#D&D 5E Adventure
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jeffs-gamebox · 3 months ago
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Check out an adventure based on the 5th of November. Anyone remember the famous line quoted in V for Vendetta? This is a D&D 5E compatible adventure based on the British Bonfire night. Long live the Mayor of Black Tallon!
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craigofinspiration · 1 month ago
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For many players and dungeon masters, maps are a crucial part of combat exploration. One thing I love about Czepeku maps is the amount of details and features packed into each one.
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martianmuckraker · 1 year ago
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Hostile Sun RPG Play mat
Just uploaded a feature to the Hostile Sun Itch.io that I hope will make learning and teaching the system easier.  It’s a character sheet that doubles as a play mat for tracking resources. The bottom of the character sheet has graphics representing each of the Alchemy Resource Currencies in the game. Using poker chips, coins or anything similar you can track how many you have of each resource by…
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misadventuresinfiction · 2 years ago
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NaNoWriMo with a TTRPG Twist: Day 17
This is terrifically delayed, and a departure from plot hooks because I’m in need of a palate cleanser. I’m also not as present in the TTRPG spaces as I have been previously and so I’m playing a little catch up on some of the discourse (which should shock no one). Let’s all keep in mind these are my views and opinions on the topic(s) that follow and that they are by no means the be-all, end-all.…
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theladydame · 9 months ago
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Tea For D&D: Horizon's Call Edition!
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Horizon's Call is a nautical 5E campaign on Sword & Key. Set in a world that flooded an eon ago, this campaign is full of high seas adventure and sexy pirates! Character art by Mikyl Sandoval. Saturdays 3pm PST. As usual, all tea is from @friday-tea!
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First up, everyone's favorite Murder Mermaid, Scarlett Shours! Played by @kayemcea, Siren Storm Sorceror, a former warlock. After a run of terrible patrons, Scarlett has found new love, new purpose, and new power in herself. Tart and spiced were requested.
Introducing: Leo! "Fearless and fiercely individual, worthy of admiration"
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Acacia, the centaur rogue/druid. Fiercely loyal and tolerates no bullshit. Carrying the weight of her community on her back, she's looking for something fruity and floral.
Introducing: Happy Place! "Are you longing to return to your favorite tropical place?"
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Wynni, the Sea elf artificer/bard. The shining heart of the team. Don't let her optimism fool you, her potions are potent. Notes were light and refreshing, perky.
Introducing: Pisces! "Brilliant strawberry lemonade magicians with sparkly minds and souls"
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Proximus, triton paladin/sorceror. If you took the Shape of Water and added a HEALTHY dose of Himbo you would get Proximus. He's still learning what life above the waves is like, but there might be one or two folks who are VERY willing to help. Sweet, salty, seaweed.
Introducing: Cliff by the Sea! "Juicy aquatic daydream"
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One of the many amazing NPCs the GM brings to the table this last tea is for Marcus Ash, Fire genasi Swashbuckler. Scarlett's beau and second in command. Very spicy, obvi 😉 He's also the other himbo on the team.
Introducing: Hearthfire! If you're in need of warmth, (or) a toasty friend"
(I'm going to add here that I'm an affiliate for Friday Afternoon Tea, and you can get 10% off any order using the code THELADYDAME, but honestly I'm just someone who really loves tea and super loves supporting this company because Friday and the team are so lovely)
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skullsplitterdice · 1 year ago
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Do you have friends online that you’d love to play D&D with? Find out how you can:
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planar-cosmos · 2 years ago
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selling more books
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missedstrange · 2 years ago
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Some Tables Ban Counterspell - Let's Find Out Why
I counterspell the counterspell! Whilst scrolling on forums and watching videos on YouTube I discovered that some DMs (or whole tables) ban counterspell. Everyone runs the game differently and there is no right or wrong way to run your game as long as everyone is having fun. However, the main argument I see is either: 1. Counterspell is a powerful mechanic that ruins combat 2. It makes the…
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baphall · 3 years ago
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Uncaged Goddesses - a review
Better late than never, and whilst the product is at a reduced price - a short review of #UncagedGoddesses, sure to give you a better idea of some of the hot selling points for the book. #ttrpg #dnd5e #review
I’ve been trying to finish off this review for a few weeks now, seems like I could never find the time. Read below a few reasons you should pick up this product on DMsGuild now! Uncaged: Goddesses Cover Art:Artist: Gwen Bassett (@gwendybee)Cover Layout: David Markiwsky (@DavidMarkiwsky) The new installment in the Uncaged series for D&D, Uncaged Goddesses, has been released, and it’s…
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casualcatte · 3 years ago
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Mistakes Were Made
Now, I don’t think this was the best idea. I’m just putting that on record in case anyone finds this journal. This was a patently Bad Idea. Our plan sent me and Leon into the frog-man keep using Disguise Self and Comprehend Languages. As part of my disguise, I made sure to put a scar across my throat so that I could mime that I had no way to speak, if anyone tried to talk to me. The rest of our…
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dnd-homebrew-adventures · 3 years ago
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Quite the Small Party
The party find themselves visiting a farmer's house in the outskirts of a kingdom where they are told by the farmer to help them find their lost family who as they say... All disappeared overnight while he was up cleaning the attic.
