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#wilderness encounter
dailyadventureprompts · 2 months
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Villain: The Lauding Worm
Born of hubris and old glories gone rotten, this pallid demon of pride exists to parasite those that consider themselves great; Lurking in the walls of their ancestral estates, whispering in their ear, bloating along with their egos, inevitably driving them to cruelty and ruin as it's appetite and expectations grow ever larger.
Adventure Hooks:
The party are travelling through the wilderness when they encounter a richly attired knight exhausted and on the edge of collapse. After helping her recover, she shares that she is part of a noble family renowned for their legacy of dragonhunting, a life threatening challenge she must exceed if she is to honour her family and claim her inheritance. The expectation of this great and dangerous deed has worn heavy on her shoulders all her life, and has become all too literal now that the demon has invisibly coiled about her neck. Fresh off it's latest incarnation, the Lauding worm is small for the moment, feeding off the knight as she destroys herself for the sake of legacy and will not allow her to be dissuaded from her doomed quest. It may infulence the party to join her however, seeing the potential for gorging on greater glory should the dragon slaying succeed. It the aftermath of the battle, or perhaps some weeks later, the Lauding worm will convince the dragonslaying knight that the great do not share their glory, and that she must eliminate the party so they do not tell of her weakness in needing aid, or her shame in not striking the final blow.
Something is wrong with the king, and the whole realm suffers for it. Obsessed with building expansions to his palace he neglects the welfare of his realm and the stability of his court to empty the treasury into ever more elaborate construction. Brigands run wild, his underlings scheme and attempt to seize each other's territory, and all the while the king pours over the plans of his architects and demands they build more. The Lauding worm has gotten to him, it lives and grows in the castle walls, and the more the king builds the bigger it gets. The servants whisper of rumbling behind the walls, and though it is excused as the byproduct of the constant renovations, it's only a matter of time before the demon's growth exceeds what can be constructed and it breaks free to rampage across the land.
The Lauding Worm has a special reward for those who feed it best, realized only in the rare times it grows bored of gorging itself on the pride of others and seeks to enact its own ambitions. Taking the guise of a mortal necromancer it raises it's favoured hosts from their graves and turns their talents towards Conquest.
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oldschoolfrp · 8 months
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"Because they were young and confident that only other people died, and because they had knowledge but practically no wisdom, they had strode together in an early dawn with their backs firmly to their home village and their faces eager for adventure." Jerry Eaton illustrated Brenda Gates Spielman's short story "And Adventuring to Go . . ." in Dragon 101, September 1985; reprinted here in The Art of Dragon Magazine, TSR, 1988.
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River Navigation: Tools to Help You Run River Adventures by StarSailGames on reddit
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mrhelicoprion · 6 months
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A good way to keep your ranger character relevant in stories that don't revolve around them or their favored terrain is to keep track of each foe they encounter, and shift their favored quarry to either whatever they encounter most often, or whatever narratively makes sense.
Especially when starting from level 1 I think favored foe should be a lot more flexible, seeing as they've hunted that particular entity type enough to be a level 1 character.
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itookyoudown · 3 months
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everyday i feel gratitude that the justified fandom doesn't have call-out posts with bogus receipts or gossip mongering blogs or hate read boner clubs or "stay safe" announcements.
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paperconsumption · 1 year
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um. midoyuzu fantasy au
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anonymouspuzzler · 1 year
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ah. just saw that you answered the exact same splatoon question please ignore my last ask!!! i am a sillies sometimes. anyways favorite non-canon or semi-canon psychic ability from psychonauts? there’s so many good choices
no worries!! i do like the idea of little sea bunny sea slugs from your ask... swimmin in that ink...
there ARE so many good choices for psychic abilities...!! I think about hydrokinesis a lot, even though we see it in canon, because we only see one person using it in canon and I wonder how else it might manifest...!! same with whatever is being done to manifest visible figments in [SPOILER]'s memory vault!! and teleportation, now that I think of it - the fact that we only see Ford doing it!! how does it work!! how can someone else learn it!! my mind spins...
