• Justin Handlin

Galder's Gazetteer! New Actions, Conditions and Player Options for your Dungeons and Dragons game!

Join us live 7/11/21 @7pm Eastern!


The fantastic Youtuber and Dungeons and Dragons content creator Zipperon Disney joins us to talk Galder's Gazetteer! This is a close personal project of his and we are excited to have him on to share details on the project's journey and contents.


Galder's Gazetteer is a 5e supplement for advanced players & GMs that expands the game by adding new actions, conditions, and martial options. Integrated with the expanded rules there are a host of new player options, a GM toolkit, and two one-shot adventures in this 192 pg full-color book.

The wizard Galder has traveled to many, many worlds. Along his journeys, he has taken notes on the mysterious and fantastic things he's encountered.


A while back, a young guy named Laurence made a post on online. Laurence shared that he had a rare form of cancer and only had weeks to live. He wanted something to be remembered by and asked if there was any way his character could be added to the game’s lore.


With kindness, a whole group of the community got together and, while they couldn’t make it “official”, they said they would be honored to include his character as an NPC in their home games, to exist in their worlds. To keep living in their stories.

But this book goes a step further. Galder’s Gazetteer describes his journeys through all those worlds. This expansion to 5e is framed as Galder’s notes on how things are done differently across the multiverse including:


  • Expanded actions, conditions, and martial options

  • 3 new Classes, 8 variant classes, and 35 archetypes

  • 20 ancestries, 11 feats, and 40 new spells

  • Monster templates, environments, traps, curses, and other challenges

  • Two one-shot adventures for 5th and a 15th level


For a Cause

100% of proceeds from the sales of this book are being donated to the Cancer Research Institute. You can read more about Laurence’s story and what you can do to support youth early diagnosis at laurencescampaign.blog


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Monster Variant: Cave Wurm

Statblock origin: Young Blue Dragon

Lost Features: Intelligence, Lightning breath, Lightning Immunity, fly, burrow becomes 80 feet, size becomes huge, AC lowered down to 16. Loses one of its three attacks


New features:

Tremorsense. 60 ft.


Darkness Aura. A cave wurm can generate an aura of magical darkness out to a 15-foot-radius sphere around itself. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.

If any of this aura’s area overlaps with an area of a light created by a spell of 2nd level or lower, the spell that created the light is dispelled.


Earth Glide. The cave wurm glides through stone, dirt, or any sort of earth except metal as easily as a fish glides through water. Its burrowing produces no ripple or other sign of its presence and leaves no tunnel or hole unless the cave wurm chooses to do so; in that case, it creates a passageway 15 feet wide by 10 feet high. The spell move earth cast on an area containing an earth-gliding cave wurm flings the creature back 30 feet and stuns the creature for one round unless it succeeds on a Constitution saving throw against the casters spell save DC.


Actions

Bite. Melee Weapon Attack: +9 to hit, reach 15 feet., one target. Hit: 16 (2d10 +5) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be swallowed by the wurm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the wurm, and it takes 14 (4d6) acid damage at the start of each of the wurm’s turns.


If the wurm takes 20 damage or more on a single turn from a creature inside it, the wurm must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the wurm. If the wurm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.


Reactions

Acid Bath (Recharge 5-6). When a creature hits the wurm with a melee attack, it can use its reaction to spew bubbling acid onto the target and each creature within 5 feet of the area of the target must succeed on a DC 16 Constitution saving throw or take 22 (4d10) acid damage. The acid lingers in the affected 5-foot radius area for up to 1 minute. A creature that enters or starts its turn in an area of the lingering acid must repeat the saving throw.


LAIR ACTIONS

On initiative count 20 (losing initiative ties), the wurm takes a lair action for one of the following effects; the wurm can’t use the same effect two rounds in a row:


• The ceiling collapses above one creature that the wurm can see within 120 feet of it. The creature takes 10 (3d6) bludgeoning damage and is knocked prone and restrained (by fallen debris); damage is halved and the creature is not restrained if it makes a successful DC 16 Dexterity saving throw. The creature is freed when it or an adjacent ally uses an action to make a successful DC 16 Strength (Athletics) check.


