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#dungeon master resources
quietsnooze · 2 years
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This document is supplementary to any Dungeons and Dragons game and most similar TTRPGs. It would well suit a Strixhaven campaign, where the players have a location which they stay in most often to put to use these mildly magical trinkets. Includes a pdf with a detailed d100 list, and 4 illustrated common magic items from the list.
Available as pay-what-you-want on my kofi!
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leidensygdom · 2 months
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I wanted to mention that my partner and me are working on opening a Battlemap patreon opened. It'd include a mix of animated battlemaps made by yours truly (specially for boss fights), and assets and maps with a focus on more modern settings, since there isn't much for that currently.
I'm quite excited to show some stuff- My partner has been absolutely slaying it with the assets!
Here's a couple of examples of my animated battlemap/token work~ Let me know if this is something you'd be interested in!
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Another set that was finished and uploaded a little while ago, these are the Ocular Swarms! This mini was made to serve as an accompaniment to the larger Ocular Anomaly shown previously, and to function as some smaller swarm mobs to pad out the encounters a bit more. Therefor these match well with their larger counterparts both in color and design. A closer look at the colors is coming next in a separate post!
If you like what you see and want to support me and get a whole bunch more printable minis like these, check out my Patreon page! All of them come in, pre-scaled easy to print PDFs / PNG files and work great with a myriad of ttrpg games, including DnD, Pathfinder, Daggerheart, Blades in the Dark, Call of Cthulhu and more. The front view for most minis is FREE and supporters get access to a whole lot more including unique back views, color options, alternative poses & variant designs, VTT tokens and so much more. With dozens of minis to choose from, and more uploading every month, you will always have a new option for your table. ❤
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galilleon · 6 months
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Hey all, This is my first Tumblr post ever! I'm pretty new here, but I'm hoping to share some DM techniques, tools and tips and to make some new friends as well! Feel free to send a chat request (an ask[?]) if you're interested!
With that aside, on with the post!
Better and More Meaningful Random Encounters!
Random encounters are a staple of DnD, they are expected to be there during exploration as a way to make the world feel alive, to have it have an aura of adventure and danger, to eat up party resources and put pressure on the PCs to make interesting and important choices, and also as a way for a DM to reasonably 'stall' the party with a quick and easy situation.
Usually, it ends up something like this:
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There's just one problem with most random encounter tables though, it's so easy for them to be GOSHDARN BORING! Especially for a newer DM.
Making them interesting becomes gambled improv on the DM's part if they're not used to it, and it's hard to keep track of the important factors that need to be kept in mind
Luckily, I ended up finding a great source for random encounters from 'Dungeon Masterpiece' on YouTube, and I integrated it into my own DMing. I figured that I'd share it here for any that want to work it into their own sessions as well!
After adjustment, a single table can account for multiple entire sessions of in-depth worldbuilding and fun without getting dull!
Sources:
Source 1 (Creating interesting Random Encounter Tables):
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Source 2 (Making Random Encounters reflect your Worldbuilding):
youtube
There's 4 major methods we can use to improve the Random Encounter table
1. Make the table a straight 1dx roll.
2. Adding 'depth'.
3. Adding meaningful encounters.
4. Prerolling and/or Multirolling.
You can also check out the "Where to Start?" section for some direction to make getting it down and prepped all easy peasy!
1. Straight Roll:
Its enticing to go for 2d6 or the such in order to add non-linearity to the rolls, but these sorts of adjustments only end up making one or two encounters extremely likely and leave all others in the dust, it often ends up defeating it's own purpose of interesting randomness.
In the previous example, it was extremely likely to only get Wolves, Barbarians, Orcs, or Spiders, from a table of 12! A straight roll would serve us much better. The rare rolls are already rare enough as is!
Simply enough, adjusting the original example by replacing the 2d6 with 1d12, it'd become something more like this:
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#2. Adding Depth:
We can add more columns in the encounter tables. These columns will represent different aspects about the encounters that we can roll on separately!
