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the-griffons-saddlebag:⚔️ ! Consecrated Hunter’s Crossbow
Weapon (crossbow, heavy or light), rare __

the-griffons-saddlebag:

⚔️ !
Consecrated Hunter’s Crossbow
Weapon (crossbow, heavy or light), rare
___

This magic crossbow is detailed with wings and an angelic face at its end. A metal box of crossbow bolts fits into the base of the weapon, which automatically lifts a new bolt into place each time its string is pulled back again to fire. The box holds up to six bolts and can be refilled using an action. While the box holds at least one bolt, the weapon ignores its normal loading property, but must use the next bolt from the box with each attack it makes.

When the weapon is drawn, radiant, celestial runes appear on the front of the crossbow. A target hit by a bolt fired from this weapon takes an extra 1d4 radiant damage. If the target is a fiend, undead, or shapechanger, you deal the maximum extra radiant damage, instead of rolling.
___

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mask-of-ire:

By Robb at readytorole.com

  1. A large boulder blocks the central path in a valley, and a hill giant stands by offering to lift it up temporarily for trade. The strange part is that he wants a flower that is very common in the area; some of them are growing 10 feet in front of him!
  2. A local ranger offers to show travelers a shortcut, but some people don’t trust him. He went missing a few months ago and only recently reemerged much hairier than he used to be.
  3. Due to overpopulation, hippogryphs has started nesting lower to the ground. This by itself isn’t a problem as they are not aggressive, but poachers have been showing up in droves and at least one altercation between poacher and traveler has left those involved with injury.
  4. A mudslide recently affected a large part of the pass, making it hard but manageable to travel through. The worst part is small mud imps throw rocks and clumps of mud at those who pass through- not to hurt, just to harass.
  5. After digging into the mountain in search of precious gems and metals, the dwarves have repurposed one of their mineshafts to act as a shortcut underneath the mountain. This seems like a good deal for those willing to pay a few gold, but the bent, unconnected steel and “jumps” that the minecarts need to make leave most people terrified and shaking after arriving on the other side.
  6. Trolls who normally live at the top of the mountain have started coming to the lower depths to attack people, especially merchants, on the path. Rather than eat them and leave the shiny bits like they normally do, they’ve been stealing but allowing their targets to live, causing speculation of their new behavior.
  7. Many openings to an underground cave network have opened up all throughout the mountain pass. Unfortunately, they serve no real purpose other than allowing subterranean predators to prey on those passing through on the surface.
  8. Giant spiderwebs have been appearing all over the path, making all travelers worried about the size of the spider that must be making them.
  9. Sights of a supposed dragon have all but halted travel through the mountain pass, stifling trade and causing some smaller communities to suffer. They are offering a collective reward for anyone able to kill or drive off the scaled menace.
  10. There has been an increase of monsters that disguise themselves as rocks such as stalagmites and stalactites within a certain cave and even outside of it. These have always existed, but the quick uptick in sighting and encounters with them has locals questioning why and how this could have happened.
  11. Travelers speak of a thick-furred monster attacking them near the top of the mountain pass. One survivor asks anyone willing if they could retrieve a lost pendant that was torn from them while running from this creature.
  12. A new, mysterious cave passage saves a lot of time for anyone willing to traverse it. No one knew who had carved it, until the giant ants started coming out of the walls and hunting those inside.
  13. An overzealous earth elemental has begun restoring the parts of the mountain that have been carved for travel back to their previous state, undoing years of work. When asked why, they state that the merchants who travel litter and show no respect for the earth.
  14. After mistaking a cave hosting stirges for a simple cave of bats, travelers who spent the night find themselves close to death and afflicted with a deadly disease. The local cleric says the only way he can create an antidote is with a few live stirges present.
  15. During a particularly busy time for the pass, one of the mountains reveals that they have been a dormant volcano, suddenly bursting and causing all manner of life to search for refuge.
  16. Bandits figured out that by hiding out high above paths that they can easily shoot at and intimidate passersby into give them their belongings. That is until orcs started climbing even higher than them and holding up both the bandits and the passersby.
  17. After a series of small cave-ins, some kobolds have begun selling homemade explosives to any who will buy them. While nothing bad has happened so far, many wonder why they are being so helpful.
  18. Supposedly, the top of the mountain is home to a holy pilgrimage site to a god of travel. While few bother venturing up there due to monsters and natural dangers, those who do claim being given a boon that grants them safety on the road.
  19. A growing number of humanoid bones litter all parts of the pass, freaking out anyone who travels through. What might be creepier is that no one has been reported killed or missing since this has started.
  20. A small group of goblins pester travelers, asking if they want to hire their band of adventurers as guards. Most people laugh at them and move on, leaving the goblins to sulk.
  21. An ettin has been arguing with itself about whether to open up its personal tunnel to others for a price or to keep it closed. Somehow this has resulted in the ettin sitting in front of another path, refusing to move until it can be convinced one way or the other.
  22. A particularly intense thunderstorm has swept through the pass recently. When a bolt of lightning stuck the peak of the mountain, it partially peeled away to reveal a giant, beating heart within.
  23. A shaman living off the path has come out of solitude, looking for a curious set of spell components that would have to have come from halfway around the world. He won’t say why he needs them or what he is willing to trade for them, just that it’s a matter of life or death.
  24. The same horse keeps appearing at one side of the mountain pass every morning. No matter if someone ties it up at night after riding on it or otherwise restraining it, it always ends up back at the start of the path without a saddle or other gear.
  25. Harpies have somehow come into the possession of explosives, likely either bought or stolen from kobolds. They are using these new weapons by dropping them on travelers below, leading to an intense effort to eradicate these avian humanoids from locals.
brewerssupplies:Alone they are weak, but together they are deadly. Take on this species of monstrosibrewerssupplies:Alone they are weak, but together they are deadly. Take on this species of monstrosi

brewerssupplies:

Alone they are weak, but together they are deadly. Take on this species of monstrosity which possesses a special type of hivemind which allows them to share adaptations with one another!

