When setting your games or even encounters in different regions, it's useful to consider that just like humans, there will be regional variations in types of houses, culture, and artwork. Even monsters will dress and act differently if they live in a swamp than if they live in a desert, and eat different kinds of foods.
Kobolds in a coastal environment, for example, would likely act very differently when compared to their cave-dwelling mountain cousins, and they may not even be enemies of the creatures nearby, if they are not rivals for resources. If they can hunt and trap fish, and are not threatened by other humanoids, Kobolds might be well-respected crafty folk rather than mine-ruining nuisances. If you think about the 'invisible' influences on creatures, people, and cultures, these can change how you use them and how you present them. Also posted on Game Masters Stash on 27 May 2021. Mushrooms are known to absorb chemicals from the soil they grow in through a process called Mycoremediation. If we accept that magic has energies as well, you can use this idea to have some fun and interesting mushrooms that have absorbed magical powers and become something very weird.
Here are some special powers that mushrooms could manifest: 1 - Agigantaricomycetes: These mushrooms have grown to colossal size, and perhaps some have even been hollowed out to make homes or lairs. Someone who eats them might gain the effects of an Enlarge spell, or a sustained diet may lead to uncontrolled gigantism. 2 - Biolumycetes: These mushrooms glow brightly in the dark while attached to their roots. Small pieces broken off might be able to be used to light an area briefly. 3 - Necromycetes: These mushrooms have absorbed deathly energies, and manifest awful, skull-like growths and a greenish pallor. Eating them may be poisonous, and could be used to weaken some large monster ahead. 4 - Profugus Fungus: The mushrooms are animated by restless magic, and have small, creeping tendrils enabling them to walk around. They might follow bright lights or loud sounds, enabling them to be led in a direction by farmers. 5 - Flux Fungus: These mushrooms react violently to being disturbed. If they are subject to a hard blow (5 hit points or more), they explode, dealing 3d6 damage to creatures or objects within 20 feet (Dexterity savd DC 11 for half damage). These can trigger off other mushrooms, if they are close enough, allowing PCs or enemies to use them in combat. 6 - Veracitagaricus: These mushrooms have absorbed divination magic, and force anyone consuming them to speak only truth for the next hour, as a Zone of Truth spell (Charisma save DC 11). Also posted on Game Masters Stash on 15 May 2021. The Langtawa Wetlands were once a glorious and vibrant marshland, the home of a thriving civilization. Lost in the mists of time and the swamp, some disaster befell the original builders, and their society fell into overgrown ruins. Now choked with vines and fetid water, the wetlands are a dismal and grim place to visit.
The ruins of Langtawa are eerie, and those who spend much time in them swear that the stones move in the moonlight. They are graven with worn images which appear to resemble reptilian humanoids, but none of them are clear enough to read. Several large tribes of debased goblins make their homes here, conducting vile rituals and worshipping some dark force that they believe dwells beneath the tumbled stones. This creature, which they name Kul'gumuth, is rumoured to have wings of shadow and eyes of darkest coal. Curiously, this description matches that of an exiled demon listed in the Demonomicon of Iggwilv, and which is mentioned in Farinas' Spirit Guide, so there may be some element of truth to it. How you can use the Langtawa Wetlands in your game: - Your PCs might be required to detour through the Wetlands to evade a foe, or to outpace a caravan travelling around its borders. The misty swamp, swollen with vines, is a dangerous place to pass through. They may encounter hordes of goblins, swamp-dwelling beasts, or worse on their journey. - Your PCs may seek out the ruins of Langtawa for something they once contained, or secrets of the people who first built them. However, they may contain traps (or just failing construction), or perhaps even darker secrets beneath their surface. - The lizardfolk who once built Langtawa have fallen far, and no longer recall any of the grandeur of their people. However, not all of their ancient kin are permanently dead- some were mummified and retain knowledge of their society and powerful magics. If awoken by incautious intruders, they have the chance of uniting and perhaps restoring their people to greatness- perhaps at great cost to the neighbouring territories. Also posted on Game Masters Stash on 22 April 2021. DISCLAIMER: This is absolutely not a paid post, and no consideration has been given for this. I'm just passing on feedback about a service I've paid to use.
