One Nice Bug Per Day
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Today's Document

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PUT YOUR BEARD IN MY MOUTH

blake kathryn

❣ Chile in a Photography ❣
Mike Driver
RMH

Janaina Medeiros

JBB: An Artblog!
🪼
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almost home

祝日 / Permanent Vacation
he wasn't even looking at me and he found me
Jules of Nature

Origami Around
DEAR READER
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@probablypostapocalypticrpgideas
Alternatives to "You meet in a tavern"... Reblog and add your own!
You all awaken, dazed and confused, locked in adjacent, subterranean prison cells.
You’ve been kidnapped and are currently on a ship to be sold as slaves.
You wake up outside the tavern with the worst hangover you’ve ever had.
You meet in a temple, having been given instructions to meet there by a great hero.
You wake up in a giant nest, next to a clutch of eggs, each as big as a man, and all shuddering ominously...
You wake up in a cave with mysterious hieroglyphics on the wall and strange carvings lining the room
You have each been stolen away to the fae realm by creatures in need of a date to a royal ball
Obviously: You meet in the safe haven after an apocalyptic catastrophe
Less Obviously: You meet on the road as refugees of some terrible event that went down in the country(ies) you came from
fantasy entertainment idea: a Storage Wars-esque show, pitting the best and brightest entrepreneurs against each other in a bidding war over various scavenged Bags of Holding, Handy Haversacks and Potable Holes.
Acererak is the host
pepsi
tentacles
Whiskey
garbage
Naivety
Waitwhat
Demons
Skeletons
Parakeets
changlings
Humans
Dragons
Lesbians
I’m gay
Abominations
Suprise
Radiation
Dungeons and adventurers are common in your world. Each dungeon has a set concept - one boss guarding a unique mystical and magical treasure, and leading up to that boss is traps, tricks, and minions. Completing a dungeon and gaining the treasure is a rite of passage - very few people haven’t gained at least one treasure in their lifetime.
The dungeons are left empty. Few people can use them for much because they’re riddled with traps that take forever to disarm. Only dungeons with stationary treasures (such as a portal) are inhabited, and they become tourist destinations.
But then fire rains from the sky and burns houses, businesses, shops, and the people within. The only structures left are the dungeons. As the apocalypse is happening, your party is one of the few lucky groups that was clearing a dungeon when the fire struck.
What comes next? Your world is destroyed, and the only structures left are deadly to be inside. How does your party survive? Are there more survivors? What caused the fire to rain from the sky?
- Mod Yeet
@probablypostapocalypticrpgideas
We walked into Lysander's abode; a set of several great halls, the walls, ceilings, and floors of which were riddled with old mechanisms, holes, and hatches.
"Welcome, so called "shield crew"" he called from the spot where he was disarming what seemed to be one of the last traps, "I heard about you lot, and how you somehow manage to use the front-door without burning yourself to a crisp. You must have something to help you survive up there, right?".
"Correct." says Adam from behind me, "We would quite like to trade it with you, actually." "Trade? For what? You know part of my collection was stolen recently, right?" asked Lysander sarcastically, to which Adam replied with the remarkably simple answer of exactly what we came here for: "This dungeon we are in. It seems quite comfortable." (It didn't). Lysander replied "Your cart and whatever is protecting it for this cold, crumbling, forsaken hole in the ground? That hardly seems fair on you guys!" there was a short silence. "But I'm not one to step away from exploitative dealings, so I'll take it."
We sent him and his collection to their doom outside and started settling into our new home, shortly after which Sandra got impaled on a spear trap, dying only minutes later.
So it may not be the best place to stay but it's something, and, not unworthy of mention, there's a water source. I think we may finally be okay. I feel sorry for what must be happening to Lysander out there right now.
I love this setting concept and really wanna expand on it, if that's okay with you @verystupidrpgideas
Reblog if you are open to answering questions and giving advice for Dungeons & Dragons or other table top games.
Feel free to put in the tags how best to contact you and maybe what games or editions you know best.
Edit: since some were a little confused, I wanted to clarify that I am not looking for advice. I’m just trying to make it known to those new to the hobby that myself and many many other people are willing to help.
Rpg Idea Blogs Roll Call
In these trying times of the Tumblocalypse, we gotta stick together.
With that said, who’s still kickin?
Still here, just exhausted. Hopefully will have more content once my Theatre of Adventure campaign begins.
Barely active, still have an obligation to my followers to fulfill that I haven’t done for almost a year now because of a combination of stage fright and executive dysfunction
Apocler, Tumblypse…. Oh I’m here. Hullo!
Present and occasionally posting
*dramatically kicks leg up whilst reclined in a red velvet sofa* I’m very much here
Seems awfully appropriate for this blog to come back now, doesn’t it?
As magic became more and more prevalent in the world, so did elves and their mega-flora homes. Watch your step up there.
An NPC in an extremely boring position (perhaps still in a vault or bunker) constantly saying that life before The Catastrophe™ was boring.
At the edge of town the workers are removing some of the overgrowth when one of them accidentally tears a hole in the sheet metal underneath.
