Archive for January, 2016

So this is going to be a rather quick update since a surprise announcement from Wizards of the Coast has kicked my Dungeons and Dragons news podcast, The Round Table, into overdrive. I’m working on delivering a huge podcast on Monday that will include the perspective of players, dungeon masters, designers, publishers, and at least one Adventurers League admin on some big news. That means lots of recording, podcasting, and editing taking up my free time at the moment.

For those of you who may have missed it on Tuesday, Wizards of the Coast announced and launched the long-awaited Open Gaming License and System Reference Document for fifth edition D&D. While we had a little bit of a heads up these were coming (hear Rob Bowes of Lone Wolf Development on Round Table 101), the big surprise was the Dungeon Masters Guild. This site is a collaboration with the folks at OneBookShelf who own DriveThruRPG.

With the Dungeon Masters Guild anyone can now publish fifth edition D&D material in the Forgotten Realms. Publishing a monster, background, adventure, etc. there also allows you to use the free art, adventure template, and maps the site provides. The author sets the price and gets a 50% royalty You can even have access to the Wizards’ intellectual property (like beholders, displacer beasts, etc.) if you’re ONLY publishing on the Dungeon Masters Guild. This is a pretty awesome tool for many DMs. A lot of folks have asked me if I’m going to update some of the Free Game Resources on this blog and post them on the Dungeon Masters Guild. The answer is – a little maybe. I will probably post up my backgrounds and fifth edition conversions of catastrophic dragons and archons, but that’s it. Nothing that’s Exploration Age only.

Don’t get me wrong, I think the DM’s Guild is an awesome new site. I am grateful for it as a consumer and already have all kinds of PDFs downloaded, but World Builder Blog is about building my world(s). Anything I put up on DM’s Guild is suddenly brought into the Forgotten Realms and I can’t offer it over here as part of Exploration Age anymore. My feelings might change over time, but for now that’s where it stands.

As for the legalese of Dungeon Masters Guild being good or bad for designers, I’m no expert. That will be debated on blogs, Twitter, Facebook, forums, and more for years to come, but I think the site is going to be an overall force for good and getting more people’s work recognized. The fact that Kobold Press and Encoded Designs are onboard is a good sign.

An Announcement

Of course just because I’m not publishing a ton on Dungeon Masters Guild, doesn’t mean I won’t be publishing fifth edition Dungeons and Dragons material. Now that the OGL and SRD are here, I’m planning on putting out the official Exploration Age Campaign Guide sometime this year which means I’m gonna need some art, editing, layout, and cartographers. Anyone know someone who can make the map below look awesome?

World Map of Canus

World Map of Canus

Note the differences between what you can do with the OGL and what you can do with the Dungeon Masters Guild on the chart below.

If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!

It’s time to get back to worldbuilding. After all that’s what this blog is all about.

If you’ve only just recently started following this blog, it began as a home for the ideas about the fifth edition Dungeons and Dragons world I created for my gaming groups. The world of Exploration Age is coming together as a 300+ page Word document. I still hope to put it out for all of you someday soon.

In a nutshell, Canus is a world with two halves that have just discovered each other (inspired by the discovery of the Americas and Australia by Asia, Africa, and Europe in the middle of the last millennium). One half of the planet is driven by magic technology and divided by recently settled war, the other has primitive tribes of people, bountiful lands, hidden treasures, and mysterious dangers. The people of the former rush to grab up land and resources in the latter.

Here’s a quick excerpt from the aforementioned document that helps explain some more about the world.