I tend to run narrative-heavy games with lots of locations, NPCs, and information, and sometimes (for both myself and my players), all of that becomes a little hard to track. Having read recommendations on Facebook, Reddit, and tried a few different services, I decided to try a website called Obsidian Portal. This has let me establish a wiki for my campaign, uploading pictures, maps, and even statistics, and keeping some information as 'GM-only' so my players can't read it. It takes a bit of work and upkeep to do, but it's been a miracle for me in terms of being able to cross-link characters and items, write up adventure logs of each session and track how much XP and treasure is awarded, and start populating in my own stuff for later, like a Pinterest board. After putting in the details of my first 6 sessions, I invitied my players to contribute as well, which lets them upload details of their own backstories if they like, and even create their own NPCs as well. You are able to access this for free, but the storage space is a bit limited. I upgraded to one of the paid options, which let me upload a whole bunch more stuff. If you're just doing this casually, it may not be the best option for you, but if you're GMing multiple games, plotting a lot of stuff out, or invested professionally, this is a really good service, and worth considering. Also posted on Game Masters Stash on 27 March 2021. Jhayeta's Alchemies Shop is a creaky and dim old place run by Jhayeta, a half-orc master alchemist who brooks no nonsense. She prefers the dim lighting, and objects if anyone tries to lighten either the mood or the light level. She brews extremely fine goods, but cares little for finicky details like 'taste' or 'smell'. After all, her kind can eat rotting carcasses from a garbage bin for all that humans care, so why should she compromise her product by catering for extra details which only dilute the effect?
Jhayeta's alchemical and magical potions often have extra effects, but sometimes they can be a little... surprising. Any time you drink one of them, roll 1d10: Roll --- Result 1 - Potion acts as intended, lasts for 10% longer duration. 2 - Potion tastes like rotting fish carcasses after the seagulls have finished with it. Make a Constitution saving throw (DC 12) or be Poisoned for the next 1d3 rounds. 3 - Potion has an enormous amount of sugar. You gain advantage on Initiative rolls for the next 1 hour, and then take 1 level of exhaustion. 4 - Potion restores your arcane energy. You regain 1 expended spell slot of 1st or 2nd level. 5 - The potion is exceptionally strong, and you only need to take half the dose. Don't remove it from your sheet, and the next time you drink it, there is no additional effect. 6 - Potion makes your mouth dry out uncontrollably. You need to drink a gallon of water in the next hour, or you take 1 level of exhaustion. 7 - Potion causes uncontrollable (loud and smelly) flatulence for the next hour. Anyone trying to detect you with smell or hearing has advantage on their rolls. If anyone is around you, you are shamed unless you can blame a nearby dog. 8 - Potion has healing effects. You regain 8 (1d8+3) hit points. 9 - Potion focuses your mind. You gain +2 on saving throws against effects which make you Charmed or Frightened for the next 1 hour. 10 - Potion makes you full of energy. You have advantage on Athletics and Acrobatics checks for the next 1 hour. Also posted on Game Masters Stash on 4 March 2021. The Chaos Wastes are a terrible place, wracked with changestorms, devoid of natural vegetation, and inhabited by tribes of flesh-eating Beastfolk. These mutants are hungry, and hateful of all humanoids. They are fierce combatants, each much stronger and more resilient than an average human. However, they have litle sense of empathy, and find themselves unable to form kind or polite society, or even to tolerate one. Only a few are known to be able to even speak the Common tongue, most merely bellowing their hatred in animal cries. They are relentless enemies of the Forlands, their nearest human neighbours, and only the Black Mountains and the Gateway Fortress are able to hold them back from overrunning the kingdom altogether.
