Lets get one thing straight, no one sane travels during the winter, not even adventurers. There’s no food to be foraged in the wilderness, which makes for difficult crossings and even more aggressive predators. Likewise, traveling into unpredictable winter weather is suicide for all but the most prepared groups as snow or sleet can make normally hospitable terrain impassable, and exaustion compounds quickly when traveling overland. If you’re a sellsword: find someplace to hunker down where you can still get paid without ranging too far afield, contract work is best, but plenty of settlements will have odd jobs you can make due with in the cold, lean days.
Dizidel Lek, “A traveler’s guide to not dying like an idiot and having strangers turn over your bones for loose change” , Vol. 4
Adventure Hooks:
In the dying days of autumn, while considering where they’re going to winter, the party receives an invitation from the Jarl of Javhintor’s Keel, a thriving freehold on the edge of the sea of daggers. She’s heard of their deeds and bravery, and has invited them to enjoy the hospitality of her hall, to share mead and songs and good tidings and to lend their prestige to her own. A message with great potential to be sure, as such offers of hospitality are often trialruns for offers of more formal oaths of patronage. The exchanging of gifts is a common practice to make such occasions official, but what gift to give a Jarl when you and your friends are but petty sellswords with narry a gold peice to rub together between yourselves? Why not that beast that’s been rampaging through the countryside nearby ? Hunt it, slay it, stuff it, and present its head(s) to the Jarl as a trophy for her wall and a symbol of the strength you could lend to her cause.
Once they get to Javhintor’s keel, the DM has an excuse to really let the players dig into a setting, see it develop over their three months of stay, get to know the locals, and become part of the town themselves. Such distractions may include:
Exploring wrecks, islands and sea caves along the coast for bitesized dungeon content.
Solving the Mystery behind a haunted lighthouse
Earning the respect of Captian Priska and her crew of reavers, earning an invitation to their next raid on foreign shores, and their own snake-venom tattoo.
Hunt the mysterious ice-red stag that haunts the forest like a ghost
Make a Pilgramage up to the shrine of Tyr on the tallest peak and see what the god of valor has to say about their prospects
Help a mad fisherman capture a sea-beast that’s encroached on the bay and has been devouring all the fish from his neighbor’s nets.
Apprentice under one of the many grizzled warriors that make thier home in the keel, learning new fighting techniques
Help a pair of starcrossed traders realize that though they’re fierce business rivals, the oracle’s dire prophecy regarding their competitor was infact a very poorly worded dating advice.
Prepare for all hearth’s eve, in the Jarl’s palace the biggest festival of the winter solstice. Sneak into the mysterious forbidden wing, and figure out who the hell has stolen all the Hearth’s eve presents!
Setup: Jarl Irwyf is a shrewd woman, and in possession of an understanding that led her through her youth as an honored warrior and to her ascension as Jarl of the Keel. She understand that it is a warrior’s reputation that prevents their rivals from encroaching, and that by perusing a path of peace and prosperity for her people, she has dulled her own reputation in exchange. Not some tyrant to wage war on a neighbor just to strengthen her own position, Irwyf seeks to bolster her kingdom’s reputation for might and valor by playing host to the realm’s next generation of heroes. To this end she intends test the party’s character and mettle, bind them to her in loyalty, then send them out into the world to accomplish great deeds that might reflect favorably on her patronage.
Something however seems intent on sabotaging all her plans. Her winter stores are running out faster than expected, sections of her fortress are overrun with rats, and just as the festivities really kick into gear, something goes and makes off with the food and gifts she’d prepared to bestow upon her courtiers. A diplomatic disaster waiting to happen, as many of those courtiers are due gifts by tribal right, or else Irwyf will have been considered to have dishonored her subordinates. Her only hope now is to let the party in on her distress, showing her hand as seemingly implacable benefactor in exchange for their aid and discursion.
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Cursed Jewelry! Remember, canonically Identify doesn’t pick up curses, so have fun tricking your players into getting cursed. <3
standing on the deck of a ship while all the dead men's eyes look down on you from the rigging. just sailing things
So i wanna do homebrew content but i fundamentally don't understand how to hand make a character sheet??? Like how do i make it w/o using dnd beyond???
So I figure i’ll use this opportunity to explain character making/character sheets in general.This will be more in depth than you need but i’ll call it a resource and add it to my blog in a link.
Buckle up guys this is going to be a LONG one we’ll call this
DUNGEONS AND KOBOLDS’S LONG GUIDE TO MAKING CHARACTER SHEETS
1. Character Sheet
First step is getting the character sheet itself. Below is a link to where you can download them on Wizards of the Coast’s website:
https://dnd.wizards.com/articles/features/character_sheets
This should download a file – the sheet that people use most often is called CharacterSheet_3Pgs_Complete.pdf
It’s well laid out and easily editable on your computer.