5 Facts About Exploration Age

  1. A World of Gray Evil for evil’s sake is not a phrase you’ll hear in Exploration Age. Every debatable issue has more than two sides. Just like in real life, no person is purely selfless and generous at all times. Good and evil are not two sides of a coin in Exploration Age, rather they are two extremes on a continuum and everyone falls somewhere along that line. A queen may be good to her people when it comes time to collect taxes, but strictly ration their food during wartime to better feed her soldiers. A drow adventurer may be good to all his allies except for elves whom he hates with untold passion because of the rocky relationship between the two races.
  2. A World of Mysterious Magic Ancient ruins dot almost every landmass in Exploration Age. Caves in the mountains connect to passages and mines unused for millennia. Portals connect Canus to worlds unknown. Strange, magically-irradiated lands give travelers magic powers or drive them insane. Throughout the world, magic lies in all of these places in the form of items, phenomena, hazards, happenings, and more.
  3. A World of Crude High Magic Airships, magic roads, and firearms are a few examples of the magic technology that can be found in Exploration Age; however, most magic technology still remains a mystery to the common folk. This is not a world where magic weapons, floating tea pots, and the like are mass-produced. Scholars and inventors work furiously to unlock what they may, especially if there is a profit to be made from a discovery, but airships are the exception, not the rule.
  4. A World of Sprawling and Intimate Stories Exploration Age is meant to be a world that can suit your needs. If the story you want to tell is huge and spans many continents and planes, this book will be able to help you out. If you want to tell a story confined to the borders of one country, Exploration Age has enough intrigue and excitement packed into each location that you could level from 1 up to 20 without ever crossing that line.
  5. A World of Blank Spots This goes without saying, but Exploration Age is all about exploring. Ruins dot the map along with mysterious mountains, swamps, forests, and deserts. Most intriguing of all are the blank spots that hold untold dangers… and perhaps untold profit! Exploration Age is all about the thrill of discovery and diving into the unknown.

And here’s a rough map of Canus to help you out.

World Map of Canus

World Map of Canus

Ok, so all this is to say that my good friend, Round Table regular, and player in both my games, Andrew Kane, came to me with an idea of something new he wanted to add to the world. Since I’m a big fan of letting my players do the work (and since the idea was amazing), I said yes. He wants a cult to be added to the world that’s going to be part of his next PC’s backstory. I want this cult in the world because they’re terrifying.

Before you read Andrew’s killer (literally) idea below, you might need a little background on The Lingering Havoc and The South Pole. In a nutshell the South Pole is mostly unexplored, and a guild of adventurers known as the Society of Seekers is trying to map the place. In addition to the normal frozen dangers, the mass of land also holds a beast known as The Lingering Havoc. A Gargantuan animated mass of bodies that’s highly intelligent and seeks to add new corpses to its form. You can check out its stats in the PDF below.

The Lingering Havoc

Now on to the cult of the Awakened, created and written by Andrew Kane!

The Awakened

If one were to leave from the ruins of Ferra Dun in Marrial and travel directly South with the courage to brave the expanse of the South Ocean, then that person might come upon the Bay of Bodies. This bay is part of the South Pole, and it is one of the rare calm places on an otherwise volatile expanse. The waves are gentle, the walls of the bay are high keeping out the strongest of winds, and oddly it does not seem to be as impacted by the earthquakes and storms that ravage the rest of the landmass. As you move towards shore you begin to see that this is not simply a lonely and godforsaken place. The signs of civilization began to appear. Hundreds of boats, both big and small, from all across Canus can be seen linked together. Ropes connect the ships and cliff walls and the shore so that a veritable small city exists on both land and shore alike. If you prove that you come with good intention and that you are worthy, you are given permission to pass the “walls” which are really a large group of ships anchored to protect the city and its inhabitants. This place is called Hereafter, the realm of Maledictus and the Awakened. If you wish to remain, a sacrifice must be made…


He is not sure what name his parents chose for him. He only ever remembers being called “freak”, “horror”, “unnatural”, or “abomination”. When and where he was born and pretty much all of his young life is a blur. The only thing he remembers clearly is when the drow finally discovered his home. He watched in horror as his drow mother and elf father were summarily executed. He listened in despair as the murderers discussed whether or not he would share his parents’ fate. The answer was, of course, yes, but the cowards could not bring themselves to do the deed. They left him alone, in the middle of the woods, with nothing. They were willing to let nature do their work for them. It would seem nature had other plans. Alone and scared, surrounded by the blood of his parents, he did not even quiver when the wolves came. The alpha looked at him, as if in pity. They did not growl or attack. They simply turned and left. The little drow-elf halfbreed stood up and followed them. He had found his new family.

