9 grand master adventurers against 25 Dragons and their mustered army of dragon kin.
for a minute I forgot that you run big tables and I was like, “is she combining 2 tables together or what?”
It might be 2 smaller groups, actually, that come together in a 12 person group, if rumbling comes true.
Out of curiosity, what are the 25 different dragons? theres (maybe in your world, IDK, you basically rewrote the whole game) chromatic (black, blue, green, red, & white), Metallic (brass, bronze, copper, gold, & silver), & Gem (amethyst, crystal, emerald, sapphirre, & topaz), plus all the other random dragons (solar, lunar, moonstone, etc), but I doubt you would stick to that.
I have become predictable! Although, in answer to the question, I'm still figuring it out, lol.
I have always known there were 25 dragons. They are the biggest, baddest of all the monsters in my game. Tarrasques are snacks.
originally I was just going to do a generic dragon sort -- something other tan the D&D kind, but still the D&D kind. And then I was looking up something about the year of the wood dragon (which is coming up and happens to be the full cycle of years for me, personally, as I was born in the year of the wood dragon), and that led me into the whole structure of how the cycle of wood, fire, earth, metal, water all represents the life cycle of something, the flow of something through time as it comes and strengthens and collapses and such, and then...
I thought, damn, it would be kinda cool to have a dragon made of wood.
I tossed the idea out here very late at night, with some super rough stuff, and since that point I have been spending time on figuring out a new ways to structure dragons in such a way that they themselves cycle through these different stages, being reborn over and over again, passing through different stages.
Of course, I couldn't just leave it alone, lol. So I have 7 stages (to match other things that are sevens and reflect the more cosmological nature of Dragons). Because of course I do. And each stage has five forms, and yeah, it gets way more complex from there, but it is also telling me how the dragons behave, their personality at different times, and things like.
it is, quite genuinely, a massive mashup of concepts from multiple astrology systems.
So I have Dark, Water, Metal, Earth, Fire, Wood, and Sun dragons. Each looks different, each reflects some aspect of their "kind" (like breath weapons and such). That also means expanding the kinds of salathen that I have on the world. I know have seven types of salathen, and within each type are 12 species. All of them are marked by being six limbed and having two, four, or six eyes that are all set with three pupils, at least one of which is always a slit pupil. Insect up to small dinosaur size. They are tied to kinds of areas they live in -- sand, smoke, sea, stone, that sort of thing.
There are also Drakes and Wyverns (all six limbed) as well, which are sort of like "dragon light" varieties, and for the Drakes (about the size of a Piper Cub) I will be using a set of things similar to the Chromatic dragon setup.
And yes, there is a whole dragon culture and all that, lol. Dragons being the rough equivalent of demigods for the Salathen and such in their respective space.Worshipped, feared, blah blah.
Yep, behind a spoiler because i be ramblin.
Because there are some deep dark secrets that why the **** not Imma tell you:
Wyrlde is a colonized and terraformed planet that was then altered by Deity level powers. When the terraforming started, there were native creatures on the world already. An entire separate ecosystem, with everything from insects on up to alpha predators and all the steps in between.
At the time of the terraforming, the "most evolved" creatures were a flying predator (dragons, of course). As things happened, they changed more and more and got intelligent and all that stuff. They were joined by a species of Therian that is rumored to have vanished -- goat centaurs, the only 6 limbed therians. Not even kidding, lol. They will be a playable race after the first campaign, if things go well. They also have a group of four armed humans. Lastly, Dragonewts -- small dragons able to be had as familiars, sidekicks, and the like.
The whole basis of the Dragons thing is that "distracted by the ongoing crusades and a sudden push by Lemuria, the Dragons make their move to try and end the scourge of these damned outworlders". That is, the people of Wyrlde are an invasive species, and the dragons want them gone and really don't like them, but some dragons (of course, because there are always some, right?) have been studying the people and decided they aren't all that bad and there could be an accord.
From 1st to 16th level, the PCs hear about dragons as this thing that no one has ever really known much about, and no one knows where they are or where they come from or anything like that. They also keep meeting certain people, NPCs. Who are, of course, Dragons in human form. at 17th and above, they start to hear more stuff, and folks approach them to talk about peace and that kind of thing -- and always at a bad time because, hello, other adventures, and in the background of all of this the whole time is this ongoing hnt that the final battle will be against the Evil Lord of Evil in Lemuria, lol.
If the PCs fail, then the next campaign takes place in the same world, but the "good lands" have been devastated by the dragons, the Lemurians have invaded, and it will be chaos and hell -- and the second campaign adventures are all built around spy movies, because they really will be taking out the evil ord of evil in that one, they just have to get the stuff to do so from either dragon lairs or strongholds (if they succeed in stopping the dragon invasion).
If I do it right, it will be one of the best bait and switch setups I have ever done.
So, yeah, 25 dragons. That is all there is. Used to be more, but they died during the God's War, fighting for the "bad guy" side. They each control a small area, and they act as a kind of governing thing.
And all of that is part of why I had to revisit the Influence rules, lol. In case the folks playing a bard try to charm the damn dragons with charisma, lol.
Rollback Post to RevisionRollBack
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
9 grand master adventurers against 25 Dragons and their mustered army of dragon kin.
for a minute I forgot that you run big tables and I was like, “is she combining 2 tables together or what?”
It might be 2 smaller groups, actually, that come together in a 12 person group, if rumbling comes true.
Out of curiosity, what are the 25 different dragons? theres (maybe in your world, IDK, you basically rewrote the whole game) chromatic (black, blue, green, red, & white), Metallic (brass, bronze, copper, gold, & silver), & Gem (amethyst, crystal, emerald, sapphirre, & topaz), plus all the other random dragons (solar, lunar, moonstone, etc), but I doubt you would stick to that.
I have become predictable! Although, in answer to the question, I'm still figuring it out, lol.
I have always known there were 25 dragons. They are the biggest, baddest of all the monsters in my game. Tarrasques are snacks.
originally I was just going to do a generic dragon sort -- something other tan the D&D kind, but still the D&D kind. And then I was looking up something about the year of the wood dragon (which is coming up and happens to be the full cycle of years for me, personally, as I was born in the year of the wood dragon), and that led me into the whole structure of how the cycle of wood, fire, earth, metal, water all represents the life cycle of something, the flow of something through time as it comes and strengthens and collapses and such, and then...
I thought, damn, it would be kinda cool to have a dragon made of wood.
I tossed the idea out here very late at night, with some super rough stuff, and since that point I have been spending time on figuring out a new ways to structure dragons in such a way that they themselves cycle through these different stages, being reborn over and over again, passing through different stages.
