Settlement: The Flamefond Peaks Of Promtharra

Settlement: The Flamefond Peaks Of Promtharra
Settlement: The Flamefond Peaks Of Promtharra

Settlement: The Flamefond peaks of Promtharra

“Fire is and always has been the mortal element. Like us it breathes, it eats, it flares and flourishes and dies. We Understand one another, and we smiths of Promtharra understand that better than most.” 

Setup: Built around a number of free flowing volcanic crests, the scattered villages, spires, and foundries collectively known as Promtharra are famous the world over for their artisans. A powerful layline of primeval magic runs through the region, allowing their culture to develop a deep understanding of its elemental nature without fear of being burned or buried in a sudden, cataclysmic eruption. 

More than simple trade secrets, what sets those who learn their craft in Promtharra apart is their practice of shamanistic-smithing, an art of communing with the elements involved in a particular work to go beyond shaping it physically and begin to affect it on a metaphysical level. In this way the Promtharrans are able to make unbreakable armor without the need for costly adamantine, or create blades that retain the heat of the forge for years withouth losing any of their solidity or edge. 

While the skill of their hands has ensured the people of Promtharra exist in relative comfort ( living atop a mountain that alternates between burning and freezing does give itself over to a degree of ruggedness), their isolation and virtual independence is due to the compact they have with the dragons that live in the region. Rather than fighting for territory or control, the dragons and the people strive together for the benefit of their collective home, often working side by side in the forges, or venturing out together on hunts. Legends surrounding the mountains often include moments where on the eve of a great and fateful battle or trial, a messenger from the Flamefond peaks arrives on dragon-wing to present the hero with some life-saving weapon or tool. 

Adventure Hooks: 

If the party seek something mythical repaired or sundered, Promtharra is a good place to start. Between the cumulative skills of generations of smiths and “chucking it in a volcano”, the full spectrum of creation and destruction is available. Of those who could aid in this task, “Reiko Winterschilde” is the fist name on anybody’s lips:  a masterful smith with an undeniably strong connection to the elements, but Reiko has recently fallen into a desperate spiral of depression and worry. After her son accepted the invocation of a foreign ruler to act as his master artisan, the two communicated back and forth for months as the younger Winderschilde grew accustomed to his new position. It has been a year since the last message, it has been nearly half a year since the last message, and the master-smith is half dead with concern. If the party can find out what happened to the wayward journeyman, Reiko will ensure that they are well equipped and may even tutor the party’s crafter in the fundamentals of her shamanic practice. 

While in the region, they may be approached by an agent of the draconic historian Ilzaadorant, a collector of interesting trinkets and historical curios who may offer to buy any of the artifacts they’ve collected in their travels. A shameless bookwyrm, Ilzaadorant ( Or “Izzy” as the locals call him) is interested in mementos of far of and long forgotten culture, and pulls double duty as a merchant of magic items, swapping more curious oddities for “boring” practicalities the adventurers may find useful.   Given that he can’t fly out to the largest settlements without getting shot out of the sky as a feral drake, Ilzaadorant is willing to recruit the party as his gobetweens,

The grand peaks of Promtharra are carved into spires and cathederasls of volcanic stone, with channels, aqueducts, and even fountains constructed to properly bleed off the ever molten blood of the mountains. Most of structures are occupied by the dragonbroods, or by pyromancers seeking a more palpable connection with their element, but others lay abandoned to structural instability or uncontrollable lava flow. These derilict towers are begging for exploration, though an adventurous party will need to be cautious. Rogue elementals and feral dragon-kin are not the only dangers, as too much damage to the wrong wall could have the chamber filled with scalding steam or see the entire dungeon begin to flood with lava from the top down. 

More Posts from Bungeonsandbagons and Others

2 years ago

sixty-nine more questions for your ttrpg characters!

(i originally made one of these on a defunct sideblog; i thought it was about time i made a new one! send an oc’s name and a number, go wild!)

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1. what drives them? what’s their ultimate goal?

