Synopsis The party meets a group of drow merchants their guards and slaves. There may be talk trade or combat. In the case of combat this should be a tough encounter, drow don’t travel the Underdark unprepared. A well armed caravan will also discourage combat. As written this is an an encounter for 4 or […]Read more "Underdark Encounter: Drow Merchant"
I have been running two campaigns for the same group of players for a few weeks now and it’s turning out well. The original idea was to bolster the ranks of the original party with some characters. This didn’t work out, there was a side effect however. While continuing the story for one group I […]Read more "Two Campaigns not as crazy as it sounds"
The odds of rolling a 10 or a 20 on 1d20 are the same 1 in 20. This makes rolling to hit, making a save, or exercising a skill a random proposition using the standard d20 roll. While your bonuses increase your odds often the target DC or AC is higher in higher level encounters […]Read more "3d6 vs 1d20"
I had been thinking for a while that dragons, the ones depicted in fantasy artwork, are really big. When it comes to combat you’d think they could just crush even strong humanoid opponent. It’s just a matter of mass. Think about arrows. Shooting a massive dragon with a human sized arrow would be like shooting […]Read more "How big are dragons anyway?"
This might be a good idea to add some tension. Of course min maxers would never be caught flat footed by playing a character without dark vision. https://rpgcharacters.wordpress.com/2017/10/16/torch-lantern-cards-for-bx-dd/Read more "Torches & Lanterns"
The 9 virtues inn The Inn of 9 Virtues is a working class public house in the city of a thousand gods. No one is really sur what the 8th and 9th virtue are but regulars are more than willing to debate the subject over pints. The most popular answers are food and drink, but […]Read more "The 9 Virtues"
Fires a rapid series of energy blasts. All targets in the area of effect must make a DC 12 (+ your proficiency bonus) Dex save or take 1d6 force damage. Area of effect could be handled in several ways. 10′ cube. This is the easiest and fits well with the rules, while not getting out […]Read more "Magic missile gun"