush and sheer fabric. While wearing this dress, you gain a +1 bonus to AC if you are wearing no armor. You can use a shield and still gain this benefit. As a bonus action, you can speak the dressâ command word to cause its armored plates to emit a protective magical force, causing the bonus to increase to +3 for 1 minute. Once this property of the dress has been used, it canât be used again until the next dawn. ___
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