therockymarrow
therockymarrow
The Rocky Marrow
45 posts
Hi, I'm new to Dnd and this is a place to post ideas, catalog worldbuilding, maps, ect. for everything current and future campaign related. Or just general Dnd stuff.
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therockymarrow · 5 days ago
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Princes of the Apocalypse game prep 6.18.25
Ok, I'm gonna try to run a module/premade campaign. Maybe should've started with something that wasn't as sandbox but oh well. Here's some prep/notes that I wrote up I guess. We play this weekend so we'll see how it goes.
Starting the Adventure:
Geographically defined by the River Dessarin and the Long Road, settlements along these routes provide supplies and safety to traders and travellers alike as they make their way to larger settlements, such as the fortified city of Yartar to the north, or bustling streets of Waterdeep to the south.
You’ve each found yourself travelling into the region of the Dessarin Valley by caravan. All having heard the rumors of brigands and bandits becoming more common in the area. General unrest and animal attacks are reported to be happening more frequently as well. Perhaps most notably though, the rumor of a missing delegation from Mirabar has swept through the area due to the supposed significance of its attendants.
Aside from your more adventurous companions, the bulk of your traveling party for the past few days have been commoners. Notably two priests - Imdarr Relvaunder and Lymmura Auldarhk - joined you from Waterdeep, on their way to the Allfather Shrine located at Red Larch, in a haste to arrive at the hamlet after their predecessors had left a few days before.
With only a few hours left of sunlight, you approach Red Larch as quickly as two wagons, four Oxen and 10 or so travellers can handle.”
If the party doesn’t have their own reason for visiting Red Larch, they could be hired to provide protection for the Priests/Caravan. (see pg 22 in the module for more info.)
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Homebrew NPC
The Caravan is led by an older human man called Baidar. He makes frequent trips from Waterdeep up to Westbridge. Although not a Harper himself, Baidar has acted as an ear-on-the-ground for Harpers in the area. His demeanor is well-meaning and honest; he speaks bluntly without much tact.
Baidar can mention some of the following rumors he’s heard on the road:
Outlaws are said to be lurking along the Cairn Road near Red Larch, but Constable Harburk hasn’t found anything.
There is a rivalry in the town of Red Larch between the Theolorn brothers (Thorsk and Asdan) and another local craftsman named Ilmeth Waelvur. But he’s gotten the impression one-sided on Waelvur’s part and Baidar sees Waelvur as a washed-out businessman.
Traveling to Red Larch:
While you’re welcome to begin the adventure without incident, or use a random encounter table, I have a short event listed below I plan on throwing into the mix. Feel free to adjust dialogue (or don’t use it) if you don’t include a traveling event.
“The Long Road is dotted with homesteads, fields and structures to seek shelter against harsh weather. It’s while passing one such area that you hear a loud cry for help from across a wheatfield. The thick flora makes it difficult to discern what's happening from the roadside.”
Inside this wheatfield is a 2 farmers (commoner) who is under attack by: 
1 Mastiff 
1 Thug 
2 Bandit 
1 Bugbear Chief 
If rescued the farmers will mention that to the east of the Sumber Hills raiders in brown cloaks have been seen sacking Homesteads and dragging off their inhabitants. They will provide 10 silver to the party for the assist, plus a promise to aid them in the future, should the need arise. They work the fields at the Neetlebee Ranch and can mark its location on the PCs maps.
( Although a bit far away from where the canon text places them, these bandits are attempting to kidnap farmers to sell to cultists as slaves beneath Sacred Stone Monastery. )
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Arriving at Red Larch:
“As you crest another hill, Red Larch comes into view. The community of Red Larch is a small hamlet, so named after the distinctive red larch trees that once stood in the area. It’s an important stop for travelers along the Long Road, and a supplier of stone and marble for the city of Waterdeep.
Even with the sun so low in the sky you may still be able to sneak in a bit of sight-seeing, or drink away dusk at the local tavern. Regardless, much of the caravan disperses for the evening. Those moving north will meet in the same spot tomorrow morning.
