#dnd inspiration

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tohypnofu: goodbunbuncutie: Artist, joy, weed Kinda appropriate; today’s my birthday and I am hopingtohypnofu: goodbunbuncutie: Artist, joy, weed Kinda appropriate; today’s my birthday and I am hoping

tohypnofu:

goodbunbuncutie:

Artist, joy, weed

Kinda appropriate; today’s my birthday and I am hoping for all of these for the rest of my coming year: hone my artistic skills/learn new techniques, find as much joy as I can in the day to day, and… well, yeah

Man, solitude, neogensis

So Yea, i guess I reform myself while being alone?

Con artist, wedding, love

This sounds like a great backstory for a DnD character! I might have to use it.


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Changeling druid.

Transform into a party member, transform into their familiar, become the being of pure chaos you know you were meant to be!

zeugmalitotes:

fishpilled:

these guys were onto something i think

Wait no hold on

I collect weird Quaker names (it’s a long story). And while Preservèd Fish is probably the best, there are a lot of close contenders.

See, Quaker women sometimes used their maiden names for their sons’ first names. This led to a bunch of unusual first names, like Warner or Sharpless or Dillwyn. But the absolute winner of this category has to be CoffinPitts, whose mother I imagine had to be a member of the well-known Coffin family.

But that’s not all!

Quakers (like some other Protestant groups) sometimes used virtues as first names for their children, often girls, which gives us the amazing names Freedom, Remembrance, & Restore Lippincott (brothers), Thankful Thayer, increase Woodward, Content Hussey, Experience Field, and Experience Burt Merrick,which I can’t help reading as a command.

Anyway, without further ado, here is a selection of my best Authentic 18th-to-19th-Century Quaker Names, all belonging to real people who actually lived

  • Tabatha Turnpenny
  • Deborah Darby
  • Milcah Martha Moore
  • Pennock Passmore
  • Rowena Ruble
  • Hepsa Hathoway Howland
  • Leander Lippincott
  • Valrosa V. Vail
  • Benajah Butcher
  • Hipparchia Hinchman
  • Abigail Physick
  • Marmaduke Cooper Cope
  • Fanny Marsh
  • William Hood Dunwoody Zook
  • Sharpless Townsend Zook
  • Mehitable Jenkins
  • Mildred Ratcliff
  • Dorcas Starbuck
  • Grizzell Kite
  • Othniel Alsop
  • Huldah Wickersham
  • Kersey Grave
  • Pusey Grave
  • Jerusha Conant
  • Lysander Hard
  • Booth Tarkington
  • Jemimah G. Schotwell
  • Zilpha H. Spooner
  • Ledra Heazlit
  • Zimri Gaunt
  • Adonijah Peacock
  • Adonijah Peacock Jr.
  • Adonijah Peacock III (yes, they kept this one up for at least 3 generations)
  • Theodocia Vinicomb
  • Amariah Ballinger
  • Featherston Sadler
  • Melchezed Peacock
  • Fanny Canby
  • Mungo Bewley
  • Morris Morris, Jr. (I find it fascinating that an 18th-century man went through life named Morris Morris and decided that his son needed that experience too)

And the crown jewel, Leather Peacock

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thecollectibles:Wizard Tower by Mick Jundt thecollectibles:Wizard Tower by Mick Jundt thecollectibles:Wizard Tower by Mick Jundt thecollectibles:Wizard Tower by Mick Jundt thecollectibles:Wizard Tower by Mick Jundt thecollectibles:Wizard Tower by Mick Jundt thecollectibles:Wizard Tower by Mick Jundt thecollectibles:Wizard Tower by Mick Jundt
angelictroublemaker: tofuvi: the hovering ponds. [Art: it’s like 6 cups of green-blue water, at diff

angelictroublemaker:

tofuvi:

the hovering ponds.

