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.
There will be at least three encounters on the way to the dungeon, one of which will be a non-combat encounter. It could be as many as five encounters if the dice rolls are bad for the PCs, lol.
The encounters are all with goblins, and any who appear will reappear later on if the party doesn't kill them -- as part of a Bandit stronghold.
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.
Room 10: The Charmer: In Room 10, there is a statue of an old woman - whom Arius Songstrider (from Room 6) - will say it's the hag who trapped him - and that she seems to have been turned to stone. The statue of the Hag is indeed the very same hag - it would seem that in order to preserve her own life - she embraced the stone of this dungeon. Now seeing that the people she trapped in here (the party) have also managed to free Arius - she will attempt to charm them.
Each party member where hear something in their head that ties to their background - and sounds peaceful and beautiful - which is the Hag trying to convince the party to remain trapped in the dungeon (she will feed off their life force). The party must make a Wisdom Save DC 12 (just above average) to break/shake off the effect of the Hag's voice. Success means they're immune from this hag's charm for up to 24 hours - failure means the character is considered Stunned (A stunned creature is incapacitated, can't move, and can speak only falteringly. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage.) The save may be repeated each round at the end of their turn.
Once the stone hag is reduced to half her hit points, she will spring a trap - that drops the floor beneath the party. The party will need to make a Dexterity Save (DC 10) to avoid the trap. Falling into the trap will do 1d6 damage - and the party will land in an unusual bed of flowers. Upon contact the flowers emit pollen that will render the party unconscious (DC 10 Constitution save). Climbing out of the pit will require an Athletics check DC 11. The pit is non lethal because the hag needs to feed off the life essence of the party.
Note: Whoever got their weapon Enchanted - see Room 8 - will do double damage on every hit used with that weapon against the hag. The Ancient Temple (Room 8) is the only room the Hag has never been able to enter or corrupt.
All that is left now is for me to design the dungeon (in a manner suitable for Maps, here) and make all of the above work together.
Thank you so much, everyone-- I would never have thought of some of these things, and so it will all be quite the shock and surprise to my regular folks who will be expecting the old one I've used for like forever.
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
I won't do a name, as I have one very specific naming convention for creating stuff in DND. Anagrams. the god of tyranny in my world is named Smaudose. try to firgure out what god that is based on (hint: his favored animal is a goat).
random encounter 1: the party comes upon a young teenage boy, carrying a battered shield, rusty metal sword, & too large helm. his sister has been taken into the dungeon (room 10?). the party must either convince him to leave (DC 14 Charisma check) or protect him as they go through the dungeon. he will tell the party helpful bits about the region, possibly giving the characters clues to main quests, and despite his lack of combat skill, has a calming nature, giving the party advantage on the party parleying with the ogre.
SoI decided on as simple a name as I could: The Darkening Delve.
And, because they are very new, I decided i might as well start 2024 out by getting my money's worth out of DDB, lol.
I am actually going to do the campaign here, on DDB. Even going to try and use the little "maps" thing, lol. Already uploaded the travel map. WIll let them all come to the point where they reach fifth level and can explore the basics of their characters before they choose who they will DM with and what campaigns to join.
Ugh. Am I actually "catching up with the times"?
Am I really going to run a near "RAW" game?
Gah!
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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
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
Oh, I will up you - because I loved the idea when Wendy's first did this - I made player & DM versions of the maps and separated them when this was originally announced.
I think the last room should do something with Saves. Because there's a difference between a Dexterity Check and a Dexterity Save, for example. So showing (and explaining) that to a new player might be beneficial.
The Charmer: In Room 10, there is a statue of an old woman - whom Arius Songstrider (from Room 6) - will say it's the hag who trapped him - and that she seems to have been turned to stone. The statue of the Hag is indeed the very same hag - it would seem that in order to preserve her own life - she embraced the stone of this dungeon. Now seeing that the people she trapped in here (the party) have also managed to free Arius - she will attempt to charm them.
