Hello! If you like games like Hades, Butterfly Soup, Hyper Light Drifter, Night in the Woods, or Children of Morta, we think you might also like our game, Midautumn!
We got roguelite gameplay, a narrative exploring Asian diaspora experiences, and lots of beautifully designed characters!
We're currently working towards our early access release on May 9th 2023, so wishlist now on Steam to ensure you don't miss out! 🌙
Dungeon: The Howling Mine
Adventure hooks:Â
Deep beneath the earth, Miners seeking to find a new vein of ore in an old mine instead open a fissure and release a howling wind that seems as if it came from the very heart of winter. Our heroes overhear such a rumor while traveling, and should they investigate, they will find the mine has been evacuated as the chill has sealed off many of the tunnels with ice and threatened to freeze the miners where they stood.Â
If the party neglects the call to adventure, they will later on hear tell that the whole region around the mine has been blanketed with unseasonable snow and that the town elders are looking for folk with wits in their heads and courage in their hearts to suss out the source of this catastrophe.Â
Lore: What the miners actually discovered was infact the long buried tomb of a frost giant warcheif. Though the giants were long driven out of these lands, the tomb remained, buried by the slow settling of the mountains but still sturdy with the blessings of departed giant sages. Within the innermost halls of this tomb is a massive rune carved horn taken from the skull of a white dragon and capped with electrum, sitting upon an altar heaped with plunder.  This horn was crafted by the warcheif as tribute to her ancestors, and it is their magic which blows through it to this day, summoning the ghost of the north wind to echo through the tomb for all time.Â
Challenges:Â
Though the party may have some experience delving abandoned tunnels and other such dungeons, the howling mine bares the added threats of a journey through the very worst of winter terrain: The constant wind muffles conversation and snuffs exposed flame, ice and snowdrifts block passages and obscure threats, and the creeping chill threatens to sap the life from the party’s bones should they attempt to rest without first finding shelter.Â
The cold has caused many subterranean threats to go berserk, forcing burrowing monsters and cavedwelling life into the party’s path. Likewise, the unchecked elemental magic of the horn has manifested several merphits and other monsters of ice into the tombhalls themselves, to say nothing of the traps and wards that they might encounter there.Â
A party that decides to brave the tomb, rather than just sealing it off will eventually discover the warcheif’s body, interred in a casket of ice along with her glittering raiment, weapons, and choicest plunder. Should the party desecrate her resting place they will slowly come to learn that the ice giants had little sympathy for grave robbers, seeing them as cowards taking unearned plunder. A curse will follow them forever after, bringing with it miserable weather, tireless and daunting foes, and a lingering chill that strikes at the very worst of opportunities. The only way to break this curse is to enlist the aid of a powerful caster, perhaps even seeking out a frost giant shaman.Â
If your plot feels flat, STUDY it! Your story might be lacking...
Stakes - What would happen if the protagonist failed? Would it really be such a bad thing if it happened?
Thematic relevance - Do the events of the story speak to a greater emotional or moral message? Is the conflict resolved in a way that befits the theme?
Urgency - How much time does the protagonist have to complete their goal? Are there multiple factors complicating the situation?
Drive - What motivates the protagonist? Are they an active player in the story, or are they repeatedly getting pushed around by external forces? Could you swap them out for a different character with no impact on the plot? On the flip side, do the other characters have sensible motivations of their own?
Yield - Is there foreshadowing? Do the protagonist's choices have unforeseen consequences down the road? Do they use knowledge or clues from the beginning, to help them in the end? Do they learn things about the other characters that weren't immediately obvious?
The road has led your party to Etelva, a backwater barony who’s small capital hugs the banks of an icy lake and trade river. Happy to have the town’s walls as shelter against the early winter chill, you find the citizens of Etelva in a state of confusion and disorder: Strange signs have been seen in the sky weeks past, followed by tales of monsters and disappearances in outlaying settlements. Best take tonight to warm yourselves by the hearth, because tomorrow there’s hero’s work to be done.