Although never formally trained, he could be best equated to a ranger. When he still did not fully understand the world he would venture out and see creatures that looked like his father. When they saw him, they looked upon him with coldness and contempt. The ones who looked like his mother? They were worse. They would try to kill him. He always bested their attempts. The natural world was his home. The creatures that walked on two legs meant nothing to him. He would be a defender of those who gave him a home.

He learned more about the world when he became better at navigating it. He learned to completely avoid the drow and elves. The other creatures were not as terrible – these things called halflings, gnomes, humans, and so on. He still preferred his more feral compatriots, but he learned to deal with the outside world. He began to travel more freely, which is how he learned of the feud between the elves and drow. It is when he learned why his very existence was detested by so many. He did not keep track of time, at least not in the same way as others. He had no idea how old he was, but he was comforted in the knowledge that his lifespan appeared to be infinite. With his loyal wolf companion, he headed to the part of the world called Marrial as there was word that a new group was forming to explore the world.

As a new member of the fledgling Explorers’ Guild, he set out on their first voyage. They were not on a contract yet, but rather were headed to Parian to help establish an outpost there in order to begin accepting work. It would seem that they were never destined to reach Parian. A disease began to ravage the crew, killing some and seizing still others with madness. Only he seemed to be spared. He helped tend to those who were ill, and at the end he even defended himself against those who the madness had impacted the most. In the end, he was the only crewmember left. Unable to man the ship himself, he resigned himself to death – a lonely death, but one fitting for one who had existed as he had. One day, he saw that the ship was headed for land. He had stopped trying to navigate a long time ago, and he was not even sure how long he had been at sea. As the ship approached a bay, the vastness whiteness caused him to suspect he was headed for the South Pole. Suddenly, a wind kicked up and the ship picked up speed. It charged into the bay and ran aground with such force that he was thrown into the mast and knocked unconscious. When he came to he was nearly frozen. He went below, put on his winter gear, grabbed his weapons, and decided to explore this new land.

The ship had run well aground. There was no way he would be able to get it back to sea. That left him with two choices – head back out on one of the smaller dinghies with a rudimentary sail, or stay here in this harsh land. The bay itself was beautiful. There was not as much ice as he would have expected, and the high cliff walls shielded the beach and bay from the worst elements. The waves were gentle, and other than the freak wind that drove his ship in, it was actually quite pleasant. Since all of the crew had died, he had been very disciplined in his rations. He could survive here for a very long time. He decided to explore a little bit, and see what his potential new home might hold.

He did not know much about the South Pole. Frankly, he did not know much about Canus at all, especially compared to others he had encountered. However, he had heard rumor of a creature that lived down here – some kind of overly large flesh golem or something along those lines. He hoped he would not encounter it. He spent a good portion of the day ranging, getting a lay of the land beyond his bay. It was a treacherous place, with snow dunes and tremors that shook the land. Who knew what manner of creatures could survive here? Those that did must be hard and vicious. He smiled to himself. He could be that, if chose to.

He decided to turn back, as he wanted to make it back to his ship before he lost the light. As he walked he heard a sound. At first he thought it was simply another tremor, or perhaps the sound of cracking ice in the distance. Then suddenly, he felt it. A presence unlike anything he felt before. He turned and in the distance he saw a hulking shape approaching. He was paralyzed with fear. As it drew closed he realized that it was a mass of writhing corpses. He did not fully comprehend what he was looking at in that first instant. However, something within his mind told him he knew the truth of this creature. It clearly was the ultimate power in the world. It was the amalgamation of all who had come before. This creature was made up of all who had lived and died on Canus. At his very core, he knew it to be true. He was looking at what happened after death, at what every living creature became a part of. He would later learn that many called this thing the Lingering Havoc. He only ever knew it by another name – god.

