#homebrew
Titan: Scarabae
Introduction (Start Here)| The Quarter Cities|Scarabae| Widow’s Wood (next)
What is Titan? Titan is my Homebrew DnD 5e Campaign. Everything in it is built from the ground up by myself.
Winyul. The main continent is composed of Scarabae in the West, the Widow’s Wood in the North West and the Quarter Cities in the East. Geest is an island nation.
The Quarter Cities. One of the main nations in Winyul, each Quarter has their own vibrant and storied history. Unique but united, the Quarter continues to persist and grow more powerful.
This Primer. I’ll be imparting all important knowledge of cities and key players in the campaign, so you can have a good understanding of things once I start adding stories from the campaign into the mix. If it inspires you, heck, I’d be thrilled if it helps you have your own campaign in Winyul.
Thank you for reading and I hope you enjoy! Titan is my pride and joy and I’m thrilled to be able to share with you.
A Special Note. I commissioned @rennybu for the art of the Three Kings. Thank you again for their portraits, and for keeping their character secrets sealed away from the other players. Please be sure to do yourself a favor and check out the full image. Click here to be taken to their post.
You found the secret table of contents to come. These link to the homebrewery page where it’s imo easier to read
- Introduction
- The Quarter Cities
- Scarabae
- Widow’s Wood
- Geest
- Major Events/History
- The Four of Four
If you like what I do, please consider buying me a ko-fi. I’m very tired zzz
Context: So this was our first session of the campaign, and our Arakokra Druid was just killed for good. Our entire party had been getting awful rolls, and there hadn’t been a single nat 20. So the Teifling Warlock ( and my characters sister ) decided to make a deal.
Warlock OOC: Okay so we all know { Druid } is suffering…
Druid: [overly dramatic dying noises ]
Warlock OOC: Hey, { me } if I roll a 20, you have to buy us all drinks.
Me, making up a mourning speech: Alright, hit me.
Everyone went silent as our Warlock rolled, and to my dismay got the first nat 20 of the night. Needless to say, I bought everyone a drink.
-giant barbarian to the /vampire/ bard
- Our cleric, making the first roll of the entire campaign (it was a nat 1)
So… I was playing a one-shot with my friends and we were trying to kill this gorgon with increased hit points. I’m playing a wood elf ranger, and we have a gnome bard and a half orc rogue. Everyone is getting *garbage* rolls including the DM. Nothing but 3’s and 7’s. At this point we’re trying anything, and my friend who’s playing the half-orc rogue made the terrible mistake of asking us what we thought she should do.
Rogue: Guys, what should I do?
A small moment of silence.
Me: Go for double penetration up its ass with your daggers.
Rogue (laughing): Ummm… ok?
Bard (losing his shit): If you get a nat 20…
Rogue gets a nat 20. She then proceeds to rip its asshole apart. She was using 2 daggers and was getting sneak damage, so she rolled 2d6+2d4. She rolled 2 sixes, a two and a four, and then doubled it because of the nat 20. She dealt 36 damage and brought it down to 4 hit points. We go through another round of everyone missing their attacks, but then the rogue rolled an 18, which was enough to hit.
DM: So, how do you want to kill this thing?
The rogue then made a big mistake.
Rogue: Any ideas?
Me: climb inside it and kill it from the inside.
She did exactly that.
Dm: I’m not describing that… it’s dead… everyone roll a constitution saving throw to see if you throw up.
We all failed.
And that was how we saved the village.
- Druid upon seeing a singing woman in the woods at night.
Context: So our party had just freed a few salves from a mine, and one of the slaves happened to be a witch. She decided to give us some gifts as a thank you. The gifts consisted of magical items, some of which were pretty cool. Then, it was our half-elf Druid’s turn to receive her gift…
Witch: And for this brave half-elf….*pulls out a tiny bird shaped bell* The bird keeper’s bell!
Half-Elf: Ummm…thanks? *awkwardly receives it*
Half-orc: Ha! But that’s so plain compared to the other gifts!
Witch: On the contrary! With this bell, she will be able to summon a bird friend to aid her in battle.
Party: Huh?
Witch: And not any bird either. Using this bell, Aethel now has control over a giant dodo.
