These
Tables
Are
So
Freakin
GOOD!
Shoutout to Lady Tiefling for being kickass.
EXPECTATIONS

JVL
Not today Justin

if i look back, i am lost
"I'm Dorothy Gale from Kansas"

Product Placement
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Monterey Bay Aquarium
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Discoholic đȘ©

#extradirty

pixel skylines
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Sade Olutola
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Misplaced Lens Cap

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@questtime
These
Tables
Are
So
Freakin
GOOD!
Shoutout to Lady Tiefling for being kickass.
These
Tables
Are
So
Freakin
GOOD!
Shoutout to Lady Tiefling for being kickass.
I just followed Lady Tiefling on Instagram this past week. There are more tables up. Check em
Spiders and Diamonds
What you need to know:
A forgotten temple dedicated to spiders and element.
How it begins:
This adventure is for a slow game day or a session you need a quick one shot without any build up or consequences for abandoning. While the insides of the temple are hostile, the effect or threat to the outside world is benign, nothing needs to be resolved other than sating the players own curiosity. You can introduce the adventure a number of different ways: a hole opens in the road, there is a secret door in the mine or cavern the players are taking shelter in, there is a bricked up doorway in a tavern, inn or shop that has become a local legend, etc.
âThe templeâ
The first room is a large circular chamber. There are 4 doors to the left, 4 to the right and one on the north wall.
-A- The walls are studded with fist size iron spider decoratives.
-B- The north door is made of stone and has a 1 meter tall iron spider crest on it.
Each spider leg ends in a circular slot. Note 1: Each slot takes one gem which can be found in the other 8 rooms. The door cannot be opened unless all 8 gems are inserted into the slots. Note 2: The gems can be retrieved once the door is opened, but it should be noted if the price of the listed gem is too much for your players at this time, consider devaluing the gem through flaws and cracks.
-C- The other 8 doors are made of stone and can be opened with ease.
Past each door is one of the 8 rooms in no particular order.
â1â A stone room with blackened singed walls. It smells of ash and the air is hot. In the center of the room is a one meter long iron spider statue with a ruby inserted on its back.
-A- When a player enters the room, a blast wave of fire shoots out form the ruby hitting all players in the room for X D6 fire damage and automatically setting them ablaze.
Any player who is set on fire takes D6 fire damage every round until they spend one round putting out the flames.
-B- The spider is hot to the touch, dealing X D6 fire damage to any player who touched the surface.
-C- The ruby can be removed with ease. Once the ruby is removed, the room cools and fire no longer blasts from the ruby.
â2â
A stone room with green acidic mold on the walls and ceiling. The mold secretes acid, it drips from the ceiling and makes the walls slick. The floor is a 3 meter deep basin with a pool of acid and summered within is a 1 meter long glassy spider statute with an emerald inserted on its back.
-A- The walls deal X D6 acid damage to the touch.
-B- The ceiling leaks acid and any player who enters the room must roll to avoid being dripped on or take X D6 acid damage and loses one mundane item as it dissolves.
-C- Any player who enters the pools takes X D6 acid damage a round.
-D- The emerald can be removed with ease.
Once the emerald is removed, the acid turns to water and the mold shrivels and dies.
â3â
A large stone room covered in ice. Snow falls from the ceiling with no source. There is X snow drifts throughout the chamber.
-A- Any player who enters the room automatically takes X D6 cold damage as the room is in a deep freeze.
Every round a player stays in the room, they must roll or become frozen solid as if they suffered a flesh to stone spell. Note: While in this state, a player is not dead but can do nothing as if rendered unconscious. The effect will end once a player removes the sapphire from the spiderâs back.
-B- Under 1 of the snow drifts is a hidden 1 meter long ice sculpture of a spider with a sapphire inserted on its back.
-C- The sapphire can be removed with ease. Once the sapphire is removed, the room starts to warm and the snow melts.
â4â
A room of stone. The walls and floors spark randomly and every surface hums to the touch. The air is charged, sending players hairs on end. In the center of the room is a one meter long iron statue of a spider with a citrine inserted into its back.
-A- Any player who enters the room is hit with a bolt of lightning, dealing X D6 lighting damage.
The lightning branches out and hits every other player for half damage regardless or range unless they are outside the temple. Note: Any player hit by the main bolt must roll or become stunned as their body contracts from muscle spasms brought on by the electric charge.
-B- The spider statue is electrified and delivers a shock for X D6 lightning damage to any player who touches its surface.
-C- The citrine can be removed with ease.
Once the citrine is removed, the lightning stops and the room no longer hums with energy.
â5â
A room of brown stone. A netting of thick dead roots covers every surface. A meter long stone statue of a spider is in the center of the room with a piece of agate inserted into its back.
-A- Any player who enters feels a weight press down on them, absorbing their strength with each step.
The spider is X steps away.
Players must roll strength for each step with increasing difficulty as the weight bearing down on them becomes heavier and heavier.
Every failed roll, the players stop moving for a round and lose 1 point of strength, which can be regained after rest.
-B- The agate cannot be removed with ease and requires a strength roll to be removed.
Once the agate is removed, the effect of the room fades although, all lost strength remains.
