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royvdhel-dnd · 6 years
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Wood and Resin Galaxy Sculptures
Blusy on Etsy
See our #Etsy or #Galaxy tags
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royvdhel-dnd · 6 years
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The most valuable chart…
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royvdhel-dnd · 6 years
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Oh hey, monsters to use in the Feywild! A fairy, a dinosaur, and a plant. There are about a dozen others, but i’ll wait and see if you guys like these before throwing them up as well.  I left A LOT of mistakes in there. Good lord. Can’t be doing this stuff while watching critical role. 
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royvdhel-dnd · 6 years
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Hello Hello!!
It’s that time again!! We’re almost to 2,000 followers! So you know what that mean?
GIVEAWAY
I’ll be giving away a set of Seelie Dice from Soap and Nerdy’a Etsy shop! Beautiful dice!
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Rules:
MUST be following me @tilthedayidice
Reblogs and Likes count
PLEASE DO NOT SPAM AND NO GIVEAWAY ACCOUNTS
18 or Older
This is an international giveaway so everyone is welcome!
Giveaway ends on the 5th of September 2018
Good Luck!!
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royvdhel-dnd · 6 years
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Breastplate. Germany, 1630
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royvdhel-dnd · 6 years
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The gilt and brassed Cuirass of a Papal Guard, Italy, Brescia, ca. 1590, decorations ca.1623-1644, housed at the Art Institute of Chicago.
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royvdhel-dnd · 6 years
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A staff officer’s breastplate from the Saxon Cuirassiers, circa 1720.
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royvdhel-dnd · 6 years
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Ornate breast plate and pauldrons on display at the Musee d'Armee in Paris.
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royvdhel-dnd · 6 years
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16th century engraved breastplate, Photo by Arutemu
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royvdhel-dnd · 6 years
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Knight
Edited by JohnnyBravo20
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royvdhel-dnd · 6 years
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Character Development Questions: Hard Mode
Does your character have siblings or family members in their age group? Which one are they closest with?
What is/was your character’s relationship with their mother like?
What is/was your character’s relationship with their father like?
Has your character ever witnessed something that fundamentally changed them? If so, does anyone else know?
On an average day, what can be found in your character’s pockets?
Does your character have recurring themes in their dreams?
Does your character have recurring themes in their nightmares?
Has your character ever fired a gun? If so, what was their first target?
Is your character’s current socioeconomic status different than it was when they were growing up?
Does your character feel more comfortable with more clothing, or with less clothing?
In what situation was your character the most afraid they’ve ever been?
In what situation was your character the most calm they’ve ever been?
Is your character bothered by the sight of blood? If so, in what way?
Does your character remember names or faces easier?
Is your character preoccupied with money or material possession? Why or why not?
Which does your character idealize most: happiness or success?
What was your character’s favorite toy as a child?
Is your character more likely to admire wisdom, or ambition in others?
What is your character’s biggest relationship flaw? Has this flaw destroyed relationships for them before?
In what ways does your character compare themselves to others? Do they do this for the sake of self-validation, or self-criticism?
If something tragic or negative happens to your character, do they believe they may have caused or deserved it, or are they quick to blame others?
What does your character like in other people?
What does your character dislike in other people?
How quick is your character to trust someone else?
How quick is your character to suspect someone else? Does this change if they are close with that person?
How does your character behave around children?
How does your character normally deal with confrontation?
How quick or slow is your character to resort to physical violence in a confrontation?
What did your character dream of being or doing as a child? Did that dream come true?
What does your character find repulsive or disgusting?
Describe a scenario in which your character feels most comfortable.
Describe a scenario in which your character feels most uncomfortable.
In the face of criticism, is your character defensive, self-deprecating, or willing to improve?
Is your character more likely to keep trying a solution/method that didn’t work the first time, or immediately move on to a different solution/method?
How does your character behave around people they like?
How does your character behave around people they dislike?
Is your character more concerned with defending their honor, or protecting their status?
Is your character more likely to remove a problem/threat, or remove themselves from a problem/threat?
Has your character ever been bitten by an animal? How were they affected (or unaffected)?
How does your character treat people in service jobs?
Does your character feel that they deserve to have what they want, whether it be material or abstract, or do they feel they must earn it first?
Has your character ever had a parental figure who was not related to them?
Has your character ever had a dependent figure who was not related to them?
How easy or difficult is it for your character to say “I love you?” Can they say it without meaning it?
What does your character believe will happen to them after they die? Does this belief scare them?
