pixiethedm - Dungeon Writing
Dungeon Writing

Stories, Paper, and Dice: A Blog for Inspiration, Fantasy, and Writing. Please refer to me as 'it' - I am a blog, not a human being.

97 posts

So My Colleagues Learned That I Play D&D

So my colleagues learned that I play D&D

  • magnusficent
    magnusficent liked this · 1 year ago

More Posts from Pixiethedm

6 years ago

They would like me to DM for them.

So my colleagues learned that I play D&D

7 years ago

For the evening crowd (UK edition)

My eBook - Crow Eater - Chapter One: Little Lynchpin - is available for download on ISSUU.com now!

Its here, its free, and its rather damn, sexy if i’m being honest. 

It feels so fulfilling to finally have this see the light of day after all of these hours of pampering and stressing over details. All feedback and comments are welcome, as  I want this project to be a success, and for my readers to receive my best work. 

So, if you like reading fantasy, or about strange worlds of malice and wilderness or merely just like my writing and want to see more of it, then please do check out the eBook here. It is free, it will always be free, and it is available for download on ISSUU.com.

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And most importantly, enjoy

Pixie x


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7 years ago

Hello! Do you have any advice for scaling enemies? I’m trying to create a somewhat epic campaign for my players to draw them into the game, but don’t want them to get squished, y’know? Thanks! =]

Alright, this one has been sitting in my inbox for WEEKS and I forgot about it.

You have my sincerest apologies. 

Shame upon me. Bad blog. Baaaad.

Now, the likelihood is that you are playing some variation of D&D, which is good. It gives me some groundwork to build off of with my attempts at advice.

The bad thing going for you is that, if you believe the books, D&D difficulty is entirely mathematical.

The good thing going for you is that this is almost entirely wrong.

There are three pillars of combat that will affect difficulty in a combat encounter and none of them are percentile adjustments or mathematical algorithms. 

These are: Damage, Duration, and Disruption 

(watch this video, it is great and will explain things rather well.)

Damage is raw HP reduction and threat. High damage is near insta-lethal one-hits, whereas low is not much, maybe even none at all.

Duration is not how long a fight takes, but how much you control how long it takes. High duration is an explicit control over when an encounter can end, such as an enemy being invincible until an enchantment is dispelled, whereas low is just letting things happen as they do without any control, such as letting a boss get one-shotted by a lucky crit.

Disruption is how difficult it is to achieve success. High disruption could be magical storms blinding everyone unless they make a high saving throw, whereas low Disruption is a breezeless football field in the middle of Idaho on a Wednesday afternoon in August.

If you want to make an encounter with lower-level monsters more dangerous, then experiment with increasing any of these three things, even all three.

eg;

Three goblins and a hobgoblin are not much of a threat to a higher level party. Perhaps more of an annoyance, like mosquitoes or party balloons - swat ‘em or kick ‘em and, nine times out of ten, they’ll go away.

However, let’s go through each pillar and crank things up a notch.

Damage: Imagine if the goblins had gotten their hands on some powerful, uncontrollable wands and were torching a village with them. Fireballs, Lightning Bolts, Acid Arrows - the party may want to treat these pests with some respect and approach a little smarter.

Duration: Could it be that the goblins are life-linked in some absurd, shamanistic ritual to the hobgoblin, meaning that he can only be wounded once all of the goblins are dead?

Disruption: Perhaps the goblins have released a poisonous gas through the area that can paralyze everyone except goblinoids? Players have to skirt about these small clouds of paralysis that float about the battlefield, and if anyone gets caught in them, the goblins all pounce at once and go for the kill.

I’d recommend experimenting with ideas, and you can easily get weaker monsters up to higher-play level of difficulty. Just be wary of making things too tough. Also, it never hurts to give a boss-monster a decent amount of HP aswell as a little higher AC and some attack bonuses if you want them to fare a little better.

Remember though, the objective is to make your players think, because then they are acting, and then they are playing and are having fun. That is the one, true objective for being a DM.

Enjoy

Pixie x

7 years ago

Sunday Respite - Unconventional and Magical Weapons for an Unconventional and Magical World

A warrior is a warrior, no matter for what weapon they work with.

Warriors of steel, of blades, of words, of law, of faith, of bow and string, judgement and patience, shield and hammer - all fulfill their duties within the ranks. For when time peace comes to pass and power swells, war will come. When it does, you will not grow petty over the fashion of the equipment brought to bare against the onslaught. You will hide and pray that whatever warriors there are, will fight well and true to protect all that is good in your world.

That said, some people just can’t be normal and have to put together their own strange contraptions to spill blood and crush bone. These warriors are a fearsome creed, for their unpredictability squanders the tacticians and sends untamed forces into disarray. Often, a successful first attack will be all it takes to win a war, and what better element to success than that of surprise?