Adventure Hooks:
Looking around for work, the party are eventually pointed towards a dwarven monster hunter by the name of Red Jess. Well seasoned in tracking and trapping all sorts of beast, Jess will (after some convincing) invite the party along on a scouting expedition to the snowy hillsides. Rumours have been circulating that folk have seen a dragon, but Jess is experienced enough to know that rumours don’t pay for lodging and the next resupply. Better to head out, get the lay of the land, and determine is there’s truth to any of this hearsay. Worst case there’s no quarry to be had and the hunters come back with a few beast pelts to sell for their troubles, best case scenario they can come back with proof of something and get the baroness or the crown itself to lay a bounty on the creature. A Few days travelling on with Jess and the party do indeed spy a dragon swooping low over hinterlands, not marauding as the rumours said, but obviously searching for something. Taking care not to be seen, the party realize that someone is riding the dragon, both mount and rider surveying the landscape, though for what they cannot be sure.Â
Having lost important cargo to bandits and up to his ears in debt because of it, an over the hill merchant by the name of Ravell has been pushed over the edge by the paranoid air in Etelva and has begun a series of arson attacks focused first on the property of those he owes money to, and now starting on his own. Confused at first for accidents, these fires are spurred on by a demon that’s latched onto Ravell’s shoulder, feeding his latent desire to “Burn it all and walk away” , a demon that will be quite hostile should the party try and cut its fun short.
After some time in town the party are approached by Ryldyr, a diviner and minor soothsayer who seeks the party’s protection as he beleives someone or something is after him. Ryldyr is only so so when it comes to predicting the future, mainly offering his agrarian neighbours insight on upcoming weather events that might affect their crops. His runes never lie though, and speak of some looming danger that will affect him in particular if he doesn’t keep moving.  Just as he’s given the party a few cryptic hints about their future in order to get them to beleive him, the door is kicked in, and several of the Baroness’s guards pour in to take the addled scryer into custody.
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Your party presses through the veil of sleet, and every step you take feels like a struggle. You are fighting the very wind itself, and the frost covered bones and crumbling ruins you’ve passed serve to remind you that standing still in such weather is a death sentance. How did you get here? What need could be so great as to climb these perilous peeks? The hole in your memory shocks you enough that you nearly lose your friends around a bend in the path. Catching up to them, you see it, battlements only visable against the rock and the migrane colored sky by their sheer scale.  A castle, and perhaps a chance to get out of the cold you’ve been trapped in for so long.Â
Setup:Â There are many dread domains, each one a nightmare prison built to contain a great evil. This one is a labyrinthian tangle of pathways through a jagged mountainside, reflecting the final hours of a bloodthirsty margrave who spent hours fighting though a winter storm to return home, only to discover that all his cruelty had been in vain.Â
Sorrow, war, and misfortune are the ruling elements here, along with the horror of exposure and a chilling wind that hunts the party with it’s own malicious will.Â
Challenges & Complications:Â
Wretched beasts ride the skies of this domain, striking without warning or circling like stormbitten buzzards. The remnants of soldiers mummified by the cold shamble their way through patrols or wait in ambush, and always return to their station after some time after their clashes with the party. Those that wear tattered officer’s uniform even manage to remember previous encounters, and will plan their defenses accordingly.Â
Leaving the domain will require the party to trace a shifting maze of claustrophobic caverns, icy canyons, crumbling bridges and narrow switchbacks that what. as the “roads” of this domain. They possess their own sinister intelligence, seeming to know the exact right time to close or fail and drop the party into a new form of peril. Scaps of maps may be found hidden along the road like treasure, but these too are full of misdirections, showing no true path and seemingly only able to agree that the mountains they depict are called “The Sorrows”.Â
The castle in the heart of the ragged web of pathways is no shelter from the blizzard, as the cold winds pour from its open windows and echo through it’s echoing halls. This fortress is home to many terrible beasts, none more so than a screaming windstorm known as the Resounding Agony, which prowls the domain the way a shark might a reef. While not exactly intelligent, it will harry interlopers by alerting their pursuers, causing avalanches, and causing maddening fatigue.Â
Sorrowsworn and other shadowfell beats are drawn to the Roads of the coldhearted en-masse, and can frequently be seen clashing with the soldiers. This is quite unusual for a dread domain, but whatever unseen architect is at work here seems to allow it.Â
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With the continued expansion of 5e through new subclasses and races, the ability to create new unique characters continues to grow. Though, in my mind, one of the faults to this is that, every time you make a new subclass or such, it's just 1 more character archetype, which can sometimes feel a little lacking in terms of new possibilities.