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royvdhel-dnd · 6 years
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Roles on a Pirate Ship
[by Mark Cookman / Tribality 1, 2, 3]  @we-are-pirate, @we-are-scarlet-corsair
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Officer Roles on a Pirate Ship 
If you are running a game with pirates in it, then you should know what the job entails. It’s not all boarding ships, counting booty, and drinking rum like you might think. A great deal of hard work is required to run a sailing ship with a law-abiding crew, let alone one populated by pirates. In this essay we are going to examine the five principle officers on board a pirate ship, their duties, and their responsibilities. This is part one of a three part lesson. In the next lesson we will examine the duties and responsibilities of other officers and crew members with special duties. In the final lesson, we will look at one very special group of crew members that are almost always overlooked. Read on to learn what pirates expected of their primary officers.
The principal officers of a pirate ship were the captain, the quartermaster, the pilot, the boatswain, and the master gunner. On some ships these positions were all elected by an equal vote of the crew and on others the captain picked the crew members he wanted to serve in the positions. The captain on a pirate vessel was almost always elected by an equal vote of the crew. On a privateer vessel this was not very often the case. Privateer captains were often the owners of the ship or were given commission by their monarch to take a vessel to sea. So it follows with the other officers. If the captain was elected, then generally all of the officers were elected. If the captain was appointed or held his position by means of ownership, then generally he picked the officers. In either case, an officer on a pirate ship served at the whim of the crew. Even a man picked by the captain would be booted down to a simple crewman if he could not do his job. For the most part though, a person elevated to serve as one of the principle officers did so for life. The title of this article refers to the fact that most often the authorities that captured, tried, and hung pirates concentrated on the five principle officers of the ship. These officers were generally the most intelligent and skilled crewmen on board the pirate vessel. They were people that everyone else on board the ship admired for their ability to do their job. Diligent action is the mother of respect on board a ship.
Captain
The captain, however he came to his position, was chosen for his leadership, bravery, and cunning. The captain was responsible for the ship and everything aboard her; every item and every man. He was responsible for the overall decisions affecting the ship and her crew. The captain decided where to sail and what to attack. He was the voice of his crew to all beyond the ship. He often led his crew in battle. In terms of daily duties, the captain kept a log of the voyage, managed the affairs of the ship through the officers, and generally served a four to six hour shift at the helm. The captain stayed in power by being successful. As long as there are prizes to plunder, rum to drink, and food to eat, the captain will not be voted out or mutinied against. It is when things get lean that the captain must worry about crew voting him unfit for command.
Quartermaster
The quartermaster (or first mate on a privateer vessel) was the number two man on the ship. He was responsible for enforcing the ship’s articles and administering punishment when necessary. The quartermaster was the trustee of the ship and her crew. He directly represented the crew to the captain. It was his responsibility to serve as a counterbalance to the captain in decisions that might be hazardous to the ship or the crew. A wise captain made no decisions that his first mate didn’t support. The quartermaster took responsibility for prize vessels and picked the treasure that the crew would take from a prize. He was also responsible for counting the booty and splitting the shares. Each day would find him working with his subordinate officers the boatswain, the master gunner, and the master at arms to effectively run the ship. The first mate also served a turn at the helm, generally a four to six hour shift.
Pilot
The pilot was the number three man on the ship and often the most educated. He served as the ship’s navigator and was generally the best all around sailor aboard the ship. He was responsible for plotting the ship’s course and maintaining that course. The pilot maintained all of the ship’s charts and maps as well as the tools of navigation. He was charged with keeping a daily log of every event relating to the sailing of the ship. He recorded the depth, the currents, the wind patterns, the ship’s location, the locations of reefs and sandbars, and the state of the rigging. He reported directly to the captain. The pilot oversaw the work of the sail-master and almost always had at least one assistant (a pilot’s mate) to help him with his duties. The pilot and his mate both served separate shifts at the helm in addition to taking readings from the moon and stars to plot and maintain the course.
Boatswain
The boatswain was the number four man on the ship and often the most feared by the crew. He was in charge of the provisions for the ship. He maintained the stores of food, water, rum, gunpowder, shot, sails, rope, wood, and tar required to keep the ship and crew fit for action. The boatswain also directed the loading of cargo into the hold to maintain the proper ballast to ensure level sailing. He was in charge of keeping the watches on the ship and maintaining discipline among the deck crew. He was responsible for the ship’s longboats and for picking a crew to man the sweeps when the longboats were used. The boatswain was charged with maintaining the ship’s seaworthy status. He oversaw the duties of both the carpenter and the cook. The boatswain generally had a mate to help him with his responsibilities. In general, his duties were to make certain that all the work of running the ship was done. He reported to the quartermaster. The Boatswain was often the most feared man on the ship because his obligations often made him uncompromising. It was his responsibility to keep everything “ship-shape”. Leniency was something the quartermaster might give to the crew, but it was not something the boatswain was in the position to give. Day and night, the boatswain would drive the crew to do whatever work was required. He maintained the watch log and reported any problems to the quartermaster.