â6â
A room of crystal blocks. The walls are studded with sharp crystalline spikes. A wind howls and blows throughout the chamber. A one meter crystalline spider statue is in the center of the room with a diamond that randomly appears and disappears throughout its surface.
-A- Any player who enters the room must roll dexterity to avoid being hit by gusts of wind.
Any player who fails is thrust against the spikes, their arms, hands and legs impaled, dealing X D6 damage plus losing 1 point of dexterity, which can be regained after rest.
-B- Any player attempting to grab the moving diamond must roll a dexterity to check to get a hold of it.
Once grabbed, the diamond can be removed with ease.
Once the diamond is removed, the wind fades although all lost dexterity remains.
â7â
A room of slick blue coral covered in sea weed. A pool of water is in the back of the chamber.
-A- Within in the pool is a coral tunnel caked with seaweed.
Any player who enters the pool immediately has all the air sucked from their lungs.
Players must roll constitution every round while under the water and are suffering D6 damage from drowning plus losing 1 point of constitution, which can be regained after rest.
-B- The seaweed wraps itself around the playersâ arms and legs, making it difficult to move.
Every round a player must roll a swimming check or become stopped for a round as the player becomes entangled in seaweed.
-C- At the end of the tunnel, X rounds of swimming away, is a 1 meter long blue coral statue of a spider with a pearl inserted into its back.
-D- The pearl can be removed with ease.
Once the pearl is removed, all the water drains within one round, but all lost constitution points still remain.
â8â
A chamber of stone shrouded in shadows. In the center of the room is a veil of thick shadows.
-A- Any player who enters the chamber starts to hear whispers and voices in their head, and must roll an intelligence check to suppress the voices.
Every failed roll results in the loss of one intelligence point, which can be regained after rest, and one step toward insanity.
Three steps towards insanity and the player goes insane and must roll intelligence every round to break free.
-B- Any player who moves into the veil of shadows, at first sees their worst nightmare and must roll an intelligence check.
Any player who fails loses D6 intelligence points and goes insane until a sufficient intelligence check can be made.
Any player who passes, sees a 1 meter long black and warped wooden statue of a spider with a piece of obsidian inserted into its back.
-C- The obsidian can be removed with ease.
Once the obsidian is removed, the whispers stop and player no longer have to roll for insanity and insane players automatically become sane, although all intelligence points lost remain.
âFinal Chamberâ
Once all 8 gems have been inserted into their slot, the north door will open. It is a stone room covered in rainbow colored web of silk. Jars and clay pots are wrapped up in the web. In the center of the room is a rainbow colored crystalline spider.
-A- The spider is hostile and attacks as soon as the players enter.
The spider can have any stats, but always gets 8 attacks, each dealing 1 D6 damage plus one of the effects below: D6 fire D6 cold D6 lightning D6 acid 1 constitution loss 1 dexteriy loss 1strength loss 1intellence loss
All drained stats should be regained after rest unless you want to give the players a challenge.
-B- The web cannot be burned and affects the players as a slow spell while they are in the room.
Once the spider is defeated, the web breaks apart and fades.
-C- The clay pots contain ancient treasure long forgotten: old coins from another age, gems (there should always be gems), magic items reflecting old long forgotten cultures, etc.
End:
Although this is a one off, the effects can have more lasting effects should you choose. Maybe the gems can be combined to form an artifact weapon. Maybe the gems each contains a piece of a deity or ancient evil and when combined bring the entity back to life which then helps or hinders the players throughout their campaign. Maybe a group of tainted druids have heard about these gems and want to use them to turn the ecosystems of their areas into wild and harsh environments, destroying civilization.
Either way, have fun and hope to see you again.
Dungeon Master Essentials
I decided to make a list of DM stuff that I personally use or think are important to know when it comes to being a DM. So hereâs my list:
Medieval Fantasy City Generator: This generator is now my LIFE. It generates incredibly complex cities with good customization. (Thanks to plantkat for sharing this site in their post here)
Naming Your Towns/Cities:Â Now that youâve made your city, time to name it and give it some character! This post contains lots of great information.
Index Cards Rule: Fuckyeahdnd shared a SUPER convenient way of keeping track of turns and HP in combat. I use this system now for every single session I run.
Tricks & Traps: I am AWFUL at coming up with good Dungeon traps and challenges, this PDF includes some incredible ideas. The original poster, Courtney C. Campbell also runs a blog where they share tons of great stuff. (Thanks to we-are-rogue for sharing the PDF in their post here)
Playing Different Types of Characters: Writeinspiration has a masterpost on how to write/play lots of different types of characters.
Unique NPC Jobs: Lauraharrisbooks wrote a list of different Fantasy Jobs which can help populate your world with some unique characters! Another similar post by Thewritershandbook also covers Common Occupations in the Middle Ages.Â
Developing Characters by Threes:Â Monticusrexâs method of creating characters help you really flesh out who they are. Useful for Players and DMâs.
Troublesome Players? Speak Up: Dicebound brings up an incredibly great point. If someone is being a jerk, speak up and call them out. This is especially important and relevant now to crush awful behavior before it even has a chance to show itâs ugly face.