[Art: it’s like 6 cups of green-blue water, at different heights, but there are no cups containing the water. The water is just floating.  Some water drips down between the cups. Lotus flowers grow up out of them. It’s peaceful and magical.]


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kittykat8311:tehjleck:epicdndmemes:Variety is the spice of Planescape from the Planeswalker’s hdbk,

kittykat8311:

tehjleck:

epicdndmemes:

Variety is the spice of Planescape

from the Planeswalker’s hdbk, (TSR 2620, pg81)

Aasimar one in cas anyone interestid


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Hey guys, my goal got funded! A new series of tables for player characters is up on my Kofi and will be posted here!

First up is ideas for a bard!

Commission for @rpbattleman, this one spooky season themed! You can a get commission like this one for yourself HERE, or donate to my current goal of putting up some fun tables.

WHY AM I SO BLIND

I’ve been making my character, Oremil, as a backup backup character for so many campaigns. BUT

There’s SUCH A BETTER OPTION! I COULD JUST MAKE MAFWY, HIS PET RAT, AS A CHARACTER!


It would have to be a setting with a Ratfolk race, or one that has Shifters, but STILL!

I miss that sassy rat with his Boston accent

Exciting Side Quest Idea #2:

Have the party be kidnapped! They wake up, wearing commoner clothes, and all of their items gone.

They only have an empty waterskin and 2 days worth of rations.

They are then hunted by the people who captured them (a small party of nobles with a 1-2 level advantage on the players).

Fishing village where using any tool besides your hands is taboo for religious reasons. A man’s arm was bitten off by a creature they’ve never encountered before. Some locals are making or obtaining poles and upsetting the local god.

People get sick after a local meat shop cuts corners and tries new ingredients. Hopefully unrelated, some people have gone missing recently…

* Shop targets your party for some fresh meat and to sell their gear for extra profit

* Locals who love the shop have the shakes.

* Have your players investigate the shop, see whats going on, and be able to save someone before they get chopped.

Farmer rustlin’ cattle through town for better grazing accidentally brings monsters with him who figure out people taste better than cows.

Themed inn rooms. The murder room is an actual murder room. 

You’re being paid to trail a boat to a prime fishing spot. Turns out the location is a trap, and the lead boat ambushes you for your goods and fish.

Base camp for a big climb to get to a well sought after place. Fill it with all sorts of perma NPCs. People who can’t make the climb, people who want to sell things to make the climb easier, guides, etc.

Mountain being carved into the visage of a god angers a different god or the forest itself. They want to carve the mountain for good graces as they’ve had a string of bad luck for a few years.

Underwater city made of shipwrecks. Above it is the sea of unpredictability. It can be calm one moment and raging the next. Set in literally the world’s worst possible location, it is the only route boats can take when going from one continent to the next. Sailors hope and pray for safe passage. 

Inn idea: Your Only Option or “YOO”. Run by a young girl barely of age who looks very stressed and tired. Name is Andrine “Andy” Schurn. Wants no bullshit. Rent a bed or get out. Prices are prices. Keep an eye out for her parents, payment on information that leads to their whereabouts or safe return. Parents can be found on a quest and returned safely, or not, and you will be rewarded with free room when needed provided they have empty beds. Cost: 50 silver / night. You get a bed and a foot locker. Guard your own shit. Share a large room with 12 other beds.

You are cursed with dreams of being tormented by tomorrow’s horrors. But the dreams are annoyingly vague, and not that helpful.

Bar Idea: Horny and Hammered. Ran by Susie and Samuel Rothshirt. All drinks are served in hollowed out horns of various monsters. Cheap prices, shitty booze, and run by a couple. Man and wife. Wife is always looking to offload work onto others and send them on side quests. The man is a sucker for the ladies and tries to flirt, but he never rolls well and his wife laughs it off and gives him shit. They love each other very much but are sarcastic fucks. Things to order:  Ginger Ale. Ale with a whole ginger root in it. Very alcoholic. The root soaks up extra booze, eat it to get even more hammered. Mind Flayer’s Moscow Mule. Like a regular Moscow mule, but red and has little bits of jello shots in it. Whats a Moscow? Who knows. Green barrel ale, black berry wine, generics. Sludge with a Grudge. A mix of anything left over from last night. Will absolutely wreck you. Cheapest drink.