As it approached, he did not know what to do. Was this his end? Would he become a part of this creature, feeding it and living on as a part of a greater whole? Would it give him the purpose he always sought? Something stirred within him. On pure instinct along, he acted. He drew out his knife and cut out his left eye. He stood as the creature drew near and called out, “An offering to you, O Great One! He threw his eye into the air and it never touched the ground. Instead it flew towards the writhing mass. He covered his wound, knowing he could heal it later. He turned and began moving back towards the ship. It followed.

Once he was back at the bay, he turned and called out again, “For you!” He felt the power of the creature as the bodies of his crewmates that remained on board floated into the air and then were absorbed into the larger mass. Although it had no eyes, per se, he felt as if the baleful gaze of it upon him. He prostrated himself before its glory and said, “I live to serve you. Do with me, your servant, as you wish.” When he looked up, it was gone. He had been spared…he had been chosen.

Standing on the shore of his new home, he dubbed it the Bay of Bodies. With his mind newly awakened to truth of existence – that all lived to contribute to glory and wonder of his master – he smiled. He thought about all who had shunned him, tried to kill him, who did not understand him. He laughed, thinking about all the fools who did not understand their purpose in life that the greatest honor, the greatest glory, was to become a part of that which commanded the South Pole. “I shall awaken the minds of those who wish to serve, and I shall be a curse to those who try to prevent me from fulfilling their truest purpose.” That is the day he became Maledictus.


For 200 years, Maledictus cultivated the Awakened. At first, he prayed to his god for others to come, and lost ships would find their way into the Bay of Bodies. He would share his message. Some would join him. Those who did not were given as offerings. The ships that came into the bay were lashed together, to help create a makeshift floating city. As more came in, some ships were run aground and others were broken down in order to be converted into structures on the cliff face. The small enclave quickly became a village, then a town, and then a city. The larger ships were tasked with protecting the people via a “wall”. Still other ships were sent out to spread the good news and bring other true believers, as well as sacrifices, back to what the people had begun to call Hereafter.

Maledictus was a kind and benevolent leader to those who joined their cause, and cold and ruthless to those he believed refused to see the truth of their life. Those who joined and became one of the Awakened had to make an offering, just as Maledictus had done. Therefore it was easy to tell an Awakened. Many were missing an eye, choosing to make the same sacrifice as their leader. Others gave ears, noses, hands, tongues, and so forth. Others would have a large portion of their skin flayed and offered, the scarring was worn as a badge of honor. For those who chose to continue to sleep, to not have their mind awakened, they would be offered up completely. They would often be killed, or left only on the very edge of life. Sometimes they would seek out their lord and watch the bodies be absorbed into the afterlife. Other times they would leave the offering some distance away, and it would be gone by the next day.

Many ships would enter the Bay of Bodies. Only those ships under the control of the Awakened ever left again. Maledictus was not discriminatory against those who came. All races were represented, and he did not rule with an iron first. He was advised by a council of elected members of the Awakened, each hailing from a district of Hereafter. They were content that they were heard, but not would ever go against their leader, the voice of the afterlife.

Maledictus was pleased with how his home had grown, how his ranks had swelled. There were still so many who did not know the truth. He sent representatives out to continue to spread the word, but he also began to come up with a new idea. They had given so much to the afterlife. Perhaps, as a boon, it would give something back to them, an avatar of its power and will. Maledictus called in his clerics and began to make his plans…

So dear readers, what do you think of the Awakened? I love it! Sound off in the comments below.

If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!

A new episode of my podcast, The Round Table, is up on The Tome Show’s website.

I sit down with James Haeck, Scott Dyer, and Round Table newbie Neal Powell to discuss the latest Unearthed Arcana article “Kits of Old,” which introduces new playtest bard colleges and fighter archetypes for fifth edition Dungeons and Dragons. Then it’s an interview with Rob Bowes of Lone Wolf Development to discuss the integration of Pathfinder and Realm Works and the (strong) possibility of bringing Dungeons and Dragons to Realm Works and Hero Lab. This podcast was recorded on January 7 and 10, 2016.