Adventure Idea: The party find themselves visiting a farmer’s house in the outskirts of a kingdom where they are told by the farmer to help them find their lost family who as they say… All disappeared overnight while he was up cleaning the attic. The Mechanics: The party may be introduced to the farmer in your own way, but for my example I would simply be choosing that the party stumbled upon…
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dmsden · 5 years ago
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Location, Location, Location – The Crypt of Arzenoth
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Hullo, Gentle Readers. This is our first article in our new series Location, Location, Location. Every month, we’ll offer a “five room dungeon” style location that you can insert into your own campaigns or even build a campaign around. Although the articles will be written from the perspective that they’re meant to be played as part of the Angel of Chaos campaign that I’m building in my monthly Campaign-Building articles, I’ll keep them open enough that they should be easily adaptable to any setting.
Background: Long ago, the paladin Aurelia Arzenoth was a hero and champion of the god of chivalry. Armed with a magic holy sword, she cut a path through the forces of Chaos that helped to push the Borderlands east and increase the dominion of the Realm. Sadly, she finally fell in battle with a terrible foe, the Mummy Lord Rutahkhen. Her holy sword, Daybreak, was hidden by her allies, and it’s said that clues to its location were hidden in her secret crypt, somewhere in the town of Thanavorne.
Now, however, agents of Chaos have reportedly found the Crypt’s entrance, and adventurers are needed to find out what they know before the secrets of the Crypt are recovered. For if Chaos gets its claws on Daybreak, it could be perverted into an Unholy Sword, Nightfall. This would be a disaster for the forces of the Realm.
Room 1 – The Leaky Tap. This place is the poster child for seedy taverns. Normal rats lurk in the shadowy corners, and unsavory types congregate to discuss nefarious dealings. The one-eyed half-orc barkeep, Frik, claims to know nothing about Chaos or Crypts, but an Insight 12 check can tell that he’s lying and nervous. He’s not much for fancy words, so Persuasion checks to get him to spill the beans are at DC 17. He’s gullible and rather craven, however, so Deception and Intimidation checks are only DC 12. If “persuaded”, he’ll admit that there have been strange people coming and going, and he fears that they may be plotting something dire.
Insight and Perception checks can reveal that many of the people in the bar don’t like this line of questioning, and anyone who understands Thieves’ Cant recognizes that signs are being given to sound an alarm and to kill the interlopers! Two cultists and their leader, a human thug named Kurd Votash, move to attack the PCs with Surprise if at all possible. A third cultist tries to run out the door in order to fetch their leader, Viara Neth, a human spy who is currently moving around the neighborhood with two other cultists, seeing if she can find another way into the Crypt. It will take the cultist two rounds to find Viara, and then another three rounds to return with her party. This could make this fight quite deadly for the PCs.
Treasures: The cultists all carry 2d4 cp and 1d4 sp. Kurd Votash has 13 sp and 2 gp. Viara Neth has 10 cp, 2 sp, and 3 gp.
Room 2 – the Cellar. Once things are secure, Frik tells them that, although he’s not sure what they’ve been looking for, they’ve essentially been keeping him out of the cellar. The PCs can use a skill like Investigation or Survival (DC 15) to find that there’s been a lot of activity around one particular poorly-repaired wine rack in the southern wall. An Investigation check (DC 18, or 14 if the PCs have already seen the activity) will find that this wine rack is bolted to a secret door! It is locked (DC 15) and trapped with a poison needle (DC 15 to find and/or remove. If the trap is activated and not avoided (DC 15 Dexterity saving throw), it does 1 piercing damage, and the victim must make a Constitution saving throw (DC 12) or take 7 (2d6) poison damage. The secret door creaks open noisily, revealing fine stone construction quite unlike the shoddy construction above.
Room 3 – The False Crypt. Beyond the secret door, a History check will reveal that these passages are far older than the buildings above. A Survival check will reveal that no one has been down here in some time. The PCs will find a modest crypt room. There are smashed urns and coffers, as well as a defaced sarcophagus full of smashed bones. There is a modest shrine of the God of Chivalry on the far wall that seems to be largely untouched. This room is, of course, a false tomb, designed to trick would-be thieves into thinking that the crypt has already been plundered. If the PCs inspect the shrine, they will find the outlines of a secret door (DC 15 Investigation or Perception), but there’s no obvious way to open it. A DC 15 History or Religion check will reveal that the shrine is what’s called a Shrine of Imploring Prayer, suggesting that one of the faithful of the God of Chivalry would wish to kneel and offer a prayer of supplication here (a Cleric or Paladin who serves the God of Chivalry, or someone with the Acolyte background who serves the God of Chivalry knows this automatically.) If anyone kneels and offers a short prayer to the God of Chivalry, the shrine lowers into the floor, revealing a larger room beyond.
