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jonathanshade · 2 days
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The 1920 Westinghouse Gyro ceiling fan really gives off some cool steampunk vibes!
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jonathanshade · 8 days
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hey! was wondering if you have some ideas/tips for running a dark fantasy campaign? ive been running one for about a year now and while ive included horror elements im a naturally silly person and i feel like i go a couple sessions without including something strange and off-putting. i do wanna be distinct from grimdark, i want my story to have hope and moments of levity, but still feel scary and like the world is against the pcs.
hope ur day is well :]
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Genretalk: Dark Fantasy
Maintaining a consistent tone at our d&d table is a notoriously hard thing to accomplish. Partially it's because it's a collaborative game and not all of our players might be as dictatorially inclined as we are, there's also the dice to contend with and those little polyhedral bastards don't care about dramatic consistency or the wrath of god.
So it falls to us as dungeon masters to do most of the work, but luckily I've found that evoking a specific genre can be pretty easily done through keeping a few ideas in mind while we're running scenes and building out our worlds.
First, a meditation on loss :.|:;
What makes dark fantasy dark? The surface level is aesthetics; dirt covered fauxmedivalism, horror imagery, gritty "realism", a lack of smiles and rainbows and happiness. These are all too common but they only reflect the feelings the genre exists to convey, specifically ones related to both the fear of loss and the suffering caused by it.
If people are going to lose something (whether they be players or npcs), you're going to need them and your audience to care about it, which means learning to build connections and evoke sympathy. Having those moments of levity is SO important because they're the point of attachment for your players, the thing that makes them care about this sometimes rotten world you've crated that they've taken on the responsibility of saving. If you skipped this step you'd be going into grimdark, which is one of the reasons I dislike the genre: death and suffering lose all meaning if there's no alternative.
Likewise, as easy as it is to lose hope, people are going to try to make the best of bad times. There's good food and the warmth of a fire and the company of friends and the chance of something better happening tomorrow. People are going to want these things no matter how turbulent circumstances get, so it's important to focus on them to give contrast to the darkness of your story.
Bad things happen to good people and there's (probably) nothing you can do about it
One of the central conceits of playing D&D is that the players are heroes, characters with a unique power and agency in the world and the ability to shape the outcome of events, specifically to beat the odds and save the day. However we can still lean into the dark side of dark fantasy by highlighting that while the players are privileged by their protagonist status, most other people aren't.
Most NPCS the party end up getting to know should have something tragic in their backstory; a war, a famine, a plague, a loved one's death. This will have affected them deeply and have coloured their outlook on the world and will set up their later dramatic arc. The town magistrate is going to have opinions about adventurers after her sister befriended a passing gang of sellswords and ended up dying in childbirth after being seduced by their charismatic leader. The townspeople are unlikely to rebel against their petty and sadistic baron since they remember his military acumen that saved them during the last border war. This also sets up the unexpected moments where the party can fight against the darkness of the world by getting people to see past the lifetime of cruelty they've been forced to endure.
A centeral part of the players having agency is making choices, but sometimes things go wrong, and sometimes there's no good options. Innocent people get hurt, there are costs that we end up having to pay that may or may not be worth the price. Keeping the young lovers apart and letting the unpleasant political marriage go through is the only way to avert war. There's a murder demon stalking town and the only way to banish it is for someone innocent to be ritually sacrificed, none of the heroes count, they've all got blood on their hands.
One of the best tricks I've learned to highlight the "no good options" approach is to present the party with a status quo that needs to change, but characters they like who are reliant upon it. It's easy to justify toppling the evil empire, those guys are jerks and are actively making life worse for everyone, but things get messy when doing what needs to be done involves making life worse for a lot of generally good people.
Messy decisions are what we want in dark fantasy because it really gives the party agency over the story. Are they willing to give up something they care about to perform an act of heroism? Are they willing to let the world tip further into chaos for the sake of seeing justice done? If there is no right choice, then what choice will you make?
The universe trends towards darkness
Worldbuilding is an important part of establishing your tone, and while you don't need to constantly keep ratcheting up how dreadful things are it pays to be mindful while thinking up new details for your setting.
