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@bergdg

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Homebrew Mechanic: A Carver's Guide to Monster Parts

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As long as I've been playing d&d my players have been wanting to salvage trophies or crafting components from slain foes and with Monsterhunter currently taking the internet by storm these requests have only increased. Knowing the core rules were never going to be of help I decided to take a look into the 3rd party space, and while plenty of people HAD created some very thought out systems they weren't quite what I was looking for, though the results were often too specific (only dealing with monsters in a specific book, useless for anything not listed) or too fiddly (requiring lookig up multiple tables and doing lots of math, potentially taking as long as the fight itself)

What I knew I needed was a fast and lightweight system that my party could opt into whenever they felled a great foe that wouldn't require anyone at the table to keep track of the individual value of various monsterbits. As such, I (quite appropriately) salvaged what I could of all the systems I read and supplemented them with my own ideas to get something I think works quite well:

After combat with a monster, the party may attempt to salvage valuable components from their prey by making a carving roll

  • The DC of the carve is set at 10+ (1/2 the creature's CR rounded down)
  • A medium creature can generally be carved once, plus an additional time per size category above medium. Multiple Small and smaller creatures may be required to make up a single carve. Multiple characters may carve the same creature at once.
  • Each carve (which includes preserving the part for transport) takes about an hour. Depending on the danger of the region this may provoke a random encounter as scavengers or wandering monsters are attracted by the scent of a fresh kill.
  • The roll used depends on the type of creature being carved and what the carver is looking to take. Dexterity (survival) is the go-to option, but arcana/alchemy might be used to salvage components form an aberration or elemental, while someone seeking to trap a ghost's essence might use religion.
  • Beating the DC by any multiple of 5 grants an additional monster bit per multiple (IE beat it by 10, get +2)

When carving, the character in question may choose one of the following options:

  • Carving for market: The monster bit is worth 50gp X the creature's CR. This may either be sold or used as raw materials for crafting. Generally noted as Monsterbits (GP VALUE), though some notable items ( such as giant spider silk, a unicorn's horn, troll's blood) can be listed individually as some traders/quest givers will pay extra for them.
  • Crafting for food: The characters gain provisions of a quality equal to the monster's rarity (Cr5-8 uncommon, CR 9-12 rare etc). Some monsters make for better eating than others.
  • Carving for trophy: Proof of a kill & boasting rights. Preserved to prevent spoilage but made almost useless for crafting. Trophies are generally worth less than market carves (10gp x the creature’s HD), but a collector may be willing to pay far more for them.

These rules may also be applied to looting groups of enemies, rifling through their pockets and packs for salvage and supplies.

  • A group twice as large as the party counts as a large creature, where as a group three times as large as the party counts as a huge creature.
  • Taking bits off fallen sapient creatures is generally thought of as "Freak Behaviour" by both authorities and lay people, and will likely get the party shunned or outlawed.
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Anonymous asked:

Do you got anything for a party that's a band of thieves?

Adventure: A Bad Start at the Dead End

“It’s just a few more miles my friends, I swear it... though tell the driver to be careful, this soul of mine is already fit to fly any moment now, and any more bumps like the last one is liable to jostle it loose for good. ” 
-Catslives, a thief sitting in his own blood

Setup: The campaign starts with a group of professional thieves limping away after the spectacular failure of their most recent heist.  Everything that could have gone wrong DID go wrong, including being ambushed by the city watch,  their mastermind killed, and their support network scattered to the wind. Fleeing the city in a stolen carriage, loaded up with what little they could grab on the way out, the party has ventured out into the far countryside under the guidance of their last ally, who’s rapidly succumbing to the wounds he sustained during the ambush and their flight. 

Every thief in the world is blessed with an reservoir of luck, doled out by the gods of scoundrelly, fate, and sheer stupid chance, and old Jeffry “Catslives” Carter is running dry. What dregs remain he hopes to spend guiding the party to his family’s old,  dilapidated roadhouse, a property he hasn’t properly seen in years, but has maintained as a safehouse for a dark day just like this one. 

Arriving in the village, the party find themselves in a true backwater, a once prosperous stop along a now disused mountain road, isolated by the collapse of the great bridge which connected it to a valuable mountain pass, a bridge which the Carter family roadhouse just happens to perch on. Fleeing one disaster and ending up at the edge of another, with nothing but their packs, the clothes on their backs, and a man dying in a half-broken carriage, will the party pull themselves out of the gutter, or suffer an inevitable fall into the muck and the cold water below? 

