Cursed Jewelry! Remember, Canonically Identify Doesn’t Pick Up Curses, So Have Fun Tricking Your Players

Cursed Jewelry! Remember, Canonically Identify Doesn’t Pick Up Curses, So Have Fun Tricking Your Players

Cursed Jewelry! Remember, canonically Identify doesn’t pick up curses, so have fun tricking your players into getting cursed. <3

More Posts from Bungeonsandbagons and Others

2 years ago
Just The Image Of Cowboys Sitting Around A Fire Telling Stories Gave Me Bard Ideas For The On Going Cowboy

Just the image of cowboys sitting around a fire telling stories gave me bard ideas for the on going cowboy series

2 years ago
Cleric: Domain Of Black Powder

Cleric: Domain of Black Powder

“Hoar show no mercy to my enemies, as thy enemies would show no mercy to me.” ~Reverend Colton

For more make sure to join my Patreon, link in the reblog and comments.

2 years ago
A set of four clumsy looking skeletons strike haphazard combat poses with their weapons - all clad in neat, functional leather armor. A skeleton archer and a skeleton with an axe, and a skeleton with a sword and an arrow sticking out of its skull and finally, a wizard skeleton wearing a silly little crown and clad in old robes.
Image is of text describing a race for DnD 5e
Skeletons

Skeletons are fragile animated constructions of bone, given life and joined together by dark magic, and bound to eternal obedience by a lack of will and an equal lack of intellect. Skeletons may be raised from all manner of creatures, but tend to be humanoid in form.

Servants of Habit

Even skeletons who apparently break free of their master's will are servile, and often suffer from a constant habit or nervous tick. A skeleton of a noble might occasionally break into a steady waltz while at rest, and a skeleton who lived life as a bard might constantly attempt to play the trumpet.

Necromantic energies drive a steady, creeping bloodlust within the skeleton, one that is liable to rear its ugly head at some point in the skeleton's life.


Endless Pain: The Skeleton War

The dead are often thought to rest in peace, but some do not. Deep in hades, armies of shambling skeletons face off against the lustful incubi under the banner of Lord Ossius, a skeleton who is wearing a hat. This endless conquest has come to be known as the Skeleton War. Those whose headstones are not marked with the phrase "rest in peace", so the legend goes, are automatically drafted into it.

Over time this war has devolved into a total stalemate, the innumerable bone constructs unable to deal any lasting damage to the incubi. Skeleton war veterans who want to get off Lord Ossius' Untamed Expedition usually fail, and those who escape have often already been sent insane by its lengthy, monotonous duration.


Skeleton Traits

Your skeleton character gains numerous spooky capabilities.

Ability Scores. Choose one of:
(a) Choose any +2; choose any other +1 
(b) Increase three different scores by +1
Skeletons make good rogues, rangers, and wizards.

Language. You speak Common and one other language of your choice. Many skeletons are mute, but some can speak in a harsh whisper of wind.

Age. You do not age, and your body remains in the precise state it was in when you were raised from the dead.

Creature Type. Your creature type is Undead. If you are willing, friendly creatures can target you with any effect that can target a humanoid.

Size. You are Small or Medium.

Speed. Your walking speed is 30ft.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades. 

***Old Habits.*** You have proficiency in one tool, instrument, or skill of your choice, recalled from a forgotten lifetime.


Undead Nature. Your undeath is represented by the following benefits:

* You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
* You don't need to eat, drink, or breathe.
* You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
* You do not gain levels in exhaustion from the effects of natural weather, frigid water, or a forced march.

Creature of Bone. Whenever you take bludgeoning damage, you lose 2 additional hit points. 
When you finish a long rest, or consume milk, you gain 2 temporary hit points.