Living in the world is a bloody business and people are all too often accepting of awful things if it makes their lives easier. On the base level it's the "kill people who are different monsters take their stuff" angle of self enrichment, but it gets more abstract as you venture into the non-adventuring levels of society. It's stuff like religions venerating painful martyrdoms as miracles, joyous feast days and festivals to commemorate some bloody event, national or family pride over participation in historic slaughter. A dark fantasy world is one that celebrates it's hypocrisy and compromises because it has long given up on good actually winning out.
To really hammer in that "fighting against the odds" feeling, stories/legends/songs about other heroes should either be tragedies or well known falsehoods.
Change (to say nothing of actual improvement) comes at terrible cost. It isn't fair that the world/narrative/universe is set up this way, but now the heroes have to deal with it.
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jonathanshade · 14 days
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Resource: Curses, Revised: Part Two
Ever felt the official content on curses is too limited by the two spells and handful of rolling tables, and wished for more? Then this is the series for you. I’m working on a multi-chapter revision of curses in D&D 5th edition, which helps you to create and use curses that fit in your setting and that make sense. This is part two of at least three, which are still a work in progress. Keep your eyes peeled for part three :) I will also link it here once it’s posted.
Part one can be found here: Curses, Revised: Part One.
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jonathanshade · 14 days
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Resource: Curses, Revised: Part One
Ever felt the official content on curses is too limited by the two spells and handful of rolling tables, and wished for more? Then this is the series for you. I’m working on a multi-chapter revision of curses in D&D 5th edition, which helps you to create and use curses that fit in your setting and that make sense. This is part one of at least three, which are still a work in progress. I’m hoping to get these all done soon, so I can post them all in a row, or at least relatively close together. Keep your eyes peeled for part two :) I will also link it here once it’s posted.
Part two can be found here: Curses, Revised: Part Two.
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jonathanshade · 18 days
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Even devils, most of whom are sticklers for rules and protocol, sometimes find that satisfying every detail of an agreement can be tedious. In such situations, they might decide to call upon the services of cunning lesser devils known as advocators. These hawkish fiends are experts in pact-making and can find loopholes in almost any contract, thereby enabling their employers to wriggle out of whatever onerous responsibilities you might have thought they’d signed up to.
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jonathanshade · 18 days
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Dungeon: Sulgien's Sulphurous Tomb
After the ancient titan of fire was snuffed out, her children and followers interred her body in a burial mound that rivaled small mountains for size. It is said the earth itself wept over this cairn, and it's tears were volcanic fire that has never since cooled.
Adventure Hooks:
Whether it be a demiplane or stretch of hostile wilderness (as your campaign might need) the charred wasteland surrounding Sulgien's tomb has come to be known as the Ashmourn. Home to pyroclastic storms and rogue elementals, to say nothing of the rivers of lava or cinderswamps, the Ashmorn is an area all but the bravest steer well clear of. This has made it the perfect home for a band of fire genasi nomads who survive by raiding other lands, then retreating where more flammable folk would never dare to follow. Their leader claims decent from Sulgien herself, and seeks a means to resurrect the mighty titan so that she may again hold dominion over all that burns.
Legends say the gods struck down Sulgien because her rampages threatened the very foundations of the world. The legends are almost right. While it's all to easy to imagine a fiery giant destroying everything in her path, Sulgien's threat lay not only in her strength and battle prowess, but also in her power as an oracle: With some effort the titan of fire could pronounce a destiny and sear it's shape upon the world, impossible to avert or contradict. It's also said that her prophecies were etched upon the inner walls of her tomb, knowledge that mystics of all kind would pay a party generously to obtain.
Stories speak of Sulgien's blade, the bane of gods and monsters alike, which struck apart foes with the violence of the rupturing earth. Someone, perhaps the party, or one of their foes, might be able to obtain a fraction of this power should they be able to reach the titan's burial chamber and touch their weapon to hers. This is easier said than done, not only would one need immunity to fire to even consider the task, it would also require swimming to the bottom of a magma flooded burial chamber as well as laying hands on a weapon that could survive the transfer of primal energy. Even adamantium melts under such pressure, but should someone manage the impossible they will be in possession of a weapon that can carve pantheons.
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jonathanshade · 23 days
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You folks want to see the weirdest d&d book in my collection? It absolutely beats out the Book of Erotic Fantasy for sheer whatthefuckery, at least in my opinion.