2. what was your original concept for this character? how did playing them change that concept?

3. can they accept failure?

4. what one person, place, or thing do they love more than anything else?

5. is there something they want to be known for?

6. how have they changed in the last year? how about the last five years?

7. there’s a magic item (or technological innovation, or special resource) made just for them—what is it?

8. what songs remind you of them? if there are specific lyrics or movements, list ‘em!

9. when in their life were they most scared?

10. what inspired this character’s creation?

11. if they have a pet or animal companion, how do they spend time with them? if they don’t have one, what sort of animal would they be interested in raising, if any?

12. how have they altered their body? piercings, tattoos, biohacks, or other modifications—anything. why (or why not) did they (or someone else) make those changes?

13. what are some motifs you associate with them? did you intentionally bring in those motifs, or did it happen over time?

14. what keeps them up at night?

15. is there something that never fails to make them laugh?

16. do they value their appearance?

17. they’re crying—what did it take to make them cry?

18. what dish brings back the best memories for them?

19. what sparks genuine, unadulterated rage in them?

20. what attracts them to someone—platonically and/or romantically, anything counts.

21. do they have an idea about how they’ll die? do you?

22. how would they decorate their living space, if they had a chance?

23. in what moment did they consider themselves to be “grown up”?

24. are they close to any family members?

25. who is their best friend?

26. what type of person pisses them off?

27. how do they usually dress? why do they dress the way they do?

28. do they collect anything?

29. what feelings do they internalize?

30. how do they handle confrontation?

31. do they respond well to praise? how about criticism?

32. which of your decisions led to their voice being the way it is?

33. what artistic medium are they most drawn to?

34. what languages do they speak? how did they learn them?

35. when did they feel loneliest?

36. how do they fidget?

37. if they’ve had one, what was their first kiss like?

38. do they see themselves as an important part of their party?

39. are they insecure about their appearance? how about their personality? what aspects specifically worry them?

40. if you had to remake this character right now, how would you change them?’

41. how do you keep notes for this character, if at all?

42. can they dance?

43. how much do they know about the world they live in?

44. what lies do they tell others?

45. what lies do they tell themselves?

46. have they taught themselves any skills just for fun?

47. what could they talk about for hours on end?

48. do they relate to anyone in their group? conversely, which person do they relate to the least?

49. how often do they cut their hair, if at all?

50. do they have a go-to beverage, alcoholic or nonalcoholic?

51. what element of their backstory are you proudest of?

52. how would they dress themselves up for a formal event?

53. do they keep their plans close to their chest?

54. how important is money in their life? do they save up for ages, or spend quickly?

55. they’re seeing their greatest wish come true—what’s happening?

56. who would they trust with their life, unequivocally?

57. do they see value in the laws of where they live?

58. how often do they swear? do they mind when others swear?

59. what’s an element of their philosophy that you disagree with?

60. what do they have faith in? what keeps them believing?

61. is there an in-game moment of theirs you think about and just laugh?

62. do they believe in good and evil?

63. what’s a meme or tiktok or vine (or whatever) that you associate with them?

64. how would a party member describe them?

65. what would their go-to karaoke song be?

66. which fruit do they like most?

67. do they consider themselves to be special?

68. where’s their home?

69. what’s one secret they don’t want getting out?

2 years ago

Hello! I'd like to share with you a character work game! I call it "Six Secrets" and honestly it's a work in progress but I'm sharing it anyway

List six secrets that your character has.

1 is an open secret

2 is a secret the people close to your character know

3 is a secret that your character wouldn't really care about getting out

4 is a secret exactly one person knows anything about

5 is a secret no one knows about but they sort of want to come out/to tell someone

6 is a secret no one knows and they desperately don't want anyone to know about.