List of D&D Resources: And finally, pretty much anything you might need for D&D. (Character stuff, spells, online communities/ways to play, etc..) A lot of people contributed to this post but thank you Mushroomancy for posting the original list.
Donjon: And finally, this site is a great resource for looking up Spells and Monsters along with tons of other generators. Not every single Spell or Monster is on here, but most are listed.
(I tried to give credit to the original posters or the actual URL for websites, unless those sites or URLs were no longer active)
My next undead encounter, using the three pillars
To better understand the post, know that Cael is a necromancer noble whose keeping his loverâs soul from passing over by keeping him as a revenant. The revenant is named Stockwell, and heâs trying to work with the PCs to settle his revenge and finally pass over, having left a message for Cael to find after heâs already gone.
Cael found the letter early and is pissed.
Alston Lancaster, Caelâs deceased great-great grandfather, leads a team of undead creatures towards the PC in search of their revenant ally Stockwell. Cael has given Alston orders to bring Stockwell back to Graycott before the end of the week and kill anyone perceived to be his captor. The zombies and specters will attack the PCs while Alston the ghost attempts to possess Stockwellâs body to bring it back to Graycott. The encounter ends when Stockwellâs possessed body gets too far from the PCs to follow, if the players resolve the encounter, or when all the PCs die.
ENVIRONMENT
The PCs are located in an area with irregular patches of difficult terrain. Zombies will not pay attention to this and may impede their chase by walking through rocky areas to get closer to Stockwell. Specters will simply float over these obstacles and may target PCs who are stuck moving through difficult terrain.
COMBAT
The zombies will attack whomever is nearest Stockwell. They may all group up and attack one PC but will move onto other hostile targets if theyâre damaged.
The specters will attack damaged PCs. They may move in groups of two and target one PC with their Life Drain ability. A lone specter would target PCs further away from their allies, or who are moving through difficult terrain.
Alston will attack PCs who directly try to stop him from possessing Stockwellâs body. He would first use his Horrifying Visage to hopefully scare the PC away, but will then resort to hit-and-run tactics using his flying speed. Once the hostile PC is gone, he will return to the task of possessing Stockwell.
ROLEPLAY
The zombies and specters will be impossible to communicate with, and will only stop their assault if Alston wills it.
Stockwell will not attack the undead creatures or Alston, but will not want to be possessed and will beg the PCs for help.
Speaking with Alston may require a combination of Persuasion, Intimidation, and Insight checks to get him to stop attacking Stockwell, but this would not stop the undead creaturesâ assault. Roll an Insight check for Alston against the playerâs skill roll. If Insight beats the playerâs skill roll, the ghost believes the PC but then commands them to help him deliver Stockwell before the end of the week. If the playerâs skill roll is higher, their intended effect happens at the DMs discretion. Players must successfully beat Alstonâs Insight roll three times before he gives up the attack and disappears to the Ethereal Plane. If the zombies and specters are all destroyed, Alston will stop his attack but continue to reprimand Stockwell for his resistance.
Dungeon Master Apps
Dragon + is great for updates to current content, it is a endless well of information that should spark anyoneâs creativity. Itâs all around a great publication.
Fantasy is awesome for atmosphere and an alternative to the YouTube which plays adds, or constantly has you searching for a new song to play.
Trello connects to both your phone and computer and is a great alternative to physical note cards. My favorite for session prep.
Story Cubes always pull me out of writers block. Some of my favorite game moments came from a random roll of these die.
Time Tree my least favorite side of D&D is organizing the best time for everyone to play. This app allows all the players to upload their schedules and makes life so much easier.
Can anyone recommend any other apps that make DMing easier and more fun?
I use Roryâs Story Cubes and Dragon+ and cannot recommend them enough. I will have to give the others a shot!
20 Basic Plots
1. QUEST - the plot involves the Protagonistâs search for a person, place or thing, tangible or intangible (but must be quantifiable, so think of this as a noun; i.e., immortality).
2. ADVENTURE - this plot involves the Protagonist going in search of their fortune, and since fortune is never found at home, the Protagonist goes to search for it somewhere over the rainbow.
3. PURSUIT - this plot literally involves hide-and-seek, one person chasing another.
4. RESCUE - this plot involves the Protagonist searching for someone or something, usually consisting of three main characters - the Protagonist, the Victim & the Antagonist.
5. ESCAPE - plot involves a Protagonist confined against their will who wants to escape (does not include some one trying to escape their personal demons).
6. REVENGE - retaliation by Protagonist or Antagonist against the other for real or imagined injury.
7. THE RIDDLE - plot involves the Protagonistâs search for clues to find the hidden meaning of something in question that is deliberately enigmatic or ambiguous.
8. RIVALRY - plot involves Protagonist competing for same object or goal as another person (their rival).
9. UNDERDOG - plot involves a Protagonist competing for an object or goal that is at a great disadvantage and is faced with overwhelming odds.
10. TEMPTATION - plot involves a Protagonist that for one reason or another is induced or persuaded to do something that is unwise, wrong or immoral.
11. METAMORPHOSIS - this plot involves the physical characteristics of the Protagonist actually changing from one form to another (reflecting their inner psychological identity).