An oily chemical starts spilling out and it burns the worker’s skin.
It turns out this was the source of the overgrowth to begin with as it makes the plants around it grow so much faster.
Soon enough the town is rich from selling flowers and “Miraculous plant food”... Some of the buyers, however, have bad intentions...
Oath of Revolution for Paladins, 5e Thanks to @probablysciencefictionrpgideas for making the PDF
The Paladins who choose the Oath of Revolution bind themselves to a life of fighting oppression. Often, their homeland is ruled by a cruel oppressor but sometimes they come from a country with a fair ruler and want everyone to have this opportunity. They aren’t mere revolutionaries who overthrow one dictatorship and then move on with their life. They make sure the new government is a fair one or start freeing another part of the world. Most importantly, a Paladin of the Revolution never fights alone. They rely on the help of their fellow revolutionaries, trained fighters and commoners alike.
The tenets of Revolution
The tenets of the Oath of Revolution are simple, but important.
Kindle the Revolution
Whenever I see injustice in the world, I gather supporters and fight against it
The Revolution above all else
There is nothing I wouldn’t do to give freedom to the world. I am not above espionage, deceit and assassination. Casualties, though tragic, are necessary for the greater good.
Preserve the Revolution
I do not let another oppressor take over after my work is done. I help the people to establish a just government
Oath of the Revolution features
Level 3: Oath Spells, Channel Divinity
Level 7: Aura of Rebellion(10 ft.)
Level 15: Spirit of the Revolution
Level 18: Aura of Rebellion(30 ft.)
Level 20: Icon of the Revolution
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Revolution Spells table. See the Sacred Oath class feature for how oath spells work.
Level 3:
Bane, Goodberry
Level 5:
Aid, Enthrall
Level 9:
Beacon of Hope, Crusader’s Mantle
Level 13:
Aura of Life, Mordekainen’s Private Sanctum
Level 17:
Mass Cure Wounds, Circle of Power
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Protect the meek You can use your Channel Divinity to protect those who fight by your side. As an action, 1d10 allies of your choice within 30 ft. gain temporary hit points equal to your Charisma modifier + half your level (Minimum of 1)
Fight the strong You can use your Channel Divinity to strike fear into the heart of those who fight for the oppressors. As a bonus action, choose a number of enemies equal to or less than your Charisma modifier (minimum of 1) who have to make a Wisdom Saving Throw or be frightened for 1 Minute. They can repeat the saving throw on each of their turns as a bonus action.
Aura of Rebellion
Starting at 7th level, your presence on the battlefield inspires hope to hit even the most armored foes. You and all allies within 10ft. Gain a bonus to weapon attack rolls equal to your Charisma modifier. On level 18 the range increases to 30 ft.
Spirit of the Revolution
Starting at 15th level, simple Soldiers have problems wounding you. You have resistance to damage dealt by a humanoid with a CR lower than your Level
Icon of the Revolution
At 20th level, you can turn yourself into the Icon of the Revolution. As an action, you transform yourself and take an appearance of your choice. Additionally you gain the following benefits
Every non-hostile humanoid within 30 ft. with a CR equal to or less than 10 gains immunity to all damage and advantage on all attack rolls
Every creature that hits you with an attack must succeed on a Wisdom Saving Throw or be frightened until the end of their next turn.
The transformation lasts for 1 hour or until you fall unconscious. Once you use this feature you can’t use it again until you finish a long rest.
They call it a starflower.
It is believed to have curative powers and, to a certain degree, it does. Grind it to a paste, mix with honey or olive oil, apply to skin. Simple enough and as a fun side effect it makes you glow in the dark.
The curative power is similar to that of mercury, in that it literally kills diseases. In this case, through radiation. Humans are no exception to what gets killed and “Shamans” using this aid often die of carcinoma, as do their patients.
When used as described above act as though lesser restoration is cast upon the person who it is applied on. Decrease maximum hit points by 1d4 every 1d12 weeks. Effect does not stack. Unless the gm rules you've been using it too much.
At the epicenter of The Catastrophe™ is a large magnetic meteorite.
The magnetic force of said meteorite is not as weak as some of it’s rare-earth brothers, though. The specific chemical makeup of this meteorite allows for some rather extreme effects.
The people who tried to settle near it all fell ill in their bones. But not before they could engineer a magnetic reactor (and weaponize the stuff).
Wielding such weapons is a hassle, as the strong magnets often make the barrel divert from the target or make the gun get stuck in places. The redeeming quality is the extreme destructive power in such a tiny item.
I wonder what the spires were used for before The Catastrophe™...
Regardless, I heard somebody got a load of kerosene out of them. I should get my hands on some of that, too.
Pray there not be bandits in there...
An old satellite dish is being used as a pool by the inhabitants of a nearby settlement. The bolts and mechanisms holding it in place are decaying...
Meet the traffic elemental. I keep it in a plastic cage ‘cause it would start eating my scrap if it were to be free.
He’s a dangerous one. Can spit out whatever it consumed in no time... Which in most cases means broken down cars flyin’ at your head.