After seeing Dyson Logo’s beautiful little map of Onyx Hill, I decided to have a crack at drawing what lies beneath the hill. I’m planning to add this into my son’s game. I don’t think he’s going to find this site before we get to the location in game.
I figured the base of the onyx pillar would get bigger as it goes down. Perhaps there are some long lost inscriptions on the pillar in the depths. I’ve also added a small hidden nook at the very base.
The trick to getting down to level three is that you actually need to go down the pit trap in front of the altar on level two.
The image above is 72dpi. The image below is300dpi.
This one is inspired by The Luggage from Diskworld and is part Mimic and part Bag of Holding.
It’s a small chest, 12 inches long by 7 inches wide and 5 inches high (not including the lid). When open, the inside is an extra dimensional space which can hold a lot more than the exterior dimensions would suggest.
I was goofing around with adapting some D&D deities from various sources (Forgotten Realms, Greek Mythology, some homebrew stuff, and various others) for the game I’m running and got to wondering what godly domains I could be using for them. This led me down the rabbit hole of trying to find a comprehensive list of domains to use for D&D gods.
Looking at real-world examples was particularly interesting. Some gods have very broad domains (from Greek mythology, Poseidon is god of the sea, storms, earthquakes and horses), while others have unusually specific domains (Doushen is a Chinese god of smallpox).
I like the idea that in addition to several heavy hitters, you can have a heap of little gods that could add colour to a game. I keep thinking of Haku from Spirited Away. He’s a river god for one specific river, the Kohaku River. I can imagine a new god called Vano, the god of eels and fens. I might use him in my game 🙂
Here is the list so far…
Agriculture Air Ale Animal Arcana Art Autumn Avarice Balance Battle Beauty Bestial Blacksmithing Cavern Change Chaos Charm Child Birth Children Civilization Cold Commerce Communication Community Corruption Courage Cowardice Craft Creation Darkness Day Death Deception Demonic Desire Destruction Diabolic Domesticity Dragon Dragonborn Dreams Drow Dwarf Earth Earthquakes Elf Envy Evil Family Farming Fate Father Fertility Female Fey Fire Fishing Fog Food Force Forge Fortune Freedom Glory Gluttony Gnome Gold Good Grain Grave Gravity Greed Halfling Harvest Hatred Healing Hearth Herbal Medicine Heroism Home Hope Hunting Human Illusion Insects Inspiration Justice Knowledge Law Learning Life Light Lightning Love Luck Lust Madness Marketing Marriage Maternity Medicine Male Mentalism Messages Metal Mind Mist Moon Mother Mountains Music Nature Night Nobility Ocean Orc Order Pain Patience Pestilence Plagues Planning Plants Pleasure Poetry Poison Portal Pride Prosperity Protection Psionics Purity Rain Renewal Repose Retribution Rivers Rune Scalykind Sea Secrets Sex Sexuality Shadow Skill Sky Slavery Slime Sloth Snow Speech Spell Spider Spring Spirit Stone Stories Storm Strategy Strength Strife Suffering Summer Sun Temperance Tempest Theatre Thieves Thunder Tiefling Time Torment Trade Travel Trickery Truth Tyranny Undeath Understanding Underworld Valleys Vengeance Virility Volcanoes War Water Watercourses Watery Death Wealth Weaving Wilderness Wind Wine Winter Wisdom Wood Woodlands Wrath Writing Zeal
So I finished reading the Players Handbook and I’m quite excited about the idea of running a 5th edition game. I nearly wept tears of joy when I saw that Wizards no longer had 1d4 for their hit points.
The one thing I’m missing now is a game to play in. I’m running a game for my son, but I don’t have a game I’m a player in at the moment. The new rules look like fun and I’ve already made up a Warlock character for myself. I normally like to play Rangers or Rogues, but Warlocks look fun in the new rules.
For my son’s game, I think I’ll give them the chance to hit the “reset” button on the game. We are currently playing D&D 3.5 edition rules, but in making the switch to the 5th edition, I think I’ll let them go crazy and completely redesign their characters if they want. 5th edition is like a whole new game so it seems silly not to give them the option of trying out all the new stuff.
I realised that the first few images I posted here were WAY too big. No more using the default export settings. These images are the same pixel sizes (72dpi and 300dpi) as the last lot but exported a jpeg with more compressions for much smaller files.
Here we have the first of a small series of city geomorphs. They are very rigid, and pretty much everything aligns tightly to the grid. I’ll try to loosen up next time, but I kind of like the way dense city blocks came out.
The whole set includes 4 corner tiles, where the village or town meets the forest or farmland, and 4 edge tiles. This one has the southeast corner.
As usual, the image above is 72 dpi, and the image below is 300 dpi.
I started reading the Players Handbook this morning and there’s plenty of things different already. I like the “advantage/disadvantage” system of rolling an extra dice for some tasks and choosing either the highest of the two (for advantage), or the lowest of the two (for disadvantage).
I haven’t finished reading yet, and I still have the Dungeon Masters Guide (DMG) and Monster Manual to go (do you actually read the Monster Manual? Or just refer to it?)
Once I get my head around the rules, I plan to migrate my sons game from 3.5 to 5.0. It should be fun.
I guess my only hesitation is that I have so many 3.5 supplements, and now I’m back to only having the core 3 books again for 5.0.
One use I have for this site is to post/host images so I can use them on the GM Binder site. If you need an image for that site, it has to be hosted somewhere publicly available on the net, so I’m posting them here.