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Three Types of Campaign

Thinking about how to get a new campaign going, I found myself putting each idea into one of three categories. Plot Lite The GM can rotate, and each player brings a character for each session that can be completely new, or one they used before if they like. There is no overall plot that is planned in advance, but the story arises out of what events are brought up by the GMs, and from the reactions of the characters. Player characters can frequently be killed, and new ones take over. The exact balance of characters in a given session may drive the story in unexpected directions. Plot Heavy The GM writes their story and allows the players to play through it. The GM should give hints about what the story will be like, and what kind of characters, and what kind of group of characters, would be appropriate. Player characters may die, and new players may join, but any new characters will need to fit into the story rather than being made in a vacuum and then having the story accommodate...

Planar Adventure Sites

I want to have a list of areas ready to go, that can be accessed by random magical portals. I'll put the first two here and hopefully add to it over time. I'll then be able to use it for planned adventures, or for randomly determined ones. Example 1: The portal opens into a cramped shop with many tiny creatures in cages. The shopkeeper is a clockwork automaton, who offers to buy any small PCs to add to his stock. Example 2: The portal emerges into a bandit camp. The leader has just finished a speech rousing the bandits to ride off and attack a caravan. The PCs find themselves standing among the tents and galloping horses.

Diamondpoint

Weapon (rapier), very rare This weapon seems incredibly thin, but is hard and durable enough to serve as a weapon. You have resistance to lightning damage. This rapier is a magic weapon that grants a +2 bonus to attack and damage rolls made with it. You can ignore resistance and immunity to this weapon’s damage.

Companions (Part 2)

Uncommon companions include animals that are not commonly found among humanoids, such as a snake, wolf, hawk, and monkey. Wolf Companion, uncommon (requires attunement) Wolves are pack animals, and they adapt easily to fighting alongside groups of humanoids. You have advantage on melee weapon attack rolls when an ally is adjacent to your target. Hawk Companion, uncommon (requires attunement) Hawks hunt by eyesight over long ranges. You have advantage on Wisdom (perception) checks that rely on eyesight. Monkey Companion, uncommon Monkeys generally live in large groups, and survive by sharing food whenever possible. You may make a Dexterity (sleight of hand) check to take an item within 50’, if that item weighs less than a monkey. Viper Companion, uncommon (requires attunement) Vipers are small venomous snakes. When you do piercing damage to a creature with a melee weapon attack, you may use a bonus action to inflict an additional 1d6 poison damage....

Companions (Part 1)

Companions are like magic items from a mechanical point of view. A character finds one, attunes to it, and gets some kind of benefit. Beyond that it’s just assumed that you have a dog or whatever following you around, but it’s not a major character in the story. If it were, then it would be a PC (which I’ll cover later). Asking your dog to run up and attack a demon is not part of this design. Also a companion is not a familiar, and does not gain any magical abilities beyond what a normal animal of its type could do. Companions can be used as an alternative to magic items, for example in a low magic campaign, or alongside magic items. If one character finds a magic shield, and another gains a wolf companion, they both gained some benefit. Companions have rarity, just like magic items, including common, uncommon, rare, very rare, and legendary. Common companions include normal animals, such as a cat, dog, mouse, or sparrow. Sheepdog Companion (dog), common A sheepdog is ...

Loraq’s Loquacious Lenses

Wondrous item, uncommon (requires attunement) These lenses appear as common spectacles that a scholar might wear. When a creature you can see speaks in a language you do not understand, the lenses cause a written translation to scroll past your eyes. The text is visible only to you, and provides a literal translation as per the spell comprehend languages .

Cloak of Insanity

Wondrous item, uncommon (requires attunement) This cloak appears to be made of swirling mist, which draws the eye of all who meet the bearer. You can use a bonus action to give a creature within 30ft that you can see disadvantage on their next attack against you.