Art by KJKallo. If it ever becomes possible to play as a skeleton, I think they should be flimsy, tireless, and reliable: a sentinel that keeps watch for the party but can often get bonked down in combat. Here's a crack at it - with an entire lore section based off a wint tweet lmao

2 years ago

A woman demonstrating use of a guandao, also formally known as a yanyuedao (偃月刀; reclining moon blade).


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2 years ago
Wilderness: Roads Of The Coldhearted
Wilderness: Roads Of The Coldhearted
Wilderness: Roads Of The Coldhearted

Wilderness: Roads of the Coldhearted

Your party presses through the veil of sleet, and every step you take feels like a struggle. You are fighting the very wind itself, and the frost covered bones and crumbling ruins you’ve passed serve to remind you that standing still in such weather is a death sentance. How did you get here? What need could be so great as to climb these perilous peeks? The hole in your memory shocks you enough that you nearly lose your friends around a bend in the path. Catching up to them, you see it, battlements only visable against the rock and the migrane colored sky by their sheer scale.   A castle, and perhaps a chance to get out of the cold you’ve been trapped in for so long. 

Setup:  There are many dread domains, each one a nightmare prison built to contain a great evil. This one is a labyrinthian tangle of pathways through a jagged mountainside, reflecting the final hours of a bloodthirsty margrave who spent hours fighting though a winter storm to return home, only to discover that all his cruelty had been in vain. 

Sorrow, war, and misfortune are the ruling elements here, along with the horror of exposure and a chilling wind that hunts the party with it’s own malicious will. 

Challenges & Complications: 

Wretched beasts ride the skies of this domain, striking without warning or circling like stormbitten buzzards. The remnants of soldiers mummified by the cold shamble their way through patrols or wait in ambush, and always return to their station after some time after their clashes with the party. Those that wear tattered officer’s uniform even manage to remember previous encounters, and will plan their defenses accordingly. 

Leaving the domain will require the party to trace a shifting maze of claustrophobic caverns, icy canyons, crumbling bridges and narrow switchbacks that what. as the “roads” of this domain. They possess their own sinister intelligence, seeming to know the exact right time to close or fail and drop the party into a new form of peril.  Scaps of maps may be found hidden along the road like treasure, but these too are full of misdirections, showing no true path and seemingly only able to agree that the mountains they depict are called “The Sorrows”. 

The castle in the heart of the ragged web of pathways is no shelter from the blizzard, as the cold winds pour from its open windows and echo through it’s echoing halls. This fortress is home to many terrible beasts, none more so than a screaming windstorm known as the Resounding Agony, which prowls the domain the way a shark might a reef. While not exactly intelligent, it will harry interlopers by alerting their pursuers, causing avalanches, and causing maddening fatigue. 

Sorrowsworn and other shadowfell beats are drawn to the Roads of the coldhearted en-masse, and can frequently be seen clashing with the soldiers. This is quite unusual for a dread domain, but whatever unseen architect is at work here seems to allow it. 

Keep reading

2 years ago
Ley Strider By WillOBrien

Ley Strider By WillOBrien

Check out Tabletop Gaming Resources for more art, tips, and tools for your game!

5 months ago

I wish more people used Magic the Gathering's Color Pie instead of D&D's alignment all of the time.

Like, saying a character embodies the selfishness and impulsivenes of Red Black offers more depth than Chaotic Evil

1 year ago

10 single-player TTRPGs

To be an Earthling

Live. Love. Die. Remember.

What Should We Have Tomorrow?

Log Lady

Superhuman Industrial & Immaterial Incorporated

Sacred Forge

The Spider and the City

The Sticker Game

Strange Changeling Child

Anamnesis

2 years ago

My DnD headcanon is that 5e Dragonborns actually work in a similar way to TES Kahjiits.

Depending on the temperature their egg was kept in before hatching, they can be one of four things:

A standard PHB Dragonborn.

An elf-like humanoid, with minor details like colored scales near their eyes or sharp fangs.

A medium-sized, wingless, dragon.

A tiny lizard.

