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Dimensional Traveler

@dimensionalwritings

I like to make people smile!
Commissions are discontinued until further notice
Proofreading: Free-1 Strike
Help with writer’s block: Free
Character Creation help: Free
Prices are up for negotiation and I may accept alternative payment
Short story: 1-3 strikes
Longer story: 5-10 strikes
Original Character Creation (Not help I mean for me to create a character for you): 1-2 strikes
Prompts: Free-2 strikes
D&D Short Encounter: Free
D&D Extended Encounter: 1-3 Strikes
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Twists for Humanoid Encounters

How often has your D&D group needed to fight the same group of humanoids in every room? 2d4 hobgoblins in every room of a hobgoblin fortress? 2d4 kuo-toa in every room of the kuo-toa temple? 2d4 bandits in every room of the bandit hideout? Sure, some of these humanoids have “suped-up” versions like hobgoblin captains, kuo-toa whips, and bandit captains, but eventually things will get boring with the same enemies every time and those boss monsters are usually reserved for the boss fight! 

Encounter Twists (1d20)

Here are some ways to make an average group-encounter a bit different. Roll 1d20 to choose randomly or pick from the list below. These tend to be keyed towards an assumption that the enemies are humanoid, but that might not be the case.

(1) Varied Weapons. One of the enemies has a different weapon. For example, if all the thugs have maces, maybe one has a glaive or greatsword. Meanwhile, another uses two daggers instead.

(2) Varied Armor. One of the enemies has different armor than the standard. If the hobgoblins wear chain mail, perhaps one is wearing plate. Maybe one didn’t have time to put on armor and only wields a shield.

(3) Minor Spellcasting. Somehow, one of the enemies has come across the ability to use magic, whether divine or arcane. The creature gains the Magic Initiate feat, thereby gaining a cantrip and 1st-level spell.

(4) Healing Potion. One of the enemies is packing a useful healing potion, usually one appropriate for the players to find at their level in case it falls into their hands. If the creature sees an ally go down, they can give out their potion or use it on themselves.

(5) Other Potion. One of the enemies drinks a potion as the battle starts. Choose randomly from the following (d8): (1) Potion of Giant Strength, (2) Potion of Fire Breath, (3) Potion of Flying, (4) Potion of Growth, (5) Potion of Heroism, (6) Potion of Invisibility, (7) Potion of Invulnerability, or (8) Potion of Speed.

(6) Other Consumable Item. One of the enemies carries a consumable magic item, used when the time is right. The players might be able to snag one if it has multiple uses. Choose randomly from the following (d6): (1) 1d4 beans from a Bag of Beans, (2) 1d4 beads from a Necklace of Fireballs, (3) a vial of Oil of Sharpness, (4) a Gem of Brightness with 1d4+5 charges remaining, (5) a Deck of Illusions with only 1d4+1 cards remaining, or (6) a vial of Oil of Slipperiness.

(7) Class Feature. One of the enemies has experience in a player class, gaining one of the following features chosen at random (d12). Each functions pretty much like the class feature of the same name. These are meant to just give the impression of a class through one, usually simplified feature, rather than all of a class’s unique features.

  1. Bard: Bardic Inspiration: Use a d6.
  2. Barbarian: Rage: Bonus damage at +2.
  3. Cleric: Spellcasting: Knows the Guidance and Sacred Flame cantrips. Can cast 3 spell-levels-worth of spells: either Cure Wounds (1st), Guiding Bolt (1st), Spiritual Weapon (2nd), or Spirit Guardians (3rd). Use their Wisdom modifier for their spellcasting statistics (minimum 13).
  4. Druid: Wild Shape: Choose an animal appropriate to the setting and have it be up to CR 2.
  5. Fighter: Maneuvers: Give them 4 d8s and just choose 1 maneuver for simplicity’s sake.
  6. Monk: Ki: Give them 3 Ki Points and let them gain two unarmed strikes (d4) as a bonus action, or else dodge, disengage, or dash as a bonus action by spending a ki point.
  7. Paladin: Divine Smite and Lay on Hands: Give them 2 1st-level spell slots with which to smite. Also give them 10 points of Lay on Hands.
  8. Ranger: Spellcasting and Fighting Style: They can cast Hunter’s Mark twice per day and gain the Archery or Two-Weapon Fighting styles.
  9. Rogue: Sneak Attack and Cunning Action: Use 2d6 for the Sneak Attack damage.
  10. Sorcerer: Spellcasting and Metamagic: Give them 3 1st-level spell slots, a cantrip, and a 1st-level spell eligible for the Twinned Spell Metamagic feature. They can use Twinned Spell on one of their spells up to 3 times.
  11. Warlock: Eldritch Blast and Pact Magic: Give them the Eldritch Blast cantrip, then 1 3rd-level spell slot (assume a second slot was used already). Then give them the spells Hex, Witch Bolt, or Hunger of Hadar.  Use their Charisma modifier for their spellcasting statistics (minimum 13).
  12. Wizard: Spellcasting: Knows the Minor Illusion cantrip and one damaging cantrip. Can cast 4 spell-levels-worth of spells: either Fog Cloud (1st), Magic Missile (1st), Flaming Sphere (2nd), Web (2nd), Fireball (3rd), or Lightning Bolt (3rd). Use their Intelligence modifier for their spellcasting statistics (minimum 13).

