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Inspired by recent discussions of an Actual Play.
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idk what dm needs to hear this but you arent getting that done in a single session
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I don’t think I have the chops for D&D or other tabletop RPGs but I could make a good DM’s assistant. I don’t play the game but I sit and listen and then after the session the DM can ask me for ideas.
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by Kyoung Hwan Kim
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It's very funny to me that the stereotypical gelatinous cube is bright fucking green when the monster itself is almost perfectly transparent. Like its gimmick is that it's a monster that imitates an empty 10x10 hallway. How many people have fallen victim to gelatinous cubes because they "know" that the ooze is bright green and so don't bother to check the suspiciously clean corridor in front of them.
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Warlocks after a short rest
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have you done a d10 list of weird boats/ships before?
There are rings for oars, you think, but no oars aboard. There is a mast for sails, you think, but no sails to be seen. Still, the ship seems to be propelled forward, guided by unseen force despite its bare decks, devoid of crew and cargo alike.
The spiderwebbed rigging is the product of the arachnid that sits where you imagined the crow's nest should be. "It's her ship," the crew whispers, "we go where she bids. Her brood is in the hold."
The whole thing is made of glass, from bow to stern. You can see straight through down to the water beneath the hull. It's unsettling; moreso when you spot the shark-like creatures keeping pace with the vessel.
It's carved of teak, of all things. The shipwright was a demigod, they say, from a time when trees grew large enough for a ship to be carved whole from a branch - not even a trunk, a branch! No telling how long she's been asea, but she never wants for crew. Many a sailor would give up their greatest treasures to sail on her decks.
The flag it flies is known to no man. If you look away too long, its colors have changed again. It otherwise appears ordinary. But time goes a bit wobbly when that flag changes, the crew claims.
The churning turbines on its underside were torn from conquered mills. They kick up the silty riverbottom and leave whirlpools in the ship's wake. Its masts were the grists, the poles that did the turning, and its sails are flour sacks sewn together. What cause does a miller have to take to the water?
You'd never met a ship with a mindwright before, but that's what they seem to call the man in the brig. He could be sleeping, you think, but it is his will and his will alone tethering this ship to reality. By all rights it shouldn't exist: a hulk of bone and rot from a creature long-dead. The brig is to keep things out, not to keep him in, for if he is disturbed, the whole vessel will go to the drown.
Ebbs and flows, waves and still waters: the ship contains them all. You're unsure of the magic animating it, but you can walk on the deck and pull a line and turn the wheel just as you would on a mundane boat, albeit with wet hands and feet. The dampness chills your very bones.
Chains writhe around the hull with a horrible grinding cacophony. They crawl up the masts like ivy and weave in and out of portholes. That much weight might sink a ship, except the chain leviathan lurking beneath the waves holds it aloft. Those who set foot on its decks never see shore again.
You watch, incredulous, as the paper unfolds, and again, and again and again and again, into a four-masted vessel with trimmed sails and an origami figurehead.
all d10 lists
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Space Shroom for getting so high, you’d be out of the exosphere ⭐🌟✨
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💍 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Blazeblood Signet
Ring, very rare (requires attunement) ___
The gem at the center of this dark silver ring is always warm to the touch. While wearing the ring, your blood feels unnaturally hot, and it feels as though the ring itself pulses to match your heartbeat. You gain the following benefits while wearing this ring:
• You regain all of your spent Hit Dice whenever you finish a long rest. • Whenever you spend Hit Dice to regain hit points at the end of a short rest, you automatically regain the maximum number of hit points possible. • You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.
𝘽𝙡𝙤𝙤𝙙 𝘾𝙤𝙣𝙫𝙚𝙧𝙨𝙞𝙤𝙣. While wearing this ring, you can choose to spend 1 or more Hit Dice whenever you hit a creature with an attack, up to a maximum of 5 Hit Dice per turn. For each Hit Die spent, roll the die and add your Constitution modifier to it. You immediately gain temporary hit points equal to half the total (rounded up), and the target of the attack takes fire damage equal to the same amount.
𝘾𝙪𝙧𝙨𝙚. This ring is cursed, and attuning to it extends the curse to you. For as long as you remain cursed, you regain half as many hit points whenever a spell or magical effect restores them. ___
✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon’s Saddlebag on Patreon for less than $10 a month!
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Legend in the Mist - Kickstarter Now Live!
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Son of Oak is excited to announce their next game, Legend in the Mist, a rustic fantasy RPG based on the award-winning and groundbreaking narrative game engine of City of Mist.
Spin a fireside tale of unlikely villagers setting out on a quest into a greater unknown world, rife with peril and mystery, in the vein of The Lord of the Rings, The Wheel of Time, Princess Mononoke, and many other classic fantasy stories, or create your own legendary realms with the game’s open-ended system.
