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I've been playing D&D for over a decade now, and while there are a lot of great terrain solutions for dungeon crawls, I always felt there wasn't a great option when it came to generic random encounters, like setting up camp for the night.
As a player, and a DM these random encounters often lacked meaning because they didn't have the same customization as encounters core to the campaign. So I decided to come up with a solution that was simple for a DM, and that made the encounter more meaningful for the player.
I made a 36” by 24” iron rubber base on which you can layer smaller magnetic terrain. For a DM It takes second to throw some trees, rocks, and other terrain down to make the scenario unique. Then your players can quickly arrange their tents, wagons and other equipment in thoughtful ways that make random encounters more meaningful.
There is 44 pieces of double sided magnetic terrain, so you can run pretty much any random encounter in the wilderness that you can think of.
If this sounds like something you'd use check out the kickstarter for more information.
I love feedback so please let me know what you think of the product. I designed it how I would want to use it, so if you feel like something's lacking, or should be changes Id like to know.
<mod> Full link: https://www.kickstarter.com/projects/dmloot/dmloot?ref=project_link
By Paradoxical Mouse
After the response to my other post, I figured I could post my campaign here. I'm gonna be using spoiler tags for DM notes, just in case people want to follow along.
Red Sash - Warforged Paladin. Currently trying to earn money for the Cyran refugees. Was a medic during the war and is still not sure exactly what to do now that it is over.
Son of Bork - Warforged Barbarian. If you want to know his backstory, see here. Warning: untagged spoilers in link.
Thicket - Shifter Rogue. Currently over his head in gambling debt to Draask.
Lell - Gnome Warlock. Member of the Trust of Zilargo.
Sul, Zarantyr 1, 998YK - King of Fire Tavern, Middle Dura, Sharn, City of Towers, Breland
Opening Scene (as written):
Thicket manages to win his hand - thanks to a little cheating - and goes over to join those betting on the arm wrestling competition. Meanwhile, Red Sash convinces the girls to give a donation be helping them complete the clockwork dragon they were making by touching an out of place gear and popping it into place. Having received the donations, he asks for their names. The brunette gives the name Kara, while the red-head is named Ashley. Red Sash writes down their names and also moves to watch the competition, hoping for donations from the betting parties. Son of Bork manages to win his match. Having won, he picks up a stein of beer from a table (that was definitely not his) and drinks. Thicket attempts to - unsuccessfully - pick a pocket, while his cards competitor manages to pick Lell's pocket. Son of Bork finishes his glass and sees a shield with the Crest of House Ghallanda and takes it down from the wall to take a bite from that. The tavern goes silent, and the bartender threatens Son of Bork into putting the shield back. Lell receives a sheet of paper telling him to investigate the suspicious individual - the warforged. He moves forward and introduces himself to Son of Bork. Instantly upon noticing Lell, Son of Bork picks him up, affectionately calling him "Hornswaggle"...
Suddenly, a fire breaks out and there are patrons running about. The elf at the bar sneaks out the back, and Lell gives chase with Son of Bork quickly giving chase after Lell. Thicket, not wanting to be involved in the fire, rushes out of the back of the bar as quickly as he can. Red Sash, meanwhile, attempts to save a patron surrounded by fire by walking directly through the fire.
Thicket runs into a man he'd been caught cheating against - a muscular dwarven fellow by the name of Kiel Tarvernworth and promptly turns around, catching up to Lell in the process, as Son of Bork had managed to catch Lell and pick him up (again). The two make a deal, and Thicket shifts to catch the elven fellow while Lell negotiates with Kiel, convincing him to wait for them later by giving him a 1 Galifar (gold) down payment on Thicket's debt to the man. Thicket manages to catch the elf, and Lell interrogates him only to find out he was only a guest lecturer at the university and didn't want to get caught up in the fire. They let the elven man go.
Meanwhile, Red Sash fails to convince the man to let him save him, and the patron blinks away quickly. Frustrated, Red Sash starts to gather volunteers to put out the fire and aid the tavern. Lell, Son of Bork, and Thicket also help with relocating the stock in return for the promise of coin. The fire out, the group goes their separate ways.
(Zarantyr 2 coming tonight)
Thoughts/comments appreciated! I have no IRL dm friends to talk to about this campaign...
By Paradoxical Mouse
I'm currently working on writing my first homebrew campaign set in Eberron (as well as DMing the early phase of it). I'm trying to plot out story arcs, but I have a dilemma with placing an arc. I want the final villain to be Nyarlathotep, inspired by both the Mourning and Bones 4. But my other arc requires my players to be unwillingly sent to another plane (player backstory arc). I was going to have the extraplanar arc be caused by Nyarlathotep's summoning by House Cannith trying to make a great war machine for the Prince of Cyre, but if that is the order, I don't think I can make Nyarlathotep powerful enough while avoiding a mid campaign party wipe. Does anyone have any suggestions?
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