12. TRANSFORMATION - plot involves the process of change in the Protagonist as they journey through a stage of life that moves them from one significant character state to another.
13. MATURATION - plot involves the Protagonist facing a problem that is part of growing up, and from dealing with it, emerging into a state of adulthood (going from innocence to experience).
14. LOVE - plot involves the Protagonist overcoming the obstacles to love that keeps them from consummating (engaging in) true love.
15. FORBIDDEN LOVE - plot involves Protagonist(s) overcoming obstacles created by social mores and taboos to consummate their relationship (and sometimes finding it at too high a price to live with).
16. SACRIFICE - plot involves the Protagonist taking action(s) that is motivated by a higher purpose (concept) such as love, honor, charity or for the sake of humanity.
17. DISCOVERY - plot that is the most character-centered of all, involves the Protagonist having to overcome an upheavel(s) in their life, and thereby discovering something important (and buried) within them a better understanding of life (i.e., better appreciation of their life, a clearer purpose in their life, etc.)
18. WRETCHED EXCESS - plot involves a Protagonist who, either by choice or by accident, pushes the limits of acceptable behavior to the extreme and is forced to deal with the consequences (generally deals with the psychological decline of the character).
19. ASCENSION - rags-to-riches plot deals with the rise (success) of Protagonist due to a dominating character trait that helps them to succeed.
20. DECISION - riches-to-rags plot deals with the fall (destruction) of Protagonist due to dominating character trait that eventually destroys their success.
by Pavel Simakov
No haunted mansion is complete without spooky mirrors and dolls. A bit of additional lore under the cut.
The artwork is âBlue Curtainâ by Jinifur. Check out her page!
Keep reading
Do you have any suggestions on how to make Dungeon Crawls more.. exciting or have a better atmosphere? Rather than just "The hallway extends 20ft and turns left.." I love dungeons, but as a DM it feels like my delivery is.. bland.
Lots of DMs struggle with this, and for good reason.Â
Dungeons are the most mechanically straightforward aspect of the game besides combat, and the immediate shape and contents of them is more pressing to players than the atmosphere.Â
But, there are some simple ways to make your dungeons more atmospheric. Hereâs my proposed solutions, both a long thinky one and a fast random one:
I think that dungeons should thought about as âonce functional spacesâ. Every place in the world has a purpose for which it was built, even if itâs a weirdo crazy one. Dungeon rooms should almost always be more than just treasure, traps, and monsters.Â
For example, temples have cloisters, treasuries, storage rooms, waiting rooms, choirs, sanctuaries, apse, washing rooms, etc. Each of these rooms has specific objects and furniture inside them, as well as different acoustics. They get decorated with frescoes and murals or hanging art or sculptures. Theyâre cultural places. Think about them as physical spaces that people would use.Â
Now imagine something happened in them, long ago. Why is this place a âdungeonâ and not still used? What event caused it to be abandoned? A battle? Plague? Was the place cursed? Come up with that and you can seed the rooms with small historical details: evidence of fights, skeletal remains, treasures hidden so they could be reclaimed later (but never were).
Now add the effects of time and nature. Fabric rots, metal rusts, stone erodes and crumbles. Plants and roots push stone tiles aside, and water seeps in and floods deep places. The passage of ages scours away history and purpose. Now, your once functional rooms donât appear so functional, but their purpose can still be intuited.
Now add some new tenants. Monsters are always the first to reclaim abandoned civilized spaces: goblins make shantytowns out of old human ruins, beasts make warrens in sepulchral tombs, small dragons and basilisks favour places with statuaries and abandoned treasures. No matter the space or its original purpose, monsters move in and call it home. Sometimes multiple species of monstersâŠand then they fight or argue over sharing space.
So now your dungeon has a vivid look and feel. The important bit now is to think about how that imagined space sounds and smells.Â
With every room and hallway, imagine how its history smells. Is it acrid or pungent? Smokey or mouldy? Does it smell surprisingly pleasant? If so, thatâs often a worrisome sign, because it means something sentient might already be there.Â
Audio can clue players into a space faster than any other description. Wind whistling indicates access to the surfaceâŠor a much deeper cave. Dripping denotes water (you hope). Creaking could mean doorsâŠor ghosts. Large spaces echo, and sounds warp and distort the further away they are. Thereâs even different kinds of silence. Thereâs an empty, lonely silence that comes with long dead spaces, or the claustrophobic close silence of small spaces.Â
Appeal to your players senses besides sight. Describe what rooms smell, sound, and even taste or feel like. This is a surefire way to make your dungeon rooms stand out. For example:
âYou enter a 20 by 20 foot square room. Itâs a stuffy old parlour. Pushing the door open you immediately smell something caustic and sour, but you donât see an immediate source. All the furniture is rotted, but some of it looks smashed. You can hear the faintest scraping of something against the wall in the adjacent roomâ.
If that seems like a lot to write, try something like this: Reveal each bullet point as the players inquire about them, or when they make Perception checks:
Parlour, 20 ft square room.
The room feels uncomfortably thick and stuffy.
All the furniture is rotted out. Some of it is smashed. Evidence of a fight.