Of course, I couldn't just leave it alone, lol. So I have 7 stages (to match other things that are sevens and reflect the more cosmological nature of Dragons). Because of course I do. And each stage has five forms, and yeah, it gets way more complex from there, but it is also telling me how the dragons behave, their personality at different times, and things like.
it is, quite genuinely, a massive mashup of concepts from multiple astrology systems.
So I have Dark, Water, Metal, Earth, Fire, Wood, and Sun dragons. Each looks different, each reflects some aspect of their "kind" (like breath weapons and such). That also means expanding the kinds of salathen that I have on the world. I know have seven types of salathen, and within each type are 12 species. All of them are marked by being six limbed and having two, four, or six eyes that are all set with three pupils, at least one of which is always a slit pupil. Insect up to small dinosaur size. They are tied to kinds of areas they live in -- sand, smoke, sea, stone, that sort of thing.
There are also Drakes and Wyverns (all six limbed) as well, which are sort of like "dragon light" varieties, and for the Drakes (about the size of a Piper Cub) I will be using a set of things similar to the Chromatic dragon setup.
And yes, there is a whole dragon culture and all that, lol. Dragons being the rough equivalent of demigods for the Salathen and such in their respective space.Worshipped, feared, blah blah.
Yep, behind a spoiler because i be ramblin.
Because there are some deep dark secrets that why the **** not Imma tell you:
Wyrlde is a colonized and terraformed planet that was then altered by Deity level powers. When the terraforming started, there were native creatures on the world already. An entire separate ecosystem, with everything from insects on up to alpha predators and all the steps in between.
At the time of the terraforming, the "most evolved" creatures were a flying predator (dragons, of course). As things happened, they changed more and more and got intelligent and all that stuff. They were joined by a species of Therian that is rumored to have vanished -- goat centaurs, the only 6 limbed therians. Not even kidding, lol. They will be a playable race after the first campaign, if things go well. They also have a group of four armed humans. Lastly, Dragonewts -- small dragons able to be had as familiars, sidekicks, and the like.
The whole basis of the Dragons thing is that "distracted by the ongoing crusades and a sudden push by Lemuria, the Dragons make their move to try and end the scourge of these damned outworlders". That is, the people of Wyrlde are an invasive species, and the dragons want them gone and really don't like them, but some dragons (of course, because there are always some, right?) have been studying the people and decided they aren't all that bad and there could be an accord.
From 1st to 16th level, the PCs hear about dragons as this thing that no one has ever really known much about, and no one knows where they are or where they come from or anything like that. They also keep meeting certain people, NPCs. Who are, of course, Dragons in human form. at 17th and above, they start to hear more stuff, and folks approach them to talk about peace and that kind of thing -- and always at a bad time because, hello, other adventures, and in the background of all of this the whole time is this ongoing hnt that the final battle will be against the Evil Lord of Evil in Lemuria, lol.
If the PCs fail, then the next campaign takes place in the same world, but the "good lands" have been devastated by the dragons, the Lemurians have invaded, and it will be chaos and hell -- and the second campaign adventures are all built around spy movies, because they really will be taking out the evil ord of evil in that one, they just have to get the stuff to do so from either dragon lairs or strongholds (if they succeed in stopping the dragon invasion).
If I do it right, it will be one of the best bait and switch setups I have ever done.
So, yeah, 25 dragons. That is all there is. Used to be more, but they died during the God's War, fighting for the "bad guy" side. They each control a small area, and they act as a kind of governing thing.
And all of that is part of why I had to revisit the Influence rules, lol. In case the folks playing a bard try to charm the damn dragons with charisma, lol.
Putting a wall of text behind a spoiler is like making fireball require consent. we need to take our daily hit of psychic damage, otherwise we'll go through withdrawel. plus, you need to get new people hooked
Rollback Post to RevisionRollBack
Hey, It's me, RaccoonMaster! I'm back! I disappeared for a while there, and I'm very sporadic when I'm online lol.
I'm an actor, writer, singer (opera, musical theatre, and rock are my preferred genres), backpacker, and tall person (6'5 and counting). Pronouns are whatever, I mostly use They/Them though.
My Characters: Elsenia Selevarum:The Popular Paladin, Aasimar Noble, Level 4 Paladin of Redemption;
9 grand master adventurers against 25 Dragons and their mustered army of dragon kin.
for a minute I forgot that you run big tables and I was like, “is she combining 2 tables together or what?”
It might be 2 smaller groups, actually, that come together in a 12 person group, if rumbling comes true.
Out of curiosity, what are the 25 different dragons? theres (maybe in your world, IDK, you basically rewrote the whole game) chromatic (black, blue, green, red, & white), Metallic (brass, bronze, copper, gold, & silver), & Gem (amethyst, crystal, emerald, sapphirre, & topaz), plus all the other random dragons (solar, lunar, moonstone, etc), but I doubt you would stick to that.
I have become predictable! Although, in answer to the question, I'm still figuring it out, lol.
I have always known there were 25 dragons. They are the biggest, baddest of all the monsters in my game. Tarrasques are snacks.
originally I was just going to do a generic dragon sort -- something other tan the D&D kind, but still the D&D kind. And then I was looking up something about the year of the wood dragon (which is coming up and happens to be the full cycle of years for me, personally, as I was born in the year of the wood dragon), and that led me into the whole structure of how the cycle of wood, fire, earth, metal, water all represents the life cycle of something, the flow of something through time as it comes and strengthens and collapses and such, and then...
I thought, damn, it would be kinda cool to have a dragon made of wood.
I tossed the idea out here very late at night, with some super rough stuff, and since that point I have been spending time on figuring out a new ways to structure dragons in such a way that they themselves cycle through these different stages, being reborn over and over again, passing through different stages.
Of course, I couldn't just leave it alone, lol. So I have 7 stages (to match other things that are sevens and reflect the more cosmological nature of Dragons). Because of course I do. And each stage has five forms, and yeah, it gets way more complex from there, but it is also telling me how the dragons behave, their personality at different times, and things like.
it is, quite genuinely, a massive mashup of concepts from multiple astrology systems.
So I have Dark, Water, Metal, Earth, Fire, Wood, and Sun dragons. Each looks different, each reflects some aspect of their "kind" (like breath weapons and such). That also means expanding the kinds of salathen that I have on the world. I know have seven types of salathen, and within each type are 12 species. All of them are marked by being six limbed and having two, four, or six eyes that are all set with three pupils, at least one of which is always a slit pupil. Insect up to small dinosaur size. They are tied to kinds of areas they live in -- sand, smoke, sea, stone, that sort of thing.
There are also Drakes and Wyverns (all six limbed) as well, which are sort of like "dragon light" varieties, and for the Drakes (about the size of a Piper Cub) I will be using a set of things similar to the Chromatic dragon setup.
And yes, there is a whole dragon culture and all that, lol. Dragons being the rough equivalent of demigods for the Salathen and such in their respective space.Worshipped, feared, blah blah.
