The description of Sanctify is,
Food and water you hold in your hands while you cast this spell is consecrated by your deity. In addition to now being holy or unholy, the affected substance is purified of any mundane spoilage.
I’m curious as to whether this can be used to desalinate a cup of water the cleric is holding. From what I can tell, that is dependent on what is included in mundane spoilage
Mundane has two definitions, one being a synonym to "dull, boring," and one being
of this earthly world rather than a heavenly or spiritual one
Using the second definition, desalination would be considered "mundane". I’m not sure if salt water could be considered spoiled, though.
I’m a game design student, currently writing an article about dungeons. I’ve done quite an amount of research about these, and found out there’s a lot of different definitions for them, some of which contradict themselves. So I’d like you to tell me what, in your opinion, makes a dungeon.
Which things are necessary to make a place a dungeon?
Which things will automatically make a place a non-dungeon?
Which things are making no difference and can be found both in dungeons and in non-dungeons?
Is the term dungeon about structure, theme, content, location, purpose, story or something else?
Well, I think you get the idea. Please try to elaborate as much as possible your answers, I’m not afraid of huge amounts of text. And don’t hesitate to post anything that comes to your mind. I’m searching for clues and inspiration, so reasonibly far-fetched and unpopular opinions are more than welcome 🙂
Ok, so there’s this adventurer who died in the dungeon some years ago. Nobody took their equipment (maybe they died of poison, whatever). The PCs encounter the body years after. Naturally, they want to use the equipment.
Let’s say the dungeon is moldy and wet.
Would boiled leather (i.e. leather armor) still be of any use? What about normal leather (backpack, etc)? Steel weapons? Wooden weapons?
Would it be different if the dungeon was dry and vented?
I’m running a survival-themed campaign, so these kind of things worry me these days.
Any help would be appreciated. Thanks!
I’ll be DMing a 10 people group in Dungeon World, so I figured keeping track of everything using pen&paper could be difficult. I’m searching for an app that is specific for Dungeon World, with things like connections between character, selected moves and spells, etc, on top of classic stats like hp, coins, exp, ammo that are more generic.
A huge plus would be a monster tracker, where I’d keep track of monsters’ health.
If I can’t find a DW specific app, I’d like at least a generic DM companion app to help me. I’m looking for an Android application.
Did Dweomercore, Halaster’s magic academy in Undermountain, exist in any published Forgotten Realms lore prior to Waterdeep: Dungeon of the Mad Mage? If so, where? Or was Dweomercore created for Waterdeep: Dungeon of the Mad Mage?
A web search doesn’t turn up much, but here is one online post that states, "In older lore, I recall Trobriand actually set up Dweomercore…"
So I’m a fairly new player in the game Dungeons & Dragons (D&D). I’m known about the game/played a very loose version of the game a little over a year ago and I started getting serious about ten-eleven months ago. Currently, I am still learning about the game, its concepts, and how to play. Something I would love to try is DMing. But there are a few problems with that:
- I’m still not a master at the game and I’m still learning
- I’m not sure if I have all the resources.
So I’m asking you guys! What would be the most important to get for an inspiring world builder and D&D player? The Dungeon Master’s Guide, the Player Handbook, or the Monster Manual? I currently have some beginner level stuff that just teaches you the basics, but what if I want to go deeper?
ok, Have an old module I’m revamping. Using original pathfinder, home brew world. I have no drow or underdark, but an ancient evil locked away which leaks its creations on the world. (predominately father-god of all goblin kind (which here will include orcs, trolls, etc) and all things demonic and abberant)
What I have is an empty dwarven fortress with what is basically a goblin town below it (unaware of the dwarven fortress above as its been empty for 300 years,…well of dwarves anyway, so no actual goblinkind can be used). The module has a tribe of Grimlocks who have moved in with their dire rat pets. Problem is, by the time the PCs made it to the module site, they’re 7th level. (silly me, I gave them a ghost town to tackle on the way). I can probably upscale the grimlocks, maybe with bugbears or something similar (will still take suggestions) but I’m stumped on their ‘pets’. Dire rats are just too weak for this group, and I think they could take a swarm easy (though the ecology wouldn’t necessarily feed a swarm). I either need a substitute critter that is a good monster pet that has the ‘bite’ to take 7th level party of 4, or suggestions on how to build them as ‘giant’ dire rats and put some meat on them.
The life of a dungeoncrasher is hard, especially if your dm has ruled that you can’t (or you see as too easy to) crash against the floor. Sometimes, you find yourself in an endless plain and need walls on demand.
Depending on if 3.0 is on the table, the lowest level wall spells (the tiny and melee Blockade notwithstanding) are Wall of Chains and Wall of Bones, both of which can be crossed with a full round action and/or checks, but not without them.
The question is, does this make these walls solid enough for dungeoncrasher? Which is, I suppose, synonymous to, do they block forced movement?
My high-level party now has 2 casters able to cast teleport. They can now run into any dungeon and just escape freely when things get dangerous. Forbiddance does not prevent you from teleporting out and Antimagic Field is a 10ft radius spell that requires concentration.
How can I prevent my players from pulling off this cheesy strategy against smart opponents who have witnessed this strategy multiple times and can plan beforehand?
So far, I’ve only come up with Darkness spells (to prevent players from seeing each other to teleport) or Counterspells at the time of cast. Both are fairly unsatisfactory solutions, PCs can just run into another room, or behind a pillar, and teleport there. Is there any RaW way to protect the entire dungeon?
My Warlock player has Pact of the Chain and likes to explore all the dungeon before going inside. The imp turns into an invisible spider and goes through the ceiling to all rooms without hard doors. In practice, this ends up becoming a 1 on 1 conversation between me and the warlock, describing each room, for about 10 minutes until all possible rooms are revealed.
To speed things up, I have the familiar roll a single Stealth check before entering and I compare that against Perception checks from Guards and Passive Perception from all other NPCs (I usually apply disadvantage to these checks, since it’s a spider and invisible). I still feel like it’s a slam of exposition that bores the other players at the table. When the party is going room by room, exposition is broken down in separate parts, and the risk engages the players. I’ve tried to ask each player to control the imp at each part of the dungeon, but players didn’t enjoy it. I also like to add important bits of information at each room (like a Guard using a secret password here, or toxic fumes there), which ends up taking even more exposition time.
One on hand, I want to reward the Warlock and his methodical exploration. On the other the other players are just standing there doing nothing while the imp explores. How can I make this part of our game enjoyable and engaging for everyone?