Inside Temple of Hathor at Dendera
It is one of the best-preserved temple complexes in Egypt.
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Inside Temple of Hathor at Dendera
It is one of the best-preserved temple complexes in Egypt.
in the labyrinth, the catipede will help you find your way
Teleportation flavor Idea
I should be sleeping BUT HEAR ME OUT
What if teleportation spells have a different sensation about them depending on the alignment/beliefs/personality of the caster?
Someone who follows something like Chthulu; it’s dark, cold, feels like being pulled through water by a mass of tentacles
Someone evil aligned who favors fire magic; it is hot, so hot, it feels like your body burns to ashes from you feet and up until there’s nothing left
A good aligned druid; a gentle breeze, feels like passing through tall grass or a soft swarm of butterflies
A chaotic mage who favors fey magic; disorienting, unpredictable, feels like being zapped back and forth between colors and sounds before finishing with the sensation of waking up abruptly
Hey y’all so this NPC generator? This is some good shit.
Here’s the link btw!
[image: screencap of the linked site. It generates a physical description, a name, personality traits, ability scores (as in D&D), sexual orientation, relationship status, alignment tendencies, and a plot hook.]
Website moved, it’s here now: http://www.npcgenerator.com/
Small your dick
Unsmall your dick
Your dick
Bad
There’s a spell to small your dick but not to unsmall it???
What do you think this is? Marvel? Actions have consequences
I’ve been laughing at “you kick her body like the football?” for days.
Like. The quote “I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend” is such an integral quote/concept to LOTR that I just cannot for the life of me comprehend how people come away from LOTR inspired to write the grimdark i-love-war-and-suffering stories that populate fantasy
literally JRR TOLD us that if more of us valued food and cheer and song above hoarded gold, it would be a merrier world. But did we listen? No of course not! More angsting about redeeming our rightful throne by slaughtering hundreds!!!
Varguy
Post with 26289 views. Magic Tattoos 5e (v 1.0)
by Erikas Perl
Today’s Card Is: Sanwitch
The Best of 2018: Dungeons & Donuts
Here’s my ‘Best Of’ collection for 2018. These are the things I posted on here that garnered the most notes and attention.
Some qualifications: This is stuff I made or wrote as opposed to stuff I just reblogged from others. Some exceptions being reblogs where I add commentary and posts from @parisianqueen about 5CoS.
Enjoy.
January 2018
January 30th - original post
February 2018
February 19th - original post
March 2018
March 27th - original post
April 2018
April 13th - original post
May 2018
May 15th - original post
June 2018
June 5th - original post
July 2018
July 23rd - original post
August 2018
August 10th - original post
September 2018
September 12th - original post
October 2018
October 2nd - original post
November 2018
November 11th - original post
December 2018
December 8th - original post
That’s it, my most noteworthy posts of 2018! Turns out the stuff I posted that did the best was my Twitter threads, my reviews, news updates, PDF launches, and memes/drama. Good to know.
I’ll have a ‘2018 Year in Review’ post up before the end of the year.
priests pack
Here’s a little trick I’ve used in D&D games where the premise of your campaign calls for the party to have access to lots of Stuff, but you don’t want to do a whole bunch of bookkeeping: the Wagon.
In a nutshell, the party has a horse-drawn wagon that they use to get around between – and often during – adventures. This doesn’t come out of any individual player character’s starting budget; it’s just provided as part of the campaign premise.
Before setting out from a town or other place of rest, the party has to decide how many gold pieces they want to spend on supplies. These funds aren’t spent on anything in particular, and form a running total that represents how much Stuff is in the wagon.
Any time a player character needs something in the way of supplies during a journey or adventure, one of two things can happen:
1. If it’s something that any fool would have packed for the trip and it’s something that could reasonably have been obtained at one of the party’s recent stopovers (e.g., rations, spare clothing, fifty feet of rope, etc.), then the wagon contains as much of it as they reasonably need. Just deduct the Player’s Handbook list price for the item(s) in question from the wagon’s total.
2. If it’s something where having packed it would take some explaining, or if it’s something that’s unlikely to have been available for purchase at any of the party’s recent stopovers (e.g., a telescope, a barrel of fine wine, a book of dwarven erotic poetry, etc.), the player in need makes a retroactive Intelligence or Wisdom check, versus a DC set by the GM, to see if they somehow anticipated the need for the item(s) in question. Proficiency may apply to this check, depending on what’s needed. The results are read as follows:
Success: You find what you’re looking for, more or less. If the group is amenable, you can narrate a brief flashback explaining the circumstances of its acquisition. Deduct its list price (or a price set by the GM, if it’s not on the list) from the wagon’s total.
Failure by 5 points or less: You find something sort of close to what you’re looking for. The GM decides exactly what; it won’t ever be useless for the purpose at hand, but depending on her current level of whimsy, it may simply be a lesser version of what you were looking for, or it may be something creatively off the mark. Deduct and optionally flash back as above.
Failure by more than 5 points: You come up empty-handed, and can’t try again for that item or anything closely resembling it until after your next stopover.