Smells caustic and sour. The smell comes from under a tattered rug. Itâs beholder puke. 50gp if collected and sold to the right buyer.
Scraping sounds from the cloaker in the next room.
So maybe you already have a pretty basic dungeon and you need to make each room (or block of rooms) less boring. Hereâs my handy set of sense tables:
Random Room Sensations:
For each room you want to enhance, roll four dice (a d12, a d10, a d8, and a d6). Your rolls will determine whatâs up with this room. Every time you roll a result, cross it out and replace it with a new one you come up with.
Smells (1d12):
Sickly sweet, like rotting fruit or wilting flowers.
Musty, like old people and expired cologne.
Tangy, like body odour and grime.
Dusty, the choking scent of age and ghosts.
Foul, like waste and death; something unholy.
Crisp, like freshly cut grass or unchecked plant life.
Soggy, the lingering smell of still water and flooding.
Pungent, like rot and decay.
Spicy, like herbs and dried ingredients, aged.
Electric, a faint aroma of ozone and metals.
Earthy, like fresh dirt and clay, mixed in with the copper of blood.
Roll again twice, both smells clash together.
Sounds (1d10):
Claustrophobic silence.
Deep, echoing silence.
Low moaning or groaning.
Creaking of wood in the distance.
Faint, maddeningly indistinct whispering.
Faint, maddeningly indistinct whispering in a language you donât know.
Metal scraping against metal, rhythmically.
Dripping of some kind of liquid onto stone.
Dripping of some kind of liquid into more liquid.
Roll again twice, both sounds are present.
Touch Sensations (1d8):
Dryness on the skin, chapped lips and dry eyes.
Cold dampness, water beads on metal items.
Humidity, clothes become hot and heavy, metal feels colder.
Dry heat, throats become parched, skin itches.
Pressure change, ears pop and noises distort.
Static tingling, hair stands up on end, goosebumps.
Unholy chill, shivers, goosebumps, a sense of unease.
The feeling of being watched, an uncomfortable presence.
Kinds of Darkness, if applicable (1d6):
Grey, distant darkness that yields to lantern light.
Cloying, smothering darkness that seems to draw close to you.
Eerie still darkness that feels like it holds endless monsters.
Calm, still darkness that invites restfulness.
Flickering, shifting darkness where the room seems to be moving.
Impenetrable darkness that makes darkvision endowed races feel at uneasy.
I hope all this helps make your dungeons a little less boring. The dungeon tables in the back of the 5e Dungeon Masterâs Guide from @dndwizards is also helpful in this regard.Â
Saving for later
Awesome post.
Ideas for non-combat encounters/events
For when you want some variety for your tabletop RPG. Â These events will also give your players a chance to use character skills they donât often have opportunities for.
Natural Disaster - Have the town the PCs are in catch on fire and see what they do! Â Do they cut their losses and run? Â Do they heroically try to save trapped townspeople? Â What do they do about the aftermath? Â Natural disasters are an interesting challenge because there can be lots of danger and drama without necessarily having a villain. Â It may also get your PCs to use skills they donât commonly have a chance to. Â You could also try floods, earthquakes, raging storms while at sea, etc.
Powerful Fortress - Put one of your partyâs goals in a location where they wonât be able to prevail through combat alone (Example: a fortress where they are vastly outnumbered). Â Your players will have to rely on either stealth or guile (or both) to accomplish their goal. Â The pacing of such events can be frustrating to some players, but few sessions are as rewarding as a creatively executed heist or infiltration.
Dangerous Crossing - Give them a dangerous physical obstacle to overcome. Â A canyon, or a raging river, or quicksand or an old battleground littered with traps and mines.
Festival - Have the PCs encounter a festival or tournament! Â With lots of contests! This could be a good opportunity for them to build their fame and fortune (especially if you allow gambling). Â Some of my favorite sessions have involved festivals.
Entertainment - Put the PCs in a situation where they have to entertain someone. Â What do they come up with?
Letter - Have one of the PCs receive a letter, either from an NPC theyâve dealt with before or from someone involved with their backstory. Â This is a good way to make the consequences of their actions seem more real. Â You can also use it to introduce new plotlines/sidequests.
Crafting Challenge - Put the PCs in a situation where they need to craft something in order to accomplish their goal. Â Maybe they need to make something in order to fix a mechanism? Â Or in order to satisfy some local gift-giving custom? Â Or they need a forgery? Â Maybe as part of an exchange for something else they need?
Lost and Found - Have your PCs discover someone or something that is clearly lost. Â Maybe they find an infant in the wilderness. Â Or a key with a strange inscription, or some kind of talisman. Â Throw in a clue or two to present your players with a tantalizing mystery. Â
Inhospitable Wilderness - Have the PCs go somewhere itâs an effort just to survive. Â A barren desert, a treacherous swamp with poison gasses, a forest so dense the ground never sees the sun, or even the bottom of the ocean. Â Test their endurance and survival skills!
Dinner Party - Have the PCs be summoned to a formal event! Â Test them on the battlegrounds of social grace and etiquette! Â Even better if itâs in a dangerous environment or an alien culture.
Thief - Have something important stolen from the PCs. Â See how they handle it.
