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Resonant Crystal - CR4 Hazard

Resonant Crystal - CR4 Hazard

An environmental hazard to put in a boss room in a crystal cave.

image

Artwork by Kev Walsh at Corehammer.

Traps and environmental hazards are often best-used in combat encounters.  Here’s one that only functions in a combat encounter.  Unless a powerful enemy (at least 1 CR higher than the average party level) is attuned to this crystal, the hazard is CR 0 and worth no experience.

Although it gives no XP in an encounter with multiple smaller enemies, my goal was for this to still be an interesting hazard to include in such encounters.  It can be used tactically by both the PCs and the enemies, so it doesn’t particularly make the fight easier or harder, but it makes it different.  If you plan on using some of these crystals in a boss fight, it’s a good idea to sprinkle them around the rest of the dungeon too, so players get to play with them before they reach the boss.

You can make a resonant crystal any size you want, but somewhere between Small and Large is the most obvious range.  If the enemy attuned to it is bigger than Large, then a bigger crystal might make sense.

Resonant Crystal - CR 4 or CR 0

XP 1,200 or XP 0

Resonant crystals grow out of the stone in certain underground caverns.  A creature with at least 3 Intelligence can attune to a resonant crystal by spending 1 minute touching it.  Only one creature can attune to a single crystal at a time - if another creature attunes to it, the previous creature’s attunement ends.

A resonant crystal creates dim light in a 5-foot radius, but the light appears much brighter to the attuned creature, acting as normal light in a 30-foot radius and dim light for an additional 30 feet which only that creature can see.  As long as the attuned creature is within the 60-foot emanation of dim light, it gains a +2 sacred bonus to attack rolls, spell DCs, AC, and saving throws, and gains 2 temporary hit points at the start of each of its turns; these temporary hit points do not stack.

A resonant crystal has 2 hardness and 3 hit points per inch of thickness.  If a resonant crystal takes any amount of slashing, bludgeoning or piercing damage (even if the damage is reduced to 0 by its hardness), it creates an explosion of sound and light.  All creatures within a 60-foot radius must succeed on a DC 16 Fortitude save or take 1d8 sonic damage and be dazed for 1 round.  After this explosion of light and sound, the resonant crystal goes dark for 1d6+1 rounds, providing no light or benefits to the attuned creature or anyone else, and any further damage to it does not create another explosion of light and sound until it begins to glow again.

If a powerful enemy (at least 1 CR higher than the average party level) is attuned to a resonant crystal, the hazard is CR 4 and worth 1200 experience.  Otherwise, the hazard is CR 0 and worth no experience.

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More Posts from Decafnerd

1 year ago
Campaign Starter: Tales From The Bonecart
Campaign Starter: Tales From The Bonecart
Campaign Starter: Tales From The Bonecart

Campaign Starter: Tales from the Bonecart

Whether it's due to superstition or a distaste for a toilsome and muddy trade, folk tend to pay little attention to gravediggers. This makes for an awfully convenient cover for your travelling troupe of tombrobbers as they tour around the realm's backroads filling their pockets with mementos purloined from the dead.

Planning adventures for "evil" campaigns can be tough, but sometimes you and your players just want an excuse to get your hands dirty. What better opportunity to get DEEP down in the dirt than to hand out shovels and have them start out as a group of travelling undertakers/thieves?

Setup: A handful of crews have run the bonecart scam over the past several generations, tempering their skullduggerous actions with a bit of honest gravemaking. This dichotomy is no better represented in the current heads of the operation: Dour and hardworking Heliana, who minds the cart's reigns and keeps the crew on track, and the knavish academic Benjamin Eelpot who loves delving into things that should best stay buried. These two have taken the party on for a series of jobs that will likely require a cold heart and a strong stomach, stealing from both the living and the dead and hoping not to get caught in the meantime.

Adventure Hooks:

The party's first outing on the bonecart should be a meat-and-potatoes sort of job, used to set the tone of the campaign, which happens to sound like "Someone old and rich and lonely has died, leaving their house haunted and their valuables unguarded".