2. Class/Race/Background Combination
Second, choose your class/race/background combination. It’s also important to understand a basic idea of where these appear/what they effect
Race: Ability Scores, Skills, Proficiencies, Features & Traits
Background: Skills, Proficiencies, Features & Traits, Equipment
Class: Basically everything but Ability Scores – although it does determine how you’ll want to arrange your Scores.
3. Ability Scores
Ability Scores are on the far left hand side of the sheet. These determine your base Strength, Dexterity, etc. bonuses (ie. What you add to your rolls).
There are 3 basic ways of determining these scores: rolling, point buy, and standard array.
https://thekindgm.wordpress.com/2017/12/16/determining-ability-scores/
Above is a link to a post that explains these better than I could which I refer to often. (consult your DM as to which way you are using for your campaign)
For every 2 points your Ability Score goes up/down by, your bonus will go/down by 1. Ie. A Strength of 10 will give me 0 or no bonus a 12 +1, a 14 +2, etc. Whereas an 8 will give me -1, a 6 -2.
Arrange these scores as you wish – a good rule of thumb is you want your primary attacking ability to be your highest (normally the Quick Build section of your class will have good suggestions on how to arrange these statistics). I’ll go through what each of these scores effects in my explanation which should give you some options on how to arrange them.
To these base scores you’ve figured out, you then add the bonuses given to you by your Race.
For example, if I have a 14 Dexterity (+2) but I’m playing a Kobold (which has an increase of 2 for Dexterity as one of its traits) my Dexterity is then brought up to 16 (+3)
4. Proficiency Bonus/Saving Throws
Proficiency bonus has a separate column in the levelling table of your class. At level 1 it is generally +2. This means that if you are proficient in a Saving Throw, Skill, Attack, or Tool you add your Proficiency Bonus and the bonus from your associated Ability Score to the Roll.
For example, if my Kobold is a barbarian, they have proficiency in Strength and Constitution Saving Throws. This means if my Kobold has a Strength of 14 (+2) and I am rolling a Saving Throw, I add another +2 to the roll (bringing it up to a total of +4). On the left hand side of the Saving Throws (and skills) there are little circles, fill in the circles of the Saving Throws you are proficient in to remind yourself why you have that score (but write next to them what you’ll actually be adding, ie. +4 Strength Saving Throw for my Kobold).
5. Skills
This sheet actually makes skills relatively easy to fill out. Again fill in the circles of the skills you are proficient in (these can come from your class, race, and background so be sure to check all three). On the right hand side of each skill is the associated Ability – if you are not proficient you write down your base Ability Score bonus. If you are proficient be sure to add the +2 (at first level)
6. Other Proficiencies
In Other Proficiencies and Languages write down the languages, tools, weapons, and armour you are proficient in – this is more to remind yourself of what you can and can’t easily use.
7. Armour
https://roll20.net/compendium/dnd5e/Armor#content
Here is a link to all of the armour scores you’ll need. Generally, armour is a base score (say 11 for leather armour) plus your Dexterity (just the base Ability Score bonus). Some armour gives you just a base score that you don’t add anything to. Some will have a strength requirement for you to be able to use it. The link divides the amour into light, medium and heavy amour – whether or not you can use them is determined by your proficiencies (found in your other proficiencies section)
If you’re wielding a shield you add another 2 to your armour score.
Unlike weapons your generally can’t use armour that you are not proficient in.
8. Initiative
Unless you have a Feat or a special class based bonus your Initiative is your Dexterity Ability Score Bonus
9. Weapon Attacks
https://roll20.net/compendium/dnd5e/Weapons#content
This link again divides the weapon up neatly into the proficiencies (simple and martial weapons).
There are 2 main scores to worry about with weapon attacks – Dexterity and Strength.
Dexterity based weapons are Ranged or Finesse weapons. Strength is everything else. Your attack bonus will be either your Strength or Dexterity Score (depending on the weapon) plus your proficiency bonus (although you can use weapons you are not proficient in, you just lose this bonus).
Your damage is the listed damage (see link above) plus either your Strength or Dexterity (again depending on the associated score).
(I’m not going to go into dual wielding here but feel free to ask if interested)
10. Equipment
Equipment will be listed in class and background – all you have to do is write it down in this section.
11. Gold
Gold normally appears in your background and class, but have a chat to your DM to see if they have a preference for staring gold.
12. Features/Traits
In the Features/Traits column you write down basically the things you can do (though people will use this column differently).
This includes things such as Darkvision, the ability you gain from your background and general abilities granted by your class (that are not spells or attacks). For instance a Cleric’s Channel Divinity might be written in this column.
