Dear D&Diary,

Today I had the revelation that my half orc has 30ft speed, but because she’s a monk, her unarmored movement is +10ft at Level 3. Using the ki feature Breath of the Wind, she can dash as a bonus action meaning she can go 80ft in a turn.

If anyone cast Haste on my dear sweet Marfu, she would go 160 in six seconds. 

At her most perfect Level 20 self’s unarmored movement of +30, she could go a max 120ft in a turn, or 240ft hasted. With 20 ki points to spend that could mean a solid two minutes of going almost 30 miles per hour and I think that’s beautiful.

Demons Vs Trees

Our party was making our way through a desert, only to find a forest of cedar, growing in straight lines. Finding a obviously man-created forest in the middle of a desert was a little odd, so our druid (who speaks plant languages) decided to introduce himself. 

Druid: Hello, I’m-
Tree: Do you have the stuff? Am I growing straight enough? I can grow straighter if you give me the stuff!
Druid: The…. Stuff?
Tree: Yeah. You know. The stuff.
Druid: I have no clue what the stuff is.
Tree: Guys, he doesn’t have the stuff. (The other trees groan.) Why would you even come if you don’t have the stuff? 

Meanwhile, the fighter and enchanter find some rocks scattered all over the place that could be used in very strong plant growth potions. They relay this information to the druid.

Druid: I don’t have the stuff, but I can try something. (He casts a spell for speeding plant growth)
Tree: Yes! Yes! Again! More! Do it again!
GM: The trees outside the spell radius are getting agitated and are shaking. They are yelling at you for not casting it on them.
Druid: Holy shit guys, these are addict trees.

Later, in the same forest, we get into an encounter involving a bunch of low level demons.  

Fighter: There’s a lot of them, so no stealing my kills! (Starts off towards the nearest target)
Enchanter: (Uses a spell that vaporizes all of the demons in a 30ft radius)
Fighter: Seriously? What did I just say? (Heads after another)
Druid: (Quietly hands a note to the GM)
GM: Suddenly, the trees begin to shake and branches start falling off left and right. You head thuds through out all of the forest. Luckily, none of you seem to even get a scratch- but all of the demons are dead. After investigating, you find there were more than you thought there were. Maybe about 300 total.
Fighter: Are you kidding me with all this? I wanted to smash something.
Druid: So umm. I might have promised that any trees who helped us in the fight would get a growth spell. We might be in the forest for a while.
Enchanter: I’m still getting over that the battle was won by addict trees.

‘We are rewriting the textbooks’: first dives to Amazon coral reef stun scientists

There is a flickering, bright glimmer of sky as the two-person submarine descends beneath the muddy equatorial waters to a place no human has ever seen – a vast, complex coral reef at the mouth of the world’s greatest river.

Thirty metres under the murky plume of the sediment-heavy Amazon, the sub enters a darker, richer world. A school of curious remora fish approaches the two-tonne machine. Crabs and starfish loom in its eerie lights. A metre-long amberjack swims past, then a two-metre ray.

At a depth of 80 metres, the pilot pauses to record large mounds of coral covered in rainbow-coloured pygmy angelfish, wrasses and parrotfish. There are sponges 30ft long.                     

At 120 metres the sub settles on the nearly level ocean floor in a field of soft coral, sea whips and fans. The pilot manoeuvres its remote cameras to within inches of the reef wall. It consists mainly of sponges and colourful rhodolith beds – masses of coral-like red algae – which are formed by chemical synthesis and thrive in the low light.

Most of the world’s shallow reefs are in trouble due to bleaching, climate change and fishing, but this one is pristine. Its wall is full of minute grooves and cracks, each hole and fissure home to something alive. Small, brave crabs approach the sub and raise their claws as if to defend themselves against this alien monster.

There are four Brazilian oceanographers, ecologists and marine scientists taking turns to dive in the sub from the Greenpeace boat Esperanza. For them, the chance to observe the reef, which they and others discovered three years ago after dredging brought up corals, is as thrilling as winning the World Cup.