Master Gunner
The master gunner was the number five man on the ship. He was responsible for the care and cleaning of all firearms, culverin (deck guns), and cannons on board the ship. He was also responsible for training the crew in the use of both firearms and ship’s weaponry. The master gunner picked and ran the gunnery crew. He reported to the quartermaster, but was responsible to the entire ship to make certain that the cannons hit the declared target. He was also responsible for maintaining the inventory of powder and shot for all of the guns on the ship. The master gunner was the only crew member besides the captain and the quartermaster entrusted to carry a key to the ship’s powder magazine. Additionally, the master gunner often led or picked hunting parties when they were called for. His day to day duties mainly consisted of drilling the gunnery crew and maintaining the guns.
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The Next in Line to Hang – More Roles on a Pirate Ship
In this second part of a three part lesson dealing with the crew positions aboard a pirate vessel, we are going to look at the responsibilities of the Sail-master, the Carpenter, the Cook, the Surgeon, and the Master at Arms. These were all lower officer positions and were either voted upon or assigned by the captain as discussed in the first part of this lesson. The sailors who served in these positions were skilled laborers and, as such, their skills were always very much in demand on a ship. They were almost always offered a greater share of the treasure because of their skills. These were definitely crew members that a pirate ship could not function without.
Sail-master
The Sail-master was the most experienced crewman in the rigging and usually one of the best sailors on the ship. He was responsible for maintaining the sails and the rigging. The Sail-master knew every knot, line, rope, block and tackle in the rigging as well as how to repair them all. He was also responsible for training and running the sail crew as well as overseeing the making and patching of sails. The Sail-master took orders from and reported to the pilot.
Carpenter
The Carpenter was a skilled wood worker, often with some shipwright experience, who did all of the woodworking required by the crew. He was primarily responsible for repairing damage to the wooden portions of the ship and for plugging leaks that got too bad. (Ye should understand right now, before ye go to sea, that all ships leak, mates. It’s just when they really leak badly that you have to worry about it.) The Carpenter was also responsible for the construction of barrels and crates, as needed, to store cargo, as well as maintaining the tools of his trade. He took orders from and reported to the Boatswain.
Cook
The Cook was one of the most important of the lower officers. He was in charge of all matters relating to food on the ship. He made certain there was enough food, water, and rum on board for the planned cruise. He cooked the meals and suggested rationing when it was necessary. The Cook butchered the meat brought back by hunting parties and was the only man trusted to light a fire below decks. He maintained the necessary tools for both cooking and butchering. The Cook took orders from and reported to the Boatswain.
Surgeon
The Surgeon was likely one of the toughest men on the ship. He served as the barber/doctor/emergency surgeon for the entire crew. He was equally capable of shaving your beard and cutting off your damaged leg. The Surgeon dealt with not only the sick and the wounded, but also the dead. He, like the other lower officers, was responsible for maintaining the necessary tools of his trade. The Surgeon took his orders from and reported to the Quartermaster. It was rare for a ship to have a real doctor and it was common for the carpenter or the cook to fill this role as needed.
Master at Arms
The Master at Arms was often the most skilled warrior on the crew. He was responsible for training the crew in hand to hand combat. He also led the ship’s boarding parties and hunting parties when they were necessary. The Master at Arms position was not a separate position on every vessel and often these responsibilities fell to the Quartermaster. When the Master at Arms position was filled on a ship, he took orders from and reported to the Quartermaster.
These 5 core positions represent the Non-Commissioned Officers of a pirate or privateer ship. These men all commanded other men on work details and so their words carried great sway with the crew. It was often from among these men that the next captain was chosen when a captain lost his position through a vote of no confidence. Thus, these were the men that the captain had to keep loyal to him to stay in command of the ship.
And Hang the Musikers, Too – Even More Roles on a Pirate Ship 
In this article, we will be looking at the makeup of the crew itself. Remember that the only rule with pirates is that there are no rules; no two crews of any two pirate ships were exactly the same. Even so, we can narrow down some roles common to pirate/privateer crews based upon the jobs that must be done aboard ship. Most simply put, pirate crews are a mixture of brutes, gunners, swabbies, and musikers. Let’s examine each category in turn.
