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parsley, sage, rosemary and thyme

@faywildes

dnd sideblog, mainly intended for resources and tagging so many fake people in my brain. wilde, she/her.

STATUE

7th-level transmutation (bard, warlock, wizard)

Casting Time: 1 minute

Range: Touch

Components: V, S, M (pinch of lime, water, and earth; and a small iron bar, such as a nail)

Duration: Concentration, up to 1 hour

You transform willing creature that you touch into stone, subjecting them to the petrified condition for the duration. While petrified in this way, the creature is a magical object, and it can be affected by divination spells such as detect magic and true seeing. Additionally, the creature is still aware of its surroundings and able to use its senses; and it is able to concentrate on spells. However, it is still unable to move, and its sense of touch is dulled.

If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.

At any time during the spell’s duration, an affected creature can use their action to end the petrified condition and return to their original state or turn back into stone and become petrified again.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to three creatures for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.

Converted from the Player's Handbook (3.5e)

this is actually a really fucking cool idea

For those who like examples, here's two nations using the same rolls:

Military Might (STR): 14

Infrastructure (DEX): 12

Public Health (CON): 7

Education/Magic (INT): 11

Economic Stability (WIS): 14

Diplomacy (CHA): 7

A small-ish nation that has recently asserted its control over all nearby valuable lands; extending its control to various chokepoints in the nearby mountains and its river crossing. A series of forts and watchtowers ensures that all the lands of the kingdom are safe and productive to continue providing supplies for the kingdom’s armies. This authoritative rule has been rough on the land’s populace as many are being worked hard and receive little in terms of care for injuries or illnesses. However, it seems unlikely to change as the King has been antagonizing weaker neighbors and also pushing to colonize the wild lands ruled by druidic tribes. One of the few aspects of the kingdom that has been bolstered, outside of the military, is the Royal Magic Academy where the King’s advisor is training up the future of spellcasters for the King’s armies.

__

Military Might (STR): 7

Infrastructure (DEX): 7

Public Health (CON): 11

Education/Magic (INT): 14

Economic Stability (WIS): 12

Diplomacy (CHA): 14

The valley is ruled by the Council of Mages, a group of relatively reclusive caster, concocters and magical researchers. The group primarily unites only to defend the valley itself from outside influence, especially those who wish to take control of the wizard’s tower away from the valley.

The populace who lives in the valley is relatively content with the current arrangement. The mages rarely ask for tribute or tax in any form but provide education to the magically and mentally inclined. Further any plagues or illnesses that threaten the valley’s towns and villages are quickly contained and countered by the mages who specialize in healing magics.

The valley is relatively remote and disconnected to other nations, with many of the passes only being safe to travel in the summer months. However, most nearby nations only take advantage of these passes to trade for valuable magical artifacts or to hire on of the mages for a period. Although the nearby Kingdom has been getting increasingly belligerent and the military weak, yet magically valuable, valley may prove a tempting target.

Terminate

9th level enchantment

Casting Time: 1 action

Range: Touch

Duration: Infinite (requires concentration)

Components: V, S

Classes: Wizard

You sever the link between a creature’s mind and body. For as long as you concentrate on the spell, they are petrified, lose all senses, break concentration on all spells they are concentrating on, and are unable to form memories. At the beginning of each of their turns, the creature may make a Wisdom saving throw. If they do, make an Intelligence saving throw. If your throw is lower, you take 4d6 psychic damage.