Usually it can be difficult as a DM to naturally come up with motives for the encounters, showcase the worldbuilding and have it all come together.
This setup can give you a solid guideline on how the creatures/people think (if any), and also sets up the overall area so that you get an idea of what events tend to occur there as a result of its occupants. 
We want to add 3 more columns to the tables to convey different aspects of the encounter. Fill in these new columns corresponding to the expectations of each encounter.
We'll roll each of these and combine them, then we'll interpret them to make a robust, in-depth random encounter with truly unexpected results!
I recommend rolling alot of complete encounters at once and interpreting the context to the vast general area the party is travelling in.
i. Behaviour: How the creatures act. Are they friendly, scared, aggressive, curious, mischievous?
ii. Complication: Something behind the scenes in the encounter. Do they have sick young? Broken equipment? Are they starving?
iii. Significant Impact: This is a tick box, and will only be present under ONE of the rows. It will be rolled like the other columns, but ONLY once. It signifies which encounter is the Significant Encounter
The Significant Encounter will have its encounter's presence prominent amongst all the other random encounters in the area. There could be burn marks and carcasses from a rampant dragon, or a goblin raid leaving tracks moving through the area. Which is the most impactful of the different encounters?
Adding this to our previous example would expand it to:
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Rolling this would give us things like:
Significant encounter: Owlbears
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Note that the significant impact shows that the Owlbears are a massive problem in the area. Perhaps the Owlbears are agitated for an unknown reason, and are unnecessarily aggressive.
The significance of Owlbears gives us context to the second one as well! Perhaps the hunters raided an Owlbear den, and adopted an Owlbear cub from there as well.
There could be uneaten carcasses, ravaged trees, less wildlife, etc around these parts.
Note how much sheer CONTEXT these columns add to our encounters. It's invaluable!
3. Adding Meaningful Encounters
Usually random encounters tend to be rather mundane and very one-note.
There's usually some general wildlife and monsters, different disparate factions without any rhyme or reason, and maybe a general non-combat encounter or two, but these don't really tell us about the area or its surroundings at all by themselves.
Instead, we can add in wildlife and monster encounters specific to the biome, non-combat encounters, and encounters of nearby factions and/or settlements to the table, and we can even add environmental encounters in there as well.
Note that we're not tied down to 12 encounters, and can expand it ad infinitum according to our need of diversity in our encounters.
Just add in specification and connection, and suddenly the dominos all fall into place.
Lastly, we'll also be adding in 'DOUBLE TIME' which will let us roll on everything twice, and make it so it's a double encounter!
Thus, the table can instead be adjusted to:
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Note how each and everything has its relation in one way or another, but through the sheer variance, they remain truly random and novel.
4. Prerolling and/or Multirolling
Lastly and this is just something that I do, but that I found gamechanging. Be sure to pre-roll 5-7 encounters for each session, for the general area the players are going to be headed in.
Note that you don't need to really prep anything at all, just interpret all of them on a surface level as a buffer.
Also note that you don't need to use all of them if they're not needed. The foreshadowing and signs are worldbuilding and having secrets that the players don't unravel is just as useful as the ones that they do, perhaps even moreso. It adds depth and detail beyond the scope of what the party will encounter
It simply let's you get an idea of the connections between encounters, allows for foreshadowing, and acts as a deterrent to getting caught off guard.
Even if you roll mid-session, I recommend calling for a 5 minute break, rolling 5-7 encounters at the same time and interpreting them and their connections before resuming the session.
It WILL make a difference, trust me
Where to start?
