TL's Special Saturday: The Hand of Lolth Rogue Subclass
Hunt your prey with the blessing of the Spider Queen!

if i look back, i am lost
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@deityofthedice
TL's Special Saturday: The Hand of Lolth Rogue Subclass
Hunt your prey with the blessing of the Spider Queen!
Fifteen essential components of an evil lair:
Bottomless pit (no safety rail)
Vat of molten metal, giant, easily tipped
Cavernous room illuminated by single spotlight
Big dial that’s marked in percentages but goes up to 300%
Wall of CRT televisions
Laser hallway
Monolith, enigmatic
Blast doors that open or close when button is destroyed, whichever would be most convenient for person doing the destroying
Barrels, acid
Barrels, exploding
Barrels, acid, exploding
Control panel with exposed high-voltage cables routed directly across its surface
Steam pipes, numerous (note: actual steam-driven infrastructure not required)
That room where the floor is always wet for some reason
One (1) random cylinder liquid nitrogen
While the additions in the notes are appreciated, the lair features that many folks are bringing up aren’t essentials: they’re nemesis enrichment. It’s important not to confuse the two; after all, what suitable nemesis enrichment features look like depends entirely on one’s choice of nemesis.
For example, if your nemesis is the bloodthirsty sort, an enormous rotating fan for them to kick hapless henchpersons into may be a good idea. However, if they prefer to keep things neat, a henchperson-shredding fan would be inappropriate.
Similarly, a nemesis who favours hand-to-hand combat may appreciate being provided with a taciturn henchperson who’s notably much larger than all of the other henchpeople, but a nemesis who favours gunplay would simply be confused by it.
Reinforced ductwork that’s just large enough for a person to crawl around in? Great for a nemesis who prefers to infiltrate, not so much for one inclined to storm the front gates!
(The preceding classification of a laser hallway as a lair essential rather than a nemesis enrichment feature is, admittedly, not without controversy; however, one must bear in mind that the laser hallway’s primary function is to discourage resident henchpersons from straying into the inner sanctum. The fact that it’s also a highly flexible nemesis enrichment feature is more of a bonus – it should never be relied upon as the sole enrichment feature of a well-appointed lair.)
@steveneiman replied:
What about the exploding barrels? Those have almost zero utility as anything but enrichment for FPS-protagonist type nemeses.
Any evil lair worth its salt should be well stocked with volatile and corrosive liquids, both for routine use and in case of emergencies – that tank of bubbling green goo into which you slowly lower those who displease you isn’t going to top itself up, after all! Transporting and stacking barrels of dangerous substances is also good exercise for your henchpeople when not otherwise occupied with dying in droves in service of your nefarious schemes, and should said henchpersons happen to include one or more giant apes, they can serve in a pinch as ammunition as well.
out: naming girls after virtues
in: naming them after vices
avarice, insolence, decadence, lunacy, vanity, conceit, hysteria, envy, apostasy, malice, rage would be good goth girl names
Why sell your soul to an unknowable horror from another dimension when you could sell it to capitalism instead?
This subclass will turn your warlock into a master of manipulation, a master beguiler who, armed with their company-mandated suit and tie, is capable of befriending anyone they reckon they can squeeze some money out of. In your quest to rise through the corporate hierarchy, you'll gain the ability to contact clients from afar and even learn their deep dark secrets, all while being supported by a caring board of executives who definitely have your best interests at heart. Mondays, am I right?
Here's the link to my patreon if you want to see more of my content or want to support me in making it.
25 Mountain Pass Adventure Seeds
By Robb at readytorole.com
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!
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.
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.
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.
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.
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.
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.
