More unreasonable D&D magic items: an enchanted ring that appears to grant the wearer occasional strokes of plausibly deniable good luck. What it actually does is confer upon the wearer the near-religious loyalty of a mob of small, extremely stealthy goblin-like creatures who believe that it’s their sacred duty to help the ring’s bearer without allowing their involvement to become known. This works well enough in wilderness or dungeon; problems start to arise when the wearer gets back to town for some downtime, as the ring’s minions have never been outside the dungeon and have no idea how civilisation works, but still feel obliged to help.
i love these goblins and will defend them with my life.
Don’t look at me or my twenty goblin children.
Tag: dnd
Words that NPCs might use for PCs
Ratcatchers: Especially in an urban campaign, this term is chosen specifically to disrespect and belittle adventurers. It comes from a more literal place, people who catch and dispose of rats and other vermin. It implies that adventuring is dirty work, unprofitable, undeserving of praise or respect.
Mercenaries: This one is more matter-of-fact. It’s still not a respectful term by any means, but there is a sort of professionalism to it. It also implies greed, that the PCs aren’t willing to do anything without the promise of pay. Also, there is the assumption that they are going to choose the violent solution to any problem, unless
Mercs: You might think this would be the same as mercenaries, but there is a wholly different intent behind the shortened version. This term assumes that the PCs are aggressive, that they only solve problems with violence. Not only that, this term implies that the violence isn’t just a means to an end, but something they actually enjoy.
Rogues: Not in the same context as the class. This is used to describe people who are likable despite their lawlessness. There is an implied charisma or charm, but also the assumption of greed as primary motivation.
Scoundrels: Like rogues in almost all ways, but without the requirement of likability. Still charm and charisma, just often more sleazy than actually likable.
Madcaps: Again, similar to rogue, but with a heavy implication of madness. Villagers who live near a haunted forest might call adventurers who go in there “madcaps.”
Bounders: Like scoundrels, but even without an implied charm. These are people without any sense of honor, motivated purely by greed.
Fixers: This one is straightforward. It doesn’t actively disrespect the PCs, but it also doesn’t elevate them above others. They are simply here to fix a problem, and after the problem is fixed, they’re useless.
Dungeoneers: This one is certainly more specific. It is similar to mercenaries, in that it doesn’t carry any respect, but it does have a professional air. Unlike mercenaries, there is an implied intelligence; a dungeoneer is an expert at dungeon-crawling. There isn’t as much of an emphasis on violence, instead there is an implied sneakiness. However, there is still an implication that greed is the primary motivator.
Explorers: This term may not be used for most PCs, but when it does apply, it is used in a respectful manner. It assumes even more intelligence, and it implies a scholarly bent, that the PCs are motivated by knowledge, not greed.
Wanderers: Like explorers, but without motivation.
Vagabonds: Like wanderers, but with the implication of being problematic to the community. Or, a sort of wandering scoundrel.
Pathfinders: Like explorers, but with the implication that they are clearing the way for the spread of civilization. There is an honor to this word, but also more implication of risk or danger.
Adventurers: There is more of an air of respect in this. The use of the word “adventure” implies a sort of storybookishness, there’s less of an implication of dirt and greed.
Heroes: This is a word chosen specifically to praise the PCs. It implies selflessness, a need to help others, and a certain level of competence.
Champions: Heroes, but tied to a specific place or group. The pinnacle of a community.
(I made this because it gets boring listening to NPCs saying the word “adventurers” all the time.)
Okay, let’s be serious for a moment: like 80% of the whole “being a GM is like herding cats” thing is because you didn’t bother to communicate to your players what the game was going to be about and expected them to figure it out by reading your mind.
I promise you, if you’ve written up a fancy new dungeon and ask your players “hey, want to play a game about exploring a dungeon?”, it’s quite likely that they’ll be more than happy to go to the dungeon.
