
Personal collection of dnd resources for inspiration // Picrew by @deerinspotlight on twt
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Felspar Is Back With Another Potion Of Alchemy! Its (in Theory)stronger Than The Potion Of Minor Alchemy

Felspar is back with another potion of alchemy! It’s (in theory) “stronger” than the potion of minor alchemy in that it lasts longer and its effects tend to be more severe, but it’s not any rarer since it’s all just flavor, anyways.
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More Posts from Ndandplayingdnd

Stone drakes themselves look like living statues, seeming like ornate carved stone. As drakes they lack wings and move around on all fours. When they bite creatures, so long as the drake can see, its eyes force transmutation upon the victim, petrifying them. It uses these eyes to reanimate creatures to serve it, and its lairs are full of them. Adventurers must act quickly to save fallen allies, as after 24 hours the creature dies, and the servant is no different than a zombie. The stone drakes eyes are useful for a wide variety of transmutation effects, such as spell components, creating spell scrolls, or magical items.
Lair actions under the cut
Lair Actions
On initiative count 20 (losing initiative ties), the drake takes a lair action to cause one of the following effects; the drake can’t use the same effect two rounds in a row:
Up to 3 statues in the lair that the drake can see reanimate, make a single weapon attack, before repetrifying.
One statue in the lair that the drake can see reanimates, breaths or otherwise creates a 60 foot cone, any creatures must make a DC 14 Dexterity or Constitution (DM's choice) saving throw or take 21 (6d6) damage of the dms choice of type.
Something this anon has wanted to explore many a time- an adventure wherein traditionally 'evil' creatures go through a reverse dungeon crawl- escaping the fortress in order to desert the Dark Lord's armies!

Campaign Starter: From Under the Shadow
No where to go but up
Setup: More than a mere underdark fortress, Ykandri’s Shackle is a marvel of engineering and hubris that only the Duergar could have managed. Filled with visions of industry and conquest, the architects tasked with building a simple lift through a miles long fissure through the world below let their ambitions sprawl, becoming a make-work project for their subterranean empire and a monument to the pride of their succession of dour and powermad rulers.
Like any expansionist Military power, the Duergar of the “Great-Chain” conscript their defeated foes and societal rejects to do the worst of the labor, toiling away to expand the warrens supporting the Shackle or fending off the beasts of he dark vastness that infest the surrounding caverns. This is where we find our party, the lowest of the low, captives bound together by their mutual desire for escape.
Adventure Hooks:
While freedom is their primary goal, the party must keep up appearances and thier first mission will be a crawl through an mine and adjoining excavation site that has recently become infested with underdark pests. This will give them a chance to show off their characters and you an opportunity to hammer home just how miserable life on the Shackle really is. What’s more, having them return victorious and then being forced to hand over their gear and trophies under threat of lashes will set up great minor taskmaster/guards villains that they can avenge themselves against on the way out.
Have them plan their escape like a heist, rolling out a hastily drawn sketch of the Shackle standing between them and nearby underdark portals. Lay out what sidetasks they may need to perform or challenges they’ll need to overcome to get the resources they’ll need for their escape.
While preparing for their great escape, the party hear whisperings of some tumult among the upper ranks of the Clan’s hierarchy, something to do with a prisoner and the overreach of the notoriously wicked spymaster. Leadership may shuffle from time to time but the lot of those captive in the Shackle never does. “ Different Boot, Same Neck” goes the saying... at least it does until a blinding burst of divine light suffuses the fissure and a band of high-level heroes from the surface world come to rescue that prisoner and bring the Tyrants of the Great Chain down in the process. Pull this trigger before your party is fully ready to escape, or just as things go righteously wrong after they’ve decided to attempt a more risky escape. It’ll be clear they need to get out while the getting’s good, now having to sprint through a warzone rather than sneak through a prison.
Portals in the underdark are tricky things, leading an escaping party to all manner of potential locales ( that they may might not know ahead of time unless they stole the right information). Maybe they’ll end up in a disused mine on the outskirts of a city of new beginnings, a far cavern trading post with fortunes waiting to be made, a friendly settlement of exiles and make their reputation while defending its swampy borders. Perhaps somewhere even more strange?
Operation of the Shackle: The Shackle was built to ferry supplies, thralls, and soldiers en-mass across the great altitudes of the fissure, a task that could otherwise take days of marching or carting and be equivalent to descending a tall mountain. Instead, cargo is loaded from one level into an adjoining fortified platform attached to the great chain, which is raised as the other side decends, until it comes level with another platform. Cargo from one is loaded into the other, and then the mechanism reverses, sending the first platform down while the second platform ascends the way it came. By this way are the Shackle’s contents moved where they need to go by way of an overly elaborate, two way bucket chain, a process important to know should the party seek to escape their current level, or later should they wish to return to the site of their imprisonment and raid its ruins.
Future Adventures:
During the hatching of their escape plan, the party are slipped a few vital supplies by a drider merchant who did a little black market business on the shackle and took a shine to them in the process. Delighted to find the party no worse for ware ( despite possibly hopping dimensions) and that they’re now in a position to afford his more exclusive stock, the drider will be happy to send them on missions to fill their pockets then sell them things to empty them again.
The Party and their favorite spider boy aren't the only survivors of the Shackle, as one of the mercenary captains hired to keep order in the prison fortress has made it out with a newly formed legion of followers, and is interested in carving out a new territory for himself that just so happens to include the party’s new home.
It’s inevitable that the party left unfinished business on the Shackle, and some time into their adventures they may feel the call to return to their one time prison/home. Thoroughly in shambles after the heroes hit it with everything they had, the seat of empire has now become a patchwork of warlords fighting over the remnants of power, with vast stretches inhabited by the beasts of underdark attracted by the slaughter. Bonus points if the party runs into the pests they first fended off in the mines, grown in size, threat and swarming number without their population being culled.

A stronger version of the hydra, but this one is forced into aquatic life. This species of hydra has devolved their legs into fins to better suit prowling rivers, lakes, and ocean shores where fire typically isnt. They gain longer necks end venomous abilities reminiscent of water snakes but they still require air to breathe and must surface every 2 hours to avoid drowning unless sleeping in which case their bodily functions slow down allowing them to go for up to 12 hours without returning to the surface.
LISTEN. You’re a GM. You have a world. You need to give your players information about that world without info-dumping on them as the game develops.
Your campaign world needs a newspaper. There is no better way of relaying the setting’s lore and exposition than through the lens of the NPCs who live there. They can post work opportunities! They can discuss current events! They can use local lingo! They can post scurrilous lies about whatever you want!
And your players will eat it up!

Are you feeling heady with power yet? Do you realize what a tool this is?!
They will be shocked when they first realize that the papers lied to them… Or they’ll feel oh so very clever for being skeptical about what they read! Hell, they might even want to put out ads or articles in the paper of their own creation! Imagine their faces when the paper talks about them and their heroic exploits… Or attributes credit for what they did to someone else entirely! Or makes the whole thing a hit piece painting them as villains! What if the whole tone of the paper suddenly changes? What if a favorite columnist suddenly shows up dead? What if an obituary for one of the player characters gets printed? Your options are literally limitless.
Give your game a newspaper. You’ll thank me. You’re welcome.

Dragon priests are a similar case to lichdom, cultists who devote their entire life to dragons, and if the dragon is powerful enough, their entire death as well. They typically have a mask and full body robe based around the dragons colors to hide their decayed and rotten body from those who might judge the dragon for unsightly minions. While technically possible for metallic dragons to have the servitude of a dragon priest, they are much more likely to shun the practice.