The Kickstarter campaign will fund the creation of two books – the Legend in the Mist Core Book and the Hearts of Ravensdale Setting Book – as well as a range of accessories such as premade character folios, a Master of Ceremonies (GM) screen, cards, dice, maps, and more.
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Legend in the Mist is a narrative roleplaying game with optional tactical features, that evokes the feeling of an old fireside tale. You gather your companions, journey through the countryside and wilderness, overcome dangers both natural and ancient, then have campfire conversations about what it all means. 
Rather than another D&D-clone, Legend in the Mist focuses on bringing story and gameplay together with each one of its features, from its simplicity at the table to built-in tools for developing personal story arcs for your characters that lead to dramatic moments of transformation
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Each PC has multiple and sometimes conflicting motivations that the player must juggle between. Players are encouraged to make hard choices, which can eventually transform their characters in dramatic story moments: they swap out themes and all the tags associated with them for new themes and ability sets, changing the character’s gameplay.
PCs constantly evolve narratively, changing their “class”, shifting to a new role in the party, or resolving a major backstory event – and coming out of this transformation with newfound abilities.
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Uniquely, the game will support a party of PCs of varying power levels, balancing them by giving them equal narrative power (who was more instrumental in Lord of the Rings, Frodo or Gandalf?).
You can start the game with a party that includes a heroic outlander, a powerful wizard, or even a supernatural being alongside a band of rough-hewn villagers whose heroic days are yet to come. This balance between Origin and Greatness themes is at the heart of the game, and player characters can move between these polarities as they progress and change themes.
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Legend in the Mist is a setting-agnostic fantasy game that you can play in any of your favorite settings. The Core Book provides you with guides and tools to create any character, culture, adversary, location, or magic system that you dream up!
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Mage-Catcher Explosives
Wondrous item, rare ___
These eight-sided explosives come in a red linen bag. When found, there are 1d3 + 1 explosives in the bag.
You can use an action to throw up to 4 bombs at a point that you can see within 30 feet of you. For each bomb you throw, roll a d8; on a 1, the bomb does nothing. On any other result, the bomb explodes upon impact. If at least 1 bomb explodes, it creates a 10-foot-radius field of magical instability that’s centered on the point. Any spell of 3rd level or lower within that area immediately ends.
If multiple bombs explode, the field remains for a number of rounds equal to the amount of bombs that exploded after the first; the field then vanishes at the end of your turn on that round. During that time, any spell of 3rd level or lower that enters the field’s area automatically ends.
A creature with the Antimagic Susceptibility trait that’s in the field when it appears, starts its turn there, or enters the area for the first time on its turn must succeed on a DC 15 Constitution saving throw or fall unconscious for 1 minute.
Each bomb that explodes is destroyed, unless you roll an 8 on its d8. If you do, the bomb explodes but isn’t destroyed, allowing it to be used again at another time. ___
✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon’s Saddlebag on Patreon for less than $10 a month!
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Wizard: A spy is giving away every one of our battle plans. Rogue: You look surprised, Sorcerer. Sorcerer: I certainly am. I didn’t realize we had any battle plans.
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💍 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Ringmaster’s Signet
Ring, uncommon (requires attunement) ___
This golden ring resembles a stylized lion holding a marble in its fanged mouth. While wearing the ring, you have advantage on ability checks made to interact with beasts. In addition, you can use an action to cast the “animal messenger" spell from the ring; you can’t do so again until the next dawn.
If you are attuned to this ring and two other items with “ringmaster’s” in their names, this ring gains the following benefit: whenever you use a “figurine of wondrous power" while wearing the ring, the number of days that have to pass before it can be used again is halved (rounded up). ___
✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon’s Saddlebag on Patreon for less than $10 a month!
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Mysterious Artefacts, dicefied.
Available here! 💖🎲
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✨New item!✨ Ki Blocker Dart Weapon (dart), uncommon
This dart is charged with ki-disrupting energy capable of temporarily severing a target’s connection to its ki. The coiled tip of each dart is compressed until it’s embedded into a target, where it expands outwards to maximize damage. Once a dart has been thrown, it must be rewound with an action before it can be thrown again.
A creature hit with this dart cannot use any ability that requires the creature to spend ki points for 1 minute. At the end of each of the creature’s turns, it can make a DC 13 Constitution saving throw, ending the effect on a success.
Stun Dart (monks only). When you make an attack with this dart, you can expend 1 ki point to amplify the dissonant energy within it. On a hit, the target must succeed on a Constitution saving throw against your ki save DC or be stunned until the end of your next turn.
The Order of the Sunken Path use ki blocker darts to disable their enemies in the Order of the Soaring Mind. - 🖌🎨 Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for over 190 magic items, printable item cards and card packs, beautiful creature art and stat blocks, and setting pdfs with narrative hooks and unique lore!🧙‍♂️ Thank you so much for your support! 💖
📜 Credit. Art and design by us: the Dungeon Strugglers. Please credit us if you repost elsewhere.
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