Ramon’s Guide to the Outlands and Beyond

The Outlands (Planescape) | Fantasy map, Dungeons and dragons ...

I have touched upon The Outlands, yes.  But, there is still more to see.  The Concordant Opposition, a name with more than one meaning.  To some, it’s the center point where all things converge.  To some as well, it is the force fighting all planes at once.  At least, this is what that Acts of Balance sect/faction proclaim.  Beyond them, there are many more sights and sounds to observe within the center ring within the Wheel.  With such a variety of experiences alone, a Sensate could spend a lifetime here.

Author’s Note: I enjoy doing these.  As such, I have to return to this!  Now, thanks to the Torment conversions and some of my own, that takes care of a number of monsters at least.  The one bit from the Elemental post felt a bit tacked on, but it only made me wanting to do more.  It begs the question, what happens when I run out of planes?  Well, I’ve been making plans for another project.

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Monsters of the Elements: Creatures of the Inner Planes

Planescape Finders: Planes

The Inner Planes provides a host of habitats, sites and niches; all teaming with all means of elemental lifeforms… and not-so-lifeforms.  These creatures exist to feed, fight and survive in their respect realms; some on a level more intelligent than others.  Among these more intelligent organisms, alien parallels to society exist within their respective home planes; drawn from the motifs and energies of the equally respective plane.  Some thrive from mixtures of the elements; some are new creations, while emerge from calamities that clear the way for something new.  From what I understand, natural scholars refer to this as a “secondary succession” of sorts.

Author’s Note: I wanted to do a fair number of things, since it’s been a while.  I haven’t done much in terms of mechanics, even beyond D&D 5th Edition and onto other games.  I’ve been rereading Cyberpunk 2020, in part because it somehow feels more relevant in some ways than it did all those years ago.  Granted, there’s enough 3rd party and custom stuff from a 25 Yr.+ range to never warrant me making my own things.  Anyway, I’d rather keep these little blips pertaining to the page itself rather than personal gripes and issues.

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Ramon’s Guide to Alternate Realities

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Upside Down, I have heard of this.  I hope to never go there.

The multiverse is already a confusing concept.  Now, couple that with the concept of parallel realities?  Your hurting mind now roars in a throbbing migraine at the thought.  But, believe me, such things are fact.  Many can attest that traveling through time is just the creation or accessing of a different reality.

Author’s Note: Oh boy, here’s a complicated concept I’ve been eager to tackle.  Also, here’s a chance to pay homage to various What If articles/adventures as well as fan-created takes on settings and lore.  Also, what if The Grand Conjunction succeeded?  Strahd and Azalin aren’t even the worst of it!  And, save for one published article or concept; all these make homage to some work of sci-fi or horror.

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Domains of Dread: Dawnsveil (now available on DM’s Guild)

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Enter a Domain of Dread born from paranoia and fearmongering, where your neighbor conspires against you and practices wicked sorcery… at least, by your observations.

Ruled by a once-beloved governor, now fear is there ruling force! The colony still expands and progresses, even as its appointed ruler acts from the background. However, his control is far stronger than most realize. Face an endless battle between a crazed governor and the dark witch that haunts the lands.

Domains of Dread – Dawnsveil is an expansion for the Ravenloft Campaign Setting.  However, it is fully compatible with the Curse of Strahd adventure.  Inside, you’ll find a history of a fallen trade colony, dark tales of a dark witch taken form and terrifying creatures that dwell in the darkness.

You can find this product here.  Happy Halloween!

Ramon’s Guide to The Mists

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Ravenloft!  The Demiplane of Dread!  The Mists!  All names for the same prison dimension for the foulest in the multiverse!  Those within the clutches of the Dark Powers must suffer, whether or not they deserve it.  These Dark Powers overseen all sorts of truly awful Domains of Dread, plots of artificially constructed spaces where the Powers observe the truly damned in the places of their own damnation.  The Darklords are those who have doomed themselves through acts of ultimate evil.  They preside over the aforementioned domains to remind them of their sins.  Usually, they don’t take kindly to visitors like myself.

Author’s Note: The Lovable World Traveling Bard vs. The Demiplane of Dread!  I always love writing bits on Ravenloft and this is a good way of introducing some of my favorite domains to players who might not be as familiar with them.  Of course, there are MANY domains that I wish I could ramble about, but I have only so much space and time to play with, unlike the Dark Powers.  In fact, their ability is limitless!  Plus, this is a good way of building up my own domains, Dawnsveil, Within the Woods and Feuer!  (Yes, the second one is Evil Dead 1 & 2.)  Keep an eye out for those new domains, by the way…  Also I continued a piece cut from my prior post.  The Black Lanterns was part of my Shadow Fell to Planescape conversion concept from before.

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Death Machines! – Killer Robots

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“Automatons.  Blasted things keep ruining my day.  They killed my grandpa ages ago, took over our jobs, destroyed life as we knew it!  Darned things gotta be taken down, by the peoples’ wrench!  We’ll unite to give the metal monsters a clobbering!  We ain’t gonna take their inorganic presence any longer!” – Gristle Pete III, current proprietor of The Cascading Ridge Saloon

Not all “thinking machines” are friendly.  In fact, many prove to be outwardly malicious.  Many were built for war, while others are simply experiments gone awry.  Either way, there is a danger when building an automaton to think and fend for itself.  While many cases can lend it to building a positive life, other cases can turn out far more grim.