Yep, behind a spoiler because i be ramblin.
Because there are some deep dark secrets that why the **** not Imma tell you:
Wyrlde is a colonized and terraformed planet that was then altered by Deity level powers. When the terraforming started, there were native creatures on the world already. An entire separate ecosystem, with everything from insects on up to alpha predators and all the steps in between.
At the time of the terraforming, the "most evolved" creatures were a flying predator (dragons, of course). As things happened, they changed more and more and got intelligent and all that stuff. They were joined by a species of Therian that is rumored to have vanished -- goat centaurs, the only 6 limbed therians. Not even kidding, lol. They will be a playable race after the first campaign, if things go well. They also have a group of four armed humans. Lastly, Dragonewts -- small dragons able to be had as familiars, sidekicks, and the like.
The whole basis of the Dragons thing is that "distracted by the ongoing crusades and a sudden push by Lemuria, the Dragons make their move to try and end the scourge of these damned outworlders". That is, the people of Wyrlde are an invasive species, and the dragons want them gone and really don't like them, but some dragons (of course, because there are always some, right?) have been studying the people and decided they aren't all that bad and there could be an accord.
From 1st to 16th level, the PCs hear about dragons as this thing that no one has ever really known much about, and no one knows where they are or where they come from or anything like that. They also keep meeting certain people, NPCs. Who are, of course, Dragons in human form. at 17th and above, they start to hear more stuff, and folks approach them to talk about peace and that kind of thing -- and always at a bad time because, hello, other adventures, and in the background of all of this the whole time is this ongoing hnt that the final battle will be against the Evil Lord of Evil in Lemuria, lol.
If the PCs fail, then the next campaign takes place in the same world, but the "good lands" have been devastated by the dragons, the Lemurians have invaded, and it will be chaos and hell -- and the second campaign adventures are all built around spy movies, because they really will be taking out the evil ord of evil in that one, they just have to get the stuff to do so from either dragon lairs or strongholds (if they succeed in stopping the dragon invasion).
If I do it right, it will be one of the best bait and switch setups I have ever done.
So, yeah, 25 dragons. That is all there is. Used to be more, but they died during the God's War, fighting for the "bad guy" side. They each control a small area, and they act as a kind of governing thing.
And all of that is part of why I had to revisit the Influence rules, lol. In case the folks playing a bard try to charm the damn dragons with charisma, lol.
I search for traps.
Rollback Post to RevisionRollBack
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
I have been challenged to "update" my Teaching Dungeon. A dungeon crawl. Old school stuff. Used to teach people who have never played D&D before how their characters and the game works. The adventure starts in a small town, travels to the dungeon over three days, explores it, comes back. Uses straight up RAW stuff. I've got the town, I've got the travel, it is the dungeon I need help with. My existing one has been used since about 2015, lol.
Will ya help a gal out?
1st Level Dungeon
10 Rooms
Each Ability Score needs a test.
Common Skills (traps, locks, investigate, perception) need a test.
Other key things about playing the game of value.
Non-fatal, but "comas" are allowed.
Also teaches how to handle a dungeon itself -- traps, working together, exploring, etc. Don't worry about connecting the rooms. I just need some creativity other than mine in coming up with them. It is not part of my normal gaming world, so lore isn't an issue.
Entrance: the entrance to the dungeon is a stairway leading down to a landing and a mysterious stone door scribed with lettering in a language other than commo, but that the party is still likely to know (Elvish, Dwarvish, Orc, etc). the players must speak the password in the language to have the guard on the other side (a lazy goblin named Bubbo) open the door by a switch.
Room 1: The first room could be like a sort of tripwire trap, when activated arrows shoot out from holes in the walls. A DC 12 perception check to notice the tripwire, DC 14 sleight of hand to disarm it, and once the trap is disarmed they can cross safely.
Room 2: The second room is a test of charisma to teach them that fighting isn’t the only answer. A stone giant will be sitting in front of the door to the next room, and you need to persuade it to move. DC 12 persuasion, or if they make a good enough argument.
Room 3: The next room is a test of strength. 5 hobgoblins administer this room, and will only let the party pass if they can push a small crate filled with rocks from one side of the room to the other. The DC to move the crate is 15, Athletics. A mechanism is set so that when the box is put down at the destination, the door to the next room opens.
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
Entrance: the entrance to the dungeon is a stairway leading down to a landing and a mysterious stone door scribed with lettering in a language other than commo, but that the party is still likely to know (Elvish, Dwarvish, Orc, etc). the players must speak the password in the language to have the guard on the other side (a lazy goblin named Bubbo) open the door by a switch.
Hey, It's me, RaccoonMaster! I'm back! I disappeared for a while there, and I'm very sporadic when I'm online lol.
I'm an actor, writer, singer (opera, musical theatre, and rock are my preferred genres), backpacker, and tall person (6'5 and counting). Pronouns are whatever, I mostly use They/Them though.
My Characters: Elsenia Selevarum:The Popular Paladin, Aasimar Noble, Level 4 Paladin of Redemption;
The first room could be like a sort of tripwire trap, when activated arrows shoot out from holes in the walls. A DC 12 perception check to notice the tripwire, DC 14 sleight of hand to disarm it, and once the trap is disarmed they can cross safely.
The second room is a test of charisma to teach them that fighting isn’t the only answer. A stone giant will be sitting in front of the door to the next room, and you need to persuade it to move. DC 12 persuasion, or if they make a good enough argument.
This post has potentially manipulated dice roll results.
The next room is a test of strength. 2 hobgoblins administer this room, and will only let the party pass if they can push a small crate filled with rocks from one side of the room to the other. The DC to move the crate is 15, Athletics. A mechanism is set so that when the box is put down at the destination, the door to the next room opens.
Rollback Post to RevisionRollBack
Hello! I am a perfectly sane gibberer. Hi! :D
Locations are dead, the Temple of Potassium has fallen but its ideals live on
I have been challenged to "update" my Teaching Dungeon. A dungeon crawl. Old school stuff. Used to teach people who have never played D&D before how their characters and the game works. The adventure starts in a small town, travels to the dungeon over three days, explores it, comes back. Uses straight up RAW stuff. I've got the town, I've got the travel, it is the dungeon I need help with. My existing one has been used since about 2015, lol.
Will ya help a gal out?
1st Level Dungeon
10 Rooms
Each Ability Score needs a test.
Common Skills (traps, locks, investigate, perception) need a test.
Other key things about playing the game of value.
Non-fatal, but "comas" are allowed.
Also teaches how to handle a dungeon itself -- traps, working together, exploring, etc. Don't worry about connecting the rooms. I just need some creativity other than mine in coming up with them. It is not part of my normal gaming world, so lore isn't an issue.
