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This is mostly a place for horror and D&D things. 28 | He/Him | Profile art commissioned from the incredible werelocke.
110 posts
![4/14] This Content Has Been Generously Donated By @kthomebrew To Be Shared While The Griffons Saddlebag
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š š¦š½š²š°š¶š®š¹ ššæš²š² šš¼š»šš²š»š!ā [4/14] This content has been generously donated by @kthomebrew to be shared while The Griffonās Saddlebag takes a vacation! Please support these creators and their excellent content!ā ā Related downloads are available *for free* through the link in my Vacation highlighted story! ā ___ā ā KibblesTasty is a super talented game designer whose clever insights and community I admire. His famous Inventor class is what Iād play if asked to play an Artificer. If youāve playtested any of the subclasses from the Saddlebag on Discord, youāre familiar with the series of feedback questions I ask: those are based on questions Kibbles asks his patrons, and they do a great job of developing the content further.ā ā You can get this subclass, plus TONS more, in Kibblesā Compendium of Legends and Legacies! A massive book of martial might and magical mayhem for D&D 5e - 4 epic new classes, 30+ new subclasses, 30+ feats, and over 240 spells! Iāve got mine preordered, and I canāt wait for it! ___
āØ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffonās Saddlebag on Patreon for less than $10 a month!
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More Posts from Cryptidcariad
![The Bug Bear! A Curious Kodiak Blundered Into An Alchemist Shop And Guzzled Down The First Flask He Found!](https://64.media.tumblr.com/2458ffb0175cc3868d0fe02f27d0e703/b3c409d2f1c04e01-5f/s500x750/5e7250414906838cbc408dd784375bd4a39a7ba5.png)
The Bug Bear! A curious Kodiak blundered into an alchemist shop and guzzled down the first flask he found! Now he's the horrendous and accurately named Bug Bear! With insect-like abilities and a mantis aided maul, this ursa is now the weirdest in all the woods!
![image](https://64.media.tumblr.com/8419ebbffa25ffd935e484087eae84b6/96318cea2503f6b9-a2/s500x750/1475b58c8ecfcd08775ff0ce8b971a583a50eeea.jpg)
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Mystery: Oh, How the Iron Coffin Hungers!
Thereās been a rash of graverobberies across the kingdom that have the authorities suspecting necromancy. For their part, the necromancerās guild has nothing to do with these crimes and is willing to hire your party to help clear their name. The investigation will lead you to through tombs, black markets, and haunted crossroads of the realm, as it becomes clear the culprits are seeking far more than coin or corpses at the bottom of those defiled graves.
Clues & Complications:
A missing body is usually a dead giveaway that a necromancer has been involved in a grave robbery, as most criminals only care about grabbing what valuables they can and wouldnāt result to bodysnatching unless someone was going to pay them for it. How unusual then when a few of the bodies begin turning up days after they were exhumed, one in an abandoned cellar, one on the side of the road, and one in a completely different town, which may give a hint as to the culpritās movements.
Working for necromancers has its benefits, the guild is aware of the habits of the corpse trade (only in a theoretical sense, you understand, yes?) and can use their magic to extract information from the cadavers. Strangely enough it appears all the corpses bear the marks of previous magical questioning, hinting that it might be information the robbers were after, not flesh or treasure.
The bodies all belong to minor gentry or well-to-do merchants, the ideal targets for graverobbers who donāt mind breaking into a tomb or fussing with a trap (both of which the party might have to do during their investigation) if it means access to better plunder. If the party press deeper however theyāll notice a recurring symbol, on a ring or a tattoo or etched into the gravemarker, resembling the crudest sketch of a jawbone.
Just like it seems the party is getting answers, the corpses theyāve been trailing sit up and lunge for the nearest individualās throat, transformed by dark power into a rampaging ghoul. Chaos ensues as this awakening occurs not just with those corpses that have already been found, but also with those that were previously undiscovered as well as a half dozen or more random bodies scattered across the countryside. Though they seem too possessed with hunger to be capable of speech, if the party manage to restrain one of the ghouls and sate its unholy hunger, they may just get the last few clues theyāre looking for.
Keep reading
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Dm Tip: Playing the Villain/ Guidelines for āEvilā Campaigns
Iāve never liked the idea of running an evil game, despite how often Iāve had people in my inbox asking how Iād go about it. Iām all about that zero-to-hero heroic fantasy not only because Iām a goodie twoshoes IRL but because the narrative-gameplay premise that d&d is built around falls apart if the party is a bunch of killhappy murder hobos. Not only would I get bored narrating such a game and indulging the sort of players who demands the freedom to kill and torture at will (Iāve had those before and they donāt get invited back to my table), but the whole conceit of a party falls through when the obviously villainous player characters face their first real decision point and attempt to kill eachother because cooperation is a thing that goodguys do.
Then I realized I was going about it all wrong.
The problem was I had started out playing d&d with assholes, those āmurder and tortureā clowns who wanted to play grand-theft-auto in the worlds Iād created and ignore the story in favour of seeing how much unchallenged chaos they could create. They set my expectations for what an evil campaign was, and I spent the rest of my time developing as a dungeonmaster thinking ā I Donāt want any part of thatā
But what would an evil campaign look like for my playgroup of emotionally healthy friends who understand character nuance? What would I need to change about the fundamental conceit of d&d adventures to refocus the game on the badguys while still following a similar enough narrative-gameplay premise to a hero game? How do we make that sort of game relatable? What sort of power/play fantasy can we indulge in without going off the deepend?
TLDR: In an evil campaign your players arenāt playing the villains, theyāre the MINIONS, theyāre mooks, henchmen, goons, lackeys. Theyāre the disposable underlings of uncaring overseers who have nothing but ill intent towards them and the world at large.
Where as in a hero game the party is given the freedom to challenge and overthrow corrupt systems, in an evil game the party is suck as part of that corrupt system, forced to bend and compromise and sacrifice in order to survive. The fantasy is one of escaping that corrupt system, of biding your time just long enough to find an opening, find the right leverage, then tossing a molitov behind you on the way out.
Fundamentally itās the fantasy of escaping a shitty job by bringing the whole company down and punching your asshole boss in the face for good measure.
Below the cut Iām going to get into more nuance about how to build these kinds of narratives, also feel free to check out my evil party tag for campaigns and adventures that fit with the theme.
Keep reading
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Dungeon: The Seeping Tombs
The learned and pious council of the kingās advisors concluded that if sickness was a sign of moral failing, that medicine was a form of ennoblement allowing the sinner to bypass suffering without repentance. By royal decree the healers were thrown in along with their patients, the gates sealed behind them.
Keep reading