A collection of works about the lore of the world of Mythosa and other chimerical subjects.
Campaign Guide updated
The Campaign Guide and House Rules page has been updated to reflect allowed material from Princes of the Apocalypse and the Sword Coast Adventurer's Guide, as well as clarification regarding material from Unearthed Arcana.
Compiled by Andrew Roy The table below provides density figures for many common (and some not-so-common) substances. This information is useful for determining the weight (or volume) of objects and cargo. This table was pieced together from a wide variety of sources, listed in full at the bottom of the page. The inspiration for this comes from the old Dragon magazine article, "How Heavy is My Giant". These figures have not been rigorously checked. Do not rely on this as a scientific reference! Note on measures: Specific gravity is a measure of an object's density. A cubic centimeter of water at 4°C weighs 1 gram, and has a specific gravity of 1. The specific gravity numbers below can be read as "grams per cubic centimeter" (or kg/liter). A solid object with a specific gravity greater than 1 will sink in water. Weight in pounds per cubic inch and foot is also provided to save non-metric users some time on the calculator. Material Specific Gravity Pound
(This is related to this post from a few years ago). Before I wrote the latest version of the Mythosa PDF (well, version 1.0 at least), I was trying to determine a new format that was both useful and practical. Generally, campaign books follow a fairly standard design that we’re all pretty familiar with by now: some sort of summary introduction (sometimes with a bit of fiction that is usually terrible), then an extensive chapter on the world’s history that will mostly be ignored, a chapter that goes into way more detail than necessary on the political entities of the world, another one fleshing out the religions, and then others that vary but cover things like why these elves are different, and what the various organizations and factions are, possibly a bunch of new mechanical elements (for games like D&D or Pathfinder this would include new monsters, new magic items, new spells, new feats, etc.). Now, let me make it clear that I’m a fan of campaign setttings; I love reading up o
When it comes to dungeon maps, I favor utility over artistry. Maps with rendered furniture and torchlight shadows are nice, but if they’re only seen by the GM, they’re not very practical. I want maps that are clear and make layout with dungeon tiles easy. If they can convey additional information without being too busy, all the better. Given the above, I really like this map of the venerable “Caves of Chaos” I found on The RPG Cartography blog . Not only is it practical but it contains a lot of useful information without being overdone. The only thing it’s really lacking is a square grid, though that might have clashed too much with the other elements (maybe tick marks on the outside of the walls could have been substituted...?). I’m not sure how much use I’ll get out of this map, but it’ll definitely be a model for ones I make myself in the future. (Note: The first link is to a JPG of the map, but the PDF you can download from the second link is much higher quality).