Party: A DODO?!
Aethel: *GASP* gUYS. IMMA NAME IT DODO BAGGINS.
Party and DM: ROTFL
My bard cousin used Vicious Mockery on a wooden door in her last game.
She then tried to seduce it but thankfully the DM stopped her.
“Howard, you were not distracted by the ruby, so you are the first to react to this horrendous little gerblin attacking this kleptomaniac dragging you by a rope”
-DM
- Rogue to the DM
✨New item!✨
Stone Wail
Weapon (war pick), very rare (requires attunement)
You have proficiency with this war pick if you are a dwarf. You have a +2 bonus to attack and damage rolls made with this magic weapon.If the target is made of stone, you deal an additional 2d8 force damage and attack rolls score a critical hit on a roll of 19 or 20.
The war pick has 3 charges, which it regains after you complete a long rest. As an action while wielding this war pick, you can expend 1 charge to blast a creature that you can see within 30 feet with a ray of petrification. The targeted creature must make a DC 15 Constitution saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends and the creature is immune to the ray of petrification for 24 hours. On a failure, the creature is petrified for 1 hour.
Motherlode! Reducing a stone creature to 0 hit points with Stone Wail causes them to crumble and expose a gem of the following type. Roll a d20:
1. Copper Nib (1 cp) and motherlode can’t be used again until you complete a long rest.
2-4. Malachite (10 gp).
5. Bloodstone (50 gp).
6. Onyx (50).
7. Chrysoprase (50 gp).
8. Jasper (50 gp).
9. Moonstone (50 gp).
10. Tourmaline (100 gp).
11. Amethyst (100 gp).
12. Chrysoberyl (100 gp).
13. Jade (100 gp).
14. Pearl (100 gp).
15-16. Diamond (100 gp).
17-18. Diamond (300 gp)
19. Diamond (500 gp).
20. Diamond (1,000 gp).
ROCK AND STONE!
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✨New item!✨
Subtle Cricket
Weapon (crossbow, hand), rare (requires attunement)
This unusually small hand crossbow packs a mighty punch. You have a +1 bonus to attack and damage rolls made with this magic weapon. The crossbow has 3 charges, and it regains 1d3 expended charges daily at dawn. When you make a ranged attack with the crossbow, you can expend 1 to 3 of its charges to empower the bolt with kinetic energy. On a hit, for each charge you spend, the target takes an additional 1d12 force damage and is pushed 5 feet away from you. Additionally, when you fire a kinetic bolt, you must succeed on a DC 10 (+2 for each additional charge) Strength saving throw or be knocked prone. If you score a critical hit with a kinetic bolt, the target is pushed thrice as far and knocked prone.
“It’s got a kick to it!” Irwin blurted out after being launched onto his back. He remained supine for a minute to catch his breath before resuming target practice.
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Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for over 145 magic items, item cards and card packs, beautiful creature art and stat blocks, monthly setting pdfs with narrative hooks and unique lore, and vote for the content you want to see!♂️
Credit.Art and design by us: the Dungeon Strugglers. Please credit us if you repost elsewhere.
✨New item!✨
Spicy Tom’s Secret Sauce
Potion, rare
After drinking this potion, you must succeed on a DC 16 Constitution saving throw or become poisoned and take 1d6 fire damage at the start of each turn. You can repeat the saving throw at the end of each turn, ending the effect on a success. If you fail this saving throw two times, the fire damage increases to 3d6 and your movement speed is doubled.
While poisoned in this way, you can use a bonus action to exhale fire at a target within 20 feet of you. The target must succeed on a DC 16 Dexterity saving throw or catch fire, taking 3d6 fire damage immediately and at the start of each of its turns until someone takes an action to douse the fire.
Spicy Tom’s Secret Sauce will really make your face sweat and your gullet burn. And the longer it lasts, the worse it gets! Buy some today!
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Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for over 145 magic items, item cards and card packs, beautiful creature art and stat blocks, monthly setting pdfs with narrative hooks and unique lore, and vote for the content you want to see!♂️
Credit.Art and design by us: the Dungeon Strugglers. Please credit us if you repost elsewhere.
