DM’s Guild – A Planar Grimoire

Planar Grimoire Cover Image

Pardon the somewhat inconsistency in my posts.  I’ve been trying to revise old work while work on some personal projects I hoped to get out on the web (like this one), while balancing a stressful work life and home life.  But I digress, I was never too happy with my original planar spells posts.  Some were blatant rip-offs of previously existing D&D spells, while others were just poorly worded.  So, I did a fair bit of clean up while making some other not-so-subtle homages!  But, no matter, here’s over 15 pages of extraplanar goodness for your 5E Spellcasters!  Enjoy.

A Planar Grimoire is Pay-What-You-Want, you may find it here.

MAY BLOG CARNIVAL – Spiritualist Sorcerer and Exorcist Background

Image result for Pathfinder spiritualist

One might wonder, what is the power of a spiritualist?  It’s very much laid out in their name, someone who works with the spirits of the deceased.  Such sorcerers are fabled for calming angry spirits who lacked desire to move on to the after life.  In some instances, they have found ways to harness the spirits, whether out of mutual pact or magical extortion.

For most of your life, you have felt a connection with spirits.  Over time, you tried to develop talents to reach out to the realms beyond.  While not a bloodline in its own right, you have been touched by the nether realms, planar domains where souls travel upon death.  Harnessing your talent, you are more than capable of communing with spirits either through seance or through a known spell.

However, conjuring and working with spirits is often taboo, and is such practiced in secret.  While some may hear of you and seek you out for counsel when dealing with the dead, others might see you as a second rate necromancer.  Some orders have even formed within various religious organizations as exorcists, while others revel in individual freedom when dealing with the shadows beyond our world.

Author’s Notes:  I’m back with Blog Carnival content once more!  This time, I thought I’d dabble into the Occult theme by making a Spiritualist based circle for the Sorcerer.  While other classes also felt like good picks, this felt like the quickest match for me.  So, let’s speak with the dearly departed as we explore the Nether World with the Spiritualist.  And as a bonus, have a background on exorcism. 

You may find more on the May 2017 Blog Carnival here!  Alternatively, you may be interested in the Sage Variant: Occultist background that I made last year.  This would better fit a medium who contacts spirits through seances and the like, should you favor a more gothic flavor over a high fantasy one!

Also, this is the first pass for this sub-class, it will be due for revision in subsequent weeks.  This first draft is experimental and possibly volatile.

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Strange Things in Bloodied Wyvern Peaks Adventure Report: Part 4

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“Where are we?  When are we?”

It has been a bit of a hiatus, but we’re back!  Hooray!  The lands beyond Qvosfeir await, as our team etches closer through the rugged terrain of the bloodied wyvern peaks.  And by lands beyond, I mean quite beyond!  As always, things are about to get even weirder!

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Strange Things in Bloodied Wyvern Peak Adventure Report: Part 2 & 3

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“THEY ARE AMONG US!”

At long last, the players are ready to embark into the mountains ahead, unsure of what strange things await them within the jagged lands beyond.  What dangers will they face?  Will their ranks thin?  Will some go mad?  Will they awaken new horrors upon the land?  Only time will tell!

Author’s Note: Due to a handful of things, part 2 was cut very short.  As such, I decided to merge the recap with part 3.  Stay tuned for more after the jump!

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Strange Things in Bloodied Wyvern Peaks Adventure Report: Part 1

The Orvaldt Sanctuary Sanitarium

Greetings and well met!  Welcome to the realm of Qvosfeir, a land of frigid tundra and hardy folk.  Under normal circumstances, the Kingdom of Orvaldt would be a thriving hub of trade and travel, overseen by King Orvaldt; proud head of the clan as well as ruler.  A thriving internal economy of mining helped to establish the kingdom’s presence far before modernizing into the city of today.  Forged by an ancestor of Orvaldt, as well as House Emberbeard, the small mining town grew until it had earned its place as a proud and powerful land.  The nearby land proved lush and fertile, as the rocky crags and fields gave way to refreshing springs and favorable hunting grounds.

That was, until the “strange things” began to occur.  A general term, the strange things marked a series of events over the course of a year; people vanished, the soil turned bad and crops withered, plague began to emerge from no where, strange poisons leaked into the water, reports of horrible monsters overwhelmed locals and travelers alike… especially the miners.  The far most odd were two incidents witnessed by residents.  The first being tendril-covered ball creatures attacked a nearby homestead, dissolving what prey they could find and absorbing it into their mass.  Upon being slain, attempts to study them only brought confusion as they had no discernible anatomy from quick glance and they melted and vaporized not long after death.  The other incident was an airship jumping out of a planar portal over the mountain, before a pillar of incredible light shot up from one of the peaks and destroyed the vessel, as it crashed somewhere in the mountains below.

Attempts to discover the cause or end it outright have been failures, with the remainder of each exploration group returning insane or deathly sick.  Those who didn’t die were sent to a converted sector of the Physician’s Ward of the city that was converted into an asylum.  Meanwhile, much of the populace has been evacuated with the help of much of the kingdom’s army, as bandits and other opportunistic folk have seized the chance at picking at the desperate kingdom.  Attempts to gather heroes from the inside and outside have been mostly fruitless.  Those who survived the raiders and bandits have managed to push into the city, in hopes of an audience with the king.

