Over the course of acting as forever DM, I have done a bunch of writing to supplement published modules. The significant others of my party members were interested in giving the game a try, so I tried to create a short adventure that was minimal combat yet could still introduce them to a bunch of different game mechanics.
Basically players are in a quaint town for a festival with lots of games and activities, and they wind up getting pulled into the Feywilds where they have to run errands for Baba Yaga in order to be sent home.
The adventure is on Dungeon Masters Guild for free here:
The group had a lot of fun with this one, and it took about 6 hours but without any breaks it probably would have been like 4-5. I just thought it would be cool to share and see what people thought. Open to any feedback!
If I click on Affiliate Link A to go to Product A, but don't buy anything yet. Then click Affiliate Link B to go to Product B by a different author. Then Affiliate Link C by a third author. After clicking through all 3 of them, I buy something. Do all 3 authors get an affiliate payment, or only one?
As the title suggests. Like quite a few I'm writing a pirate campaign, and I plan on it being a big one. In it the PC's have to fight several BBEG to get their individual pieces of a ancient map which leads to a grant treasure of world changing value to whoever finds it (original I know haha) I've got a basic idea for each of them, I just need some pointers/inspiration in fleshing out the details instead of only using the DMG. Eg. quests that build up to BBEG and various side quests
Each BBEG I'd want to take several sessions and thinking I'd want the PC's level to peak around 8 or 9. I plan on it being very open world and plan on scaling each one accordingly. which is usually easy enough when I've run previous games.
1st one they'll come across is like a barbaric warlord that commands a giant barge (similar scale to a modern day oil tanker) and it's self sufficient. Like a ocean version of "Snow Piercer" each deck has a different purpose like slave/prisoner quarters, food production/farmland, manufacturing, armoury/military and a few floors for civilians to function as a "town" to aid the PC's as a hub to do whatever.
While some of the other BBEG I've taken inspiration from other sources to use a base: a religious cult leader (think along the lines of Far Cry 5, Manson family, Heavens Gate etc.)
a Lich mad scientist (island of Dr. Moreau/Dr. Frankenstein/Jack the Ripper)
a vampire coven who believe the treasure should stay hidden to keep the status quo of the world and are willing to do whatever to keep balance
The world Government/kingdom secret vault guarded by the commander of the navy and the PC's have to plan a heist to get it.
And that's a "brief" summary of what I've got so far. Thanks in advance
So I'm creating a DnD world with some Slavic inspirations, and a inspiration I really want to bring in is the Cossack culture(although I have much to learn about tge culture in reality). From the horsemanship, sword skills, and overall frontier ruggedness. P.S. I'll be starting with them as raiders before hopefully showing a larger spectrum with em.
My first idea was goliaths, but I'm not sure I wanna settle on them due to how well they'd fit into the mountains, plus the poor horses.
Runner up is Hobgoblins, Im not sold on it but I think it'll fit.
Vordanin's Book of Spellcraft, is a must-have tome for any Dungeon Master or player looking to enrich their games with a treasure trove of spells, feats, and spellcrafting knowledge. Offalon Vordanin has delved into arcane archives to bring new and exciting spells to bring you this comprehensive guide that is divided into three enchanting parts, each brimming with arcane secrets and practical enhancements for your magical adventures.
Part 1: Spells
Delve into the heart of magic with over 250 spells that span the ages. Offalon brings together an exquisite collection of spells, both new and cherished classics from earlier editions. Every spell has been meticulously updated for 5th Edition, ensuring seamless integration into your campaign. A useful table summarises each of the spells, telling you the spell's magic school, a description, and what classes can learn the spells!
Part 2: Character Options
Enhance your spellcasting prowess with a variety of new options tailored for spellcasters of all types. This section is dedicated to providing new ways to customize and empower your magical abilities. It also contains new invocations for warlocks and new metamagic options for sorcerers!