I think of some of the other implied-but-not-in-gameplay powers from the first game, too! like premonition, and speaking to animals and plants... in a different world we would have a silly psychonauts point-and-click spinoff where you have to use the talking to plants/animals powers...
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dirt-str1der · 1 year
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I like the paranormal elements in the yakuza games so much. Throughout the series there will just be a ghost or a yokai for absolutely no reason. Kiryus “pirate ghosts huh” [y6] (and the lady in the tape [yk2]), akiyamas “i caught the prankster” “that guy died three years ago” [y5], saejimas hunt for kappa [y4] and the yeti [y5] and tendo [y5] who randomly had for real magic powers (summon avalanche, turn invisible , teleport .. levitate ? And shoot beams ..?) , majimas pale lady entity [y0]. Almost every protag had a run in with the supernatural and the inexplicable and theyre always like huh. That was weird. Anyway ...
#Yakuza loveblog#i think kiryu has had more ghost experiences but i forgor#like im not including things that have explanations these are the legit supernatural events that happened#like yeah kiryu did get haunted by a ghost after watching a spooky video tape and he was pretty chill about it#the guy who handed it off to him was whimpering and desperate but kiryu resolutely decided ‘i dont want to be haunted’ like sure. noone does#i might be missing some ... i dont think tanimura has ever seen a ghost but hes still young#saejima seems to have the highest encounter rate of entities which makes sense because he Was out in the wilderness for a while thats where#he met the mountain gods and saw the yeti footprints. he also saw the golden stag and killed it for a substory so he had tangible proof#but like idk maybe the golden stag isnt actually mythical ....#like actually wait no it Is Because saejima was like haha turns out its real. heres its meat i killed it#and it DID curr the guys moms illness like that happened#like some are very subtle like the yeti was never actually shown and the pale lady was only hinted at#but the priste ghosts were like. Pirate ghosts. like kiryu literally fought them. with his fists#like how akiyama literally chased down the haunted photobooth ghost and tackled him and held a stern coversation with him before leaning hes#been dead for years (he got hit by a car when someone else chased him back then and hes been haunting the photo booth since)#i love ghost stories so much ...#thats why i want to kill kiryu so bad. i know hes gonna stick around .... heh heh heh
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xinesegalas · 9 months
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Wild Neighbors: Antlers, Feathers & Paws Unveiled
Discover the fascinating world of "Wild Neighbors: Antlers, Feathers & Paws Unveiled"! Immerse yourself in the wonders of wildlife in central New Hampshire. Join us on this extraordinary journey into the heart of nature's domain.
Welcome to The Earthy Alchemist’s first installment of “Wild Neighbors: Antlers, Feathers & Paws Unveiled,” where we embark on a captivating journey into the enchanting world of wildlife thriving right on our doorstep at Marleywood, nestled in central New Hampshire. No need for hiking boots or mosquito netting, and leave your pack behind – just grab a tasty beverage, sit back, and let’s set out…
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elphael · 1 year
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oh fuck i gotta prep a shipwreck and figure out how to balance for a 2 person 1st level party of a divine soul sorc with 9 hit points and 11 AC and a monk with 9 hit points and a 16 ac. agony.
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ojcobsessed · 1 year
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vancouver-based ig account chefbwalloffame posted this selfie with oliver, likely taken over the summer when he was filming wilderness because of the summer clothes they're wearing. someone asked her what he was like and she said he was "soo nice!"
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Villain: Laormoch, Archfey of the Wild Unknown
Embodying the primal awe and terror of those places beyond the edge of the map, this ancient spirit of the land exists to test and torment those who stray too far from the safety of the familiar.
Though the old stories call him the" thane of the faroff" or an "invisible giant as big as the sky", it is hard to put Laormoch's physicality and the fear it evokes into words: How do you describe being lorded over by ancient trees, or the scornful glare of unfamiliar stars? His shape is only ever suggested by how it bends the natural world, but he is always distant, though always so immense that it feels like he may reach out and crush the viewer.
