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15 Things To See In The Astral Plane
15 Things To See In The Astral Plane
Several dwarf stars are dotted around you, shining with spectral light.
You gently drift towards a dense orange nebula cloud, surrounded by intense magnetic fields that spark lighting across the sky.
You spot a young star incubating in a molecular cloud.
A comet with a tail of ionized gas whizzes past the outer edges of your vision.
Two stars in close orbit, connected by fiery tendrils of energy, light a path ahead of you.
A hypergiant star generates a turbulent solar wind that threatens to blow you away!
A shower of metallic and crystalline asteroids pelts your Party!
A turbulent gravitational wave that rips spacetime apart causes you and your allies to experience some strange warping sights.
A distant star emitting waves of plasma causes you and your allies to begin to feel lightheaded.
A swirling storm of ionized gas, thousands of times more massive than the sun, is on course to collide with your and your allies!
A star that flickers with bursts of intense plasma, creating a brilliant, rapidly moving point of light in a dark night sky.
A giant molecular cloud that burns hot and bright, sending out strange waves of sound and light.
An asteroid that glows with white hot molten metals leaves trails of burning lava in it’s wake.
Chunks of metallic silver wreckage, along with torn off pieces of a blackened purplish rubber-like substance, float past the Party at a speed just slow enough to catch.
A battle scene of years past has left several dead floating, perfectly preserved, along the banks of a dense fog cloud.
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More Posts from Decafnerd



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?
Art 1 Art 2 Art 3

⚔️ 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Battlechef’s Heated Skillet Weapon (mace), rare ___
This iron skillet is magically light and wieldy in your grasp, allowing you to swing it as a weapon. You gain a +1 bonus to attack and damage rolls made with this magic weapon. If you’re proficient with cook’s utensils, you’re proficient with the “battlechef’s heated skillet.”
The skillet has 3 charges and regains all expended charges whenever you spend at least 1 hour cooking with it, which can be done over the course of a short rest. The first creature to eat a meal that was cooked in the skillet gains 5 temporary hit points.
When you make an attack with the weapon, you can speak one of its three command words to expend 1 or more of its charges: “hot” (1 charge), “hotter” (2 charges), or “hottest” (3 charges). If the attack hits, the target takes an extra 1d6 fire damage for each expended charge. ___
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The Dwarven Ranch Battle Map
This is the hill-home of a certain hill-dwarf. What sort of animals do you imagine they keep? You can grab the full map now on our website!
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Stardust Hat Wondrous item, uncommon (requires attunement by a druid, warlock, or wizard) ___
This wizard’s hat is split into a starburst pattern along the bottom. Small star pendants hang from each of its points. While wearing this hat, you always know which direction is north. At night, you can’t become lost by nonmagical means, provided you can see the sky.
In addition, while wearing the hat, you can use an action to cast the “moonbeam” spell from the hat, using your spell save DC. Between dusk and dawn, this version of the spell creates a wave of radiant energy when the moonlit beam crashes onto the ground; until the start of your next turn, the cylinder has a radius of 10 feet, instead of 5 feet. Once this property of the hat has been used, it can’t be used again until the next dawn or dusk. ___
✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon’s Saddlebag on Patreon for less than $10 a month!