Last year, based on chemical analysis of the plume and measurements of oxygen levels, they estimated the reef to be about 600 miles long, to cover 3,600 square miles, and be about 30 to 120 metres deep. They thought it was biologically relatively impoverished compared to other equatorial reefs, but nevertheless they recorded more than 60 species of sponge, 73 species of fish, spiny lobsters, stars and other reef life.

The Amazon reef: ‘a mega biome, a major ecological community of plants and animals with its own endemic species’. Photograph: Greenpeace

Top 10 highest numbers

10: 1
Pathetic. When it comes to numbers, this one is real low.

9: 27
We’re seeing some progression here. not bad

8: 28
Even higher than 27, if you can believe it

7: 100
This used to be the highest number, but was dethroned a few years ago. Still pretty impressive though, especially if you’re into the retro aesthetic.

6: 200
Adding two 100′s together gets you this chunky beast, a really awe inspiring number.

5: 9,486
A pretty terrible number, but even the haters can’t deny the size of this one.

4: 12,345
Not physically big enough to make it to the top of this list, but how could we leave out such a good, no-nonsense number?

3: Mega 2
Mega numbers are much larger than their non-mega counterparts, being around 30ft tall each, earning this one a spot in the top 3.

2: 100,000
Sorry 100,000, you’re huge, but you only get 2nd place this time! Good effort though.

1: A Million.
Numbers just don’t get better than this!

anonymous asked:

I would like to know how your players found a viable way to run 50 Mph... I could use thjs

Well upon a closer inspection of the rules this may not be allowed but here’s the break down

1. Be a monk to get 40ft movement speed at lvl 3 minimum

2. Take the fleet feat to gain an extra 5ft movement speed

3. Take the run feat witch lets you run 5x your movement speed

4. Use the spell “expeditious retreat” to add 30ft to your movement speed

5, use the “haste” spell to add another 30ft to your movement speed

You are now running 525ft per round which is 87ft per second which is equal to about 60mph

The two spells my not stack but even then you can still reach 40mph

Talos Doesn't like Goblins Apparently

So I(TempestCleric who worships Talos,) Dragonborn,Gnome rogue, and a Half Elf Ranger, just cleared town from some goblins. When we find a noticeably young goblin girl, who looks emaciated, scrounging for food. Being the only person to Speak Goblin, Cleric Goes up to the tiny thing to trade food for info. It is also worth noting that Talos is a Chaotic Evil Deity.

T. Cleric(In goblin): Hey little guy, You hungry?

*Goblin Girl nods yes

T. Cleric: Here’s some jerky, and a bit of bread. Now, are you willing to tell me why the other goblins attacked this town?

Goblin Girl: Big Shiny man said if town was destroyed, we get strong.

T. Cleric: Are you willing to tell us where this Shiny Man is? You have my word that Talos will protect you.

DM OOC: Cleric, roll Wisdom save.

*Nat 1 (Cue Rest of table laughing nervously)

DM OOC: Well… You see this sickly, nervous goblin girl give a look of relief, before exploding into a fine red mist, coating everyone within 30ft with goblin blood. In the back of your mind Cleric, you hear Talos laughing.

T. Cleric: The fuck Talos?!

Talos *Still Laughing: What? I was getting bored. Not like anyone cares about these little shits anyway.


Originally posted by haru-haru10

REQUEST: Hey i just read all of your fics hehe and i really like your writing! Can I request a very protective demon!tae fic pls? Doesn’t matter if fluffy or smutty thank you so much x 

GENRE: Demon!au, Supernatural, smut(to come), slight angst, i have to make this fluffy ofcourse

He was never supposed to meet her, but when he did, all he wanted to do was to keep her. 