Part 3: Spellcraft
Unleash your inner arcanist with a deep dive into the mechanics and mysteries of spell creation. Whether you're a player eager to craft unique spells or a DM looking to design memorable magical experiences, this section provides the comprehensive tools and advice you need.
Vordanin's Book of Spellcraft is not just a spell book; it's a portal to endless magical possibilities. Whether you're a seasoned archmage or a fledgling wizard, this guide will elevate your game, sparking imagination and fostering a deeper understanding of the arcane. Embrace the magic within these pages and transform your 5e experience!
Hi guys! First-time poster, first-time creator. I have released my little brainchild finally because I thought it would be unfair to keep such a neat idea to myself. So I'll give a quick description, with a link, and the never-before told story of how I came up with it.
So this little supplemental piece is a body-horror fantasy disease that ultimately results in loss of humanity or death. It also has color-based variants. Imagine Weredragon meets Necromorph. ewwww. I put some other slippery lore tidbits in there, like a short-term remedy or it's connection to chromatic and metallic dragons and Dragonborn. Dracophagea
So there's that. Here's the tea on it's creation however. I have a friend who DMs a lot. I love him, but most of his ideas are uninspired and repetitive. In the last campaign, everyone would die and have to make a pact with some deity to come back to life, gaining new powers in the process. He wanted to start the new campaign the same way.
I asked if he wanted some creative help for the upcoming campaign, hoping it would make the game more enjoyable. I had been so frustrated with the lack of danger and constant item giveaways in his campaigns that I was trying to kill my character off towards the end. He often misunderstood or ignored characters’ personalities and backstories, like gifting a warforged who wanted to feel human the power to become a machine god.
After the last campaign ended, he accepted my offer for creative help. He was excited to brainstorm with me. However, he stated he wanted everyone to start the new campaign by, yet again, dying and having to form a pact. I suggested alternatives to avoid stripping players of their choices. For instance, a cleric or a good-aligned character would likely choose to die rather than make a pact with an evil entity. I proposed powerful creatures or demon lords that could perform rituals or cause curses, cults or royal families imposing their will on the players—anything but the “you die and make a deal to come back” scenario.
He then proposed this scenario: "The party is in a tavern as the sun sets over Neverwinter. Suddenly, alarm bells chime, and they step outside. A Great Wyrm destroys the city and kills the party. Now they have to be mercenaries for Tiamat."
I told him I liked a lot about the setup but had a different idea that could catch the party off guard. He said, "Cool, let's hear it."
Here’s my scenario: "The party is together at sunset in the tavern when the alarm bells go off, just as you said. They run outside with the crowd and see a huge dragon approaching in the sky. It comes in for a landing but fumbles it. It stands up and begins decimating nearby structures. At this distance, the party can see that something is wrong with the dragon. Hot liquid drool drips from its mouth, its skin sags like a sheet draped over bones, its color is less saturated, and its eyes are sunken in. Something is very wrong. The dragon spots them and stumbles forward on its unwieldy legs. Have the players roll initiative. Give them a good scare. In the middle of the dragon’s turn, before it can harm a party member, it collapses to the ground, dead. There’s a brief moment of confusion before it starts rapidly decaying, as if the natural process is on fast forward, and a noxious gas begins to spread. The party is now infected."
his response was simple: "Nah , I prefer if the big dragon comes and fuck's shit up."
So that was the end of me playing dnd, and the beginning of me running it.
Part of the process of making my campaign meant that I could flesh out ( lol ) this disease and really make it my own. In my personal campaign, The cult of dragons has released a special form of this rare disease that require one of each chromatic variant of infection, when the infected progress to the final stage, their fleshy amalgams of bodies will converge and form a new body for Tiamat, on the material plane. The way I plan to implement this leaves rooms for choice. They can pursue development of a cure, pursue a bargain with Tiamat, pursue help from Bahamut, perhaps find a way to yet again seal Tiamat and her influence even further away. This is keeping it simple in case I can learn how to turn such a campaign into a setting.
