it’s easy to forget, so I’ll remind y’all: you can make fantasy versions of anything. yes even things you might not think about. like soil types. I am thinking of fantasy soil types right now
Want to play some cool underwater adventures in D&D? Check out Beneath the Waves on DMs Guild!
This book I've been working on with a bunch of amazing creators has a load of rules, player options, and new monsters plus a level 1-5 mini campaign!
It's beautiful (look at these pieces by Angela O'Hara and Kendal Gates!) AND it's currently 1/3rd off!
Flamingo Wyvern
This one is a hybrid between a flamingo and a wyvern, as the title says! It’s one of my favourite creature designs that I did actually!
1-4. They are tightly focused on their singular area of influence. Roll once on the following table. 5-6. Roll twice on the following table. The first result is the field they openly deal in, or what those who know them mostly know them for. The second result is the field they are secretly trying to infiltrate or influence. 7. They serve as a mediary between two spheres, or between certain groups within two spheres. Roll twice on the following table. 8. Roll three times on the following table. The first two results are the fields they openly deal in, or what those who know them mostly know them for. The third result is the field they are secretly trying to infiltrate or influence. 9. They’re jugglers, jacks of all trades. Roll three times on the following table for areas they regularly deal in, plus one time for a field they have their sights on breaking into. 10. They’re everywhere. Roll once on the following table for the one circle they can’t show their faces in anymore.
1. Government/Politics/Law Enforcement 2. Religion/Faith/Cults 3. Crime/Black Market/Underworld 4. Guilds/Trades/Organized Labor 5. Business/Merchants/Corporations 6. Knowledge/Information/Research
1. Just a few people devoted to a cause. 2. Enough people that it’s hard to get them all in a meeting together, but not enough people to really split into multiple sub-groups. 3. Enough people to crew a large vessel 4. A pretty big group, church congregation sized. 5. Enough people to populate a neighborhood. 6. If this entire group mobilized it would be a full-scale army.
1. Broke. It’d be a dream just to break even. 2. Surviving. They can get what they need, but can’t afford to expand or to have a large unforeseen expense. 3. Middling. Can use money to further their agenda but must be selective about doing so. 4. Comfortable. This group can afford to make investments. 5. Well-off. Their investments are paying off. 6. Rolling in it. They can solve most problems by throwing money at them.
1. Brand new. This faction hasn’t existed long enough to have done anything of note. 2. Recent. This faction is probably still made up mostly of founding members, but has had time to make a name for itself. 3. Established. People remember this faction being founded. It may have some original members, but if it does they are old. 4. Pretty Old. This group was established before the oldest currently living generation was born, but in the lifetime of their parents or grandparents. 5. Old. This group was founded hundreds of years ago and has played a roll in many historical events. 6. Ancient. This group may predate the current civilization, and is seen all throughout history books.
1. Bumbling. This group is incompetent and lacks basic knowledge. 2. Shoddy. They know just enough to get themselves into trouble. 3. Mediocre. There are no experts in this group but they have meaningful skills. 4. Competent. This group employs some actual experts but still has real gaps in their abilities. 5. Highly skilled. They may not be the absolute best in the business but this group can use skill to address most challenges. 6. Only the Best. This group has a reputation for their expertise.
4-8 Nobodies. Who even are these losers? 9-12 Small fish in a big pond. This faction has an impact on certain individuals or niches, but are still unimportant enough that none of the big players pay them any mind 13-16 Up and Coming. Enough influence that they need to be careful not to upset the highest tier factions lest they get squashed. 17-20 The big leagues. This faction has a great deal of power but is not infallible. 21-24 Powerhouses. If there is only one faction at this level, they are functionally in charge of the society. If there are multiple factions at this level, their conflicts and machinations can have devastating fallout for ordinary people.
Last of the location plot hooks. Support or commission me here!
Introducing Woodsman's Wrath, a sweet mini-quest that'll slide into your game nicely :)
'Forged monk with one (1) scrapped tool and the final version, a microwave. Please don't reuse without permission.
Have the party be kidnapped! They wake up, wearing commoner clothes, and all of their items gone.
They only have an empty waterskin and 2 days worth of rations.
They are then hunted by the people who captured them (a small party of nobles with a 1-2 level advantage on the players).