Cosimo Galluzzi

titsay

oozey mess
Misplaced Lens Cap
YOU ARE THE REASON

JBB: An Artblog!

No title available
i don't do bad sauce passes

Discoholic 🪩

No title available
Show & Tell
I'd rather be in outer space 🛸
hello vonnie
Sweet Seals For You, Always

⁂

pixel skylines
Cosmic Funnies

#extradirty
RMH
Alisa U Zemlji Chuda
seen from United Kingdom

seen from Malaysia
seen from United States
seen from United States

seen from United States

seen from Malaysia
seen from United States

seen from United Kingdom
seen from United Kingdom
seen from United States

seen from Malaysia
seen from United States

seen from Malaysia

seen from Saudi Arabia

seen from United States

seen from United States

seen from United States

seen from Italy

seen from United States

seen from Türkiye
@hiimambys
Middle-aged accomplishments
New bbeg concept: a dark souls style naked duelist. No armor. Dex of 30. Hecking unwildy big boi magic sword. Only backstabs (autocrits). Mage slayer feat. Advantage on spell saves. 38 hit points.
Bonus, he's a 12th level fighter and only communicates through emotes.
Pc: "We've come to stop your reign of terror!"
Bbeg: *praise the sun*
Pc: you wont be able to run away from...
Bbeg: *rolls past pc and stabs them in the back, downing them in one hit*
Bneg: *drops carved rock on the ground*
Carving: *muffled* "hello!"
An editorial cartoon about the anti-vaccination movement from the 1930s
From the 1930s
WOW! It’s True, the more things change, the more stupid people stay the same!
Dark Waters - Uk’otoa
Formians are creatures that appear to be partially-upright ants with reddish-brown carapaces. They hail from another world, where order and law are obeyed to the exclusion of all else. They live in vast underground nests, with sprawling tunnels whose design has a strange logic. These creatures are aggressive, viciously attacking anything they deem a threat to their hive.
Formian society is set in castes: the workers are the lowest ranking members, followed by the warriors, followed by the taskmasters, followed by the myrmarchs, followed by the queens. Formians below the myrmarch in rank have little in the way of free will, and cannot speak, merely obeying the will of the queen or her myrmarch subordinates. The formian hivemind allows them to communicate; thus, formians have nearly perfect coordination in battle.
A hive tends to have one queen, between five and eight myrmarchs, four to twenty taskmasters, ten to fifty warriors, and between one and four hundred workers. Much larger hives are said to exist, but none have been found thus far.
Formian Worker Small monstrosity, lawful neutral Armor Class 14 (natural armor) Hit Points 9 (2d6 + 2) Speed 40 ft. Str 13, Dex 14, Con 13, Int 6, Wis 10, Cha 9 Damage Immunities poison, cold Damage Resistances lightning, fire, thunder Condition Immunities charmed, petrified, poisoned Senses passive Perception 10 Languages - Challenge ¼ (50 XP) Hive Mind. Any formian within 50 miles of its queen is in constant communication with her, and all other formians within 50 miles of the queen. If one formian is aware of a threat, all of them are. Make Whole. Three formian workers can spend 1 minute working together to repair any broken object weighing 1000 pounds or less. They must be able to touch the object, or lift pieces of it, to perform this task. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.
Workers are the lowest caste of formian society. They cannot speak, but can convey simple messages through body language. They are about 3 feet long and tall, weighing about sixty pounds. A group of formian workers is usually protected by 1d3 formian warriors.
Formian Warrior Medium monstrosity, lawful neutral Armor Class 17 (natural armor) Hit Points 52 (8d8 + 16) Speed 40 ft. Str 17, Dex 16, Con 14, Int 10, Wis 12, Cha 11 Damage Immunities cold, poison Damage Resistances fire, lightning, thunder Condition Immunities charmed, petrified, poisoned Senses passive Perception 11 Languages - Challenge 3 (700 XP) Hive Mind. Any formian within 50 miles of its queen is in constant communication with her, and all other formians within 50 miles of the queen. If one formian is aware of a threat, all of them are. Magic Resistance. The formian warrior has advantage on saving throws against spells and other magical effects. Actions Multiattack. The formian warrior makes two melee attacks, each with a different weapon. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4+3) piercing damage and the target must make a Constitution saving throw (DC 12) or take an additional 10 (3d6) poison damage.
Formian warriors are responsible for the protection of the tribe, and form the backbone of its military. Through the hive mind they report to the myrmarch who commands them. On their own, formian warriors will be led by one of their number. They can form rudimentary tactical plans but do so in such a formulaic fashion as to be easy to predict and counter. Warriors are about 5 feet long and tall, and weigh around 180 pounds.