Adventure Hooks: 

  • While the village of Yeltaf isn’t the gossip capital of the realm by any chance,  people are liable to start asking questions when a group of strangers barrel into town with a road-broken carriage, carrying a man who seems to have left most of his lifesblood on his seat and his traveling companions. Explanations and alibis are the cornerstone’s of a thief’s  toolkit, so the party will have to come up with a story and keep to it for their time in hiding. Perhaps they were attacked on the road by bandits, with Jeffry injured in the chaos. Perhaps one of the party is his stepdaughter/son, which would explain why this stranger is  taking possession of his family’s holdings and will be dwelling there for the foreseeable future. Perhaps if the party lies well enough, they’ll be able to get past the villager’s coldness towards outsiders and get ol’Catslives a proper healer. 
  • The Carter Roadhouse, or “The Dead End” as the locals call it, hasn’t seen much care over the years, and has since become infested by all manner of nuisences, pests, and the invasive sort of monsters that always seen to pop up in disused buildings. Clearing it out will serve as the party’s tutorial dungeon, with their goal being the secret vault contained within containing the deeds to the property. Within the party will find a number of oversized creepy crawlies, a secret passage leading down to the waterline, and a hint at poltergeist activity that they’ll need to deal with the future. Their exploration is on the clock however, as Jeffry needs to actually be ALIVE in order for him to sign over the property to them. 
  • If the party venture down from the mountains to visit the more civilized lowlands, they’ll find their visage staring back at them from wanted posters, complete with their names and known associates. Someone squealed to the constabulary, someone who knows them all and knows them well, and such scrutiny means they must move in disguise or under cover of night when traveling the lowlands. While planning future heists and their rise back to prominence, the party may wish to seek out old members of their organization now gone to ground and interrogate them about how the law knows their name... and how the guards knew to expect them on the night of the job-gone-wrong. 
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Dungeon: The Spine of Ol'Syd

Laid low by the sacrifice of a great hero of the past age, the bones of the dragon Sydragul have become a monument to the vibrancy and prosperity that can follow after hopeless and calamity.

Such is the case for the nearby village of Flamesfallow, which presides over a stretch of territory that was turned to an ashbarren by the dragon's breath and has since become very fertile farmland. There's a small cottage industry of Flamesfallow of recounting of the hero's deeds and death, to say nothing of guiding tourists to see the fearsome landmark and offering polished rocks "shards of dragonbone" at a fair price.

Adventure Hooks:

  • Selvic, the lord of Flamesfallow is the very model of an envious second son. While his older brother Selvin got to leverage the family's wealth to marry the local Marquess, Selvic is stuck managing the land that provides that wealth for the rest of his life. With nearly everything passing to the eldest upon their parents death, Selvic has become obsessed in outstaging his brother by finding the hero's sword, said to have been lost after he allowed himself to be swallowed so he could stab at its heart. He's willing to pay the party a handsome finder's fee... with the understanding that he'll brand them outlaws in breach of contract if they manage to claim the blade and fail to return it to him.
  • Any alchemist could tell you that the flesh and blood of a dragon have some odd alchemical properties, and after Sydragul began to rot an uptick in dire mutations began to appear in the local wildlife. Even generations on from the scavengers' feeding frenzy these variants persist, with raven-drakes haunting the peaks and firebreathing cinderwolves among the most notable of the hazards haunting the local roads.
  • Strange rumours begin to circulate around Flamesfallow that the dragon might not be dead after all. How else to explain the embers that folk say you can see in the beast's eyesockets at night, or the smoke that rises from between its ribs on days when the wind is still? In actuality, a group of outcasts have taken up residence in the great skeleton, and have been mining a seam of precious gemstones that opened up in the mountainside when the dragon impacted it. Knowing that the seam technically belongs to the local lord by feudal right, they're willing to kill if the party stumbles across their operation in order to keep it a secret.
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Adventure: Over the River, Through the Woods

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Caravans always need guards, and those travelling across the province of Drigvira these days seem heaped with trouble in addition to the usual olive oil and apricot wine.  Security along the roads through the realm is usually the domain of the Kaelvalon Lancers, a group of veteran mounted soldiers under the auspices of the province’s Marquess, who are charged with dealing with beasts and bandits that might trouble travellers or outlying settlements. The current commander of the lancers is looking to squeeze the caravan heads for kickbacks, and is deliberately having her men slack in their duties, letting the roads become dangerous and leading the caravaneers to seek out their own solutions.