While being stewards of the dead is a great cover, it sometimes attracts the wrong sort of attention, such as when a nobleman offers the party a great reward to investigate an abandoned necropolis and the source of the terrifying dreams that haunt him. Gold is gold though, and surely this couldn't have too many long reaching complications for them.

Irony of ironies, Shortly after one of their scores the party is setupon by a group of bandits disguised as dead men, who manage to make off with a good portion of their illgotten gain. There's no way to recover their goods through official channels, so they'll have to do it themselves.

Throughout their early adventures the party will need to avoid the attention of the heavy handed sheriff hired by the local nobility to quietly and brutally dispose of criminals like themselves.

You get a lot of weird jobs being a gravedigger, but "limo service" is not usually one of them. Still, money is money, and when a bloodsoaked countess offers to pay the bonecart well to defend and transport her coffin across the lands so she can attend a gathering of the great and the ghoulish who are they to say no?

Heliana will eventually approach the party once they've gotten enough shared time , experience, and nightmarish close calls under their belts. She's got some personal matters to attend to, which involve a list of names belonging to an old secret society and a series of graves across the countryside that may contain clues to the locations of some great treasure. Its a bolder job then the crew usually pulls, and will draw unwanted attention, but they can rely on eachother to pull through, right?

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1 year ago

Hey Dapper! As an avid follower of- and equally avid inspiration-taker from your work, first of all, thank you for the work you've put into all this. It is a treasure-trove of knowledge and inspiration that has certainly made me very happy. Can I ask for your thoughts on Tharizdun? I've been trying to form a concept of it for in my own world, but I've had little success.

Hey Dapper! As An Avid Follower Of- And Equally Avid Inspiration-taker From Your Work, First Of All,

Monsters Reimagined: Tharizdun, the Whisperer in Darkness

Being the default "god of madness" Tharizdun brings together two of my enduring gripes with d&d: gods that no one would actually worship and the enduring legacy of depicting people with mental illness as dangerous lunatics devoid of empathy and reason.

As he currently exists in the DM's toolbox, the whole point of including Tharizdun in your campaign is to act as the powersource behind whichever final fantasy style endboss wants to start the apocalypse before unleashing a mass of offband lovecraftian tentacles. Derivative, trite, his singular desire to inspire others to end the world is MCU levels of failing to give villains proper motivations.

We can do better

TLDR: Far In the wildest depths of the astral sea the ur-god Tharizdun is formless and thoughtless, yet dreaming. Resembling nothing so much as a cosmic nebula of oily clouds, a vast and shapeless expanse of churning primordial chaos that pulses with synapses of psychic lighting containing a consciousness older than time itself. Like a sleeper beset with sleep paralysis the chained oblivion thrashes against a reality it can only barely perceive, sending shockwaves of destruction across the cosmos.

While scholars of all worlds debate the true origins and nature of Tharizdun they can agree on two things:

It is more powerful than all the pantheons of creation, and it is terrified.

Inspiration: I wasn't originally going to do a whole monsters reimagined on Tharizdun, instead simply gesturing on what Matt Mercer has done with the deity (using the roiling chaos as a throughline for much of his Exandrian worldbuilding) and leaving it at that.

Around the same time I got this ask though I was considering doing my own take on Azathoth, the so called "blind idiot god" of the lovecraft mythos, inspiration struck and I decided to alloy the two concepts into what I think is a stronger whole. There's a lot of overlap in the two formless horrors, partly due to Tharizdun being a d&d's attempt to dip its toe into eldritch horror, without quite understanding the thematic framework involved.

Like many other things ( Minorities, the sea, decay, air conditioning) Lovecraft was terrified of objective reality. This might sound like a joke, but fundamental to his mythos is the fear that earth and the white men that lived upon it were not the centre of the universe created by a loving god. Lovecraft lived in increasingly scientific times and the science supported the idea of a universe in which humanity's existence was the meaningless product of random chance. Azathoth was this anxiety embodied in its most extreme scale: the capital G god of the universe which sat in the middle of all creation that was not only uncaring towards humanity (as many of Lovecraft's creations were) but the embodiment of ultimate unthinking chaos.

