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Dungeons and Dragons Lovers!

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12 contributions to Dungeons and Dragons Lovers!
Tales from the Crypt: Demon Knight
Has anyone else seen this movie and wanted to turn it into a 1-shot or Mini-Campaign?
1 like ‱ Oct 21
Your lateral thinking will make you uniquely creative I bet. Are you doing it in person or online?
1 like ‱ Oct 22
@Tj Wehrle I would recommend running multiple one-shots, practicing and refining/fine-tuning. I've heard a lot of DMs have done this to develop a module. You could really do something with this idea, I think. If you want a practice game, I'd volunteer, and I'm sure others on here would too.
Character Build Ideas
Hi everyone so I have enjoyed Dungeons and Dragons since 3.0 when my dad bought me the box starter set for that edition. In high school I had a small group that we played usually once a week but it was more just a bunch of one shots and not a huge overarching campaign and I was the forever DM. College we tried another group but to many people wanted to play and it didn't go well. Since then I haven't really be able to play, however; I love making characters and wanted a place to put my ideas out there so maybe somebody can get inspiration from them or even use them if they wanted to so my many characters may find their own stories :). I plan on posting my ideas here just to get them out into the world so hopefully people can enjoy them! Character #1 Finn Teller, the Storyteller: Human: Wizard (Order of the Scribe) 6 / Bard (College of Whispers) 14 Backstory: Once upon a time in a small rural city, a nun opened the door to her orphanage and found a baby boy left on the doorstep. The boy had dark brown hair and dark brown eyes. He was in a simple hand-woven basket with a modest blanket. Not one to leave the boy who had been clearly left for the orphanage to care for she brought the boy in. As she got something for the boy to eat she found one more thing in the basket, a book of Fairy Tales with a simple message: "To my boy, Finn Teller, always love the stories" There was no signature, all that could be said was the writer was most likely female. With no way to find the boys family the orphanage too in young Finn as one of their own. With the only memento of his family being a book of Fairy Tales, Finn learned to read as soon as he could. Finn spent most of his childhood reading stories of adventure, mystery, and even romance when he was older along with anything in between. Eventually another girl joined the orphanage young than Finn. She loved stories just as much as Finn, so Finn took her under his wing. He became er storyteller, re-enacting the stories as he told them.
2 likes ‱ Oct 21
đŸ§â€â™‚ïž Gnar – The Clockwork Steward 🧭 Demeanor & Presence Gnar’s precision is not limited to his work with animals or the wilderness—it extends to every aspect of his conduct. He bows at precisely the correct depth, offers the exact words of respect due to rank and station, and observes etiquette with quiet, unwavering discipline. These gestures are not performative; they are expressions of order, of duty, of the way things ought to be. He treats those of lower station with the same respect he offers to lords. Courtesy is not conditional—it is foundational. He does not flatter, but he does not diminish. To Gnar, dignity is not earned by title, but maintained through conduct. He is not pedantic, nor does he correct others with condescension. But he brooks no disrespect. The weight of his displeasure is never missed by his subordinates. It is not loud, not theatrical—but it is felt. A pause. A glance. A silence that lingers just long enough to remind them that they’ve erred. He is patient. He will teach. But those under his guidance will learn the correct way to deal in all things—how to speak, how to move, how to act with purpose and respect. And they will conduct themselves accordingly. Not because he demands obedience, but because he embodies it. đŸ§© Relationships - The Lord of the Estate: Gnar serves with unwavering discipline—not out of affection, but out of duty. Their relationship is quiet, professional, and built on mutual utility. Gnar would risk his life to preserve the estate—not for the man, but for the order it maintains. - The Stablehands and Keepfolk: To apprentices and workers, Gnar is a figure of quiet authority. He teaches with patience, but his standards are exacting. Many fear disappointing him more than punishment. Yet he is not unkind. He notices when someone is limping or grieving. He inspects injuries, treats them properly, and teaches as he works. He listens to grief, offers advice only when asked, and sometimes takes quiet corrective action to restore balance. - The Animals: Gnar’s closest relationships are with the animals under his care. They respond to him with trust and calm. These bonds are not sentimental, but they are deep.
Community Challenge Halloween Encounter
All submitions are in! We'll announce the winner soon! Feel free to upvoted your favorite!