Each party member where hear something in their head that ties to their background - and sounds peaceful and beautiful - which is the Hag trying to convince the party to remain trapped in the dungeon (she will feed off their life force). The party must make a Wisdom Save DC 12 (just above average) to break/shake off the effect of the Hag's voice. Success means they're immune from this hag's charm for up to 24 hours - failure means the character is considered Stunned (A stunned creature is incapacitated, can't move, and can speak only falteringly. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage.) The save may be repeated each round at the end of their turn.
Once the stone hag is reduced to half her hit points, she will spring a trap - that drops the floor beneath the party. The party will need to make a Dexterity Save (DC 10) to avoid the trap. Falling into the trap will do 1d6 damage - and the party will land in an unusual bed of flowers. Upon contact the flowers emit pollen that will render the party unconscious (DC 10 Constitution save). Climbing out of the pit will require an Athletics check DC 11. The pit is non lethal because the hag needs to feed off the life essence of the party.
Note: Whoever got their weapon Enchanted - see Room 8 - will do double damage on every hit used with that weapon against the hag. The Ancient Temple (Room 8) is the only room the Hag has never been able to enter or corrupt.
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
Forgot to say - similar to the Stone Hag's charm - Success means they're immune from the pollen's effects for up to 24 hours - failure means the character is considered Stunned (A stunned creature is incapacitated, can't move, and can speak only falteringly. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage.) The save may be repeated each round at the beginning of their turn, so that they can still take actions. (Don't want to potentially double whammy someone in an introduction dungeon from being taken out of the fight because of failed saves!)
You could even have the party members who fall in the pit to - TA DA - do a Dexterity Check (DC 10?) to avoid disturbing the poppies down below - and prevent the flowers from emitting their pollen again. Or make them roll a Nature check (DC 11?) - to know they can break the poppy flowers at the base of the flower, which is like "breaking their necks" and prevents the pollen from being emitted (giving them Advantage - teach them Advantage while we're at it!) - making their Dexterity Check to avoid the Poppy Pollen.
I mean, I do a bang on wicked witch, and always loved that line from the 30’s musical, sooooo
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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
I mean, I do a bang on wicked witch, and always loved that line from the 30’s musical, sooooo
So we have our 10 room dungeon?
We could even say that - the party ends up there investigating a hag - and stepping into an odd portal.
After defeating the hag - they will return out of this "dark fey trap" back to the "normal" (prime material plane) world.
The hag, similar to the ogre mentioned in the other room - would be in a weakened state - needing life force to live off of (which is another reason the ogre could be weak - the hag is feeding off it's life). So you could make a custom (level appropriate version of some kind of hag) - maybe call it a Dream Hag - similar to the Night Hag.
Low AC (being made of stone, doesn't move quick) but more HP (because of the stone skin) for whatever the level is.
It does appear as if we do. I will likely tweak it a little here and there, but will keep the overall ideas concepts and whatnot if I do.
So, after I finish some work today, lol, I will take it all and drop it into Word and start to format it, giving more flesh to the bones of what we have so far. THen I will do the map of the dungeon itself.
Then, from Zero to Return, I will drop the whole thing back into a PDF and drop it here.
It will contain some clues and mentions throughout it of something called the Queen's Kiss, rumors and possibilities of a group of bandits that have been harassing travelng merchants, who are banding together to create caravans and hiring folks to defend them, and there will be murmurs in town of a distant wizard's tower that has had very strange and terrifying things happen around it of laate, and is causing the local Lord some problems (I hear it has been killing his men!).
Probably three weeks, since I also still have stuff to finish for Wyrlde, lol.
It does appear that the PCs will be at least 2nd level by the time they finish the dungeon (either through XP or through milestone), so it is a good deal, and I have the very light strokes of the Wizard's "master plan" -- he wants the Queen's Kiss so he can control his portal to other worlds, which is currently on the fritz because he broke the Eye of Stars trying to coax a satyr in a coat, muffler, and carrying packages through from a wintery place.
That is, he isn't a bad person, but he is still the Villain of the piece.
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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
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.
There will be at least three encounters on the way to the dungeon, one of which will be a non-combat encounter. It could be as many as five encounters if the dice rolls are bad for the PCs, lol.
The encounters are all with goblins, and any who appear will reappear later on if the party doesn't kill them -- as part of a Bandit stronghold.
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.