Beastfolk are often led by vile priests following the commands of Guthurzk, deity of destruction and hatred. Their commands are followed as gospel by the braying hordes of beastfolk, and the promise of "manflesh" is used as a promise of of reward. Statistics: Beastfolk have the same statistics as Gnolls, although their hides are mangy and covered with tumorous growths fom surviving the changestorms. Some also grow to Large size over time, their brains atrophying while their bodies swell with might. How you can use Beastfolk in your games: - I use Beastfolk (liberally stolen from the Old World of Warhammer, of course) because Hyena-based Gnolls just never quite 'sat right' with me. If you do like them, go nuts! This isn't saying that they suck, it's just a way to change the flavour of something that I didn't quite like. - As slightly-better-than-human foes, Beastfolk present a challenge whether singularly or in warbands. Their might and hatred make them dangerous foes, and the threat of thousands of them attacking at once should make the blood run cold. Withstanding a siege of attacking Beastfolk is a terrifying experience, and even managing to hold out against them does not mean the threat is ended. - Missions out into the Chaos Wastes are highly dangerous, exposing adventurers to dangerous wild magic and attacks by wild bands of Beastfolk. However, merchants traveling the Wastes are always in need of assistance in reaching the other side, and innumerable treasures have been lost or taken out into the Wastes, making such a trek a valuable prospect. Also posted on Game Masters Stash on 25 February 2021. When creating new story elements, it's good shorthand to say "it's like fantasy Rome..." or "...fantasy Polynesia" or something recognizable so that your players know what visual and cultural references to use. But it's also important not to just rip off aspects of those cultures without consideration, and use them in an appropriate way, rather than just appropriation (although those are similar).
For example, I'm starting a game with friends at the moment in a region inspired by Polynesian and Maori culture, as well as South American societies. The easy way is just to rip off whatever I want to use, throw them all in a blender, and file off the serial numbers. But this doesn't give much respect to those cultures I'm stealing things from, and it feels pretty cruddy of me. So what's a way that I can do this respectfully, and feel like I'm making something interesting and original? Doing some actual research is an excellent start- knowing the difference between Aztecs and Incans, Olmec and Mi'kmaq, Kanaka Maoli and Māori, makes a big deal. Understanding what makes those cultures special and interesting, and considering how you use them, will make a big difference if someone you're playing with knows about, or is from, one of those peoples. Misunderstanding or completely missing the point of a cultural feature can be a great faux pas, and sometimes really distasteful or offensive. Another consideration is how these cultures and the traditions you're using are treated in-game. Just copying existing real-world colonialism can be really un-fun for people whose families have traditionally or recently suffered from this kind of practices. Treating them as "noble savages" doesn't fix that either- it still makes them relegated to a particular cultural role. In my game, the colonists were forced to make a treaty with the local people, causing them to integrate over the last ninety or so years. This means that certain cultural aspects have flowed from each culture to each other- now, captains of colonist origin bear tattoos marking their rank while they give offerings to the spirits before a journey, island warriors take to battle on the seas wearing steel breastplates and rapiers, and the servants of the New Gods preach their religions on the street corners. Ships are decorated and named to give them a spirit, and everyone knows that a loved ship just sails better. I'm not saying my 'fix' is perfect, either- it's still a work in progress. But the way you use aspects of cultures which aren't yours, is something definitely worth considering, and maybe changing. Also posted on Game Masters Stash on 9 January 2021. As much as wars shape and reshape nations, it is important to remember that peace shapes them as well. When and how a war finally ends, and how they treat those who they have won against, says a lot about the victors. Whether its people commemorate a tragic loss of life, or celebrate a victory against the odds, or recall just another victory against their foes, speaks volumes about their culture.