(PT1/??) - PT2

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D&D 5E NPC - Leonardo Cadaval - Arcane Trickster

Art by: Kent Davis

Name: Leonardo Cadaval
Race: High Elf
Gender: Male
Height: 5ft 11′ / 1.80m
Age: 173
Class: Rogue (Arcane Trickster) 


Level: 8

AC 17 (Studded leather), Hp 55 (8d8 Hit Die), Proficiency +3, Speed 30ft,

Alignment: Chaotic Neutral

languages: Common, Elvish, Thieves’ cant,

Ability Scores:
Str 12 (+1) Dex 20 (+5) Con 16 (+3) Int 18 (+4) Wis 13 (+1) Cha 14 (+1)

Attacks: Dagger of Venom (+9 to hit, 1d4+6 Piercing damage) and Off-hand Dagger of Venom (+9 to hit, 1d4+6 Piercing damage)

Spellcasting: 8th level Arcane Trickster, spellcasting ability is Intelligence (spell save DC 15, to hit with spell attacks +7)  


Cantrips (at will): Mage Hand, Mending, Message, Minor Illusion, Prestidigitation,

1st level (4 slots): Alarm, Detect Magic, Disguise Self, Jump,

2nd level (2 slots): Invisibility, Spider Climb,

Skills: Acrobatics, Arcane, Deception, Perception, Sleight of Hand, Stealth,

Equipment: Two Daggers of Venom, Studded leather, Burglar’s Pack, Thieves’ Tools, 43gp,

Racial Traits: Darkvision (60ft / 18m / 12sqr), Trance (meditate for 4 hours instead of sleep), Fey Ancestry,

Class Features: Expertise (Arcane, Deception, Sleight of Hand, Stealth), Sneak Attack (4d6), Cunning Action, Roguish Archetype ( Arcane Trickster), Uncanny Dodge, Evasion,


Leonardo Cadaval is a inquisitive but easily bored Rogue who’s taken up magic to enhance his skills.

Ideal: There’s nothing wrong with stealing spells, No one should selfishly hoard knowledge.

Bond: One day I’ll prove to those arrogant students at the arcane institute the meaning of humility.

Flaw: I have a bad habit of stealing from well prepared individuals.

Southern Gothic

It’s always dark and cold inside, the heat outside feels like kiss from the sun itself. You see windows but light doesn’t come through them. The sun is out isn’t? 

A hurricane is coming again, one always is. The buildings are dark inside, the only light comes from the exit signs. You stick to the light they provide, people are….different during hurricanes. You’re unsure if that shadow you saw may have been someone you know, you don’t investigate.

You sit down in a small diner, the waitress keeps bringing you sweet tea. You sip each one, they taste the way your neighbors used to smell…

You go to the beach with your friends but you dare not go in the water. It’s too blue, too inviting. Your friend goes in anyways, they say they see something. “It’s so close, I’ll be right back.” Your friend doesn’t come back up.

Small children are running around outside on the bare asphalt, the scorching sun making the air humid and hot. The children never seem to sweat, they just keep playing. Their smiles too wide, their feet unburned. They look at you, you shiver.

Were those gunshots or fireworks? You sit and listen, the sound doesn’t stop, it gets louder. When did it get this late? Where are the stars?

You see something scurry across the room from the corner of your room, “an insect,” you tell yourself. There are many insects here, your floor is now a writhing black mass, “an insect,” you tell yourself.

You cut the grass yesterday, today it is knee height. Did you cut the grass?

Your neighborhood has had the woods by the road cleared out. You manage to drive 30ft before hitting a deer. You get out the car to check on the deer. It’s not there anymore, you attempt to clean your car of the blood, it doesn’t come off.

The priest in church only ask one question “The end is near, is your soul saved?” You’ve been going twice a week all your life, is your soul saved? You wake up in the middle of the night “Is your soul saved?” is written with crosses on your wall. You flinch.

Everyone in your town drinks, it smells like gasoline. You dare not question it. You see a bush fire, the smell of alcohol? gasoline? still on your breath, you step a little bit closer.

Someone asks where you got your tattoos, you say you don’t remember. You look back at old photos, you didn’t always have these tattoos right? You look down from the photos to see your hands etching away at your skin. You look away and immediately forget.

You wake up every morning with bruises and cuts on your skin. You don’t question it but sometimes, when you’re walking down the street, out of the corner of your eye you see a girl holding a doll that looks a little too like you.

The fireflies come every summer, luring the townsfolk in with their quaint bright lights. The people keep them in their homes, take them to church, give them to their children. The townspeople get paler and thinner, their eyes sunken in and skin cold the longer they keep the fireflies. You wonder which will die first, the town or the fireflies.