Now of course, there's the option to just make a lot of content, which was the style of older editions, but that eventually lead to the issue of content bloat, with there just being too much content for a single person to reasonably deal with.
Though recently in my own homebrewing, I've found what I feel is a pretty good solution for such a thing: Multiplicative, rather than additive content.
This was the idea behind my Prestige Classes document, with each single prestige class being designed to be applicable to a wide number of classes at any time, meaning that with each PrC, each would add a new potential character option for each class it could interact with (or even 1 for each subclass).
So, long rambling on thought processes, Variant Classes. The idea for this is to, by adding one new class, add new character options equal to the number of subclasses a class already had, essentially being a x2.
Variant Classes are new classes that modify an existing class to varying degrees, replacing some or many of their features with new ones, creating a whole new character option. It's sorta like a Tasha optional feature, but the optional feature messes with your entire class.
So above, there are the two Variant Classes of this post: The Archivist and the Eldritch Sage
The Archivist takes inspiration from a 3rd edition class of the same game. They are scholarly mages, though they focus on divine magic rather than arcane. As such, mechanically they are very similar to the wizard (Even having a spellbook equivalent in their 'Prayerbook'), but differing from them is their spell list: rather than the wizard list, they use the Cleric list.
In comparison to the Cleric, the way they interact with spells is a bit different. The Cleric has access to their entire spell list for free, alongside their domain spells. The Archivist however, needs to learn spells, only gaining 3 per level and needing to pay for more. To make up for this is their Domain Studies, in which they initially learn a set of Cleric domain spells of their choice. At later levels however, they can learn additional diving domains, and choose which set of domain spells to prepare from each day. Yet later they even gain the ability to prepare two domains at once.
As such, while a Cleric will often have to focus on a single theme when it comes to their spells, an Archivist is more a multi-tool, able to have a wide number of domains and prepare whichever they might need for a given day.
The Eldritch Sage is a researcher into the otherworldly. They like Wizards use their intellect to fuel their magic, but rather than from direct study of the arcane, their application of magic comes from the study of the extraplanar.
Mechanically, the eldritch Sage is a warlock, with their patron instead representing ehat type of otherworldly entity they focus their research upon. Unlike the regular warlock, they use Int instead of Cha. Most differently is that they use regular Spellcasting rather than the warlocks Pact Magic, making them more of a traditional long rest based caster.
The Eldritch Sage also interacts with Invocations differently. Rather than having a number of invocations at will they instead learn a number of invocations, and can prepare a few of them at the end of a long rest. This means that they will often have more total invocations, but less active invocations.
Woops yeah, lots of text today.
Ah, you may have noticed the Pt.1 at the top of the post! That's because I actually made 4 variant classes, it's just that the other 2 will be posted seperately (very much my own choice, totally not because tumblr didn't like me dropping 20 pages into here). So yeah, I guess look forward to seeing in maybe a few days time the Mentalist and the Mountebank.
Honestly imo they're more my favourite out of the bunch, being the more radical in their changes to their classes. (Or maybe it's bias, since I am in the process of playtesting both of them in campaigns I'm in x) )
Edit: oh hell I forgot to put in the art credits, since they were all part of the images originally, but they'd be on the last page of the second set. My bad
Art credits:
Archivist.
- Clever Distraction from Innistrad: Crimson Vow by Andrew Mar
- Conspiracy Theorist from Strixhaven by Svetlin Velinov
Eldritch Sage.