Room 10: The Charmer: In Room 10, there is a statue of an old woman - whom Arius Songstrider (from Room 6) - will say it's the hag who trapped him - and that she seems to have been turned to stone. The statue of the Hag is indeed the very same hag - it would seem that in order to preserve her own life - she embraced the stone of this dungeon. Now seeing that the people she trapped in here (the party) have also managed to free Arius - she will attempt to charm them.
Each party member where hear something in their head that ties to their background - and sounds peaceful and beautiful - which is the Hag trying to convince the party to remain trapped in the dungeon (she will feed off their life force). The party must make a Wisdom Save DC 12 (just above average) to break/shake off the effect of the Hag's voice. Success means they're immune from this hag's charm for up to 24 hours - failure means the character is considered Stunned (A stunned creature is incapacitated, can't move, and can speak only falteringly. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage.) The save may be repeated each round at the end of their turn.
Once the stone hag is reduced to half her hit points, she will spring a trap - that drops the floor beneath the party. The party will need to make a Dexterity Save (DC 10) to avoid the trap. Falling into the trap will do 1d6 damage - and the party will land in an unusual bed of flowers. Upon contact the flowers emit pollen that will render the party unconscious (DC 10 Constitution save). Climbing out of the pit will require an Athletics check DC 11. The pit is non lethal because the hag needs to feed off the life essence of the party.
Note: Whoever got their weapon Enchanted - see Room 8 - will do double damage on every hit used with that weapon against the hag. The Ancient Temple (Room 8) is the only room the Hag has never been able to enter or corrupt.
All that is left now is for me to design the dungeon (in a manner suitable for Maps, here) and make all of the above work together.
Thank you so much, everyone-- I would never have thought of some of these things, and so it will all be quite the shock and surprise to my regular folks who will be expecting the old one I've used for like forever.
So, one room left in our effort:
1st Level Dungeon: The Darkening Delve
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.
There will be at least three encounters on the way to the dungeon, one of which will be a non-combat encounter. It could be as many as five encounters if the dice rolls are bad for the PCs, lol.
The encounters are all with goblins, and any who appear will reappear later on if the party doesn't kill them -- as part of a Bandit stronghold.
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 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:
This makes the Ogre has +5 to hit, on a hit it deals 8 (2d4 + 3) Bludgeoning damage.
Room 10: The Charmer: In Room 10, there is a statue of an old woman - whom Arius Songstrider (from Room 6) - will say it's the hag who trapped him - and that she seems to have been turned to stone. The statue of the Hag is indeed the very same hag - it would seem that in order to preserve her own life - she embraced the stone of this dungeon. Now seeing that the people she trapped in here (the party) have also managed to free Arius - she will attempt to charm them.
Each party member where hear something in their head that ties to their background - and sounds peaceful and beautiful - which is the Hag trying to convince the party to remain trapped in the dungeon (she will feed off their life force). The party must make a Wisdom Save DC 12 (just above average) to break/shake off the effect of the Hag's voice. Success means they're immune from this hag's charm for up to 24 hours - failure means the character is considered Stunned (A stunned creature is incapacitated, can't move, and can speak only falteringly. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage.) The save may be repeated each round at the end of their turn.
Once the stone hag is reduced to half her hit points, she will spring a trap - that drops the floor beneath the party. The party will need to make a Dexterity Save (DC 10) to avoid the trap. Falling into the trap will do 1d6 damage - and the party will land in an unusual bed of flowers. Upon contact the flowers emit pollen that will render the party unconscious (DC 10 Constitution save). Climbing out of the pit will require an Athletics check DC 11. The pit is non lethal because the hag needs to feed off the life essence of the party.
Note: Whoever got their weapon Enchanted - see Room 8 - will do double damage on every hit used with that weapon against the hag. The Ancient Temple (Room 8) is the only room the Hag has never been able to enter or corrupt.
All that is left now is for me to design the dungeon (in a manner suitable for Maps, here) and make all of the above work together.
Thank you so much, everyone -- I would never have thought of some of these things, and so it will all be quite the shock and surprise to my regular folks who will be expecting the old one I've used for like forever.