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⚔️ 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! 🗣️ Griff here: just a reminder that this was designed over a week ago, and its scheduled posting day here is entirely circumstantial. Tyrant’s End
Weapon (greataxe), legendary (requires attunement) ___ This blade is a grisly guillotine, whose edge was used to put an end to the tyrants of a broken age. You gain a +3 bonus to attack and damage rolls made with this magic weapon, which has the following properties. 𝙁𝙡𝙞𝙣𝙜 𝘽𝙡𝙖𝙙𝙚. The blade of the axe is attached by a piece of its original rope. Once on each of your turns when you make an attack with the weapon, you can choose to fling the blade at a creature within 20 feet of you. Make a melee attack roll against the target. Hit or miss, the blade is then retracted back to the weapon immediately after the attack. If the target is no more than one size larger than you and you hit it, it is pulled with the blade to the nearest unoccupied space to you between you and the target. 𝙍𝙚𝙫𝙤𝙡𝙪𝙩𝙞𝙤𝙣𝙖𝙧𝙮 𝙎𝙥𝙞𝙧𝙞𝙩. Within the blade is Simon Livoel, the spirit of a revolutionary warrior who built the original guillotine. You can use a bonus action to shout the weapon’s command phrase (“Down with tyranny!”) and summon the weapon’s spirit. Alternatively, the spirit appears in your space when you’re reduced to 0 hit points. He uses the veteran stat block with the following changes: he is undead, he has darkvision out to a range of 60 feet, this greataxe replaces his longsword (+8 to hit, 1d12 + 6 slashing damage), and he has no other weapons. For the duration, you have resistance to bludgeoning, piercing, and slashing damage, and Simon takes the same amount of bludgeoning, piercing, and slashing damage as you. Simon can’t otherwise be targeted or harmed by any attack or effect. On your turn, you can use a bonus action to command Simon to attack a target within the greataxe’s range, using his statistics. If you’re incapacitated, he’ll attack the nearest creature that is hostile to you on his own. Simon remains until he’s reduced to 0 hit points, at which point this property can’t be used again until the next dawn. …Sentience and Personality continued in the IG comments! ___ ✨ 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 as little as $3 a month!

Continued from instagram post: https://www.instagram.com/p/DQuKISJDC5R/

𝙎𝙚𝙣𝙩𝙞𝙚𝙣𝙘𝙚. Simon’s spirit remains in the weapon’s blade, and his dim reflection can be sometimes seen in its scarred surface. “Tyrant’s End” is a chaotic neutral sentient weapon, with an Intelligence of 15, a Wisdom of 15, and a Charisma of 17. It has hearing and darkvision out to a range of 60 feet. 𝙋𝙚𝙧𝙨𝙤𝙣𝙖𝙡𝙞𝙩𝙮. Simon has beheaded hundreds of tyrants over the course of his life and the weapon’s existence. He is quick to call out the tell-tale signs of a tyrant’s rise to power. Otherwise, he is taciturn and thoughtful, speaking rarely and only when he feels he can push someone away from the mistakes he made in life. A creature that Simon considers to be a tyrant gains no benefits from this weapon.

𝗙𝗹𝗮𝘃𝗼𝗿 𝘁𝗲𝘅𝘁! In an open clearing, Freedom finally set down her heavy axe and set to making camp. As she worked, her blade—cleaned and polished as far as its aged iron would take—reflected the rough hues of its surrounding, although in place of the tiefling’s red skin and black leathers were the colors of a long-forgotten revolution. For a time the shape followed her motions exactly, until she directed a question towards it.

“Hey, Simon, y'there?”

The blade’s edge rang like a sigh and the form seemed to approach the metal, resolving into the vague reflection of a wiry man, revolutionary colors marred by bloodstains.

“Yes, what do you need?”

Freedom sat down beside the axe, matching Simon’s pose as she replied, “How’d you end up haunting that thing? Did it kill you?” Simon’s image smiled bitterly. “You know the saying ‘live by the sword, die by the sword?’”

“Don’t tell me you’re going to say something like 'violence begets violence, so put down the weapon and become a farmer,’ are you?” The revolutionary looked grave in the face of Freedom’s grinning flippancy. “No. I’m saying even tyrants have friends, or at least enemies too far away to care. And when I became a pattern, there were plenty who wanted my death to send an ironic message.”

“So, what? I should slow down, stop fighting evil any time I find it?”