The great big “How to Build a Dungeon” post, part 4.

Lancelot at Carbonek by Alan Lee

It’s been too long my friends, so as usual here’s some well tested tips and tricks to ensure your dungeons are not only memorable but machine precise. 

Missions and challenge design. 

far too often a dungeon will have a stated goal ( seek the treasure, destroy the cult, ) but encounters within the dungeon will be little more than a series of combat encounters with maybe a puzzle or skill check thrown in as speedbumps. Instead, consider the value of identifying from both a narrative and gameplay perspective what MISSION the party is on, and then deliberately testing that. This is not to say that every encounter needs to relate to the dungeon’s overall mission, but ensuring that one or two encounters do means that there’s a mood that’s maintained between encounters. Some easily categorized forms of dungeon missions below: 

  • Explore: If the point of the dungeon is getting to successive areas or uncovering hidden corners the best challenge is to throw up roadblocks to the party’s progress.The dungeon will have a lot of dead ends, and plenty of physical hurdles that require sizable skillchecks to bypass.  Rewards in an exploration dungeon come in the from of shortcuts and maps to help the players better find their way around. 
  • Assault: perhaps the most default of dungeon missions, when the party is assaulting a dungeon. Enemy inhabitants are liekly to have built up defenses in preparation for such an occasion and the challenge comes from finding ways around these defenses . Intelligent creatures don’t just sit around all day waiting for adventurers to come and kill them: they’ll have spent effort engineering fortifications and choke points, ways to cover their natural weaknesses and bring their full strength to bear against invaders. Even unintelligent creatures are likely to have hunting patterns that put them at some kind of advantage. 
  • Defend: defense missions flip the script on the usual dungeon routine with the party expected to hold off one or more waves of aggressors while taking advantage of the dungeon’s built in defenses. It’s fairly under utilized, but it’s a great way to make use of all those haunted towers and crumbling forts that are a mainstay of early level play. The areas around the central defense point should contain multiple opportunities for the party to stem the tide of their assailants,  Likewise, the challenge in defense missions comes in the form of enemies seeking ways around the party’s defenses, and so the group must be vigilant to plug these gaps before they start leaking. 
  • Sneak: perhaps one of the simplest missions that you can build a dungeon around. When the players are wanting to sneak, build in a few challenges where they might be spotted and the dungeon’s denizens alerted, as well as a few undetectable pathways so the party can get their ninja on. 
  • Hunt: the party is perusing a particular creature above all, likely stronger than the average dungeon denizen. In addition to actually finding the creature, the party needs to draw the creature out of hiding, neutralize it’s escape routs, and deal with terrain features it’s shaped to it’s advantage.  
  • Loot: The party is looking to obtain some kind of valuable object and get out. challenges that either impede the party getting to the loot ( locks, other traps) or getting the loot out, like a difficult climb or some kind of time limit
  • Sabotage: the party is in the dungeon to stop X from happening before Y. Occult ritual, activation of a doomsday device, political gala. The challenge comes in when the party gets sloppy and their target is either removed or placed under heavier guard. 

If your dungeon is made up of a single level/cluster of rooms, you’ll generally only need one overriding mission. However, if your dungeon is segmented in multiple ways, like I talked about HERE, you’re going to want to give each section it’s own mission or unique twist on the mission parameters. 

Say you’re running a rescue mission: Sneaking into the cells beneath a tyrannical baron’s keep provides it’s own challenges of evasion, circumnavigation and trickery where as escaping with the prisoner across the countryside with the baron’s troops in pursuit is a matter of pathfinding, wilderness survival and laying traps. All in all more exciting then fighting one group of monsters/npcs after another with different backdrops. 

