After completing my read through of the core rules, I've turned my attention to understanding the DNA of Daggerheart...
After completing my read through of the core rules, I've turned my attention to understanding the DNA of Daggerheart...
As a long time @highrollersdnd.bsky.social fan, I'm really excited for this.
There's still time to back, so check it out!
Four simple steps to making one of D&D's most controversial systems feel better at your table: buff.ly/EDikbPU
I like the efficiency of Daggerheart's magic items tables (120 items across 5 pages)β¦
but it does feel a little less special than the layout of D&D's Dungeon Master's Guide, with colour art for most pieces and big text blocks.
Which do you prefer?
Breaking any existing egg will create a suitable NPC who will assist the party in their escape. After the first, only commoners will be released.
- Dungeonary: One room a day for a month
Read more about the Arches here:
As an action the Oni can force one target to make a Charisma saving throw or they are turned into an egg. This condition lasts until the egg is broken, causing the target to lose 4d8 hitpoints.
The Arches of Aoskar, Room 23
The entire room is filled with a scale model of a circus ring, however instead of performers are beautifully painted eggs.
At the centre is an Oni in a top hat and red tail coat: "come and enjoy the show!"
To celebrate 10 years of @highrollersdnd.bsky.social I've been looking back on a campaign opener thats stuck with me years.
Click the link to read three reasons I loved the start of Aerois.
Completing a short rest in the pool allows each player to choose one of the following benefits:
Regain the use of one ability that recharges on a long rest.
Regain up to 2D4 spell slots
Gain 2D8 temporary hitpoints.
- Dungeonary: One room a day for a month
Read more about the Arches hereπ
The Arches of Aoskar, Room Nineteen
A large pool has been created in the centre of this room, filled by fresh, rose-scented water from an unknown source that keeps it at an invitingly warm temperature.
The Arches of Aoskar, Room Eighteen
A single silver key flutters around the empty room on gossamer wings, it's head representing a dial.
If captured, the dial can be set to any room number to instantly access that room.
Read more about the Arches here: buff.ly/gyDpfFM
The DM should select a chest at random to contain the deck. Whenever a player opens a chest, roll a d20. If the result is even it becomes a mimic, if odd it dissolves into a 5ft pool of acid.
- Dungeonary: One room a day for a month
The Arches of Aoskar, Room Seventeen.
The room is laid out like a checker board, with each black square filled with a matching iron bound chest.
A scroll nailed to the door reads: "Of course, most of these are mimics, but one contains a deck of many things."
The Arches of Aoskar, Room Sixteen.
The room is empty except for a large archway made of skulls. Beneath it is chained a large black hound with three glowing red eyes:
"I am that which remains, free me and I may guide your path through this maze."
- Dungeonary: One room a day for a month
"They promised they would come back for me, but they left me all alone in the dark."
- Dungeonary: One room a day for a month
The Arches of Aoskar, Room Fifteen.
The room is filled with a pile of broken bricks that block your passage as you realise the ceiling has collapsed.
There is just enough gap above the pile to see dim torchlight the other side and the sound of an old man gently crying:
This fantastic tool from DnD Shorts Will Earl deserves a place in any great DM's arsenal...
The Arches of Aoskar, Room Thirteen
- Dungeonary: One room a day for a month
An inky purple void swirls in the centre of the room.
---
Anyone who touches the void disappears for 2D4 minutes and returns with no memory of the experience, but is covered in a light dusting of ash containing flecks of burnt parchment.
The Arches of Aoskar, Room Twelve.
- Dungeonary: One room a day for a month
You enter a well furnished dormitory, with comfortable beds on offer.
In a small kitchen area, large mugs magically fill with relaxing hot chocolate.
---
The room is cursed, every 59 minutes a klaxon sounds interrupting all resting creatures.
The Arches of Aoskar, Room Eleven
- Dungeonary: One room a day for a month
Round tables and comfortable chairs are overlooked by a sleek bar bearing steaming equipment.
Every available chair is taken by relaxing halflings, while a team of gnome baristas make and serve coffee.
Whats on the specials board - and what magical effect does it have?
As you enter the room you see an Iron Golem, it's body shaped to resemble a masked and robed mage, a wand in its hand.
Its torso is hollow, to create a locked cage containing an exhausted Kobold.
Find the stat block below:
The Arches of Aoskar, Room Ten
- Dungeonary: One room a day for a month
The Arches of Aoskar, Room Nine
- Dungeonary: One room a day for a month
Devil's mark: you have disadvantage on Deception and Stealth checks against Fiends.
For 100gp, the Marilith will provide a beautiful tattoo of the players choice. If they also provide 2,000gp of a precious gem, the tattoo will also enhance one ability score by 1.
Either way, the character gains the following curse:
Illustrations cover the walls around a comfortable looking chair next to a desk filled with tattooing equipment.
A Marilith smiles at you, each of her hands holding a needle: "want to get inked?"
When the entire group is asked a question Jorek, the true holder, always answers first as he does not need to consider his answer. Jorek will not show the key as he is worried it will be stolen.
The Arches of Aoskar, Room Eight
- Dungeonary: One room a day for a month