Divine Purpose, part 6
A cleric’s divine purpose is finally revealed. Who they become is made manifest.
Divine Purpose, part 6 Read More »
A cleric’s divine purpose is finally revealed. Who they become is made manifest.
Divine Purpose, part 6 Read More »
This cleric subsystem of finding divine purpose discusses epiphanies and their role in crystallizing a cleric’s divine purpose.
Divine Purpose, part 5 Read More »
This cleric subsystem of finding divine purpose continues to unfurl with discussion about losing your faith and transgressing.
Divine Purpose, part 4 Read More »
This cleric subsystem of finding divine purpose continues to unfurl with discussion about revelations.
Divine Purpose, part 3 Read More »
Your cleric has a place in their deity’s grand scheme, but finding it might be a journey.
Divine Purpose, part 2 Read More »
Got a cleric? Explore a foundation to create cleric characters born with a divine purpose woven into their background.
Divine Purpose, part 1 Read More »
Here are some ideas on how to rope players into creating shared backstories that add a level of complexity. While players often use group backstory to offer a quick explanation for shared events or why individuals might be accompanying each other in the first place, players and GMs often overlook introducing the complex social and
Musings from an Empty Tankard: Sibling Rivalry Read More »
While parasitic symbionts afflict their hosts with adverse side effects, most hosts believe the benefits outweigh this. Sometimes such hosts band together to form secret cults based on their common infestation. These cults are often interested in prolonging the life of their parasites, acquiring more parasites, or even spreading parasites to others. Such groups might
Musings from an Empty Tankard: Parasitic Symbionts Read More »
For ease of explanation, individuals on trial will be referred to as the accused—and the individual running the trial as the lawgiver. Trials resolve with only a few ability checks, though the appropriate challenge DCs and damage penalties should be determined by the GM based on the PCs’ level. Additionally, some trials draw spectators. Once
Musings from an Empty Tankard: Trial by Fire Read More »
First, pick a mood or theme that suits the flow of the game. After describing that mood, use it for the basis of your prophecy. A prophecy that accurately describes the game feels more organic. It feels as if it has always been unfolding, and the PCs are only now beginning to see it. It
Musings from an Empty Tankard: Omens, Prophecy, and Foreshadowing Read More »
In a typical game, characters gain rewards intended to be useful, unique, and wondrous. Rewarded magic items provide the character with value, either enhancing the character’s performance or contributing to the story. However, sometimes a reward offers little or no value to the characters or the story. Giving these “drop-or-sell” items a quantifiable value allows
Musings from an Empty Tankard: Quantifiable Magic Read More »
These apprentices have the ability to see spirits, and the ghostbaiters attune themselves to the apprentices, allowing them to see through the apprentice’s eyes. Though a specialized skill, it’s a dangerous job, so as you can imagine, becoming such an apprentice is typically reserved for the bold, the foolish, and the desparate. Though in some
Musings from an Empty Tankard: Ghostbaiters Read More »
At one time, the ahu-nixta held dominion over many races. Cruel masters, they fed upon the younger entities and stole from them those elements they needed to transcend the Void. They broke the creatures they enslaved—salvaging flesh and bone, dominating thoughts, harvesting fears—and they warped them into vessels for their own designs. But just like
Warlock’s Apprentice: Ahu-Nixta, Hivemind of the Concordant Chronosphere Read More »
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