Hello again!  For a slight change of pace, I wanted to chronicle my expanded take on the D&D adventure I wrote a little ways back.  Don’t worry, more homebrew is on the horizon.  In fact, I have a prospective DM’s Guild project that’s almost done as well.  While I’ve had fun running modules over the years, even running organized play events, I wanted to jump back into creating my own campaigns.  I hope you enjoy reading this as I did running the campaign!  In addition, I hope to have some uploaded audio logs of the campaign as well, for your entertainment.  I’ll probably post an announcement on that, but in the meantime, the FlumphCast YouTube channel is where the videos will be found.

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Monsters in Space! The Sequel: Star Dragons (and Dragon Variants)

“How could such an environment lead to this?  Is this a dragon?  It barely seems to qualify.  Unlike others, it shoots a strange, destructive light from its mouth…  It baffles the mind.”- From the journal of a traveling scholar.

Star Dragons, born from the deep cosmos, are a rare draconic breed.  Some think they are crossbred between a true dragon from another realm and something truly alien.  Others believe that they are another reality’s manifestation of dragon.  They could very well be an evolution of primordial energy from the distant depths, gaining awareness as it gained form.  None the less, such a creature is capable of unleashing a fearsome power that is true to their kind.  Unlike any element, they can release a matter consuming light.  Few are sure if it is a kind of radiation, a laser beam or something else entirely.  On top of that, it is said that they hold the ability to phase through reality and travel among the stars themselves.

Those who have encountered them have either contended with a brutal foe or an incredible ally.  Indifferent to plights, powers and people; the star dragons prefer to distance themselves from conflict.  But, if one is convinced to aid, they will become an invaluable source as long as there’s something in it for them.  In fact, they’re more likely to remain away from plane jumpers and ships alike.  Those who interact with such travelers always have a personal agenda in mind.  Despite this, they are not typically egoistic, as they often have a communal aspect to them.  They travel the stars in pods, similar to whales in the sea, doing all they can to prevent anyone from falling behind in the galactic reaches.  Protection of clan and extended family is an important virtue for such creatures.

Author’s Note: I wanted to do a little bit more with my list of classic D&D monsters ported over into the realms of science fiction…  Well… science-fantasy.  Will these manifest in something else at one point?  Most likely, yes!  Anyway, here’s my take on a cosmic dragon that was scrapped from last week’s post due to time.  Also, I’m going to be taking a little break from planar/science-fantasy.

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Monsters IN SPACE – Sci-Fi twists on Classic Monsters

Vampire by Saindoo

Even vampirism has evolved alongside growing technologies…

“Magick…” he grumbles in a hoarse whisper to himself, “the force we all thought would hamper progress.  And here we are, traveling the stars with it.”  Letting out a sigh, he pushes his hovering seat away from a messy desk.  “If we were truly destined to separate ourselves from magick, the horrible monsters would have been vanquished long ago… not terraforming entire planets.”  The man slightly grips his teeth as he rises from the floating chair, joints popping from ache and wear.  The spacefaring man gazes into a mirror before continuing to shuffle.  The marks of fatigue and age on his face contrast the shining gleam of his badges, reflecting light from the ‘glow panels’ dotting the ceilings and hallways throughout the vessel.  Over towards a huge glass pane, the elder military man observes systems of stars with planets seemingly nestled in perfect viewing spots by ancient giants or celestial creatures.  “And this ship, it has served more of a home for me than it deserves.  But, through the mad crusades and bloody combat, it has served me well.”  The tranquility of an empty space fades as ships pull into view, built with alien geometries and operating through impossible physics, they charge weaponry for an epic battle.  The man cracks a faint grin as similar weaponry opens fire on the enemy crafts.

The worlds of magic and monsters don’t need to end when civilizations have advanced themselves into new eras; feudal worlds give way to industrial, which give way to information, which give way to hypothetical new technologies that Earth can only speculate about.  Even a world of fantasy can and should advance and change with the flow of time.  All too often do these worlds stagnate in the endless mush of quasi-medieval high fantasy.  Now, this isn’t to say that such a thing can’t be good and doesn’t still have a place.  It’s just that for many fans of the genre, such things have grown stale and resistance to change.

In a fantasy future, adventurers will continue to carry on their business.  Perhaps new sanctions are in effect and new regulations are in place.  However, there are still dens filled with malicious monsters and strange sights to behold.  There are gnoll raiders who operate miniguns instead of wield war-axes, elementals from a plane composed of radiation, beholders who bolster their psychic power through cybernetic enhancements, orcish biker gangs terrorizing the streets through their “hover hogs” and much more.  Granted, most of these will not be appearing in the article below.  However, they are ideas on how someone can twist a classic monster for a more Modern/Sci-Fi inspired setting.

Author’s Note: I figured this is a great way to close out the theme, a look at some classic monsters transferred to a new genre.  And by this, I mean transferring classic D&D monsters into classic (as well as some less standard) science fiction.  Also, please don’t mind the cheesy space-opera-meets-D&D blurb from up above.  I’m not quite what I’d call a writer, but I figured it would be a fun change of pace.

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