This is the first installment in a five part series where I take you through my process of creating your own pantheon, from the beginning steps here in part one, to a deeper dive about your deities in part three, and finally a finished example of my Syvega Pantheon in part five.
There is nothing more satisfying than running a game in a world you created yourself. Your cities, your cultures, your continents- your everything! Making a homebrew campaign is a lot like writing a screenplay, and running the sessions is like watching actors without a script find their way through the scenes. Read More
We’re back with the second set of magic items that I created for Knights of the Pool table. Like the set before, I made these with the specific characters and players in mind; items that add to their arsenal rather replace part of it. Without further ado, here we go:
Staff of Conjuration
This staff counts as magical for the purpose of overcoming damage resistance, but otherwise has the same stats as a quarterstaff. It also bestows the following passive buffs to the person attuned to it:
If you had the choice between being yourself or being a dragon, chances are pretty good you’ll choose being a dragon.
This is exactly what Dragoon so wonderfully allows you to do, giving you the option of making yourself richer by decimating those humans who for some reason keep building up towns next to a dragon’s lair, or by fearing them into loyalty and paying you a tribute. As a matter of fact, when you’re a dragon, the only thing that can possibly be a pain to you is another dragon. Read More
Image Copyright Wizards of the Coast
Today, I’m serving up a handful of low-level magic items. In my current campaign, I’m trying to keep the power of magic lower than I normally would, all while trying to keep it fun for the players! It’s a tough balance, but it’s giving me good practice with magic item creation. Here are a few that I’ve made for Knights of the Pool Table:
Javelin of Swift Wind
Once per day, when thrown at a maximum distance of 30 feet, the wielder can choose to be pulled magically through the air behind it, landing in an adjacent square next to the target closest to the wielder. The damage counts as magical for the purpose of overcoming damage resistance. The stats are otherwise the same as a normal javelin. Read More