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jonathanshade · 25 days
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if you are a dungeon master (or even a fantasy author/worldbuilder of any kind) and you don’t know about donjon let me make your life a million times easier
want to make a fantasy calendar with your own year-lengths, weeks, months, and lunar cycles? https://donjon.bin.sh/fantasy/calendar/
need to come up with some medieval town demographics? https://donjon.bin.sh/fantasy/demographics/
want to make a map and layout of a city/town? https://donjon.bin.sh/fantasy/town/
want a fleshed-out tavern complete with menu, innkeeper, patrons, rumors, and secrets? https://donjon.bin.sh/fantasy/inn/
leading your players through a dungeon and want to customize the size, treasure, layout, theme, etc? https://donjon.bin.sh/5e/dungeon/
tired of creating lists of magic items for different shops to sell, or hoards to be looted? https://donjon.bin.sh/5e/magic/shop.html and https://donjon.bin.sh/d20/treasure/
even a customizable initiative tracker! https://donjon.bin.sh/d20/initiative/
and that’s only scratching the surface! I really recommend all dms check this out. oh, and it’s completely free!
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jonathanshade · 25 days
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DM Tip: The Debt Always Comes Due
Isn't it weird how little we engage with gold as a real gameplay system? Sure, at low level wealth makes a great questhook, the party is usually hurting for a payout so that they can afford necessary gear upgrades/ubiquitous healing potion restocks/their next trip to the magic item shop. After a while though the promise of raw wealth loses its lustre, and the party is less likely to go out of their way to accept bounties, go off chasing treasuremaps, or accept gigs from shady patrons.
Generally I'd advise that this is a sign that your party are done being run of the mill sellswords, and it's time to hit them with a big epic questline that's focused more on emotional and narrative stakes than base currency. That said, sometimes you want to run a longer adventure arc that's centred around the acquisition of wealth, but to do that, you're going to need to go against the grain on one of the foundational assumptions that underpins D&D both mechanically and narratively.
TLDR: If you want your party to be motivated by gold past their first big pay off you should consider using a "wealth hurdle", which in short is a narrative and gameplay challenge that forces them to collect not only more gold than they already have but also more gold than they could get doing what they've been doing so far. This can be anything from a crimelord calling in a debt on them or one of their allies, a powerful monster swooping in and demanding tribute, comissioning some grand construction, or funding the defence of a region. Having the hurdle active should cause problems for the party, and not clearing the hurdle before a perdetermiend deadline will immensely bad things to happen. This will force the party to take risks they otherwise wouldn't, giving a high degree of focus to their subsequent adventures that they wouldn't have if they were content.
What we're trying to fix:
At it's core, D&D is a power fantasy, and a good chunk of its gameplay mechanics regardless of edition are about acquiring new strengths, options, and assets. These assumptions are likewise built into the genre and narrative structure of most campaigns: Heroes undertake quests usually for the promise of some reward, gain experiance/hit milestones along the way, and eventually stumble across some kind of loot drop at the end. There's nothing strictly wrong with this, but it does mean that all the resource problems the heroes face in the early game (and the inbuilt motivations that come along with them) are all but resolved by the time they hit the next gameplay tier.
This is complicated by the fact that outside of 3rd party options there's not much to spend money on. The DMG (which you should totally ignore) say you shouldn't let them buy magic items, and the common wisdom would say "let them buy a keep", but that solution only appeals a niche selection of adventuring parties.
Using Weath Hurdles turns acquiring gold not just into a quest goal but a gameplay challenge, forcing your party to scour the land for potential sources of wealth (and risk upsetting whoever or whatever happens to be currently holding it) and take on challenges they'd never normally attempt if there was only survival/personal enrichment at stake.
Food for Thought:
Tradional d&d structure has the party getting a huge payout at the end of their adventure in the form of a bosshoard or questgiver reward which is a very backloaded "you can have your dessert after you finish your greens" sort of attitude. Consider switching it up sometimes: have the party's patron or employer give them a small stipend to spend on kitting themselves out, have an early game treasure haul so the party can have a mid-arc shopping episode. This is especially useful in higher level games where your party may go weeks to months without a level up as it preserves the feeling of progression and gives them new toys to play with in between the big character defining abilities.