On today of all days, recalling the end of what we once called The great War, as if it would be our last, it's important to consider how to observe the occasions of war. When a war ends, is that celebrated? Does the nation observe a moment of silence for the fallen, raise a tankard for victory, or prepare for a new campaign? How you can use Memorials in your game: - On the anniversary of an important war, peace talks are being held between two nations. Both approach it respectfully, and offer gift of trophies once held, or prisoners taken. However, there are others who would see the fires of war re-fanned. As neutral parties, the Player Characters might be asked to find an assassin or saboteur before things get out of hand. - A political rebel seeks refuge in the memorial complex, threatening to release a secret that could see the delicate peace shattered. Is the truth more important than the peace that the lie has caused? The PCs might be called upon to make a hard choice on whether to allow this secret to spill forth or not. - A souvenir of the war might be used in crafting medals or decorations- for example, England's Victoria Cross (the most prestigious award for members of the British Armed Forces) medals are allegedly struck from melted-down enemy cannons captured at the Siege of Sevastopol. In such a way, medals for great heroism or commemorative awards might be made from fragments of an enemy's armour. You could use this as an adventure hook if someone wishes to reforge the suit of armour, and wishes to reclaim all of the fragments. Also posted on Game Masters Stash on 11 November 2020. Some magical traditions rely on runic script, and have difficulty being bound in physical objects. In these traditions, when an enchantment is set upon a person, the script must be wrapped about into a contained phrase or repeating mantra. This is visible as lightly glowing rings of runes, often rotating in place around fingers or a wrist.
Those who bear many enchantments literally glow with the power of the magics they bear, and those who view them can read the quality and power, and sometimes even the very script of the enchantments. Those familiar with spellcraft could potentially use this to decipher and even counter such spells, but rely on getting close enough for long enough to read them. Also posted on Game Masters Stash on 22 October 2020. Sometimes you can hit a point where you're so wrapped up in "it must be proper" that it can seem hard to find inspiration. I'd encourage you to broaden your horizons and look outward, because sometimes the craziest stuff is literally just around the corner.
I'm not even going to get into weirdo conspiracy theory stuff which is absolutely rife with bonkers bizarro ideas, but looking at things which characters in your games or stories would find fascinating, or might be set-dressing for a dungeon like "there are pipes running up the walls and along the ceiling", and adding (or in the above case, just observing) strangeness to them. It follows that anyone building pipes would want to be able to differentiate what's in each one, and its direction of flow, but the way that they label these might be clear, occluded, or unconventional altogether. A water drop and an arrow might be obviously water, but what about what the water drop is red, or green? What about when it's a skull with lightning bolts, or a green snowflake? If the dungeon is a mad warlock's laboratory or something, the labels might be exciting or terrifying, but try to work out how that would even work. Where is the thing coming from? What does it go to ("giant mad science machines" is a good answer)? What does the extraction method involve? And in the pictured example, I have no answers. Do you know how rare it is for Google to say "no matches found" in 2020? Which all leads me unavoidably to the conclusion that my local shopping centre must be harbouring a coven of warlocks with an insane machine powered by ground-up babies! Not really, but it could definitely make for some interesting storytelling! Also posted on Game Masters Stash on 26 September 2020. Something important to think about when worldbuilding is cultural style- even big empires have regional variations, and the town just over the hill is always just a little different from the place you're familiar with.
So differences in dress, jewellery, makeup, and hairstyle can all be used to identify cultural values- hair tied to the right might mean "looking for a partner" but to the left might mean "recently widowed, please leave me alone". Knowing the differences in these styles, and what the unwritten but important rules are, can help to mark someone as being a local or a trespasser. So if you can, find some images like the ones above, and think about what these particular styles might mean (if they mean anything, other than self-expression). Another important thing to think about is the person's level of freedom of expression. In our real world, for example, laws or customs would often restrict what hairstyles a slave could wear. This means that people whose ancestors were enslaved are fiercely protective of their freedom in this regard, and will find anyone outside of family and close friends even touching their hair to be a grave affront. For cultures where some kind of similar effect exists, like Dwarves' beards, it may be useful to consider why it is that they find trespass to their beards so important. (Be careful when drawing a parallel like this, however, as you do not want to disrespect the lived experience of any of your own players or friends) I vividly recall reading a book about ancient Greece as a child, and finding a picture something like this depicting the various dress and hairstyles of the period, as seen in sculptures and paintings of the time. To this day, I find this much more educational than just learning the heroic stories of the era, and I'm hoping you can learn something similar from it, too! Also posted on Game Masters Stash on 24 September 2020. Local legend says that the world once used to possess an additional moon, centuries ago. In times gone past, it crashed to the earth, and only its crescent remains now, atop the mountain it struck. There, a brother and sister founded the city that bears their name- Brul Shain, the Crescent City. Its silver-tipped towers gleam in the fading sunlight, and it is known as a haven in the wilderness, a welcoming sign to all those who see it.