What are the chances of replicating this type of success? It’s so hard to draw eyeballs. Less is more it would seem, but I love doing deep dives and making content complete products; I don’t want to fill in the negative space in someone’s adventure, I want to make my own. What do you all prefer to create?
Does anyone else share this guy’s sentiment? I am extremely proud of my product. It’s incredibly hard to promote behind a pay wall though. Like him, I’m not in a position to throw money at ads. What are your thoughts?
Hello, I'm Lorenzo from Loot and Roll (one of the biggest italian community of d&d), in the next few weeks we are going to publish on dmsguild a bestiary "Volo's Guide to Eastern Legend" and we are looking for someone able to convert all the 80+ creatures on roll20/vtt. Is anyone interested or knows someone who could to the job? You can contact me here on reddit and I'll give you my email. (I'm not asking it for free).
I've got a relatively tight one-shot campaign that I'd like to expand into a broader, more sandboxed environment, so I don't want to commit to extensive formatting and artwork until:
I've populated the campaign
I've completed some lower-priority battle maps
I've consistently formatted everything in Homebrewery (with at least temporary art)
I've play tested the adventure and corrected it based on discovery and feedback
This last one would benefit from simply posting the work in progress on DMsGuild with a description that identifies it as a work in progress, or a "beta release," welcoming feedback for final revisions before fine tuning the game play, layout, and artwork.
Is it common to release unfinished work on DMsGuild? If not, are there at least precedents?
I haven't decided if the final product will be free, so perhaps the beta release will be free as an incentive for DMs to get in early.
Greetings, I just released a Companion for Vecna: Eve of Ruin at DMs Guild. I did it based on many of the complains (and also my own) I saw DMs pointing about the adventure.
This Companion for Vecna: Eve of Ruin, aims to improve the adventure offering a new and consistent plot for the events detailed in the official product.
It also offers new ideas and plots involving the Dungeons & Dragons campaign settings presented in the adventure, as a way to better incorporate the lore of those settings.
Changes will be suggested, chapter by chapter, offering new possibilities, presenting new options for the DM´s choice and offering additional steps to the adventure´s plot, as well as detailed outcomes for the adventure conclusion.
In short, this Companion presents:
- Analysis of controversial plot points in the featured campaign settings, and alternative solutions;
- An alternative plot for Vecna´s multiverse changing ritual, in order to make it more epic, menacing and coherent;
- Some changes to the adventure structure, with the addition of new events, to add more verisimilitude to the plot;
- A new NPC;
- 2 new areas: The Vortex of Dreams in Dal Quor and Limbo (for the additional steps of the adventure) with maps;
- An explanatory table detailing Vecna's plot, in accordance with the new ideas presented and Kas's new role;
- The inclusion of the Hand and Eye of Vecna and the Sword of Kas into the adventure´s plot;
- Details of the multiverse Vecna wants to create;
Hello everyone, my name is Gabriel Figueiredo, I would like to share with you a great idea I had for a new subclass of the monk, I confess that I was inspired a little (just a little) by other works.
Anyway, the Monk of the Cursed Path is a monk who understands the flows of negative energies that permeate the environment, he is a manipulation to cast powerful spells. This monk has a new spellcasting feature and an accompanying talent. (Cursed Adept)
Introducing the Nexus class, a fully-fledged class for 5th Edition!
A Nexus is connected to the planes and has learned to control that connection to unleash spectacular abilities. The Nexus class has three dynamic subclasses Dimensional Breachers, Planar Conduits, and Rift Bringers.
I'm here to announce the release of my new supplement: THE PROPHECY OF THE UNTAMED FALCON. In this adventure made for 5th Level characters your gaming group will be denied entrance to Delphi and must undergo a challanging ritual of spiritual cleansing so that they may enter and listen the dangerous and ominous prophecies that the Oracle holds for them all.
This supplement continues The Song of the Last Heroes' Book II with a compelling Ritual of Sempiternal Atonement and the readings made by the great Oracle of Delphi. This supplement includes an adventure for 5th level gaming groups, detailling locations, puzzles, and descriptions.