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#D&D
prokopetz · 1 day
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I feel like "I didn't ask how big the chamber is, I said 'i cast fireball'" jokes don't have their full impact for folks who don't know how areas of effect were handled in Dungeons & Dragons prior to 3rd Edition.
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Gratuitously evil spells for villains to learn
Mordenkainen's Highly Problematic Political Opinions
Spell that causes someone to experience the entirety of The Big Bang Theory in 6 seconds
Spell that causes a needlessly painful death. It figures out the maximum amount of pain it's ethically permissible to inflict based on context and inflicts twice that much on purpose
Fireball but it expands the area of effect to specifically hit all your teammates.
Mildly Upset Person.
Disintegrate but it bestows any object it hits with full human sapience just before the ray hits.
Locate Object but every time you cast it, it kicks a random guy in the nuts for no good reason.
Hellish Rebuke but it hits anyone who isn't attacking you.
Ray of Deforestation
Transmute Food To Food That's Produced Unsustainably And Using Unethical Labor Practices
Nullify Union
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sbeep · 6 hours
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Searing smite
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2minutetabletop · 2 days
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The Metalsmith’s Workshop Battle Map
Our new map is now available for download! The home, forge, and store of a renowned smith. Tell me, what might this place be called?
Download it here!
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queer-herobrine · 3 days
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I love how obvious It becomes that Dungeon meshi is at least partially inspired by D&D
Because in the anime we’re clearly getting to the point in the campaign when you turn to look at the DM and realize they’re a sick mf dead set on making you question your existence
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Whoops, forgot the actual description. Sorry, it's been a hell of a week. On the left, Raksasha! 6‒7 ft (1.8‒2.1 m), with low ranking ones being shorter. Illusions, mind control, invisibility, mage hand, flight, backwards hands, riches and nobility, they've got it all! As if most of you needed anything past first glance.
On the right, Brass Dragon! It's a metallic dragon, so adults are roughly in the 20-80 foot (6-24 m) range. They have two breath weapons (sleeping gas and fire), can magically cause fear, can animate statues to do thier bidding while in their lair, and can shapeshift. They're chatty desert dwellers who avoid fighting if at all possible. They just want good conversation, they're the most sociable dragons.
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oldschoolfrp · 2 days
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There's always trouble when the Hornsup clan meets the Hornsdown gang. (Jeff Easley, AD&D 2e Dungeon Master's Guide, TSR, 1989) The pale blue maps in early modules were charming. The pale blue art in 2e books was a bizarre editorial choice that lasted years. (Previously)
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kirain · 2 days
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Question. How do you handle the age differences and life spans of your tavs/romances in bg3?
Are you asking if I've made my Tavs age-equal to the romances I've picked for them? If so, then I've actually been very careful about that. Lore-wise, I can't stand the thought of my character dying hundreds of years sooner or living hundreds of years longer than their partner. So I adhered to D&D 5E lore. If you're interested, I've explained most of the lifespans below.
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Serena, my canon character, is human and romanced Gale. In D&D, the average lifespan of a human is 120 years, but since she and Gale are both wizards, they could potentially live for thousands of years. It all depends on the magic they wield. Elminster, for example, is nearly 1,300 years old. Otherwise, they'll age alongside each other as equals.
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Saska is a Seldarine drow. On average they last between 400-750 years, depending on if they survive and leave the Underdark. Saska has indeed left the Underdark, works as a bard, and romanced Karlach. Tieflings typically live to 150; however, Karlach has the potential to live longer since her body has been so drastically altered. Upon finding a permanent upgrade for her engine, it's possible she could live just as long as a drow, if not longer, as she's been touched by infernal technology.
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Ez'ria is a githyanki fighter/storm sorcerer. This one was easy, since she romanced Lae'zel. With any luck, they'll both live to a nice, healthy 120 years old; the average lifespan of a gith.
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Eilonwy is my redeemed Dark Urge half-elf. On average they last about 180 years. This one's a bit more complicated because I partnered her with Astarion, who's a pure high elf and a vampire. High elves live to an average of 750 years, and vampires/spawn are of course immortal. But I've given this a lot of thought. Eilonwy, for example, is a druid, and because of their connection to nature/magic, their aging slows to 10% of what they would normally age. This means Eilonwy has the potential to reach 1,800. I should also mention that there are cures to vampirism in D&D 5E, so I like to think they find one at some point during their travels.