Both Baidar - the caravan master - and the Priests appreciate the extra assurance of your presence along the road. They offer to cover your stay at the local Inn for the night, or recommend a nearby Boardinghouse, should you choose not to take their offer.”
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From here Players can explore the town a bit following the guidelines and information from the book as written. It’s worth noting that the NPCs of Red Larch are helpful, rather than showing reluctance to outsiders, they are happy to give gossip and information to adventurers in hope of them providing aid for the dark tidings.
(See Red Larch NPCs on pg. 20)
The most likely places I could see them ending up at this point are:
Mother Yalantha’s - An accommodating, but dilapidated boarding house.
The Swinging Sword - The only Inn in town, admittedly a bit frilly by Red Larch standards, it functions as the nicest place to sleep for miles around.
The Helm at Highsun - The town pub/tavern. A good place to get a proper meal and gossip about the surrounding area.
Gaelkur’s - an unofficial tavern, the town barber, and second hand store rolled into one.
Regardless of where they go, PCs will have to sleep somewhere. After awaking the next morning an NPC will recommend they head to the Helm at Highsun for breakfast before they continue their adventure. While following this advice (or going somewhere else) PCs suddenly feel the ground rumble and shake. They must complete a DC10 dexterity or acrobatics check or be knocked prone in the quake.
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The Sinkhole:
“You feel the ground tremble beneath your feet, an audible rumble filling the town, followed by a sound of screams. Anyone who is not prone can make out the image of 4 children on a wagon disappearing into the earth. A moment later a woman runs screaming from a nearby home. When she approaches the sinkhole she also falls into the chasm splitting open in the center of town, delving into the darkness below.”
A crowd would quickly encircle around the sinkhole, without action more commoners could fall into the earth. Any character that does not take precautions while approaching the sinkhole must succeed a DC10 Dexterity saving throw or plummet 30 feet down into the hole. If characters do fall into the sinkhole they do not take damage, it’s padded by the amount of soft soil/dirt that toppled into the bottom.
( From here I am mostly proceeding with the text as written, but might update this after we play )
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therockymarrow · 5 months ago
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Hey look at that, I'm completely reworking this again. Here is more ideas based on this post for a Greek myth inspired campaign. The group I originally was conceptualizing for has fizzled out, but that's ok.
I've changed the name of the island, a few npcs and removed some details. I'm gonna try to pitch this to a group this Saturday to see if it's worth playing.
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therockymarrow · 8 months ago
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hello - Idk if this is a thing in DnD but I've been thinking of making a cloak based on a Selkie. Like...
"You've found a ashen-grey cloak, pebbled with dark blue and black markings. Although it appears to be made of leather, the fabric is soft, almost velveteen. The hood is lined with a plush white fur."
When attuned it allows the wielder to wildshape into a Seal and cast Speak with Animals a number of time a day up to your proficiency bonus without expending a spell slot?
But if you're still attuned to the cloak while it's in the possession of another person (like let's say you lend it to them, or they steal it while your unconscious sleeping) you are instantly charmed by them?
I am a little worried though, that regular seal stats just don't have enough umph to make this cloak worth an attunement? Maybe add a Resistance to Cold? Or replace speak with animals for that since this would probably go to my druid player. : )
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therockymarrow · 11 months ago
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Hey I've gotten a few followers lately, which is great thank you so much, but I've been feeling dejected since I haven't been able to play DnD in so long. This account isn't necessarily dead but working on DnD stuff just loses it's appeal when it ends up in a metaphorical bottomless pit
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therockymarrow · 1 year ago
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Hello,
Currently thinking about that minotaur city/island and idea that the island itself maybe is the corpse of a long-dead God/Leviathan? Like the campaign needs to retrieve a stolen ceremonial item (the creature's heart, an egg, a scale, ect.) prior to the completion of the King's funeral?