It can be difficult getting inspiration or direction to get started in creating these random encounters, and sometimes you don't want to go through the hassle of thinking them up from nothing
For some great conceptual headstarts and examples for these tables, you can check out 'Worlds Without Number' and it's:
- Page 205 (Great general templates for encounters differentiated by broad creature types such as Beasts and Monsters, Sapient Monsters, and Humans)
- Pages 206-219 (For inspired locations to occasionally run rare encounters or groups of encounters in. This works best with flexible/discovered worldbuilding given the significance of some of these, and you also want to add these in sparingly to keep them significant)
- Pages 246-247 (These pages have great templates for the kinds of encounters and situation to be included in the tables, and it can be expanded vastly, and certain options can be selectively and repeatedly chosen to meet our needs. Mood works well as a complication.)
There might be other pages that are useful as well for these sorts of random encounters in the wilderness that I haven't come across yet. If so, give them a shout out and I'll be sure to add them in. It's worth checking it out in its entirety for some great tips!
Conclusion
Again, credit goes to Dungeon Masterpiece and Worlds Without Number for excellent adjustments. This has been quite long, but I hope you stuck around till the end.
Many a session have been made easy but complex ever since this was introduced and I hope that this helps you out as much as it helped me in my prep and improv!
Feel free to give any advice in formatting on Tumblr, or any feedback on the post itself. It really means a lot to me, thanks!
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educationaldm · 10 months
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What's your favourite map-making tool?
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mask-of-ire · 2 years
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25 Urban City Adventure Seeds
by Robb at readytorole.com
People have started reporting sightings of large rats near the sewers, and some claim that someone lurking in the shadows commands them! The guards have no interest in delving down into the muck to investigate.
An apparently once beautiful manor within the city has been deemed as haunted by citizens now that it is old and decrepit. Some who claim to have been inside say that each time you go in the layout of the house is different.
After announcing some political changes for the city, a poisoned arrow narrowly misses a member of the council speaking to the public. All that was seen of the assassin was the blur of their movement and that their bow was silver.
Fires have been becoming more common in the city, and new reports make it seem as if they are connected. A few fires in, citizens have noticed foreign letters burned into the site of each fire, but no meaning has been ascertained as of yet.
A smuggler of illegal goods was caught and thrown in jail to await trial. He tells anyone who will listen that he was framed and that the real criminal is an invisible goblin who made him do it.
A powerful wizard recently moved into the city and erected a tower for him to practice spells. That was all good, until about a quarter of a mile radius from his tower disappeared in an arcane explosion overnight.
About a dozen goblins halfheartedly run at the town gate, weapons lazily drawn and some dragging. When they approach the guards, they beg to be let in or their orc masters will kill them for their insolence.
Dueling merchants keep lowering their prices in attempt to steal business from the other. Unfortunately, the low prices caused a brawl to break out in the marketplace and now some rare magic items have gone missing from a nearby stall.
A new noble has requested court with the royal family to pay respects, but people are suspicious of his servants- golems made of various materials, including flesh.
A merchant has moved into a run down shop to start selling miscellaneous goods. People are amazed at his low prices and high quality items, until someone realizes that his wares match those that were supposed to arrive on a caravan that got raided coming to the city.
An outbreak of odd rashes on children in a certain part of the city causes a quarantine, and even their parents aren’t allowed to see them. Clerics are baffled as some of their strongest spells are proving ineffective, though anyone who has reached maturity doesn’t seem affected.
A entrepreneurial outsider has come to the city to setup a casino, promising profits that would benefit all. People are split on whether or not this is a good thing, but the council is resistant to turn down the money despite rumors of a shady past.
An actor is murdered during a performance at the theater; it took everyone a while to realize this as they were stabbed in the heart when they was supposed to be killed in the play, allowing the masked killer to escape. All of the other actors, including the one who was supposed to kill them in the play, are accounted for and have alibis.
A new mercenary group fronting as a guild has set up headquarters within the city and are offering their services to those with enough coin. They claim they will take any job, and few who have dealt with them in the past accuse them of extortion.
During the night, a traveling circus that was in the city was vandalized, including a cage holding a magical beast; a doppelganger to be exact. The guards urge everyone to be on high alert as the search for the proverbial needle in the haystack commences.
