Breaking the Game II: The Secret Player

This will instantly turn your next adventure into a thing of legend.

It's Not Better to Burn Out!

How to never burn out as a Dungeon Master.

A Pirate's Life

High seas adventure in 5th edition!

Breaking the Game: Slaying Dungeon Masters

Do you know what every Dungeon Master's afraid of?

Heroic Journey II: Rising Action

The next stage of your heroic journey.

Wednesday, October 21, 2015

World Spells

The Civ IV mod Fall from Heaven II introduces a new feature to the base game: magic. But this ain't your uncle's spellbook. These spells affect entire cities. Then there's this really cool feature each civilization has called World Spells. They are literally spells which affect the whole of the game world. As far as I can tell there isn't any kind of spell system for 5e that covers magic on such a large scale. It's a really cool idea so I'm going to try my hand at whipping something up (+1 for mixed metaphors!).

Tuesday, October 13, 2015

Journey's Quest II

After obtaining some additional information about the temple and what was there, the crew set out into the desert to find the Celestial Compass that was in the hands of the Yuan-ti. A full day of travel later the crew reached their destination. Andargo rushed ahead (as usual) and was quickly attacked by the snakes warriors guarding the entrance. With a swift victory, the crew ventured inside. The entrance was, surprise, more warriors, but one escaped and raised the alarm. Further inwards tougher Yuan-Ti with pet snakes greeted the heroes. It was tough fight. However, the crew were able to defeat their foes and toss the leader of the pack, a Yuan-Ti Abomination, into a pit at the center of the room. Cleared of all danger, the crew faced a choice. Which door would lead to the Celestial Compass?

Thursday, October 1, 2015

Journey's Quest

Last session Journey, a player in my Pirates of the Aegean campaign, wrapped up his quest. It gave me a nice break to recharge from all the Dungeon Mastering I’ve been doing this year. It was a ton of fun to see him take the reigns and deliver up an epic tale. I also got a little munchkining out of my system by playing a Tiefling Weretiger. Here’s how it went.

After the crew of the Ever Valiant landed at the Malakim port town of Baldurham they discovered a city under siege by an army of dark elves lead by Vorn’s brother Torn. They decided to leave the city and head south towards Andargo’s home town of Bourne.
On the way they encountered a small force of Malakim soldiers preparing to engage the enemy. They were determined to take back the port town of Baldurham even if it was a suicide mission. Andargo managed to convince the general leading the soldiers to wait, and head south to Bourne where the heroes could muster an army large enough to liberate Baldurham. The general agreed, but only if the crew would complete a test of faith, to survive the desert with only what they could carry.
After completing their test, the general agreed to turn south. Capt. Dagfinn and his officers Quimby, Trystem, Vorn, and Andargo set off once again to Bourne, and encountering on the way a sprite riding a tiger. The sprite was hunting for Journey, a former member of the Captain’s crew. The sprite claimed Journey was responsible for the butchering of his clan. The Captain & Co. had their own score to settle with the mad tiefling. The crew agreed to follow the sprite to find Journey’s camp and exact revenge, while Trystrem the Lady Killer lead the Malakim soldiers the rest of the way to Bourne.
The crew followed the sprite as it rode the tiger into the desert, coming across an old man being savaged by dust devils. The crew attacked at once, but were unfortunately unable to save the old man. Before the stranger succumbed to his wounds, the crew managed to learn Journey’s last known location, a large encampment deep in the desert. Quimby took the man’s body, hoping to return him to his family.
When the crew came upon Journey’s camp, they were surprised to see not a rag-tag group barely surviving, but a large tent city. It was filled with people of all nations living alongside the Journey’s army of flesh golems. The laughter of children could be heard in the street as they played under the watchful eyes of lumbering behemoths. Quimby was able to find the man’s home, returning the body back to his granddaughter. She was glad that to recover her grandfather, comforted by the knowledge his flesh would become one of the ‘awakened,’ and travel with her to Journey’s promised land.
After some searching, the crew found Journey’s tent, the largest one in the city. Inside they were greeted by their old comrade Journey, sitting upon a throne of flesh, blood and sand.
Journey was ecstatic to see his former crewmates, reminiscing about old times while the rest of the heroes get a watchful eye on the ever present flesh golems. Despite this, the sprite’s tiger, Battle Cat leapt at Journey and mauled him. It was then that Battle Cat revealed he was actually a tiefling cursed with lycanthropy, his tribe wiped out by flesh golems. The mighty Andargo jumped forward and wrestled the weretiger to the ground. Journey sympathized with the lonely creature, despite the attack, having found his own clan slaughtered in the desert. He submitted to a magical test of truth telling. Battle Cat accepted Journey and his golems had nothing to do with the deaths of Battle Cat’s family. The weretiger then pledged himself to his fellow tiefling.
Journey was then able to explain to Captain Dagfinn why he stole the Salty Lass, and all that had happened since. He asked the captain for his forgiveness and his help in retrieving an ancient artifact from a temple deep in the desert. In return, if Dagfinn & Co returned within four days, Journey promised the captain a force of golems to use against the Svartalfar (dark elves). The captain agreed and led his officers deeper into the desert...

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