Please rate and review us on iTunes, it helps a boat load!


If you like what you’re reading please follow me on Twitter, check out my other podcasts, Bonus Action and Gamer to Gamer, tell your friends, and/or leave me a comment and let me know you think. Thanks!

I am a lucky man! My series, “Epic Threats,” just had its second installment published in EN World’s EN5ider Magazine. “Epic Threats” is a series which fills out bestiary ranks with more high challenge rating fifth edition monsters. I’ve found in the upper echelons of the game that there aren’t enough threats to give my PCs the variety of challenges and creature I like, so I made a few of my own, submitted them to EN5ider and they’re being published! You can read my first installment in the series, “Epic Threats: NPCs,” and the second installment, “Epic Threats: Goblinoids and Orcs,” by subscribing to EN5ider for as little as $1 a month through Patreon.

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I have to say, if you’re playing fifth edition and craving more content, EN5ider is a great place to get it. I’m not just saying that because I’ve now written for them three times. You get one short adventure a month plus another three articles with advice on running chases, new diseasesnew druid circles, creating puzzles, and so much more. You get all that for $2 a month. If you don’t want the adventure, you can still score the articles for $1 a month. That’s less than a bottle of water in most places. The articles are of a great quality and EN World creator, Russ Morrissey, writes several of the best. You can grab some sample articles and an adventure for free so check it out.

I also have to give a super special shoutout to EN5ider editor, James J. Haeck. He’s brilliant, creative, and a blast to work with. Every letter that man touches becomes better for it and this series of articles would be a lot worse without his hard work.

Whenever I have an article come out in EN5ider I like to write a companion blog post to help promote the article. You can checkout the companion piece I wrote for “Epic Threats: NPCs,” “Get Sick,” and, “Give Chase.” Now it’s time to present a companion piece for, “Epic Threats: Goblinoids and Orcs.” The article gives you five new monsters to throw at your PCs, CR 14 – 20. I’m going to show you a CR 12 orc I wrote that I didn’t submit with the article so I could tease you here on the blog.

Orc Punisher

Orc punishers are burning with divine fires inside of them which are fueled by pain. Every piece of steel, arrow, and spell they suffer grows their savage fury until they erupt with radiant energy which sears their hated foes.

Orc Punisher

Medium humanoid (orc), chaotic evil

Armor Class 15 (studded leather)

Hit Points 190 (20d8 + 100)

Speed 30 ft.







22 (+6)

16 (+3)

20 (+5)

10 (+0)

12 (+1)

8 (-1)

Saving Throws Strength +10, Con +9, Wis +5

Damage Resistance radiant

Skills Athletics +10, Intimidation +3

Senses passive Perception 11

Languages Common, Orc

Challenge 12 (8,400 XP)

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

Charging Advantage. If the orc moves at least 10 feet it has advantage on all attack rolls made before the end of its turn.

Eye for an EyeWhenever the orc takes damage, it gains a number of punishing points equal to the damage taken. These points are cumulative and the orc can have a maximum of 50 punishing points. These points disappear when the orc takes a short rest.

When the orc hits a target with a melee attack, it can choose to spend any number of punishing points. The number of points the orc spends equal the number of bonus radiant damage points dealt by the attack.


Multiattack. The orc makes four attacks.

Greataxe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (1d12 + 6) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (1d6 + 6) piercing damage.

Blinding Burst. The orc spends 20 punishing points and releases a burst of radiant energy in a 20-foot-radius sphere centered on itself. Hostile creatures within the sphere must succeed on a DC 17 Constitution saving throw or take 15 points of radiant damage and become blinded until the end of the orc’s next turn. Allies in the sphere heal 5 hit points.

Fey Step. The orc spends 5 punishing points to cast fey step.