Brutes
A great deal of hard work and heavy hauling is involved in just sailing a tall-masted ship. In strong winds the canvas sails must be man-handled by a deck crew that is stronger. Loading and unloading supplies, most especially cannons or chests of gold, requires a number of strong backs. This is why every ship has its share of brutes – big, strong men capable of handling themselves no matter the work or the fight. In addition to the tasks already mentioned, brutes would be key men in hunting parties, ship boarding, and raiding groups as well. Keep in mind that not all brutes need to be hulking bruisers. A wiry-tough and dexterous hunter, skilled with both blades and long rifle, could be a brute as well. Brutes, no matter their size, do not shrink from a hard task. Men of this sort make up perhaps as much as ½ of a pirate crew, but they will be mixed among the gunners and swabbies, not a stand alone corp. Most of the men on a pirate or privateer ship were probably gunners.
Gunners
Depending upon the size of their shot, each cannon required a crew of either 3 or 4 men to load and fire it. So a sloop carrying 4 small guns per side would require a minimum of 24 men to fully maintain them and that does not include the officers directing the cannon fire. On a large ship, like Blackbeard’s Queen Anne’s Revenge, a full gun crew would be 160 men dedicated only to firing the cannons. (It is important to note here that Blackbeard had a total crew compliment of 125 on board the Queen Anne’s Revenge.) These crewmen would have to be available 24/7 to do their job whenever required, but otherwise might have no duties on the ship. There was double-duty in most crews though. Most pirate ships didn’t keep a full compliment of gunners like warships of the time did because fewer crew members meant fewer shares and that meant more money for everyone when the treasure was split. Gunners could make up between 1/3 to 2/3 of a crew.
Swabbies
Swabbies, or actual trained sailors, are the crew members responsible for handling the rigging and the sails to keep the ship moving. These are the guys and gals who climb the ratlines into the rigging and walk the spars that jut from the masts. Swabbies sometimes fight from the highest position that they can get to on their own ship and then leap into the rigging of the enemy vessel when boarding. Often dexterous fighters, swabbies are known for leaping into the fray, but sometimes they hide in the rigging as deadly snipers. It might be surprising to discover that skilled sailors usually comprised less than 1/3 of the total crew compliment of the ship.
Musikers
It is difficult to prove that “musikers”, or musicians as we call them, were ever a stand-alone part of a pirate crew. However, two excellent examples from the pirate period demonstrate that they have been a common part of most ships of war, pirate and privateer ships included. The first example is from the early Seventeenth century. In Captain John Smith’s advice concerning how to conduct a one-on-one naval engagement he remarks when preparing to board one should, “… sound Drums and Trumpets, and Saint George for England.” The second example comes from the early Eighteenth century. In the articles of Captain Bartholomew Roberts it is stated: “The Musikers to have Rest on the Sabbath Day, but the other six Days and Nights, none without special Favour.” When thinking about the musicians on board a ship in the 16th to 18th centuries, one must not think of a band. That would be far too organized a concept. There is no way to know how many crew members may have been musicians, but one assumes that the number is not large.
It is likely that ships of this period had crew members who owned musical instruments as varied as brass horns, mouth harps, fiddles, bag pipes and accordions. Furthermore, sailors could gather numerous instruments from the various ports of call their ship made. Examples here are numerous: cowhide and goatskin drums from Africa, dried gourd maracas from Cuba, bamboo drums and flutes from Hispaniola, and even tambourines from Morocco. Pause a moment and consider the combined sounds of all of the instruments mentioned here. Now you know why a band is not the idea you want to have. The musicians were popular with the crew, as they were entertainment as well as a valuable battle element. The musicians played during meal times and during work breaks allowing the crew some entertainment to break the monotony of long hours of tiring work. This boost in moral was welcome at anytime, but was perhaps the most effective when used in battle.
From stories of Bartholomew Roberts crew and others, we know that when a ship with musicians approached another ship with the intention to fight, the effects of the music could be terrifying to the enemy. The musicians would play marches and other martial music. There were drum rolls, trumpet and bugle calls, and perhaps even a piper given the nationality of the crew. Add to this the noise of the ship’s cook beating upon his pots and pans and the crew stamping their feet or beating their weapons against the ship. Finally top this off with the sounds of shouting, screaming, and shooting, both pistols and rifles as well as cannons and deck guns. Your imagination can supply you with the details of the scene. The intended result is achieved: the morale aboard the pirate vessel is raised to a fevered pitch while the morale of their intended prize is shaken. So do not forget that pirates and privateers know the value of bardic inspiration when you run those encounters.