Adventure Hooks:

  • The party get involved when they're hired by Reed & Thatch Stembender, a pair of gnomish twins and daring merchants. They know the roads well, but with the rest of their usual caravan too afraid to risk the journey through the realm's more direct and dangerous routes, they've struck out on their own and are poised to make a killing.. if they're not killed themselves in the process. The party will need to help manage a couple wagons worth of product if they want to get their payout, but the twins will more than deliver on their promise and maybe make the party partners in their future endeavours if they're interested.
  • Joining up with the Stembenders is a perfect first adventure for a group of prospective mercenaries or fortune hunters; It introduces the setting, a couple helpful npcs, and hints at a looming threat in the form of the lancers. The fact that the wagoners' route just so happens to drop the party in a village that prominently features a dragon AND a dungeon doesn't hurt either.
  • While most of the lancers are content to sit on their asses and collect their wages, one particular squad has got a bit restless and decided to engage in a bit of extortion; strongarming groups of travellers and demanding coin to be "escorted" to their destination. If the party fight back and any of the lancers survive, they'll limp to the nearest settlement and claim the party are bandits. It'll likely be a surprise when the heroes discover wanted posters with their faces on it, as well as town guards making an effort to apprehend them.
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D&D 5E | Players: Gnoll Character Ideas

Ever since starting to work on my Gnoll Player Race option (thanks again @dailyadventureprompts for the inspiration!), I've wanted to play as one in a campaign (maybe once my other games wrap up). I've come up with a few ideas for that eventuality, which might help you out with some ideas of your own.

And yes, the Rogue just might have a tragic backstory.

Art Source. Gnoll Tavern, by TheBeardlyBen

This is a continuation of my Gnoll post. Hopefully it adds some inspiration for your own characters!

One of the most common ways you preserve pork without refrigeration is keeping it in really salty water. This makes the pork borderline inedible because it’s so salty. What you don’t see in medieval fantasy is people soaking their meat in water for a bit before they cook it.

That’s also a reason to boil your meat though. Like yeah meat tastes better if you sear it first but sometimes you’ve gotta get that salt out.

You can also smoke your meats and make them into jerky basically. It’s not as juicy as pickling them though.

Also medieval peasants had more meat than you’d think because of these preservation methods. You can feed a pig scraps for the whole year and then butcher it at the start of winter and preserve the meat. Because of this they also often had access to lard.

Medieval peasants also didn’t eat chicken very often. That’s a source of eggs. If you’re lucky enough to own a cow it’s also unlikely you’d eat it unless it’s on its way out anyways. That’s a good source of milk. It’s more advantageous to keep a cow or chicken alive than to eat them.

These days chicken is usually the cheapest form of meat available. If someone is eating a chicken in a medieval setting though it’s either because they didn’t need that chicken anymore or because they’re rich enough to have chickens for eating.

If we’re talking mutton, European sheep are more often kept for wool or milk while middle eastern or African sheep are more often kept for eating. Europeans would of course eat sheep sometimes but it’s another one of those cases where it makes more sense to keep the animal alive rather than eating it.

Fat from a fat tailed sheep makes for good cooking fat if your setting is more middle eastern or North African inspired. European settings would prefer butter, lard, or olive oil depending on where exactly they are.

Goats weren’t super popular in Europe during medieval and ancient times. Very common in the Middle East and North Africa though both for milk and for meat.

A cow or ewe must have a calf or lamb every year to produce milk. Half of those offspring will be male, and thus will not produce milk. Ergo they were eaten, because you only need one bull or ram for a much larger number of breeding females.

The limiting factor for livestock keeping in the medieval period was winter fodder--there was enough summer grazing for the spring births in fallow fields that they fertilized with their manure , but not enough hay and grazing to get them through the winter. So the lambs--all the males and some of the females--would be butchered in the fall. A bull calf might be butchered as veal (or "baby beef", depending on timing) its first fall or might be over-wintered and butchered as beef the following fall. A few of the older ewes would be butchered as mutton, replaced with female lambs from the spring births. A female calf would be traded, sold, or kept as a replacement.