Needle in a Haystack - Give the PCs something very difficult to find. Â Like a single specific housecat in a sprawling metropolis, or a legendary weapon of which there are many fakes/copies. Â
Really, if you need any more inspiration, look at your playerâs character sheets and see if theyâve invested any points in a skill they havenât gotten to use much. Â Then invent a challenge they could feasibly use that skill for. Â If you canât think of a situation that could be helped by an Appraise, Craft: Calligraphy or Handle Animal check, you need to practice your own creative problem solving skills!
I will continue to build upon this list as time goes on. For now, I hope you find something useful!
Worldbuilding Prompt of the Day Tag
Brainstorming Series Posts
Magic Systems, Part One
Magic Systems, Part TwoÂ
New Species
New WorldsÂ
New CulturesÂ
New Civilizations
Politics and GovernmentÂ
Map MakingÂ
Belief Systems & Religion
Guilds, Factions, Groups
War & Conflict
Species/Races
Creating long-lived species
Evolution of sexual reproduction in fictional species
Writing in a world without humans
Developing Fantastic Races (Link)
Creating Realistic Aliens and Their Worlds (Link)
Language
Languaging
Handling âForeignâ Language Within the Narrative
Developing Ancient Languages
Astronomy/Planetary Physics
Multiple Moons Effect on Planet
Controlling the Biomes on your World (with Science!)
Controlling the Gravity on your World (also with Science!)
Giving Your World Fantastic Skies (Link)
Why Tatooine is Plausible: Orbitary Mechanics of Binary Star Systems (Link)
What if Earth Had Two Moons?
Geology/Land
Map Making Photoshop Brush Set
How to develop a country when you donât know where to start
Useful Geography DescriptorsÂ
Creating a World with Realistic Terrain
Forest types (aesthetic)
Laying out Villages and Towns
General Worldbuilding
Tips and Ideas for Writing Post-Apocalypse
Words for sections within a city
Using Characters as Worldbuilding Tools
Creating Unique Cultures
Prioritizing Worldbuilding Details In the Narrative
Filling in the Details
Worldbuilding when thereâs no âworldâ present
Weaving in the Details (Link)
Creating Realistic Cultures (Link)
Being a God of Your Own World (Link)
How to Create a Fantasy World (Link)
Worldbuilding/Writing Quotes Tag
Random
My personal writing playlist
Writing Pregnancy, Labor, and Birth (Link)
Using Indexes and Guides in your Novel
Writing in Multiple Points of View
How to Edit Your Own Writing (Link)
The Ultimate Guide to Worldbuilding (Link)
Avoiding Deus Ex Machina
Helpful GeneratorsÂ
Vulgar - Conlang generator
City Generator
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D&D 5E: Stealth and Hiding
[by Ronny / Dungeon Master Assistance]
PCs being sneaky. Clarification of Stealth and Hiding Rules.
In the new 5th edition Playerâs Handbook, the rules for Hiding/Sneaking are a bit unclear. In my attempt to make sense out of rules for hiding, I finally realized that the rules for stealth and for hiding are one in the same.
The rulebooks never give a precise definition of hiding. There is no âhidden conditionâ. After searching through the rulebooks, the best definition of âbeing hiddenâ that I could come up with is this: âYour opponent either doesnât know that you are there, doesnât pay any attention to you, or doesnât know where exactly you are locatedâ. Using this broad definition works well with all of the rules as presented. It also means that you could be hidden even if all your foe had to do is to look in your direction to see you. When he did, you would no longer be hidden. It also means that when you are successful at being stealthy, it has the same effect as being hidden.
The main rule in the Playerâs Handbook for hiding is: âYou canât hide from a creature that can see you.â This sounds like it is saying that you must either be in a heavily obscured area or have total cover to even attempt to hide. I contend that this is not correct. It only means that whoever you are attempting to hide from is not looking in your direction (the DM has the final say on this).
âBeing stealthyâ is trying to remain undetected which is the same as trying to hide. Examples abound in the Playerâs Handbook to support this idea. In the section on surprise, the terms âbe stealthyâ and âhidingâ are used to mean the same thing. In the section on noticing threats âhidden threatsâ obviously includes âa stealthy creature following the groupâ. On the section on stealth â traveling at a slow pace, it says to refer to the rules on hiding when trying to âsurprise or sneak by other creatures.â In the section on perception âhear monsters moving stealthily in the forest,â âorcs lying in ambush on a road,â and âthugs hiding in the shadows of an alleyâ are all examples of creatures that your Wisdom (Perception) check lets you detect. And in the section on stealth âMake a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.â Which are all examples of being hidden.
So when can I attempt to hide?
You can attempt to hide whenever the creature or creatures you are attempting to hide from canât see you. You could be invisible. (Being hidden is different from the âInvisibleâ condition in that you can be invisible and still not be hidden if your opponent can tell where you are by hearing you or by some other means.) Or you could be on the opposite side of anything that provides total cover, or in a heavily obscured area (such as darkness if your foe doesnât have darkvision), or your foe could be distracted (if the DM agrees). You can also attempt to hide if you are in a lightly obscured area if you have the Skulker feat.
