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#Campaign building
dungeonmalcontent · 1 year
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-Campaign Prep-
Session 0: everyone makes a character at level 3. They have the understanding that this will be an undead heavy game. They do not need their characters to have known each other prior to session 1.
Session .5: each character is sent a letter requesting their services. The letter gives a small detail of what their particular forte will be needed for as well as other general services. The setter if signed "Sincerely, your hopeful Grimm Patron."
Each letter gives specific instructions to meet for further details at a particular inn situated next to the town church. They are to greet the innkeeper and request to see the wine cellar to select a drink for the evening.
Session 1: each player introduces their character one at a time and how they approach the inn. They each get to make their way to the innkeeper and are escorted to the "wine cellar" where there is a dining table situated on a raised bed of loose soil. When all players have been introduced and taken a seat at their assigned chair, the Grimm Patron will appear at the head of the table.
The Grimm Patron is a heavily obscured figure ith full body wrappings. Thier voice is deep and gutteral. They tell the party that they have received knees of a necromancer in the area. They have been robbing the graveyard of the local church with the assistance of short men and are using the stolen remains for necromantic experiments.
For their assistance, the party will be compensated 150 gp each from the coffers of the church via an anonymous benefactor of the church, and will each receive a reserved cemetery plot of thier choice in the graveyard--should they ever need it. There may also be further work opportunities, should the party succeed in investigating the matter.
Session 1 continues by having the party question three townspeople that have heard strange rumors regarding a shack in the woods where the necromancer might be operating. Rumors include strange sounds, that children play in the woods and often camp out there and they seem fine, and one old farmer that remembers a family that used to live out there but they went missing. Session concludes with a fight with a lone ghoul just inside the forest (if they are led there properly).
Session 2: the party ventures deeper into the forest, past various potential undead encounters and natural threats. They reach the "shack", a rundown cottage in a suspiciously circular clearing where no plants grow. It's just dirt underfoot and a lush canopy of live woven branches overhead. Within the 300 feet radius of the cottage, players take an additional 1 necrotic damage whenever they take any other damage and have disadvantage on constitution saving throws versus magical effects.
The cottage is empty but has evidence that a family used to live there a long time ago (around the time when the town was founded). Beneath a broken bedframe is a trapdoor that leads to a cave system.
Within the cave system is dark cavern where three duergar and six children (all nine are indistinguishable from each other without close inspection) are working under a necromancer to prepare a single well crafted undead. The necromancer isn't particularly powerful, but the "small men" are very defensive of the necromancer. The duergar are being paid and the children are charmed.
While the necromancer is fending off the party, the well crafted undead rises and escapes as quietly as possible. His priority is to make sure that his creation escapes safely. He can be killed, or he can escape after his creation does. The necromancer isn't particularly invested in killing the party.
After this encounter, the party can content with the children who are no longer charmed and the duergar who have lost their employer (either to death or escape). The duergar have been tunneling under the graveyard to steal bodies from underground, while the children have been charmed to help build undead and not tell their families what they're up to.
The party levels up to 4.
Further sessions: the Grimm Patron is the graveyard grim, a dog spirit that guards the bodies of the dead. It has taken a humanoid Anubis form to hire mercenaries to assist it since it cannot leave the graveyard (hence the soil in the wine cellar). The undead creation is a pale widow, an undead that charms victims to kill and make into loyal undead servants. The necromancer is the dad from the cottage family, the pale widow is the soul of his wife stuffed into a new body. The grim is the family dog, left behind and the first thing buried in the church graveyard. The family has unfinished business with a vampiric fey that stole thier children, and cannot rest and will continue to reanimate through their respective curses until the fey is slain and their children's souls are freed.
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worldanvil · 5 months
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Fantasy Castle Layouts: Essential Rooms
It's time for MAGICAL INTERIOR DECORATING! We asked Wolfgang Baur of @KoboldPress for the ideal rooms to include in your FANTASY CASTLE... and how to use those rooms for maximum storytelling potential!