Similarly, half of the chicks born would be male, destined for spring/early summer butchering. (Or caponed, castrated, though that's much more difficult with a bird.) Chicken is a lean meat, though, and rather tough in a free-range bird, so it was usually stewed rather than roasted. Capon was a bit of a luxury food due to the difficulty of castrating them. Geese were much more popular due to the fattier meat.

Pork was plentiful due in part to the large size of a sow's litter. Over-winter one sow, and you get eight piglets or so, much more than a cow's single calf or a ewe's one to four lambs. Even if you didn't keep your own sow, buying piglets to raise and fatten was common. Most medieval pigs would forage rather than being fed scraps--hence the ubiquity of swineherd as a humble occupation.

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Settlement: Errishaan, where Inspiration Rises with the Tide

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Though it boasts no mighty navy or renowned trading port, the harbour town of Errishaan has seen an unexpected surge in prosperity in recent years as it's become something of a hotspot for some of the most brillaint minds in the realm.

Tinkerers and scholars of all kinds have begun flocking to the cliffside settlement in droves, hoping to obtain the attention of its ruler, Countess Milsa Bonharte , who's become a famed patron of the inventive arts over the past decade and a half.

What began as an informal gathering of minds has breathed new life into Errishaan which now boasts numerous workshops, annual innovator's competitions, and a thriving trade in clockworks.

Adventure Hooks:

  • Of the region's biggest attractions is the Savyswell Rally, an annual competition where various the boatbuilders and artificers of Errishaan race self made vessels to see who can be the first one to cross the notoriously turbulent waters to the town's lighthouse and back, with the caveat that their creations can only use magical forms of propulsion AFTER the half way mark. The party might be seeking the aid of one of these artificers and be drawn into the competition as a means of paying off their services, or they may have a friend/relation/contact who's in need of a hand as the deadline draws near.
  • Beyond drawing it's livelyhood from the sea, the cliffs surrounding Errishaan do a tidy trade in copper, and the local mines and metalworks are always willing to pay adventurers to help drive off cavedwelling monsters or runaway elementals. Cannonmakers Heldok & Loyid are having a bit of trouble with one of the latter, as the ignis bound to their foundry has become a bit hyperactive after one too many overtime shifts doing important work for the Countess. Now it's slipped its arcane bonds and is going about town manicly smelting things like a blacksmith's forge hopped up on one too many 5 hour energy shots.
  • Seeing the potential in all the curious minds drawn to Errishaan by the influx of Artifice and Lady Bonharte's patronage, a travelling dedicate of the Archheart named Dijdek has taken it upon himself to found an academy where the magics, crafts, and sciences can be recorded and taught formally. Doing so is easier said than done, as he'll need to convince at least a few of the infamously protective master artificers to consider teaching, and convince the Countess to help provide funding. The first step in this endeavour will be finding a place to establish the academy, an abandoned monastery not far from town might be just the place, but something dangerous is lairing there and most folk have written it off. Perhaps a little divine meddling can bring the priest and the party together for common cause.
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Settlement: Felstar's Faltering, A village overshadowed.

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The wizard Felstar was a mighty mage, with a vast army at his command, pride beyond imagining, and power enough to strike fear into the hearts of all. That was before a questing hero happened by , handed the wizard his ass, and for good measure brought his towering spire crashing down to earth. In the centuries since, the remnants of the wizard's servants and soldiers have built a village for themselves in the ruins of their master's fortress, transforming it from arcane edifice to orcish clanhold

The folk of Faltering tend to keep to themselves, as many have not forgiven them for their forebear's actions under the wizard's command, despite the fact most of those same forebears allied with the hero to oust the mage that had enslaved them.

Still, if you're looking for a haven in the wilderness, or perhaps a chance to scavenge through old Felstar's secrets, there's no better destination.

Adventure Hooks:

  • Somewhat of an outcast among her people, the mage Zharga Zagrinnsdotter has dedicated herself to reclaiming as much of the dead mage's research as possible, piecing over ruins and exploring the sites of power Felstar established throughout the region. Though many suspect her motives, she follows the teachings of the sage-god Boccob and seeks to understand the wizard's magic so that her people will never be subjugated by it again. She's a good ally to have if the party need an expert on the arcane, and she's willing to pay them for an escort through the more dangerous ruins in the region. She may even take one of them as her apprentice, if they can put up with a belligerent old woman half way on her way to being a mad hermit.
  • Tensions are running high when one of the village's traders disappears while travelling in nearby human lands, with some fearing that he's been murdered by those who hold to the old grudges. The village elders are split between petitioning the local authorities (which may come to nothing) or sending out their own to investigate ( which may exacerbate tensions). The party provides a convenient third option, able to move unhindered while tracking the merchant's trail. An investigation will win them Faltering's favour, and take them to the market of the local human capital where furs from the forest around the village and old arcane relics are being sold by a number of shady dealers.
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The LICHES method of descriptive text