Fletcher’s Ring
Ring, rare (requires attunement)
While you are wearing this ring, when you make a ranged attack with a bow or crossbow you magically summon the ammunition as part of the attack. Arrows or bolts summoned by this ring disappear after they hit or miss their target. Attacks with these arrows are considered magical for overcoming resistance and immunity to non-magical attacks and damage.
This ring has 4 charges. As part of an attack, you can expend one charge to summon a special piece of ammunition from the following options:
- Excruciating. This arrow inflicts massive pain. On a hit, the target creature’s movement speed is halved until the end of your next turn.
- Penetrating. This arrow travels through the target in a straight line for an additional 20 feet. The next creature in that trajectory is also hit by the attack if the attack surpasses its AC with three-quarters cover (+5).
- Tethering. This arrow creates a tether from you to the target. The tether is the exact length of the distance fired between you and the target. It can be used as a rope to climb or to leash yourself to a target creature. The tether can hold up to 500 pounds and is severed if it takes 5 slashing damage (AC 12) or torn if a creature uses its action to make a successful DC 18 Strength check. You can use your action to pull a tethered creature a number of feet equal to your Strength modifier or drag it as you move at half speed if you succeed on a contested Strength (Athletics) check. The arrow and tether last up to 1 minute or until you dismiss it with a bonus action, before disappearing.
- Whistling. This arrow whistles loudly as it flies through the air. It can be heard from up to 200 feet away. Each creature other than yourself, within 20 feet of the arrow’s flight path is deafened until the end of your next turn.
The ring regains all expended charges after a long rest.
Bentha drew back the string on her bow and a translucent, silver arrow materialized. The other rangers had mocked her for “forgetting” her quiver, but now she was the only one with any arrows left to fire. They never stood a chance.
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Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for over 125 magic items, item cards and card packs, beautiful monster art and stat blocks, monthly setting pdfs with narrative hooks and unique lore, and vote for the content you want to see!♂️
Credit.Art and design by us: the Dungeon Strugglers. Please credit us if you repost elsewhere.
✨New item!✨
Bundren the Bungler
Weapon (greatclub), uncommon (requires attunement)
This large oaken log has an oafish face carved into it. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Once per turn, you can force a Large or smaller creature hit by this magic weapon to make a DC 13 Strength saving throw or be knocked prone.
Sentience.Bundren the Bungler is a sentient chaotic neutral weapon with an Intelligence of 8, a Wisdom of 10, and a Charisma of 8. It has hearing and darkvision out to a range of 120 feet. The weapon perceives and communicates using its carved face and can speak, read, and understand Common. It has a brutish, fumbling voice.
Personality.Bundren the Bungler is an awakened tree that vexed its creator with its clumsiness to the point that it was chopped down and left for firewood. It will talk incessantly and loudly about all of the follies that have befallen it over its long and storied lifetime.
Curse. You have disadvantage on Dexterity (Stealth) and Dexterity (Acrobatics) checks while attuned to this magical weapon. Additionally, when you roll a 20 to hit with this weapon, the attack always misses.
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Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for over 125 magic items, item cards and card packs, beautiful monster art and stat blocks, monthly setting pdfs with narrative hooks and unique lore, and vote for the content you want to see!♂️
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✨New item!✨
Bathrobe of Supreme Leisure™
Wondrous item, uncommon (requires attunement)
This fur-lined bathrobe is enchanted to achieve an unprecedented level of comfort. When worn to sleep, four hours is sufficient for a long rest and you gain 2d10 temporary hit points when you awaken.
Curse.Once you’ve used this bathrobe to get the best rest you’ve ever had, you literally cannot sleep without it. Unless you’re wearing the bathrobe, you can’t gain the benefit of a long rest for 1d4 days after your last long rest using the bathrobe.
Minimus Maximus IV had one of these deliciously plush robes crafted for each day of the week, so he’d never have to go a night without the godlike comfort of Supreme Leisure™.
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Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for over 125 magic items, item cards and card packs, beautiful monster art and stat blocks, monthly setting pdfs with narrative hooks and unique lore, and vote for the content you want to see!♂️
Credit.Art and design by us: the Dungeon Strugglers. Please credit us if you repost elsewhere.