Category: Playing D&D

  • Uprising & Rebellion Campaign Two: One Sheet

    Uprising & Rebellion Campaign Two: One Sheet

    This campaign is set six years after the Lorebook Hunters returned magic to the World of the Everflow. It is set in Kirtin-on-the-Lake, and is centered on political intrigue with social and exploration pillars being as important as combat. Every player is united in rebellion against the corrupt Mayor, but may have differing ideas about how the various factions can help Kirtin-on-the-Lake be free.

    Made using the Medieval Fantasy City Generator.

    Campaign Premise

    You are common people living in and around Kirtin-on-the-Lake who are inspired to free the city from under the rule of Daoud. You may want it to once again be part of Kirtin, or you may want to copy the Free City of Sheljar. The City Guard, a unit of Daoud’s military, and even Dragons, who see Kirtin-on-the-Lake as their ancestral home, stand in your way.

    Background

    Kirtin-on-the-Lake was once the winter capital of Kirtin. Taken over by Daoud in the generational wars it is a city of borders even before the Awakening and the discoveries of the Lorebook of Divination and the Folio of Necromancy. Now, the Ken and their Dragons are trying to capture what they claim are their ancestral homeland. Daoud and Kirtin remain at war over the city.

    There is also a general uprising of peoples inspired by the Free City of Sheljar. The Mayor has managed to consolidate power by playing the various factions off against each other; this hasn’t helped the common people beyond allowing them peace.

    Made using Perilous Shores

    Grand Conflicts

    The Proctors of Grace and their other allies want to control access to magic. Certain Dragons also want to repopulate Kirtin-on-the-Lake as the Ward of Mighty Trees is the ancestral home of certain types of Dragons (at least a Red as that first DragonTree has regrown).

    Daoud will not allow their winnings (Kirtin-on-the-Lake and the Slope) to leave their control after centuries. The rebellion has taken control of the Dock District. What will they free next? While the mayor may be willing to have the rebels help repel the Proctors, he serves at the whim of an empire that refuses to recognize Kirtin-on-the-Lake as anything but its own territory.

    Factions

    • Mayor and City Guard, generally aligned with Daoud, he is willing to look the other way and cede districts to other invaders for a price.
    • Daoud, the conquering empire of the south. Normally a naval power in the World of the Everflow, their long conflict over Kirtin-on-the-Lake is their largest land holding.
    • Kirtin, the mountain kingdom has been at war with Daoud and Azsel for so long that all of its peoples serve in the military.
    • Proctors of Grace and the Ken, lead by Dragons the various fey peoples are experts at magic and claim that Kirtin-on-the-Lake’s Ward of Mighty trees is their homeland. They also want to put the power of magic under their control and only their control.
    • Society of Veil and Shadows, these rebels are inspired by the Free City of Sheljar and its empowerment of all thinking peoples. Whether Kin, Ken, or Kon the people deserve equality of treatment and opportunity.

    Rumors

    • There are half-animal/half-people roaming the Western Wildes.
    • Out in the Ferments forms of life based on the elements are driving out the Kin there.
    • Headquartered Church of Quar has lost control of the Everflow (the source of all healing potions).
    • Peace has come between the Kingdoms of the North as the Crinth Confederation and Azsel are more concerned with the Kon and the Ken.
    • The Dragons seek the Robe of the Magi.
    • The Tome of Abjuration and its Proctor may be in the city or surrounding area.

    Facets

    • Exploring the zero-to-hero tropes, rebellion, and who gets to control knowledge.
    • Sandbox play.
    • Player agency creates history.
    • Drop in/drop out, whatever.
    • Sessions are 2-3 hours. Adventures are 1-3 sessions.

    Variant Rules

    • Playable races are Human, Hin/Halfling, Goliath/Firbolg, Elf, Dwarf, Gnome (wood only), Goblin, Hobgoblin, Bugbear.
      • Only the Kon (goblinoids may be Artificers.
      • Kin start with a Bonded Companion
      • Ken start with a Feat that grants a 1st level spell such as Magic Initiate.
      • Kon start with Tek
    • There are a few custom subclasses available (Way of Frayed Knot, Society of Veil and Shadows, Conscript, Propagandist, Liberator, Circle of Sewers).
    • There are several custom backgrounds and tools available. We will use cultures, not languages.
    • Use point buy or standard array for starting attributes. If you want something random, the redrick roller gives random point buy valid stats.
    • Start at 3rd level, because power is cool.
    • Long rests require 24 hours within sanctuary. This creates a pace of play more similar to novels than video games.