A while back a friend asked me to write up some pointers for how I write descriptive text. You know, for dungeons and such. I gave her the LICHES method, which I'm posting here now. The primary purpose of descriptive text is to clue players in to what they need to pay attention to. When you ask your players, "What do you do?" think of that as less of an open-ended question and more multiple choice. Your descriptive text gives your players the potential answers. (This is, of course, a broad statement. Players will always pull something out of left field.)

Good descriptive text includes any applicable lights, interactables, characters, hazards, egress, and senses—LICHES.

I was catching up on the ghostfire gaming podcast when this method was brought up and I IMMEDIATELY had to go hunting for it. Seriously friends, delightfully succinct and helpful advice here. Including this in my methodology immediately.

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If you don't mind, what exactly is a worldsoul? Thank you.

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A worldsoul is essentially the greatest elemental force of a plane. They’re the living embodiment of a plane, typically represented as an avatar. How they manifest depends on the plane.

Most planes have them, although they can vary based on a plane’s metaphysics.

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And, according to Children of the Nameless, Worldsouls can also be taken in by a person and potentially give them a planeswalker spark.

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D&D 5E | DM Tips: Lockpicking

Today's post is a shout-out to another creator who I have followed for a long time - Bob World Builder. In particular, he developed a system to make picking locks a little more exciting than just a simple roll of the d20. It offers rules for different levels of locks and tips on how to ramp up the tension with especially difficult locks. Check it out here: Lockpickery on DriveThruRPG

Cover Art. Lockpickery, from Bob World Builder.

In a nutshell, roll 2d6 per difficulty level of the lock. If any 1's are rolled, your attempt to lockpick fails. There are additional considerations for if you have proficiency with lockpicking tools.

One change that could be made with the system is a way to make your DEX modifier matter. One thought that I've had is to change the dice rolled (Bob's system is to always use d6). This would change the probability of failure. Here's what I have:

  • DEX modifier of -1 or lower: Use d4
  • 0, +1, or +2: Use d6
  • +3 or higher: Use d8

Try this system for lockpicking out!

Giving a quick shout-out to a lockpicking system I came across a while ago which I think is pretty neat.

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D&D 5E | Feat: Boon of the Rime Wind

Last week, I wrote up a feat inspired by the Charm of the Storm from Dragon of Icespire Peak. In Icewind Dale: Rime of the Frostmaiden, a player could similarly receive a gift of Auril's power. While gaining a level in a potentially new class is a great way story-wise to show a story moment (I myself am in a campaign in which I picked up a level in Warlock for similar reasons), I wanted to design a feat that could get the same message across while leaning more into the frosty side of the Frostmaiden's powers.

Art. Moritte of the Frost, by Eric Deschamps. Magic: the Gathering.

Boon of the Rime Wind

Prerequisite: None

Repeatable: None

You hold within yourself the cold might of ice: a gift of power from a frost giant, a god of winter, or maybe even a silver dragon. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • As an action, you unleash out a burst of freezing wind. Each creature within 15 feet of you that isn’t behind a wall or barrier must make a Dexterity saving throw, with the save DC equal to 8 + your Proficiency Bonus + your Constitution modifier. A creature takes 2d6 cold damage + Nd6 force damage (where N equals your Proficiency Bonus) on a failed save, or half as much damage on a successful one. If a creature fails by 10 or more, its speed is reduced to 0 feet until the start of your next turn. Once you use this feature, you can’t do so again until you finish a Long Rest.

Another Homebrew Feat :)

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Hi there! I hope your having a wonderful day!

So i had a question, or more acuratly wanted to ask for some advice. Ive more or less recently started dming, mostly in the form of one-shots for my main group. And ive stumbled across the following issue: while i love the lore building and describing and rp-ing i really struggle with combat. I tend to get overwhelmed and forget about effects and skills, and struggle with coming up with 'battle tactics' (which is what our campaign dm suggested) or make it way to easy because i worry about the players being dissappointed by 'loosing'(eventhough they've mentiones they would love harder combat and would even be okay with a tpk if it was earned)

So do you happen to have any suggestions or ideas on how to practice running and organizing combat and/or scalling or ways to not get so overwhelmed?