So, go forth, my wild lovelies, and take whatever scatter-brained scatter-shot or brain-dead brain-beater you can get your hands on. It may not work, and it certainly won’t be perfect, but on that rare occasion that it does, kingdoms will fall.

Cashier’s Penny-Slot Rifle

To the majority of sane people, this mechanism is surely nothing more than a cube of wood with a crooked tube of tin protruding from its front. The box has a circular hole cut into its top and a crutch-like stock worked into the frame. Into the hole are fed stacks of coins, whereupon they are chewed up by some growling mechanism of gears and pistons. Once a small trigger on the stock is squeezed, the weapon launches forth a wicked barrage of twisted coins and silver shrapnel to chew through flesh and bite into bone. The weapon barks like a bag full of lead cans when it fires and rattles like one too. The motion of it all could easily dislocate a shoulder. Luckily, its the unfortunate buggar on the receiving end that has the more costly interaction of the evening, regardless for the currency dispensed.

Never-Ending Arrow

Only one of the Never-Ending Arrows remains unnotched and undrawn, safely tucked within glass casing, pillowed by lavender linen, hidden beneath lock and key. This is for good reason. Once upon a day gone past, there were dozens of these nefarious little devils, brought to being by some astrologically-influenced fletcher-turned-madman, caught under a pale star’s shine. The Never-Ending Arrow, once fired, cannot be stopped. It cuts through the world like a darting eel would knife through water. Brick, stone, flesh, wood, sea, whatever; there are no exceptions. The saving grace is that, depending upon the geological geometry of your home world, it will either shoot off into space, detaching from the earth’s curvature and becoming the horizon’s problem, or it will find the edge of the great, flat plain, and wire off into the abyss to cause mayhem thereon.

The Great, Man-Eating Cog-Hammer

A heavilly runed warhammer head purrs with a coursing battery kept somewhere within, smoke pluming out of the exhaust on the cap. The haft upon which it is beset carries the humming mechanism like a bull astride a pole-vault, barely sticking upright and swaying with a troubling violence. Set into a cavity upon the business end of the warhammer-head’s face are a pair of broad, toothy gears. They roll into eachother; a hungry, growling maw of iron and coal. When the warhammer is brought to bear upon the world around, the gears are set off to play. They chew into their contact point, pulling skin, steel, silk, and sanity up and away into the rolling, industrial basilisk, ripping and tearing with a dreadfully messy and blunt attrition, spitting the refuse out of a chute at the rear.

Carrion Crow’s Screaming Shield

Beaming brass, shaped into that of a snake’s open mouth - fangs, forked-tongue, and all. Strong, stoic, and utterly perfect in its manufacture: the shield is enough to cover a crouched man from top to toe. This, however, seems to not be enough to entertain the emblazoned, viperous visage it houses. The snake spins upon the shield face as if stuck within an open barrel, cast downhill. Upon command (a word known only to the possessor), the snake’s head will telescopically lunge forward, grasp at a target, snap with toxic teeth, and hoist the victim back with the force of an elephant’s charge, for more personal interactions.

Sword?

Sword? refuses to be named as anything else. Sword? cannot be renamed. Any attempt to re-identify the weapon results in the wordsmith, sculptor, poet, or playwright fumbling at her literature. She turns to the item’s owner, winced expression wearing heavy upon her face, and shrugs, surrendering to call the thing ‘Sword?’ just as all the others did before. This item is a sword, surprisingly. It has a twisted grip of wound leather strips, red over blue, a clean, white blade of a grassleaf’s curvature, and the trappings and tribulations of a well-decorated weapon. However, Sword? is notoriously uncooperative with new users. When first held, and for weeks after - even months and beyond - Sword? will droop in the hand as if it had died. It will fall loose and limp like a severed limb, refusing to turn turgid despite all interactions, pleas, and promises offered. Once Sword? trusts its new friend, it will begin to twist and turn under their command, worming as a dancer’s fabric would. The sword can fit as keys would into locks, activate latches through doorframe-cracks, and even slither down into their throat and return, unbloodied. It is supremely agile. The sword can grow deeply friendly and personal with their new friend, and may go on to follow their command without delay, forever until death.

Enjoy 

Pixie x


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6 years ago

I love to make my villains people.

The moment when players realise that they have come into conflict with a character going along their own story path to restore their normalcy is bittersweet. 

For a brief, beautiful moment, all of their desperation and depravity melts away, and the players see the shadow of a lost, broken person, too far gone to turn back now.

The realisation that, sometimes, a villain is just one man resisting a world that you happen to be a part of, and that you are not the hero just for fighting him back.