With the wood elfâs âMask of the Wildâ ability you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. From the wording, I take it to mean that you canât use this ability to attempt to hide in dim lighting (although your DM might allow it), but you can in the area of effect of an insect plague.
With the lightfoot halflingâs âNaturally Stealthyâ ability you can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. You would have to first move to a position that placed that creature between you and the creature you are hiding from.
The Rogueâs âCunning Actionâ that allows him to take a hide action as a bonus action each round, does not release him from the need to meet at least one of the above requirements before attempting to hide.
How do I hide?
As a hide action in combat, or any time you attempt to hide, you make a Dexterity (Stealth) check and write down that number. As long as you remain in hiding, if any creature has a chance to detect your presence, your check must beat their Passive Wisdom (Perception) score. I would rule that if you are hiding and cannot be seen and are silent the creatures would normally have no chance to detect you. If a creature is actively trying to locate you, compare your check to a Wisdom (Perception) check that the creature makes at that time. If you cannot be seen, or if you are in an area that is lightly obscured, they have disadvantage on the check.
What benefits do I receive from being hidden?
If you are hidden before the first round of combat you can surprise your opponents and get a free round to attack them before they can react. (You are no longer hidden after you attack.)
On all attacks against you, the attacker must first identify where he thinks you are located. The attack will automatically miss if you are not in that 5 foot area. If you are in that area, the attack is made with disadvantage on the attack roll. The DM should require a roll with disadvantage, even if you are not in the targeted area and simply tell the attacker that his attack missed.
If you are hidden you make attacks with advantage. However, you will no longer be hidden if the attack hits or misses.
When am I no longer hidden?
You can come out of hiding at any time of your choosing. You are no longer hidden if you attack someone even if the attack misses (exception: if you have the Skulker feat, attacking with a ranged weapon and missing doesnât reveal your position).
If you move to a location where your opponent can see you, or if your opponent moves into a position where he can see you, or if the object or creature that was providing your total cover moves or is no longer providing cover for some reason, if you make a noise, or do anything that could give away your position, the creature you are hiding from can make another Wisdom (Perception) check to attempt to detect you.
If you move from a heavily obscured area to a lightly obscured area you can try to continue to hide but the creatures you are hiding from get a Wisdom (Perception) check to detect you.
Once you are no longer hidden your opponents will know where you are so they no longer have to guess where to attack. But if you can still not be seen (if you are invisible, for example), attack rolls against you have disadvantage, and your attack rolls still have advantage.
If I am hiding behind a tree, can I stand out and attack with my ranged weapon with advantage and then return to hiding on my round of combat?
It depends. If you are doing this during a fight, it is assumed that all the creatures in the fight are alert and aware their surroundings, so they get a Wisdom (Perception) check to spot you when you move out from behind total cover. If they succeed you are no longer hiding so you donât get advantage to the attack. However, if the fight hasnât started yet, you have a chance to surprise them as long as they arenât looking in your direction. In that case you an attack with advantage, but you will no longer be hidden as soon as you attack. If you are a 2nd level or higher rogue you can use a bonus action to attempt to hide again. But remember, if they see you duck behind a tree, they have a good guess at where you are hiding. In that case, when you stuck your head out I would give them advantage on their perception check â or give them an automatic success, depending on the circumstances.
Be a good DM and have the players describe what their characters are doing. If it makes logical sense, go for it. Donât let the players use the rules to turn âhideâ into a magical condition.
[source]
The Forgotten Crypt (with ghouls by @printableheroes!)
The Scorpion Bone King
What you need to know:
A cult of necromancy, mind controlled by a giant undead scorpion humanoid, lives in old ruins in the desert and raid the local caravans traveling the roads.
How it begins:
Posts and banners are put up seeking guards for caravan routes at all the towns and cities in a desert region. They will pay per kilometer plus a bonus on arrival. Note 1 - You can have a caravan destination be where the players are already heading. Note 2 - If players ask why guards are needed, they will be told about the raids by bandits on the roads.
â 1 â Feel free to have the first day or two of travel have several small challenges. A wheel of a wagon breaks, bad weather the players have to help the caravan deal with, a feud between two wagon masters the players have to break up, etc.
â 2 â It shouldnât be till the second or third day the party is raided by X number of necromancy cultists. They will have weapons and armor of the regions and tattoos of scorpions on their arms, chest and face. Note: Their weapons will be coated in scorpion poison, dealing extra damage or stat damage. They will mostly be 75 percent warriors, 25 percent spell casters. They will fight to the death. They will have no treasure other than food, basic supplies and their weapons and armor.
- A -
Once the battle is over, the wagons masters will congratulate or condemn the players based on how well they did.
Also the wagon masters will discuss how the local magistrate may reward the players for putting down the bandits.
They will also discuss how the banditâs den may be close and worth a look, should the players be interested.
They would be willing to wait a day if the players give them a percentage of the rewards plus any finds they come across in the banditâs den.
- B -
Tracks will lead through the desert to part 3 should the players investigate.
â 3 â Several miles through hot sand dunes, a dozen spires of sandstone rock shaped like scorpion tails raise 3-5 meters out of the sand.
- A -
All around the spires are spiked foot traps placed in the sand. Note: Any players walking through the sand to the spires must roll a check or step on the traps and take X D6 damage, plus losing half their movement. Healing eliminates this effect.
