January 10th, 2026
dailyadventureprompts

dailyadventureprompts:

Adventure: Do no Harm

Gangs of brigands attacking along the trade roads in a series of bloody, near suicidal raids. An increasing spree of violent incidents in town that seem to be spreading like a sickness. Folk in their feverbeds rambling about a war out of time. These seemingly unrelated incidents are the violent signs that have been laid before Prior Rupak, healer and priest of Pelor, who sees them as the prelude to a far greater evil. The good healer cannot treat the victims and investigate the cause of their suffering at the same time, and so seeks allies to help stem the tide of blood before it pours over into the streets.

Hooks:

  • The party may first encounter Rupak after seeking out his infirmary, usually open to all by grace of the dawnfather’s altruism but recently closed off so that the priest and his acolytes can triage an ever mounting number of injured. Ushered in to receive treatment in payment for their aid, the party is briefed on the strange occurrences in town and sent on their way. Alternatively, should their reputation be great enough, Rupak may send a runner to ask for the party by name.
  • Merchants are always wary of bandits on the road, but this latest swath of reckless attacks has them especially worried, shilling out good coin for caravan guards that may get the party to tag along. Gossip by the watchfires says that the attacks are originating from a tumbledown old fortress out in the countryside, though why any self-respecting brigand would choose to lair in that haunted place is anyone’s guess.
  • Untangling the different attacks in town leads the party through a gauntlet of civil strife: lovers’ spats, disagreements in the market, tavernbrawls, all turned bloody and in some cases lethal. Investigating the matter reveals that each perpetrator was at one point a victim, all still bearing a fevered and borderline infected wound (if only a scratch) from a previous altercation

Keep reading

January 10th, 2026
dailyadventureprompts

Ya’ll should rec me some of your favourite, commissionable monster design artists. I’ve got some stuff coming up soon and I could use a few more people to reach out to!

January 10th, 2026
dailyadventureprompts

impossiblepackage:

dailyadventureprompts:

dailyadventureprompts:

Isn’t it weird that despite being a class based in intelligence, the wizard spell list/playstyle doesn’t require or enable any strategy beyond “pay attention to elemental resistances and saves”?

Like, I know that d&d and “intentional game deisgn” go together like oil and water, but you’d think we’d have hit upon the idea that the play fantasy for the nerd class is setting up some bullshit magic-the-gathering combo of overlapping spells synergies.

Chucking fireballs into crowded tavern rooms for raw damage is 𝒮𝑜𝓇𝒸𝑒𝓇𝑒𝓇 𝒷𝑒𝒽𝒶𝓋𝒾𝑜𝓇, I want to use prisms to defract spells over the battlefield! Use physics glitches to bounce over castle walls! Summon a platonic solid from the realm of ideal forms and exploit its frictionless nature to use it as a wrecking ball.

Okay class, let’s talk about reading comprehension, shall we?

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Anon here seems to think my gripe is with the variety of wizard spells, when I think I made it very clear that what I want is more spell interaction/flexibility.

Case in point, let’s look at a couple different versions of the grease spell, first in vanilla 5e:

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Then in BG3:

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Clearly you can DO MORE with the second version of the spell, not only with the explicit ability to ignite an area (allowing you to set up combos with other casters or anyone carrying a torch), but the BG3 version of prone is much more useful crowd control, switching off most of an opponent’s actions (including AoOs), AND giving disadvantage on saves, further increasing combo potential. It’s a strictly BETTER version of the spell that encourages more creativity, tactical thinking, and player interaction.

Hell, let’s look at the 3.5 version:

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Clunky as the language is, the 3.5 version has TWO alternate uses for the “make things slippery” spell as both a disarming tool and an escape aid, which could be further extrapolated to greasing heavy objects to help them be moved around for puzzle solving or other ubiquitous party hijinx.

This reduction in spell versatility is purposeful, to the point where we can see WotC REMOVING vague language to ensure the spell is less useful than its earlier counterpart.

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Sorry to use you as my soapbox, Anon, but as someone who’s played multiple editions of this game and has enough 3rd party material sitting in their reference library to fill a harddrive, you have no idea what the FUCK you’re talking about.

you’re generally right but the bonus stuff from the BG3 is a side effect of being prone, and all those effects of being prone also apply to regular ole 5e. The only thing BG3 adds is explicitly stating that the grease is flammable.

