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Abandoned Prison for the Mystically Insane

Dungeons & Dragons

5e

2024

Abandoned Prison for the Mystically Insane

A cave leads into a complex that holds a deep, dark secret - this site was once used to house witches and wizards who had gone mad with their magical powers and comitted terrible crimes against humanity. Now the prison and caverns are long abandoned by the wardns that formerly guarded over them. The condemed have gone long insane, often driven into undeath with their madness.

Notes

House Rules

Critical Success & Fumbles:

Many times, it's important to determine not only if you succeed or fail, but also how spectacularly you succeed or fail. Exceptional results—either good or bad—can cause you to critically succeed at or critically fail a check.


You critically succeed at a check when the check's result meets or exceeds the DC by 10 or more. If the check is an attack roll, this is sometimes called a critical hit. You can also critically fail a check. The rules for critical failure—sometimes called a fumble—are the same as those for a critical success, but in the other direction: if you fail a check by 10 or more, that's a critical failure.


If you rolled a 20 on the die (a “natural 20”), your result is one degree of success better than it would be by numbers alone. If you roll a 1 on the d20 (a “natural 1”), your result is one degree worse. This means that a natural 20 usually results in a critical success and natural 1 usually results in a critical failure. However, if you were going up against a very high DC, you might get only a success with a natural 20, or even a failure if 20 plus your total modifier is 10 or more below the DC. Likewise, if your modifier for a statistic is so high that adding it to a 1 from your d20 roll exceeds the DC by 10 or more, you can succeed even if you roll a natural 1! If a feat, magic item, spell, or other effect does not list a critical success or critical failure, treat is as an ordinary success or failure instead.


Concentration: We ignore this.


DnDBeyond Character Creation:

Sources: Turn off Noncore D&D Content (all others allowed)

Partnered Content: Turn OFF ALL

Advancement Type: Milestone

Hit Point Type: Fixed

Use Prerequisites: Turn ON ALL

Encumbrance Type: Use Encumbrance

Ignore Coin Weight: Turn ON


Race: Turn OFF Legacy and NO Homebrew with out GM permission.


Ability Scores: Standard Array


Alignment: Alignment is mostly ignored. If indicated in a spell think intentions, good or evil.


Equipment: If Gold, use Maximum.


Features & Traits

Feats: Gain a feat of your choice, that you meet the requirements for.

Adventures

Abandoned Prison for the Mystically Insane (One Page Dungeon Contest 2011)

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