Trying to port Azathoth (and most of the other lovecrafitan pantheon) doesn't work because the conceits of the genre fundamentally clash. D&D DOES propose a moral universe, and goes out of its way to simplify morality down to such a cartoonish level that it has objective answers. In Lovecraft the horror comes from the fact that the cultists and their fucked up alien gods exist, where as the moral christian god doesn't... in d&d there's no reason for the cultists to worship the fucked up alien gods because the regular gods are both existent and quite nice.

The default d&d cosmology has multiple infinite voids of chaos including limbo, the abyss, and the far realm. I've already given my take on one of these, but I wanted an alternative for the origins of the weird that wasn't specifically focused on entropic decay.

There's a fascinating (and very depressing) history over the term hysteria and the connotations of mental crisis with feminine fragility. The word itself comes from the greek word for womb and there's something about the idea of "primal birthing chaos" that's worth playing with insofar as it makes weird rightoids Jordan Peterson deeply afraid.

Taking these thoughts as well as my earlier gripes in mind, its going to take a bit of an overhaul to make Tharizdun/Azathoth as a credible antagonistic force for a campaign. Also, this might be my own bias as an author showing through here but I don't go in for the lovecrafitan "truths too terrible to be understood". I think the universe is a fundamentally knowable place and if things exist outside our means of perceiving them then we'll just bullrush through and work out a temporary explanation on our way.

Here's my Fix/Pitch: Both Tharizdun and Azathoth are supposed to represent primordial chaos and formless madness. D&D's less than stellar history with mental health issues aside, we know that "madness" isn't evil and it isn't the antithetical opposite of order: It's flawed reason, it's an inability to comprehend, and it's deeply scary for those going through it.

THAT ended up reminding me of a famous quote from lovecraft himself; "The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown".

What if we make THAT FEAR into the god? Imagine the panicked sensation of being woken from the deepest slumber by a sudden noise, the door opening or a loud bang going off somewhere on your street..... the phantom horror of something touching you, crawling over you in the middle of the night before you have any of your senses or reason or memory to tell you that it's just your partner or your pet or your own bed sheets. That's the stuff sleep paralysis is made of and it's been haunting us humans since the dawn of time. It's also the same horror of being born, of being a non-thing and then coming into existence in fits and starts without any understanding of the world that you're now

Now imagine there's something out there in the astral sea, the plane of dreams and thoughts... powerful beyond all imagining but created without the ability to ever fully wake up. It is stuck in that first moment of existence because it may well have been the first thing to ever exist and it's been trapped in the shapeless nightmare of an infant since the dawn of time

THAT is how you make a god about the horror of the unknown. A god that is antagonistic to us because it is sacred of us, and it is scared because it has no way of knowing us, knowing the reality it inhabits beyond its own fear.

Adventure Hooks:

The greatest threat Tharizdun presents to most beings in the universe is having a nightmare about them. Through the inexplicable paths of sleep an individual's mind may find themselves connected to the entity's own... receiving terrible visions as the thinking clouds of Tharizdun's body churn in a variable brainstorm. Some aspect of this communion will be twisted into something terrible, birthed into the cosmos with the same shrieking fear and confusion that inspired its creation. Some desperate few seek out this communion, thinking in their hubris that they can give shape to Tharizdun's creation, that the terror beyond time suffers collaborators or requests. (Yes, I'm yoinking the dream-spawning ability of beholders. They were already weird enough before they started getting involved with dream stuff)

Despite being a living entity, Tharizdun is also a place, a plane unto itself streaking through the multiverse like a collossal ameoba through the primordial soup. There are landscapes within the god, whole continents that form and erode through seasons of surreality as the paroxyc titan dreams them into being. One can create portals into these landscapes, even fly a jammership across them, but the act of doing so invites an even more chaotic backlash than visiting the chained oblivion in dreams, letting its terror leak out into the waking worlds.