You can also decide who knows and how

The secrets don't have to have anything to do with your actual plot! The secrets can have super low or super high stakes! It doesn't matter! But you will absolutely have a better idea of your character's intentions and state of mind, and you may wind up coming up with some new plot points/obstacles to play with

2 years ago
The Swirling Blade Glows With Flame, Imbued With Powers Of Metallic Magic Powered By The Genasi’s Ancient

The swirling blade glows with flame, imbued with powers of metallic magic powered by the genasi’s ancient ancestors. As she chops the treants to bits with her scorching magical strikes, the smell of bonfire reminds her of home.

I have always loved forge-based subclasses, and really I think only forge domain cleric currently does the theme much justice among official classes. I figured that sorcerer becoming a whirling gish of metal and magic seemed like a good way to start! The updated homebrewery link is here, while the permanent PDF of the above image is here. Hope you all enjoy, and please leave your comments and feedback!

2 years ago
CUTE Pathfinder 2e Character Sheets Just Dropped!! 🎉🎉🎉
CUTE Pathfinder 2e Character Sheets Just Dropped!! 🎉🎉🎉
CUTE Pathfinder 2e Character Sheets Just Dropped!! 🎉🎉🎉
CUTE Pathfinder 2e Character Sheets Just Dropped!! 🎉🎉🎉
CUTE Pathfinder 2e Character Sheets Just Dropped!! 🎉🎉🎉
CUTE Pathfinder 2e Character Sheets Just Dropped!! 🎉🎉🎉
CUTE Pathfinder 2e Character Sheets Just Dropped!! 🎉🎉🎉
CUTE Pathfinder 2e Character Sheets Just Dropped!! 🎉🎉🎉
CUTE Pathfinder 2e Character Sheets Just Dropped!! 🎉🎉🎉

CUTE Pathfinder 2e Character Sheets just dropped!! 🎉🎉🎉

Find them here!

1 year ago

some dnd backstory ideas that give your character a reason to leave home that isn’t “everyone in my family died.” (just to say: i have nothing against those backstories (i use them a lot), but its fun to mix it up!)

family/friends/personal

someone close to you is sick. you need to adventure to find a cure

someone stole something important from you and you need to find it

you’ve received a message from a long lost relative and are trying to find them

someone that you love has been kidnapped (maybe you have to earn money to pay a ransom or complete some deed…)

adventuring runs in the family! everyone is expected to complete one quest in their lives

your family/culture sends people out to complete certain tasks when they reach a certain age as a rite of passage

another player’s character saved you in the past so you feel indebted to them and travel with them, protecting/aiding them

there’s a magical drought in your hometown and you have to fix it

your hometown doesn’t have a lot of jobs so you have to travel and send money back home

some childhood friends and you made a “scavenger hunt” where you try and complete a checklist of certain tasks (ie. defeat a barbarian in hand to hand combat, steal x amount of gold, slay a dragon, etc) in an allotted amount of time

quests/jobs

a god/patron has sent you on a quest to do something for them

you’ve been hired by someone to complete a task (and you get sucked into the big adventure along the way)

you’re on a quest for knowledge. maybe it’s to learn the best ways of fighting, maybe it’s something more academic related

your priest received a vision from your god and they sent you on a quest

you’re writing a book about the world and different cultures and you need first hand experience

you’ve found every map you’ve come across is shitty, so you decide to become a cartographer and make your own

you’re a detective who helps solve crimes and need to travel to solve a particular case

you’re a collector of a certain object and travel across the land to find it

you’re apart of an adventuring academy and have to complete a quest to graduate

you’re an artisan and you travel with your wares, trying to sell them. alternatively, you’re trying to spread word of your business and gain new business partners

you worked at a tavern your whole life where an old bard would sing songs of their adventuring party and that inspired you to go and do some adventuring of your own

feel free to add some of your own!

3 years ago
Deity: The Walker Of The Wheel

Deity: The Walker of the Wheel

“ Traveler! Why don’t you pull up a stone and rest your weary self, Come share a tale, join me in a song.  Between us there are as many miles to go as there are stars uncounted, but maybe we can number a few of them before we’re through”. 