Recently I've been learning my way around blades in the dark (can't reccomend it enough btw), and just like any other time I've wanted to learn a new ttrpg system I'm having to do a bit of neural rewiring when it comes to figuring out how to write and run sessions of the game. Coin in BitD is both an XP (used for upgrading the party's shared crew sheet) a resource (burned to upgrade the results of various rolls) and a stat ( rolled to see if the players can lay their hands on various hard to come by items). It didn't really click for me until my first group messed up really badly on what was supposed to be their introductory adventure and pissed off the local crimeboss. I was just going to have him bully them, lock them up and then have a jailbreak the next session ( it's what I'd do in d&d), but on the fly I had the idea that he'd let them go with a massive debt they needed to pay off, which forced them to either pay him a percentage of their takings on all future jobs, or do small jobs in utmost secrecy so that they could build up their own strength under his nose.
Interestingly enough, the d&d game where I thought player wealth as a resource was most interestingly used was Dimension 20’s starstruck Odessy, which was a conversion of the amazing fanmade  starwars5e system. Starstruck is a parody of hypercapitalism and aptly uses money as both a narrative and gameplay feature. One character is stuck paying weekly insurance premiums on a debt he would never be able to pay down forcing him to act recklessly to acquire wealth in the immediate future. Another character was a economic and political power player and some of the best moments in the series come from her high stakes wheeling and dealing and bouncing money between accounts while the rest of the group engages in epic space battles; the rest of the crew might’ve barely got their ship out of the dogfight, but she’s the one who ensures they can pay for the repairs once they get to the space dock.   None of this would be possible without completely ignoring the normal constraints of wealth per level: gaining and losing huge sums based on moment by moment player decisions, The need for them to play along with the absurist gig economy to boost their rating and get better paying jobs, making a devil’s bargain with a corporate sponsor all so that they could risk their lives in a deadly arena fight all for the (very unlikely) chance of winning the equivalent of a million GP.  Not every campaign should, or even could so focus on money in this way, but it was FASCINATING to watch it in action. 
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jonathanshade · 2 months
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Dungeon: A Bleak Picture
Unsure whether they've been trapped inside a painting or been cast back in time, the party must venture through the desolate ruins of a once warm and familiar place to rescue a number of innocents that've gone missing after being abducted by some shadowy force.
Adventure Hooks:
The party arrive in the town of Valasren on innocuous business, following the rumors of a ruin, attending a nearby shrine, or visiting some old friends. When they arrive they're given an unexpectedly amiable welcome by lord Lucas Kevral, who's heard of their earlier exploits and wants to cultivate a good relationship with such aspiring heroes. While taking him up on an invitation to dine at his castle, the party spy a gloomy painting depicting Valasren in ruins. Lord Kevral explains that it was painted to commemorate the near destruction of the town some generations ago, when one of his ancestors left the settlement defenceless to go off seeking glory in war. His grandmother commissioned the painting from one of the survivors, and hung it in a place of honour so she nor any of her descendants would forget their duty to defend the people.
As the party pursue their mission around Valasren they'll begin to notice a number of disappearances that only seems to climb as time ticks on. Rumors begin to circulate about something moving in the night, stalking people, creeping into their homes when they're asleep, leaving only open doors and empty beds come daylight. These rumours become all too real when the party awake one morning to find one of their number missing, taken without a whisper from where they slept. A scattering of untrustworthy witnesses say they saw an unnatural figure carrying a sack up the hill towards the Lord's castle, giving them at least a ghost of a trail.
Following the trail back to the palace eventually leads the party to the painting, an inexplicable cold draft intermittently drifting from its now permeable surface.
Background: The painter who witnessed the destruction of Valasren was a true master, and was years later able to immortalize the hopelessness they felt in that moment through their skill with the brush. There is power in such emotional resonance, and transformed the painting into an overlap with the shadowfell, where the town's sorrow had likewise been reflected. Not quite a portal, the painting never did much harm but making the already drafty castle hall a little more cold and unwelcoming at night, at least until recent days.
Drawn by the warmth of life and merriment on the air, A Snatcher has discovered the painting and forced its way through, one by one dragging inhabitants of Valasren into the upside down for an unknown purpose.
Challenges & Complications:
Once the party figure out there's something up with the painting, cut to the abducted player waking up in the ruined shadow-town. There's no corresponding painting anywhere to be seen, and because they were taken while they were asleep they're likely a bit exhausted and missing most of their gear. They'll have to be quiet and clever to escape the nightmare things and lingering spirits that dwell within Valasren's shadow, but doing so may give them vital clues about what's really going on. Keep the tension on until the isolated hero is backed into a corner, then have the rest of their friends arrive.