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royvdhel-dnd · 6 years
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Dreri´s 5k GIVEAWAY
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Hey guys! Cant believe theres 5k of you already. 
I want to say thank you to you all for following me and supporting what i do, it means a lot  ❤
Im going to celebrate this milestone by giving away two headshots of any OC, character, real life people, whatever you like.
To participate in the giveaway, you must reblog this and follow me. Thats it.
Will be announcing the winners June 29. Good luck!  ❤ ❤ ❤ ❤
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royvdhel-dnd · 6 years
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Random Mountain Encounters (1d100)
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(More Random Encounters on Tuesdays! If you like my work, consider supporting me by leaving a tip at my Ko-Fi Page! Image credit: x)
An interesting challenge, but overall I think a successful one! Here are my Random Mountain Encounters (#1-5). Try them out in your campaign and let me know how it goes! Check out all my Other Encounters! See you next week for Desert Encounters!
[1] A metal shack shimmers in the light, inside you discover a hideaway for Ice Gnome Guards. They are playing cards and are willing to make bets with anybody [2] It is migration season, thousands of goats are making their way up the mountain. To pass through them is truly a foolish task [3] The remains of an abandoned city lies quietly in a valley between two great mountains. Evidence for the city’s collapse is not well hidden and perhaps even a bit devious in nature [4] Rumors say at the very top of the mountain lies a golden egg. Yes you heard me right, an egg made of gold. I don’t know who laid it so don’t ask! [5] Friendly Stone Golems patrol the mountains in order to help smaller beings climb to the top. They cannot speak and often throw giant boulders for fun. This can be lead to serious misunderstandings of course [6] All of the mountain peaks are covered in snow, all but one. The odd one out is home to a dormant volcano that is home to a civilization of merfolk. Yeah, I don’t understand it either [7] Birds in these cliffs have grown to the size of lions due to their lack of competition when it comes to hunting prey. They are intelligent and offer wisdom or mockery depending on their mood [8] You discover the cavern of a ghoulish green furred beast that is plotting to attack a nearby town and ruin their festival. This information is easy to discover as there are plans strewn about all over the place [9] Nearby two Ancient Dragons loudly argue over a borrowed book completely unaware of your party’s existence [10] There is a dimensional rift cracking through the stone of the mountain range, gravity occasionally reverses, spontaneous magic effects occur, and otherworldly beings appear without warning [11] A dedicated chef and their protégé are hunting a Yeti. The meat is said to be a delicacy. The chef will offer a grand reward to the party if they choose to assist them. Perhaps you may even be invited to dine with the Monarch who ordered it [12] You discover bodies encased in ice scattered around the path. Was this an accident or an attack? Better be careful either way [13] KABOOM! An explosion in the distance as two high level adventurers duke it out. Have them inspire your players or potentially even guide them [14] A ski resort operates on a hidden slope, it is run by Goblins who desire rare metals [15] Hidden among the sparse trees and shrubbery are large ice cocoons freshly opened [16] Shit! A near fatal slip leads to the discovery of an abandoned mineshaft within a deep ravine [17] Harpies. Just some classic Harpy encounters. They want to either eat the party or eat their rations [18] The mouth of a cavern sings sweetly, it’s quiet but insistent and impossible to ignore. Choose a random player, they are hypnotized by the sound [19] After a long night’s rest the party discover they have been separated mysteriously [20] A lone monk sits peacefully atop of the peaks. They claim to have mastered the art of reversing time [21] Howling can be heard every few hours. The source of this terrifying scream can be traced to a Dragonborn Barbarian who refuses to wear a shirt. They believe shouting into the heavens will bring them closer to the spirit of the planet [22] Due to a magical accident hundreds of years ago the mountains radiate elemental energy. Random combustion is not uncommon and neither are Elementals [23] An infectious fungus is spreading across the mountain peaks. If it is not stopped, it will grow to cover the entire range and beyond [24] Broom race season has just begun! Witches and Wizards are flying all around the place without any concern for nature or the party. Watch out for Fireballs! [25] Awoken from sleep, an eager creature excitedly attempts to pass on words of wisdom to travelers. They get a little too excited and start panicking when trying to deliver their speech [26] In the middle of the night a bear has dug into the party’s packs and has stolen the most hilarious item possible. Be it drugs or someone’s underwear. Perhaps both? Fuck, please let it be both [27] Animated objects have escaped from a neglectful master and have built a small but pitiful society. Surely a new home would suit them better [28] Buried deep within the mountain lies an army of undead, your players happen upon this after a small collapse [29] Shattered statues of gold litter the snow, neglected by time. They appear to be adventurers rumored to have gone missing a few months before [30] These alps are home to unpredictable creatures known as Shadows. They are seemingly intelligent but often attack without warning. Your party discovers a village [31] A powerful spirit guardian visits the