Formian Taskmaster Medium monstrosity, lawful neutral Armor Class 15 (natural armor) Hit Points 78 (12d8 + 24) Speed 40 ft. Str 18, Dex 16, Con 14, Int 11, Wis 16, Cha 19 Damage Immunities cold, poison Damage Resistances fire, lightning, thunder Condition Immunities charmed, petrified, poisoned Senses passive Perception 13 Languages - Challenge 5 (1800 XP) Hive Mind. Any formian within 50 miles of its queen is in constant communication with her, and all other formians within 50 miles of the queen. If one formian is aware of a threat, all of them are. Magic Resistance. The formian taskmaster has advantage on saving throws against spells and other magical effects. Innate Spellcasting. The formian taskmaster’s spellcasting ability is Charisma (spell save DC 15). The formian taskmaster can innately cast the following spells, requiring no material components: At will: dominate monster Actions Multiattack. The formian taskmaster makes two attacks: one with its sting, and one with its claws. Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4+4) piercing damage and the target must succeed on a DC 13 Constitution saving throw or take an additional 21 (6d6) poison damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage.
Formian taskmasters lead and direct groups of workers. They also can dominate the minds of captives and direct them to aid the formians in their work. This is particularly useful on larger creatures who can provide the extra muscle that formians lack. Ogres, trolls, and hill giants are common choices. A formian taskmaster can have up to four creatures under its dominate monster power at one time. They stand about 5 feet tall and weigh about 180 pounds.
Formian Myrmarch Large monstrosity, lawful neutral Armor Class 18 (natural armor) Hit Points 180 (24d10 + 48) Speed 50 ft. Str 19, Dex 18, Con 14, Int 16, Wis 16, Cha 17 Saving Throws Dex +8, Con +6, Wis +7 Skills Stealth +8, Insight +7, Perception +7, Survival +7 Damage Immunities cold, poison Damage Resistances fire, lightning, thunder Condition Immunities charmed, petrified, poisoned Senses passive Perception 17 Languages Common, Formian Challenge 10 (5900 XP) Hive Mind. Any formian within 50 miles of its queen is in constant communication with her, and all other formians within 50 miles of the queen. If one formian is aware of a threat, all of them are. Magic Resistance. The formian myrmarch has advantage on saving throws against spells and other magical effects. Fast Healing. At the start of its turn, if the formian myrmarch has more than 0 hit points, it regains 10 hit points. Innate Spellcasting. The formian myrmarch’s spellcasting ability is Charisma (spell save DC 15). The formian myrmarch can innately cast the following spells, requiring no material components: At will: clairvoyance, detect thoughts, dominate monster, magic circle, teleport 1/day each: divine word Actions Multiattack. The formian myrmarch makes two attacks: one with its bite, and one with its sting. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage. Sting. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (2d4+4) piercing damage and the target must succeed on a DC 13 Constitution saving throw or take an additional 35 (10d6) poison damage. Javelin. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d8+4) piercing damage.
Direct lieutenants of the formian queen, myrmarchs are among the few formians to have free will. They still obey the queen’s orders, but are able to think on their own, and speak. Myrmarchs are incredibly powerful combatants, possessed with spellcasting capabilities, including the ability to teleport. As a result, they are not to be trifled with, as their cunning often surprises foes. Myrmarchs wear bronze helms to signify their position; the more intricate the helm, the higher-ranking the myrmarch. Some myrmarchs also carry javelins to augment their ranged combat capabilities. A myrmarch stands about 5 feet tall, is around 7 feet long, and weighs approximately 1500 pounds.
Formian Queen Large monstrosity, lawful neutral Armor Class 15 (natural armor) Hit Points 357 (34d10 + 170) Speed 0 ft. Str 1, Dex 1, Con 20, Int 20, Wis 20, Cha 21 Saving Throws Con +10, Wis +10 Skills Arcana +10, Deception +10, Insight +10, Intimidation +10, Nature +10, Perception +10, Persuasion +10 Damage Immunities cold, poison Damage Resistances fire, lightning, thunder Condition Immunities charmed, petrified, poisoned Senses passive Perception 20 Languages Common, Formian Challenge 13 (10000 XP)