From out of nowhere the army of a rival kingdom surrounds the city and demands them to surrender. Rather than being led by the old king who signed the peace treaty between the cities years ago, his arrogant son serves as general of the forces.
A retired necromancer has turned to running a farm outside of the city, raising the dead to be his tireless farmhands. While the animals don’t seem to mind the undead handling them, other farmers question the ethics of this and want the farm closed down.
One of the largest banks in the city has put out another search to find and sponsor a group of dungeon delvers. In exchange for funding the gear and supplies of a group, the bank wants to stake a claim of any valuables found on their journeys. Seeing as how their last few groups failed to return, some wonder why they keep trying to entice new business.
After finally being approved by the leaders in the religious district, a priest of an evil god has finally been given the okay to build a temple to their deity. This has started an internal debate of whether the priest’s right to worship should be able to infringe on the civilians’ right to feel safe, and the priest has begun ironically receiving death threats.
A infamous criminal escaped the city prison last week and the manhunt for them has ramped up. A special inquisition team was put together to find them, but as the inquisition becomes more forceful civilians are beginning to complain about their tactics
A wizard has gotten approval from the council to open a zoo, featuring a wide array of magic creatures and plant life. He has been met by protesters led by a druid who claim that keeping the animals in a zoo is inhumane.
Guards can be seen chasing an increasing number of young children around the city after the child steals something of value. In each case, when the child is caught a wisp-like entity exhales from the child’s mouth and the child claims to have no memory of the theft.
A coliseum has opened, allowing anyone brave enough to enter for glory and gold or meet their end. They claim that they only feature willing combatants, but one man who was to take on a lion screamed that he was a slave before being crossbowed by the guards employed by the owner.
Recent bandit activity around the city has the guards at the gates on high alert, causing them the screen everyone who enters. This causes a tough time for a few specific races, sometimes denying them altogether for no apparent reason other than suspicion.
After a particularly rainy week, a grey sludge has risen through the ground and dry, effectively cementing anything within 2 inches of the ground. This includes people, animals, carts, and other fixtures, and understandable people are upset and confused.
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eelslippers · 2 months
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The hardest part about being a dm that I never see anyone talk about is when you have an ongoing campaign, yet you have ideas for a different campaign setting entirely different from the current one and you can't simply just start a new one either. I have so many ideas but I can't use them yet
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tylobop · 7 months
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3 battlemaps from aboard the Airship "True East Winds" showing the pool, casino area and the Icosahedron Nightclub, free to use for anybody with highly specific map requirements : )
Have overcome my posting anxiety and made my first post on tumblr, been really enjoying making these recently
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1d6 Merchants
Ikirilla, a magpie Aarakocra who loves collecting shiny rocks and trinkets. Some say that she's an extremely powerful warlock searching for rare magical items, but she probably just likes the way they look. Probably. It's a bit hard to tell with her.
Urth Hornraven, a retired adventurer who took an arrow to the knee. His prices are extortionate.
Oda Roywyn Donella Garrick, crafter of fine musical instruments for the nobility. They're also about half the size of most of the instruments they make, and a third the size of their clients. This has yet to be a problem.
Iafai is a goblin woman who was "rescued" by heroes from a goblin's lair. Whether or not she appreciated the "rescue" has yet to be seen -- Iafai speaks very little Common and prefers animals to people. You'd better hope she's on your side, or the beasts she sells you might not be as loyal as you think.
Navarra Dyernina, the teenage daughter of a cobbler. She runs the shop sometimes, but often leaves the counter unattended to flirt with the daughter of the innkeeper down the lane.
Berrian Meliamne, who was until recently working as an employee at a seamstress' shop. After being given a fortune in tips by an eccentric nobleman, Berrian set off to become a fashion designer in his own right. He still can't believe it really happened, though...