Hell, save them the trouble and just start the game with them already in the dungeon – as long as you clear it with your group in advance and don’t abuse the privilege to drop them into a pit full of rust monsters on turn one, they’ll probably just go with it. In medias res is your friend!
And on the off chance that they say “no, we don’t want to go to a dungeon today”? At least you found out up front instead of pissing around for a couple of hours first – there’s literally no downside to opening that channel of communication.
(There are admittedly a small minority of players who this won’t work for because they actively and deliberately obstruct whatever they think the GM is trying to do, but they’re contrarian assholes and you shouldn’t be gaming with them in the first place.)
And most of the remaining 20%? Is because you tried to plan for your players taking a specific set of actions.
Here’s a secret: don’t plan for any player actions whatsoever. Plan what’s going to happen if the players never showed up at all.
It’s easier to let go of a plan that’s designed to be disrupted, and coming up with a good answer to “what would happen here if the player characters didn’t interfere?” forces you to think carefully about the needs, resources and and motivations of everyone involved, which is far better preparation for responding to player shenanigans than any amount of what-if speculation.
Types of DnD Players
The Artíst: Draws everyone’s characters and ALL the shenanigans. Constantly asks what everyone is wearing at inopportune times.
The Writer: LIVES for character development, and has probably put more hours into their character backstory than anyone else. WILL roleplay non-plot stuff outside of game.
The Rulebook: Reminds us all that we are playing a GAME with RULES, and not freeform rp. Loves fighting things.
The N00B: TRIES SO HARD to learn all the things, but often just has a good time. Full of good questions.
The Treasurer: Gets WAY too into shopping episodes. Loves cool items, never uses them. Keeps track of party funds.
The Jokester: Plays a joke character that everyone loves. Full of fart jokes, but also lives for the drama.
The Mom Friend: Brings snacks to sessions. Makes sure everyone has a set of dice (usually through powerful arcane means). The lifeblood of the team.
The Cynic: Always checks for traps. Makes sure the campaign lasts past level two.
The Dice Hoarder: Easily distracted by shinys both in and out of game. Brings at least 5 sets of dice to sessions and loans them out to those who need them.
The Bullshitter: “Of course I’m prepared! I should definitely get advantage!” Succeeds through waggling eyebrows or making puppy eyes at the DM. A loveable asshole.
(Similarities to anyone living or dead are completely incidental. You can be multiple types at once. Sometimes the DM is also one or more types.)
Fitzhywel’s Fantastical Paraphernalia
A collection of Fantasy RPG aids is continuing to grow.
Available on DrivethruRPG for physical products/print and play LINK
and on Roll20 for those that prefer their games in the digital space LINKTownsfolk and Villagers
50 NPC ‘playing cards’. Full colour portraits on 1 side, character info on the other. Never worry about having to wing an generic NPC again!
andCaves and Tunnels
40+ double sided 6×6 inch, playing card stock, tiles. Giving you modular caves for your players to explore that can be combined in 100s of ways. (The Roll20 version is cheaper, but has the traps and hazards sold separately)Off and Running, The Shrew Adventurers Kit.
Simple and fun aids to give your game a fantastical start. For players and DMs and less then $10.This high resolution PDF contains a collection of ‘Print and Play’ assets. Colourful, evocative and occasionally cute art and items that will streamline and enhance any fantasy game as well as providing a collection of fun items to add a fantastical personal touch to your game. All able to be printed and reprinted for personal use as often as you like.
It includes:Initiative Order Markers: Illustrated markers numbering 1 to 12.
Player Name Plates: Fun name plates with agnostic icons and easy recording of temp modifiers.
Marching Order Sheet: Put your miniatures on this to record your current marching order.
Condition/Status Tokens: Large form fillable tokens with amusing and instructive icons.
Condition/Status Markers: Small markers for use with miniatures to track conditions.
Calendar and Time Tracker: Colour or Sepia, track in game time as well as day, month and year.
25mm (1inch) NPC Tokens: 50 full colour illustrated tokens of townsfolk and villagers.