- Contact Other Plane from Adventures in the Forgotten Realms by Alix Branwyn
- Magus of the Moon MtG from Time Spiral Remastered by Milivoj Ceran
Edit: Part 2 is up, and can be found here
Here is a free pdf of the players handbook
Here is a free pdf of xanathars guide to everything
Here is a free pdf to monsters manual
Here is a free pdf to tashas cauldron of everything
Here is a free pdf to dungeon master’s guide
Here is a free pdf to volo’s guide to monsters
Here is a free pdf of mordenkainen’s tomb of foes
For all your dnd purposes
Hello! I'd like to share with you a character work game! I call it "Six Secrets" and honestly it's a work in progress but I'm sharing it anyway
1 is an open secret
2 is a secret the people close to your character know
3 is a secret that your character wouldn't really care about getting out
4 is a secret exactly one person knows anything about
5 is a secret no one knows about but they sort of want to come out/to tell someone
6 is a secret no one knows and they desperately don't want anyone to know about.
You can also decide who knows and how
The secrets don't have to have anything to do with your actual plot! The secrets can have super low or super high stakes! It doesn't matter! But you will absolutely have a better idea of your character's intentions and state of mind, and you may wind up coming up with some new plot points/obstacles to play with
No matter how cold the north wind blows, the pain of old injustice burns hotter.Â
Setup: The Frontier kingdom of Volskolt sits on the edge of a vast wilderness, the last bastion of so called civilization against the vast territories where no sovereign save winter can rule. Given that the kingdom was only established and its populace converted to the dominant faith less than two centuries ago most on the continent regard the Volskoltans to be little more than backwater heathens, feigning piety in polite company while practicing barbaric rituals while at home. This attitude is reflected by the urban Volskoltan population towards their rural neighbors, and by those rural neighbors towards the migratory tribes that live in the hinterlands.Â
It is this tension that sits at the heart of the kigndom’s current troubles, as the elders among their people remember that their now sedate nobles came to their land as militant holy orders seeking to crusade against their heathen neighbors, burning what villages they did not take for their own and building stout stone walls as a sign of their dominance. While the elites now consider themselves one people with the “common Volskoltan”, few who keep to the old ways have forgiven them for the bloodshed, or the merciless suppression of their ancestral rites in favor of the continental faith.Â
And so we come to the crossroads of fate, nearly two hundred years of injustice and resentment reaching a boiling point during the coldest winter in generations. Rebels gather their power, giants stir in the mountains, and the destiny of a kingdom may hinge on a single life.Â
Adventure Hooks:Â
After rescuing a waylaid caravan of holyfolk out in the hinterlands, the party arrives in a village just in time to interupt a group of villagers being burned alive in their home by a priest and his mob. Though there is no secular law against worshiping other gods in the kingdom, the church takes folk worshiping both the new and ancesteral ways as the greatest affront. Now the party must decide between preserving their in with the church and doing the right thing and saving the townsfolk from a mob that could just as easily turn on them. Â
The party is called together by noble allies who have become aware of a grim secret. The young heir to the throne of Volskolt has been kidnapped while hunting near the Rimebough forest. Some ready themselves for ransom, while others cultists are behind the dead, others are worried that political dissidents are behind these actions and expect him to be used against the royal family some time soon. All that matters now is that the boy be returned home unharmed, a deed that will require the party to brave the harshest wilderness, but will see them royally rewarded.Â
While everything else is happening, a normally sedate clan of giants have decided to start marauding down into civilized lands. Is this mere chance? A plot by a faction of the Rimebough rebels? or do these giants answer the call of something even more ancient?Â
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some dnd backstory ideas that give your character a reason to leave home that isn’t “everyone in my family died.” (just to say: i have nothing against those backstories (i use them a lot), but its fun to mix it up!)
