Three short of a mediocre film.
Also this is going to have to be a two-parter by necessity! Expect part two on Thursday, and then a pause on Dungeon Situational for a few months while I get a few other article ideas out into the world. Here are the first five examples of ghosts, hauntings, and other untethered spirits.
Here again I will be using rules for 5th edition D&D but should be easily adaptable for other systems. (more…)
Gods are made to explain the inexplicable. Diancecht, Nergal, Loviatar are the cursed divines who bring disease in mythology, from Dragonlance it is the domain of Incabulos or Nerull, and from my setting find Ugol, dark god of the alchemist, whose symbol is a scorpion in a jar. But among these are gods who balance both the disease and the cure, gods who have the power to condemn and to heal.
Plague clerics, also known as plague doctors, strike a balance between life and death, embracing the horrors that befall mortals in the name of healing all sicknesses, and bringing suffering to only those who deserve it. (more…)
Halflings – the legally distinct smallfolk that are in no way to be likened to hobbits – are friendly if sedentary people who live in garden-like settlements dotted with allotments and farms that can help sate an appetite that defies their small stature. Occasionally they rove great distances in search of new lands to settle, finding new allies and friends at every turn. In D&D – certainly in 5th ed – they come in two key varieties, lightfoot and stout, but it’s highly unlikely that such a well travelled race would be so limited in diversity.
An important side-note, in my settings halflings are not the cheery big-footed miniature people as in other, more typical campaign settings. Halflings universally come from a distant and unknown continent, about which they never speak except in reference to “home”. They are predisposed to secret-keeping, and when they settle in one place they make their homes impregnable by means of stealth and warding magics. The following halflings come from one such continent, on one such world, but should be suitably balanced for any campaign setting. They also use D&D 5th edition rules. (more…)
It’s been a couple of months, and I was waiting on a few more things to come about, but there has been a great deal of progress made in the last eight weeks. It’ll be a short update, but let’s start with…
As promised a while back, it’s time to bring back Dungeon Situational; a weekly series where I present content designed for Dungeons & Dragons 5th edition, but broadly adaptable for other editions and systems.
This week, as promised in a previous article, I will be creating five levels of a new class that reflects a few minor grievances and absences I find in the D&D class system. None of the material is play-tested, so if you try out this class or any of the class features please do let me know how it goes. At the bottom of the article you can also vote on what you’d like me to create next week. (more…)
A three-way tie between the choices: three dragons, three NPCs, and three extra-planar threats. This can only mean one thing. You get one of each.
As usual I will generally be drawing upon Dungeons & Dragons 5th edition rules, but most of the content here should easily be modifiable to any other system or edition you choose. (more…)
If you have not read the Christmas Encounter Table, it may be worth having a quick look before proceeding, as this is not the Santa Claus you’re familiar with, and far from the 5th edition homebrew versions of Kringle you might have seen elsewhere. My Santa, the Santa of my long-running annual Christmas Campaign is a villain, a wicked courtier of the Fey, a master of his own Wild Hunt. Tooth Fairies feed him information on the children of the world so that he can enslave their minds, ensuring his power is never challenged as those children grow into meddlesome adventurers, Baron Klaus, mad tyrant of the candy folk. (more…)