    Practicum

    Sessions will be on Sunday afternoons and evenings, floating times based on the Puget Sound pro soccer schedule. Characters must be created prior to dropping in. The table will be on an outdoor patio at one of a few locations in South King County.

    Email, private message, or text for more details.

  • My next D&D character is…

    My next D&D character is…

    For some finding inspiration for their next Dungeons & Dragons character can be difficult. A way to solve that difficulty is to find some part of our actual reality as a starting point, and then give it a twist. Maybe add something magical, or heroic, or tragic — and then smash something else from reality into that idea as well.

    Over on my Twitter account I ocaissionally present my every day life as inspiration for D&D characters. This series always starts with “My next D&D character is“.

    Let’s take this Propagandist (or Bard) concept.

    I had recently been gifted a knife for which I had no sheath. When searching for a way to protect both it and the family I remembered my Field Notes notebook from the End Pages series. It was the perfect length. Then, springing from that secret spot in the mind where inspiration resides I thought of a character who stored their blades inside notebooks.

    They certainly write in the book as well, because they must — tracking those who have wrong them or those they care about; jotting down a possible secret; picking up the stories during their travels. Basically they use the notebook the way normal real people do, except it also has a dagger in it.

    Cleaning Houses

    While helping my wife prep homes for sale my mind sits within itself and wonders what magic would be helpful to complete this act. My latest idea was for someone who isn’t smart, but they are either lazy or overworked. So they took the fast way out and made a Pact with the Great Old One. Their Tome is full of rituals to help make living life easier. This warlock isn’t evil. They just needed a way to make living life easier. Now they are on a quest for a mighty power.

    Or, maybe your character studied to learn Prestidigitation because that’s what they needed to do in order to be better at helping the family business. They dreamed of being a warrior. Then one day those things combined.

    During the winter you see an ice sculpture — your next PC is a Water Genasi that carves Ice Sculptures. When the weather is too warm they create the ice that’s needed for sculpting.

    I’ve been a sports writer spanning from amateur to semipro to pro (you can hire me), so many of my ideas revolve around sports. Each with nuance and difference, and yet all come about through following sports.

    During this whole pandemic period I came up with the idea that the party healer also heals the mind. This was entirely a creation due to my own personal mindspace during the pandemic. I needed a party healer that heals body and mind. The mind of adventurers is inherently broken. Like Special Forces soldiers they see some shit and though they work for noble cause (often) there are still mental scars.

    What would the heroic version of my time as a linguist look like? A Mastermind or Inquisitive Rogue, halfling (duh) who studies the cultures and communities of the world, granting them a bit of insight when they fight, but also able to operate as the party face.

    Inspiration is everywhere. It’s in beer, in mushrooms, in trees, in walks down by the river, in your trips to the thrift shop, in the social media you consume. Our life is filled with interesting characters and characteristics. These can be your next PC or NPCs.

    A few of them I’ve statted up over at DnDBeyond. Feel free to use them. If you do just kindly share that you got the idea from Full Moon Storytelling.

  • Add the bright lights and big booms of fireworks to D&D – the Sparkler Background

    Add the bright lights and big booms of fireworks to D&D – the Sparkler Background

    Combing magic with an emergent technology these workers of fire are usually about celebration and frivolity. They remain rare in most D&D worlds. When they work they are paid quite well. But outside of the largest communities there is little need for a Sparkler. For this reason they often travel in a small group of other Sparklers, attached to a circus, or maybe even part of an empires retinue.

    This Dungeons & Dragons background is designed for 5th edition. It also adds a new tool (using PHB rules) and a new exotic weapon. The Sparkler grants a cantrip rather than one of the skills and tools/languages that are typical of backgrounds.

    Photo by Rakicevic Nenad on Pexels.com

    Sparkler

    You are a master of smokepowder or gunpowder as appropriate to your world. Using these powders you can create displays to inspire or scare thinking beings. As a Sparkler you have also learned how to combine these effects with magic, thereby increasing the the scope of your art.

    Often hired as an entertainer the Sparkler is in high demand during festival season. Due to wandering between large and/or rich communities your close friends tend to be the other Sparklers and your hosts.

    Your knowledge of the powders is often approached as a magic much more powerful than it is, because it is both different and rare. Most Sparklers hide this knowledge from the general public working in secret except during their performances. Some Sparklers specialize in aerial displays, others in massive thunderous noises, and a few even weave the illuminating powder into their fluid dances and twirling — all are artists.