Entrance: the entrance to the dungeon is a stairway leading down to a landing and a mysterious stone door scribed with lettering in a language other than commo, but that the party is still likely to know (Elvish, Dwarvish, Orc, etc). the players must speak the password in the language to have the guard on the other side (a lazy goblin named Bubbo) open the door by a switch.
Room 1: The first room could be like a sort of tripwire trap, when activated arrows shoot out from holes in the walls. A DC 12 perception check to notice the tripwire, DC 14 sleight of hand to disarm it, and once the trap is disarmed they can cross safely.
Room 2: The second room is a test of charisma to teach them that fighting isn’t the only answer. A stone giant will be sitting in front of the door to the next room, and you need to persuade it to move. DC 12 persuasion, or if they make a good enough argument.
Room 3: The next room is a test of strength. 5 hobgoblins administer this room, and will only let the party pass if they can push a small crate filled with rocks from one side of the room to the other. The DC to move the crate is 15, Athletics. A mechanism is set so that when the box is put down at the destination, the door to the next room opens. instead of a DC 15 check, it requires a combined strength modifier of +4, so a normal martial has a low chance of doing it alone, so it teaches the value of teamwork, but the Martial can still contribute most of the work and feel like, as a standard party (fighter w/ +3 Str, rogue w/ +0 str, wizard w/ +0, cleric w/ str +1; approximately)
Room 4: The next room is a test of Intelligence. It’s a dark room, with the only light source coming from bioluminescent moss growing on the walls and floor. A brass cauldron sits in a wall alcove. There is a loft above the players when the enter the room, and seated on the loft is a goblin wizard named Bumbles that gives them instructions.
There are four types of moss — a red variety, a blue variety, a purple variety, and a green variety.
The green and purple can be mixed to create a philter of love.
The red cannot be mixed with anything, and if it is the final brew will act as a potion of poison.
Mixing three or more colors creates a diluted brew that tastes vaguely like basil and has no in-game effect.
The PCs are instructed to create a philter of love, which Bumbles needs to impress his crush. Figuring out which colors can be mixed with which requires a DC 12 Investigation check. Intelligence-based classes like wizards and artificers have advantage on the check. Four checks are theoretically needed to uncover all the possibilities, but the PCs need only to make as many checks necessary to discover the green+purple combination. They can also experiment by adding random moss to the cauldron and testing each potion to determine its effects.
The cauldron magically refills itself after each attempt, so previous experimentation won’t affect future results. Bumbles has no way to know which potions are which, so it’s entirely possible for the PCs to give him a non-love potion and move on regardless — the only downside being that the poor wizard’s date night is ruined.
Room 5: Room of Runes. This room appears to be a dead end. Each brick however has a rune etched on it. The runes are of an old, almost forgotten Magic tongue.
Arcana or History Check: DC 12. Just above average, especially for introduction dungeon.
On Success: The Runes speak of "Consuming Magic To See Beyond." A player should surmise that any magic spell can be cast in this room. When done so, the Runes ignite, revealing a door hidden by magic (and undetectable by other methods).
Room 6: The Mirror Room: Inside this bland room there is a single mirror. Upon approaching it, a shimmering image of a bard appears. "Good day, the name's Arius Songstrider. It would seem a hag has trapped me inside this mirror. Apparently she wasn't pleased with me making a song about how ugly she was. The hag believes that no one would care enough to try and free me from this prison." The bard shrugs. "Well, it's true," he says beneath his breath. "She was rather ugly. Now that said, it's highly recommended that you do not break the mirror. It's true what they say you know - about the bad luck. The bad luck comes from hags because they often use mirrors to travel between areas. And when they discover someone has broken one of their passage ways they will bestow a curse upon you."
The party can speak with Arius - and he will eventually reveal, the only way to set him free is for them to preform a song about him and his woes - to prove that someone cares enough to get him out of his prison.
Someone in the party (is there a bard present?) can do a Performance check - or the party as a whole can perform as a "band" - banging on their weapons, staves on the ground, to create musical "sounds." The DC is a merely a DC 12 Performance check - if it's done as a Group - just half or more of the party need to succeed.
Doing so will free Arius from the mirror - and the party can now have their first NPC.
Room 7: The next room is a test of Constitution. A small pedestal will have a bottle with a drink in it. A man in a mask will be on a balcony. A lever is next to him, which is the trigger to open the door to the next room. Once the party enters, he will speak:
"So you seek to brave this perilous place? Try this elixir here!" He points to the potion. "Once someone drinks it and doesn't vomit, I'll let you pass."
Any character can drink the drink, forcing them to make a DC 10 constitution saving throw or gag and vomit uncontrollably for a small bit. Otherwise, no effect. Once a character has drinken once, they will always have the same reaction, forcing them to try different people instead of one person drinking it over and over.
Once a character succeeds:
The man claps. "Very good! Onward to the next room you go." He pulls the lever and the door opens.
If the rare event nobody succeeds occurs:
The man sighs. "None of you have a proper immune system. Kids these days, not gaining their vitamins." He pulls a different lever the party didn't see before, and a noxious gas fills the room, causing the party to fall asleep for around 10-30 minutes. When they wake up, the door to the next room is open and the man is gone.
Room 8: The Enchantment Room: As the party enters the room - the door behind them seals shut - and seemingly vanishes! (Any attempts to locate the door they'd just come through will result in no success). The room appears to be a large temple - empty pews, now rotting line up in seven rows. Ancient stained glass is cracked and broken - but the view outside seems to be a dark abyss. Down the long row of pews, a single statue with its arms outstretched gazes directly at the door all of you have come in.
As the party searches around the room and/or approaches the statue, the lone statue in the room suddenly animates. "Welcome. This room was once a temple to a deity, long since forgotten. Over the ages the connection to the deity has been severed - and as such - I have but one more blessing left in me. Who among you will step forward so that I might temporarily enhance your weapon?"
The statue will bless a weapon - temporarily making it a +1 to hit, +1 to damage.
The final room probably should be some form of combat, I assume.
After the party exits these ten rooms, the enhancement will cease to exist.
After the statue blesses someone's weapon - it will crumble in a burst of light - revealing a hole where it once stood that the party can descend down into the next room.
EDIT: You could even at this point use "Survival" checks to tie a secure knot on something before they descend, and then have people make Athletics check to descend down the rope. Falling would only be about 10 to 15 feet, so minimal damage if someone fell?
Room 9: The Big Boss Throwdown!
after descending to the boss room from room 8, the party lowes themself onto a small island in an underground lake where an Ogre is. the ogre got trapped down here through a tunnel that partially collapsed, but that can still fit medium creatures if they squeeze, (the tunnel leads to room 10, prolly a treasure/reward room). the Ogre is asleep, dozing on a throne (really giving the rogue a chance to shine), and the party must kill it. to make the Ogre not able to one hit kill the whole party, give it the following adjustments:
The ogre has a strength of 16, as spending time trapped in the cave has made it weak.