Hive Mind. Any formian within 50 miles of its queen is in constant communication with her, and all other formians within 50 miles of the queen. If one formian is aware of a threat, all of them are. Magic Resistance. The formian queen has advantage on saving throws against spells and other magical effects. Fast Healing. At the start of its turn, if the formian queen has more than 0 hit points, it regains 10 hit points. Telepathy. A formian queen can communicate telepathically with any creature within 100 feet of it that has a language. Spellcasting. The formian queen is a 17th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The formian queen has the following sorcerer spells prepared: Cantrips (at will): acid splash, light, mending, minor illusion 1st level (4 slots): magic missile, comprehend languages 2nd level (3 slots): detect thoughts, invisibility, scorching ray 3rd level (3 slots): dispel magic, slow 4th level (3 slots): confusion, greater invisibility 5th level (2 slots): cone of cold, insect plague 6th level (2 slots): move earth, true seeing 7th level (1 slots): prismatic spray 8th level (1 slots): power word stun 9th level (1 slots): time stop
Queens are the center of the formian hive. The queen cannot move, and thus relies on her workers to haul her about. However, a queen rarely moves, and normally remains in her chambers, from which she can use her magical abilities to defend herself. Queens often will use invisibility or greater invisibility to protect themselves from attack, and use confusion or slow to hinder her enemies. A queen who inhabits a taller chamber might know reverse gravity instead of prismatic spray, so as to give intruders a rude surprise. The queen is the nexus of the hive mind, and can communicate with the entire hive telepathically. As such, any queen under attack will summon dozens of soldiers and workers to defend herself in short order.
These monsters originally come from the D&D 3.5 Monster Manual. A request from Tumblr user wormdrake. If you have a favorite monster from D&D 3.5 or Pathfinder that you want to see converted to 5e, feel free to send me a message or submit a monster request on the submit page.
Hello all! Here’s a little companion piece to the Shattered Realm patron from last week!
[PDF]
[Twitter]
DM Tip #1!
Since people seem interested I'll go ahead and make this a thing. I've been mentally preparing for this week's session and thought I'd share something I do to boost player engagement
We've all played in those sessions where you just kinda sit around while the players around you do cool stuff, and it's no fun. To make sure that never happens in my games, regardless of what I have planned in any given session, part of the process for putting that session together is ensuring that there will be something that will engage every player in some fashion. Some examples:
- Got a healer? Add an injured NPC on the side of the road, a healing herb which can be identified and made into a poultice, or a textbook in a forgotten library that details some antiquated, forgotten technique they can add to their repetoire.
- How about a dumb fighter in a zero-combat session? Have someone threaten the group but be scared off specifically by the intimidating presence the fighter lends to group. Maybe a guard is intimidating a merchant but the group's weapons master recognizes they don't know what they're doing based on how they handle their sword. Maybe they recognize the tattoo of a mercenary band symbol on the arm of someone they need information from and they get them to loosen up by talking about it.
- Maybe your trained arcanist recognizes an item being touted by a merchant as a magic pendant is actually completely mundane, or an item being sold as a mundane item actually has some intrinsic value to it because it resembles the work of a well-known wizard. Maybe a festival is happening and they know the mystical origins of the event and can show the party how to blend in and make friends.
These events need not be tied to the story you're telling or even be lucrative for the party because the point is the bring your world to life and validate the choices your players made when creating their characters. In my experience, creating in-game attachment comes from these little flavor moments, and these are the things your players will talk about when remembering your game. You want your players coming to game night wondering what cool thing they're going to get to do instead of wondering if they'll get to do something cool at all.
That's all for this post, but if you've got questions or would like to discuss feel free to comment or leave an ask. I'm always ready to help out!
Words to replace said, except this actually helps
I got pretty fed up with looking for words to replace said because they weren’t sorted in a way I could easily use/find them for the right time. So I did some myself.
IN RESPONSE TO Acknowledged Answered Protested
INPUT/JOIN CONVERSATION/ASK Added Implored Inquired Insisted Proposed Queried Questioned Recommended Testified