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thedailydungeonmaster · 3 months
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Campaign Themes: Exploring Different Genres in D&D Campaigns
Dear Readers, welcome back to our Dungeons & Dragons (D&D) blog! Today, we embark on a journey through the myriad themes and genres that can shape your D&D campaigns. The beauty of D&D lies in its flexibility and the vast creative potential it offers both Dungeon Masters (DMs) and players. Whether you’re a seasoned DM looking to spice up your campaign or a new player curious about the…
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localbizarticles · 9 months
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theplotmage · 17 days
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Principles and Laws of Magic for Fantasy Writers
Fundamental Laws
1. Law of Conservation of Magic- Magic cannot be created or destroyed, only transformed.
3. Law of Equivalent Exchange- To gain something, an equal value must be given.
5. Law of Magical Exhaustion- Using magic drains the user’s energy or life force.
Interaction and Interference
4. Law of Magical Interference- Magic can interfere with other magical effects.
6. Law of Magical Contamination- Magic can have unintended side effects.
8. Law of Magical Inertia- Magical effects continue until stopped by an equal or greater force.
Resonance and Conditions
7. Law of Magical Resonance- Magic resonates with certain materials, places, or times.
9. Law of Magical Secrecy- Magic must be kept secret from the non-magical world.
11. Law of Magical Hierarchy- Different types of magic have different levels of power and difficulty.
Balance and Consequences
10. Law of Magical Balance- Every positive magical effect has a negative consequence.
12. Law of Magical Limitation- Magic has limits and cannot solve every problem.
14. Law of Magical Rebound- Misused magic can backfire on the user.
Special Conditions
13. Law of Magical Conduits- Certain objects or beings can channel magic more effectively.
15. Law of Magical Cycles- Magic may be stronger or weaker depending on cycles (e.g., lunar phases).
17. Law of Magical Awareness- Some beings are more attuned to magic and can sense its presence.
Ethical and Moral Laws
16. Law of Magical Ethics- Magic should be used responsibly and ethically.
18. Law of Magical Consent- Magic should not be used on others without their consent.
20. Law of Magical Oaths- Magical promises or oaths are binding and have severe consequences if broken.
Advanced and Rare Laws
19. Law of Magical Evolution- Magic can evolve and change over time.
20. Law of Magical Singularities- Unique, one-of-a-kind magical phenomena exist and are unpredictable.
Unique and Imaginative Magical Laws
- Law of Temporal Magic- Magic can manipulate time, but with severe consequences. Altering the past can create paradoxes, and using time magic ages the caster rapidly.
- Law of Emotional Resonance- Magic is amplified or diminished by the caster’s emotions. Strong emotions like love or anger can make spells more powerful but harder to control.
- Law of Elemental Harmony- Magic is tied to natural elements (fire, water, earth, air). Using one element excessively can disrupt the balance and cause natural disasters.
- Law of Dream Magic- Magic can be accessed through dreams. Dreamwalkers can enter others’ dreams, but they risk getting trapped in the dream world.
- Law of Ancestral Magic- Magic is inherited through bloodlines. The strength and type of magic depend on the caster’s ancestry, and ancient family feuds can influence magical abilities.
- Law of Symbiotic Magic- Magic requires a symbiotic relationship with magical creatures. The caster and creature share power, but harming one affects the other.
- Law of Forgotten Magic- Ancient spells and rituals are lost to time. Discovering and using forgotten magic can yield great power but also unknown dangers.
- Law of Magical Echoes- Spells leave behind echoes that can be sensed or traced. Powerful spells create stronger echoes that linger longer.
- Law of Arcane Geometry- Magic follows geometric patterns. Spells must be cast within specific shapes or alignments to work correctly.
- Law of Celestial Magic- Magic is influenced by celestial bodies. Spells are stronger during certain astronomical events like eclipses or planetary alignments.
- Law of Sentient Magic- Magic has a will of its own. It can choose to aid or hinder the caster based on its own mysterious motives.
- Law of Shadow Magic- Magic can manipulate shadows and darkness. Shadowcasters can travel through shadows but are vulnerable to light.
- Law of Sympathetic Magic- Magic works through connections. A spell cast on a representation of a person (like a doll or portrait) affects the actual person.
- Law of Magical Artifacts- Certain objects hold immense magical power. These artifacts can only be used by those deemed worthy or who possess specific traits.
