buckstar-dungeon23
buckstar-dungeon23
Buckstar-Dungeon23
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buckstar-dungeon23 · 2 years ago
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in the wake of the wotc OGL nightmare, I’ll post a list of games you can play as an alternative when I’m off work
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buckstar-dungeon23 · 2 years ago
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non-confrontational cowboy that wont turn around after the 10 paces
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buckstar-dungeon23 · 2 years ago
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Shrek as an 80's Dark Fantasy Film
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buckstar-dungeon23 · 2 years ago
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TN05 - White Expanse
Powdery snow wafts along the plane of frozen earth that stretches in all directions. No discernable features are in the immediate vicinity.
DC 12 Survival - the expanse is snow that is deep and irregular. This counts as difficult terrain, requiring 2d4+2 hours to navigate. 
If the party rushes forward one will discover an old bear trap DC 12 Reflex Save (with disadvantage) taking 1d4 piercing damage and being restrained until a DC 12 Strength check is used to pry the trap apart.
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buckstar-dungeon23 · 2 years ago
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TN04 - Thick Ice
A small group of tusked whales swim in water filled with crushed ice. The outer edge of the water has frozen solid trapping these creatures without food or a way to escape.
DC 15 Perception - Spot an amber ring stuck on one of the tusks.
DC 13 Athletics - Successfully break a channel through the ice that lets the narwhals escape.
Saving the narwhals causes the one with the amber ring to shake it  off appreciatively
Slaying the narwhals nets the party 50 rations, 5 pints of whale oil and 3 narwhal tusks that can be used as javelins or spears. This also makes the party have disadvantage on stealth checks for the next 1d4 days against perception checks relying on sense of smell.
Leaving the Narwhals means they perish, allowing the polar bear in TN## to leave and scavenge them for food.
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buckstar-dungeon23 · 2 years ago
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TN03: Watchtower Hund
A ragged strip of red cloth flutters in the wind above the ruins of an old watch tower. The skeletal remains of a dwarf lie beneath a shelter constructed from broken wooden beams. A golden amulet is trapped in the corpse's death grip.
The amulet bears the marking of a dwarvish clan. An anvil wreathed in flames.
DC 15 History - This is the Fireforge clan's emblem, the clan contributed many resources over the years in the attempt to find the lost city.
DC 13 Arcana - this one half of a set of sending stones.
DC 10 perception - obsidian shards are scattered all around the ruins
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buckstar-dungeon23 · 2 years ago
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TN02 - Foggy Expanse
Frigid mist obscures everything in sight and the very air is painful to breathe. Torches are smothered by the fog and frost begins to settle on anything not moving. Navigating this area is only possible with a successful DC 13 Survival check. Success leads to TN03 - Watch Tower Hund. Failure means the PCs get lost for 1 hour and take 1d4 Cold damage. On 3 Failures the party will encounter a Polar Bear CR2 and then find themselves back at TN01.
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buckstar-dungeon23 · 2 years ago
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TN01 - Frozen Docks
A hundred feet from the slushy shore are the frozen remains of two wooden piers. Searching the area reveals a bronze compass and an ivory dagger stuck fast under a layer of ice. Extracting the dagger and compass is a skill challenge. 3 Successes before 3 Failures. DC 10. Failure breaks the dagger and damages the compass but it still works... maybe. DC 10 Investigation - Compass does not point directly North and the needle is shaped like a tuning fork and constantly quivers. Compass will lead to TN02.
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buckstar-dungeon23 · 2 years ago
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Dungeon23 - Lowerburg
This is my Premise for Dungeon23 A subterranean city built into the permafrost of a northern continent hundreds of years ago during a supernatural blizzard. Many expeditions and mages have tried to rediscover the city, but the white wastes have erased the entrances and block all attempts at divination. A chance find on an unused dock leads the party into untouched sites and untold danger.
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