New additions to the “This DM accept bribes” enamel pin series!

roma★
One Nice Bug Per Day
Claire Keane
cherry valley forever
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if i look back, i am lost
Today's Document
Lint Roller? I Barely Know Her
sheepfilms
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almost home

⁂
will byers stan first human second

@theartofmadeline

pixel skylines
NASA
Monterey Bay Aquarium
styofa doing anything
Not today Justin
seen from Malaysia
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seen from South Korea

seen from United States
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@callmestormageddon
New additions to the “This DM accept bribes” enamel pin series!
ah yes. this.
The party is all half human half other races looking for their shared human parent.
Change your url op
Human Bard when he sees his gaggle of bastards stumbling into the tavern:
Pins / Patches / Tees / Totes
Paolas Pixels on Etsy
See our #Etsy or #D&D tags
I love this way too much
there are two types of players
Give your players a “disintegration gun”. What it actually does is shoot people into the future. In the final session all the people they shot with it blink into existence around them at once.
OP please change your url
My D&D family is growing! Finally got some love up for rangers, druids, clerics, paladins, and barbarians ❤ Get them as stickers here
Just saw this on Twitter. An awesome idea for players who are stuck and for DMs to foster more involvement from your party in the world. @probablynpcrpgideas
Heads up, as this has become crazy popular; I’ve now included a link to the original post on twitter on the word “this”, go send him some love.
@doublepantsdoubledown @rainbows-and-violets
This is a system for dnd adventures I made that’s been successful at keeping a greater number of friends in the loop who can’t play all at the same time who all have adult lives and jobs to keep up with so schedules rarely line up.
Welcome to the University Corcyra Isle! One could even call it a Multiuniversity. The university is led by a proud gynosphinx, has a drider librarian, a medical doctor tired of stitching young wizards back together, and more.
Players make a character with at least 2 levels of wizard so they have a school of magic they focus on. Upon finishing their entrance exams they are given:
-2 Health Potions -A pearl of power -A driftglobe -An extra spellbook
There is a course catalogue depicting the multitude of courses players can take ranging from CREA 101: Mimic Safety, to ABJU 101: Circles and Wards, to PLNR 101: Echoes in the Shadowfell. Players vote on what class (what session) they want to take next.
Sphinxes (as lair actions) can take themselves and up to 7 other creatures through space and time letting your sphinx Ms Frizzle take them to the heavens, hells, and everywhere in between. You can even revisit important historical events in your campaign world.
One shots are two parters, so if a player can’t make it or has to drop canonically they have to go back to school to study. This makes it so players can drop in and out as necessary.
The loot system is what makes all this work with this many people. It uses a Milestone progression system. Every one shot is a Milestone, and it takes a set number of Milestones to level up every four levels or so (lvl2 is 1 Milestone, but lvl6 is 3 Milestones). The system also uses Down Days, days spent studying as loot. You can spend down days to do anything: make magic item, learn new spells, learn new proficiencies, even learn class abilities, but most importantly gain Milestones. If you aren’t able to play in the one shot you gain 5 down days, the exact amount you need to gain 1 Milestone so you can keep with the “campaign”’s progression if the session was full.
Loot distribution looks like this:
-1 Milestone -3 Down Days (for playing in the one shot) -Grant of 60 Gold -Your choice of one of the following:
A spell scroll (usable as a free spell above your level or can be added to your spellbook regardless of class) of: Ray of Sickness/Silence/Speak with Dead
OR
A magic item from the following list: Potion of Greater Healing/Eversmoking Bottle/Pipes of Haunting/Crawling Hand
Players may select the same loot options if they wish to (but they haven’t yet).
That’s the system! The idea is it keeps everyone involved session to session, makes inspiration for sessions through the courses that are two parters so dm planning is biweekly, and allows for people to jump in or drop even midsession. D&D has been a great way to keep my friends together, and this system is born in that spirit.
I’ve become obsessed with Lizardfolk in D&D. They’re just so fucking funny.