“No, not at all. You shouldn’t give it space to breathe.”

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Settlement: Idisimar of the Deep Wells, The City Without a Prayer

“The city’s had half a hundred names since it was founded; Idisimar, Usimat, Rau-tarmajin, titles shift whenever some new force rolls through the region and plants its ass in the throne up in that palace. My people however? the well diggers? well, they’ve been here forever, so long we don’t even have a name and will be so long as the water remains. In all that time we’ve learned something: you can feel when one of those shifts is about to happen… the city’s name stops fitting quite right, and you start looking around for who’s going to roll through and give it a new one. 
Feels a bit like that now…doesn’t it?”
-Gashur of the house of builders, city guide and bastard heir to the fourth aquafer 

Setup: To be king of the desert you must first control the water. This is the lesson learned by the many successive dynasties that have ruled the oft conquered city of Idisimar, each growing fabulously wealthy on the trade and agriculture that support the city, only to be picked off by an upstart rival looking to pinch a bit of the goodlife for themselves. 

The latest of these would be rulers are a pair of lovers:  The ruthless raider and blademaster Ni’mat and her husband, the guileful seductor Talib Dawngraced. Ten years ago in the heat of their youth and passion these two raised a bandit army and conquered the city, ousting the previous ruler and installing their plunder hungry followers as enforcers and minitractors along the many traderotues that the city serviced. 

For just over a decade, these two have held claim to the rich aquafers and vaulted cisterns of the city, which the the two set to protecting and developing the way another ruler might guard a vein of rare and precious ore. Where the previous rulers let the city’s infrastructure to crumble in favor of the riches it could provide, the lovers usurpation led to unprecedented development that has continued to this day, ensuring there is always plentiful work for builders and diggers as aell as the city’s numerous merchants. 

Recently however a dark pall has been cast over the city of deep wells: the lovers have banned all itinerant lriests from entering the city, amd have expressly forbid public servicies of faith, going so far as to even place dissenting sects under house arrest within their temples, having their army of desert cutthroats nail the buildings’ doors shut and throw supplies in utilizing a window.

Adventure hooks

  • The sudden prohibition on priests has created a strange pavilion of tents and makeshift shrines with different groups (some of whom consider the others heretical) forced to rub elbows and fight for favorable spots. A real-estate holy war may be brewing, worsened by the overcrowding and congestion created by the city’s faithful being forced to migrate outside the gates in order to attend services. 
  • While the believers may be in crisis, their burrowers may be facing another: The diggers and aquatects that tirelessly repair and expand the city’s stockpile of fresh water have hit an odd snag: a creeping crystalline growth that appears to be spreading out of a newly discovered cave system and into the rest of the city’s system of cisterns and subterranean waterways. The spread is contained for now, but the engineers worry that such unpredictable growths could see vast amounts of the city’s water rendered tainted and undrinkable for years: effectively meaning a choice between plague or drought. 
  • Idisimar is located at the head of a fertile river valley that leads out to the sea, and a primary stop on the desert spiceroad. Trade goods and exotic wonders of all kind pass through this well situated settlement, and the party is sure to be able to find a merchant in need of their aquisitional abilities, or a caravan soon to set out in need of guards. 

So, about 13 attempts later Tumblr is graciously allowing me to post this. This was something desired I saw and I am a huge fan of the feywild. Can’t believe I didn’t think of this before. So, here you go. However, I don’t take requests for free. 

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Planescape: The Astral Dreamscape

 I make it no secret that I’m not a fan of D&D’s default “great wheel” cosmology as I find the rigidity of its worldbuilding gives me very little to play with as a DM. So here I’m going to present my version of the astral plane, which I’ve found to be a much more convenient narrative thread to weave into my stories involving high magic and the truly weird

Setup: As the feywild exists as a heightened form of the mortal realm’s vitality and emotion, and the shadowfell acts as it’s dark and ghastly inversion, the astral dreamscape takes its form from the cast off thoughts and imaginings of all conscious creatures.