The city is built on a curious structure on top of a mountain, with great 'horns' of stone stretching up hundreds of feet into the sky. Today, its ruler stays secluded in the highest tower, and a merchant council takes care of day-to-day business. Its guards wear simple cloaks of brown, and bear spears and bows to defend the wilderness around. The city is truly welcoming to those from outside, but the trade roads go through dangerous expanses, making it hard to reach. How you can use the Crescent City in your game: - Traveling to the Crescent City can be a fraught journey, and seeing the skyline of Brul Shain in the distance can be a sign that safety is at hand. However, not everything may be as rosy as the legends suggest- outside forces are massing to attack the city, and newcomers may be the only ones who can be trusted, if the forest guard have been corupted. - Deep into the mountain lurks an ancient evil, one that threatens to emerge when the time becomes right. The creatures that dwelled in the structure which crashed into the mountain are hungry from their long journey between the stars. - The current ruler's long absence from command is being noted, and it is said that some artifact left by the twin founders has ensnared their attention for the past few years. The Merchants' Council is willing to ask outsiders to venture into the Silver Tower to investigate, but this journey might be even more dangerous than traveling to the Crescent City itself. Also posted on Game Masters Stash on 2 September 2020. The legendary fountain of Golden Plaza was gifted to the city by the Duveron family to demonstrate their incredible wealth. For nearly a century, hundreds of gold coins each day have tumbled forth from its mouth and into the sink below, where they vanish, unless someone takes them. The family has declared that all of the coins come from their coffers, and that they can spare so much of their wealth that they can afford the cost, and that any who need to partake of their bounty is welcome to it. The homeless have all built their own houses, the poor are well-off, and the Duveron family enjoys the love of all of the city. For now, most of the coins tumble unheeded, and all in the city want for little.
How you can use the Coin Fountain of Golden Plaza in your games: - Poor PCs who arrive in the city might be amazed by the incredible wealth on display, and almost-utopian happiness here. If they question how everyone is so comfortable, the smiling citizens direct them to Golden Plaza, where they can help themselves to some free coins. There are guards present in the plaza, but only to stop people fighting over the coins, and they gently help any PCs who need a hand. - If you want a darker turn, the utopian period might have been brief, and free wealth available might have led to rampant inflation, completely overturning the intended effect of the fountain. A constant riot is fought over the coins spilling from the fountain's basin, and the price of even simple supplies like a loaf of bread or a chicken has spiralled, putting it out of the reach of any but the most wealthy. The magic fountain has led to a city wracked by theft and violence, and undoing its magic might be the only way to bring the city back to any kind of balance. - The Duveron family, beggared by the constant flow of wealth generated by their ancestors, are desperate to undo the magic and cut off their losses. They surreptitiously seek out assistance in another city to undo the magic and save their legacy. Also posted on Game Masters Stash on 26 August 2020. This ancient device is fabled to be able to contain any fiend or outsider.
Hand-beaten from black iron, the 'box' is a cube about 13 feet on each side. The front bears a door graven with ancient and powerful sigils which glow with fiery heat, and the top bears rooflike spires. It is generally wrapped around with chains of iron and blessed silver, and held within a building designed around the great artifact. It must weigh several tonnes, and from time to time, it rocks roughly, as if whatever is within it is trying to escape. How you can use the Sanctus Box in your games: - This box currently contains a fiend of unimaginable power- an Infernal that, if unleashed, would swiftly raze an entire city and then return to the Hells where it might declare war on the Greater Devils and Demons which imprisoned it to begin with. Such a being's freedom would b sought only by the most violent and nihilistic cults. - The box has trapped a powerful Solar, and has been leaching its essence for centuries. Worse, the Devil responsible for the deed has been masquerading as the Solar all this time, corrupting the church to its very core. Even if freed, the Solar's power is sorely depleted, and it may require mortal agents to prosecute its duty for years to come. - Knowledge of the Box's location in a ruined and abandoned city hits the market, and there is a rush of vile cults, agents of chaos, and good-hearted agencies all competing to reach and claim the Box before their rivals can. Adventuring groups might be hired in to assist, or even to defend it from any comers. Also posted on Game Masters Stash on 13 August 2020. Zarinah, known mostly by her epithet, 'the Kingslayer', has been Steward Regent of the kingdom for ten years now. Those who rankle under her rulership point to her elevated position and sole survivor of the King's guards, her slaughter of the kingdom's ruler, and her refusal to apologize for such a heinous deed. Those who know her at all feel the uneasiness of her mantle, and her sorrow at the actions she had to take to assume it.