The villains are a group of cultists (led by the kings brother, *cough* Lion King/Hamlet *cough*) who regard this Leviathan as a Sea God of Chaos and are convinced that the island is fruitful only because the great, decaying Seabeast wills it to be. Because of this, the cultist hope to revive their God; For it to once again lead them and receive a small fraction of it's power - think like a Fathomless Warlock situation. This fits into the narrative of a Greek-style adventure I think, because of creatures like Charybdis, although I'm afraid this is getting to convoluted. But they're on an island so I should involve the sea, shouldn't I?
Anyways - The Big Bad Evil Uncle is essentially using these cultists as puppets for his real plan, to take the throne, but also has began to drink the metaphorical koolaid and shows similar signs of mania/cultish-ness to that of his underlings. Like maybe scales or gill's he has to cover up? He is still physically a Minotaur though so idk.
Players would probably initially encounter him the first night of the funeral (with it taking several days) and prior to the item being stolen. His side goal is to make his nephew (Momuk, the heir to the throne) look weak, foolish and convince the public that he can't lead them.
This is so off tangent from the beginning of the post. I started writing it out in Homebrewery to organize it, but think I deleted the file on accident?
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therockymarrow · 1 year ago
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Hello -
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It's still very much a work-in-progress, but I think that the Rot in the Dark One-Shot that I've been using to figure out how The Homebrewery works is finally good enough that I'm not totally embarrassed to post it.
Hopefully going to playtest this in the next few days and then adjust it again. But for now it's ok-ish. There's a lack of credit where it's due and images (or both). But if you like to look over this kind of thing please feel free to give it a gander.
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therockymarrow · 1 year ago
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Give your players a Glamerweave
But when they get their hands on it, they notice that it has already been inbued with a design - a secret message from someone in their backstory along with a map.
Once they see the message, the PC can magically change the cloak to look like any material or design; like the note was never there.
- Maybe they're from a noble background and the city is in trouble. The only was their family could sneak this message to them was via the glamerweave.
- If they've worked with a thieves guild than an old friend knew they wouldn't be able to resist the fabric and they need to get in touch.
- Were they in an artisans guild? Well they owe their old teacher a favor and it's time to cash in.
Plus then they get a fun new cloak.
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therockymarrow · 1 year ago
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Simple map for that DND campaign setting based on Greek Myths. Currently chipping away at it. Map made in Mapgen4 and text/icons edited in using Canva.
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therockymarrow · 1 year ago
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Hello, here is a more refined version of this idea from a while ago. Just formatted in a little print-out-style page. It could definitely still use some tlc, but I love the idea of the Brain in a Jar NPC.
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therockymarrow · 1 year ago
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At some point this week I'm going to clean-house on this account. I want to delete old pages of stories in order to better format/re-organize the new posts/reworks of ideas. I'm messy but my page shouldn't be.
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therockymarrow · 1 year ago
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If you want to see what any of this mean I have brief descriptions on my Questboard page.
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therockymarrow · 1 year ago
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every character I create ends up being unintentionally asexual even if stated otherwise because I genuinely don't understand how sexual attraction works
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therockymarrow · 1 year ago
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Note to self: consider implementing the Clone spell into that mad scientist/secret lab quest idea 💀
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therockymarrow · 1 year ago
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(Hello - I actually did go back and re-work this idea a bit more w/ tables available here.)
Just a note/DnD idea to rework later so I don't forget
The players have come across a laboratory somewhere in their adventures. This lab is located someplace desolate. Such as within a catacomb, mountain, or dungeon. Perhaps they're looking for a runaway mad scientist, a noble court physician, or someone they think can help them accomplish a greater goal.
While exploring the area they stumble across a Brain in a Jar. The brain has one goal - get the players to place it into a nearby body perfectly designed to allow them to move beyond the small lab. I'm thinking something like a Warforged or perhaps a Flesh Golem if you want the full Frankenstein effect.
Some thoughts behind this are:
The body is so perfect because the brain was in it before, and for whatever reason, the scientist felt they needed to separate the brain from the machine.
The scientist was the cause of the brains' prison and salvation, having been the one to place the brain into the jar in the first place. They enjoyed the attention of the brain and didn't want to lose them by giving the brain their freedom.