(8) Mount. One of the enemies has an appropriate mount, offering them greater mobility and the offensive/defensive features of an additional enemy, if it has attacks.

(9) Pet. The creatures have a pet, captured creature, or summoned magical servant of an appropriate challenge rating. This could be a beast, a monster, an undead (if a necromancer is present), an elemental (if a wizard or druid is present), a fiend (if a warlock or cleric is present), or a fey (if a druid is present).

(10) Brute Creature. One of the enemies has the maximum amount of hit points based on their hit point calculation. The creature rolls twice for damage, taking the better of the two rolls.

(11) Meek Creature. One of the enemies has half the normal amount of hit points based on their hit point calculation. The creature rolls twice for damage, taking the worse of the two rolls.

(12) Unique Species/Race. One of the enemies is of a different species. For instance, a group of Bandits might have a Dwarf or Bugbear in their ranks. You can grant an NPC creature some traits of the new species/race (like Dwarven Resilience), or you can just use statistics of a different monster (like the Bugbear).

(13) Infiltrator. One of the enemies is secretly a monster in disguise. Ones that fit the bill might include: a Doppelganger, an Intellect Devourer, a Succubus/Incubus, a Lycanthrope, a Yuan-Ti Pureblood, a Yochlol (if among drow), a Barghest (if among goblins), an Oni, a Hag, a Slaad, a Rakshasa, or a Couatl. For more powerful characters, you could use an ancient metallic dragon or a Deva.

(14) Sickness. One of the enemies is suffering from a random disease. Creatures that come within 5 feet of them have a chance of contracting the disease. The creature should be displaying symptoms in order for the players to effectively make decisions about this in combat. In theory, though, other enemies might be asymptomatic, so smart players should maintain distance with all the enemies.

(15) Unusual Surprise. If the players took precautions and surprised the enemies, half of them were unusually alert and are not surprised. If the enemies were not initially surprised, half of them were far from prepared and are instead surprised even if the players took no precautions. Perhaps they were daydreaming, sleeping, getting armor on, or tripped.

(16) Feat. One of the enemies has a random feat chosen from the following (d20, reroll on 16+). Some may require them to change their weapons or armor, and are marked with an asterisk: (1) Alert, (2) Athlete, (3) Charger, (4) Crossbow Expert*, (5) Defensive Duelist*, (6) Dual Wielder*, (7) Great Weapon Master*, (8)   Heavy Armor Master*, (9) Mobile, (10) Mage Slayer, (11) Polearm Master*, (12) Sentinel, (13) Sharpshooter*, (14) Shield Master*, or (15) Tavern Brawler.

(17) Unusual Talent. One of the enemies has an exceptional statistic, different from others of its kind. Choose one of the creature’s abilities that is on the low end and make it comparable or better than their strongest ability. For instance, if such creatures normally have high Strength, give this one high Dexterity. If they are typically low in Intelligence, give them a high Intelligence and let them use smarter tactics. Give them unique weapons or spells if appropriate.

(18) Damage Rider. One of the enemies deals additional damage of a random type using one of their weapons. This may come from a magic oil or poison applied to their weapon, or perhaps their own arcane or divine magic. Don’t use a magic weapon as players will be able to use it once the battle is over (unless you planned to give such an item as treasure in the first place). Their weapon deals a bonus 1d6 damage of a type chosen at random from the following: (1) acid, (2) cold, (3) fire, (4) lightning, (5) necrotic, (6) poison, (7) psychic, or (8) radiant.

