Primal magic allows characters to tap into the foundational energy of nature. These characters take on aspects of their animal and plant brethren, past or present, and use their abilities. Primal characters often have rituals and ceremonies paying respect to these progenitors and tend to treat the natural world as holy. Primal characters generally haveContinue reading “K20 Primal Characters”
Tag Archives: D&D
3.5 House Rules
I mention that I often run 3.5 games, and we have reached an era where I can’t just assume everyone has played before. This leads to interesting conversations with folks who hear about the cool stuff I’m talking about and want to try it themselves. 3e is also notorious for DMs with reams and reamsContinue reading “3.5 House Rules”
K20 Ki Characters
Characters who have harnessed the powers of their own inner strength, have mastered the mystical forces known as Ki. These characters are masters of the self and can act with unbelievable purpose when the time is right. They marvel at the chaos of others, watching, observing, and planning their moves with precision. Ki users tendContinue reading “K20 Ki Characters”
K20 Pact Characters
Pact magic allows characters to come to an agreement with a powerful entity, and exchange power for service. These characters are granted lesser servants in exchange for advancing their patron’s goals. Eventually, these pact makers will learn to siphon their own power to lesser beings in the same way. There is no inherent method forContinue reading “K20 Pact Characters”
Redcoat Smasher and the Crown of Flames
Our last session with the Vampire Lord ended on a cliffhanger. With Redcoat and Opal relaxing after their quest in the inn, late at night, with a sudden appearance of a face in the fireplace. A young woman says “Help me Redcoat, you’re my only hope”. The Fire Princess reached out to Redcoat after hearingContinue reading “Redcoat Smasher and the Crown of Flames”
Kessler’s Guide to Dungeons: Review
Kessler’s Guide to Dungeons is the eighth of Chamomile’s guides to everything. In a change of pace, this book is devoted to a single topic. Dungeons. It’s a big topic in D&D (one of the D’s even) and so it makes sense that there’s a lot to say here. Even more, considering there is bothContinue reading “Kessler’s Guide to Dungeons: Review”
K20 Arcane Characters
Arcane magic allows characters to perform many wondrous acts through years of hard work and study. These characters can conjure bolts of energy, summon mystical shields and protections, or accomplish feats otherwise impossible through seemingly simple incantations and gestures. In reality, the gestures are impossibly precise, and the incantations wildly specific. Being off by evenContinue reading “K20 Arcane Characters”
K20 Character Classes
This is the first of the entries on K20 on the most commonly requested part of the game, classes. This is the biggest departure from 2,3,4 or 5e in K20, and while I’d love to be able to say you can just lift and shift them into a 3.5 game, you probably can’t. It alsoContinue reading “K20 Character Classes”
Harlequin’s Guide to Cities and Poison: Review
A little back-to-back, but thanks to a cleanup of some shipping delays, my copy of Harlequin’s Guide to Cities and Poisons shipped pretty quickly compared to some other Kickstarters. No reason to wait to read it though, lets dive in. Harlequin’s is the seventh of Chamomile’s guides to everything. An urban guide to cities andContinue reading “Harlequin’s Guide to Cities and Poison: Review”
A Game for Kids
My son loves the idea of playing D&D. He sees my home (fully vaccinated) crew play and finds as many reasons as possible to buzz through the room, or strike up a chat, or ask as many questions about the game as he can. Lately he has been asking to play, and I hear aboutContinue reading “A Game for Kids”