It is the place where the dreaming mind ventures when freed from the body, where fancies become theories become thoughts before becoming forms. It is said to be the origin of all magic, as a mage shapes the impossible form of the spell with their mind before setting it lose in the waking world, a wave of creation taking form in the astral sea before breaking on the material shore.

When viewed in its natural state, the Astral dreamscape resembles an endless starry sky, filled with swirling fogs, auroras and nebula like gasses. Vast structures float directionless in the expanse, growing like coral heedless of any physical constraint.

Adventure hooks:

Random Encounter: Rift Events

The thinking DM’s alternative to “rocks fall, everyone dies”

Sometimes a the heroes fuck up catastrophically. They fail to stop the dark ritual in time, they sever one of the anchors of reality in the midst of a battle, they drop the doomsday artifact down a very long flight of stairs and it ends up breaking. You could end the campaign right there, improvising a hasty epilogue and send your party home for a couple weeks while you prepare to start from scratch.  Alternatively, you could use the narrative stakes you set up for yourself and do something interesting. 

One of the most important writing lessons I’ve learned as a DM is to ask myself “what happens if the party fails” as a means of giving my writing richer dramatic stakes, because unlike most forms of fiction a d&d campaign can’t have an ending predetermined by the author. To that end it’s a good idea to have some options in your back pocket for when your party goes so far off the map that you couldn’t have possibly prepared for this eventuality. Taking inspiration from the “Doomscars” of Kaldheim, a rift event represents a breach in the fabric of reality accompanied by a natural disaster, the result of either a catastrophic release of magical energy, the fracturing of fate, or planes smashing into eachother with the force of sizemic shifts. 

To quote Jason from The Good Place: “I’m telling you, Molotov cocktails work. Anytime I had a problem and I threw a Molotov cocktail, boom! Right away, I had a different problem.“ And that’s exactly the ethos we’re looking to bring to the table with a rift event. Whatever stakes your campaign had at the moment, whatever crisis your heroes were gearing up to face, they suddenly have a VERY different crisis which you can eat up the rest of the session ( or the session after a cliffhanger) with to buy yourself more time to figure out the long term implications of what your heroes have done.

Consider some options below:

  • Your party, every one, and everything are suddenly sucked into a different plane as the world is overturned around them, giving you time to move the plot forward back in the material plane while they play out a short “ get back home” arc. The Astral Sea is a great place to dump them out, as it’s not only a shocking contrast to your mundane campaign world but can also provide novel means of transport home.
  • The area your party is standing is now having an earthquake, which they desperately need to escape through skillchallenges and cooperation. When they finally get clear and survey the damage, they realize that not only did they put a dent in the world, they went and created a portal to some other reality, which is now bleeding mosnters and weird magic into the material plane. Bonus points if the villain/loved ones/the mcguffin is now on the other side of the rift, forcing the party to choose between dealing with the newly emerged threat or go perusing their original goal.
  • Awaken a Kaiju. No really, having your mid to high level heroes inadvertently release the tarrasque or some other giant beast is a great way for them to get back to the monsterhunting days of the early campaign, AND a convenient way to not have to explain why no one mentioned the campaign ending threat lurking in the wilderness before now.
  • Consider Divine intervention. There’s no better moment for the gods to make themselves known then when all seems lost. This interference can be as direct or subtle as you’d like, either coming as a devil’s bargain or an act of otherworldly compassion. My advice is to reward the character who’s the most pious (even if they’re not the cleric) or the most in need of saving, and have the intervention take the form most apt for the particular divinity. A god of healing may give the lost one more desperate breath of life, enough for the heroes and bystanders to pull them from the rubble, while a god of knowledge might reveal that the past 24 hours have all been a vision, forewarning of what WOULD happen if the party makes the unwise chose. Also feel free to throw a fiendish or eldritch twist to this, with faustian pacts being made to pull the world from the fire.

Where's the African mythology?