(Im sorry if this isnt quite what you do, i just didnt really know who else to ask)

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This is ABSOLUTELY what I do friend, every part of the dungeon mastering experience is worth talking about because that's how we improve.

If you're having trouble learning your way around combat you're more than justified: it's a whole second game, and strategic skirmish tactics requires a very different skillset compared to the collabrative storytelling rules you're just now getting a handle on.

First, lets talk about what combat in d&d is even FOR: Fights in d&d are really no different than any other challenge, they're a hurdle you as a DM employ to introduce drama to a narrative and engage your players, not all that different from a locked door or an obstinate NPC that needs to be convinced. The difference is that when you call initiative, you are shining a spotlight on the moment to moment decisions your party makes when time is limited and greatly raising the stakes: Seconds matter in combat, quick thinking matters, mistakes matter.

To use a simple example, recently I ran a road encounter where the party came across a gnomish merchant who's wagon had been attacked by predatory flightless birds. The question wasn't "can the party defeat the birds", I knew they could, the question was " Can the party defeat the birds before they eat this poor gnome who will be a friend/ally to them later"

The reason you're having problem with tactics and being worried about killing your party is that you're thinking about combat as its own isolated thing rather than a dramatic beat as part of a larger story. Most fights in D&D are NOT about attacking the party directly: Instead the baddies have something they want to accomplish (Take, devour, defend, slay) and it's a question of whether the heroes can stop them before they accomplish their mission. Combat only takes 2-4 rounds generally, which is a limited time for your players to put their thumbs on the scale and try to alter the course of events. Tactics are emergent out of goals, so think about what your minions would want to happen and how they would've gone about achieving it before the party comes by to wreckingball through their carefully laid plans.

Another example: An enemy force is attacking a castle the party are guests at, looking to secure hostages in preparation for a coup attempt by a rival noble. While the villains' over all job is to capture pieces, the initial wave of badguys are primarily concerned with slowing the party down to prevent them from interfering with the other attackers around the castle, meaning they'll fight defensively, potshots from cover and barring exits.

When you refocus the badguys' goals away from killing the players and towards things that push the plot in a particular direction (especially one the party would generally like to stop) you’ll have a clearer idea of what the enemies want to be doing, which not only helps you decide how they act, but also pick what enemies go into a fight.

If you're feeling totally overwhelmed another option would be to switch to a game system that focuses less on crunchy combat. It's drastic but everyone has game systems that fit better with their particular DMing style, especially in the early days when you're first developing. I'd highly recommend Forged in the Dark, or Powered by the Apocalypse systems, as they still have the punchy action-forward storytelling of d&d without having to manage much on the mechanics side.

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Great combat advice! It's good to remember that all encounters (combat or otherwise) should have a story purpose to provide meaning to the campaign.

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Adventure: The Subtle Art of Dragon Hunting

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After a lowland kingdom is ravaged by a dragon looking to expand its territory the party sets out on a quest worthy of the heroes of old... only to discover that the epic songs recounting the deeds of those old heroes chose to leave out just how much hiking would be involved in such an epic undertaking.

Tracing witness accounts and the path of destruction leads our would be dragonslayers to the Bronscall Mountains, a rugged wilderness of deep valleys and icy peaks, but the trail goes cold before they have any clue to where their quarry might be lairing. This is the sort of adventure where the party needs to take their time, and is best brought to life using an exploration system such as the one I've developed here, or hexcrawling if you'd prefer.

The idea is to have the party fully experiance the Bronscall mountains before facing the dragon: living off the land, learning its secrets, discovering resources they might use or potential ambush sites.