Would you like this monster in a PDF along with all the other fifth edition D&D baddies I’ve designed? Grab them below.

Orc Punisher

All Monsters

If you don’t want to grab them now, but decide you want the PDFs at a future date, head on over to the Free Game Resources section of this site where the documents will live along with magic items, backgroundsD&D fifth edition rules modulesspellsadventures, and more created by yours truly.

Of course as a bonus this bad boy is elligible to be another submission to this month’s RPG Blog Carnival, which I am hosting here on World Builder Blog. The theme is “Homebrew Holiday Gifts,” and I’m asking bloggers everywhere to share their RPG creations for their favorite systems with me. At the end of the month I’ll make a list linking all participating blog posts so everyone can checkout the fine homebrew creations in one place.

If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!

Just a quick post here to let you all know that my second published article, “Epic Threats: Goblinoids and Orcs,” is currently available through EN World EN5ider. Morrus, EN World King, and his team are awesome and have been putting out great fifth edition content and they have a whole catalogue of stuff still to come. I definitely recommend you check out the work over there. My other articles, “Give Chase,” “Get Sick,” and “Epic Threats: NPCs” are available over there as well and ready to make chases in your game awesome.

I’ve been running a fifth edition game for almost a year and it’s clear to me that there aren’t enough high challenge rating monsters to provide me with the variety of combat encounters I like to have at my disposal. Yes, bounded accuracy lets me use the old standbys far after the PCs’ level is much higher than the bugbear’s CR. I just need to keep adding bugbears… but combat with a lot of baddies is slow and can become a grind. That’s not the kind of variety I’m looking for.

That’s why I submitted a series of monster articles to EN World EN5ideran online magazine which publishes content for the fifth edition of the world’s most popular tabletop roleplaying game. The first of those articles, “Epic Threats: High Level NPCs,” presents five new NPCs with challenge ratings of 12 and above to add to your game. “Epic Threats: Goblinoids and Orcs” provides five more baddies to bring into your high level games! These are (obviously) of the more goblin and orc variety.

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Tomorrow I’ll be posting a companion piece to go with the article on this blog so stay tuned!

If you like what you’re reading please follow me on Twitter, check out my other podcasts, Bonus Action and Gamer to Gamer, tell your friends, and/or leave me a comment and let me know you think. Thanks!

I want to thank everyone who helped make this RPG Blog Carnival a huge success!!!! Organized by Johnn Four over at Roleplaying Tips, the carnival is hosted by a different blog each month. The owner of the hosting blog picks a RPG-related theme and then invites other bloggers to write at least one post on that theme in their own blogs. In December this blog hosted with the theme of Homebrew Holiday gifts and the entries were all super awesome. I’m not lying, the bloggers brought the heat.

So without further adieu… here are the entries!

5th Edition D&D Homebrew Creations

5e GrognardGoblins of Eska – A PC race of awesome for fifth edition from Jon Bupp.

5e GrognardHuan’anpan of Eska (Dog men) – A new PC race of canine humanoids and an updated wand of teeth (magic item) for fifth edition.

5e GrognardObsidian Giant – A fifth edition update to an obscure, but awesome monster.

Connors CampaignsD&D Slave BG – A new background for PCs who were slaves.

Daemons & DeathraysBizarre Bazaar – Fantastic Items for the Planes for D&D Fifth Edition Brian Rubinfeld provides five new magic items: diabolic firebrand,  bottle of dream salve, brass ring of the efreeti, channeling hilt of Zerthimon, and token of he who smiles.

Daemons & Deathrays – Gnolls – A Ferocious Race for D&D 5e Gives the classic race a story and stats for players to make PCs.

Loot the Body5 Magic Items For Magic Users – New magic items from Chris Delvo for those who cast. Take a peak at gauntlets of efreet, idiot’s guide to being a wizard, baby’s first homunculus, and amulet of the twins.

Loot the BodyBone Fly Swam – A monster – it’s a swarm of undead insects!

