Goblin Of The Week NO.1

Goblin Of The Week NO.1

goblin of the week NO.1

goblin of FIBERGLASS INSULATION

More Posts from Dragonbornknight and Others

2 years ago

Business and Crime revisited (d&d 5e)

I recently posted a set of guidelines for using 5e running a business mechanics as a means of bootstrapping player owned criminal enterprises.

My players requested a campaign with gameplay and adventures centered around owning businesses, building a home, and running a criminal enterprise. So, I started looking into the RAW mechanics and found it kind of lacking. So, I’ve taken it upon myself to expand business ownership mechanics to better suit being the main focus of their downtime gameplay, as well as tying in mechanics for criminal enterprises.

These mechanics include:

Buying businesses from previous owners.

Running businesses in cycles of 30 days, with 6 intervals of 5 days.

Using businesses as fronts for criminal enterprises.

Running multiple businesses as a conglomerate.

Side quest plot hook table (complications)

Business And Crime Revisited (d&d 5e)
Business And Crime Revisited (d&d 5e)
Business And Crime Revisited (d&d 5e)
Business And Crime Revisited (d&d 5e)
Business And Crime Revisited (d&d 5e)

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1 month ago

the sun won't consume the earth for another 5-7 billion years.. plenty of time to chill (chills for 5-7 billion years) ah - the sun!!

2 years ago
Ideas For The Druid!

Ideas for the druid!


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2 years ago

I don’t think magic items should be named after their function, but their story.

In Dungeon Crawl Classics, there’s a chapter on magic items that briefly mentions that magic items are rare and powerful to the point that any one magic item is probably quite famous. That fame usually comes with a name.

So a particular flame tongue sword might be called “Hellfire” or “The Sword of Durageddon’s Bane”. A particular bag of holding might be “Kingslocks” or “The Blinding of the Gorgon”. These items get their names from the adventures they were involved in, which to me is a lot more interesting than a name that is purely functional.

Those functional names make the items feel less magical and more mechanical to me. If a bag of holding is recognisable as such, it must be fairly unremarkable to just have a generic name - implying that a great many people own one. It’s like owning a Ferrari racecar (impressive, but you’re hardly the only one) versus owning “The Carriage of the Ninth Angel” that is famed for being blessed by three angels with three heads in preparation for its death race against Satan himself.

I bought a zine recently (Through Ultan’s Door: Downtime in Zyon) that has a simple system for making magic items:

Commission a master artisan to make you a masterwork (a sword, armour, or book)

Use that item in a quest in an interesting way (such as slaying a particularly powerful foe)

That item, by becoming part of a spectacular story, then takes on magical properties once given a suitable name

Lots of players find it boring to find a generic +1 sword or what have you in dungeons, so I think this is a good solution to make it more interesting. And suitably mythic!


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2 years ago
image

Scrimshawed Sawfish sword with Sailor’s Rights and a whale, America, 19th century

3 years ago
Olympic National Park, Washington [OC][3477x5215] - Author: Rivryan On Reddit

Olympic National Park, Washington [OC][3477x5215] - Author: rivryan on reddit


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2 years ago
Introducing Woodsman's Wrath, A Sweet Mini-quest That'll Slide Into Your Game Nicely :)

Introducing Woodsman's Wrath, a sweet mini-quest that'll slide into your game nicely :)


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3 years ago

A flail-axe?

By @jacobwitzling on TikTok


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2 years ago

Random Faction Builder

How many pies do they have their proverbial fingers in? (1d10)

1-4. They are tightly focused on their singular area of influence. Roll once on the following table. 5-6. Roll twice on the following table. The first result is the field they openly deal in, or what those who know them mostly know them for. The second result is the field they are secretly trying to infiltrate or influence. 7. They serve as a mediary between two spheres, or between certain groups within two spheres. Roll twice on the following table. 8. Roll three times on the following table. The first two results are the fields they openly deal in, or what those who know them mostly know them for. The third result is the field they are secretly trying to infiltrate or influence. 9. They’re jugglers, jacks of all trades. Roll three times on the following table for areas they regularly deal in, plus one time for a field they have their sights on breaking into. 10. They’re everywhere. Roll once on the following table for the one circle they can’t show their faces in anymore.

1d6 Circles of Influence:

1. Government/Politics/Law Enforcement 2. Religion/Faith/Cults 3. Crime/Black Market/Underworld 4. Guilds/Trades/Organized Labor 5. Business/Merchants/Corporations 6. Knowledge/Information/Research

Now, roll 4d6 and assign one die to each of the following attributes, then look at the total on the last table:

Group Size

1. Just a few people devoted to a cause. 2. Enough people that it’s hard to get them all in a meeting together, but not enough people to really split into multiple sub-groups. 3. Enough people to crew a large vessel 4. A pretty big group, church congregation sized. 5. Enough people to populate a neighborhood. 6. If this entire group mobilized it would be a full-scale army.

Financial Power

1. Broke. It’d be a dream just to break even. 2. Surviving. They can get what they need, but can’t afford to expand or to have a large unforeseen expense. 3. Middling. Can use money to further their agenda but must be selective about doing so. 4. Comfortable. This group can afford to make investments. 5. Well-off. Their investments are paying off. 6. Rolling in it. They can solve most problems by throwing money at them.

Age of Faction

1. Brand new. This faction hasn’t existed long enough to have done anything of note. 2. Recent. This faction is probably still made up mostly of founding members, but has had time to make a name for itself. 3. Established. People remember this faction being founded. It may have some original members, but if it does they are old. 4. Pretty Old. This group was established before the oldest currently living generation was born, but in the lifetime of their parents or grandparents. 5. Old. This group was founded hundreds of years ago and has played a roll in many historical events. 6. Ancient. This group may predate the current civilization, and is seen all throughout history books.

Expertise

1. Bumbling. This group is incompetent and lacks basic knowledge. 2. Shoddy. They know just enough to get themselves into trouble. 3. Mediocre. There are no experts in this group but they have meaningful skills. 4. Competent. This group employs some actual experts but still has real gaps in their abilities. 5. Highly skilled. They may not be the absolute best in the business but this group can use skill to address most challenges. 6. Only the Best. This group has a reputation for their expertise.

Total - Overall Faction Influence

4-8  Nobodies. Who even are these losers? 9-12  Small fish in a big pond. This faction has an impact on certain individuals or niches, but are still unimportant enough that none of the big players pay them any mind 13-16  Up and Coming. Enough influence that they need to be careful not to upset the highest tier factions lest they get squashed. 17-20  The big leagues. This faction has a great deal of power but is not infallible. 21-24  Powerhouses. If there is only one faction at this level, they are functionally in charge of the society. If there are multiple factions at this level, their conflicts and machinations can have devastating fallout for ordinary people.


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