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queenboimler · 2 days
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falcoworks · 1 day
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Commission!
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Tragic News! Someone's made Power Word Kill into a copypasta! Half of youtube is dead!
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karagin22 · 2 days
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vintagerpg · 3 days
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Vermis I (2023) is a narrative art book by @Plastiboo. It’s a gorgeous and darkly layered homage to a variety of influences, new and old — Souls games, old videogames like Shadowgate, more recent ones like Shadow of the Colossus, perhaps Fighting Fantasy gamebooks, perhaps Warhammer. There are many possibilities. And yet it also stands as very much its own thing, a world unto itself. The book’s central question “Which flesh is your flesh?” goes a long way in establishing the sorts of horrors we’ll find on our journey.
There are two things that really make Vermis come to a diseased sort of life. The first is the decision to arrange the book as if it were a strategy guide for a videogame that doesn’t exist. This allows for the introduction of little icons and hints at mechanical systems without committing to building them, which is an enticement to brains like mine to figure out how they MIGHT work. And by providing level maps and strats for boss fights and profiles of magic items, I wind up playing the game on a meta level, reflexively, through the act of reading. This sensation is strange and unique and made for one of the most memorable book-experiences I’ve had in a long time.
The other thing is the texture of the art, the way everything is buried under pixelation, cathode grain, moire ripples and other distortions. It unifies all the book’s visuals in a sort of murkiness that add an almost painful sense of mystery and danger and inscrutability to the narrative.
Vermis is a dark masterpiece of creeping dread, and anyone who tells you it isn’t a game to be played isn’t to be trusted.
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artsekey · 2 days
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Started working on modeling the hand-bow (left image). Thinking I might put it up on the Unreal store...
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sbeep · 14 hours
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daeron thatcher's two moods 🗡️🥰
(my half-drow bard)
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⚔️ 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Lantern Flail
Weapon (flail), rare (requires attunement) ___ A fiery lantern hangs at the end of the chain of this flail. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding it, you can use an action to magically light or extinguish the lantern’s flame. While it’s alight, any target hit with the weapon takes an extra 1d4 fire damage from the attack. If the fire damage die rolls a 4, the target continues to burn; it takes another 1d4 fire damage at the start of your next turn unless it or another creature within reach uses an action to put out the fire. It continues to burn in this way if the fire damage die rolls another 4. While the lantern is alight, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. ___ ✨ 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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fifthnail · 13 hours
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DnD still hits hard
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oldschoolfrp · 2 days
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Krynn and its three moons, Solinari, Lunitari, and Nuitari (George Barr, AD&D supplement Dragonlance Adventures, TSR, 1987)
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starlittirade · 2 days
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Sassy gator man defending his husband, as he do
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Play an elf rpg where elves, humans, halflings, orcs and so on are all described as “elvenoids” instead of humanoids
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Replace all class features with peanut butter
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✨New item!✨ Coldhand Ring, uncommon (requires attunement)
This iron band is ringed with frost and embedded with milky blue uncut larimar. The hand upon which you wear the ring is pale and ice cold to the touch. The ring has 3 charges, and it regains all expended charges daily at dawn. You can expend 1 charge while wearing the ring to do one of the following options:
Chilling Blow. When you hit a target with an unarmed strike or a melee weapon attack, the target takes an extra 2d6 cold damage and it must make a successful DC 13 Constitution saving throw or it can’t take reactions and its speed is halved until the end of its next turn.
Ice Javelin. When you take the Attack action, if your ring-wearing hand is free, you can replace one of the attacks with a special thrown weapon attack. As part of the attack, you summon a javelin made of ice and throw it at a target that you can see within range. The ice javelin uses the damage die and weapon properties of a typical javelin. Hit or miss, the javelin then explodes. The target of your attack and each creature within 5 feet of it must succeed on a DC 13 Dexterity saving throw or take 2d6 cold damage. If the attack hit, the target has disadvantage on this saving throw.
The cloaked ranger rode into town on a reindeer, and a pall of silence fell upon the villagers. Icicles hung from its antlers and the fringe of the traveler’s mantle was stiff with frost. A young stablehand stepped forth and feebly offered to lodge the beast for the night, but the ranger’s only response was to hold out a frost-blackened fist. The stablehand instinctively responded, and a ring was dropped into his cupped hands… - 🖌🎨 Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for almost 200 magic items (wow!), 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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vintagerpg · 21 hours
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Barlowe's Guide to Extraterrestrials (1979) is a fun little book that looks at aliens from a variety of science fiction stories through the (slightly) in-universe framing of a field guide, complete with notes on ecology and biological functions.
Artist Wayne Barlowe’s selections are an interesting cross-section of the genre (I don’t recognize a lot of them, honestly) and his interpretations (of the ones I do recognize) always walk the fine line between capturing something essential that I pictured in my mind’s eye while also being surprising or unexpected in many ways. Among the beasties I did not photograph are the Overlords from Childhood’s End, the Puppeteers from Ringworld, the Izchel from Wrinkle in Time, the Masters from the Tripod books and Ursula Le Guin’s Athshean.
In a way, the Guide feels like an extension of the larger interest in fantastic art in the ‘70s, embodied most in the Gnomes, Fairies and Giants books. It, and its Fantasy companion (see tomorrow) certainly wouldn’t come out today, but for me, they’re just amazing. They gave Barlowe a whole book to draw monsters and aliens; monster and alien enthusiasts like me got a pile of rad illustrations to look at; and a stack of sci fi writers got low-key advertising for their works. Wins down the line.
Worth mentioning that this is likely a direct inspiration for Call of Cthulhu’s pair of Petersen’s Field Guides (Cthulhu Monsters and Dreamlands), right down to little nuances of layout formatting. I would bet that they were also on someone’s mind when the Ecology articles began to appear in Dragon Magazine (those started in ’83 with the Piercer).
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susartwork · 2 days
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I was inspired by @ask-dcf (our DM), who has a lot of Frisk and Charas in D&D, to turn my little wizard into a D&D wizard! ( •̀ ω •́ )✧
I'm still figuring out what their school will be etc. so I'll update this later.
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