I know I have close to zero Tumblr fame, which I normally appreciate, but I would love it if this made it into the world and got fully backed. You can even pledge to get the digital content and send a real copy to a school in Africa or to a HBCU or community library of your choosing!

Misusing my blog again so more people can see this then

Dungeon: The House of Want

Hooks:

  • The party encounters a stranger passed out on the road, half dead with hunger but equipped with the tools of an experienced burglar. After nursing their new friend back from the edge, she’ll tell them about a job she and a few others were hired on to perform, breaking into some noble’s disused summer estate and ending up trapped for weeks in a maze of endless illusions and waking nightmares. Having barely escaped with her life and stumbled out into the wilderness, she’s more than happy to reward the party’s kindness with the loot she stole, but when she opens her packs she discovers that all her ill-gotten gain has vanished sometime between leaving the estate and falling unconscious. Perhaps retracing her steps can help them find it.
  • Attending a revel on a moonlit night, one of the heroes encounters a beautiful silver haired figure who seems to know quite a lot about their ongoing quest, dropping hints that he might possess some critical secret that will allow them to overcome their current challenge. This stranger presses an invitation into the hero’s hand, imploring them to visit his home should they wish to learn more. Following instructions contained within, the party find themselves half way up a mountian, facing down a castle that rises form an ever-drifting mist.
  • Tormented by a Quori, nighthag or other foe that strikes from beyond the veil of sleep, the party is forced to seek a battlefield where they can meet their phantasmal assailant toe to toe. The solution? a long abandoned ruin where fantasy become reality, the nature of which may just disrupt the dreamwalking magic used by their enemy and draw them into the physical world.

Setup: Originally intended as a pleasure palace for the realm’s elite, the House of Want became a deathtrap after an illusionist, desperate to impress an ever demanding noble patron ended up suffusing the grounds of their estate with the stuff of dream itself.  The effect was wondrous: tables overflowing with food that delighted the tongue, long lost loved ones or distracting strangers appearing whenever they were called, every room filled with extravagance and luxtury beond the bounds of mortal wealth. 

The problem was none of it was actually real , merely a masterful illusion that bent the senses in whatever way the magic deemed the guest might most desire. Illusory food gave a satisfying sense of fullness but no actual nourishment, just as phantom fires provided illumination and warmth without actually sparing one’s bones from the mountainous chill. What’s more, after a few years of indulgent festivities and diversions the illusions started to turn hostile, with guests who bore guilty thoughts or repressed desires tormented with visions of what the house thought they “wanted” to see.  These events were mostly hushed up, until one fateful night when a grant ball held at the House ended in disaster: cloaked corridors and imaginary servants channeling guests to a dancefloor that just so happened to be hanging over a balcony, panicked screams of those who’d already tumbled over the edge hidden by the exact magic that’d led them there.

After that the House was shuttered, wards placed around it so that none could stumble in and fall victim to the increasingly dangerous magic that ruled its halls.

Adventure: The Dead March

Be careful what oaths you swear, my child: death does not cleave all bonds

Everyone knows the plains of Folly’s Prize are a haunted and sorrowful place, where exiles and suicides meet their end as feed for jackals and any attempt at settlement ended with poisoned wells and blighted fields. The land was the sole province of vultures and hopeless bandits, at least until thirty years before, when two great armies clashed there and seeded the land with innumerable bodies and blades. Now ghostly riders have been spotted trooping through the fields at night, supported by lurching footmen and marshalling for some unknown conflict. Each dusk they materialize out of thin air, and every dawn they fade, having marched a little closer to civilization.  No one knows why these tattered forces are rising, but with every passing day it seems they grow more solid, the light taking longer and longer to banish them.  