(19) Siege Weapon. One of the enemies is manning a siege weapon of your choice against the players. A ballista is usually a good option, since you usually don’t want a cannon in your players’ hands and a catapult is better for non-moving targets. You could also create a magical siege weapon, like a turret that casts Burning Hands, Scorching Ray, Ice Knife, Acid Arrow, or Lightning Bolt.

(20) Elemental Shield. One of the enemies has immunity to one damage type and resistance to all other damage until they are dealt damage of an opposed damage type, which destroys this magical shield. Pair the damage types like this: cold and fire, radiant and necrotic, acid and lightning (think of it like earth vs. air). Alternatively, one of the creatures is naturally blessed with immunity to one damage type. Give the creature some sort of visual cue for this to clue the players in.

Characteristic Twists

Another way to vary humanoid creatures is by giving them interesting personality traits or interesting physical features. Roll or choose from the Appearance Twists table to make one of the humanoids look more distinct. Roll or choose from the Personality Twists table to make one of the humanoids act differently or more interesting, sometimes in a way the players can exploit in combat.

Appearance Twists (d20)

Creature has…

  1. Outlandish hairdo
  2. Interesting headgear/hat
  3. Worn trophies collected from enemies
  4. Personalized armor or clothes
  5. Prominent visible tattoos or war paint
  6. Prominent visible scar
  7. A cape or other dramatic attire
  8. Prominent facial jewelry (or facial hair if they have it)
  9. Weapon made from unique material or uniquely decorated
  10. A meaningful symbol prominently displayed
  11. Unusual physical features for their species
  12. Eyewear (glasses, goggles, mask, or eyepatch)
  13. Prominent visible birthmark
  14. Unusual attire for class/profession
  15. Missing or prosthetic limb
  16. Trinket (roll on existing table) worn and visible
  17. Worn piece of valuable treasure
  18. Worn a memento from a lover
  19. Worn animal hide
  20. Appearance altered magically or through a curse

Personality Twists (d20)

Creature is…

  1. Suffering from a form of Long-Term Madness (roll on existing table)
  2. Overly confident, willingly enters dangerous combat situations
  3. Overly cautious, always readies their action into a reaction
  4. Intimidating, can frighten a target as a bonus action with a successful Charisma contest
  5. Sadistic, aiming for weak targets
  6. Defiant, challenges the strongest foes first
  7. Overly dramatic, draws a lot of attention
  8. Automysophobic, can’t stand getting dirty
  9. Irrationally terrified of something in the players’ arsenal (magic, animals, fire, etc)
  10. Biased against one of the players’ species and focuses on them
  11. Angered or terrified by mages, attacks them first
  12. Flirtacious with one of the players, is effectively charmed by the player
  13. Witty, taunts foes with banter
  14. Indecisive to the point where they sometimes only take the Dodge action
  15. Loyal to their leader to the death
  16. Edgy and mysterious
  17. Best friends with one of their allies, always tries to Help them in combat
  18. Cowardly, becomes frightened and attempts to Disengage or Hide if damaged
  19. Honorable, refuses to fight with an unfair advantage
  20. Drunk and suffers from the Poisoned condition
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Holy shit this is the most accurate post I have ever seen in my life

wait…this is a completely different gif set on my blog…

Reblog this and then check it on your Tumblr. Go on, do it.

Yes.

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What? How? O_O

IT KNOWS WHAT FANDOMS YOUR IN

HOW DID YOU…..!?!?!?

Waaaaat

Yup

I’m doubting

I call bullshit

OK WAIT A FUCKING MINUTE–

Ive tried this before but maybe it’ll work this time????

It’s the same as it was on my dash

wAIT ADFJKLFJ IT WORKED ON MOBILE

How the fuck

//Oh. My. Fuck.

i dont believe this

OH MY FUCKING GOD I CHECKED MY BLOG ON MOBILE AND THE GIFS CHANGED IM SCREECHING

ok it changed, but to like none of the fandoms im in

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Welcome to Tumblr.

Avatar

Holy shit this is the most accurate post I have ever seen in my life

wait…this is a completely different gif set on my blog…

Reblog this and then check it on your Tumblr. Go on, do it.