family/friends/personal
someone close to you is sick. you need to adventure to find a cure
someone stole something important from you and you need to find it
you’ve received a message from a long lost relative and are trying to find them
someone that you love has been kidnapped (maybe you have to earn money to pay a ransom or complete some deed…)
adventuring runs in the family! everyone is expected to complete one quest in their lives
your family/culture sends people out to complete certain tasks when they reach a certain age as a rite of passage
another player’s character saved you in the past so you feel indebted to them and travel with them, protecting/aiding them
there’s a magical drought in your hometown and you have to fix it
your hometown doesn’t have a lot of jobs so you have to travel and send money back home
some childhood friends and you made a “scavenger hunt” where you try and complete a checklist of certain tasks (ie. defeat a barbarian in hand to hand combat, steal x amount of gold, slay a dragon, etc) in an allotted amount of time
quests/jobs
a god/patron has sent you on a quest to do something for them
you’ve been hired by someone to complete a task (and you get sucked into the big adventure along the way)
you’re on a quest for knowledge. maybe it’s to learn the best ways of fighting, maybe it’s something more academic related
your priest received a vision from your god and they sent you on a quest
you’re writing a book about the world and different cultures and you need first hand experience
you’ve found every map you’ve come across is shitty, so you decide to become a cartographer and make your own
you’re a detective who helps solve crimes and need to travel to solve a particular case
you’re a collector of a certain object and travel across the land to find it
you’re apart of an adventuring academy and have to complete a quest to graduate
you’re an artisan and you travel with your wares, trying to sell them. alternatively, you’re trying to spread word of your business and gain new business partners
you worked at a tavern your whole life where an old bard would sing songs of their adventuring party and that inspired you to go and do some adventuring of your own
feel free to add some of your own!
“ Careful not to cut yourself on all this Pretty”Â
Adventure Hooks:Â
Seeking a precious artifact, the party is force to make a harrowing climb up freezing, alpine mountains to gain access to a castle that was said to have fallen from the sky. Finding the ruins of this structure deep within a mountain rift, they must explore a labyrinth of jagged shards and broken halls, hoping that the whole beautiful calamity doesn’t cave in.Â
What a miserable place for a heist. What treasure is so grand that it could make a self-respecting thief leave the poorly guarded vaults and easily duped nobles of the city, trudge halfway up a mountain, and risk freezing their precious lock-picking fingers off in the process? How about the Hyborian Stylus, a weapon of such power that any warmage worth their salt would pay out the nose for the chance at wielding it. To get their hands on this treasure, the party will need to outwit an ostentatious but heinously bloodthirsty oni by the name of Banehail, who treats the dungeon as her own personal gallery/art instillation.
Sometimes things in the life of an adventurer are simple. You hear rumors that someone saw a castle made out of clouds crash-landing on a mountainside, you grab some friends, go on a hike, and investigate. Maybe you get eaten by wolves, maybe you grow as a person by confronting the unkown, it’s not that complicated.Â
Challenges & Complications:Â
Situated at the bottom of fissure high up in an alpine mountain range, the party will have to battle through harsh conditions to even get to the dungeon site, and then figure out a reliable way of getting down into the dungeon, ascending up with their prize, and finding their way back down the mountain. This may not prove too challenging to a party only interested in stealing one or two items from the dungeon, but the Garden is filled with numerous, weighty treasures, all of which can slow the party’s escape.Â
While some rooms and pockets of surrounding architecture survived the impact unscathed, most were either reduced to reduced to piles of jagged detritus or so structurally compromised that they might as well be uninhabitable. The party must test their caving skills, managing tight squeezes through once beatific galleries or prepare descents into wings that now slope at treacherous angles. Delicate floors crack like glass under the party’s treasure-laden footstep, and ceilings may at any time collapse into razors if too much damage is done to the surrounding rooms.Â
Entering the Shattered garden is no protection from the chill outside, as harsh boreal winds surge through particular hallways and seek to rip the life-giving heat from a potential explorer’s bones. THe greatest of these dangers is gallery which contains the Hyborian Stylus itself, which may freeze characters solid if they linger in it too long. If the alarm is sounded, the elemental denizens of this dungeon may paradoxically open the doors to this most valuable of treasures, transforming the Shattered Garden into an indoor blizzard in the hopes of flushing out the warm-blooded intruders.Â
This dungeon is part of a larger adventure path “A Kingdom Washed Away”, which you can find the rest of @dailyadventureprompts​
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