Showing posts with label DMsGuild. Show all posts
Showing posts with label DMsGuild. Show all posts

Sunday, December 13, 2020

Waterdeep Dragon Heist - Dungeon Master Resources

Since my local group still can't meet in person, I'm re-running Waterdeep Dragon Heist with Roll20 for them. I've run it before using Roll20, and thought I'd put a blog post together with some things I found helpful since I was rounding them up again. Fair warning, minor Waterdeep Dragon Heist spoilers in the post and definite spoilers in the linked material...

Friday, November 13, 2020

State of the Blog - November 2020

 As you can no doubt tell, the state of the blog is... infrequently updated, something I plan on rectifying.

The good news is, part of the reason the blog has been so neglected is I have been busy with other gaming stuff. From the two DM's Guild supplements I helped to put together, Runecasters of the North & Heroes of the Icy North—to my many ongoing games, I'm running 4 regular games & playing in 2—to organizing online gaming events. 

Speaking of which, I helped organize an online Extra Life event for the Known World United team that I am a part of and we raised over $8,000 for Children's Miracle Network Hospitals, plus my personal fundraising topped $1,400!

screenshot of extra life fundraising success
So what do readers have to look forward to?
  • All of my Extra Life sessions are up on my twitch channel, twitch.tv/antagonistrelations. I'm going to edit them slightly to remove break times and technical issues and such and repost them to twitch and maybe also as podcasts. For each one, I'll also do one a GM Commentary Post.
  • I've created an in-world newsletter for my Ghosts of Saltmarsh D&D game, the Saltmarsh Register, and I'm going to post those every week or so to give a taste of the trajectory of my Ghosts of Saltmarsh campaign.
  • Since I've been picking up tons of great albums on Bandcamp Fridays, I should have plenty of albums to bring back Music To Game To
  • It's looking like I'll be running more Alien the Roleplaying Game (NSFW Trailer) soon, so I'll do a review of the core book, the published modules and a round-up of tips and resources.
  • A round-up of Nerdy Gifts and geek shops worth your hard earned cash before the dread day that is Black Friday.
Potentially there will be some more varied and one-off posts too, just have to get back in that ol' blogging habit.

using a gif in roll20 when running alien...
using a gif in roll20 when running alien...



Saturday, October 17, 2020

Heroes of the Icy North


Another DM's Guild product from Thomas and I, Heroes of the Icy North is packed with new options...

Heroes of the Icy North 


 Three new Race Options: Ice Genasi, Furchin Halfling and Glacier Dwarf.

  • Eight Class Archetypes:
    • Path of the Beast-Shirt Barbarian
    • College of the Cold Hearts Bard
    • Hearth Domain Cleric
    • Way of Elemental Ice Monk
    • Oath of Honor’s Command Paladin
    • Conclave of Recovery Ranger
    • Aurora Soul Sorcerer
    • School of Necryomancy Wizard.
  • Eighteen Spells providing new options for using ice and surviving frigid climes.
  • Nine Magic Items providing new treasures to be found in the north.
  • Other supporting options for the hardy adventurers of the north.
The Path of the Beast-Shirt Barbarian is inspired by the old Vikings Sourcebook, just like Runecasters of the North.

This is the DM's Guild product to get if you want to have a Log of Snoring or a Yeti Hood Cloak... 

Saturday, September 19, 2020

Runecasters of the North - Long Time, No Blog


 Long time, no blog... I've been busy running two to four games a week, plus playing in another one to two a week, dealing with life and then this global pandemic, but I recently did a thing! I wrote a 5th Edition D&D supplement for the DM's Guild called "Runecasters of the North" with an assist from Thomas


Runecasters of the North

After the Giant empire of Ostoria fell in the war with dragons, Annam All Father went off to discover new weapons to bolster the might of the giants. After a thousand years, Annam returned, having discovered the secret of rune casting. Since that time a select few adventures in the North have wrested the mysteries of runes from the giants and unlocked their power. This supplement provides:

  • Rules to integrating Rune Magic into your game.
  • 3 class archetypes: The Path of the Rune Carver Barbarian, College of the Rune Skald Bard and Pact of the Rune Scribe Warlock
  • 3 feats for characters to unlock and improve their rune magic.
  • 24 runes for rune casting characters to master. 
  • 3 creature and NPC options for Dungeon Masters looking to add rune casting allies and adversaries to their games.

The product was heavily inspired by my days in middle school reading and re-reading the old AD&D Viking Campaign Sourcebook and I hope that others will get some enjoyment out of playing a Runecaster in 5th Edition D&D. We're hoping to have a joint packet out soon that will be stuffed with even more arctic themed 5e options for the new Icewind Dale: Rime of the Frostmaiden adventure and I will post when that is completed and on the DM's Guild.