Adventure Hooks
The party stumble into a village to find its inhabitants struggling to recover after a disastrous hunt. Some wretched beast tore through some weeks ago and was only dispatched with great effort. It was a cause for celebration, at least until the thing was seen stalking in the woods, reading for another attack. To prevent it from assailing their walls and destroying their homes the village's best hunter leads the village's strongest on a sortie, downing the beast only after injuring many and losing a few. This has happened three times so far and the village's defenders are wearing thin. Perhaps the party could lend their aid once the beast is spotted again, and perhaps spend the intervening time trying to find its obviously supernatural origins.
Almost inconsolable, a great lord calls for the party's aid in rescuing his son and heir, who he claims was stolen by the sky itself: snatched out of his tower window by a great hand and carried off into the clouds. The servants and courtiers are skeptical, everyone knows the lord was so protective of his son he barely let the boy leave his rooms, let alone the castle, and it's likely the lad finally managed some means of escape. While they're considering exactly how to search for the lad the party will be approached by the Lord's bastard daughter, she was denied her inheritance by her father's traditionalism, and sees the opportunity to have herself recognized if the true born heir is never found. She'll ask that even if the party does find her younger brother, they either help him escape or leave him where he is, as it would be better for the both of him if he doesn't return to the castle.
Backstory:
Seeking to prove herself against a boastful rival, a hunter ventured far from her village into the deep wilderness, where she found and slew an elk of ethereal beauty, eating its flesh to sustain herself and taking its antlers as her trophy. Though she returned in glory, the beast had been marked by the Thane of the Faroff, who has raised its butchered body as a reverent and gifted it bloodthirsting branches to replace what was taken. The revenant won't stop until it's killed the hunter and torn her body to shreds, which will likely be sometime after she's gotten a good portion of the other villagers killed because she's too good at hunting and too stuborn to die without a fight. The revenant has more than one trick though, the branches animating its body bear seedpods which it scatters as it dies or gores others to death. These seeds eventually grow into twigblights, which are slowly massing in the forest waiting to overwhelm the village's defenders and open the gate for the revenant's final rampage.
Wishing more than anything to get away from the suffocating confines of his home, the young heir has found himself on the wrong end of a fairy bargin. Whisked off by Laormoch to his castle beyond the horizon, the boy has been forced to serve as the archfey's cupbearer as repayment for his captor's "kindness". The party will need to dig deep into the local folklore to figure out how and why the sky might snatch up a forlorn youth, potentially missing him entirely until they run into him while visiting the feywild for a completely different adventure.
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oldschoolfrp · 8 months
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Frogs and princes (Susan Shay, The Art of Dragon Magazine, TSR, 1988; originally appeared without credit on the cover of Dragon 73, May 1983)
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another-rpg-sideblog · 9 months
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Bog Dangers by GoblinCoach on reddit
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antarctic-empires · 1 year
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Just saw my first DSMP enjoyer in the wild. They were wearing a Ranvarsity jacket. I was wearing my Philza encounter bracelet. I didn’t get to say anything because they were on the other side of the street and I had to catch a train. Pain
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the-lady-general · 1 year
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Another pet peeve: D&D GM's who don't allow Goodberry/Druids in their wilderness survival adventure.
I mean, can you imagine? "I prepped a trap-infested dungeon, but you can't play rogues and I'm not allowing trap disarm kits." "This next adventure is pretty combat-heavy, so no fighters and no heavy armour proficiency!"
"But Goodberry would mean I can't give them exhaustion for starvation." So interrupt their long rests, poison their water, rip up containers, threaten their spell components or set a narrative timer, for crying out loud.
Waking the druid again to negotiate with the pursuing pack of direwolves vs letting them recharge spell slots while fighting really quietly (Waking is passive perception. Based off WIS.) still makes for some very tense survival adventures. Having to balance time to find clean water sources vs "wasting" spell slots on Create/Destroy Water vs time spent actually travelling is exactly what lets druids (and rangers and even some clerics or rogues or barbarians) shine.
I can even see how flat out banning Goodberry or Druids for a survival adventure could be a neat mechanic, if it makes the adventure more fun for the party as well as the GM. Letting players exchange levels for Druid after contacting a circle, or learning Goodberry from a powerful fae could be cool. But then so many survival adventure tips for GMs focus on how to win against the party by frustrating the survival classes instead. It's not nice.
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