Zones of interest:

  • The Podrian Foodhills: Groves of flowers and tangled trees that seem intent on capturing any wayward traveller. The region also features a potential base camp for the party in the form of a ruined watchtower, sturdy and fortified, it may become their home away from home before too long.
  • Lake Whitedog: cold all year from glacial melt, the waters of this lake hold a long sunken secret, and provide great fishing. Perhaps while exploring the party can trace the mystery of the deserted mining village built nearby.
  • Bron's Stair: An increasingly challenging climb up the foothills of the mountains, home to many monsters and chilling wind. The area is also home to a crotchety old hunter who can teach them the finer points of surviving the cold as they ascend.
  • The Frigid Peaks: Windstorms, avalanches, occasional aerial attacks by the dragon as they near its territory. It's dangerous to stay more than a few hours in this region, but the beast's lair must be around here somewhere.
  • The Burning Rift: accessible only from the height of the peaks (or a hidden shortcut through the hotsprings lower down the mountain), these volcanic caverns are rife with volatile elementals and the threat of collapse, but may provide a means of sneaking up on the dragon without the risk of being attacked from the air.
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D&D 5E | DM Tips: One-Shot Characters

Over the last year, I've had many chances to run some one-shots, often with people who have never played a Tabletop RPG before. Having pre-generated characters is good in many instances, but I felt that there could be an easy way for the players to still get a feel for making their characters. So I started to create something.

Then, the Daggerheart playtest came out and we got to see how, in that system, you build your character using a series of cards. I thought this was cool and incorporated some of those ideas into what I was working on.

In the past few weeks, we heard from Wizards that they have been working on something as well, using "tiles." So I wanted to share the current iteration of my system here.

Art. Adventure Awaits, by Billy Christian. Wizards of the Coast.

Latest post on my homebrew blog. While not necessarily homebrew, it's a system I've found to be pretty useful for quickly getting player characters ready for one-shots (with player input on their characters).

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Encounter: Tossup on the Tollroad

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Setup: The party are travelling either by themselves or as guards for some caravan, making their way along an old road widely known to have fallen into disrepair thanks to the local lord's mismanagement.

What a surprise then when the party approach an old fortified toll house and discover it garrisoned with troops in the lord's livery, who are now expecting them to pay exorbitant fees for the privilege of crossing into the lord's domain.

The toll collectors are beligerant and one or two even appear drunk. Not paying their toll ads days, maybe weeks to the party's journey, and crossing overland will not only be slow going, but dangerous, as monsters have been known to be creeping back into the region from the wilderness (again, due to the lord's mismanagement).

Challenges & Complications:

  • Plenty of folks call tollgates "highway robbery" but in this instance it's far more literal. The garrison are infact a group of bandits who have laid their hands on some of his soldier's uniforms, or fashioned crude imitations. The ones interacting with the party have mostly legitimate looking outfits, but those standing back have increasingly flimsy disguises which a perceptive character might notice.
  • The bandits demand to inspect packs and cargo for "contraband" as a means of seeing whether the party is worth robbing beyond paying their hiked up crossing fee. If one of them finds something good, they make a quick signal to the ones on the battlements which tells them to drop the portcullis after the travellers are through, cutting off their escape before launching their attack.
  • More than a couple merchants have fallen victim to the ruse already, and the party may notice the their wagons and pack animals tucked away, some of the former showing signs of struggle. The contents of these wagons are sitting inside the fortress waiting to be fenced, meaning a party that defeats the bandits may have stumbled into a small fortune of trade goods, as well as mementos, messages in need of delivery. My advice is to cram this treasure-drop full of quest hooks.
  • Selling the goods may get the party accused of banditry themselves, turning a potential payday into a brush with the law.
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D&D 5E | Feat: Boon of the Storm Lord

Players often encounter the supernatural during the course of a campaign, whether that is through the interactions with a god, the machinations of a liche, or the shenanigans of a archfey. During these encounters, players might receive a boon or a curse, and Feats have become a favorite way to mechanically introduce these into the game.

In the Dragon of Icespire Peak campaign (from the Essentials Kit), a player can receive the Charm of the Storm during one encounter. It's been fun for players at my table, and so I thought about how to transform it into a Feat: rebalancing it so that it could be used each day, while the player has the boon.

Art. Lightning Strike, by Marta Nael. Magic: the Gathering.

Boon of the Storm Lord

Prerequisite: None

Repeatable: None

You hold within yourself the roiling energy of a tempest: a gift of power from a storm giant, a bronze dragon, a djinni, or maybe even a god. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • As an action, you send out a blast of lightning from an extended hand forming a line 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, with the save DC equal to 8 + your Proficiency Bonus + your Constitution modifier. A creature takes Nd6 lightning damage (where N equals twice your Proficiency Bonus) on a failed save, or half as much damage on a successful one. Once you use this feature, you can’t do so again until you finish a Long Rest.
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