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thecatslug · 1 year
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Let’s Flesh-Out Barovia: Part 2 💎
This week on LFOB we’re once again delving into the weirdly specific niche of Barovian society. We’re going to be focusing on one extremely important (somewhat homebrew) element, which brings with it some new game mechanics and spicy items for your players to hoard! Without further ado, let’s get into Barovia’s most coveted resource: Bloodstone
Bloodstone is a very niche resource that has some mentions in Faerun lore, which we’re partially thefting for Barovia because it fits SO well. So here’s our Barovian bloodstone, kids:
Bloodstone is a dark crimson (almost black) stone which grows to a reddish color when blood is spilled over its surface. When “fed” bloodstone grows warm and staves off the effects of frostbite to those holding even the smallest scraps of stone. The larger the stone, the more protection against this notorious barovian danger it can bring. Furthermore, bloodstone has the unusual ability to close gaping wounds.
Mechanics: Bloodstone can be fed 1 point of blood (~1 piercing damage to a player if you wanna be gritty) to activate its warming property. This property lasts until the following sunrise and stave off the effects of frostbite. The larger the bloodstone, the more regions of the body it protects. Otherwise a small shard might only protect one hand or foot from frostbite. Bloodstone can be run along open wounds (e.g. sword gashes, shrapnel wounds, anything open and bleeding like crazy) to magically close the wound. This does NOT heal hitpoints, but it prevents the further loss of HP. As an optional homebrew effect, bloodstone in this context can be used to end the homebrew BLEED condition (see below).
Bleed Condition: When an attack or ability deals bleed damage, a creature gains the bleeding condition. While a creature has the bleeding condition, it is subject to the following effects;
At the start of each of its turns, the creature takes bleed damage again (I.e. damage from the attack which caused the bleed).
Unless otherwise stated, the bleed damage the creature takes is reduced by 1 for each subsequent turn that the creature remains under the condition.
Unless otherwise stated, the condition ends when the amount of bleed damage the creature would take becomes 0, the creature receives magical healing of an appropriate level (restoration or better), or a creature uses their action to make a Wisdom (medicine check) with a DC equal to the bleeding condition’s current damage, or 15 (whichever is lower).
The bleeding condition cannot be stacked, but instead when a new bleeding effect is applied, the bleeding condition’s damage number becomes the higher of the two.
A creature at 0hp that is bleeding makes their death saving throws with disadvantage. On a natural 20, the bleeding stops and the creature gains 1hp
Creatures with regenerative h although abilities are resistant to bleed damage in some cases (DM discretion) and can more readily combat the effects of a bleed.
As one would expect, bloodstone is a big deal, and it’s coveted. It’s expensive, handed down from generation to generation, and it’s something every barovian strives to have even a scrap of.
The Barovian military, and any Barovian blacksmith worth their salt, readily uses bloodstone in weapons and armor. Small bloodstones are imbedded into the pommels and hilts of all standard issue swords and similar weaponry, as it staves off the effects of frostbite in the hands, and acts as a quick way to close massive wounds. Bloodstone can also be found imbedded in some plate armor to combat the effects of frostbite and make it viable for winter combat.
Medics and healers worth their salt will have at least a small bloodstone pendant.
Bloodstone jewelry is almost standard in marriage or any gifts (for those who can afford it) and is handed down through the generations as heirlooms.
The biggest flex any Barovian or Vistani can make is to have a shit ton of bloodstone jewelry.
Obviously, in the context of this homebrew, Strahd’s giant “ruby” necklace thing, is bloodstone- and a massive flex over adventurers. It can be used in combat to end any bleed conditions he may have, and to add a semblance of body temperature if he’s not fed recently.