13. Spell Casting Ability
Your spell casting ability will be listed in your class – either Charisma, Intelligence or Wisdom.
14. Spell Save DC
Your Spell Save DC will be your Spell Casting Ability Score’s bonus + your proficiency + 8. Ie. If my kobold is now a bard with a Charisma of 18 (+4) and is 1st level their Spell Save DC will be 4+2+8 for a total of 14.
15. Spell Attack Bonus
Your spell attack bonus is your Spell Casting Ability Score’s bonus + your proficiency – for my previously mentioned kobold this would be 4+2 for a total of +6
16. Choosing Spells
There are 2 main ways classes determine what spells you have. The first method is, you choose new spells as you level up and those are the only spells you have (for example a Bard uses this method). The number of spells you have for classes such as this will be determined by the Spells Known column in your levelling up table. The second method is preparing spells. This means you can potentially cast any of the spells for your class, but each morning you choose certain ones for the day. The number of spells you can prepare will most likely be your Spell Casting Ability Score Bonus + your level (unless you’re a paladin).
17. The Other Stuff (alignment/personality)
The other stuff you can write or not write as your wish – this stuff is more for RP. Personally I will write my alignment and that is it – but you can plan as much or as little as you want!
As usual feel free to ask for any clarifications/more information.
Hope this was helpful! (sorry of the length)
Art by Tiffany "arty" Boother This month, truth compels me to write four subclasses. Every single one of them are completely new, and I'm polishing up the final one as we speak. This first subclass, the Spelleater (gmbinder doc here) takes a theme that is notoriously hard to execute (good at beating up wizards) and does as much as it can to actualise that idea: its benefits still completely deck most spellcasters, but they also work reasonably well against pretty much any foe there is. Antimagic Vigor is essentially the opposite of a barbarian rage (or rune knight's hill rune), and gives you a combat's worth of survival and ultra high saving throws vs magic. Spell Drain is my favorite part of it. You cause a bunch of creatures to succeed on a save against a spell being cast - but the spell can be from either friend or foe! Now you can work in tandem with other spellcasters to shape your allies' spells safely round the party, Or, you can just completely screw a lich over. Either way, you get to absorb the magic into your sword, and then unleash it the next time you attack. It's a really nice feature that makes them fantastic against spellcasters while still being handy elsewhere!
actions have consequences. things that your characters do inevitably can affect other people around them. what might they have done in the past that could come back and serve as an obstacle? or, maybe, what could they do now that could possibly raise the stakes just a little bit more?
subplots! be mindful of the subplots you’re adding - but sometimes it might be a good idea to include one if your plot is feeling a little bit empty. not only can it tie back into the overarching struggle, but it could also serve as a way to explore one of your characters or points further.
character exploration. get to know your characters a little bit better! let your readers find out something new. connecting and understanding the people within your story is important if you want your readers to grow attached to them.
world exploration. similar to the previous point, with the addition of creating a greater sense of familiarity of the circumstances that your story is taking place in. remember that nobody else knows the world of your wip as well as you do - illustrate it even further so everyone else can grasp it even better.
let your characters bond! maybe there’s a lull in the plot. if your characters have the chance to take a breather and get to know the people around them, let them! it might help flesh out or even realistically advance their relationships with each other.
“ Fellers, yer not going to ‘alieve this, but I was siftin through all this pickrel and I think I found me ol’ keys, how’d ya think they ended up ‘ere?”
Setup: The gnomish village on the shore of a great lake is seasonally plagued by the appearance of a tremendous golden carp. Nicknamed “the gorger” by the locals, this golden monstrosity emerges from the depths to devour all the fish at the height of the catching season before returning to the muddy deep for another year.
Furious after years of plundered nets, a fishergnome by the name of Lennart Trawley has found the biggest boat he could, gathered a crew full of cousins, and stockpiled an arsenal of harpoons and cable. He’s still looking for a few strong backs to aid in his Ahabic vengeance quest and the party look like viable candidates for a pressganging.
Adventure Hooks
While the Gorger is an easy enough quarry to find, catching it is another matter. The massive fish is capable of splintering hulls with a slap of its tail and causing weaker vessels to tip over with its trashing. What’s more, no mundane line or net is capable of holding the creature, as it seems preternaturally able to break any bond forced upon it. If the party manages to pick themselves up out of their first sodden defeat, they may wish to seek out artisans capable of crafting unbreakable or otherwise enchanted fishing gear, perhaps a blacksmith that works in adamantine or a fey tinker who can spin a promise into a rope?