Sorry to rules lawyer friend but BG3 adds a LOT to prone

5e:

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BG3:

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Same with a LOT of the other status conditions in the game (to say nothing of the ones they added), which are all focused around overlapping synergies, using stratagey to overcome (but never fully negate) randomness. Base 5e is almost ALERGIC to giving players the ability to inflict disadvantage on enemy saving throws.

January 10th, 2026
dailyadventureprompts

dailyadventureprompts:

Isn’t it weird that despite being a class based in intelligence, the wizard spell list/playstyle doesn’t require or enable any strategy beyond “pay attention to elemental resistances and saves”?

Like, I know that d&d and “intentional game deisgn” go together like oil and water, but you’d think we’d have hit upon the idea that the play fantasy for the nerd class is setting up some bullshit magic-the-gathering combo of overlapping spells synergies.

Chucking fireballs into crowded tavern rooms for raw damage is 𝒮𝑜𝓇𝒸𝑒𝓇𝑒𝓇 𝒷𝑒𝒽𝒶𝓋𝒾𝑜𝓇, I want to use prisms to defract spells over the battlefield! Use physics glitches to bounce over castle walls! Summon a platonic solid from the realm of ideal forms and exploit its frictionless nature to use it as a wrecking ball.

Okay class, let’s talk about reading comprehension, shall we?

image

Anon here seems to think my gripe is with the variety of wizard spells, when I think I made it very clear that what I want is more spell interaction/flexibility.

Case in point, let’s look at a couple different versions of the grease spell, first in vanilla 5e:

image

Then in BG3:

image

Clearly you can DO MORE with the second version of the spell, not only with the explicit ability to ignite an area (allowing you to set up combos with other casters or anyone carrying a torch), but the BG3 version of prone is much more useful crowd control, switching off most of an opponent’s actions (including AoOs), AND giving disadvantage on saves, further increasing combo potential. It’s a strictly BETTER version of the spell that encourages more creativity, tactical thinking, and player interaction.

Hell, let’s look at the 3.5 version:

image

Clunky as the language is, the 3.5 version has TWO alternate uses for the “make things slippery” spell as both a disarming tool and an escape aid, which could be further extrapolated to greasing heavy objects to help them be moved around for puzzle solving or other ubiquitous party hijinx.

This reduction in spell versatility is purposeful, to the point where we can see WotC REMOVING vague language to ensure the spell is less useful than its earlier counterpart.

image


Sorry to use you as my soapbox, Anon, but as someone who’s played multiple editions of this game and has enough 3rd party material sitting in their reference library to fill a harddrive, you have no idea what the FUCK you’re talking about.

January 10th, 2026
dailyadventureprompts

Isn’t it weird that despite being a class based in intelligence, the wizard spell list/playstyle doesn’t require or enable any strategy beyond “pay attention to elemental resistances and saves”?

Like, I know that d&d and “intentional game deisgn” go together like oil and water, but you’d think we’d have hit upon the idea that the play fantasy for the nerd class is setting up some bullshit magic-the-gathering combo of overlapping spells synergies.

Chucking fireballs into crowded tavern rooms for raw damage is 𝒮𝑜𝓇𝒸𝑒𝓇𝑒𝓇 𝒷𝑒𝒽𝒶𝓋𝒾𝑜𝓇, I want to use prisms to defract spells over the battlefield! Use physics glitches to bounce over castle walls! Summon a platonic solid from the realm of ideal forms and exploit its frictionless nature to use it as a wrecking ball.

January 9th, 2026
dailyadventureprompts

I was wondering if you’d be able to help me flesh out a loose idea I had for a location that I’d like to include in my homebrew setting at some point.

It’s a theocratical city-state with a heavy bell aesthetic. Like, the city is absolutely littered with bell towers, and whichever divinity is worshipped here uses bell as their holy symbol. Aside from being situated in a seemingly peaceful stretch of grasslands, and world itself being somewhat high-magic… that’s all I have so far.

Any ideas as to what this place could be beyond the vague idea I’m sitting on? And what sort of adventures do you think could be had here?