Another, kinda obvious, reason Bloodstone is coveted is because it combats vampire bites. While themselves vampires can semi-close some wounds (I’ll do a post on Barovian vampires later) if you suffer a brutal claw or bite attack in combat, you’re going to be hit with the bleed condition. DMs can decide if they wanna use the bleed mechanic (I personally do) and what vampire attacks may cause it (crit attacks, bite attacks, etc.) but even just thematically- vampires can make a victim bleed out in minutes, making bloodstone invaluable.
A small note for those using the homebrew bleed mechanic: use the effect sparingly! Not every sword strike causes bleed. However, some blood spells (I’ll elaborate in another post), monster attacks (vampires), and enchanted or mundane weapons can cause the effect. I personally pair this mechanic with the Bloodborne Armory homebrew book. Any weapon with the serrated property causes bleed! Granted, I use the bloodborne armory mostly for Van Richten’s murder toys or some of Strahd’s enchanted weapons. However, it’s a good thing to keep in mind! Highly recommend the resource (link below)
(As always, thanks for reading! And have fun giving your players a new resource to fanatically hoard and flex with! I had a player buy a pickaxe to try and mine bloodstone when they found out what it was and how pricy it gets 😂)
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(Tagged Readers: @keegansakura )
(Just comment/@ me if you’d like to be tagged to easily stay up to date!)
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trexgocart64 · 3 months
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Oh! Right just remembered something I’ve been doing to help me with getting my party to have an insensitive to explore, and to help me not have to describe what’s in every drawer in detail. I’ve been making signed books as a sort of collectable for them. Some examples:
How to spread capitalism signed by Lockheed Martin
Chemistry Cook Book signed by Walter White
That’s how mafia works signed by Al Capone
Extreme Puppy Kicking signed by Kotomine Kirei
The Hanging Tree signed by Logan Paul
Walk it off signed by Steven Hawkins
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aboleth-eye · 2 years
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Help yourselves to all my D&D Homebrew!  For all the 3.5 classes, races, monsters, etc!  This is my masterpost that from now on I’ll be collecting and linking everything I work on!
Have an idea for a class, race, monster, etc?  Want to share a headcanon about your setting’s lore or seek advice on pulling off a unique setting?  Send me an ask here or at @aboleth-workshop​ !  I’ll do my best to answer questions as they come in!
Want to be a part of the ​creative process and/or share your thoughts and memes about slightly old-school D&D (and other games)?  Check out the Aboleth-Eye discord!
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More weekend means more Curious Collectibles tables of course!
A unique shield with hidden properties?
Need a new look or want to impress at the next festival?
What is such an elaborate necklace doing laying in the street?
Do those statues have pores... and tears?
What option would you choose?
This table is available, free for you to use in your home DnD / Pathfinder / Tales of the Valiant / Daggerheart / TTRPG games, to help generate some more descriptive loot and treasure options perfect for a new quest-hook or a truly epic reward.
If you love ttrpg stuff like these and want access to more options for your Dungeons and Dragons or Pathfinder game as well as a hoard of printable paper minis, terrain and monsters to help fill your table, check out my Patreon page! I create affordable paper minis, VTT Tokens and more, with a release every week! You can follow for free so you never miss a drop or join as a member to get access to all the extra Patreon exclusive goodies.
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educationaldm · 1 year
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Free resources for D&D? Yes, please. I highly recommend taking a look at Donjon. 
Any others you would recommend?
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mask-of-ire · 2 years
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25 Dwarven City Adventure Seeds
By Robb at Readytorole.com
The dwarves have found a new ore in their latest tunnel, and slowly the miners who have been exposed are entering into comas.
The orcs who frequently try unsuccessfully to raid the city have stopped coming recently, but now goblins trying to make peace have taken their place.
An elvish diplomat has earned the dwarf king’s ear. The nobles are happy, but the rest of the dwarves are frustrated with the changes being made.
The Runeslab, an ancient magic-infused piece of earth that powers the dwarves’ magic, has gone inert causing all of their magic to fail.
When called on by the council for guidance, the spirits of the ancestors have been quiet. Additionally, weird noises have been heard around the city’s burial grounds.