It's a grim irony that before war came to Valasren, the painter was working on capturing the beauty and peace of their home town on canvas, only for that work to be destroyed in the town's raising. Thinking it lost forever, the painter added it in as a detail nearby the burnt out remains of their workshop as a meditation on the happiness thought taken from them. Like many things lost to the mortal world, an echo of the painting has come to reside in the shadowfell, and acts as the exit portal back into the land of light. Finding it though is a problem, the snatcher has removed it from it's resting place and given it over to the terrible entity lairing in the castle. Where they've put it, who can say?
Numerous townsfolk have been pulled into the shadowfell and are scattered about the echo of a place they thought they knew. Lost, affraid, and isolated, many of them have run for cover or have started to sink into the spirit siphoning torpor that afflicts all to dwell too long in shadow.
Extra special thanks to @dm-tuz , who's monsters are ALWAYS an inspiration.
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jonathanshade · 2 months
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Hi! I really like your other takes on Underdark races, and wanted to ask if you had any thoughts on improving grimlocks? Beyond the permanent blindness they have and the whole being humans who adapted to the underdark, there doesn't seem to be a whole lot else done with them.
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Monsters Reimagined: Grimlocks
Would it surprise anyone to learn that a d-list d&d monster has It's roots in 1800s ideas about eugenics and bad adaptations of genre fiction? No? Then you've been paying attention, top marks.
Asker is absolutely right in their assessment that there's not really much to grimlocks. They're one of many "hostile tribal primitives" that have filled out the monster roster ever since the original developers lifted them en mass from the pulp adventure stories they grew up reading.
A common theme among these pulp works and the early scifi that inspired it was devolution, the idea that a people could degrade from greatness back into an animistic nature. The most well known pop culture example would be HP lovecraft's deep ones, where the author's fears of race mixing manifest as monsters that literally push humanity back down the evolutionary ladder to the stage of fish.
There's plenty of different ways to explain the origin of this writing trend, but I like to chalk it up to an anxiety resulting from the widespread acceptance of Darwin's theory of evolution by a society that believed wholeheartedly in scientific racism. If intelligence (read: whiteness) wasn't just a god given right but was infact inheritable, then it could also be disinherited, bred out of a population whether by on purpose or by accident. This made it so important to practice good breeding (read: eugenics), to preserve the pure stock from falling to degeneracy (read: miscegenation) and introducing undesirable traits into the genepool.
We can see fear this with grimlocks, humanoids who were inherently lessened by their "adaptation" to life underground, losing their intelligence and eyesight and descending into a state of barbarism. Given that this is one of the few d&d monsters that mention evolution at all, we can trace this feature to their likely inspiration: The morlocks in H.G. Wells' Time machine, published a scant 36 years after Darwin published The Origin of Species.
I'm not well read enough to know whether Wells pioneered the idea of subhuman descendants, but I can say that most of his imitators missed the point of his writing: Wells saw in his day an increasingly indolent upper class inflicting brutal and dehumanizing labour conditions on the poor to support their own carefree lifestyle. He satirized this in his book by showing that while the descendants of the rich had devolved into beautiful, useless, idiots, the descendants of the workers devolved into subterranean ape-things who maintained the machinery that allowed the eden like existence of the rich while farming them for meat. Say what you will about Wells' race politics (Neither degenerate fop or inbred ape can withstand the smarts and strength of the enlightened colonial Englishman) but his writing was specifically class continuous, and the brutality of the morlocks was a direct result of the exploitation of working people in his own day and age.
When the morlocks were adapted into the grimlocks , the d&d writers kept their canibalistic streak but specifically removed their class based origins as well as their mechanical knowhow. This is a near identical process to what happened with a creature the worlocks helped inspire: Tolkien's orcs, which were likewise turned from a commentary on the brutality of the industrial age into warlike primitives. It's a bit of a trend.
If you wanted to "fix" the grimlocks I'd go one of two ways:
If you want to engage with themes of primality, make them legit underdark dwelling primates/australopithecus type of creatures, just figuring out tool use and language. Make the rumours of them being descended from cave-exploring humanoids a common myth made up by surface dwellers.