-Everything that isn’t a Lizardfolk is food -Some food can be helpful (Don’t eat those) -Some food is really strong (Run away from those) -Money is shiny but otherwise pointless -Dead things can be eaten and made into equipment (Even dead friends) -They don’t feel emotions, they simply react -They try to pick up mannerisms of other creatures but can never get metaphors or figurative language down -They take everything literally -They can mock laughter to fit in better with others, but it sounds terrible and is always used incorrectly -Gender has no place in Lizardfolk society. Males and Females receive the same names and treatment.
I just Lizardfolk, ladies and gentlemen
I redid the character sheet for my Forlorn Hope game, digitally. Heavily influenced by Dyson Logos and others. Next step is to create individualized sheets for all the PCs, including class specific magic sheet and custom portraits.
I found this on Reddit the other day and it was super useful for me making my new character!! Especially when using homebrew classes and needing to find a character that has bonuses to certain attributes (like Dex and charisma) when your too lazy to go through all the books 😂
5e Backgrounds: 8 Backgrounds For Your D&D Character...
Commoner
You come from a humble social rank, perhaps working as a farmer, servant, or laborer.
Although your background is not as glamorous as others, you find it easy to blend in wherever you go and have a sort of folksy wisdom that can sometimes help you out of a jam.
When you choose this background, choose a profession that is found among the common folk, or roll a d20 and consult the following table to determine your particular expertise.
d20 Result
1–2 Fisher
3 Forester
4–7 Laborer
8–11 Messenger
12–16 Serf
17–18 Servant
19 Shepherd
20 Trapper Skill Proficiencies: Investigation, Persuasion
Trait — Salt of the Earth: Since you come from the ranks of the common folk, you fit in among them with ease.
You can find a place to hide, rest, or recuperate among commoners, unless you have shown yourself to be a danger to them.
They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Suggested Equipment: Common clothes, iron pot, spade, tool kit (appropriate to your profession), 14GP, 4SP.
Guide
You know the wilderness like the back of your hand.
You have spent many days and nights in the wild, sometimes traveling on your own but more often leading others along rarely used tracks and paths.
Skill Proficiencies: Choose two from Animal Handling, Athletics, History, Medicine, Nature and Survival.
Trait — Wanderer: You have an excellent memory for maps and geography and can always recall the general layout of terrain, settlements, and other features around you.
In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Suggested Equipment: Backpack, bedroll, hempen rope (50 ft.), tent, tinderbox, traveler’s clothes, waterskin, winter blanket, 40GP, 8SP.
Guild Thief
You made a living by stealing as a member of a thieves’ guild.
The guild is similar to a modern organized crime syndicate.
It exacts protection money from criminals and businesses alike, and uses its influence to keep the city watch focused on apprehending criminals who operate without the guild’s blessing.
Necessity might have driven you to this work, having no other means to provide for yourself, or you might have been an orphan taken in by a thieves’ guild.
Whatever your reasons, you learned how to slip into places where others would prefer you not go, neutralizing traps, locks, and sentries with uncanny skill.
Skill Proficiencies: Investigation, Stealth.
Trait — Thieves’ Cant: Among thieves, there is a secret language, a combination of jargon words and secret signs that members of the criminal underworld know and use.
Creatures hearing you converse in Thieves’ Cant might think you say one thing when you are actually saying something else entirely.
You have learned the secret language of thieves.
You can correctly interpret thief signs and doublespeak, and you can communicate in this manner to others familiar with this language.
Suggested Equipment: Thieves’ tools, lampblack, oil can, breeches with secret pocket, small steel mirror, belt pouch, 18GP, 4SP.
Jester
You were employed as a jester by a noble.
You performed acrobatic stunts, told jokes and stories, and provided entertainment for your employer and his or her guests.
However, you also served a key role, lacing your entertainment with criticisms and observations too controversial for others to speak aloud.
Skill Proficiencies: Acrobatics, Performance
Trait — Licensed Fool: You enjoy the rare privilege of speaking your mind with little concern for repercussions.
As a jester, it is your duty to use comedy to point out the absurdities of the world.
You can criticize through the lens of humor without offense.
In addition, you can gain access to nobles in order to perform.
When traveling, you can usually find a meal and a place to stay in the local castle or manor house in return for a performance.
Suggested Equipment: Jester’s motley, tin scepter, musical instrument (your choice), book of bawdy poems and jokes, traveler’s clothes, 38GP.
