Owners of my old ‘Jungle Stream’ battle map can now download an additional 'Snow’ map variant for free!
→ Find it on 2-Minute Tabletop
I might've added the BG3 Art Book to my dnd assets stash
It' 100% does not have things like the 5e players' handbook + 5e’s character sheet, several gm guides, critical role's explorer's guide to wildmount, baldur's gate and waterdeep city encounters, 101 potions and their effects, volo's guide to monsters, both of xanathar's guides, a bunch of other encounters, one shots, and class builds
In no way are there any pdf’s relating to any wizard who may or may not be residing on any coast
(Edit that I’ve moved the folder to the new link above! So if you catch a different version of this post that link won’t work anymore!)
Our group was riding through a pretty heavy storm.
My Sorcerer: I guess it could be worse.
In exactly this moment he got struck by lightning. The chances were so low, but it was meant to be it seems.
Some fun ideas for warlock pacts. You can see the rest of this series on my Kofi! I appreciate all tips.
Introducing Woodsman's Wrath, a sweet mini-quest that'll slide into your game nicely :)
hi! mixing things up a bit with some homebrew spells i've designed to be used in my own campaigns. maybe they'd fit yours! let me know what y'all think!
If you’re a player or dungeonmaster who’s at all interested in game design you might’ve noticed D&D’s treasure and economy systems suck. You also might have noticed even if you’re not interested in game design, because the longer you play d&d the more it becomes glaringly obvious that the game doesn’t actually HAVE a treasure and economy system despite pretending otherwise. This is a major problem given that seeking riches is one of the default adventuring motivations, and largely stems from the fact that back in ye-olden days gold was directly related to experience points, so wealth accrued exponentially in line with the increasing cost of levelling up. This is why magic items cost to damn much despite being not only a staple of the genre but absolutely necessary to the long-term viability of certain classes (as I discuss here in my post about gear as class features).
After being cut lose however, nothing was really DONE with gold in d&d from a gameplay perspective: Treasure generation largely fell to dm discretion or random tables, and the useful things a party could buy steadily shrunk to the point where characters could be stuck with their starting equipment for an entire campaign. “Too much gold and nothing to spend it on” became one of the major criticisms of d&d 5e, but only touched on the problem that without something worthwhile to spend treasure on the party has less and less reason to venture into the dangerous unknown, take dodgy contracts, or perform any of a half dozen other plot beats that make up traditional adventuring.
The system likewise breaks down once you pass a certain threshold of wealth, or once you try to model larger economic activities: divvying up a lockbox full of dungeon plunder to reequip your heroes before launching out on the next mission works great for the first couple of levels, but completely falls apart when you’re dealing common enough story tropes such as running a business, transporting cargo as merchants, or caring for the estates around a castle.
What I propose is splitting d&d’s economy into two halves: Wealth, which represents the piles of GP and other coins the party carries with them, and Resources, more abstract points which chart how plugged in the party is to local systems of production, trade, and patronage.
If you’d like an explanation of how these systems work, and how they can improve your game like they improved mine, I’ll explain both of these mechanics in detail below the cut, as well as subsystems that let your party open businesses, operate estates, build castles, and make a living as merchants.
Keep reading
1. Damage control. Force your players between choosing to fighting and keeping their environment intact. Make them fight in a crowded area and make them chose between putting out fires, rescuing people, or keeping peace versus attacking or following enemies.
2. Shooting the messenger. Make your initiative a chase scene. Have one or a few enemies high-tail it for backup, and if the messengers succeed, the tables turn hard against the players. Make them race through crowds, through difficult terrain, across rooftops, through other enemy forces, to get to the messenger.
3. Silence. Put both the enemy force and the players into a spot where they have to stay quiet or they both get hurt. Ex, sleeping monster nearby, avalanche, alerting guards, ect. bonus points if you enforce no talking even OOC.
4. Hide and Seek. Make the players hide from or fight a creature, monster, or enemy that relies on hearing alone. Bonus points if it’s incredibly dark or the player’s perception senses are also significantly hindered in some way. EXTRA bonus points if they’re already weakened or injured so they can’t fight directly or through brute force.
5. Creative workaround. Take away usual player resources (spells, weapons, usual playstyle, ect) and put them somewhere they have to try something new. Ex, melee fighters without their weapons at a fancy gathering. Casters in an anti-magic zone or magic immune / magic eating enemies. players who like to use movement in tight quarters. the min-max player gets outnumbered. the shy player gets the focus. ect.
6. Enemies to friends. Have the enemy force and the player party work together so they don’t all perish- but for how long? ex. sinking ship, burning or collapsing building, common enemy, ect.
7. Air combat. If you don’t already have griffins, birds, Pegasuses, dragons, airships or other sky mounts / vehicles in you game, wtf are you doing?? Take the fight to the sky.
8. Delivery. Similar to shooting the messenger, but the player party has to reach their destination before they get caught or downed. Useful if they’re escaping with valuable information, person / hostage, item, ect.
9. Switcharoo. Body-swap your players and have them switch their sheets, or polymorph them into other creatures. Preferably impose a time-constraint so that they’re pressured to move faster rather than read and entirely understand new sheets. Maximum chaos.