If you want to get spicy about it though, give them back their mechanical aptitude and maybe mix in a few more dashes of pulp "lost civilization" ancient aliens nonsense. Have them dwell in great mechanical complexes beneath the earth, worker drones who've long outlived the creatures that enslaved them and scribed mechanical knowledge into their very being. Originally denied understanding of the machines they toiled to build, work, and maintain, the grimlocks jealously guard the science they've spent generations reverse engineering, giving them the reputation of being violently territorial for those underdark travelers who venture too close to the megastructures they inhabit.
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jonathanshade · 2 months
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Adventure: The Big Ambitions of Baron Bittly
Monsters from the primal expanse of the Drovidiin Wilds have been appearing without warning in the kingdom’s heartland, somehow teleported hundreds of miles to rampage through towns and cities. After more than one skirmish with the beats, your party has ventured to the bordertown of Thimblewell on the edge of the wilds, seeking answers.
Adventure Hooks:
Though the party have heard whisperings of the beast attacks before, their firsthand exposure to the phenomenon comes when they hear screams and cries coming from the town’s fancy playhouse. An acid spitting drake has somehow found its way inside the building during the middle of the performance and its rampage threatens to bring the house down.
Tasked with tracking down a crew of bandits that’ve been plundering local caravans, the party’s raid of the outlaw’s encampment is thrown into chaos when one of their targets breaks open an innocuous crate, pulls out a glowing glass canister and smashes it in the middle of the melee: unleashing a beast in a burst of blue light into an already chaotic final battle.
The party find a strange tension when they arrive in the town of Thimblewell. Though the settlement has a long history of being beset by monsters from the primeval wilderness it borders, there’ve been no attacks for the past several years and no one seems to want to talk about why. Eventually a disgruntled former guardsman points them in the direction of the local landholder, an amateur mage with a reputation for conducting strange experiments. He fails to mention that said mage has a defence system built into his manse, and that he’s been expecting the party’s arrival for some time.
Keep reading
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jonathanshade · 2 months
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Kraken Nightchain by Dragons & Stories
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jonathanshade · 3 months
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Eyespitter King Killer is an ancient dragon that has turned a long lost dwarven burial temple into his lair. His lair is located on the Witch Sisters mountains (see world sketch). The once magnificent temple has been destroyed by Eyespitter over the centuries as he has worn steps down to mere stubs and scratched all the gold gilding off of the walls to collect in his hoard in thelowest chamber. Eyespitter will attempt to circle around any invaders and attack them by surprise at the rear. Some parts of the temple are still guarded by golems and other protections. There may even be some treasure still hidden away somewhere that Eyespitter hasn’t found yet. The upper levels are home to a tribe of rock trolls that have made an uneasy aliance of sorts with their dragon neighbor. Eyespitter leaves them alone as long as they don’t venture too far into his lair and in exchange they will raise the alarm if any intruders should try and enter enabling Eyespitter to set up an ambush. The final chamber can only be accessed through flying or climbing. Eyespitter can move easily fly through the hole in the ceiling but the floor is a perilous 300′ down! This final room was the burial chamber of a dwarven king long faded from memory. It was originally inaccessible  and sealed off from the world, until Eyespitter made a hole through the ceiling spurred on by his ability to sense treasure.
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jonathanshade · 3 months
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Muldrotha, the Gravetide
If you’d like to support what I do, find free pdf’s for my content, get insight into my design process, and get access to other exclusive homebrew content, feel free to check out my Patreon, whose link can be found on my page.
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jonathanshade · 3 months
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DM Tip: Creating a Campaign Skeleton
Learning to be a better dungeonmaster was a protracted process. A younger me was often so stressed out by the desire to be a better artist that I'd have legitimately mauled a person if it would've revealed to me the wisdom I sought (with my hands or even an actual maul given the chance).
One of my biggest hurdles was the idea of a universal framework for d&d adventures, a guideline that would tell me if the things I was creating were on the right track. It was sorely needed, I loved the process of being creative but without an understanding of how my creative energy was best used I ended up sinking days, weeks, or even months worth of energy into projects that went nowhere. Worse yet, when I DID get a chance to put my ideas into practice at the table they'd frequently spiral out of control and crash, resulting in even more stress.