The ogre wields a normal club rather than a greatclub, as it once had a greatclub that broke when it tried to smash its way out of the cavern, so now its a smaller club, the party could possibly parley with the beast by offering to fix the club (mending, anybody?), which the ogre cuddles like a stuffed animal while sleeping
This makes the Ogre has +5 to hit, on a hit it deals 8 (2d4 + 3) Bludgeoning damage.
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
The next room is a test of Intelligence. It’s a dark room, with the only light source coming from bioluminescent moss growing on the walls and floor. A brass cauldron sits in a wall alcove. There is a loft above the players when the enter the room, and seated on the loft is a goblin wizard named Bumbles that gives them instructions.
There are four types of moss — a red variety, a blue variety, a purple variety, and a green variety.
The green and purple can be mixed to create a philter of love.
The red cannot be mixed with anything, and if it is the final brew will act as a potion of poison.
Mixing three or more colors creates a diluted brew that tastes vaguely like basil and has no in-game effect.
The PCs are instructed to create a philter of love, which Bumbles needs to impress his crush. Figuring out which colors can be mixed with which requires a DC 12 Investigation check. Intelligence-based classes like wizards and artificers have advantage on the check. Four checks are theoretically needed to uncover all the possibilities, but the PCs need only to make as many checks necessary to discover the green+purple combination. They can also experiment by adding random moss to the cauldron and testing each potion to determine its effects.
The cauldron magically refills itself after each attempt, so previous experimentation won’t affect future results. Bumbles has no way to know which potions are which, so it’s entirely possible for the PCs to give him a non-love potion and move on regardless — the only downside being that the poor wizard’s date night is ruined.
One of the rooms - to try and get it so everyone has a chance (assuming a caster will be present of some kind - whether Cleric, Druid, Wizard, etc.)
Room of Runes. This room appears to be a dead end. Each brick however has a rune etched on it. The runes are of an old, almost forgotten Magic tongue.
Arcana or History Check: DC 12. Just above average, especially for introduction dungeon.
On Success: The Runes speak of "Consuming Magic To See Beyond." A player should surmise that any magic spell can be cast in this room. When done so, the Runes ignite, revealing a door hidden by magic (and undetectable by other methods).
The Mirror Room: Inside this bland room there is a single mirror. Upon approaching it, a shimmering image of a bard appears. "Good day, the name's Arius Songstrider. It would seem a hag has trapped me inside this mirror. Apparently she wasn't pleased with me making a song about how ugly she was. The hag believes that no one would care enough to try and free me from this prison." The bard shrugs. "Well, it's true," he says beneath his breath. "She was rather ugly. Now that said, it's highly recommended that you do not break the mirror. It's true what they say you know - about the bad luck. The bad luck comes from hags because they often use mirrors to travel between areas. And when they discover someone has broken one of their passage ways they will bestow a curse upon you."
The party can speak with Arius - and he will eventually reveal, the only way to set him free is for them to preform a song about him and his woes - to prove that someone cares enough to get him out of his prison.
Someone in the party (is there a bard present?) can do a Performance check - or the party as a whole can perform as a "band" - banging on their weapons, staves on the ground, to create musical "sounds." The DC is a merely a DC 12 Performance check - if it's done as a Group - just half or more of the party need to succeed.
Doing so will free Arius from the mirror - and the party can now have their first NPC.
The next room is a test of Constitution. A small pedestal will have a bottle with a drink in it. A man in a mask will be on a balcony. A lever is next to him, which is the trigger to open the door to the next room. Once the party enters, he will speak:
"So you seek to brave this perilous place? Try this elixir here!" He points to the potion. "Once someone drinks it and doesn't vomit, I'll let you pass."
Any character can drink the drink, forcing them to make a DC 10 constitution saving throw or gag and vomit uncontrollably for a small bit. Otherwise, no effect. Once a character has drinken once, they will always have the same reaction, forcing them to try different people instead of one person drinking it over and over.
Once a character succeeds:
The man claps. "Very good! Onward to the next room you go." He pulls the lever and the door opens.
If the rare event nobody succeeds occurs:
The man sighs. "None of you have a proper immune system. Kids these days, not gaining their vitamins." He pulls a different lever the party didn't see before, and a noxious gas fills the room, causing the party to fall asleep for around 10-30 minutes. When they wake up, the door to the next room is open and the man is gone.
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Hello! I am a perfectly sane gibberer. Hi! :D
Locations are dead, the Temple of Potassium has fallen but its ideals live on
The Band thing is hilarious, but I will add one thing to room 3: instead of a DC 15 check, it requires a combined strength modifier of +4, so a normal martial has a low chance of doing it alone, so it teaches the value of teamwork, but the Martial can still contribute most of the work and feel like, as a standard party (fighter w/ +3 Str, rogue w/ +0 str, wizard w/ +0, cleric w/ str +1; approximately)
Also, after spending some time in the Arts & Crafts forums, I have decided to start making the characters from Tawmis as Heroforges, and so, the first character on the list: Dorsay the wood elf transmutation wizard: https://www.heroforge.com/load_config=44808287/ .does anyone (who am I kidding, I've spent enough time in Arts & Crafts to know that Sposta knows the answer) how to put the image in a spoiler rather than having to put a link?
Hey, It's me, RaccoonMaster! I'm back! I disappeared for a while there, and I'm very sporadic when I'm online lol.
I'm an actor, writer, singer (opera, musical theatre, and rock are my preferred genres), backpacker, and tall person (6'5 and counting). Pronouns are whatever, I mostly use They/Them though.
My Characters: Elsenia Selevarum:The Popular Paladin, Aasimar Noble, Level 4 Paladin of Redemption;
The Band thing is hilarious, but I will add one thing to room 3: instead of a DC 15 check, it requires a combined strength modifier of +4, so a normal martial has a low chance of doing it alone, so it teaches the value of teamwork, but the Martial can still contribute most of the work and feel like, as a standard party (fighter w/ +3 Str, rogue w/ +0 str, wizard w/ +0, cleric w/ str +1; approximately)
Also, after spending some time in the Arts & Crafts forums, I have decided to start making the characters from Tawmis as Heroforges, and so, the first character on the list: Dorsay the wood elf transmutation wizard: https://www.heroforge.com/load_config=44808287/ .does anyone (who am I kidding, I've spent enough time in Arts & Crafts to know that Sposta knows the answer) how to put the image in a spoiler rather than having to put a link?
Nope. No clue.
Not even a little bit.