The scientist didn't proceeded with the new body because they feared the brain wouldn't be able to handle it, having changed (potentially succumbing to madness) due to their years spent isolated in a jar.
Players can then find notes, journals, or other clues throughout the lab to help assess the situation and what's really going on. Maybe the person they're looking for is the brain itself, caught up in some kind of twisted experiment of their own design.
A Brain in a Jar doesn't have movement speed, only being able to hover up to 10 ft in the air. The Jar will try to plead with the PCs, promising information or rewards that it may or may not have if set free. If/When PCs try to hurt or mess with the jar outside of assisting it, the brain will attack.
I'm undecided what the brain's alignment would be? If it would return the PCs help, attack them once freed, or try to run away immediately. I guess it would depend on further context.
This isn't an idea with a lot of thought put into it, just hashing stuff out while it's in my brain.
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therockymarrow · 2 years ago
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Into the Mossley Gardens - General Layout
Hello, this is part 2 of the Into the Mossley Gardens 5e campaign I'm currently drafting up. It will go over sections of the gardens, and subcategorize the areas to then go more in-depth in later posts. Sorry this is such a weird way to format it. I'm kind of just going with how my brain works. When it's all completed I'll try assembling a pdf in a more book-ish layout.
See the main post here, or other sections listed at the bottom of the post.
First, let's start with a basic map of the garden, I'm drawing it in dungeon scrawl to start, but would like to replace it with an in-game, more fleshed out illustration to give my players at the table. I'll add it here if I ever have time to sketch it out. The areas will be numbered with their location on the map:
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Here is a breakdown of each section of the Garden's. Feel free to play with the dimensions, and what you think should be there. For example - I don't really think every area needs to be so equally sized as it looks on the map. In hindsight I'd also like to add at least one building into the community garden's zone. I tried to consolidate what each area is, but you can click the name of each zone to further explore it as they become avaible.
Sections: 1. Main Gate - Just barely inside the main entrance to the gardens, this functions as the main walkway through the grounds and holds 2 statues of the properties previous owners - Vinoth and Juniper Mossley. These statues are not Stone Cursed, but feel free to add a spell like Magic Mouth to add spice or clarify lore. Such as the characters finding a code-phrase that will unlock information from the statues. Otherwise this area can act as a base-camp until characters further explore the grounds. They can also meet up with Hyacinth (see: NPCS) here, before he locks them in.
2. Front Garden/Exhibition Zone - To the right of the main path is a garden littered with various flowering plants, trees, and miscellaneous foliage. A simple-enough walking trail, statues look down at visitors from beside the path. Roll 1+1D4 to determine how many of these statues are Stone Cursed* (see: Combat Stats/Monsters). If you're characters are into herbology and want to forage from the plants, have them roll either a Nature or Survival check. 1-5: 1 plant that they think are safe to consume. 6-10: 3 plants that they think are safe. 11-15: 3 plants and they are sure of it's purpose. 16-20: 5 plants and they are sure of it's purpose. I would then use a table (like this or your own) to determine what plants they can identify. Have them roll a 1D4 for how much of each plant they able to collect. If I think of it maybe I'll draft one to put below.
3. Community Cultivation Center (Community Garden) - This are is a gated field, further divided by smaller fences. Each section contains a name plaque, as well as a list of the plants being grown there. Some plaques also contain a serial number pertaining to a filed experiment of the college's lab. Still others contain family's names, simply growing fruits, vegetables or patches of flowers. An off building sits on the far side of the field, large windows and a small greenhouse are attached to the old brick structure. Scarecrows are propped up idly along the gates and within the field, consider making one or two living scarecrows if you'd prefer an action oriented encounter here.
4. Oldtown Cemetery - As the name implies, this is one-of if not the oldest cemetery in the city of Mosswood. Not particularly large, it is full of old headstones, benches and wistful trees. a few small mausoleums are held here, as well as one of considerably larger size towards the back of the property.