- Law of Arcane Paradoxes- Some spells create paradoxes that defy logic. These paradoxes can have unpredictable and often dangerous outcomes.
- Law of Elemental Fusion- Combining different elemental magics creates new, hybrid spells with unique properties and effects.
- Law of Ethereal Magic- Magic can interact with the spirit world. Ethereal mages can communicate with spirits, but prolonged contact can blur the line between life and death.
- Law of Arcane Symbiosis- Magic can bond with technology, creating magical machines or enchanted devices with extraordinary capabilities.
- Law of Dimensional Magic- Magic can open portals to other dimensions. Dimensional travelers can explore alternate realities but risk getting lost or encountering hostile beings.
- Law of Arcane Sacrifice- Powerful spells require a sacrifice, such as a cherished memory, a personal item, or even a part of the caster’s soul.
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poorly-drawn-mdzs · 2 months
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Flower Empowered.
[First] Prev <–-> Next
#poorly drawn mdzs#mdzs#lan wangji#wei wuxian#lan wunian#The absolute chaos that ensued when Lan Wangji showed up...those girls went wild.#We have to give kudos to narration that takes the form of a bunch of suitor seeking ladies.#They were so loud about being here for the hotties and whispering gossip. You go girls.#Wei Wuxian most likely just picked up a already tossed flower to throw. Second hand flowers...are still flowers I suppose.#Can you imagine if LWJ had allergies? Poor lad.#Okay it's time for the real gritty discussion point. The one everyone is waiting for me to talk about:#So...from where we are in the timeline...what the hell is WWX supposed to be wearing?#I'm serious. Put all the fanart out of your brain for a moment.#We are post burial grounds and sunshot campaign so he's had his little goth moment reveal.#*BUT* he is still with the Jiang sect. And by proxy of this flashback talking about his disrespect - they never bring up his attire.#meaning he is likely in some kind of Jiang Purple.#Continuity wise it really feels like this scene should have been *before* the burial mounds.#I understand why it's post - we need to build up on the mystery of how he became the YLLZ.#But also his personality feels way more 'pre-burial mounds WWX'. I think this was probably a 'I don't want to kill my darling' scene.#(The Phoenix mountain flashback is a lot of people's 'darling'. I am knowingly putting myself in the line of fire here).#I'm willingly putting him in Wen Qing's borrowed cloak and assuming people take him wearing it as like...a war trophy.#Historians will revise this moment later on but for now he *is* a hero of that war.
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triaelf9 · 2 months
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Hey Critters!
So, you may recognize these doodles, as I've been live doodling since the first campaign, and doing what side games and one-shots I'm able to do ^_^ I really love doing the doodles, and I hope ya'll are enjoying them too!
I'm reaching out b/c Work is getting tricky as my wife was fired from her job (along with her coworkers last year) b/c her boss got greedy (the union is currently suing him, but we're not looking to get much recompense even if we win probably), and her covid really disabled her so she's not likely to be able to get much new work. Additionally, our kiddo needs a lot of one-on-one support, so her being a stay at home mom is really something he needs at least in these first years of his life. So I'll be the sole earner for the foreseeable future, and I bet you can imagine how tough living off of comics and freelance is lol XD (for a family of 3 humans, 4 rescue cats +1 outside we're caring for best we can, and a number of hefty bills to pay ^_^;;)
So, if you enjoy my doodles (and perhaps even my other work) and want to throw some support my way, a couple bucks a month goes farther than you'd think! Or if that's not an option, shopping in my stores is great too, or even the free option of boosting my work whenever you see it, tell your friends about my comics (word of mouth is LITERALLY what works through this social media algo garbage that's hitting), etc and so on!
Apologies for the long post, but I thought I'd bump this here on my tumblr where a number of folks seem to enjoy my humble lil' doodle offerings ^_^
Thank you for reading, and I'd be ever so grateful to any boosts!
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heybiji · 4 months
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"Ghosts, isn't it?"
the session my human bard Clarette (who can hear ghosts) became an apologist for the tiefling paladin Resolve because she noticed a ghost was following Resolve, and thought maybe she could hear them too, so she approached her about it. and Resolve lied and implied she could hear them even though she can't. and what Clarette was hearing Resolve's ghost say was, well... a sad thing to not want to hear.
