
Cavern Elevator Trap
CR 4 elevator boulder hazard for 5e triggers mid-shaft, challenging detection, lever logic, Dex saves, and Athletics with fall-risk stakes.
CR 4 elevator boulder hazard for 5e triggers mid-shaft, challenging detection, lever logic, Dex saves, and Athletics with fall-risk stakes.
Potion crafting guidelines with costs and times, Alchemist subclass tweaks, mundane item recipes, and streamlined foraging and harvesting house rules.
Design traps with purpose to advance plot and energize combat, using environmental challenges, skill-driven complications, and scalable DCs.
A practical look at how this 5e magazine adds a drop-in encounter, a sorcerer subclass, mounted combat options, and fresh celestials, plus tooling quibbles.
Remix this Icewind Dale side quest with an inside-job twist, a yeti-lured ambush, goblin negotiations, a haunted locale, and a secret crime-boss stinger.
Elitist Waterdeep-educated magnate in Bryn Shander runs salvage and crimes for the Chardalyn Syndicate, sabotaging rivals with goblins to seize the speakership.
Analyzes GWF and Champion crits in 5e using math and simulations, finding modest damage gains and evaluating common house rules.
Remix adds Icewind Dale politics and Duergar intrigue, caravan hooks, harsher travel and survival rules, and darker Auril sacrifices for 5e.
Introduce volatile planar cold zones in Icewind Dale with triggers and a d100 table of chilling effects to reshape rests, spells, and encounters.
Proposes a rule-of-three progressive failure framework for 5e skill checks to build tension, preserve agency, and avoid swingy all-or-nothing outcomes.