When she emerged onto the King's balcony during court, cradling his dripping head, and assumed rulership, there was shock and horror, but she quickly and efficiently defended her new kingdom against internal and external threats. Statistics: Zarinah is a very accomplished warrior, around Challenge rating 7-9 on her own. She will generally be accompanied by guards and knights of the Court, however their loyalty to her may prove more temporary than desired. She is Lawful Neutral in demeanour. How you can use Zarinah, the Kingslayer in your games: - Perhaps the Kingslayer is all she seems- a power-hungry mercenary who fought her way to her position, and then forsook her most sacred oath to sieze the power of the man who trusted her implicitly. She is paranoid and cruel, and always on the lookout for enemies. - Or perhaps the Kingslayer killed her ward for a moral reason- the violation of a servant-woman, planning the murder of countless dissidents, perhaps some even more awful outcome. Those who support her rule often point to the survival of the young Princess, kept safe in a guarded and secret location so that none of her father's enemies can reach her, as proof of her mercy. - Maybe the Kingslayer had good reasons, maybe she didn't. But what is known is that she seeks someone else to take up her position. If someone can earn her trust and respect, the position might be theirs- and all the responsibilities and threats she has held off so far. Also posted on Game Masters Stash on 12 August 2020. Continuing with older campaign settings, I was lucky enough to pick up a box set of the Council of Wyrms set a few years ago. This is an amazing setting, which shook up some of the established AD&D ideas in favour of letting players do something truly spectacular- play as a Dragon!
This setting had rules for playing as dragons of different age categories, ruling over humanoid kingdoms, and amassing truly epic hoards of treasure. It laid out a large continent filled with tribes and nations that worshipped or served dragons, and ways in which you could make play fun around managing that. I GM'd a 3rd edition game using this setting, and it was great fun- the players had human(oid) PCs who each had a dragon companion/mount, and got to undertake diplomatic and military missions alongside or without their compatriots. For anyone who's a fan of How To Train Your Dragon, this is the setting box you want! The content in the box is phenomenal, even if you're not using to play a 2nd edition game, so keep an eye out for it! Thanks for coming to my 2ed Talk! Also posted on Game Masters Stash on 7 August 2020. In the ancient and near-forgotten year 1991, TSR released a brand-new fantasy setting which was quite unlike any previously-published campaign setting. Although it has had minor updates for 3rd and 4th edition D&D, it never really became a full setting on its own after 2nd edition, and our world is so much poorer for it.
Now, I'm not one of those hoary old fellows who goes on about how brutal and unforgiving the setting is, and "silly little snowflakes" who could never possibly understand the themes of the setting- that's all garbage. Instead, I'm going to tell you why Dark Sun is the perfect setting to play in, right now! It featured (at the time) revolutionary concepts for D&D, like the following:
With all this and more, how could you not want to play in this vibrant, violent, amazing setting? Thanks for coming to my 2ED Talk! Also posted on Game Masters Stash on 6 August 2020. Tear-catchers are a cultural tradition of the Eastern Baronies, whereby one who has lost a loved one stores the tears they shed, and pours them upon the grave of their departed after a year.