2 likes ‱ Oct 19
Encounter: The Silent Atheneum Synopsis: A social and stealth encounter where the party, trapped by a storm, finds refuge in an ancient, hidden library. They are welcomed but warned to remain silent. An invisible entity, the "Watcher," enforces this rule, growing closer with every sound and punishing transgressors with psychic force. Setup: The Battering Storm This encounter begins when the party is traveling through a dangerous, exposed area, such as a mountain pass or an open moor. - The Hook: A sudden, violent storm materializes. The sky turns a bruised, greenish-black. The wind howls, imposing disadvantage on all ranged attacks and Perception checks that rely on hearing. - The Threat: The rain turns to ice, then to lethal hail. At the end of each round the party remains exposed, they must make a DC 13 Constitution Saving Throw, taking 1d6 bludgeoning damage from the pummeling ice on a failed save. - The Refuge: A character with a Passive Perception of 15 or higher (or who succeeds on a DC 15 Wisdom (Perception) check) spots a dark, unnatural gash in the mountainside or a hidden set of stairs descending into the earth. It is the only shelter in sight. The party follows the path into a cave, which quickly becomes a smooth-walled, dry tunnel. The path is lit by a faint, silvery-blue bioluminescent moss cultivated in perfect, straight lines. The tunnel ends at a set of 20-foot-tall bronze doors, immaculate and free of tarnish. They swing open with a faint, oiled hiss, revealing the chamber beyond. The Atrium: The Welcoming The doors open into a vast, domed atrium. The ceiling is the natural cavern roof, where the same silvery moss has been cultivated to look like a star map. In the center of the chamber sits a single, ornate desk of black wood. - The Keeper: Seated at the desk is Ariadna, the Keeper. She is a woman of impossible beauty and unsettling stillness, her skin like porcelain. She reads a scroll by the light of a single, non-flickering candle. - The Monks: Several monks in simple, dark robes glide through the space, their feet making no sound on the stone. They carry scrolls, repair book bindings, and go about their work in absolute silence, never acknowledging the party. - The Childer: Flanking the archway to the main library are two children, a boy and a girl, no older than ten. They are dressed in the same simple robes. A successful DC 14 Wisdom (Insight) check reveals their eyes are not those of children; they are ancient, cold, and appraising, tracking the party's every move.
What is your current build for a character your playing?
Hello guys. I am curious to hear what characters you are playing at the moment. I'll start with a short intro to the setting 🙂 I am currently playing in a campaign set in a homebrew world named Usalia. In this 2nd campaign, in this world, this time we are playing in the continent Emerise Empire - a desert land filled with uneasy alliances between great clans and a heavy dose of honor and traditions. And more importantly, a new resource called Unobtanium, which has groundbreaking properties for magical Tech. Something the people of Emerise is not interested in, since it would completely change their way of life. This combination is halting technical progression, wich have left opportunity for outside influences, whom promise power and wealth to the Emperor of Eremise. This is a recipe for nationwide conflict and a legitimate reason for other Clans to challenge the current Emperor for the seat of power. Aight, so. I'm playing a half elf Swashbuckler rouge/warlock. I was not ment to, since I really liked @Sage Crane swashbuckler battlemaster with double bladed scimitar. Alas, at some point in the story, we freed an old spirit from a tomb, and I used that opportunity to get a ginie patrion. Here is the build Rouge (Swashbuckler) 4 lvl. Warlock (ginie) 5 lvl. pact of the chain Invocations: Eldritch mind gift of the ever living ones ( we play with no auto full hp on long rest) Mask of many faces Feats: Lvl 4 rouge - elven accuracy In combat: Plays like a melee rouge. Going in with the spell shadow blade and booming blade and tries to land one good hit, with the help of elven accuracy/advantage from familiar or being on dim light or darkness. That's 4d8 + 2d6 + 8 (and we do like crits) And then move away to try and trigger 2d8 from booming. Out of combat. I'm high charisma with expertise skills to back it up. My little imp buddy is so great for scouting and infiltration. Basically all my spells from warlock goes into infiltration and espionage.