A quest to investigate a missing caravan. They were transporting dangerous magics, a new black powder that destroys and mutates all it touches. A ways down the road you find a wagon pulled over and empty save for a small pup. If the players untie the dog it’ll jump up and run in the direction of its owner, who is down the road a few hundred feet around a corner. He along with his two partners are trying to calm down two horses and bring them away from an abandoned and decrepit looking caravan. There are two horses still hooked up to the wagon. They’re slumped and leaning in towards each other, bloated and sickly. Black powder can be seen scattered around them and the wagon. Investigating the back of the wagon will reveal a few boxes lined with lead and filled with powder. One box is open with the lid nowhere in sight. If your players get close to the slumped horses they will bite and kick and eventually try to charge, spreading the black powder. 


(I’ve been using this black powder in my campaign and I’ve been treating it like magic radiation. It’s been really fun to try to work out how to clean up, how to avoid it, how its changed life for people, and given me all sorts of new monsters to play with.) Bonus encounter: You will come across a set of bandits who look a little worse for wear. They’re a bit red faced, a little boozed up, and ready to gut you for your valuables since they’ve quote “Had a fookin’ day”. One of the lads looks a bit redder than the others, and is carrying a small purse made of weirdly enough lead or iron? Turns out they tried to raid the caravan mentioned above. One man is missing an arm, having dipped it in the powder trying to find something of value.

The [last name] family uprooted themselves from an old strange country into a younger, fresher country with plenty of land and people. The first generation to settle is now old and has made a name for themselves. Their farmland is vast and sits on the outside of town beside a comfortable forest. They’re known as a strange  but kind family. The old country taught them how to farm well, and soon their crops produced enough for the town twice over. The abundance of food, large family, and good fortune allowed the family to expand and sell to other towns. All of their early mornings and back breaking days paid off, allowing the grandparents to rest on the porch while their children and grandchildren work the fields. The town holds little to know ill will towards the family despite being outsiders. Most are grateful for the relatively cheap and abundant food. A few small time farmers are unhappy about being muscled out of the market, but they are typically won over with tea and old family recipes. The sanctimonious parents and preachers are not fond of the family, oftentimes telling children to keep away from the farm due to their strange charms and parties.

Echo Woods is a dense thick of trees that open up into a neat hunting / grazing ground. The ground is so large echos can be heard from miles around. A pair of elk can sound like an entire herd. A local man knows the woods like the back of his hand, and takes people on guided tours for hunting. He has noticed the woods being…off… lately. He can’t quite describe it, but he knows there is something new in the forest. Its messing with his game, his livelihood, and he wants it gone. He tried tracking it to a part of the woods, but got a nasty wound from a random boar. He killed it, of course. But he’s laid up for a few weeks and needs to rest before the season starts. He says the beast can be tracked by x scent, to x spot. The woods normally have x, y, and z animals to look out for. 

A town surrounded by thick trees so close together that their only means of getting in and out is going through the trees. Its slow and dangerous to navigate through, but manageable for most adventurers.

A man is filled with sickness up to his ears. He is spreading it, slowly, silently, and showing no signs himself. He knows he’s sick. He’s been under lock down for years and finally snapped, escaping after incapacitating whomever was watching him.

Nestled in the valley next to a lake is a lone hamlet with flowing waters, numerous buildings, a church almost as beautiful as Chauntea. A fire ravaged their town, destroying families and homes and the once beautiful trees which surrounded them. Most perished. Those who survived feel the dead were not pious enough, and it was the gods sending a message. 

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