Setup: There are some gods that demand the worship of all, who seek to spread their gospals to the four corners of the earth. Then there are the small gods, the humble guardians who preside over their little corner of reality and ensure those who journey through it are well taken care of. 

The Walker of the Wheel is one of the latter, a guardian god of roads, travelers, and the infinite horizon who protects those who venture far from home. Appearing as a broken down tramp, a traveling mapmaker, or an adventurous youth, the Walker eschews a concrete identity or even a name, preferring to intercede in the guise of a fellow wanderer rather than act through miracles or celestial agents. 

Holding no temples save for the small roadside shrines erected by fellow travelers, the existence of the Walker is lore held only by those who live their lives on the road, cobbled together out of scraps of road-lore and tales of secondhand encounters. 

Astral travelers are also known to draw the attention of the Walker, who holds stewardship over forgotten gateways between the realms. 

Adventure Hooks: 

Exhausted and woefully lost with darkness closing in, the party hears the plucking of an old guitar drifting across the landscape, leading them to a small campsite and the hermit who presides over it. The old codger offers them hospitality and a drag off his jug of barleywine, in exchange for their tales of adventure and woe.   When the party awakes in the morning, they’ll find the Walker gone and themselves a stonesthrow from their destination, having crossed valleys and rivers in the span of a single night. 

Those that impress the Walker are likely to be rewarded with good luck charms touched by a bit of his divine grace. Dented compasses that point the way home, guitar picks that conjure visions of the past when used to strum a nostalgic song, well worn walking sticks that allow for tireless travel over harsh terrain. These items all show evidence of having many owners in the past, as well as handetched patterns of stars and constellations. 

While generally a god of good spirits, the Walker cannot stand those who prey upon travelers, and woe to any robber or highwayman who draw his attention.  The party bears witness to this wrath when bandits attack their inn, hoping to kidnap and ransom a merchant who also happens to be staying there for the night. The Walker appears partway through this standoff, and with a strike of his stick dissolves the bandit’s leader into a pile of road dust. 

Titles: Our Old friend, Master Dust, The Starry Hermit, Wornboot Bill, The Roadwarden

Signs: Whirling Stars and Nebulas, music on the edge of exhaustion, dreamlike landscapes.  

Symbols:  Hobo Marks, Migratory birds, A long road beyond a gateway. 


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2 years ago
Adventure: An Icy Expedition

Adventure: An Icy Expedition

“I’m not sure what the foreman means when she says “ Shift’s over, head out and warm yourself up” do you? The whole thing’s buried under a glacier and half the canyon’s still coated in ice. I haven’t been warm since we started this damn excursion! “ 

Setup: The ancient goliath enclave of Emendurana once surveilled an Edenic valley of delights, but was covered over with glacial ice and buried millennia ago. Little now remains beside stone and the chill of ages, but some vaults may yet hold the secrets of ages past, hidden away from the march of time and empire in the outside world. 

Too large and of too historically significant for any one adventuring party to delve, Emendurana has been taken over by the Nhilari Expeditionary Coalition as one of their premiere dig sites. Too often characterized as a “ roving army of mercenary Archeologists”, the coalition has taken careful pains to negotiate with both the dwarven clanhold who hold territorial claim over the ruin as well as those goliath herds who descended from Emendurana long ago. 

With Hard weeks of travel through snowy foothills behind them, the N.E.C. Has set up a village-sized basecamp at the opening to the glacial caverns, and is ready to begin the first real forays into the ruins proper. 

Adventure Hooks: 

Plenty of adventuring groups get their start apprenticing with the coalition, who work hard to assemble synergistic teams of scouts, scholars, technicians, and “strongbacks”. Drawn from their disparate lives by the promise of adventure or steady payment by the N.E.C. recruitment officers, the party will bein their journey by helping their employer to break new ground in Emendurana’s frozen halls.  