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Bakara is a tiefling sorcerer of the draconic bloodline. Another semi-easy one, since I partnered her with Wyll. As I mentioned before, tieflings typically live to 150, whereas humans live to 120. I headcanon that my tiefling was already 50 when she met Wyll; who, according to Larian, is 24 during the events of BG3. To clarify, tieflings are considered young adults by the age of 20 and full adults when they reach the age of 60. So despite being 50, she's mentally around the same age as Wyll.
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Thalias is a high half-elf Selûnite cleric. Possibly the easiest one, since he romanced Shadowheart, who is also a high half-elf who becomes a Selûnite cleric (at least in my game). With Selûne's blessing, they could live however long she desires, but on average they'll both live to be 180.
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I also made an adorable little deep gnome named Mira to sweep Barcus off his feet. I shall wait patiently for Larian or a clever modder to make him romancable. The average lifespan for gnomes is 350 years.
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Halsin is a bit more complicated, since he's a pure wood elf and a druid. This means he could conceivably live to be 7,500 years old, which is wild. I do plan on doing a playthrough where I romance him, and when I do I'll be making a mysterious wood elf named Arawen, a warlock who made a pact with an ancient archfey. So in addition to living to 750; as per the average lifespan of her race, as long as her pact remains in tact, she will live as long as her patron allows.
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artofshinga · 2 days
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Sometimes I see clothing (or just clothing design sketches like this one) and I desperately wanna draw an OC in it, so here's Hazel in an adorable mushroom swimsuit designed by Nyahallo
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⚔️ 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Chimera Trident
Weapon (trident), very rare (requires attunement) ___ This dark silver trident is decorated with the sculpted busts of three creatures: a dragon, a goat, and a lion. Each head gives way to one of the trident’s three prongs. You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you make a ranged attack using this weapon, it flies back to your hand immediately after the attack. While holding the weapon, you can use an action to release a fiery breath from the trident’s heads in a 15-foot cone. Each creature within that cone must make a DC 15 Dexterity saving throw. A creature takes 7d6 fire damage on a failed save, or half as much damage on a successful one. Once this property has been used, it can’t be used again until the next dawn or until you hit a hostile creature with the trident and roll a 6 or higher on the damage die, whichever comes first. ___ ✨ 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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gavamont · 1 day
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I also chased all the snakes out of a country once, I’m just more humble about it.
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Setting: The Kingdom of Xophena, Realm of the Pure
Though it is famed the world over for the piety of its people and the bravery of its knights, this kingdom holds a dark secret at its heart. If you were to see the scattering of fortress cities surrounded by horror haunted wilderness it would be all too easy to believe the legends: brave warriors sallying forth to do battle against the corruption that besieges them from all sides, slaying great foes and making great sacrifices in the name of defending the innocent. If you looked closer though you would see Xophena for all its faults, the fear by which its elite drive and dominate its populace, a tradition of martial glory that justifies any action or abuse of the warrior caste, a population forced to endure toil and abject subjugation or be exiled outside the walls.
Adventure Hooks:
While travelling through the realm of the pure as part of an ongoing quest, the party run into a retinue of outrider knights on their way to destroy a rampaging aberration hiding out in a gold mine. Some of the knights scoff at the party for being common sellswords, while others recognize them as fellow doogooders-at-arms. There's glory to be had if the party join them in their mission, and more importantly, potential reward and bragging rights.... if they can keep up, the mounted cavaliers aren't going to slow down on the party's behalf.
Xophen emissaries have made an appearance in the party's homeland, courting alliances, making trade deals, and generally putting their finger on the scales of power. Distrustful of too many good offers, the party's patron is planning on a visit to Xophena in the near future and would like them to come along as extra sets of eyes and ears. Renegade heroes have a habit of seeing through the haze of political bullshit.
Xophena would make a fascinating backdrop for a campaign, as Arthurian myth crashes into lovecraftian weirdness. The best place to start would be with the party as castoffs and exiles, eking out a living in one of the few hidden hamlets built by those outcast from the social order. How do they survive? When circumstances demand that they enter one of the fortress cities do they trick their way in, or beg favour from the sanctimonious powers that be? Can they last long enough to discover the secret that has bent the world into its current cruel shape?