Loot the BodyGrippli Zen Monks – A monster – gripplis are some kick butt tree frog humanoids!

Loot the BodyTreasure Type Z: The Revised Hunter – A variant ranger class – this revised archetype seeks to change that which has left many unsatisfied.

Loot the BodyUnearthed Arcana Review: That Old Black Magic (plus a new Tiefling!) – A (sub)race – kyton tieflings carry the blood of their namesake.

Merric’s Musings5e Encounter: The Stone Spider A preview encounter from an adventure Merric Blackman himself is writing! PCs enter a tunnel ready to fight a cockatrice, but find something much more sinister waiting for them…

Power Word KillHey, Hey We’re the Monkeys (and Apes) Monster stats for monkeys and apes from Babblemancer himself.

Power Word KillTyger Tyger Burning Bright Monster stats for big cats!

World Builder Blog – Happy Holidays A free adventure which provides monster stats for Santa, Mrs. Claus, a small race of elves, hot chocolate elementals, and animated toys. It includes a map of Santa’s workshop as well.

System Neutral

Arcane Game LoreMr. M’s Equipment Emporium Tom Stephens provides the first of his two-sheet locations (complete with maps): a large store that’s got all the goods any sci-fi or fantasy adventuring party needs.

Campaign MasteryPieces of Creation: Lon Than, Kalika, and the Prison of Jade Mike Bourke gives us three new NPCs with rich stories that can be worked into any game.

HellahexiLead Mine & Manufactory A great map, history, and description for a rich kobold lair!

Moebius Adventures12 Random Gifts for PCs Out of the Blue Brian Fitzpatrick, who had the most creative entries in the carnival, provides gifts that can become quest hooks, complications, and relationship developers. Random tables included!

Moebius AdventuresGifts From Your Frenemies Provides some great story ideas about how a GM can use conflicted relationships with NPCs to shake up the game.

Moebius AdventuresPast Lives: The Gift That Keeps on Giving Brian gives suggestions on a how a PC’s past life can influence its current and provides more random tables!

Moebius AdventuresThe Gift of Giving (Evil) Get ready for some inspired story ideas about how gift-giving can really be part of a sinister plot!

Moebius AdventuresWhat’s In the Box? Want to give a PC or NPC a random present or put something strange and awesome inside of a chest? Then these random tables are for you!

Tales of a GMRed Fungus Maze  Phil gives us a new location outside of Sigil (part of the Planescape campaign setting) and it sounds awesome. Beware the infinity worm!

Other Systems

Arcane Game LoreMapping Port Loren Tom Stephens recreates a digital map of Port Loren for the Star Frontiers RPG.

Connors CampaignsCypher Force Flavor Cypher flavor for the typical Jedi to bring Star Wars into your game!

Leicester’s RambleThe Children’s Crusade RPG By far one of the most ambitious entries, V.A. created AN ENTIRELY NEW RPG plus an adventure wherein the players are heroic kids!

Lizard’s Gaming BlogBoredom in Pathfinder A genius idea that could be easily converted for most systems, Lizard gives us new variant rules for what happens when a CHARACTER gets bored during an adventure.

World Builder Blog – Shadow of the Demon Lord Pregens Provides Starting, Novice, Expert, and Master pregens for your Shadow of the Demon Lord games.

Check out that bounty of homebrew goodness! And if I missed an entry, let me know ASAP and I’ll add it.

If you crave more hombrew content, check out the Free Game Resources section of this site.

If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!

A new episode of my podcast, The Round Table, is up on The Tome Show’s website.

I sit down with Sam DillonAllison Rossi, and Joe Lastowski to discuss the latest Unearthed Arcana article, “That Old Black Magic,” which brings demonic tieflings and demon conjuring spells into fifth edition Dungeons and Dragons. This podcast was recorded on December 20, 2015.

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If you like what you’re reading please follow me on Twitter, check out my other podcasts, Bonus Action and Gamer to Gamer, tell your friends, and/or leave me a comment and let me know you think. Thanks!