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
I won't do a name, as I have one very specific naming convention for creating stuff in DND. Anagrams. the god of tyranny in my world is named Smaudose. try to firgure out what god that is based on (hint: his favored animal is a goat).
random encounter 1: the party comes upon a young teenage boy, carrying a battered shield, rusty metal sword, & too large helm. his sister has been taken into the dungeon (room 10?). the party must either convince him to leave (DC 14 Charisma check) or protect him as they go through the dungeon. he will tell the party helpful bits about the region, possibly giving the characters clues to main quests, and despite his lack of combat skill, has a calming nature, giving the party advantage on the party parleying with the ogre.
Hi, I'm Raccoon_Master, a young genderfluid actor, writer, explorer, and bass vocalist. Pronouns They/Them/Theirs
My Characters: Brormin the Devout Crusher; Ellora the Romantic Rookie
Check out my EXTENDED SIGNATUR (hasn't been updated in forever, fyi) and don’t forget to join the Anything but the OGL 2.0 Thread!
"I don't make sense to you, and I don't make sense to myself. Maybe the only one I make sense to is God" ~ Me, trying to sound smart
SoI decided on as simple a name as I could: The Darkening Delve.
And, because they are very new, I decided i might as well start 2024 out by getting my money's worth out of DDB, lol.
I am actually going to do the campaign here, on DDB. Even going to try and use the little "maps" thing, lol. Already uploaded the travel map. WIll let them all come to the point where they reach fifth level and can explore the basics of their characters before they choose who they will DM with and what campaigns to join.
Ugh. Am I actually "catching up with the times"?
Am I really going to run a near "RAW" game?
Gah!
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
And, I was just subjected to this very old news that I missed, so now I will subject all of you:
https://www.ign.com/articles/2019/10/03/wendys-tabletop-rpg-dnd-feast-of-legends
https://ia601805.us.archive.org/28/items/feast-of-legends/Feast_Of_Legends.pdf
Because of course I had to.
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
Reminds me of this
subclass designed by Old Spice.Just a class, but yeah. I forgot all about that lol
Terra Lubridia archive:
The Bloody Barnacle | The Gut | The Athene Crusader | The Jewel of Atlantis
Both the Wendys RPG and the Old Spice class are... interesting. the Gentleman reminds me of a bard with 3x paladin restrictions
Hi, I'm Raccoon_Master, a young genderfluid actor, writer, explorer, and bass vocalist. Pronouns They/Them/Theirs
My Characters: Brormin the Devout Crusher; Ellora the Romantic Rookie
Check out my EXTENDED SIGNATUR (hasn't been updated in forever, fyi) and don’t forget to join the Anything but the OGL 2.0 Thread!
"I don't make sense to you, and I don't make sense to myself. Maybe the only one I make sense to is God" ~ Me, trying to sound smart
Oh, I will up you - because I loved the idea when Wendy's first did this - I made player & DM versions of the maps and separated them when this was originally announced.
http://www.tawmis.com/feast/
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
*about room 10: we forgot to do a test for both Dexterity and Wisdom, so I guess we combine them somehow? How tho*
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, your firstborn child and your liver!
Titles: The Echoing Story Spewer from Drummer, the Endless Maws from Isis, the Mad Murderer from PJ
I think the last room should do something with Saves. Because there's a difference between a Dexterity Check and a Dexterity Save, for example. So showing (and explaining) that to a new player might be beneficial.
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
*ok so I guess we both have a dodging in a dec save as well as a wisdom save which probably is against charming or something*
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, your firstborn child and your liver!
Titles: The Echoing Story Spewer from Drummer, the Endless Maws from Isis, the Mad Murderer from PJ
Just a spit ball idea for the final room.
The Charmer: In Room 10, there is a statue of an old woman - whom Arius Songstrider (from Room 6) - will say it's the hag who trapped him - and that she seems to have been turned to stone. The statue of the Hag is indeed the very same hag - it would seem that in order to preserve her own life - she embraced the stone of this dungeon. Now seeing that the people she trapped in here (the party) have also managed to free Arius - she will attempt to charm them.
