We’re back once more for some delicious Adventure Seeds! This time we venture into the ruins of a once proud and grand city, now full of monsters and mysteries to be slain and solved.
The challenge with these was figuring out how I incorporate both the wild and civilized lines of thinking; after all, the city could still house some creatures just fine but also could be a barren ruin. It was fun thinking of how the city’s residents might change over time, and I think I have a few seeds that work for anywhere from right after its fall to many generations in the future.
Unsurprisingly, Wizards of the Coast has done it once again! Another two weeks, and another two- no, wait this time three new class options! This time we’re getting some options for Clerics, Druids, and Wizards!
This edition brings us an interesting trio of options. First is the Twilight Domain for Clerics, that promises them to be the light in the darkness. Secondly is the Circle of Wildfire for Druids who know destruction is necessary for creation. And lastly, the Tradition of Onomancy for Wizards who understand the power of true names.
the dawn of time 2018, mages from across the world have assisted the Old Men of the Sea in the Quest for the Pearl Trident. This year was no exception. Less than a week ago, 122 brave souls departed on a journey to Lobstercon II in search of charitable donations and esoteric fame amongst a sub-sub-sub nerd culture. I have not returned from my quest empty-handed, but instead full of swag, stories, and songs of the friends I made and lost along the way.
Hey everyone, I’m back with another batch of NPC’s for you to inject into your campaign: a boxer, a friendly troll, and a troll fisherman.
Baby Burke still isn’t here yet; I’m sure he’ll be here sooner than later!
Greth the Invincible
Greth is a human bare-knuckle boxer. He has a permanently mangled skull from the various boxing matches over the years; his brow has been particularly wrangled and his eyebrow hair no longer grows in a straight line as several sections of scar tissue have wrecked his face. Read More
Wizards of the Coast is now pumping out Unearthed Arcana after Unearthed Arcana following what felt like a break from putting them out at all. This is the third UA in 5 weeks, and I wouldn’t hate it if they kept it up, nor would I blame them for slowing down. This edition, however, sees some awesome new options for Bards and Paladins!
The Bard gets a proper oratory subclass in the College of Eloquence while the Paladin gets a true folk hero-esque oath with Oath of Heroism. Who better to spread far and wide the deeds of a heroic paladin than an eloquent bard?
Wizards of the Coast dropped a nice surprise in some a new spell and new class options for the Sorcerer and Warlock! After a 3 month wait, I wasn’t expecting to get another Unearthed Arcana just 3 weeks later!
The Sorcerer is getting an Aberrant Mind sorcerous origin and the Warlock gets a new patron in the Lurker in the Deep. We have a cool, mysterious theme going on with this edition of Unearthed Arcana, be it of eldritch origins or deep below the surface, and I’m excited so let’s dive in!
We are now 14 installments deep into A Handful of Magic Items! We have an insanity-inducing fog, a torch that is more than it seems, and some fun with random magical shields. With a focus on off-hand items, we’re excited to hand them off to you. Let’s take a look!
Censer of Madness (requires attunement)
As an action, the wielder can use the Censer of Madness to release a 15 foot radius circle of purple fog centered on the wielder lasting for up to one minute. The circle spreads around corners and is heavily obscured, but only rises two feet off of the ground. The wielder must use a bonus action on each subsequent turn to swing the censer to keep it active. The fog moves with the wielder. Once the Censer of Madness has been used, it cannot be used again until after a long rest.
Any creature, other than the wielder, standing in the fog must make a DC 15 Wisdom check at the start of their turn or be affected by it. An affected creature must roll immediately when affected and then again at the start of each turn on the below table to determine its behavior for that turn. An affected creature also cannot take reactions. Read More
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