The name "chained oblivion" dates back to an eon when forces of celestial order attempted to keep Tharizdun contained in the hopes of preventing the escape of its creations or its contact with other minds. This period of the multiverse oft refereed to as the "Time of Quiet" sadly came to an end when the entity's bindings were shattered by a collective of villains and horrors today refereed to as the "Court of Fools" or "Troupe of the Final Void". The Troupe are a motley bunch, unable to agree on a theology but all wanting to pick at the slumbering titan like it was a scab on the skin of heaven. Some serenade Tharzidun with cacophonous music, others hurl saints and sacrifices into its body, some worship or hunt the god's offspring while others stab it with cosmic pokers, just to get a reaction. They want to wake the chained oblivion and don't care how much of the multiverse they have to burn to do it.

Like a mollusc producing pearls as a means of containing an irritating bit of grit, Tharizdun's roiling cosmic body will occasionally spit out an entire world or strange demiplanes as a means of dislodging something it could not pallet. While this has been the genesis of many realms both beautiful and terrible throughout the astral timeline, of late all these worlds worth taking have been colonized by the Troupe. Woe and pity to any mortal who calls such a world home, ruled over by tyrants who care only for destruction, unaware of a cosmos not coloured by Tharizdun's wake.

Titles: The chained oblivion, the spiraling titan, sire of stars, the Paroxsmal god, Lord of all Hysterics.

Signs: Stormclouds that look oily and churn with otherworldly light, formless nightmares and pervasive sleep paralysis, mass delusion, darkness that echoes with the god's muttering and the sound of distant flutes.

Worshippers: Ad hoc worship of Tharizdun tends to congregate around those who have received unwanted visions of the chained oblivion, as the harrowing experiance often bestows those that suffer it with an otherworldy weight to their words, to say nothing of occasional psychic powers. Many abberations likewise pay heed to the chained oblivion, either for directly giving them life or for its great and insuppressable power. Among these include Grell who refer to Tharizdun as "storm mother", The nightmarish Quori follow in the wake of the god's psychic emanations and make up a large faction of the court of fools, and the Kaorti, terrifying mage-things remade by exposure to the spiralling titan's heart who claim to be heralds for the entity.

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1 year ago
Camping in the Desert at Night  audio atmosphere
ambient-mixer.com
Rocks tumbling, insects chirping, distant howls, wind blowing, and a crackling camp fire add to this desert ambiance. Is that a dragon in th

I might not be able to share any WIP of the project I'm currently working on but I can share the soundscape I'm listening to that fits the biome it's focused on. I imagine myself camping along a ridge overlooking the landscape, sketching the day's travels.

This is one of my favorite things to do to help me focus on what I want the map to convey and sort of gets me into character. Do have I have scented candle lit to match the mood? Damn right I do!

Do I also have a "fire flickering" lamp on my desk to give that campfire feel? Yes, yes I do.

Do I have a fan blowing on me to mimic the desert wind? No, because that shit gets annoying but when the thermostat kicks on I imagine it's the wind picking up.

1 year ago
Serpent’s Flame
Weapon (dagger), very rare (requires attunement)

“The hilt of this dagger looks like the head of a red dragon, mouth open with the blade rising out as if it was spewing a silvered breath of fire. The blade snakes and shifts in a serpent-like shape.”

You have a +3 bonus to attack and damage rolls made with this magic weapon, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.

When you score a critical hit using this weapon you can summon a fire elemental under your control. The elemental remains under your control for 1 minute, after which it turns on you.  The elemental can be dismissed with a bonus action so long as it is under your control. While the elemental is active this weapon deals an additional 2d6 fire damage.

This is another item from our collection inspired by a random visitor who popped into our Stream (every Mon\Wed\Fri!). They wanted a dagger made of fire, that could summon an Elemental and was powered up while it was out. What do you think? If your DM dangled this in front of you, would you take it?

Serpent’s Flame

Weapon (dagger), very rare (requires attunement)

“The hilt of this dagger looks like the head of a red dragon, mouth open with the blade rising out as if it was spewing a silvered breath of fire. The blade snakes and shifts in a serpent-like shape.”