Hooks:

  • Fleeing just punishment, a murderer has fled to the haunted moors beyond the kingdom’s boundaries. With a sizable bounty and an example to be made, the authorities have tasked the players with bringing the fugitive to justice, a task complicated by the fact that the fleeing criminal has found sanctuary with the spectre that claims to be lord over those unhallowed lands. Now the players must puzzle out the ancient rites of hospitality that protect their quarry, or risk having to drag the criminal through unfriendly lands that see them as the outlaws.
  • Though they refuse to use any name or title, the spectral lord was infact a reviled usurper, who once raised claim against the throne, tearing the realm apart as neighbouring kingdoms took up with one side or the other.  On the verge of their defeat, the usurper spat a death curse, that they would rise again to take back what was truly theirs. Now, as a succession crisis brews in the capital, it appears the usurper is has returned bringing their army with them.  Dealing with political infighting on one flank, and an approaching legion on the other, the players must rush to play kingmaker before the usurper returned claims the crown for themselves.
  • Folly’s Prize was always a cursed place, and has been for centuries since a rampaging devil lord was smote down by a seraph so hard that he ended up entombed in a prison of rock made molten by the force of his impact. Unable to break free, the devil’s wickedness leached into the surrounding rock and soil poisoning the landscape, nourished only by the thin trickle of blood and misery that trickled down from the wasteland above. That was until the great battle, when suffering soaked the soil and brought the devil back to wakefulness, a brief enough to hear the oath of a dying, prideful noble, and use what little remained of his power to strike a deal: a second chance at the throne for blood rites and eventual release.  

Any thoughts on how to run a feywild casino - run by a greedy archfey? I see my group wanting to swindle them or pull off a heist in this setting.

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Heist: The Vale of Splendor

I have a "how to run a heist" system! check it out while planning this adventure for a great underlying structure.

Setup: It's said that on the far side of the mountains there's a place where your luck can turn, where fortunes can be lost and made, and destinies can be rewritten. Those that spoke these stories were likely speaking hypothetically, but since the feywild is a place where mortal stories come to life, it wasn't long before this fabled place manifested in the place of fables and mortals and fairykind have flocked to it ever since.

In the early days the Vale of splendor was morphic, conforming to the particular circumstance of each group of visitors. That was until a particular fey by the name of Hap inserted himself into the narrative as a sort of gatekeeper. Hap denied some access to the vale, and insisted that others engage him in various games, staking their own luck against the windfall they were about to receive.

Hap's power and stature grew along with his stolen fortunes, transforming the vale into a grand pleasure palace and gaming hall. There's only one group who value luck more than the fey, and that's thieves ( followed closely by sailors and people who climb mountains for fun), and the fate-crammed vaults of this self made fey lord could provide enough windfalls for what could be the most daring series of heists history has ever seen.

Adventure Hooks:

  • A con artist among the fey just so happens to gain knowledge of the party's infiltration and introduces himself as a potential ally. He's figured out how to counterfeit the lucky pennies the Casino uses as gaming tokens, meaning that the party won't have to stake any of their own fortune and can keep it while doing the heist. He just needs them to steal a particularly portentous object that's hidden among Hap's vaults.
  • Rather than just trying to score a lifetime of lucky draws and easy breaks, the party has heard rumors that there's one or two "heroic destinies" that've been stored away in Hap's vault, which may prove key to defeating some semi-mythic foes looming on the horizon. Obviously these are kept in a hardier sort of vault, so the party might want need to plan two concurrent heists if they want to be both heroic AND lucky.
  • Every casino has it's losers, but among the throngs of unlucky patrons and doomed debtors the party is approached by a cat-eyed beggar clad in scraps of fine fabric that barely fit his lean body. He claims to know the Vale, that he once had a place in it, but that his place along with his name was stolen by... something. Can the party risk offering charity in the middle of their infiltration? Is this beggar truly some miraculous source of information, or just another con job?
  • The valley path up to Hap's palace has been occupied by a thriving Goblin market, looking to cash in on all the suckers travelers attracted by the gambling hall. All manner of magical and ephemeral things can be found here, provided the party can agree to the equally intangible prices. 

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