Not one to waste a good catch, Trawley and his crew will pull Goudslok’s body to shore for the butchering, revealing a belly full of still-wriggling fish as well as a trove of strange objects The gorger has seemingly scavenged off the lakebed. loose coins and gemstones, bewitched items, even a still-locked treasure chest, a portion of wish the party will be allotted a share based on their participation, along with as much fish as they can carry. Some of these items include: the ring of a rivergod who’d very much like it back, oddly familiar keys that open doors to places they shouldn’t go, and a weighty, invulnerable breastplate that compels its wearer to go swimming against their better judgement.
Goudslok is not a normal fish, as anyone can tell, but few could guess that its true origin lays somewhere in the feywild. To be swallowed by this great, glimmering beast is to be spat up on those shores of primal wonder, as the party may discover should their hunt go very, very badly. Likewise, slaying the beast in the mortal realm is not enough, as it will continue to return each year unless slain in its home domain. Doing so is easier said than done, and may require bargaining with whatever fey lord keeps the now miniaturized gorger as a pet.
“ What are you standing around for? Any longer and It’ll kill all of them, think you can distract it long enough for me to get off another few shots?”
Adventure Hook: Shots and screams ring out as the players approach the city, along with the roaring of some great beast and the thunder of its footsteps across snowy earth.
Arriving, they find a grisly scene in action: a procession of riders and their mounts slaughtered, and a towering jotun murderously trundling towards a crowd of fleeing travelers.
A woman in a voluminous winter riding gown sits with her back to a tree, face stained with blood, black powder, and frozen tears. She labors to reload her massive flintlock rifle braced against a broken leg and splintered ribs. With a plea, she turns and fires, drawing the jotun’s attention to her position and the party’s presence.
Setup: It was an inauspicious morning when Lady Keiva set out with her brother Valiboor’s hunting party, restless of her life as the family’s courtly heir and jealous of her younger sibling’s marital pursuits. As it happened, this was the morning a giant burst from the thick ice of the nearby trade river and decided to besiege the city. Barely past the gate , Valiboor and his hunting party turned about to try and delay the beast till proper help could arrive and managed to harry it for some time as it picked them off in twos and threes. Though Keiva had held back as was her duty as noble heir, she took up her brother’s gun after watching Valdiboor and his last few riders fall beneath a tree hurled by the jotun.
The party finds her just having been swatted off her mount, injured and mad with avenging grief she pulled her body free of the mangled beast’s carcass and limped over to find a better shooting vantage. If they aid her, the party will earn the favor of one of the city’s most powerful noble families, that is if they survive a confrontation with an icy, bone-crunching colossus first.
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A recent search for a specific type of site to help me build new characters led me down a rabbit hole. Normally, that would make me much less productive, but I have found a treasure trove of websites for writers.
There are a few different places you can use to create a picture of something entirely new. I love this site for making character pictures as references, instead of stock photos or whatever pops up on Google Images.
thispersondoesnotexist: every time you reload the page, this site generates a headshot of someone who doesn't exist. This is great if you're thinking about a character's personality or age and don't have specifics for their facial features yet.
Night Cafe: this is an AI art generator that takes your text prompt and generates an image for it. I tried it for various scenery, like "forest" or "cottage." It takes a minute for your requested photo to load, but no more than maybe five for the program to finish the picture.
Art Breeder: this website has endless images of people, places, and general things. Users can blend photos to create something new and curious visitors can browse/download those images without creating an account. (But if you do want to make an account to create your own, it's free!)
You might prefer to set a story in a real-life environment so you can reference that place's weather, seasons, small-town vibe, or whatever you like. If that's the case, try:
MapCrunch: the homepage generates a new location each day and gives the location/GPS info in the top left of the screen. To see more images from previous days, hit "Gallery" in the top left.
Atlas Obscura: hover over or tap the "Places" tab, then hit "Random Place." A new page will load with a randomly generated location on the planet, provide a Google Maps link, and tell you a little bit about the place.
Random World Cities: this site makes randomly selected lists of global cities. Six appear for each search, although you'll have to look them up to find more information about each place. You can also use the site to have it select countries, US cities or US states too.
Thesauruses are great, but these websites have some pretty cool perspectives on finding just the right words for stories.
Describing Words: tell this website which word you want to stop repeating and it will give you tons of alternative words that mean the same thing. It typically has way more options than other sites I use.
Reverse Dictionary: type what you need a word for in Reverse Dictionary's search box and it will give you tons of words that closely match what you want. It also lists the words in order of relevancy, starting with a word that most accurately describes what you typed. (There's also an option to get definitions for search results!)
Tip of My Tongue: this website is phenomenal. It lets you search for that word you can't quite place by a letter in it, the definition, what it sounds like, or even its scrambled letters. A long list of potential options will appear on the right side of the screen for every search.
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Hope this helps when you need a hand during next writing session 💛
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