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ratboysims · 9 months
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vampire the masquerade build part 2, this time the basement.............. i'm playing a fledgling named enoch, this is his boyfriend's museum that they live under (his boyfriend is a toreador named frank and i'm deeply obsessed with them both thank you for your time)
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zwoftt · 2 months
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okay but what if the silken squall is at the council meeting and forces dorian to face his responsibilities, the self he hated and was purposely trying to change/leave behind, having to admit that cyrus is really dead(TO HIS FUCKING PARENTS) and his family issues that he had been running away from ??? what if bro.
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daftpatience · 25 days
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dnd session 0 went great here's a drawing I did of it
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badolmen · 1 month
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Ten Dollar Tuesdays!
$10 isn't much - it might not even be enough for your favorite streaming subscription or morning coffee. Why not donate $10 for one of the following campaigns!
If you cannot donate this Tuesday, please reblog so this post reaches someone who can.
(verification) Mohammed Abu Zour (€1.822/€60.000) [3.04%] *new goal
(verification) Ahed Al-Ankara (€2.609/€40.000) [6.52%]
(verification) Bilal Abed Rabou (€9.051/€80.000) [11.3%]
(verification) Reham Yasr Al-Soufi ($4.770/$40.000) [11.9%]
(verification) Ahmed Hassan Al-Sir (€7.500/€50.000) [15.0%]
(verification) Kareman Dohan ($8.733/$50.000) [17.5%]
(verification) Maria ($5.888/$30.000) [19.6%]
(verification) Motaz Jad Al-Haq (kr 65.842/kr 250.000) [26.3%] *note $1 = kr 10 conversion rate; ie. goal is roughly $25.000
(verification) Amna Marwan (€14.559/€50.000) [29.1%]
(verification) Momen Al-Ostaz (€23.719/€70.000) [33.9%]
(verification) Husam Farhat ($10.174/$29.500) [34.5%]
(verification) Ahmad Waleed ($9.425/$25.000) [37.7%]
(verification) Shahed Abumousa ($19.650/$40.000) [49.1%]
(verification) Mahmoud Ziad ($14.788/$30.000) [49.3%]
(verification) Alaa Al-Khateeb (£29.014/£56.000) [51.8%] *evacuated, still need survival funds.
(verification) Ahmed Al-Zaeem ($26.026/$50.000) [52.1%]
(verification) Mohammed Ayyad (€23.485/€35.000) [67.1%]
(verification) Abedalrahman Salem Alhabil (€83.828/€120.000) [69.9%]
(verification) Abdulkarim Al-Madhoun (€17.426/€20.000) [87.1%]
Timestamp: Sep. 24, 2024
More information and campaigns under the read more.
(Conversions: $5 = €4.57, £3.90, kr 10.31)
Daily Campaigns @writing-prompts-for-palestine
Five Dollar Fridays
Match Me Mondays
Do Something Saturdays
Completed Goals:
(verification) Ibrahim Iwais (kr 511.318/kr 500.000) [100%] *note $1 = kr 10 conversion rate; ie. goal is roughly $50.000
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cxttlefishcxller · 1 year
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Okay I have been searching for someone to say it BUT IT'S GOTTA BE SAID
My favorite thing about D&D: Honor Among Thieves is that Edgin is ABSOLUTELY the character whose player *intended* to be the Slutty Bard when he rolled his stats, but ended up accidentally becoming Team Dad over the course of the campaign when he kept having to motivate and herd his team like a bunch of chaotic cats.
If that isn't the most D&D shit I've ever sEEN
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thedailydungeonmaster · 10 months
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Campaign Structure Strategies
Dear Readers, welcome again to another exciting exploration into the intricate world of tabletop role-playing games! Whether you’re a seasoned Dungeon/Game Master or a curious adventurer just starting your journey, one of the key elements that can significantly impact your game is the structure of your campaign. The way you organize your narrative, encounters, and overall plot can shape the…
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strelitzien-gewaechs · 3 months
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getting fully up to date w naddpod and fully invested again just in time for the final arc and also for autumn Halloween themed Calliope...
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zackapplewhite · 9 months
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Might be a good, and extremely dangerous, place for heroes to get info...🤔
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