Each party member where hear something in their head that ties to their background - and sounds peaceful and beautiful - which is the Hag trying to convince the party to remain trapped in the dungeon (she will feed off their life force). The party must make a Wisdom Save DC 12 (just above average) to break/shake off the effect of the Hag's voice. Success means they're immune from this hag's charm for up to 24 hours - failure means the character is considered Stunned (A stunned creature is incapacitated, can't move, and can speak only falteringly. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage.) The save may be repeated each round at the end of their turn.
Once the stone hag is reduced to half her hit points, she will spring a trap - that drops the floor beneath the party. The party will need to make a Dexterity Save (DC 10) to avoid the trap. Falling into the trap will do 1d6 damage - and the party will land in an unusual bed of flowers. Upon contact the flowers emit pollen that will render the party unconscious (DC 10 Constitution save). Climbing out of the pit will require an Athletics check DC 11. The pit is non lethal because the hag needs to feed off the life essence of the party.
Note: Whoever got their weapon Enchanted - see Room 8 - will do double damage on every hit used with that weapon against the hag. The Ancient Temple (Room 8) is the only room the Hag has never been able to enter or corrupt.
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
Poppies! Yes, yes, paaaaahppies... (howling cackle)
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
Forgot to say - similar to the Stone Hag's charm - Success means they're immune from the pollen's effects for up to 24 hours - failure means the character is considered Stunned (A stunned creature is incapacitated, can't move, and can speak only falteringly. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage.) The save may be repeated each round at the beginning of their turn, so that they can still take actions. (Don't want to potentially double whammy someone in an introduction dungeon from being taken out of the fight because of failed saves!)
You could even have the party members who fall in the pit to - TA DA - do a Dexterity Check (DC 10?) to avoid disturbing the poppies down below - and prevent the flowers from emitting their pollen again. Or make them roll a Nature check (DC 11?) - to know they can break the poppy flowers at the base of the flower, which is like "breaking their necks" and prevents the pollen from being emitted (giving them Advantage - teach them Advantage while we're at it!) - making their Dexterity Check to avoid the Poppy Pollen.
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
I mean, I do a bang on wicked witch, and always loved that line from the 30’s musical, sooooo
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
So we have our 10 room dungeon?
We could even say that - the party ends up there investigating a hag - and stepping into an odd portal.
After defeating the hag - they will return out of this "dark fey trap" back to the "normal" (prime material plane) world.
The hag, similar to the ogre mentioned in the other room - would be in a weakened state - needing life force to live off of (which is another reason the ogre could be weak - the hag is feeding off it's life). So you could make a custom (level appropriate version of some kind of hag) - maybe call it a Dream Hag - similar to the Night Hag.
Low AC (being made of stone, doesn't move quick) but more HP (because of the stone skin) for whatever the level is.
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
It does appear as if we do. I will likely tweak it a little here and there, but will keep the overall ideas concepts and whatnot if I do.
So, after I finish some work today, lol, I will take it all and drop it into Word and start to format it, giving more flesh to the bones of what we have so far. THen I will do the map of the dungeon itself.
Then, from Zero to Return, I will drop the whole thing back into a PDF and drop it here.
It will contain some clues and mentions throughout it of something called the Queen's Kiss, rumors and possibilities of a group of bandits that have been harassing travelng merchants, who are banding together to create caravans and hiring folks to defend them, and there will be murmurs in town of a distant wizard's tower that has had very strange and terrifying things happen around it of laate, and is causing the local Lord some problems (I hear it has been killing his men!).
Probably three weeks, since I also still have stuff to finish for Wyrlde, lol.
It does appear that the PCs will be at least 2nd level by the time they finish the dungeon (either through XP or through milestone), so it is a good deal, and I have the very light strokes of the Wizard's "master plan" -- he wants the Queen's Kiss so he can control his portal to other worlds, which is currently on the fritz because he broke the Eye of Stars trying to coax a satyr in a coat, muffler, and carrying packages through from a wintery place.
That is, he isn't a bad person, but he is still the Villain of the piece.
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
Because I had a free moment...
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
Full size is here (if you want to use it as a cover for your PDF lol) - https://ibb.co/xfZdpqJ
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
I've totally lost the plot of this thread haha.