You have a +3 bonus to attack and damage rolls made with this magic weapon, and it returns to the wielder’s hand immediately after it is used to make a ranged attack. When you score a critical hit using this weapon you can summon a fire elemental under your control. The elemental remains under your control for 1 minute, after which it turns on you.  The elemental can be dismissed with a bonus action so long as it is under your control. While the elemental is active this weapon deals an additional 2d6 fire damage.

Join us on Twitch every Mon\Wed\Fri to create new Homebrews and check out our Patreon for 500+ magic items, tokens, maps, and more.

1 year ago
Villain: The Gleebringer Battalions
Villain: The Gleebringer Battalions

Villain: The Gleebringer Battalions

Gallard Gleebringer only ever wanted to make people happy. By using his skills as a toymaker and inventor he sought to fill the world with devices that would bring wonder, and save people from the drugery of labor to give them more time for play.

Seeking to save his neighbours from the horrors of war, and under the patronage of the battlehungry local margrave, Gallard has a constructed an autonomous army of toy soldiers that in some weeks time will go berserk and begin rampaging across the land, playing out an inexplicable war-game that will leave villages sacked and the entire region destabilized.

It’s up to the party to notice the looming crisis and do something about it before the toys begin their march, As the powers that be are not only blind to the looming crisis but actively dismissive of any

Adventure Hooks:

Scraping together enough coin to fund a construct army has left the margrave’s treasury more than a little tight pursed, leading them to skimp on things like repairing infrastructure, public festivals, and resupplying their garrisons. There’s plenty of opportunities for adventurers as bandits and monsters propagate through the wilderness, and the lesser nobles rely on mercenaries to guard their holdings. Its only so long before the cracks begin to show however, as roads wash out and the realms defenders turn to brigandry. 

The party end up in a tavern drinking with an old military officer previously employed by the margrave. She’s iresome and illtempered, but she’ll crawl out of her cups long enough to tell the tale of how after twenty years of loyal service she was let go for protesting when some of the troops under her command were killed in a training exercise.  If the party press a little she might just let it slip that it wasn’t training so much as a field test of Gleebringer’s machines, which her boss insisted be against real troops. Later on, they’ll find an official bounty posted for the woman, who’s rallied some of her fellow discontented soldiers and started on a campaign of sabotage. 

For his part Gleebringer is quite blind to the looming threat, having been carried by his ever shifting attention to yet another new project once the design and manufacture of the armies were complete. The party might get a chance to talk to him however if they manage to sneak into the excursive exposition he's hosting in the province's capital, either by riding in on the coattails of a wealthy patron, or by sneaking in among the serving staff. Actually getting an audience with the toymaker will be even more difficult as the margrave has set his agents to watch and protect Gleebringer, and it's only so long before they notice the uninvited guest have crashed the private function.

Setup: While many gnomes dabble in artifice, it was early in his apprenticeship with the village toymaker that a young Gallard discovered both his love and prodigious talent for the technical arts. It wasn't just a magical knack, it was an eye for detail that had people saying that the gnome's creations seemed to be alive long before he figured out how to make them move on their own.

Soon Gleebringer toys were in demand across kingdoms, and Gallard found himself not only patronized by innumerable wealthy merchants and nobles but sought out by engineers and craftsfolk of all kinds who realized the genius packed away in his creations.

Gallard didn't let the fame or the fortune go to his head, instead using his growing connections and commission budget to experiment with even more complex designs. For example: scaling up from music boxes to clockwork bands, and eventually an automated opera house.

As a man who dreamed all his life of building a flying town, it was safe to assume that Gallard had his head in the clouds. He hated to see people suffer but seldom thought through the implications of his inventions, Such as when an automated lumber mill intended to supply materials for his projects put an entire town of foresters out of work. This penchant for distraction was only encouraged by the margrave, who saw the military applications of Gleebringer's gifts from the moment a clockwork dragon bought for one of his children ended up badly maiming one of the servants who saught to tidy up the toyblock castle it had been charged with guarding.

Over the past ten years, the Margrave has become Gallard's most generous patron, supplying him with workshops ( staffed by apprentaces who's loyalty can be counted on) and an endless series of new projects ( which always end up increasing the margrave's power and standing at the cost of the common good).

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