A single dwarf from outside the city has apparently dug his way into the city, and now claims to be the queen’s estranged son.
The guard captain can beat any dwarf in a feat of strength, and doesn’t look a day over 100. The weird thing is, digging into city records show she’s held her rank for longer than any living dwarf has been alive.
One by one, dwarves wake up to see another house covered in giant fungi. The fungi only seem to spring up when the dwarves are sleeping.
In an attempt to get more trade, the dwarves have rerouted a river through a tunnel into their city. Trade is now booming, but the people who lived downstream are struggling to survive without their source of water.
At the end of a tunnel just dug by the dwarves they found a large chamber that is an exact replica of their city- except there’s not a soul to be found there. Construction as recent as last week in the real city is present in the replica.
Large cracks have started to show in the statues of prominent ancestors of a certain era, and no one is sure why.
Someone is painting large X’s on the doors of about 5 houses each day. At night, the inhabitants of one of the houses go missing and are replaced with piles of rocks, and the rest of the X’s vanish from the doors.
The dwarves have been training hippogryphs to serve as mounts, but occasionally a hippogryph will return from its flight without its rider, with several gem-like growths protruding from it’s body.
It’s a dwarven festival, but the ale appears to be missing! Weren’t the indigenous gnomes grumbling about a dumb, dwarf holiday?
A dwarf wizard has come out of a long solitary study with an uncanny control over spiders of all sizes. Many are put off by the horse-sized spider he now rides as a mount.
The daily, minute-long rumbling throughout the city would signal that it was halfway through the day consistently for the past 50 years, but last week it suddenly stopped completely.
A young dwarf child kept warning people to stay out of the tunnels but she can’t explain why. The next day, the tunnel flooded with lava, and no one down there made it out alive.
Earth elementals sprung up all over the city about a week ago. So far they’ve only stood in place where the rose, but today one started walking around aimlessly.
A would-be bard wants to escape the life of mining decided for him by his parents, but has no way to get to the bardic college. Furthermore, if he just leaves he will be seen as a disgrace, and so wants to fake his own death.
When the halflings lost their homes in the war, the dwarves happily took them in as refugees. Now, they can’t wait to get rid of the little nuisances.
The dwarf high cleric has recently lost communication with their patron deity. Rather than admit something is wrong, they’ve started decreeing their own agenda, saying it comes from their god.
A group of dwarf travelers have recently returned from a trip to a faraway land, bringing exotic fruit and wares with them. Everything seems fine, except the iris of their eyes are lime green and they can’t stop obsessing over the fruit they brought back.
Having recently opened their doors to outsiders, dwarves are torn between sticking to their traditional values, or adopting some of the ways of others who have visited and challenged their way of life.
Members of one of the noble dwarven houses have started to lose their ability to see in the dark, keeping lit torches and fires roaring at all times.
It’s revealed the gargantuan stalactite that sits above the city is actually a dormant monster, finally stirring awake. No one knows its intent, if it speaks, or how it will act.
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digitalplxguefox · 1 year
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Hey there fellow Dungeon Masters, I have a little thing I thought up to make my life easier and my players be engaged.
So This recent campaign I've wanted to go the traditional, more campy route for DnD. Your standard fantasy adventurers going through a magical world. It's mainly folklore, Feywilds and fairytale based. I know my players well and didn't want them to agonize over a party name all session when I gave them the opportunity to join a guild and become a officially recognized adventuring party.
So I created the ORB OF COMPLETELY RANDOM NAMES!!!
It's a very simple mechanic to engage players, shorten a session and help yourself as well. It is a floating orb above a pedestal in the center of the Guild Hall. PC's can touch it and get a randomly generated party name, which the DM finds through a random adventure party generator. I used two of them HERE and HERE . They can generate as many as they want til they find one they like or can build off of.
Hope this helps my fellow DMS!!!
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