As an incidental benefit, all the junk the wagon is carrying acts as a sort of ablative armour. If the wagon or its horses would ever take damage, instead subtract a number of gold pieces from its total equal to the number of hit points of damage it would have suffered. The GM is encouraged to describe what’s been destroyed in lurid detail.
This type of method makes it *way* easier to keep track of items, and… it’s pretty darn funny when the players succeed a roll to see if they backed something outrageously stupid. Trust me, the flash backs are hilarious. Never skip out on them.
Dungeon Narrative Checklist
Partly for myself but also for you guys, here’s a list of 15 questions to ask while you are designing a dungeon.
Narrative Impact
1) How does the dungeon impact the campaign narrative?
As the players make progress in the dungeon, what new information do they learn about the overarching story? Will this dungeon lead them to the next one somehow?
2) What is the players’ agency for going through the dungeon?
What reason do the players have to enter the dungeon other than XP and loot? What are the stakes and how important are they?
3) What moral questions are brought up in the dungeon?
How will the dungeon affect the players themselves? What choices must they make in order to succeed? Will the players be changed by these choices?
4) How are expectations subverted in the dungeon?
What makes dungeons exciting is turning things on their head. Whether it’s what you normally expect a certain creature to do or look like or where you expect traps to be placed, changing it can make the dungeon memorable, fun, and challenging for the players.
History of the Dungeon
5) Why was the dungeon created?
Who built the dungeon? Was it a fortress? Temple? Prison? Mine? What groups originally inhabited it? No one (except maybe Acererak) makes a dungeon for just giggles. It either serves defensive, offensive, religious, residential, or commercial use. Maybe the reason isn’t immediately apparent from its complexity.
6) How is the dungeon being used now?
Part of what makes a good dungeon is the passage of time. How are its latest inhabitants using it? Maybe a castle is being mined for materials, or maybe a mine has been turned into a defensive castle. Keep in mind the original purpose of the dungeon and reflect upon that. Both purposes should be obvious to the players after some time in the dungeon.
7) What rumors have spread about the dungeon? How did they spread?
Players need a way to be drawn to the dungeon, and this happens through rumors. How has the dungeon’s presence affected nearby areas? What creatures are known to inhabit it? What treasures were lost inside? What evils must be slain within? Furthermore, think about how rumors get out. Did some adventuring parties fail before you? Did something escape the dungeon?
Dungeon Denizens
8) What cultures exist in the dungeon?
Who or what lives in the dungeon and how do they cope with their environment? Do they have a structured society? Do they practice a religion? What art items do they create? What are they famous/infamous for?
9) What factions exist in the dungeon and what motives do they have?
Do those that live in the dungeon interact with each other? How do they get along? Why do they or don’t they get along? Some groups might not be on good terms with others, which can let the players take sides. A good example is the Sunless Citadel where the kobolds and goblins are enemies in the same dungeon.
10) What is day-to-day life like in the dungeon?
On a daily basis, what do its inhabitants do? Do the orcs have a patrol route? When do the kobolds reset traps? What time of day does the basilisk search for food? You don’t have to go into great detail, but it will help you when figuring out how the players meet the denizens. Except for maybe undead/oozes/plants, monsters don’t tend to sit in a room and wait for intruders. They have better things to be doing!
Dungeon Design
11) What is the story arc of the dungeon?
What is the beginning, middle, climax, and resolution of your dungeon? How does the dungeon change as the players progress? Things that change could include the environment, terrain, creatures, setting, or mood. Even the players and their goals can change midway through a dungeon. Maybe the dungeon denizens that were initially friendly hide an unforgivable evil in the dungeon. Now the players have to stop their initial allies.
12) What are the story beats of the dungeon?
Break down the individual story elements into one-sentence beats. Make sure they vary in drama, intensity, comedy, and length. In a dungeon setting, an easy way to do this is with the dungeon’s rooms. You can control everything the players encounter when separated into sections like that. And never underestimate the importance of empty rooms.
13) What is the expected path for the players to take?
How do you expect your players to traverse the dungeon? Where do they enter and exit? Which rooms do you believe they will investigate first? If you know their path, you can create more interesting encounters through a controlled setting. That being said, make multiple paths to get around the dungeon. Let some be secret and some out in the open. Let players thoroughly explore the space. But manufacture important story moments at “funnels” in the dungeon map where the player can only come from one direction.
14) Which rooms are optional and which are mandatory?
Players don’t have to explore every room or find every secret, but reward them with promising loot (potentially guarded by unique threats) if they do explore them. Know which rooms are absolutely necessary for completion or progression and make those rooms enticing to help ensure the players explore them.
15) Is each room and encounter unique?
Make sure the players have a decent variety of enemies to fight, or at least something that makes each fight unique. Equip similar enemies with different weapons, make one into a spellcaster, or include an environmental feature. Alter the shapes of rooms and pathways to add variety. Give each room a unique purpose, when applicable. The only times I might make rooms look the same is for dormitories or cells, in which case I would treat an entire hall as a “room.”
How I come up with D&D adventures in 4 steps.
I hope this helps you come up with your own D&D adventures for fun and profit.