- B -
In the middle of the spire under the sand is a rock trap door with three scorpions carved on the surface, all facing up. Opening the door reveals a set of stone steps. Note: This is the first sequence of the puzzle in room 7 â 3 up
â 4 â
Stairs descend into a chamber of sandstone. 2 skeletal stone scorpion statues are built in the center of the chamber and within each claw is a lock. In the back of the room is a stone door with 6 scorpions carved on its surface facing left. Part 2 of the puzzle - 6 left.
- A -
Unlocking all 4 claws locks lowers the door. Note: If any player fails to pick a lock, the claw will snap closed for X D6 damage, then reset.
- B -
The door is a one ton block of stone.
â 5 â
Hall of sandstone, bone scorpion tails jut out form the stone writhing and striking at random. At the end of the hall is a stone door with 8 scorpions carved on the surface facing up. Part 3 of the puzzle: 8 up.
- A -
Any player passing through the corridor must roll or become struck by a tail.
For each point players failed their roll, they will take 1 D4 damage plus poison which can add additional damage or stat damage.
- B -
The stone door at the end of the hall is locked and needs to be unlocked or brute forced to pass, all while rolling to dodge the scorpion tail strikes. Note: Players can fight and destroy the scorpion tails.
Give each cluster a set of hit points and one scorpion tail attack which does D4 damage plus poison.
â 6 â
A hall of sandstone, scorpions are carved all along the walls. At the end of the hall is a stone door with 10 scorpions carved on the surface facing right. Part 4 of the puzzle - Â 10 right.
- A -
There are pit traps along the hall hiding under false floors. They are X meters deep and contain dens of scorpions at the bottom. Note 1: There are bits of carrion at the bottom left by the cultist to feed the scorpions so they donât die. Note 2: You can have the player fight the scorpions as per the rules for swarms or allow them to roll a save to avoid being hit by the scorpions as they to escape.
- B -
The door at the end of the corridor is locked and needs to be picked or brute forced to open. Note: The door is trapped and when opened, two bone scorpion tails will strike from the other side coming out of the ground. The player in front of the door must roll twice to avoid being hit or take 2 D6 damage plus 2 poison saves.
â 7 â
A sandstone room. Over each wall are 4 metal scorpions acting as levers. They each have a metal plaque underneath labeled 1-15.
- A -
The scorpions can be turned to face up, down, left or right but all start in the down position. Note 1: This is where the puzzle notes come in. The players must turn the right number scorpion in the right position in order to open a secret door in the floor â 3 up, 6 left, 8 up,10 right. Note 2: Using any scorpion not in the sequence will result in the scorpion striking the player for D4 damage. Any scorpion that is in the sequence but moved incorrectly will not result in any penalties other than the door will not open.
â 8 â
A sandstone room. In each corner of the room is a large bone scorpion. Within its ribs is the cultâs treasure: coins, jewelry, magic items, bolts of cloth, etc.
At the end of the room is a stone door with one large scorpion carved on the surface.
- A -
All the bone scorpions will attack if any player comes within 3 meters. Note: they have large scorpion stats plus undead traits.
Their sting attack deals stat damage.
- B -
Once a scorpion is killed, their contents spill to the floor.
The treasure inside is covered in a sticky sap that upon touch deals D6 contact poison damage. Note: The poison will dry after after a few days.
Using cloth or a barrier against direct contact will protect the player from the poison.
You can allow the player to use the sap to coat their weapons dealing poison damage.
- C -
The door is locked and needs to be picked or brute forced to open.
â 9 â
A room of sandstone. Two metal braziers burn in the back of the room. Between them, nestled in a pile of dead and bones, is a giant sized half-humanoid half-scorpion made of bone. It has a crown of stingers around its head, plus three tails from its thorax. X number of cultists stand around the room, they have the same description as the cultist that attacked the cavern in part 2.
- A -
The scorpion will waste no time and attack immediately once the players open the door.
The scorpion has large scorpion stats plus undead traits.
You can add fighter or wizard levels if you wish for added challenge.
The scorpion tails each get a separate attack and have three different poisons: 1 - is a stun poison 2 - is a control monster poison that forces the player to fight for the scorpion till it rolls a successful save against the poison 3 - is a stat damage poison
The scorpion also gets an extra headbutt attack delivering X D4 damage from its stingers.
End:
The scorpion shatters to dust once killed. The cult has been cleared and the players can return to seek their treasure, or do they? Maybe the scorpion king sends out a pulse of energy as it dies, causing all the scorpion in the surrounding area to become hostile, sending 1000s maybe millions of scorpions as a swarm to attack the players and the caravan. Maybe waves pour over the towns and villages and players have to find a way to divert the swarms. Maybe a much bigger badder scorpion exists and has attacked the caravan while the adventures are away and a sandstorm is coming in. The players have no way to travel and the creature hunts them from the storm. Maybe this is not the last of the cult and it is only a splinter group of a much larger organization, gathering treasure to build an undead army and now the players have gotten their attention.
Either way, have fun and hope to see you again.
World of Titans ~ Vitaly S. Alexius