Background: Only a few centuries ago Xophena was just like any other kingdom, periods of prosperity and stability that dissolved into infighting as the local warrior elite squabbled for position. That of course all changed when monsters known as the Delnbrood began to wriggle out of the earth like worms after rain, causing untold devastation and forcing a societal retreat to the increasingly fortified settlements dotted about the mountainous foothills. The fear and chaos of these years restructured Xophen society into a rigid hierarchy based around tradition, faith, and survival, which has only grown more ossified as time has gone on.
Both Xophen scripture and legend will tell you that the horrors that beset them began with a treasonous sorcerer Delndrek who sought to take the throne for himself through dishonorable means and darkest sorcery. He was opposed by Tanria brightspear, a saint of the everlight who foiled his every sly attempt to seize power, until at last she cornered him and forced his surrender. Ever the coward, Delndrek sacrificed his humanity rather than relinquish his ambition, becoming an indescribable abomination, that it took the bright speared saint five days to vanquish, dying in the process. It's said that the aberrations that beset Xophena today are born from where his tainted blood struck the earth.
Like many of the tales told about the realm of the pure, this story is a lie, gilded with just enough truth to make it stick in the people's memory. Delndrek wasn't just a sorcerer, but the sorcerer of the royal family, tasked with magicing away all the problems that backwoods dynasty couldn't solve through bloodshed or political marriage. The kingdom's goldmines had always been its lifeblood, and most of the fighting in those days about who could profit from what claim. Trouble was the royal family's mines were drying up, so they threw their pet mage at the problem said that if he didn't find a solution they'd torture him till they did. Dying mines and mounting stress forced Delndrek to look deeper and deeper for an answer, and eventually led him to communion with the outergod Jysh'parun who holds dominion over the secrets of mountains. A pact was struck, the mountains ate people and spat up gold, until eventually the saint found out and decided to put a stop to things.
Cut to today, and the dependants of that very same royal family are still trying to wriggle out of the pact they instigated, spending their people's lives to fill their coffers and fight back the creatures the outer god sends to assert dominion over the realm he was promised.
Setting Details:
The church of the everlight was always strong in Xophena, dating back half a millennia to when an adherent of hers was lost on a stormy sea for months and was only able to find land when the mist parted and he saw the dawn first alighting on one of the region's seaside peaks. The mountainous temple city of First Alight still serves as the heart of the region's faith.
That faith has become just as gaudy and hollow as the rest of the kingdom: Somewhere along the line it was decided that gold was the best way to demonstrate praise to Sarenrae, both in decorating her icons and paying to erect ever grander structures in her honour. While the common people pray for the hope and strength to lead them through lean times, their tithes go to fund an increasingly bloated clergy who spend their days finding reasons that the peoples' sinful nature forestalls their goddess's promised salvation.
You don't compose ballads calling your homeland "Realm of the Pure" unless you've got some hangups around cleanliness. Delndrek's corruption has touched more than the land, as aberrant sorceries and otherworldly mutations have begun to spring up among the populace. Those with influence do their best to hide these marks, those without are scapegoated, exiled, or made an example of.
For all their privilege and brainwashing, many of the realm's knights really do believe in the cause, having largely abandoned the ways of petty armed gentry and settling instead into martial orders. While they all compete to slay the most beasts and earn the most gallant reputation, it is a deepset longing among the knights to be able to find St. Tanria's lost spear, which in the right hands is said to be able to rid the land of its blight once and for all.
Arcane magic is viewed with suspicion in Xophena, as any rogue mage could be just another Delndrek waiting to happen. Exceptions are of course made for those spoken for by the nobility.
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Any time your character uses vicious mockery, they immediately get sued for slander.
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ahahnopenope · 1 day
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and finally a quick study of minsc and boo 🐹
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contextfreedungeon · 2 days
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Rogue: Sorry, sometimes there's a paladin in my head that confuses me
Reoccurring NPC: Oh my father used to hallucinate a paladin sometimes
Rogue: Interesting
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gottastim · 20 hours
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little.lotus.dice on ig
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