Room 4 – The True Crypt. This is a much more magnificent room, with a marble sarcophagus carved in the form of a shroud-covered lady knight with a sword held over her chest. Small funerary urns stand in each corner, and a more magnificent shrine of Valdamor stands on the eastern wall, lit by Everburning Torches built into the walls, bathing the room in golden light. It’s at this time that a new enemy is revealed. Thaven Reek is an Evil Mage (stats found in Lost Mine of Phandelver. Alternately, create a 4th level Wizard using the rules in the Player’s Handbook). He is flanked by two cultists. They offer the PCs a chance to leave peacefully. Reek would rather not die here, so, if necessary, he will use charm person and/or misty step to escape. If he is killed, however, the PCs can claim a solid victory.
Treasures: The cultists all carry 2d4 cp and 1d4 sp. Thaven Reek is carrying 5 gp, a spell component pouch, and has a leather cord around his neck with a garnet worth 15 gp.
Room 5 – The Reward. When the enemies have been slain or driven off, a ghostly figure manifests. This is the lawful good ghost of Aurelia Arzenoth. She will offer the PCs the contents of the urns to help aid them in their battles against chaos. She does not, however, know where Daybreak might be, although she believes there is a clue in one of the urns. 
Treasures: Two urns contain 800 cp and 400 sp each. One urn contains 400 sp and 10 zircons worth 50 gp each. The final urn contains 200 cp and a piece of a map with a clue to the whereabouts of Daybreak.
This adventure could then prompt a campaign of seeking Daybreak, following various clues to recover pieces of a map, or some other device to lead the PCs to their goal.
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craigofinspiration · 1 year ago
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64 Unique Dragon Names
The post shares a collection of 64 unique dragon names, adaptable for other creatures. I also included 20 epithets so you can make unique titles.
Following a trend I saw on threads, a post i shared had a fun way to create dragon names. So I collected the 64 best unique dragon names and made this handy pdf for you specifically. They don’t even have to be for dragons, I could see them being used for other fearsome, or wholesome, creatures too. I even included 20 epithets you could use to mix and match up to 1,280 combinations. Which one is…
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legionofmyth · 4 years ago
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[38-2.3] - The OG GM | How to apply Adventure Advocacy
The OG GM explains what #Adventure Advocacy is and how to apply it to your #TTRPG game. #gamemaster #dungeonmaster #dnd #tabletopRPG #DnD
ℹ️ The OG GM’s segment from the 21 Feb 2021 RPG DIE GEST livestream. 🙏 Thank you VERY much to our guests GRIM, Aaron the Pedantic, GM Dave, and The OG GM. 👍 Please take a moment to like, subscribe & share, share, share, it really helps us out. Thank you. 🕚 The full RPG DIE GEST livestream is only available to YouTube Members, Twitch Subscribers, and SubscribeStar Backers. GUEST LINKS Grim Jim…
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dailyadventureprompts · 6 years ago
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Adventure: Dreams of the Farseer
Knowledge is never lost, it merely passes into the wind and the earth. Should you have need of answers: ask the trees, they are terrible gossips once you understand their tongue.
Setup: In the sagas of the gods, Far-seeing Y’gr was a giant known for having the gift of prophecy, slain by the god of war and bravery, his severed head flew free of his body and landed leagues away in a thick tangle of primordial forest. Y’gr’s blood flowed into the trees, turning them even more wild, and caused them to grow up and through his rain weathered skull, granting them his knowledge . It is rumored by the druids of the wood that the skull still retains tall the wisdom Y’gr had in life. Should one pilgrimage to the magical heart of the grove and spend a night in the cave of Y’gr’s skull, a dream vision will be bestowed upon them. 
Hooks:
The Forest is dangerous, with beasts that have grown to giant size under Y’gr’s influence, bloodthirsty plants, and savage wilderfolk driven mad by the ancient dreams that haunt the wood.  Should the party fight their way through, or somehow negotiate for safe passage, the druids that keep Y’gr’s grove will consider them worthy in their efforts and shelter them as they commune with the giant. 
Y’gr has passed into the forest itself, and still clings to a form of life. While in the dream, he is able to communicate with the player, and challenges them on their mission. Usually he grants minor flashes of insight, or gently councils his supplicants without their noticing. The players however are on a mission of worldly import, so a discourse is necessary to prove that they ware worthy of such direction as Ygr can provide.
Insight is not without cost. Those who steal knowledge or prove unworthy in Y’gr’s eyes are implanted with a slow and creeping death. A seed manifests in their skull, sometimes in the throat, or behind the eye, sometimes in the brain. Each time the unworthy uses the knowledge they stole from Y’gr, the seed grows a little more, spreading tendrils and slowly choking the life from their body. A rogue druid stole the secret of power from Y’gr’s boughs, and now seeks a solution before the secret cracks their skull open like an overripe fruit. 
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stuntmantan · 6 years ago
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The classic snake-oil seller, this was definitely one of the more difficult archetypes to balance against. They have great utility in social situations and can quickly gain the party allies in a new town, but they will definitely need protection and aid when the bullets start flying. Still, I imagine there is a great deal of amazing roleplaying potential with the shenanigans the swindler might stumble into.
As always, a big thanks go out to the folks at Limitless Adventures and their 5th Evolution system for the inspiration and framework I’ve decided to build my own genre mod off of.
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