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tehjleck · 2 hours
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Cliff Temple by Majed Al Harbi
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tehjleck · 5 hours
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I've played D&D for over 30 years, I have so many characters (pcs & npcs) it's ridiculous, I could keep a team of artists busy for months.
“May I please draw your OC?”
Reblog this message if you encourage anyone that wants to draw your OC to do so.  No need to ask for permission in advance.
Go for it.  Draw my OC.  If you want, I’ll even give you reference posts.  Go to town on it.
You are welcome to draw my OC and surprise me with the result.  Seriously.  In fact, I encourage it.  I will proudly display whatever it is you submit to me regarding my OC.  There is a chance that I will squeal about it for several days.
Even if you feel you aren’t good at whatever artistic adventure it is you do, please feel free to submit it to me.  I want to see what you have done.
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tehjleck · 5 hours
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tehjleck · 9 hours
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Dragons of Winter Night Cover Art by Matt Stawicki
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tehjleck · 11 hours
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Who could have possibly foreseen this outcome?🤣🤣🤣🤣
Nobody ever called MAGA smart
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tehjleck · 12 hours
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Jander’s Expanded Guide to Vampires: the Dwarven Vampire
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Hunter’s Rating:  🦇 🦇 🦇 🦇 🦇
Dwarven Vampires are a rarity even in the dread domains, although I’m inclined to attribute that to their habit of staying far, far underground, and eschewing the company of even their fellow undead. Few hunters will ever hear of a true Dwarven Vampire, much less encounter one directly. Their high rating here is given less as a measure of their capacity for bloodshed and evil (though both are still quite high), and more to illustrate how damned difficult they are to dispatch. 
As with most Vampires, undead dwarves retain their skills and aptitudes from their living days, and quite naturally prefer to be found well below the surface of the earth. They lack any real vulnerability to sunlight, but find it distasteful nonetheless; and being above ground causes discomfort and reduced regenerative abilities, so it’s often a moot point. They also have also exchanged the charm ability common to other Vampires for a fearsome gaze, similar to the one sported by true Elven Vampires, and lack any real skill at shapeshifting. A Vampiric dwarf can summon and command a number of burrowing animals, but moles and badgers lack a certain finesse, in my opinion. 
No, what makes the Dwarven Vampire so dangerous is a level of durability much greater than other variants of comparable age. Only weapons bearing significant enchantments or blessings can hope to harm them, and magic seems to abhor them altogether; spells often ricochet off the creature, and magical items will outright refuse to function in their hands. Stone and earth are the Dwarven Vampire’s preferred roads, as they possess an innate stonewalk ability, and fighting one underground is just asking to be grappled and drawn into a solid stone wall. As if this wasn’t bad enough, upon a would-be fatal blow the dwarf assumes the same state and vanishes into the nearest earthen surface, much as a common Vampire would dissolve into mist to escape. The creature is destroyed if prevented from reaching its coffin within minutes, but because of this a Dwarven Vampire is rarely far from such a sanctuary. How is a hunter meant to fight an enemy that laughs at most weapon blows, and can simply melt away into the environment whenever he likes?
By getting very, very lucky. Powdered metal can create a barrier the Dwarven Vampire cannot cross, and natural spring water acts as holy water does on other varieties. Dwellings constructed entirely without the use of stone or earth are impregnable fortresses against Vampiric dwarves, but those with stone floors or walls pose no hinderance whatsoever. And the one surefire means of incapacitating the creature is by impalement with a natural stalactite or stalagmite. Once paralyzed, the dwarf’s heart can then be removed, soaked in oil for three days, and burned completely to ash. Anything less than this runs the risk of the Vampire reviving at a later date, and you’d best hope that happens long after your children’s time.
The one saving grace of the Dwarven Vampire is that they seldom make themselves a problem requiring a hunter’s solution. The creatures tend to sequester themselves far underground, and don’t make a habit of amassing power and social influence the way many Vampires of other races do. Apart from the necessity of feeding, which they do by draining the living vitality of their victims, they tend to live almost entirely solitary existences – much as I myself once did. Through some quirk of unnatural nature, the dwarven strain of Vampirism requires a more active participation on the part of the sire and is incapable of crossing species lines to infect other humanoids. Thus, a Vampire of this type will only create spawn intentionally, only from other dwarves, and only for a specific purpose. Oftentimes such spawn are destroyed by their maker after a bare few months or years, out of a lingering sense of sorrow and compassion for what has been done to them.
If you absolutely must fight a Dwarven Vampire, do so with the utmost caution and preparation. Expect heavy casualties. And whatever you do, do not target the one that lives in Castle Avernus. Azalin has very, ah, definite opinions about people who attack his staff…
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tehjleck · 13 hours
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the *real* truth bomb of that image is that the "word of god" always comes from a human being.
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tehjleck · 15 hours
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Captum by Yutthaphong Kaewsuk
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tehjleck · 17 hours
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tehjleck · 18 hours
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Yeah - most of those stories in the Bible just don't add up.
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tehjleck · 19 hours
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Mucha inspired Eowyn illustration
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tehjleck · 22 hours
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“The Quartermaster”
Artwork by Dennis Fröhlich (Jorsch)
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tehjleck · 1 day
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Gorgeous Isabela for Ukrainian Dragon Age charity artbook 💫💃🏽
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tehjleck · 1 day
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"Ignorance of scientific knowledge is not evidence that God exists" (EN: English)
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tehjleck · 1 day
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Desert of Desolation (1987) is another supermodule, collecting the well regarded trilogy of Egyptian adventures, I3: Pharaoh, I4: Oasis of the White Palm and I5: Lost Tomb of Martek. These were initially conceived as a trilogy by Tracy and Laura Hickman and Philip Meyers, so collecting them together under one cover was a good choice. Sticking them behind that gorgeous Keith Parkinson cover painting was another inspired decision. William John Wheeler, who compiled the book, also took great pains to increase its usability. Not that the originals were bad, this book just makes conscious decisions about organization that I don’t think were on folks minds back in ‘82 (and really, as some of the first narrative-focused modules, the originals broke plenty of ground already).
What’s weird is that this book is retrofitted into the Forgotten Realms. It is, in fact, the first RPG product to bear the FR logo (Darkwalker on Moonshae, Douglas Niles’ novel, debuted the label; the box set would appear a month later). Even if the logo is on the back (and bears the lie “designed for use with” above it). To accomplish this, a pretty sizable amount of work went into renovating the original modules. For starters, you never got a real view of the setting region as a whole, which is rectified here. There’s a lot of lore and history added in to connect it to the Realms as detailed in the soon to emerge campaign box. Is that necessary? Ehhhhh. Probably not. But it doesn’t really take anything away, not even space — this book feels pleasingly overstuffed. Coupled with its overhaul of scenario presentation, that probably makes this the best of the reprint supermodules.
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tehjleck · 1 day
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tehjleck · 1 day
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