When a nobleman with a fondness for ancient curios is petrified in his own home by an ancient goliath artifact he recently obtained, the reliquarian who is now at blame for the incident hires the party to help clear their name. The investigation leads to a shifty fence, and a smuggling ring that may be working within the ranks of the N.E.C. to siphon off relics and other treasures beneath the organization’s nose. Ousting these outlaws will require the party to travel far north to the digsite itself, as well as dealing with their agents in the city. 

Seeking council from a mystic oracle on their current adventure, the party receives a prophecy that the answers they seek are “beyond the deepest gates of Emendurana”. Research gives the party the location and the history they’ll need, but convincing the coalition that they’re more than simple teasure hunters looking to loot the dig site will take some negotiation. 

Keep reading

3 years ago

Hiya!

Im prepping a ball for my players to go to (its hosted by the mob, half of the PCs are the children of the leaders), and I'm wondering if you had any suggestions on stuff that could happen there! I have a couple of events and bits of gossip and stuff, but I'm running out of ideas (most of the ones i have are expanded on thanks to forums and friends). Thanks!

image

Drafting the Adventure: Throwing a Party

There comes a time in every adventuring party’s career where they must attend some kind of celebration, whether it be in their own honor or as part of a larger adventure. Ranging from peasant festivals to the indulgent fetes of the upper class, celebrations are to regular social encounters what dungeons are to a random skirmish. Just like dungeons, celebrations are at their best when the group is attempting to explore and navigate a larger structure, looking to discover a way to their goal while fighting a time pressure while fighting against the clock, all the while attempting to dodge various hazards that will slow them down or eject them from the premises. While not every bash the party attends has to be run like this, having an idea how to run a celebration-as-encounter gives you access to a framework that can support important dramatic beats for your campaign, or launch unexpected new ones. 

The Timeline

Think of your celebration as being divided up into acts or phases, depending on the general temperament/activity of the guests and the major events you’d like to see take place. When building your acts it’s important to have a goal in mind, something the celebration is building towards regardless of whether the guests or the heroes know about it. This goal often intersects or contrasts in some way with the party’s own objective, forcing them to jam themselves into the sharped toothed gears of polite society in order to get what they want. Here’s a brief example below, where the group’s goal is to ingratiate themselves with the influential duchess. 

1 The guests arrive: general meet and greet, folk are a bit tentative

Party meets their intermediary and gets introduced to a few people before getting to split off. Their quarry is nowhere in sight

2 Full Swing: guests loosened up by good drinks and good company

the Influential Duchess finishes up with social niceties and begins talking with friends, the party might have an in, but they need to figure out who the duchess will open her conversational circle for. 

The Long Awaited Viscount arrives fashionably late making a spectacular entrance, all but announcing his attempt to woo the Duchess’s daughter

3 First Dance:  The party, their new acquaintances, and the duchess are all swept up into the dance, with only the most stubborn of wallflowers being spared from participation. 

Atleast one of the party members has a chance to talk to the Duchess, but she is distracted worrying about the Viscount's intentions for her daughter. 

Briefly introduce the party to the Viscount and the Daughter, let the party know they’re on some kind of collision course. 

4 Refreshments: guests are in very good spirits but the Duchess is on war footing, walling her and her daughter off behind a circle of close acquaintances and trusted social allies. Any forays the party makes is likely to be seen as a ploy of the Viscount's to gain access to her daughter.

Cut out of the loop, the party must contend with all those who don’t pass the Duchess’s muster, but if they made friends with the shy handmaiden earlier, they have an in.  

5 Second Dance: The duchess’s wall temporarily breaks for social propriety, letting the party begin to close in once again. 

During this dance, the Viscount covertly releases a monster he had polymorphed and secreted onto his person. In the rampage, he and the daughter run off. 

The party is forced to decide between battling the monster with improvised weapons, or pursue the Viscount, trusting that the guards will take care of it. 

6 Here’s where the story turns: Do they duel the viscount and the daughter preventing them from leaving, or let them slip away? Do they battle the unleashed monster, proving their bravery before the assembled guests, or are their casualties among the attendants? 