Character Cheat Sheet: Keep track of party members information, strengths and party roles.
Item Card Blanks: DIY item cards, ready for your own art.
Paper Craft Backpack: A fun little backpack for storing item cards, coins and dice.
Coins: Bring a fun layer of realism to your game with this selection of currency in singles and units of 5 and more.and coming soon
Kit and Caboodle,
A deck of 100 basic item cards with full colour illustrations.Support an indie artist with a purchase or a reblog, and i hope to keep bringing you these products into the future. 🙂
May all your games be Fantastical!
New game mechanic: vantage. When you have two sources of advantage and disadvantage that would cancel each other out, roll twice and take the second result.
Or roll three dice and take the middle.
imagine a rosario vampire kind of setting, where a human winds up at a monster school. except the monsters all know they’re a human. maybe they’re part of a new “monster/human friendly relations” project. everyone is pretty cautious about causing an incident, so they’re treading lightly around the human. but the human doesn’t even bat an eye at the strange stuff that goes on, so the monster kids gradually become more relaxed around them.
here’s the thing. the human doesn’t actually realize they’re at a monster school. they’re basically the living embodiment of “staying in their lane”. they see strange monster things happening and they’re like “huh. well that’s none of my business” and just go about their day
so the monsters think the human knows what’s up and doesn’t care. the human thinks they’re at a weird but ultimately normal human school. then the human sees something so explicit that they can’t help but connect the dots, like a werewolf transforming right in front of them. the human screams, the werewolf yelps, everyone else starts screaming too. there’s lots of confusion all around.
eventually they all figure out what happened. then the human’s friends start quizzing them on how the hell they never noticed.
“the werewolves literally walk around with their ears and tails out.” “I thought they were just furries okay?!”
“but the vampires drink blood at lunch! only blood! they don’t eat!” “listen, even goths can be insecure about their weight. it’s not my business if they want to go on a weird tomato juice diet.” “I guess that explains why you hugged Travis and told him he was beautiful the way he is that one time.”
“there are fairies in our math class. they have wings.” “*shrug* theater kids are weird.”
“Ynolk’ku is the offspring of an eldritch abomination. the whispers of the dead follow xem wherever xe go. are you saying you never heard that?” “I figured it was just really loud creepy music playing from xer headphones.”
“centaurs. harpies. nagas.” “okay I know I already said furries, but really committed furries.”
“Cindy is a sasquatch and she’s covered in fur.” “who am I to tell a girl to shave?”
“the dryads wear clothes made out of living plants.” “aesthetic or death.”
a D&D setting there the sole human rolls nothing but 1s to notice the rest of the world
D&D Player Mods Hundreds Of Monsters Into Playable Characters
Your bread-and-butter Dungeons & Dragons party won’t include a manticore, a gargoyle, a hyena or a sentient fungi, but maybe it should. One D&D player spent a year and a half converting every single creature in the D&D [5E] Monster Manual into playable characters, and now players can live out their dreams of being a great fire beetle who slays dragons.
There are hundreds of monsters in D&D’s Monster Manual, many of which don’t really lend themselves to the Lord of the Rings-esque adventures that traditionally star humanoids. Most dungeon masters won’t let players stray too far from that model. It’s hard to wrap a plot around a rag-tag team of dire bats and oozes, and it’s hard to make sure a party’s stats are balanced when it contains both a faerie dragon and a mastiff.
Creator Tyler Kamstra’s new 283-page homebrew mod “Monstrous Races” offers ways for players to embody any of D&D’s monsters using stats, role-playing notes and everything else you’d expect to see listed next to the “Human” race in the D&D Player’s Handbook. To play a basilisk, for example, players can attempt to petrify a creature with their gaze as an action. This is helpful, since basilisks don’t have hands, rendering them incapable of holding a sword. To play a banshee, or an undead spirit of a female elf, Kamstra recommends that players covet beautiful objects and remain within five miles of anywhere the banshee lived while alive.