Author’s Note: Have some evil robots!  This is an expansion of my previous post.  Enjoy.

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Alza’um, Land of High Artifice Part 1. Bashar

scifi desert landscape by Bawarner

Just a normal colony, nothing to see here…

 

Bashar.  It’s a city of splendors!  A glowing beacon amidst sloshing sea and dead desert.  Beyond it?  A wasteland riddled with pillaged tombs, booby traps and a rare village or two.  Those who do make the voyage are treated to a gathering place of delights and fancies.  The bazaar attracts and sells some of the finest wares in the world, as well as domestic items beyond words.  It is here that new forms of magic have been unveiled as well as incredible forms of technology dubbed “magitech”.

However, life in this metropolitan hub is not what it seems.  While a paradise for the discerning buyer or the exotic seller, a sinister shadow is caste upon those who live within the dusty streets and winding alleyways beyond the market.  Few care or look out for each other.  While backstabbing is rarely literal, there isn’t much trust between neighbors.  Help is looked upon with a sense of dishonor and ascension up the social ladder is rife with self-sacrifice or betrayal.

Your ship is closing in fast to the docks ahead.  Greetings traveler, welcome to the Bazaars of Bashar!

Author’s Note: I’m back at trying my hand at world building once more!  And like always, I bend things away from typical pseudo-euro high fantasy and towards other genres and ideas.  I’ve always been fascinated with massive urban hubs, even in fantasy fiction.  One of the earlier cases of this was the setting of many Fafhrd and Gray Mouser stories, which provided a level of inspiration.  Beyond Lankhmar, Planescape’s Sigil, Conan the Barbarian, Arabian Nights and Magic the Gather’s Ravnica have proved to be fair resources for ideas.  Anyway, this is what I have so far!  Enjoy!

 

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Time Marches On: A Timeline in Richardsport

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I’m going to have a slight change of pace.  This one has been floating in the aether for a while now, if only because of a bunch of scattered memories tied to facebook posts from ages back.  Well, digging a mix of scattered campaign notes, FB posts and then some.  So, let’s dive into the past and observe the passage of time within what started as a small city and expanded into its own thing.

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The Ancient Magi – A Patron of Arcane Remnants for D&D 5th Edition

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Many incredible mages exist throughout the multiverse.  They have unlocked the secrets to incredible power, twisting magic into spells rarely seen by fellow spellcasters… if at all.  Those of great power tend to be reclusive, for a powerful mage makes many enemies.  Some even take their magic to new and epic levels.  Whether they become archmages, demigods or just powerful spirits locked in some dimension; some yearn for a student to pass their work onto in some capacity.  After all, while some magical secrets should die with their creator, other gifts should be passed on.

The Ancient Magi Patron provides one such method.  Those in service to the ancient magi are typically scholars of the arcane, seeking ways to expand their knowledge and craft.  Many are devotees to the very arcanist they serve, while some are just greedy and desire to steal forgotten magic for their own benefit.  More often than not, their arcane superior is aware of their intentions and will use them accordingly.  Many ancient magi aren’t even on this plane anymore.  Many of them have long since passed away or are locked in other realities.  Some have been stranded in the Astral Plane, effectively frozen in time; while others are permanently sealed in unknown demiplanes.  Some lucky ones dwell on material planes, but try to make their presence as nuanced as possible.  Great mages like Mornenkainen and Elminster are examples of such magic-users.

AUTHOR’S NOTE: Looking back, I wasn’t really too happy with my original draft.  The general idea was solid, but I tried to make it feel too much like a binder vestige instead of a patron.  Plus, some of the mechanics were made when I didn’t fully understand the warlock class.  Now, some of the ideas here are heavily experimental.  Giving a class ability to cast a certain spell 1 – 2 per day… and at the strength of the warlock’s level?  That might be a bit strong, but I wanna see where I can develop this.  None the less, I wanted to make a warlock patron that carries both a bit of sorcerer and wizard flavor to it.  Plus, I created a quick-n-easy class variant for those of us who are nostalgic for the Archivist from the 3.5 Book, “Heroes of Horror”.

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Wild Magic – An Arcane Tradition for D&D 5th Edition

Author’s Note:  I’m not sure why, but I’m not overly fond of the Sorcerer as presented.  Plus, I wanted to convert the AD&D Wild Mage (including the BGII version) to D&D 5th Edition.  Without further ado, enjoy.

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Neera, Iconic Half-Elf Wild Mage

New Wizard Arcane Tradition – Wild Magic

Whether this unofficial school of magic was created through a desire to become the most powerful or out of sheer madness, wild magic is perhaps the most misunderstood and confusing method of magic.  WildMagic is understanding the raw powers of arcane energy itself, trying to harness it to the fullest, and seeing where the energy takes you as a result.  For obvious reasons, this school of magic faces more persecution than the necromancy school.

Crunch after the jump

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