party and attempts to lead them to their destination. They either take on the form of a four headed deer or a small white fox [32] It’s finally time. Choose one of your players at random, their bag is actually a Mimic. They’ve been keeping quiet for quite some time, but decide it’s finally time to make their escape [33] Atop the highest peak is a pool of clean spring water. Rumors say that those who drink from it will find their true love within a week. It is a well sought after ingredient for potion making [34] Atop the highest peak is a pool of black liquid. Rumors say that those who drink from it have visions of the future. It is a well sought after ingredient for potion making [35] Medicinal herbs grow all around the sierra, they are believed to be able to cure any illness. But they are guarded by poisonous ants who use it to feed their queen [36] Every few weeks a strange light emanates from the mountains in the dead of night [37] Abandoned minecart rails run through entire range and can offer a quicker, but more dangerous, way to travel [38] A stoic Troll lives near the base of the mountain, they know where the party needs to go to finish their quest. But they will only give directions if they can make the beast laugh. They haven’t laughed in almost a century (This can either be really difficult or really easy to achieve) [39] Tireless exploration has lead your party to the cave of a horrendous beast. Describe it in the most haunting and visceral way possible. That way, when they discover it’s a Pokémon they will probably threaten to fire you as their Dungeon Master but it’ll be so worth it [40] Nomadic Bards offer a detour through the mountains. They claim to know a, “Secret Tunnel” [41] Explorers stumble out of a crypt, at first glance they seem to be wounded but the truth is much worse… [42] Intricate traps litter the mountainside to the point of it being ridiculous! The trappers are actually really enthusiastic Cryptid Hunters [43] Shield surfing you say? The God of shield surfing challenges the party to a race offering valuable treasure if they win [44] Within the mountain is a dwarven forge and after a serious accident molten metals begin exploding out from the natural vents and caves. Watch your step! [45] At the base of the mountain lies a restaurant known as, “The Lost Souls Cafe.” It is run by disguised demon lords who love to gamble souls for rare rewards. The bartender quietly warns all who enter to leave before it is too late [46] Beautiful crystals line hard to reach cliffs. If your players are fortunate enough to collect some they will unfortunately discover it begins growing on exposed skin [47] A giant demon known as the Nurikabe blocks the path, it is nearly impossible to pass without employing magic or trickery [48] Rock insects have infested the entire range. Their camouflage allows them to be nearly invisible, watch your step of face their wrath [49] Wounded and dying of exposure, a warrior lies slumped in a pile of snow. She is incredibly strong and is hunting a Warlock who they have sworn to kill. Or perhaps, the person they are hunting is a villain your party has met before [50] Strong winds threaten to force the party off the side of the mountain. Is it the wrath of nature or perhaps a supernatural entity? [51] A squadron of patrolling Samurai ride upon Velociraptors. They are not friendly [52] One of the player’s voices echoes loudly in the valley. The strange thing is, the voice echoes even without any words being spoken [53] The mountains are alive and have large wounds. If the party isn’t careful they may they will face deadly consequences. But the opposite is also true, if the party are able to heal the wounds the mountains may help them on their journey [54] Fairies dance around a roaring waterfall. They act friendly and offer to heal the party, but beware.. They like to trick people into taking leaps of faith [55] Numerous quarries line the mountain range. Villages are littered throughout, all of them are hanging upside down like stalactites [56] A never ending fire burns within a crater. Travelers often come here to collect the flame [57] The only effective means of travel is a long winding road that forces the party to walk in a single file line. It is not much of an issue until something decides to attack [58] Deep within the blizzarding alps a lone peak is laced with flames. It is home to an ancient Dragon and a Sorcerer who worships and protects their master [59] Roll for which player who is going to be kidnapped by a Giant. Have fun! [60] A range of glass mountains shine brilliantly in the light. They were discovered a few days before replacing a large portion of the western coast. Their reason for existing is unknown [61] ZAP! A young spunky witch has accidentally shrunk the party. In a panic she puts them in a pocket dimension within her walking dresser companion. Surely things will be fine, right? [62] Out of nowhere bump into an invisible object. While trying to investigate they may discover a door that leads to an abandoned magical college. Rare magical treasure can be found within but something seems to have made this place their new home… [63] Clouds swirl around the peak, they are dense and have an almost unnatural appearance to them, as if they were stairs leading up to the heavens [64] Avalanche! The party are now trapped in a monster’s den. For a more dramatic challenge, all but one player is unconscious [65] A sickly looking child is wandering alone in the cold, they speak incoherent gibberish. If the party help this child and let them travel along, after reaching a safe destination they will reveal themselves as a spirit of the mountain, rewarding the party with blessings or treasure [66] The mountain pass is long but not too difficult to traverse. However, this specific path is looping over and over again without