5. Hedge Maze - A hedge maze designed simply for the fun of visitors to the gardens. Relatively easy to pass through, the other side holds an arena for students to practice their spell craft as well as give presentations for guests. 1D4 caged Cockatrice (or another creature of your preference) have gotten out of containment since the grounds were closed and now prowl this area.
6. The Mossley Estate - The estate proper. This large building casts a considerable shadow on the property. Built in a gothic style it is decorated in pointed archways, flying buttresses and sharp spires. Large cold looking stones make up it's body. The structure is an stable as it is imposing. Thin windows look out over the property like narrowed eyes gazing down at you. Players can feel a general sense of unease when examining at the building for to long.
7. The Atrium and Greenhouse - The newest structure to be added to the gardens, the atrium and greenhouse encapsulate the interior gardens. Similar to the front gardens this area contains paths stretching through it, with loops around various plants and displays. a pond is held at it's center. More tropical and seasonal plants can be found here than outside on the grounds. However, this is also where more dangerous plants are located. So if your players have wanted to fight a Needle Blight, Awakened Tree, Myconid, or even a Shambling Mound now is your chance. These creatures may have become present in the unsupervised gardens.
*Contains Homebrew elements. How I use them may not accurately reflect how they're intended in DND cannon.
Main Post │NPCs │Antagonist(s)│Combat Stats/Monsters │Loot
Find more quests/idea on my page here
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therockymarrow · 2 years ago
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Into the Mossley Gardens (A 5E DND Campaign)
Hello again - this is a re-work of the first DnD campaign I ever made up (and still haven't played) called "Into the Mossley Gardens" it was supposed to be a mini-campaign, but since I haven't run it at all the project is still very much a work-in-progress. You can find the original png version of this here.
(If anyone wants to download the old pdf version I could put it on my gumroad or something?)
Be warned, this will contain: - Homebrew - Fudged Stats - Flavor Changes
Anyways, let's get into it... ______________________________________________
Story Overview/Intro:
In the heart of the City of Mosswood's Oldtown District sits The Mossley Gardens - a lush area surrounded by thick walls. It feature a variety of flourishing plants, the city's eldest graveyard, a community garden space, and an ancient estate that once belonged to the Mossley’s - original owners of the land. The estate currently doubles as a laboratory and school building for those studying the arcane arts.
Recently Hyacinth O’Harely - the head gardener - shut the gates and has not opened the property back up to the public, students or staff. Through connections, overheard conversation, or simply seeing the listing on a nearby Quest Board, your team of adventurers have come across Hyacinth’s need for heroes. 
Hyacinth is waiting just outside the gate for a quick chat before you start your rescue. Remember that once you venture in, there is no going back. So…
What will you do?
Story Objectives/Goals:
Find Bramble Burnwise - a lifelong friend of Hyacinth’s. She was trapped with other faculty and staff the day the gates were shut and may be your best bet for answers. Sickle Spade - the “bird-brained” gravedigger - and a few others may have also been trapped that day, but Hyacinth just can’t be sure who made it out in time.
Discover the cause of the chaos affecting the gardens and put a stop to it. Recently something was unleashed within this ancient place, and with it long buried secrets yet to be revealed.
Notes:
The idea behind this was to encourage pcs to explore the "map". Each area of the garden is broken into sections and each section holds different information on the Mossly estate and what's going on. I'll draft up a quick map on the General Layout post/page, but essentially for them to figure out what's going on and see the full picture they'll need to do some Nancy Drew investigative stuff while fighting a couple of creature along the way.
I'll link to other post/pages below as they become available:
General Layout │NPCs │Antagonist(s)│Combat Stats/Monsters │Loot
Find more quests/idea on my page here
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therockymarrow · 2 years ago
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Haha i'm not dead, but my dnd hobby is.
Haven't been able to play in forever so I've kind of been in a funk. I'd like to start writing out ideas and updating old ones (like the Mossley Garden quest that is literally just gone from my tumblr) both to fit the current vibe of how I have my page set up, and to tweak ideas from back then to feel more balanced.
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