This “Monstrous Races” mod is the sort of wonderful thing that, back in D&D days of yore, would exist as a titanic document in some far-flung basement, only to be enjoyed by a handful of players. We can at least thank the internet for giving us playable purple worms.
Oooh
@mazanica @boopidyboopidyboop @mugetsupipefox some day one of you will actually DM for the rest of us and you must be prepared for this
DAMN RIGHT IF YOU CAN’T PLAY AS A MANTICORE OR A BEHOLDER THEN WHAT IS THE POINT?
D&D Player Mods Hundreds Of Monsters Into Playable Characters
Experiment with political systems
Sure, having a king/queen is simple, but have you ever tried:
- Democracy
- Multiple nobles and they all have the same amount of power (lot of conflict potential)
- You can become ruler by defeating the current ruler in a fight
- The merchants run everything
- A noble and a parliament rule
- The most intelligent people rule
- …
There are thousands of possibilities, be creative!
Older post, but I highly encourage it! Try out the weirdest stuff! Try things you think would never work in the real world because this is your world and if you say (insert political system believed to not work) works then it does
Here’s a list of Society and Government types I’ve stolen directly from the worldbuilding section of some rulebooks:
Anarchy: the social conscience maintains order, but there are no laws
Athenian Democracy: Every citizen can vote on every new law
Representative Democracy: Elected representatives form a congress or government
Clan: Pretty much whoever is older is in charge, traditions are strongly adhered to, and society as a whole is split cross many tribes that are generally similar (and usually allied) but with their own quirks and traditions
Caste: A lot like a Clan structure, but each clan has a set role in society that usually renders them co-dependent. These Castes usually follow a social heirarchy
Dictatorship: One person controls everything, and they will later pass the right to rule to someone else, whether by inheritance, election, duelling, or some other method. Not all dictatorships are bad, especially if they are formed in times of crisis or rebellion, but even those started with the best intentions may quickly corrupt.
Plutocracy: Whoever has money is in charge.
Technocracy: A group of scientists and engineers have complete control and do everything they can to run the country at maximum efficiency. The more competent they are, the more likely this is to be viewed as a good thing.
Thaumocracy: Like a technocracy, but run by a science-like form of magic (like wizards and arcanists rather than shamans and witches)
Theocracy: The Church controls everything, and their religious law is civil law. Whether this religion is real, is fake but knows it, or believes its own lies is up to you.
Corporate State: Powerful mercantile organisations have taken control of entire regions. This is a lot like a Technocracy, but with a corporate structure and a focus on maximum profitability (and no-one else is going to set them a minimum wage)
Feudal: A lot like a dictatorship, but subsidiary lords are assigned their own local power and can enforce their own law without notifying the larger state.
***VARIATIONS***
Bureaucracy: Government runs very slowly and the public has effectively no control. There is a lot of red tape and taxation is high.
Colony: Government is dependent on a mother society
Cybercracy: A computer system is the state administrator. Hopefully the programmers did a good job…
Matriarchy: Positions of authority are female-exclusive.
Meritocracy: Positions of authority require rigorous testing to qualify for.
Military Government: The Military control everything, usually but not always totalitarian
Monarchy: The person in charge may call themselves king or queen, but fundamentally this is either a dictatorship or a feudal society.
Oligarchy: A small organisation is in control, and it elects its own members.
Patriarchy: like a matriarchy, but for guys. what a novel idea
Sanctuary: A society that protects the people other societies hunt (that may be considered criminals or terrorists by other nations)
Socialist: The government directly manages the economy, education is easy to get, the government intervenes to get everyone possible a job. This is likely to collapse quickly without good technology or magic to assist it.
Subjugated: The society as a whole is completely controlled by an outside force.
Utopia: A perfect society where everyone is satisfied and nothing sinister is happening behind the scenes we swear.