end [67] Flail Snails emerge from the mountain. They are dangerous but can be easily tamed [68] A meteor blasts through the summit, the debris rains down upon the party. It is quite deadly if they are hit. The crater is smoking and is home to a new mysterious plant [69] Hidden above are small hornet’s nests, be careful not to disturb them for the main hive is home to giant hornets who are not afraid of fighting [70] Within the rubble of a destroyed altar rests a tome with the title, “Hand of Fate” [71] Broken down on the road, a snobby noble offers to pay the party a large sum of money to help the noble and their servants to an important meeting. It takes place in a week and is important in solving interspecies relations [72] Smoke blows up from a dozen chimneys atop a bizarrely shaped house. It is home to a shy alchemist who collects rare materials from the alps [73] While climbing the mountain, the hard rocky surface suddenly begins cracking and weakening as the surface has turned into chocolate [74] Clockwork animals occupy the area. They act like regular animals… All except for Archimedes the glitchy owl. A loud creature that claims to have been created by a space demon [75] Civilians are traveling all throughout the mountain pass. With all of their belongings they venture toward a developing city in the valley. It’s a great/safe place to make new connections [76] Civilians are traveling all throughout the mountain pass. They claim it is a great land of opportunity and wealth, but something much more sinister is afoot [77] Select a random Goosebumps book, this is the new monster/obstacle the players must face [78] Spider webbing covers the entrance to a cave. Within the webs a sign reads, “Fortune readings in exchange for beautiful cups or tankards.” Sounds trustworthy enough [79] You discover a hamlet constructed out of trash and broken tools. Aloft in this pile of garbage, a Goblin’s eye cracks open. “Come have a look. One gob’s trash is another gob’s treasure.” They are a bit of con-gob so be quite careful [80] A camp of miners ask your party to sit down and join them for drinks. They are fascinated by the life of adventure your party leads [81] Poisonous mist swirls around the sierra, be careful not to lose consciousness while it seeps through your skin [82] Built into the side of the jagged stone, a Monk Temple sits peacefully amidst the storm [83] Bound to the mountain, a hellish warrior slaughters anyone who enters their domain. They are horrendously powerful and would wipe out any unsuspecting low-level party [84] Hosting a prestigious singing competition, a Purple Dragon with a tie and top hat invites all to watch this once in a lifetime event. Gods, Spirits, Giants, Beholders, etc.. are all participants [85] A campfire burns brightly on the side of the road, no one is around. Food is roasting, bottles left unopened, treasure left untouched. Do you search for those who set up this camp or take it for yourselves? [86] The party stumbles upon a murder scene and are framed for the crime by corrupt guards who came to investigate the death of a famous hero. The situation seems far too convenient [87] Frozen in ice a monstrous beast is slowly thawing, it’s power is equal to that of a Tarrasque but it does have the dumbest name in the world [88] Mimics as large as houses, disguised as, you guessed it. Houses. They lie in wait, hidden in plain sight among other buildings of an abandoned city. A storm is brewing and the party needs to take shelter. Hopefully they don’t wander into the wrong house [89] Introduce a new or reoccurring cult from your campaign. One of the members is infusing with a demon and will become a powerful antagonist that will continue to be a problem for the players in the campaign [90] The world’s worst rogue has been stalking the party. They want to kill the party or go on an adventure. The choice is yours, but they HAVE to be lovable. A new child to adopt [91] “Oi! You’ve come fer blood, haven’t you?” You are handed a flyer for a Colosseum nearby [92] A misguided entrepreneur has built their new Fast Food restaurant on a summit. They got the place for cheap but business is… Not ideal [93] Throw a Legend of Zelda boss at the players! Some suggestions: Bongo Bongo, Volvagia, Stallord, Stone Talus, Lynel [94] Struck with lightning, an unlucky party member’s eyes begin to glow as they have gained newfound powers. They’ve been selected by a powerful deity to carry out a prophecy [95] A deserted alchemy lab wanders the wilderness, it is sentient and left without a purpose [96] Thrown from the top of the mountain, a wooden chest filled with cursed magic items has been disposed of, never to be found again. Well until you rolled this random encounter [97] The party meets a high level party of badasses. They are kind of jerks and act as secondary antagonists on this journey up or through the range [98] Treasure map! No tricks, no traps. Just some sick loot [99] Let’s try out a traditional encounter. Find a cool monster (preferably displaced) and let the party fight it or perhaps help calm it down and lead it somewhere safe [100] Hidden away from the rest of the world, an observatory keeps track of planetary movement, stars, and unusual phenomenon. The observatory is run by a secret organization that watches over the world. Grand secrets reside within the somber halls
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royvdhel-dnd · 6 years
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Omg i want them all lol
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Kraken Dice posted some more kickstarter sneak previews on their twitter! I swear, I love Unicorn even more each time I see it, and I think Nymph and Dragon look really lovely here too. We’re sooooo close to unlocking Dragon Egg on the kickstarter, I can’t wait! Less than 500 to go!