• The wurm bellows, summoning a swarm of insects as if it had cast insect plague, filling a 20-foot radius sphere within 90 feet of the wurm. Creatures that are in the affected space or that enter it take 22 (4d10) piercing damage, or half damage with a successful DC 16 Constitution saving throw. The swarm lasts until initiative count 20 on the next round.


REGIONAL EFFECTS

The region containing a legendary cave wurm’s lair is warped by the wurm’s magic, which creates one or more of the following effects:


• Poisonous and foul-smelling gases suddenly fill passages and caverns, and just as quickly disperse, within six miles of the wurm’s lair.


• Flash flooding turns tunnels into death traps as tremors create fissures in the stone within six miles of the lair. On the surface, ponds drain away, and long-dry creek beds break their banks in flood.


• Swarms of vermin within one mile of the lair increase in both size and number as they try to escape the wurm’s endless and undiscriminating hunger.


If the wurm dies, these effects fade over the course of 1d10 days.



Encounter: Honey, I shrunk the Guests


The characters are resting at the local popular inn. The stay is pretty standard. When the characters go to bed, many of the guests are still up into the night. A guest at the inn named Ratchet Greystone (rock gnome, artificer) is hard at work. He is building a special device that allows him to shrink items and restore them with ease. He plans to join the trade business, as his device can allow merchants to carry much more product due to reduced weight and space. While making some adjustments to his device, releases a burst of energy that reduces all creatures in the inn must succeed on a DC 15 Constitution saving throw. On a failed save, a creature's size is reduced to tiny. The characters (some or all now small) must investigate the cause of their transformation and help Ratchet get the now short-circuited device repaired to return everyone to full size. Meanwhile, the local inn becomes a death trap of now monstrous insects and creatures. Additionally, their size makes them difficult to see, so even regular foot traffic becomes a huge problem.


Magic Item: Chalice of Will (Galder’s Gazetteer)

Wondrous item, legendary (requires attunement)

Once per day, when liquid is poured into this chalice, you can cause one of the following effects to be applied to the liquid:

• It is purified, any poison is removed, and it is turned into holy water.

• It becomes a poison that when ingested requires a DC 22 Constitution saving throw. On a failure, a creature suffers 8d10 poison damage and gains the doomed condition.

• It becomes a potion of greater healing.

Only one dose of liquid can be affected at a time. If you use the chalice to transform a second dose of liquid before the first it is used, the first loses the properties it gained.


Dungeon Master Tip: Let’s Complicate Things!

The life of adventurers is one that is full of surprises and challenges. A simple quest can become significantly more interesting by adding simple Complications. Thanks to Galder’s Gazetteer we have a nice d12 table to easily enhance even the most mundane of quests.


d12 Complication

1 The object has been incorporated in a giant wasp nest

2 The object has been replaced with a phony

3 Rival adventurers are after the same object

4 There is a hostile force between the party and the location

5 The location isn’t where the party thinks it is

6 The location has been infected with fungus

7 A special key is needed to unlock the object, but the party doesn’t know until they arrive

8 The puzzle that is supposed to be used to access the object is broken

9 The object has attracted the attention of extraplanar entities

10 Only creatures of a specific alignment can enter the location or touch the object

11 The location is in a boundary between planes, and the party phases over

12 The location the death of a person to access



Player Tip: Don’t be a Dick! Monstrous Desires

Meeting a monster doesn’t always have to mean a fight shall ensue. A simple offering, like food or gold can calm some hostile enemies. As an adventurer, you can spend time researching and learning what sorts of desires specific monsters have. Let’s be honest, most wolves just want something to eat. While a thug may just want your coin purse. What’s fantastic about this, is that not only does this make for great narrative, but can truly catch your Game Master off guard. I mean, think about how noisey and creaky the joins of an ancient construct must be? Offering a bit of grease to lube up those legs and they're likely to let you go about your business. A dangerous elemental may have just been summoned against their will, or stumbled into a rift between worlds. They might just be looking for a way home. Consider what it is the enemies desire, and use that to parley.


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