I’d appreciate any help you’re willing to offer with this! Thank you!

Anonymous

dailyadventureprompts:

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Setting: The Plains of Stormgraven

“Leave it to fanatics to build their home in the one place the gods seem intent on wiping off all the maps.”

Setup:  Once the sight of a great transgression against the divine, the grand pastoral realms now known as Stormgraven are today an expanse of calm, rolling fields, tempest haunted badlands, and expansive, half buried ruins that only hint at the calamity still echoing through the plains to this day. 

There are three sorts of people who live in the region: 

  • Scavengers looking to pick through ancient ruins, (which can be sorted into “academic” or “tomb raiding” types respectively) There’ve been ruins so long in the plains that this group has solidified into it’s own ethnicity with cultural rites, festivals, and a nomadic, adventurous flair. 
  • Simple farmers wanting to make good use of land despite the rustlers looking to steal their livestock and the cyclones looking to steel their houses, mostly made up of descendants from a long fallen empire. 
  • The Resoundant, a community of religious exiles from a neighboring kingdom who fled to the plains after they lost a generations long civil war that they also started. Fleeing a “decadent and ungodly” homeland some two centuries ago, they’ve built themselves a great polis warded from the region’s hostile weather by it’s innumerable sacred bells. 

These three groups push against eachother with varying levels of hostility: The Resoundant hire the scavengers to clear out ruins for them to ensure the land is safe for settling, but believe the treasures pulled from deep undergorund belong to them by divine right. The Farmers are happy to feed the holyfolk in exchange for warding against the storms, but chafe under the increasingly restrictive religious duties that are added to their lives. The scavengers bring plenty of outside coin into the region with their trade, but seem more than happy to turn bandit when times are lean. 

Hallowtoll, the great city-state of the plains is where all these peoples and conflicts mingle together, a turbulent place in the otherwise peaceful plains, or the only calm eye when storms sour the countryside. 

Adventure Hooks: 

  • Hired by outsiders to delve a particular ruin, the party finds themselves at odds with a scavenger-band who’s been exploring the region for generations. Does the party clash with the locals, or make their way past their initial foux-pas to work with them? How about sharing their wealth with the band, rather than some outside historian who decided to lay claim to it? 
  • Forced to stop their travels by a windstorm that threatened to blow them off the road, the party shelters alongside a farmer-enclave built partially under/into a hill. it’d be a fine, folksy time getting to know the families and townsfolk sheltering there with them, if not for the  quarrelsome Resoundant preacher who’s seems intent on finding fault with everything and every one. On the fourth night in, and with no signs of the storm clearing up anytime soon, The preacher is murdered, leaving the party with an Agatha-Chrsitie style mystery to solve. There’s also the added threat that if the culprit isn’t found and the Resoundant find out, there’s a good chance that the enclave will come under threat of some more retributive members of the faith. 
  • The belltowers of Hallowtoll are a wonder all unto themselves, with families and priests alike competing to see who can built the biggest, grandest, and loudest tower in their region. Older towers are often left to crumble as newer projects capture the attention of their patrons, creating a warren of urban dungeons rife for exploration. Likewise, all this fevered building is likely to attract the attention of certain strange forces of architecture that come to dwell within the abandoned geometries. 

History: The source of the gods ire is the Olgracian dominion, a state over two millennia gone that none the less managed to offend the gods so bad that the heavens still havent forgiven them.  The Olgrac were a proud people who worshiped a god of forge and field, and so had a surging, well armed populace that they used to subdue their neighbors into vassaldom.  This was typical for just about any empire through history, but what made the Olgrac different was their habit of taking home the statues and idols of their neighbor’s gods in chains to represent their defeat, and throwing the priests of defeated nations into their forges to create weapons infused with divine magic.
Needless to say, the other gods didn’t like this, and collectively summoned a windstorm of such magnitude that it leveled the Olgracian capital,  blew out the priest-eating forges like a candle, and ripped the mostly-innocent forgegod into so many pieces that not even their name is remembered to this day. The storm raged for a century, scouring the dominion from the earth and providing such a good deterant that just about everyone stayed away from the Stormgraven plains until a few centuries prior to the present day. 