Friday, July 5, 2019

Random Ship Names & Maritime Songs to Game to


Put together a few more resources for any maritime themed D&D games; first a table to use to generate random D&D inspired ship names like: the Violet Wyrm, the Smirking Voyager, the Emerald Cockatrice, the Wand'rin' Mephit and the Rusty Siren. Easily works as a dockside tavern name generator too...

Antagonist Relations Random Ship Names


Also, here are a few Maritime themed songs that will fit well for when your party visits a dock side tavern...



from The Blasting Company's A History of Public Relations Dilemmae




Finally, don't forget Thomas' fantastic Heroes of Waves and Wharves that I wrote trinkets and NPC spell lists for. 30+ pages of maritime themed material for your 5e D&D game.



Sunday, May 26, 2019

Maritime Items & Heroes of Wharves and Waves


With Ghosts of Saltmarsh coming out, Thomas asked me for assistance proofreading and updating his Heroes of Wharves and Waves supplement for the Dungeon Master's Guild. I ended up contributing some NPC spell lists and trinkets to the updated product, but I had some items that did not make it in due to space and a few trinket ideas that worked better as common magic items.

So I took a little time and took what didn't make the cut, revised a little and put them all together into a single page Martime Items document with GM Binder, it's completely free and available at the link below:


If you like what is on the Maritime Items page, consider grabbing Heroes of Wharves and Waves. While I am admittedly biased, it has plenty of fantastic material, including a copy of Moby Dick written up as a trinket that I snuck in as well as...

  • 4 new races: the deck-dwelling hadozee, shadowy malenti, proud locathah, and fey skinchangers (both selkie and swanmay).
  • 5 class archetypes and one modification: charm, opportunity, wave, and wealth domains for clerics, undersea option for circle of the land druids, and elemental water arcane tradition for wizards.
  • 6 weapons
  • 2 feats to access water elemental and ship spells
  • 61 spells and supporting options to portray scoundrels of the docks, shipboard adventures, and aquatic adventures to life
  • 17 magic items
  • 12 beasts for wild shaping druids, selkies and swanmays, and beast summoning spells
  • A new trinket table
  • Alternate spell lists for NPC stat blocks, including sample ritual books for PCs to find

If my warlock archaeologist dies in Tomb of Annihilation, I'm going to have my next PC be a Cleric of the Wealth Domain using the rules from Heroes of Wharves and Waves.

Heroes of Wharves and Waves


Monday, June 6, 2016

Elemental Magic of Zahkara - A somewhat biased review



So fair warning, this is far from unbiased, as I gave development feedback as this was being written, but you should all check out Elemental Magic of Zakhara. Based mostly on 2nd edition Al Qadim sourcebooks, Thomas has done an excellent job bringing the flavor of Zakharan Elemental wizard traditions into 5th Edition. Not only are the five wizard traditions provided more thematically coherent and interesting than most of the core traditions from the Player's Handbook (I'm looking at you Conjurer) but there are options for Elemental Monks, quick options to turn a boring Eldritch Knight into an exciting Inferno and Earthquake Knight with access to the domains of Flame and Sand or make an Arcane Trickster Pirate who gets spells of Wind and Sea.

To say nothing of the fifty plus spells which fill the much needed gap of elementally thematic utility spells (while not neglecting to add interesting and well-done attack spells). And then as if that wasn't enough, there's a write up of how to use the Brotherhood of True Flame as a faction.
Needless to say, but for the last week or so I've been wishing I had a game to play in where I could play a Zakharan wizard, though I can't decide at all whether I'd want to play a Sea Mage Pirate, enjoying blasting enemies with a Cone of Teeth, with it's evocative flavor text of “The spell leaves a bit of water on the ground (and often blood too), and extinguishes candles and other small flames.” or a Wind Mage with a Flying Jambiya and flying Wind Carpets to look forward too. Or a Magician who could combine the best of Wind and Sea, commanding a ship with Ghost(ly) Rigging and drowning opponents with Command Water Spirits. Never mind that other times I'm dreaming of running a Sand Mage, able to put a spell, like Sleep or Charm Person, into a handful of sand to toss onto an adversary and Sand Tools and Sand Blades available at a moments notice.

In addition, it's a mighty fine looking product, one of the best formatted I've seen so far (in my admittedly still limited) perusing of the DM's Guild. With 27 jam packed pages of content, it is more than worth a buck or two, in my humble opinion. You should check it out, give it some feedback, a rating or review (since I've refrained out of propriety) and enjoy.

You can find Thomas' other excellent DM's Guild products here.

No ICE in Minnesota itch.io bundle

My silly one page RPG about throwing a holiday party for vampires, That Familiar Holiday Spirit , is part of the No ICE in Minnesota bundle ...