Knight
You have successfully completed your training as a squire and earned the title of knight.
Your title carries many responsibilities, and you are expected to behave in a chivalrous manner, protect the innocent, and mete justice across the land.
You might be sworn to a noble house or be a wandering knight, questing for some prize or glory.
Skill Proficiencies: Choose two from Athletics, History, Insight, Intimidation, Perception, Religion and Survival
Trait — Knight’s Station: When you are among nobility or some other group that would recognize your station as a knight, you can expect to receive free accommodations and food for yourself and your adventuring companions for the duration of your stay.
Certain nobles might decline, but this is a serious breach of etiquette and usually has social consequences.
Suggested Equipment: lance, token of affection, signet ring, sealing wax, light warhorse with saddle and bridle, grooming kit for horses, feed (seven days), traveler’s clothes, 32GP, and 5SP.
Minstrel
You wander the land performing music, telling tales, and entertaining audiences with your talents.
Rarely does a community not welcome you in, as you bring news of distant lands to the common folk.
Skill Proficiencies: Performance, Persuasion
Trait — Noted Performer: You can always find a place to perform, usually in an inn or tavern.
At such a place, you receive free lodging and food (within reason) as long as you perform each night.
In addition, your performance makes you something of a local figure.
When strangers recognize you in a town where you have performed, they typically take a liking to you.
Suggested Equipment: Fine clothes, ink, musical instrument (your choice), paper (five sheets), traveler’s clothes, 27GP.
Priest
You have pledged your life to serve a god, pantheon of gods, or philosophy.
You serve as an intermediary between your chosen power and the mortal world, conducting sacred rites, offering sacrifices, and expounding the teachings of your faith to those you meet.
When you choose this background, select a deity or power.
Your knowledge and experience is drawn from your time as a priest in the service of that faith.
Skill Proficiencies: Religion, Insight
Trait — Temple Services: You belong to a specific temple dedicated to your chosen power.
You have a residence there, and you can perform religious ceremonies and offer sermons drawn from the sacred teachings of your faith.
While near your temple, you can call upon acolytes and fellow priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
Additionally, when you are in a location that has a temple, shrine, or other presence of your faith, you can expect to receive free healing, care, and religious services for yourself and your adventuring companions from others aligned with your faith.
Suggested Equipment: Holy symbol, flask of holy water, ink, ink pen, paper (ten sheets), vestments, 3GP, 9SP, 8CP.
Thug
Years of being a street tough have given you an aura of menace.
Your look communicates a basic message to those who annoy you: You’d as soon break their knees as receive an apology.
Threats and bullying tactics come easily to you.
Your demeanor has landed you jobs with less-than-reputable organizations in the past, where you’ve provided both protection and muscle.
Skill Proficiencies: Intimidation, Athletics
Trait — Bad Reputation: No matter where you go, people are afraid of you due to your connections to the dangerous criminal underworld or your history of violence.
When you are in a place of civilization, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.
Suggested Equipment: Sap (equivalent to club), tattoo, half of a set of manacles, common clothes, 28GP, 4SP.
Hello everyone! GUESS WHAT, IT’S TIME FOR ANOTHER BOOK!
That’s right! I just published another book! ‘The Adventures Of’ is a journal designed to help you record your tabletop RPG games! It’s 195 illustrated pages with room for up to 10 players and 52 campaigns (so weekly groups can document their campaigns over the course of a year! (but let’s be honest who on earth can get their group together that often amiright))
There are also places to record all your critical rolls, character ‘deaths’, major and minor NPCs (cus god knows I can’t keep everyone straight), towns and notable locations like dungeons or pirate coves or whatever, and a big ol’ epilogue section where each player can detail what happened to their character after the events of the adventure!
I really like the idea of climbing into my attic as an old woman and finding like, ten of these bad boys crammed full of notes and memories of old adventures. :.)
Thank you for reading! The Adventures Of is available on Amazon!
What does happen if you die in DnD? Do you just… stop coming to the sessions?
you die in real life.
#the dm takes you out the back and shoots you like a lame horse