1 like ‱ Oct 18
I'm just starting a new campaign, and I'm going with a Warlock. I'm basing him on a historical Poet Brigand DM Brief: Ta'abbaáč­a Sharran ("Sharran") Race: Rock Gnome Class: Warlock (Pact of the Chain) Ta'abbaáč­a Sharran (tah-uh-BOT-tah shah-RAHN) Core Concept: The Brigand-Poet Sharran is a Rock Gnome con artist, forger, and poet based on the pre-Islamic áčŁa'ālÄ«k of the same name. His nickname, "He who carried evil under his arm," is literal: his "evil" is Sly, a wisecracking Imp partner he befriended. He's a Byronic hero who sees himself as a sophisticated artist (think Neal Caffrey from White Collar), seeking adventure, muses, and the fame (and infamy) of his art. Appearance & Vibe: The Byronic Gnome - Look: Under 4 feet tall, wiry and lean, with the sun-weathered complexion of a desert-dwelling gnome. He has a rakish, Byronic charm. - Style: He is fastidiously well-groomed (using his cantrips to stay clean and mended) and dresses in a dark, dramatic, and brooding style: an open-collared shirt, artfully disheveled black hair, and a dark cloak for effect. - Personality: Charming, witty, and loves being around people. He cares for his companions through "acts of service" and sees them as muses for his work. The "Evil": Sly the Imp (Pact of the Chain, Lvl 1) Sharran's pact is unique in that it's organic. He does not have a formal Patron yet (that will be a discovery at Level 3), but he does have his Imp. - Name: Sly - Origin: Sharran found Sly disguised as a cat, rescued him from a wolf, and carried him to safety. After being cared for, Sly revealed his true form, and the two "hit it off," becoming partners-in-crime. - Relationship: They are true friends. Sly is almost always invisible (though Sharran can always see him) and maintains a running, wisecracking telepathic commentary on Sharran's interactions, much like Mystery Science Theater. Core Mechanic: The Gnomish-Imp Synergy This is Sharran's most unique feature. As a Rock Gnome, he can build clockwork devices. As a Chain Warlock, his Imp (Sly) has its own turn and Bonus Action. Sharran builds a device. Sly carries it. Sly (while invisible) can use his Bonus Action to fly up to 40 feet and activate the device, creating chaos while Sharran uses his own actions.
Dungeon Master's Playbook
When I started tabletop, I played Vampire: The Masquerade, and the DM in those games was called the storyteller. I like the idea to this day of the DM narrating the story as it develops. So here is a story you can use as a DM. For those who have read Robert Greene's Laws of Power, you may remember a story about an Italian mercenary general who negotiated a great price to defend a city. The Doge (City Prince) agreed, as the situation was hopeless. By military genius and some luck, the general defended the city and saved the day, but when it came to his reward, well... The abridged historical account: In Robert Greene's "The 48 Laws of Power," the story of the Italian mercenary who was executed after saving a city, Francesco Bussone da Carmagnola. The prison and execution palace central to his downfall was the Doge's Palace in Venice. Carmagnola, a highly successful condottiero (a leader of mercenary soldiers), had served the Duke of Milan before offering his services to the Venetian Republic. After leading Venetian forces to a significant victory, his subsequent indecisiveness and perceived lack of aggression aroused the suspicion of the Council of Ten, the powerful governing body of Venice. In 1432, under the pretense of a war council, Carmagnola was summoned back to the Doge's Palace. Upon his arrival, he was separated from his guards and escorted to the palace's notorious prisons. Specifically, historical accounts indicate he was imprisoned in the Pozzi, or "the Wells," a series of bleak and damp cells located on the ground floor of the palace, known for their harsh conditions. Following a swift trial where he was accused of treason, Carmagnola was sentenced to death. While his imprisonment and trial occurred within the walls of the Doge's Palace, his execution was a public spectacle. He was beheaded in the Piazzetta di San Marco, the public square situated between the Doge's Palace and the library, a prominent location for state executions intended to serve as a powerful warning to others. Therefore, the Doge's Palace acted as both the seat of power that condemned him and the immediate backdrop to his death, making it the "execution palace" of his story.
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Brian Hatchett
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34points to level up
@brian-hatchett-5440
@bdhatc on YouTube

Active 30d ago
Joined Sep 6, 2025
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