All of this involves no actual change to the official rules, your Dragonborn just looks weird, that's it.

3 years ago

do you have any resources or guides for worldbuilding and reimagining the feywild? not looking for adventure prompts or npcs just your thoughts on setting and how to make the feywild feel dangerous and mystical

https://www.artstation.com/artwork/GXKwEa

Planescape: The Feywild

I won’t lie,  the introduction if the feywild is one of the best additions to the default d&d cosmology in a while, not only from a thematic perspective, but gameplay aswell, as it allows any podunk patch of land to act as a doorway to wild adventure. That said, too often this wonderland is treated as a place where things are just wacky, without real attention paid to the narrative possibilities introducing the feywild into a story can have. 

To that end, I’m going propose a few different aspects of the feywild, different visions of how things could be drawn from different mythologies and storytelling conventions:

The feywild has no geography: like the notes of a song or the lines of a play, the reality of faerie is reinterpreted with every visitation, Coloring itself based on the expectations and emotions of those exploring it. This is why a child can stumble into a mushroom ring and have themselves a whimsical romp full of talking animal friends and life lessons, whereas adults tend to find themselves ensnared by echoes of their deepest desires and why adventurers ALWAYS find something to fight.  If you want to go anywhere in the feywild you don’t need a map, you need a thematic structure that will carry you to your destination: whether that be staying on a yellow brick road through a number of distractions and tribulations, or winning a game of riddles against a talking bird who’ll swear to drop you off at your destination. 

The feywild is a place of stories:  When a peasant family leaves out milk and performs small acts of thanks for the brownie, they are unwittingly inviting the primal energies of the feywild to fill the space they have made for it, creating a creature that had always been there, looking out for them. Likewise, when folk tell of wonderous places just beyond the edge of the map, the feywild becomes those places, taking solidity from repeated tellings of the tale and incorporating different interpretations to give themselves depth. This is not to say that the translation is perfect, as one can’t simply make up a story, tell it to an audience, and expect it to suddenly become true as it takes a powerful and engrained sort of lies, embelishment, or folktales to give shape to the otherworld.  When populating your local fairy-realm or those areas near enough to it, consider what sort of stories people tell about that place, whether it be about monsters that gobble up wayward children or treasure hidden there by bandits long ago. 

The feywild responds to your emotions: When your party takes a rest, ask them how they think their characters are feeling. Consider whether they are frightened or foolheardy, adventurous or avricious, and then sketch out some random encounter to spice in along the way as the realm of whimsy responds to the vibes they’re putting out.   A party that’s feeling hungry may encounter a friendly fey teaparty or a dangerous lure disguised as a snack, a group that’s feeling pressed for time may hear the horn of a savage hunter stalking them, or a parable about stopping to help others can actually speed you along your own path.  In this way, the fairyland is in diolog with the party’s desire to press their narrative forward, and will test or reward them according to its whim. 

The feywild is everywhere: one of the underutilized aspects of having the feywild in our games is that a portal to the “shallower” areas of the otherworld can pop up anywhere overtaken by nature, allowing fey beings and other oddities to cross over in a way that creates all manner of adventure hooks. If I’m building a dungeon in the wilderness, I’m personally fond of having a mounting fey presence the deeper in you get, replacing the normal ruin dwelling hazards with troops of hobgoblins, odd enchantments, and various tricksters. For smaller dungeons, the closed off fey portal can be an adventure hook for later, encouraging them to come back when they need to delve into whimsy, whereas for the larger dungeons,  a non contiguous fey realm connecting multiple points can serve as a combination of fast travel AND bonus stage. Even for non dungeon locations, consider how much fun of an adventure it’d be if someone discovered that their cellar had been replaced with a fairy’s larder, or that the vine-covered lot where neighborhood kids play during the day transforms into a vast battlefield for sprites during the night. 


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bungeonsandbagons - i keep all the stuff here that i like
i keep all the stuff here that i like

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