    Skill Proficiencies: Acrobatics or Performance
    Tool Proficiencies: Fireworks
    Languages: None
    Cantrip: Minor Illusion
    Equipment: Traveler’s Clothes, Costume, flint & steel, assorted fireworks including 3 rockets all stored in an oilcloth backpack, pouch with 5 gp

    Feature: Ooohs and Ahhhhhs

    Given a few minutes to prepare, you can create a wonderous display of lights and sounds that can serve as a distraction. This display may be augmented by your Minor Illusion. This display can serve as a distraction for some guards, as inspiration for a besieged city, or as a reward for those who have worked hard. The display, whether spells are used or not, feels supernatural to those who watch it.

    Characteristics: For now, use those from the Entertainer, Guild Artisan, or pick & choose as appropriate for your concept. Whenever my background project sees full publication there will be unique characteristics for each of them.

    Fireworks (Tool)

    Cost: 150 gp | Weight: 20 lbs

    Proficiency with fireworks means that you know how to safely store and transport the pseudomagical devices known as fireworks. You are also proficient in how to set up a small display that would entertain a group for a few minutes. This could be an aerial, ground, or sound based display — or a mix of all three. Larger displays would require several people proficient in the tool to work together.

    Additionally you know how to create more fireworks. With the necessary supplies you can create a new display or three rockets during a long rest. The supplies may not be readily available.

    Rocket (weapon)

    Type: Firearms Ranged Weapon | Cost: 10 gp | Weight: 1 lbs | Damage: 2d4 | Type: Fire | Properties: Ranged (30/90), Loading, Special*

    *On a hit those within 5′ of the target must succeed on a saving throw or take half damage.

    All awakened rodents are proficient in rockets.

    Sparkler Design Goals

    The desire here is to have a real-world, culture-neutral version of a fireworks specialist. The primary example of these in fiction is the Illuminators from the Wheel of Time series, which share some aspects of Romany culture and some from aspects from various northeast Asian cultures.

    Additionally the Sparkler serves to introduce a new tool and a new weapon to the game. The Rocket varies from the standard firearms rules by being a charge on a stick that would be pointed at a target either held in the hand or planted in ground, and then lit. Players may develop other ways to use them rather than just as a first round attack.


    Custom Backgrounds for 5th edition Dungeons & Dragons

    Fediverse Reactions
  • Talking with Ed Greenwood and Jeff Grubb

    Talking with Ed Greenwood and Jeff Grubb

    One of my favorite D&D v/bloggers nailed two great guests at once. You should watch.

    newbiedm's avatarwww. Newbie DM .com

    I had the opportunity to speak with legendary D&D authors Ed Greenwood and Jeff Grubb on the debut episode of my new webshow, The NewbieDM Show. It was an interview I’ve wanted to do for a long time, as I am a big fan of their work. Jeff Grubb is one of those D&D designers who was so prolific in his heyday, that it’s a shame he’s no longer involved with the game. The Manual of the Planes, Forgotten Realms, Al Qadim, Spelljammer… the man’s track record was solid–TSR, CALL JEFF GRUBB!

    Anyway, the interview was great, they are lovely people to chat with, and I hope you enjoy it. It’s part of a larger effort on my part to create more content. If you want to support me, please, subscribe to my twitch and youtube channels (links below). I’m also putting whatever content makes sense as a podcast feed…

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  • Library D&D and other playdates during the pandemic

    Library D&D and other playdates during the pandemic

    Throughout the Covd-19 pandemic libraries and community centers have had to find new ways to keep their communities connected and informed. Virtual D&D has been quite popular with libraries around the US and Canada. Now that pandemic-related restrictions are being reduced, in-person play of Dungeons and Dragons is starting to ramp up. The game has been especially important for school-age children who lose the connections that schools traditionally build.

    Newspapers, magazines, and websites around the world are covering the booming phenomena, and not calling it a Satanic ritual that leads to murder.

    Today’s Lore Collage is focused on playing the game in libraries, other community spaces, and advice for players and dungeon masters.

    Photo by Janko Ferlic on Pexels.com

    Library D&D

    The Manhattan Public Library recommends finding inspiration in the Player’s Handbook and Art & Arcana.

    Other community events

    General D&D advice

    With so many people picking up this intimidating hobby there are a lot of questions about how to play. Much of that can be answered by watching or listening to actual plays on YouTube, Twitch, or your favorite podcasting app. But, some people are like me, readers, so here’s some general Dungeons & Dragons advice.

    Advice for players

    Advice for DMs

    Quick random NPCs are handy.

    As Always, Maps

    From Boing Boing, we discover a way that non-artists can create maps, which I need! Or just play the Legend of Zelda map.

    Maps don’t have to look like maps. They can be art that represents the scene and not just a place to move miniatures around.