Rollback Post to RevisionRollBack
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
The Band thing is hilarious, but I will add one thing to room 3: instead of a DC 15 check, it requires a combined strength modifier of +4, so a normal martial has a low chance of doing it alone, so it teaches the value of teamwork, but the Martial can still contribute most of the work and feel like, as a standard party (fighter w/ +3 Str, rogue w/ +0 str, wizard w/ +0, cleric w/ str +1; approximately)
Also, after spending some time in the Arts & Crafts forums, I have decided to start making the characters from Tawmis as Heroforges, and so, the first character on the list: Dorsay the wood elf transmutation wizard: https://www.heroforge.com/load_config=44808287/ .does anyone (who am I kidding, I've spent enough time in Arts & Crafts to know that Sposta knows the answer) how to put the image in a spoiler rather than having to put a link?
Nope. No clue.
Not even a little bit.
Teach me your ways! I am but a young padawan, eager to learn from the wise old sages. what do you think? any suggestions/alterations?
Hey, It's me, RaccoonMaster! I'm back! I disappeared for a while there, and I'm very sporadic when I'm online lol.
I'm an actor, writer, singer (opera, musical theatre, and rock are my preferred genres), backpacker, and tall person (6'5 and counting). Pronouns are whatever, I mostly use They/Them though.
My Characters: Elsenia Selevarum:The Popular Paladin, Aasimar Noble, Level 4 Paladin of Redemption;
The Band thing is hilarious, but I will add one thing to room 3: instead of a DC 15 check, it requires a combined strength modifier of +4, so a normal martial has a low chance of doing it alone, so it teaches the value of teamwork, but the Martial can still contribute most of the work and feel like, as a standard party (fighter w/ +3 Str, rogue w/ +0 str, wizard w/ +0, cleric w/ str +1; approximately)
Also, after spending some time in the Arts & Crafts forums, I have decided to start making the characters from Tawmis as Heroforges, and so, the first character on the list: Dorsay the wood elf transmutation wizard: https://www.heroforge.com/load_config=44808287/ .does anyone (who am I kidding, I've spent enough time in Arts & Crafts to know that Sposta knows the answer) how to put the image in a spoiler rather than having to put a link?
Nope. No clue.
Not even a little bit.
Teach me your ways! I am but a young padawan, eager to learn from the wise old sages. what do you think? any suggestions/alterations?
So, once you have the photo hosted somewhere (I used my wyrlde website), you click the insert photo thing like you normally would, put in the link, set the constrain to 600 or whatever.
THen, once it appears, it will be all dark, because it is selected. Then you hit the exclamation point to make it spoiler -- and if you unselect it, then just select it again.
As for the fig, it works, lol.
Imma download it and probably print it out down the road.
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Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
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I have become predictable! Although, in answer to the question, I'm still figuring it out, lol.
I have always known there were 25 dragons. They are the biggest, baddest of all the monsters in my game. Tarrasques are snacks.
originally I was just going to do a generic dragon sort -- something other tan the D&D kind, but still the D&D kind. And then I was looking up something about the year of the wood dragon (which is coming up and happens to be the full cycle of years for me, personally, as I was born in the year of the wood dragon), and that led me into the whole structure of how the cycle of wood, fire, earth, metal, water all represents the life cycle of something, the flow of something through time as it comes and strengthens and collapses and such, and then...
I thought, damn, it would be kinda cool to have a dragon made of wood.
I tossed the idea out here very late at night, with some super rough stuff, and since that point I have been spending time on figuring out a new ways to structure dragons in such a way that they themselves cycle through these different stages, being reborn over and over again, passing through different stages.
Of course, I couldn't just leave it alone, lol. So I have 7 stages (to match other things that are sevens and reflect the more cosmological nature of Dragons). Because of course I do. And each stage has five forms, and yeah, it gets way more complex from there, but it is also telling me how the dragons behave, their personality at different times, and things like.
it is, quite genuinely, a massive mashup of concepts from multiple astrology systems.
So I have Dark, Water, Metal, Earth, Fire, Wood, and Sun dragons. Each looks different, each reflects some aspect of their "kind" (like breath weapons and such). That also means expanding the kinds of salathen that I have on the world. I know have seven types of salathen, and within each type are 12 species. All of them are marked by being six limbed and having two, four, or six eyes that are all set with three pupils, at least one of which is always a slit pupil. Insect up to small dinosaur size. They are tied to kinds of areas they live in -- sand, smoke, sea, stone, that sort of thing.
There are also Drakes and Wyverns (all six limbed) as well, which are sort of like "dragon light" varieties, and for the Drakes (about the size of a Piper Cub) I will be using a set of things similar to the Chromatic dragon setup.
And yes, there is a whole dragon culture and all that, lol. Dragons being the rough equivalent of demigods for the Salathen and such in their respective space.Worshipped, feared, blah blah.
Yep, behind a spoiler because i be ramblin.
Because there are some deep dark secrets that why the **** not Imma tell you:
Wyrlde is a colonized and terraformed planet that was then altered by Deity level powers. When the terraforming started, there were native creatures on the world already. An entire separate ecosystem, with everything from insects on up to alpha predators and all the steps in between.
At the time of the terraforming, the "most evolved" creatures were a flying predator (dragons, of course). As things happened, they changed more and more and got intelligent and all that stuff. They were joined by a species of Therian that is rumored to have vanished -- goat centaurs, the only 6 limbed therians. Not even kidding, lol. They will be a playable race after the first campaign, if things go well. They also have a group of four armed humans. Lastly, Dragonewts -- small dragons able to be had as familiars, sidekicks, and the like.
The whole basis of the Dragons thing is that "distracted by the ongoing crusades and a sudden push by Lemuria, the Dragons make their move to try and end the scourge of these damned outworlders". That is, the people of Wyrlde are an invasive species, and the dragons want them gone and really don't like them, but some dragons (of course, because there are always some, right?) have been studying the people and decided they aren't all that bad and there could be an accord.
From 1st to 16th level, the PCs hear about dragons as this thing that no one has ever really known much about, and no one knows where they are or where they come from or anything like that. They also keep meeting certain people, NPCs. Who are, of course, Dragons in human form. at 17th and above, they start to hear more stuff, and folks approach them to talk about peace and that kind of thing -- and always at a bad time because, hello, other adventures, and in the background of all of this the whole time is this ongoing hnt that the final battle will be against the Evil Lord of Evil in Lemuria, lol.
If the PCs fail, then the next campaign takes place in the same world, but the "good lands" have been devastated by the dragons, the Lemurians have invaded, and it will be chaos and hell -- and the second campaign adventures are all built around spy movies, because they really will be taking out the evil ord of evil in that one, they just have to get the stuff to do so from either dragon lairs or strongholds (if they succeed in stopping the dragon invasion).
If I do it right, it will be one of the best bait and switch setups I have ever done.