[PDF]


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evans-dnd-encounters:

Adamantine juggernauts are a specialized golem, created to be more than just a guardian or weapon, they must be instilled with a willing soul who keeps all memory and personality they had in life. This allows them to be martial masters, cunning tacticians, and potent leaders. They are capable of using magic items and on occasions even rarer than the creation of one of these powerful entities, cast spells if they were a caster in life, although they must reteach themselves or otherwise relearn.


Physically they resemble a massive humanoid in blue armor wielding a flail and shield larger than an average person, made of the same metal as themselves. In the event of one being able to cast spells, they ignore the somatic components of a spell and use their shield as the spellcasting focus. They stand five times as tall as humans and weigh 200 times as much, totaling around 32,000 lbs.

amazinglybeautifulphotography:Out of place ‘northern forest’ landscape in West Virginia, USA. [OC] [

amazinglybeautifulphotography:

Out of place ‘northern forest’ landscape in West Virginia, USA. [OC] [2160x1440] - Author: JonathanJessup on reddit


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My very first original battlemap created using a new program I grabbed up last week (see below). Mad

My very first original battlemap created using a new program I grabbed up last week (see below).

Made it for combat with a plant monster roughly 30 feet from shore, in a pond/lake about chest deep. I wanted cover, concealment, water to cross and around the enemy, some difficult terrain and a real risk of drowning with a good trip, and/or grapple and pin. More water is shown than land as I envisioned encounter developments that drew the player characters further and further from shore. No grid as I made it to be used more easily with programs like Roll20.

In my mind, the tree stumps shown were full trees but with the tops (leafy bits) hidden so the map was “cleaner”, but feel free to re-conceptualize as you see fit. Made in about 20 minutes usingDungeonDraft.

To be clear, only the battle map concept is mine, all the assets used belong to the program and its respective artists and/or community market.

Feel free to use it with that in mind.

If you enjoy it, let me know with a Like or (even better) a Reblog. It’ll motivate me to share others I create.

And check out Tabletop Gaming Resources for more art, tips, and tools for your game!


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northyme:

Pull squid UP

Move squid ASIDE

Leave squid BEHIND

or how one little comment made by Fearne gave us this amazing visual

dailyadventureprompts:Villain: Captain Barrgo Dyer, head of the Civil Guard  “The Masters o’ this cidailyadventureprompts:Villain: Captain Barrgo Dyer, head of the Civil Guard  “The Masters o’ this cidailyadventureprompts:Villain: Captain Barrgo Dyer, head of the Civil Guard  “The Masters o’ this ci

dailyadventureprompts:

Villain: Captain Barrgo Dyer, head of the Civil Guard 

“The Masters o’ this city have left the task of keepin the peace, an’ I’ll more n happily break yer yapping jaw rather than let any of your caterwauling trouble their ears. Am I understood, gutterskum?“

Setup:  Despite presenting themselves as defenders of law and order, Captain Dyer and his “Civs” are perhaps one of the largest criminal organizations at work in the city today, squeezing the populace for coin with one hand while cracking skulls with the other. 

Originally intended to be a stop-gap measure after a series of disastrous grain shortages led to riots and fires across the city’s wards, the civil guards were made a permanent fixture of city infrastructure almost twenty years ago, replacing the patchwork of neighborhood watch organizations and mutual protection pacts that dealt with crime and disruption since. Where as those groups had been loyal to their communities, the Civs were loyal only to the nobles and guilds who paid into their charter, and had no qualms about enforcing peace at spearpoint. 

Taking eagerly to being a blunt instrument for uncaring overlords, Barrgo ascended up the ranks and secured his place as Captain of the Guard, and has since used his position and the resources granted to him by it to turn the city into one large protection racket.  Every law enforcement agency takes bribes to look the other way on occasion, but Barrgo’s ambitions were larger: squeezing neighborhoods and individual merchants for “donations” while feeding information to his criminal contacts about who was and wasn’t under his force’s protection. He also changed the entire ecosystem of crime within the city, allowing specific illegal enterprises to pay for his lenience, while at the same time sending him after their competitors. Years of this “bidding war” have seen Barrgo become a rich man, and an unofficial kingpin of the city’s underworld, with all but the most minor crime or graft requiring his approval. 

Adventure Hooks: 

  • The Status Quo suits the Captain just fine, and he vigorously opposes any force or actor that would seek to disrupt it, even if they might have the city’s best interests at heart. Should the party go about warning the populace of a looming threat or even trying to solve a crime on their own, it’s very likely they’ll be getting a visit from a number of armored thugs intending to intimidate them into silence.  This “intimidation” can escalate to full on beatings and abduction if the party crosses one of the nobles or guilds who pays into Barrgo’s charter, making him a great secondary villain alongside aristocratic antagonists to good to do their own dirtywork
  • While each Civil garrison has its own lockup, real troublemakers get tossed in the Shitpit: the Guard’s clandestine prison operated without the city’s oversight, and converted from an old Cistern. The party is likely to find one or all of their number in the Pit should they offend Barrgo personally, or if they happen to need the services or knowledge of someone who did. 
  • Defeating Barrgo is easier said than done, as exposing his criminal enterprise or outright killing the man doesn’t stop the system of thuggery and corruption he’s built up around him. If the party truly wishes to abolish the Civil guard, and prevent the rise of a new Captian Dyer, they’ll need to rally the populace and petition the city’s rulers, replacing the Guard with a a system with more oversight and accountability built direclty into it. 

Keep reading


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