GUILTY/RELUCTANCE/SORRY Admitted Apologized Conceded Confessed Professed
FOR SOMEONE ELSE Advised Criticized Suggested
JUST CHECKING Affirmed Agreed Alleged Confirmed
LOUD Announced Chanted Crowed
LEWD/CUTE/SECRET SPY FEEL Appealed Disclosed Moaned
ANGRY FUCK OFF MATE WANNA FIGHT Argued Barked Challenged Cursed Fumed Growled Hissed Roared Swore
SMARTASS Articulated Asserted Assured Avowed Claimed Commanded Cross-examined Demanded Digressed Directed Foretold Instructed Interrupted Predicted Proclaimed Quoted Theorized
ASSHOLE Bellowed Boasted Bragged
NERVOUS TRAINWRECK Babbled Bawled Mumbled Sputtered Stammered Stuttered
SUAVE MOTHERFUCKER Bargained Divulged Disclosed Exhorted
FIRST OFF Began
LASTLY Concluded Concurred
WEAK PUSY Begged Blurted Complained Cried Faltered Fretted
HAPPY/LOL Cajoled Exclaimed Gushed Jested Joked Laughed
WEIRDLY HAPPY/EXCITED Extolled Jabbered Raved
BRUH, CHILL Cautioned Warned
ACTUALLY, YOU’RE WRONG Chided Contended Corrected Countered Debated Elaborated Objected Ranted Retorted
CHILL SAVAGE Commented Continued Observed Surmised
LISTEN BUDDY Enunciated Explained Elaborated Hinted Implied Lectured Reiterated Recited Reminded Stressed
BRUH I NEED U AND U NEED ME Confided Offered Urged
FINE Consented Decided
TOO EMO FULL OF EMOTIONS Croaked Lamented Pledged Sobbed Sympathized Wailed Whimpered
JUST SAYING Declared Decreed Mentioned Noted Pointed out Postulated Speculated Stated Told Vouched
WASN’T ME Denied Lied
EVIL SMARTASS Dictated Equivocated Ordered Reprimanded Threatened
BORED Droned Sighed
SHHHH IT’S QUIET TIME Echoed Mumbled Murmured Muttered Uttered Whispered
DRAMA QUEEN Exaggerated Panted Pleaded Prayed Preached
OH SHIT Gasped Marveled Screamed Screeched Shouted Shrieked Yelped Yelled
ANNOYED Grumbled Grunted Jeered Quipped Scolded Snapped Snarled Sneered
ANNOYING Nagged
I DON’T REALLY CARE BUT WHATEVER Guessed Ventured
I’M DRUNK OR JUST BEING WEIRDLY EXPRESSIVE FOR A POINT/SARCASM Hooted Howled Yowled
I WONDER Pondered Voiced Wondered
OH, YEAH, WHOOPS Recalled Recited Remembered
SURPRISE BITCH Revealed
IT SEEMS FAKE BUT OKAY/HA ACTUALLY FUNNY BUT I DON’T WANT TO LAUGH OUT LOUD Scoffed Snickered Snorted
BITCHY Tattled Taunted Teased
reblog to save a writer
Reblog because the titles for each category are comedy gold.
I reuse words so much I need this
Am I crazy, or does this actually make a great expressions meme??
all the words, take em
In response to the racist fuckbags being racist fuckbags on my post about non-white elves, I want to promote a DnD 5e world setting I came across on Twitter called the Wagadu Chronicles.
You can find them here:
https://twitter.com/WagaduChronicle?s=09
They are self described as "An Afrofantasy World |
5e Pen&Paper Adventures & an upcoming online game"
Honestly it looks rad as hell, and you should all check it out.
This is the Island of Elsath. Part of a full 70+ page DnD 5e adventure, that comes with items, NPCs cards, maps, minis, monsters and more.
The adventure, full set of maps and other content can be found, for free, HERE. (zip files are at the bottom of the post).
Hello all! Here is the first ever fully completed campaign setting I’ve ever released! I’m really proud of it and I really hope y’all enjoy it!
[PDF]
I’ve finally made something new. Pack hunting. flightless birds and angry, forever growing ice spiders. I tried writing up a good chunk of lore for them both so people could use them in their games a bit easier. Really like how they turned out. Twitter: Let’s be best friends
Three Australian familiars (and one monster mixed in) were put together to supplement the Australian Billabong map, all of which you can download on the page below: https://www.2minutetabletop.com/australian-billabong-rpg-battle-map-assets/
As a reminder, all tips left on the Billabong map and packs that contain it, until the end of February, will be going towards the TRC ARF WIldlife and Bushfire QLD Appeal, who are working hard to airdrop food for animals left starving by the (still burning) bushfires. More info in my blog post above.
We hope you enjoy these critters!
I’ve finally made something new. Pack hunting. flightless birds and angry, forever growing ice spiders. I tried writing up a good chunk of lore for them both so people could use them in their games a bit easier. Really like how they turned out. Twitter: Let’s be best friends
The Snake Den
Zealous kobolds reside in the bones of a titanic snake coiled up in its grave. Their shadows are long and dancing, and their chants echo off the walls. Watch for traps, brave adventurer…
I make maps and assets for D&D for printing and VTT, and this is my latest creation. Please let me know what you think!
Downloads and more: https://www.2minutetabletop.com/snake-den-cave-battle-map/
Fortresses, Strongholds and Temples for Players Part 1
So another Homebrew that Is not Mine but I have found incredibly useful