Yes.

Avatar

What? How? O_O

IT KNOWS WHAT FANDOMS YOUR IN

HOW DID YOU…..!?!?!?

Waaaaat

Yup

I’m doubting

I call bullshit

OK WAIT A FUCKING MINUTE–

Ive tried this before but maybe it’ll work this time????

It’s the same as it was on my dash

wAIT ADFJKLFJ IT WORKED ON MOBILE

How the fuck

//Oh. My. Fuck.

i dont believe this

OH MY FUCKING GOD I CHECKED MY BLOG ON MOBILE AND THE GIFS CHANGED IM SCREECHING

ok it changed, but to like none of the fandoms im in

My D&D Playlists

I am one of those dms that loves using music in the background of their sessions. I grew up reading fantasy and would play music in the background constantly. One of the things I do when I am worldbuilding is decide what type of music fits with the region or city I am writing about. This list is the playlists that accompany different regions of my homebrew setting Atria. This list doesn’t include any of the songs I use for combat, that will be in a separate post.

In terms of how I implement it, I include a soundscape using Tabletopaudio.com and then play light music behind it during specific scenes of narration or to accompany specific characters/situations. I’m going to add a cut here to avoid a “do you like the color of the sky” situation, but there will be a big list of songs below the cut.

100 more common magical items, since the first one turned out well. This time, I included a numbers column, so that it’s more usable. Have fun!

(Note: These range from common to uncommon. In general, their cost can be higher than what it says on the sheet (about as much as 500 gp, for more powerful objects or settings where magic is rarer). They are intentionally vague at times, so that the DM can fill in whatever details are appropriate.)

Anonymous asked:

5 players and 1 DM who have never played D&D before. As the DM - please help me haha

Oh man, you’re in for some fun!

First off, I highly recommend you sit with each player while they make their characters. That way you get familiar with everything that character can do, and what the players want from their characters. 

  • Do they want an epic quest, or to play the hack and slash backup for other people’s epic quests? 
  • What kind of things from their backstory can you exploit later in the campaign to make them more invested? 
  • Any special quests you’d like to do just for their benefit? 

Second, consider what kind of campaign you want to do. There’s pros and cons of any type. Pre made campaigns require less prep work, but they’re harder to customize to the way your players want to play. Making your own campaign is a lot more work, but can end up more satisfying and memorable for your players.

Since none of you have played before, I’d probably go with a pre made. Pick one as a group that everyone has interest in, and go for it! I personally enjoy horde of the dragon queen, but there’s a ton more out there. That one’s an official release from wizards and there are also a ton of home brews to find online. 

Some tips for pre-made campaigns:

  • Note that I said *less* prep, not *no* prep. There will always be prep work. 
  • You should definitely read through the entire adventure thoroughly, so you know where you’re going, and you should read the part that you’ll play next several times over. 
  • Make sure you have all the monsters readily available before the start of play. Basic stats like health, marked page numbers in the monster manual, etc. 
  • These campaigns will have specific parts you’re supposed to read to your players. Practice them. Rewrite them if you don’t think you sound authentic when reading it, but whatever you do Practice Reading It Out Loud so you aren’t fumbling over your words in game and you can keep a steady flow. 
  • Consider what you’ll do if {when} they go off track. Are you prepared to alter course and let them go off before guiding them back to where they need to be, or are you going to immediately put a block on them so they have to go where the quest says to go? Either way is fine, and there’s no shame in the second option. Its railroading, which gets a bad rap, but its perfectly acceptable in some situations. 

Third: remember that this is a game and you’re supposed to be having fun. If your players aren’t enjoying themselves, ask if they’d like to try out a different type of quest or a new setting. Sometimes it take a bit for people to find their stride. 

Also, your players will do something you didn’t expect or plan for. They also might get totally off track and do something stupid for a while. Let them! Sometimes that stupid shit is the most memorable thing and they’ll be talking about it for years to come. Hell, I still tell a story that happened in a game I was in 8 years ago! That random, off the wall, sometimes stupid shit is what makes this game great. You don’t get that from a video game unless the developers put it in there, and that frankly just isn’t as much fun. 

Obviously there is a time to reign people in, like when members of the party start getting bored and frustrated with it. I err on the side of ‘let them be stupid’ but even I know that there are times I should step in and move the story along. Knowing when that moment is takes some intuition and experience, but you’ll get the hang of it!