Over time I learned from these mistakes, I got better, and then I got good. I moved from conscious incompetence to competence, and I ended up having a run of absolutely stellar campaigns that were everything my younger self could have dreamed of: stable, enjoyable, meaningful, and most importantly an absolute delight to my players. Routinely I'd have people, including folks that'd only played with me a few times, mention that getting together to roll dice and listen to me babel on in silly voices was a highlight of their week.
It was as one of these campaigns began to wind down (three years! a satisfying conclusion on the horizon!) and I started looking for a followup scenario that I decided to study all my really successful campaigns and figure out what connected them. The end result was something I'd been looking for for nearly a decade, a reliable format that I could build campaigns around.
I want to preface this section with the understanding that while this information is laid out in a vaguely chronological fashion there's no guarantee that these ideas will occur to you in any particular order. Inspiration is a funny thing, and each idea flows into the others to make a cohesive whole. Due to foreshadowing and setup reasons you're also going to need a pretty solid idea about all of these when starting a campaign, though exact details will likely change/ can be vague up until the moment they're needed.
The Reason: Who are we and what are we doing?
Gives your players a solid background to build their characters around and give them a reason to travel together, rather than having to ad lib one on the spot. Likewise sets expectations of what the campaign is "about" that you can build on or subvert in time. The reason doesn't need to hold true for the entire game, just long enough to serve as a framing device. EG: The Witcher starts out as a "monster of the week" setup and then uses that framework to pivot into politics and prophecy once we've seen the premise play out.
The Pilot/Crashtest Adventure: What's first?
I’ve already written about these, but the general concept is to give your party a mostly contained first outing that doesn’t have any larger bearing on the plot so they can focus on learning how their characters play/building the party dynamic.  By the time the party's finished this first adventure they'll have already started putting down roots in the world: they'll have in jokes, npcs they've started to care about, an understanding of what's on the horizon, and an idea of where they want to go next.
The Central Gameplay Pillar: How does this all work?
It's important to have an idea what your campaign is going to be about in a mechanical sense in addition to its plot and themes. There is a difference between an adventure that has the party delve a dungeon, and a dungeoncrawling focused campaign. I like to lead with these outright during the campaign pitch so that players can know what they're getting into. Your playgroup will likely have strong opinions about what they like and dislike, even if they don't have the words to describe it, so you might need to explain the ideas for them.
The Hub: Where are we?
I think every good campaign has a hub, some kind of settlement that the party returns to between adventures to offload loot, pick up supplies, and sift through the latest gossip to look for the next questhook. Letting the party return to the same place lets them build up a relationship with it, clarifying the picture in their mind as new details are added and they grow more and more attached. It's possible to have multiple hubs over the course of a campaign, but I'd advise really only having one per arc to best concentrate your efforts. Fill up your hub with distractions and side adventures, shorter stories that the party can get tangled up in while the larger adventure slowly reveals itself. Returning to the same hub also means returning to a familiar and expanding cast of NPCs, which helps your party become more and more invested in the setting
The Main Event: What's going to happen?
Here we get to the meat of the issue, the big story you want to be telling using this campaign. To pull off the sick narrative kickflip you wish to perform, you're going to need to lay a lot of groundwork, seeding in details left and right as well as giving the party a chance to stumble across evidence of your schemes without ever realizing the whole thing. To do this, you're going to work in the building blocks of your big reveal/twist/pending disaster into the setting along with those side adventures from the hub. This will give your party an idea that something is going on, but with more pressing matters to take care of they're going to be distracted up until the moment you decide to pull the trigger.
The Setting: What's over there?
While things like genre and tone are definitely things you should have a handle on from the outset, I personally feel like the details of a setting are best constructed on an ad hoc basis, either in a direct response to something required by part of the narrative (be it side story or main event), or pencilled in at the margins as the party explores the world.. That said, creation of the hub and setting often go hand in hand because it's important to match the settlement to the environment and then shape the environment to the quests inside the settlement. As for what's beyond your hub, I happen to have just written something about building out settings.
Now, this next option is one that I recommend you start thinking about only once your campaign is fully underway, so it doesn't clog up your creative process by focusing on something that you might not even get to
The Change: What the fuck?