Further Adventures: 

The forge-god is not dead, but scattered, ripped asunder into a number of aspects that subtly long to be reunited. Once contemplative and mostly peiceful, the forge-god now has a desire to revenge himself on the other gods, and will seek to rebuild the Olgrac dominion using the Resoundant as their new chosen people, coopting their faith and their resentment against their exile for its own ends. 

Here’s some idea for some aspects: 

Keep reading

January 9th, 2026
dailyadventureprompts

dailyadventureprompts:

Tomb of the Stormsworn General

Just as there is no true glory without risk, there is no victory so heroic that we are spared of our need to mourn .  

Setup:  An eternal storm looms over the ruins of the royal palace, a seemingly  impregnable fortress abandoned  not in defeat, but in the face of torrential rain and winds strong enough to pluck guards from their battlements.  The kingdom was spared that defeat by one Zarabi of Summersend, a masterful tactician and capable battelmage who just so happened to be a demigod, born from the favour of a stormgod shown to one of his most dedicated adherents. 

When the kingdom was attacked by an overwhelming enemy, Zarabi rose from her position as a common soldier after her commander was killed, rallying her routed comrades and managing to hold out until help arrived. As the war pressed on, Zarabi continued to grow in glory, influence, and thunderous power, until she became the face of the kingdom’s  defiance against overwhelming odds. 

When it came time for the climatic battle of the war, Zarabi led a climatic charge through the enemy line that allowed for the capture of the invading sovereign, heroically giving her life so her home nation could sue for peace. For her sacrifice she was buried in the royal sepulchre, an honour reserved for the realm’s greatest champions… though it was at her funeral that the clouds broke and the first drops of rain began to fall.. as they’ve been falling ever since. 

Adventure Hooks: 

  • In addition to inconveniancing the royal court by forcing them to move, the eternal storm is the cause of a great many other shakeups. The constant rainfall is turning the surrounding estates into marshaland, where as the disruption of the region’s elemental energies are giving rise to no end of primordial disturbances, mephits and greater entities spontaniously rising out of the tempest.  The mages of the realm are currently throwing every idea they have at the problem, and the party may be pressganged into escorting numerous casters up and down the torrential steps as they try to prove their hypothesis 
  • Stormgods are not known to be the most tempermental of beings, and the grief of a god can be a terrible thing. Zarabi’s father ( Kord is a good choice, but I’m personally fond of Keranos) loved her deeply, and manifests the rains as a sign of his mourning: literally weeping over her grave. Zarabi’s grave counts as an unofficial shrine to the stormgod, and should the players seek intervention from the tempest, it might be a sight of pilgrimage for them. 
  • Aza, Zarabi’s mother is a simple village mystic, one who summoned rainfall for the farmers of her arid homeland and acted as a bonesetter when the midwife or the healer wasn’t at hand. Her mourning for Zarabi is just as great as her divine father’s, perhaps more so as the only reason she even joined the army was to get away from her mother’s expectations of her “potential” in order to seek a normal life.  Aza wants her daughter back home, buried on her family’s land, rather than in a cold marble tomb high up in the hills… and should the party happen to pass through her village… perhaps they could do her a favour in exchange for tending their wounds during their early questing.   
January 9th, 2026
dailyadventureprompts
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Image from Flaticon

Tinkering with Triangle Agency mission builders

For those who might not know, I’ve been getting REALLY into the paranormal investigation game Triangle Agency, not only running it at multiple tables but becoming an active presence on the dev’s discord and publishing a few missions/resources on itch.io. It should be no surprise that the 3 obsessed ttrpg should have a thriving 3rd party scene, which has included a number of resources for generating ideas for missions.

So, like the absolute madman I am, I decided I’d try to slam multiple of these mission guides together at once and see what came out. TLDR: The results were surprisingly workable, far more so than any of the many d&d resources I’ve read over the years! Though if you’d like to learn how to use this franken-system yourself, you’re going to need to join me below the cut.

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A repository of free inspiration for all your Fantasy Tabletop Storytelling. Every day I share adventure ideas, artist sourced images, and other story inspiration for YOU to use in your games. Check the sidebar for our tagging system if you want to find something in particular, request an adventure, or support the blog.  P.S.- Call me Dapper

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