However, the one that inspired it all is the magic item Lachrymatoria, the Saver of Sorrows. This tiny glass bottle, inlaid with gold and bound around with ancient necromancy, has a gold stopper depicting a weeping maiden. The legends tell that the god Aelarion's sorrow was so deep that he wept seas of tears for his slain sister, until Nïa the Necromancer forged a bottle of soulsteel strong enough to contain it. By catching his tears, the mortal realms were saved from drowning. The story continues, and tells that when it had stored up all his sorrow, a galaxy's worth of despair and loneliness and misery, it changed him, and stripped the misery from him. His sorrow was truly gone. Its purpose served, Lachrymatoria was put away and forgotten, where it passed many times into the hands of mortals. When used by mortals, the magic is even stronger- those who pour their tears into it forget the existence and history of those they have lost. For some, this is sweet release from their agony. For others, this mystery only worsens the loss. Lachrymatoria, the Saver of Sorows Wondrous item, unique, requires attunement by shedding tears into the bottle over a year When used, the target becomes subject to a Modify Memory spell which removes the memory of the person who they have lost, forever (no saving throw). Also posted on Game Masters Stash on 31 July 2020. As a way of staving off all-out combat to the death, ritualized dueling is sometimes used to settle disagreements. It might be that your player characters are threatened by an outnumbering enemy, and need to try for better terms that outright annihilation. If so, their enemy might offer an ancient trial by champions, in the Well of Death.
The Well of Death is perhaps twenty feet wide and thirty feet deep, and there are two stone pillars, perhaps three feet wide each, with a space of about five feet between them. Each challenger walks across from the rim of the well on a plank, which is drawn back once they have crossed the gap, which drops to a spike-lined floor below. Then, once the command is given, the two challengers begin combat, making an Acrobatics check each round. If they stand still and don't make any weapon attacks, the DC is 10. If they make a weapon attack on their opponent, the DC is 15. If they are hit by an enemy's attack, the DC is 20. If they do nothing but try to be stable, they gain advantage on the check. Failure means falling to the bottom, which inflicts 6d10 piercing damage, and also means they fail the challenge. On the rare occasion that both challengers fall, the parties above can come to an agreement, or offer more challengers. A challenger who falls is considered to have failed, but faces no further threat of death, and a rope or ladder is usually lowered to them if they survive. If you want to make this combat less challenging, you can lower all of the required DCs by 5, and lower the spike damage to 3d10. For a more dangerous combat, adding a dozen crocodiles or smaller lizards to the bottom can spice things up! How you can use the Well of Death in your game: - Adventurers might have to battle a band of rebels or bandits for a hostage they have, and rather than fighting them en masse, the adventurers could come to them with an offer. The suspicious chief of their opponents wants to test them in combat, and offers the Well of Death as an alternative that leaves less casualties on either side. - The Well of Death might have an important ritual and cultural role in a society- perhaps this is how all duels are settled. All towns might have a Well of Death, and they might even have further pillars, for those who prefer combat by archery or spells. - This might be a relic of a past culture, one long forgotten. A Well could be found in a ruin, and perhaps a battle with some kind of monster who does not obey the rules could gravely threaten adventurers who need to pass the area. Also posted on Game Masters Stash on 12 June 2020. Saint George's Day is the Catholic feast day of Saint George, usually celebrated in England (as St. George is England's patron saint). Saint George is celebrated as a slayer of dragons, which most player characters can find an appeal in.
It can be useful to think of this in terms of worldbuilding- what saints and heroes do your players know of in the world's history? What legends have shaped their development, and what archetypes do they look up to and aspire to emulate? You can also flavour this for creatures in your world, and use it to lay groundwork for new creatures that you want to introduce. How you can use Saints' Feast Days in your game: - Having a Feast Day can be an excuse for a festival in a town or city, one that involves all sorts of interesting dressing-up, pantomimes, and memorial activity. This can be a great opportunity for performers, thieves, or just characters who would like a day off. It can also be an excuse for you to delay things a little, if you haven't got a session prepped. - You can use this to recount and spill forth some lore. If you need to tell people about Saint Huloro, who freed a hundred gentlefolk, defeated King Rannock, and refused a crown, then attending a puppet show or hearing about his story from a local minstrel can do it. - This can also lay groundwork for sacred relics that the PCs could recover from a tomb, monsters that have returned because the saint's bones have been disturbed, or a comet signalling future badness that they can recognize. Also posted on Game Masters Stash on 23 April 2020. |
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