So, yeah, 25 dragons. That is all there is. Used to be more, but they died during the God's War, fighting for the "bad guy" side. They each control a small area, and they act as a kind of governing thing.
And all of that is part of why I had to revisit the Influence rules, lol. In case the folks playing a bard try to charm the damn dragons with charisma, lol.
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
Putting a wall of text behind a spoiler is like making fireball require consent. we need to take our daily hit of psychic damage, otherwise we'll go through withdrawel. plus, you need to get new people hooked
Hey, It's me, RaccoonMaster! I'm back! I disappeared for a while there, and I'm very sporadic when I'm online lol.
I'm an actor, writer, singer (opera, musical theatre, and rock are my preferred genres), backpacker, and tall person (6'5 and counting). Pronouns are whatever, I mostly use They/Them though.
My Characters: Elsenia Selevarum: The Popular Paladin, Aasimar Noble, Level 4 Paladin of Redemption;
Hope to see you around!
I search for traps.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
So we played D&D (Dragonlance campaign) - one of the two games where I am actually a player (vs the other games I run as the DM).
And my character (Human Wizard named Talis) had a cool moment.
I expanded on it by writing more detail about how he fixed a portal - and some odd omens.
If interested clicky below -
Dragonlance Campaign - Talis Silverrose - The Dark Moon And the Portal.
Check out my publication on DMs Guild: https://www.dmsguild.com/browse.php?author=Tawmis%20Logue
Check out my comedy web series - Neverending Nights: https://www.youtube.com/watch?v=8Wr4-u9-zw0&list=PLbRG7dzFI-u3EJd0usasgDrrFO3mZ1lOZ
Need a character story/background written up? I do it for free (but also take donations!) - https://forums.giantitp.com/showthread.php?591882-Need-a-character-background-written-up
HAPPY NEW YEAR, everyone.
Check out my publication on DMs Guild: https://www.dmsguild.com/browse.php?author=Tawmis%20Logue
Check out my comedy web series - Neverending Nights: https://www.youtube.com/watch?v=8Wr4-u9-zw0&list=PLbRG7dzFI-u3EJd0usasgDrrFO3mZ1lOZ
Need a character story/background written up? I do it for free (but also take donations!) - https://forums.giantitp.com/showthread.php?591882-Need-a-character-background-written-up
Happy New Year 2024!!!
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
I have been challenged to "update" my Teaching Dungeon. A dungeon crawl. Old school stuff. Used to teach people who have never played D&D before how their characters and the game works. The adventure starts in a small town, travels to the dungeon over three days, explores it, comes back. Uses straight up RAW stuff. I've got the town, I've got the travel, it is the dungeon I need help with. My existing one has been used since about 2015, lol.
Will ya help a gal out?
1st Level Dungeon
Also teaches how to handle a dungeon itself -- traps, working together, exploring, etc. Don't worry about connecting the rooms. I just need some creativity other than mine in coming up with them. It is not part of my normal gaming world, so lore isn't an issue.
Entrance: the entrance to the dungeon is a stairway leading down to a landing and a mysterious stone door scribed with lettering in a language other than commo, but that the party is still likely to know (Elvish, Dwarvish, Orc, etc). the players must speak the password in the language to have the guard on the other side (a lazy goblin named Bubbo) open the door by a switch.
Room 1: The first room could be like a sort of tripwire trap, when activated arrows shoot out from holes in the walls. A DC 12 perception check to notice the tripwire, DC 14 sleight of hand to disarm it, and once the trap is disarmed they can cross safely.
Room 2: The second room is a test of charisma to teach them that fighting isn’t the only answer. A stone giant will be sitting in front of the door to the next room, and you need to persuade it to move. DC 12 persuasion, or if they make a good enough argument.
Room 3: The next room is a test of strength. 5 hobgoblins administer this room, and will only let the party pass if they can push a small crate filled with rocks from one side of the room to the other. The DC to move the crate is 15, Athletics. A mechanism is set so that when the box is put down at the destination, the door to the next room opens.
Room 4:
Room 5:
Room 6:
Room 7:
Room 8:
Room 9:
Room 10:
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
Entrance: the entrance to the dungeon is a stairway leading down to a landing and a mysterious stone door scribed with lettering in a language other than commo, but that the party is still likely to know (Elvish, Dwarvish, Orc, etc). the players must speak the password in the language to have the guard on the other side (a lazy goblin named Bubbo) open the door by a switch.
Hey, It's me, RaccoonMaster! I'm back! I disappeared for a while there, and I'm very sporadic when I'm online lol.
I'm an actor, writer, singer (opera, musical theatre, and rock are my preferred genres), backpacker, and tall person (6'5 and counting). Pronouns are whatever, I mostly use They/Them though.
My Characters: Elsenia Selevarum: The Popular Paladin, Aasimar Noble, Level 4 Paladin of Redemption;
Hope to see you around!
The first room could be like a sort of tripwire trap, when activated arrows shoot out from holes in the walls. A DC 12 perception check to notice the tripwire, DC 14 sleight of hand to disarm it, and once the trap is disarmed they can cross safely.
The second room is a test of charisma to teach them that fighting isn’t the only answer. A stone giant will be sitting in front of the door to the next room, and you need to persuade it to move. DC 12 persuasion, or if they make a good enough argument.
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
The next room is a test of strength. 2 hobgoblins administer this room, and will only let the party pass if they can push a small crate filled with rocks from one side of the room to the other. The DC to move the crate is 15, Athletics. A mechanism is set so that when the box is put down at the destination, the door to the next room opens.
Hello! I am a perfectly sane gibberer. Hi! :D
Locations are dead, the Temple of Potassium has fallen but its ideals live on
A mysterious link of chain... (Extended signature). PRAISE JEFF THE EVIL ROOMBA! REALLY cool video.
One of the Warlock Patrons on the forums. Low, low price of your soul, firstborn child and liver!
Titles: The Echoing Story Spewer (Drummer), the Endless Maws (Isis), the Mad Murderer (PJ), more on my extended sig
What we've got so far.
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
The next room is a test of Intelligence. It’s a dark room, with the only light source coming from bioluminescent moss growing on the walls and floor. A brass cauldron sits in a wall alcove. There is a loft above the players when the enter the room, and seated on the loft is a goblin wizard named Bumbles that gives them instructions.
There are four types of moss — a red variety, a blue variety, a purple variety, and a green variety.
The PCs are instructed to create a philter of love, which Bumbles needs to impress his crush. Figuring out which colors can be mixed with which requires a DC 12 Investigation check. Intelligence-based classes like wizards and artificers have advantage on the check. Four checks are theoretically needed to uncover all the possibilities, but the PCs need only to make as many checks necessary to discover the green+purple combination. They can also experiment by adding random moss to the cauldron and testing each potion to determine its effects.
