I have decided to do #Dungeon23.
If you are unfamiliar, #Dungeon23 is the brainchild of Sean McCoy who has set a challenge of building a dungeon area each day of 2023 with the goal of having a mega-dungeon by the end of the year.
In my blog post on how governments could react to spellcasting and spellcasters, I spoke about how Nations would view and regulate spell schools and casters, in general.
In this post, I want to give an example from my own campaign world on how to apply laws for spellcasting by showcasing how the city-state of Myrbridge handles this.
This is part of a series on cultural weapons I am writing.
The Orc Carver is a sword typically used by orcs all over the Known World and especially in the Dragonspine mountain region.
Original made by the Eklish Empire, this weapon was co-opted by the orcs after they smashed that empire.
This is the first of an on-going series I am writing for the blog on cultural weapons. These will feature a twist on regular weapons in D&D or brand new ones.
Mountain Dwarves usually fight in their often cramped tunnels and chambers that make up the mountain dwarven empire under the Dragonspine Mountain.
Due to these cramped conditions, mountain dwarves often use spears, shortswords, daggers, and crossbows (as opposed to giant axes and warhammers their surface cousins tend to use).
One of these weapons is the Dwarven Fighting Dagger.
In this post I want to respond in a way to a video I watched where the host was explaining how bell-curve random tables are not truly random and shouldn’t be used. A single die with a way to roll higher than the max would be better.
I both agree and disagree with this notion.
It all comes down to what you want to get out of the table and what area in your campaign world the table is for.
Let’s dive into it.
Random encounter tables are a great way to bring diversity to your campaign.
The biggest error most GMs make with random encounter tables is they use stock standard ones from official books, which are filled primarily with monsters. Continue reading “Random Encounter Tables – A GMs Best Friend”
Monster stat blocks are an essential part of the Dungeons & Dragons game.
They let the GM know a lot about the monster – at least they should.
What they tend to end up like is a combat block, rather than a monster stat block, focusing on combat-orientated information.
Helpful in combat, but not very complete, given the characters may want to parley or interact with the creature in other ways.
What I have developed is a modular monster stat block that will give GMs the information they need – at a glance – to run the monster in any situation.
Featuring music by Squadda Bambino, as well as myself, Ian, and Jon answering D&D questions from the Twitter and Facebook TTRPG communities.
The theme was WorldBuilding and we managed to answer over a dozen question over an hour.
Listen and let us know what you think in the comments below, or on my Twitter.
1:45 Ian talks about playtesting his home campaign world, Bhakashal, and the D&D rules that go along with it
4:45 How Ian from Balck Dragon Games organises his multiple campaigns
21:30 Free material to help you run your games.
This (very short) post is my attempt to explain what fantasy I like the most: Grounded Fantasy.
Grounded Fantasy is fantasy that has one foot firmly planted on solid ground, and one firmly planted in fantasy.
There is magic, but it’s not over-powered. There is the fantastic, but it meshes with harsh reality.
But what do I mean by “grounded”?
Show. Don’t Tell.
This is an old adage in creative arts live movie-making and writing.
It generally means that a movie, for example, is better when you show the audience what has happened, rather than telling them – via character dialogue (or the dreaded voiceover).