This example celebration obviously has an unexpected and violent twist at the end, but it’s possible to run one completely straight and have just as meaningful story affecting consequences. 

Below the cut, I’m going to give a few different archetypes of the sort of encounters one can have during a celebration, and how to run them in a way that will save you time both during your planning and at the table. 

The Opportunities

Less than an encounter, an opportunity represents a narrative thread available to the party during a particular phase of the celebration’s timeline. Ideally there should be more opportunities than the party can capitalize on at once, through some may be hidden unless the party is adventurous or perceptive. Don’t feel a need to be too rigid on how an opportunity “triggers”, as you want to give the heroes an excuse to enjoy all the delightful content you’ve made for them.  Lastly, some phases are going to have less opportunities, so once these are exhausted, feel free to move ahead. 

Here’s some examples to consider: 

Fleeting: Directly related to events that are going to occur in later pheses of the celebration, these opportunities represent a way for the heroes to get ahead of the challenges to come. Think of them as keys to doors that the party have not yet encountered, with the challenge of a celebration-as-encounter being figuring out which opportunities are going to pay off in future phases. 

Reoccurring: These stick around for most of the celebration, filling out your list of available opportunities. If a party member doesn't’ know what to do in a particular phase, have one of your Reoccurring opportunities seek them out. Gossips are likely to want new people to chat to, and someone seeking aid will likely grow more bold as the situation gets worse.  

Stray threads: Unrelated to the celebration itself, a stray thread is a bit of worldbuilding, rumor, or quest hook that draws the player’s attention away from the mission at hand. These can be great ways to foreshadow upcoming events, or present options for the party for after their current adventure resolves. 

Wallflowers: If one of your players feels like they’re not the party type, don’t worry, there’s likely some NPCs that don’t want to be there either. Staying as far away from the social battlefield as decorum will allow them, they’re likely to have wound ways to amuse themselves and be glad of some company. Wallflowers might need to be generated on the fly, but try to match them to the introverted character’s interest. A groundskeeper shares a flask with the uncivil barbarian, the awkward wizard stumbles across a great aunt playing chess against herself on two different boards. The troublemaker stumbles into a couple of bastard cousins playing cards in the smoking room. 

Art


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2 years ago
Ally: Dru’ugo The Shoalworm

Ally: Dru’ugo the Shoalworm

An adventurer’s desire to explore isn’t the sole province of those born to the land, as the seas contain just as many if not more secrets waiting to be explored.

A naturally curious creature, Dru’ugo has always been fascinated with artifacts left behind by ‘bovers, those mysterious folk who live beyond the scintillating surface of his watery world, and has spent his youthful decades exploring wrecks, salvaging from ruins, and collecting whatever ( often erroneous) gossip the merfolk see fit to trade him. Fittingly, this makes him one of the best contacts the party can ally with when trying to explore the sea, as the shoalworm is happy to share his findings and provide water-taxi services if the party will explain to him things like agriculture or share the stories of the places they explore together.

Adventure Hooks:

A sea beast has been menacing ships throughout a high-trafic trade channel, forcing them to veer widely off course in order to avoid a confrontation. Tired of profits lost after shipments are delayed by days, the local commerce commission offers an open bounty on the beast’s head after a reputable crew of leviathan hunters very publicly turned the job down. As it turns out this “beast” is just Dru’ugo, excited at having found a reliable place to try and make contact with ‘bovers and ask them questions, rearing up before their ship and trying to mime out what he needs with fins and tail.

Due to a tragedy of anatomy and never having attended a non-fish based school, Dru’ugo is incapable of speaking the common tongue, and his chances to learn to understand it are sparse. This has forced him to be reliant on a friendly mermaid by the name of “Opportunity-bubbles-up-from-below” ( or Ublup for short) to serve has his translator. For her part, Ublup gets figity when her friend makes her play mouthpiece for too long, as she’d much rather be out manta racing with the other deepsea layabouts.  If the party could somehow find some means of breaching the language barrier, whether by using telepathy or devising some enchantment, they’ll earn themselves a friend for all time, provided they can handle the ensuing barrage of the shoalworm’s questions.