As an aside to all this talk of players going off track, if they do something you were totally unprepared for it’s OK to ask for a game break so you can figure out what to do next. There is no shame in that, and your players should appreciate it because it means you really care about the game and you want to give them something good rather than pulling something not so great out of thin air. 

Lastly, here are some resources I have used when creating this game that I’m doing now. It’s been a hot minute since I’ve even played D&D, and even longer since I was a DM, so I made sure to be prepared. As evidenced in one of my more popular posts…

  • GM tips from Geek and Sundry. I know a lot of people got into D&D lately because of their Critical Role series, so you might already know about this series. https://www.youtube.com/playlist?list=PL7atuZxmT9570U87GhK_20NcbxM43vkom
  • DM’s Guild. This is one of my favorite websites to find campaigns, setting help, random tables for anything from the weather to NPC names or random rumors you can plant and make a quest from, and a whole lot more: https://www.dmsguild.com/ 
  • Dungeon Master’s Block. This is a podcast that deals with a variety of issues that come up while trying to DM a game. They have one particular episode that every new DM should listen to, which is episode 44: DMing for Dummies. Not that you’re a dummy, it’s just a great overview of DMing! I listened to it very first when I found this podcast, and it was great. After having a listen to that episode, just skip around to topics that interest you. And make sure you take notes, there is a lot of helpful info in there but that won’t do you any good if you don’t remember it!  https://dungeonmasterblock.podbean.com/
  • How to Play Dungeons and Dragons 5e, from Don’t Stop Thinking. If you watch or listen to nothing else, watch this video series. Also send it to your players. He walks you through all the basics of combat, the RP, and there’s a few videos at the end where he guides you through character creation. It’s a really great little series, and it’s even animated! https://www.youtube.com/playlist?list=PLJmFJXf3BXjwXkNFo_-iwtHb24AuJcXqx&app=desktop
  • Finally, the best place to learn is just from listening to and watching more experienced DM’s. I already mentioned Critical Role, but other real play shows/podcasts are fantastic. My personal favorite is the Sneak Attack! podcast. Another option is to find a local game store and see if they have a D&D night where you can observe and possibly ask the DM questions after or before the game. 

Good luck with your game, I hope this helps, and I wanna say again have fun! 

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Guide: Enemies to Romance

Here are some tips for creating a believable romance between two characters who started out as enemies.

1) Commonalities

The first thing you have to do is figure out what things they have in common. It could be only a few important things, lots of minor things, or any combination there of. They just need to have things in common in order to build a bond. Possibilities: a soft spot for the same person/thing/cause, family history, personal goals, likes/dislikes, friends/enemies, hopes/dreams, fears, possible fates, etc. Once you know what the commonalities are, you’ll have to establish them in the story and show them noticing those commonalities.

2) Attraction

Whether their attraction is emotional, physical, or purely interest based, there should be some sort of attraction to keep them noticing one another and caring about the things they share in common.

3) Tension

It doesn’t have to be sexual or romantic tension (though it certainly can be), but there should be some sort of attraction-based tension between them, where they are having brief moments of letting their guard down in front of one another long enough to notice any commonalities and attraction. This is where the “subtle signs of love” come into play, but these can be signs of interest/attraction as well as “love.”

4) Bonding

At some point, something happens that allows a little bit of bonding to take place. This can be any sort of “moment” shared between them that lasts more than a couple of minutes. It doesn’t have to involve conversation, but that’s a good route to take since it allows one or both characters to share things that will allow a bond to take route. After that, little moments can continue to happen here and there, allowing the characters to bond further.

5) Breakthrough

Finally, there should be some sort of breakthrough point where they both see each other at a true moment of vulnerability and begin to genuinely see the good in one another despite being enemies. This empathy allows the “flood gates” to open, so-to-speak, allowing them to embrace the feelings they have for one another. From there they only have to address what this new relationship means for their personal causes.

Person A: “…..Who are they and why are they glaring at me?”

Person B: “So, I may or may not have accidentally awoken and befriended an ancient evil, whilst I was on holidays, aaaand now they’ve kind of named themselves my personal guardian….”

Person A: “……”

Person B: “They’re also going to be staying with me from now on.”

Person A: “…… Why the fuck is it always you?”