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royvdhel-dnd · 6 years
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PATREON | Ko-Fi | YOUTUBE | ABOUT
Well, as promised! I said I’d do a huge giveaway once the podcast got started, and we just posted our first episode, the recap of the first arc! So far, we still don’t have a dedicated release schedule, but it’s gotten off the ground and that’s still a big step in the right direction.
So, here we go, a big D&D giveaway to celebrate!
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♕ First Place: 1 D&D 5E book of your choice, and one dice set of your choice from Dark Elf Dice ($32 limit for dice set price)
♔ Second Place: 1 dice set of your choice from Dark Elf Dice ($25 limit)
★ Third Place: 1 dice set of your choice from Dark Elf Dice ($10 limit)
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☆ Winner will be drawn on May 11, 2018 ____ ☆ Keep your Ask Box/Messaging OPEN so I can message you if you win. If I can’t contact you I will pick someone else. ____ ☆ No giveaway blogs. ____ ☆ You must be following this blog (18+ Only). This blog follows the antics of our tabletop group and we post here about said antics, and we are starting up a podcast. You can find more information all over the blog and in the links at the top of this post.
____ ☆ Only reblogs count for entries.
____ ☆ Please check out our YouTube Channel and subscribe if you can!
____ ☆ If you follow this blog through a different blog, please mention that and put the url in the tags of your reblog. If I cannot confirm you follow this blog, I’ll skip past you if you’re drawn.
____ ☆ Obviously if you win, this will require that you give me your mailing address, just a heads up in case you aren’t comfortable doing so! Such information will remain completely private and never be shared or saved for any reason.
I think that’s everything, good luck!
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royvdhel-dnd · 6 years
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D&D ask meme
1. A favorite character you have played.
2. Your favorite character that someone else has played.
3. Your favorite side quest.
4. Your current campaign.
5. Favorite NPC.
6. Favorite death (monster, player character, NPC, etc).
7. Your favorite downtime activity.
8. Your favorite fight/encounter.
9. Your favorite thing about D&D.
10. Your favorite enemy and the enemy you hate the most.
11. How often do you play and how often would you ideally like to play?
12. Your in game inside jokes/memes/catchphrases and where they came from.
13. Introduce your current party.
14. Introduce any other parties you have played in or DM-ed.
15. Do you have snacks during game times?
16. Do you play online or in person? Which do you prefer?
17. What are some house rules that your group has?
18. Does your party keep any pets?
19. Do you or your party have any dice superstitions?
20. How did you get into D&D? How long have you been playing?
21. Have you ever regretted something your character has done?
22. What color was your first dragon?
23. Do you use premade modules or original campaigns?
24. How much planning/preparation do you do for a game?
For DMs
25. What have your players done that you never could have planned for?
26. What was your favorite scene to write and show your characters.
27. Do you allow homebrew content?
28. How often do you use NPCs in a party?
29. Do you prefer RP heavy sessions or combat sessions?
30. Are your players diplomatic or murder hobos?
For Players
31. What is your favorite class? Favorite race?
32. What role do you like to play the most? (Tank/healer/etc?)
33. How do you write your backstory, or do you even write a backstory?
34. Do you tend pick weapons/spells for being useful or for flavor?
35. How much roleplay do you like to do?
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