A little while after the main event has kicked off and your party is off on the quest that will turn them from mere adventurers into heroes, they start to hear rumours of strange happenings. It's certainly not related to the present scenario, it may even be an unexpected windfall, but it's not something they have time to look into. Time ticks on, the land is saved, and the party is able to enjoy their victory lap as well as some dearly needed time off. Before they can get comfortable however they're slammed by some strange occurrence that they could have never predicted that changes the state of the world. A neighbouring kingdom invades, an important ally is murdered and they're blamed for it, a dragon starts rampaging through the realm. Its important that this event is outside the party's skillset, not necessarily diametrically opposed, but counter to what they were planning
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Villain: Jysh'parun, Outergod of Unwelcoming Earth
As distant and ancient as a mountain, as scornful as an axebitten tree
Many philosophies debate and negotiate the relation of mortals to their environment. Some see nature as a thing to be tamed in the name of survival, domesticated, exploited. Others proffer a more symbiotic path, a holistic system to be protected and stewarded.
Beyond these there are the ravings of those claimed by Jysh'parun, who claim that mortals have no right to exist at all, and survive merely by the beneficence of the trees and stones. While all but the most foolish agree that heed must be paid to nature, none but those under the unwelcoming earths dominion would think that there is some geological-feudal hierarchy to which we must all submit.
This then is the paradox of the Unbowing Mountain: a god that claims the worship of things that do not traditionally think, but views nature through a distinctly mortal lens of domination and hierarchy. It's an absurdity bordering on being a joke, atleast until Jysh'parun's influence washes over the land and the forest marches off to war while the rivers start demanding tribute.
Adventure Hooks:
Having come into possession of a disused tract of land, a young farming couple were picking the stones from their new field in preparation for planting when they came across the petrified remains of some indescribable horror. Resembling nothing so much as a horse sized mandrake-root with teeth, they've reached out to neighbours, the sheriff, even the local wizard looking for advice about what to do... only to wake up one morning and find the thing gone. Theft or reanimation are both equally alarming possibilities, and the whole region has been on edge since.
Having been thought dead for years after being lost in a winter storm, a dwarven cartographer descends from the mountains claiming to be their mouthpiece and demanding sacrifices in their name. Her words at first go unheeded, at least until the glacial rivers begin to run with noxious acid, transforming back only when something living is thrown in. Farms and villages are drying out and grisly offerings of livestock now fail to meet her standards she claims the mountains will only be satisfied when the people of the realm throw their rulers in and swear fealty to the peaks on high.
The king's palace is in chaos after a coup took place in the royal gardens, specifically when the great tree that shaded his majesty's favourite thinking bench stabbed him in the back with one of it's branches and then skampered off to replant itself on the throne with the crown in tow. Before Anyone knew what was happening, greenery had overtaken the palace locking most outside while trapping certain vital hostages inside.
Inspirations: Something that's all too often lost in the "madness and tentacles" misinterpretation of eldritch horror is that much of the genre is spun off from the particular phobias of HP lovecraft. When we use the iconography without understanding the anxieties behind it, we risk creating a shallow B movie version of the horror we want our audience to feel.
To write good horror then, we need to draw off fears we understand, and with Jysh'parun I wanted to tap into climate anxiety in a way I don't think I've seen before. We've all resigned ourselves to the fact that climate change is happening, with the understanding that its being driven by the bullheaded egos and greed of people who are so powerful their perspective on life bears no resemblance to anything we could possibly conceive of. Translate their willingness to let us suffer for the sake of profit into a psudo historical fantasy context and you get the Unwelcoming Earth: widening sinkholes that demand tolls from passersby while an approaching tsunami proclaims the divine right of kings. It's not only absurd it's fundamentally idiotic but that it doesn't mean it won't destroy you and everyone you know.
Worshippers: Delusional druids and geomancers. Goliaths and dwarvenkind who get too into being "children of the mountain". Sentient trees, Living crystals, and other elemental entities who seek to put themselves "above" other forms of life. Corrupted primoridals.
Signs: Aberrations that resemble roots or stone spontaneously emerging from nature, acid flowing from normally clear running springs, statues of lordly alien figures carved from erosion, not tools. Proclimations in an unknowable script engraved deep under the earth or on monumental scale.
Symbols: A glyph resembling a mountain range or branches of a tree in the shape of a crown.
Titles: The Unbowing Mountain, The Insuperable, King of all Corners,
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