Some time after their first excursion with the shoalworm, Dru’ugo gets word to the party that he’s found another ruin, and would love to explore it together in order to hang out with them once again. Drawn in by the prospect of looting a sunken city in good company, the group and their sea-noodle ally don’t notice that the place they’ve exploring are occupied by a cult of marrow dedicated to a terrible goddess of the deep ocean. Angered above all at Dru’ugo for helping these land-dwellers to trespass into the goddess’s domain, the high priest of this cult calls down a curse that transforms the mostly harmless shoalworm into a rampaging leviathan. While Dru’ugo struggles in vain against the curse in order to give them time to escape, the party must break for land and devise some means of subverting the goddess’s wrath, before they’re forced to slay their transmogrified buddy as he mindlessly rampages along the coast.

2 years ago
A set of four clumsy looking skeletons strike haphazard combat poses with their weapons - all clad in neat, functional leather armor. A skeleton archer and a skeleton with an axe, and a skeleton with a sword and an arrow sticking out of its skull and finally, a wizard skeleton wearing a silly little crown and clad in old robes.
Image is of text describing a race for DnD 5e
Skeletons

Skeletons are fragile animated constructions of bone, given life and joined together by dark magic, and bound to eternal obedience by a lack of will and an equal lack of intellect. Skeletons may be raised from all manner of creatures, but tend to be humanoid in form.

Servants of Habit

Even skeletons who apparently break free of their master's will are servile, and often suffer from a constant habit or nervous tick. A skeleton of a noble might occasionally break into a steady waltz while at rest, and a skeleton who lived life as a bard might constantly attempt to play the trumpet.

Necromantic energies drive a steady, creeping bloodlust within the skeleton, one that is liable to rear its ugly head at some point in the skeleton's life.


Endless Pain: The Skeleton War

The dead are often thought to rest in peace, but some do not. Deep in hades, armies of shambling skeletons face off against the lustful incubi under the banner of Lord Ossius, a skeleton who is wearing a hat. This endless conquest has come to be known as the Skeleton War. Those whose headstones are not marked with the phrase "rest in peace", so the legend goes, are automatically drafted into it.

Over time this war has devolved into a total stalemate, the innumerable bone constructs unable to deal any lasting damage to the incubi. Skeleton war veterans who want to get off Lord Ossius' Untamed Expedition usually fail, and those who escape have often already been sent insane by its lengthy, monotonous duration.


Skeleton Traits

Your skeleton character gains numerous spooky capabilities.

Ability Scores. Choose one of:
(a) Choose any +2; choose any other +1 
(b) Increase three different scores by +1
Skeletons make good rogues, rangers, and wizards.

Language. You speak Common and one other language of your choice. Many skeletons are mute, but some can speak in a harsh whisper of wind.

Age. You do not age, and your body remains in the precise state it was in when you were raised from the dead.

Creature Type. Your creature type is Undead. If you are willing, friendly creatures can target you with any effect that can target a humanoid.

Size. You are Small or Medium.

Speed. Your walking speed is 30ft.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades. 

***Old Habits.*** You have proficiency in one tool, instrument, or skill of your choice, recalled from a forgotten lifetime.


Undead Nature. Your undeath is represented by the following benefits:

* You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
* You don't need to eat, drink, or breathe.
* You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
* You do not gain levels in exhaustion from the effects of natural weather, frigid water, or a forced march.

Creature of Bone. Whenever you take bludgeoning damage, you lose 2 additional hit points. 
When you finish a long rest, or consume milk, you gain 2 temporary hit points.

Art by KJKallo. If it ever becomes possible to play as a skeleton, I think they should be flimsy, tireless, and reliable: a sentinel that keeps watch for the party but can often get bonked down in combat. Here's a crack at it - with an entire lore section based off a wint tweet lmao

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bungeonsandbagons - i keep all the stuff here that i like
i keep all the stuff here that i like

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