The cauldron magically refills itself after each attempt, so previous experimentation won’t affect future results. Bumbles has no way to know which potions are which, so it’s entirely possible for the PCs to give him a non-love potion and move on regardless — the only downside being that the poor wizard’s date night is ruined.
edit: fixed tooltips.
Terra Lubridia archive:
The Bloody Barnacle | The Gut | The Athene Crusader | The Jewel of Atlantis
One of the rooms - to try and get it so everyone has a chance (assuming a caster will be present of some kind - whether Cleric, Druid, Wizard, etc.)
Room of Runes. This room appears to be a dead end. Each brick however has a rune etched on it. The runes are of an old, almost forgotten Magic tongue.
Arcana or History Check: DC 12. Just above average, especially for introduction dungeon.
On Success: The Runes speak of "Consuming Magic To See Beyond." A player should surmise that any magic spell can be cast in this room. When done so, the Runes ignite, revealing a door hidden by magic (and undetectable by other methods).
Check out my publication on DMs Guild: https://www.dmsguild.com/browse.php?author=Tawmis%20Logue
Check out my comedy web series - Neverending Nights: https://www.youtube.com/watch?v=8Wr4-u9-zw0&list=PLbRG7dzFI-u3EJd0usasgDrrFO3mZ1lOZ
Need a character story/background written up? I do it for free (but also take donations!) - https://forums.giantitp.com/showthread.php?591882-Need-a-character-background-written-up
The Mirror Room: Inside this bland room there is a single mirror. Upon approaching it, a shimmering image of a bard appears. "Good day, the name's Arius Songstrider. It would seem a hag has trapped me inside this mirror. Apparently she wasn't pleased with me making a song about how ugly she was. The hag believes that no one would care enough to try and free me from this prison." The bard shrugs. "Well, it's true," he says beneath his breath. "She was rather ugly. Now that said, it's highly recommended that you do not break the mirror. It's true what they say you know - about the bad luck. The bad luck comes from hags because they often use mirrors to travel between areas. And when they discover someone has broken one of their passage ways they will bestow a curse upon you."
The party can speak with Arius - and he will eventually reveal, the only way to set him free is for them to preform a song about him and his woes - to prove that someone cares enough to get him out of his prison.
Someone in the party (is there a bard present?) can do a Performance check - or the party as a whole can perform as a "band" - banging on their weapons, staves on the ground, to create musical "sounds." The DC is a merely a DC 12 Performance check - if it's done as a Group - just half or more of the party need to succeed.
Doing so will free Arius from the mirror - and the party can now have their first NPC.
Check out my publication on DMs Guild: https://www.dmsguild.com/browse.php?author=Tawmis%20Logue
Check out my comedy web series - Neverending Nights: https://www.youtube.com/watch?v=8Wr4-u9-zw0&list=PLbRG7dzFI-u3EJd0usasgDrrFO3mZ1lOZ
Need a character story/background written up? I do it for free (but also take donations!) - https://forums.giantitp.com/showthread.php?591882-Need-a-character-background-written-up
The next room is a test of Constitution. A small pedestal will have a bottle with a drink in it. A man in a mask will be on a balcony. A lever is next to him, which is the trigger to open the door to the next room. Once the party enters, he will speak:
"So you seek to brave this perilous place? Try this elixir here!" He points to the potion. "Once someone drinks it and doesn't vomit, I'll let you pass."
Any character can drink the drink, forcing them to make a DC 10 constitution saving throw or gag and vomit uncontrollably for a small bit. Otherwise, no effect. Once a character has drinken once, they will always have the same reaction, forcing them to try different people instead of one person drinking it over and over.
Once a character succeeds:
The man claps. "Very good! Onward to the next room you go." He pulls the lever and the door opens.
If the rare event nobody succeeds occurs:
The man sighs. "None of you have a proper immune system. Kids these days, not gaining their vitamins." He pulls a different lever the party didn't see before, and a noxious gas fills the room, causing the party to fall asleep for around 10-30 minutes. When they wake up, the door to the next room is open and the man is gone.
Hello! I am a perfectly sane gibberer. Hi! :D
Locations are dead, the Temple of Potassium has fallen but its ideals live on
A mysterious link of chain... (Extended signature). PRAISE JEFF THE EVIL ROOMBA! REALLY cool video.
One of the Warlock Patrons on the forums. Low, low price of your soul, firstborn child and liver!
Titles: The Echoing Story Spewer (Drummer), the Endless Maws (Isis), the Mad Murderer (PJ), more on my extended sig
The Band thing is hilarious, but I will add one thing to room 3: instead of a DC 15 check, it requires a combined strength modifier of +4, so a normal martial has a low chance of doing it alone, so it teaches the value of teamwork, but the Martial can still contribute most of the work and feel like, as a standard party (fighter w/ +3 Str, rogue w/ +0 str, wizard w/ +0, cleric w/ str +1; approximately)
Also, after spending some time in the Arts & Crafts forums, I have decided to start making the characters from Tawmis as Heroforges, and so, the first character on the list: Dorsay the wood elf transmutation wizard: https://www.heroforge.com/load_config=44808287/ .does anyone (who am I kidding, I've spent enough time in Arts & Crafts to know that Sposta knows the answer) how to put the image in a spoiler rather than having to put a link?
Hey, It's me, RaccoonMaster! I'm back! I disappeared for a while there, and I'm very sporadic when I'm online lol.
I'm an actor, writer, singer (opera, musical theatre, and rock are my preferred genres), backpacker, and tall person (6'5 and counting). Pronouns are whatever, I mostly use They/Them though.
My Characters: Elsenia Selevarum: The Popular Paladin, Aasimar Noble, Level 4 Paladin of Redemption;
Hope to see you around!
Nope. No clue.
Not even a little bit.
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
Teach me your ways! I am but a young padawan, eager to learn from the wise old sages. what do you think? any suggestions/alterations?
Hey, It's me, RaccoonMaster! I'm back! I disappeared for a while there, and I'm very sporadic when I'm online lol.
I'm an actor, writer, singer (opera, musical theatre, and rock are my preferred genres), backpacker, and tall person (6'5 and counting). Pronouns are whatever, I mostly use They/Them though.
My Characters: Elsenia Selevarum: The Popular Paladin, Aasimar Noble, Level 4 Paladin of Redemption;
Hope to see you around!
So, once you have the photo hosted somewhere (I used my wyrlde website), you click the insert photo thing like you normally would, put in the link, set the constrain to 600 or whatever.
THen, once it appears, it will be all dark, because it is selected. Then you hit the exclamation point to make it spoiler -- and if you unselect it, then just select it again.
As for the fig, it works, lol.
Imma download it and probably print it out down the road.
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds