Don’t Go Out At Night – More Monsters on the Road!

Traveling at night on an unfamiliar path can prove to be particularly treacherous.  Beyond the threat of bandits and wayward brambles lies the supernatural.  Thick forests and foggy meadows often carry dark creatures lurking about.  Ranging from the bothersome to the lethal, these dastardly foes take glee in anyone foolish enough to get lost at night, far off the beaten path.

Author’s Note: I’m trying to get some updates to old projects ready.  New spells and monsters will hopefully be made available soon!  In the meantime, I really wanted to make more monsters along my “lost on the road” theme.  This time, I sample a mix of folk tales and horror movies.

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Planetouched: More Options for the Aasimar, Genasi, Tiefling and Others

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I loves me some Planescape and I wanna make sure my creations get out there to an audience who loves it just as much!  So, here’s a look at what my three posts have to offer!  Part of this is to help drum up interest in a revival for one of my favorite settings and prove that planar versions of these races are still viable in the modern era of D&D!  Please, take a look and help to spread the word!

Aasimar:

  • Angel Bloodline
  • Astral Deva Bloondline
  • Guardinal Bloodline
  • Eladrin Bloodline

Genasi:

  • Basic Inner Planes (Fire, Air, Water, Earth)
  • Hybrid Elemental Planes (Ooze, Magma, Ice, Smoke)
  • Positive and Negative Planes (as well as their variants)

Tiefling:

  • Various Devils and Infernals (including variants of the PHB)
  • Demonic Bloodlines
  • Daemon/Yugoloth Bloodlines
  • Other Fiends/Lower Planes related creatures

Other Race Variants:

  • Celadrin (Elf)
  • Fey-Ri (Elf)
  • Tanarukk (Half-Orc)
  • D’hin’ni (Halfling)
  • Azer-Blood (Dwarf)

 

Planescape is property of TSR Inc./Wizards of the Coast.  Created by Doctor Necrotic, for Doctor Necrotic Media.  All rights and copyrights belong to respective owners.

Strange Things in Bloodied Wyvern Peak Adventure Report: Part 7

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The Dream has died, but in its place… is something worse.

Before leaving to reality, the players pierced deep into the deeper dream.  The Dreaming is finished, perhaps gone for good?  The players make their way out of a dream realm and hopefully back into the real world.  But, what is real and what’s really going on?  Being stuck in The Dream for so long was certainly no accident.  And so, ends the first part of my zany adventure (that I originally intended not to last this long!)

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More DOOM Monsters!

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Incoming transmission! “There’s even more of them captain!  We thought we were finished, but they’ve only just unleashed even more of the damned things upon us!  Many of these wretched hell things feel even stronger than the last ones we fought!  We can’t hold out for mu-” Transmission ended!

Author’s Note:  Sorry for being late on this one.  I found out last minute that my group wanted to postpone my game, so I would have had a game synopsis last week.  I also got very sick following a busy work week.  With that, here’s a handful of more DOOM monsters.  I might do an update later on with another popular monster in mind… Arachnotron… Mancubus… Something like that!

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Diabolist – A Fiendish Arcane School for D&D 5th Edition

EDIT 2019: This is really due for a revision.  I like the overall concept of this, so I’ll probably create something in the near future.  After all, why should the warlock have all of the diabolical fun!?

 

Throughout the ages, many schools of magic have been created and also destroyed.  Some have come under attack due to ignorance; arts such as Necromancy and Enchantment have been targeted in particular.  Among the most notorious is the art of magic inspired by fiends.  The school of Diabolism is such an art, where contact with dark planes leads to manipulating vile energies into wholly new effects.dedicated to dark gods and demonic creatures.  While many styles of magic are unlawfully targeted and discriminated against, the diabolists are almost always cruel and wicked.

While pacts with otherworldly beings are the results of enslavement, diabolic mages intentionally scour obscure tomes and demonic rites to enhance their magical craft.  Some are connected to patrons like warlocks, while others steal devilish secrets for their own purposes.  Warlocks forge direct deals with fiendish beings.  Meanwhile, most Diabolists cheat their way into obtaining fiendish magic, often resulting in horrific consequences.  That said, many Diabolists are active within cults and truly follow their infernal agenda to its fullest extent.

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