Giant spiderwebs have been appearing all over the path, making all travelers worried about the size of the spider that must be making them.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Pistol Dust
https://www.drivethrurpg.com/product/393309/Pistol-Dust
Pistol Dust is a Weird West meets High Fantasy Tabletop RPG with heavy emphasis on customizability. Pistol Dust forgoes class limitations in exchange for using experience to directly influence Talents, Abilities, and Skills.
https://www.drivethrurpg.com/product/393309/Pistol-Dust
✨New item!✨ Weirdwood Bow Weapon (any bow), uncommon (requires attunement)
While this bow is on your person, you cannot be surprised, except when you are incapacitated. Additionally, when a creature within this bow’s range is targeted by an opportunity attack, you can use your reaction to make a ranged attack with this bow against that creature.
The mysterious weirdwood is a tree that remains ever vigilant, its many lidless eyes shifting and scanning. Bows shaped from its wood bestow uncanny alertness upon the wielder, allowing skilled archers to exploit every fleeting misstep. - 🖌🎨 Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for over 125 magic items, item cards and card packs, beautiful monster art and stat blocks, monthly setting pdfs with narrative hooks and unique lore, and vote for the content you want to see!🧙♂️
📜 Credit. Art and design by us: the Dungeon Strugglers. Please credit us if you repost elsewhere.
Yet another reason never to let a wizard get their hands on your blood!
My tribute to this post.
core classes as undead :)
Generic Hollow Peak by Skerples on twitter
( Map by @DysonLogos )
Bukharan Markhor [Capra falconeri heptneri]
Mermaids are rad. @badtusk was nice enough to let me make stat blocks for some of the mermay gals they put up. Twitter (Let’s Be Friends) Update 3/1/22: Cleaned them up a little bit.
The equivalent of Antarctic research stations but in fantasy worlds like for example there’s an evil terrible region of rotting and nightmares but like nine miles from the edge there’s a very ugly little building optimistically called Observation Center 1 and it’s full of normal humans just vibing. for like 90% of the year they can’t leave because that’s Death Fog Season but it balances out because they can study the ghost migrations and also hear the whalesong-like calls of The Unspeakable Ones asking you to come outside for a game of checkers but thankfully the checkers set is kept locked up to slow down anyone that gets tempted
Being part of a globally operating, multicultural adventuring party, the wizard Ascal came to really appreciate the comprehend languages and tongues spells, but there were two things that always bothered him about them. The constant back and forth between groups while translating for each of them was annoying, and the magic failed to properly convey the finesse of the orcish puns of his friends, which he was assured were hilarious. So after retiring, he developed
Ascal's Pragmatic Interpreter
5th-level divination
Casting Time: 1 Action
Range: Self
Components: V
Duration: 10 minutes
This spell turns you into a beacon of mutual understanding. Each creature within 30 feet of you understands the meaning and intent behind all communication. This includes literal meaning as well as metaphors, puns, sarcasm, and similar. The understanding is not limited to spoken languages either and also includes text and sign languages.
This is an awesome idea, especially since it feels like a heightened and enhanced version of existing spells. What if you did this with other low-level magic?
Just off the top of my head:
Tenser’s Mobile Disk (goes up and down, can rotate at any angle but doesn’t lock in place)
Super Grease (covers creatures, objects, and surfaces, makes everything slide in various directions as well as falling down)
Pack Bond (Beast Bond with multiple creatures, longer duration)
Allura’s Augmented Alarm (covers a larger area and can send a pre-recorded message to anyone when disrupted)
Unseen Butler (conjures one intelligent Unseen Servant with knowledge of etiquette, plus three normal Servants)
Reveal Magic (multiple creatures can see magical effects and identify them over time)
BEE DAGGER !!
Find this shit in the blackbriar meadery
normal sounding nicknames that are actually short for random words/unconventional names:
Ted, short for Haunted
Levi, short for Leviathan
Sue, short for Suture
Babs, short for Babylon
Nic, short for Funicular
Roy, short for Corduroy
Maggie, short for Magnet
Sassy, short for Assassin
Ward, short for Windward
Fisher, short for Kingfisher
Cal, short for Calligraphy
Vera, short for Veracity
Ava, short for Avalanche
Gil, short for Gilded
Sam, short for Flotsam
Lorn, short for Forlorn