Quest knight by River flow Shore

Getting out again

this was going to be part of the dungeon mission section, but I think it deserves it’s own heading. Far too often we end our dungeons when the final boss is killed, the princess is saved and our players have stuffed their pockets full of treasure. 

this is wasting an opportunity as forcing players to retrace their steps/ fight their way back out not only halves the amount of dungeon you need to make, it indulges the player’s nostalgia and reinforces all the great memories they made while they were pushing through. 

have a sub-boss and a few patrols that the party skipped? have them mount one last vengeful offensive at a particular choke point. The party busted in doors and generally made a nuisance of themselves? Now the dungeon is descending on them enmasse and their brute force attitude has left them outnumbered and with lots of holes in their defenses.  

In my very first post I talked about “ tempo” and how changing it could benefit your session to modulate between high excitement and a more leisurely exploration focus. This is a perfect time to do that as new challenges are likely to present themselves, as jumping down a collapsing temple balcony to get into a sunken chapel might be easy for a low level group, but trying to lug a number of treasure chests up a 30ft vertical gap might be a challenge, especially when that treasure’s owner has just discovered the theft and is rampaging around the grounds looking for intruders. 

Gargoyle Temple by Byung-ju Bong

Environmental hazards 

Short rests taking all the tension out of your high stakes dungeon crawl? Is the party deciding to break for a snack after every encounter ? Are you a Tolkien fan who REALLY liked the parts about camping?

The solution I’ve found is to play up the pervasive danger that runs through many delves but is seldom addressed. Sickness in the swers, a creeping feeling of dread in a tomb, frigid wind that saps the heat from your bones…  while all of this can be highlighted by making players roll against them specifically, I find it useful to have these as a fallback measure to keep players on their toes. 

When your party takes a short rest outside of a safe campsite (dry caves on stormwracked beaches, chapels in otherwise haunted castles, peaceful glades in otherwise savage wilderness) have everyone roll an appropriate check. Those that fail get a minor debuff for the next hour or so, or until they next spend hitdie when resting. This ensures that your players meter out their short rests between encounters and lets you modulate the difficulty without punishing them severely.  

Light up the darkness by Gabrielwigren

Avoiding the coinflip 

When running through your dungeon as a player, you’re liable to have encountered the following “The hallway branches off to the left and to the right, what do you do?”. This is an immersion killer as it forces a player to devote brainpower to weighing the cost/benefit analysis of a completely empty choice. The dungeon master knows where each door leads, which will be fun, which will be totally devastating, but it means NOTHING to your players in the moment. Instead, you foreshadow  a little, giving the players enticing hints at what could be beyond each junction. 

“ The floor of this chamber has fallen away, leaving only a vine choked pit that gives way to the ruin’s subterranean warrens. Beyond the fissure a doorway still stands empty,it’s ornate stone frame marred with dozens of clawmarks.” 

See how Both of those options give the players something to think about when deciding their next course of action? If they’re still hurting form their last fight they might avoid the clawmarks which could mean trouble, where as descending down the pit poses the risk of not being easily able to return again.

The last of the kings by Vladimir Manyukhin

Loops 2.0 : Over the hill, through the pass. 

This leads to a trick I’ve developed that not only applies to dungeons, but to mapmaking in general: 

When players are under stress ( time, resource shortage, pursuit) you can give them a simple fork in the road: A short and dangerous path or a long path that’s comparatively safe but brings their deadline closer. A party being chased by an assassin could either choose to take a chance on an infamous shortcut through the mountains, risking harpies, rockslides and giants, or they could take the long way round, knowing that their pursuer may catch up to them. 

The situation simply reverses itself when the players are at ease: a short, sure route or a winding detour that indulges their curiosity. The PCs have been traveling for six days when they crest a hill and see across the valley the ruins of some great fortress, tattered banners blowing in the autumn breeze. Town is still three days off, but the temptation to explore is great, for the fortress in abstract contains any number of wonderful secrets and rewards to divulge. Skyrim is very good at this initially, always pointing you towards a new dungeon or distraction, but it looses it’s luster about four hours in after you’ve already explored most dungeon types backwards and forwards. 

likewise, if you create a roadblock ( high level monster, sturdily locked door, wall of fire) that needs something in particular to be bypassed  ( flute of sleep, a runic key, the miniboss’s water staff) and then put them in different sections of the dungeon you’ve created a tacit reward for exploration. Groups that find the roadblock will want to explore/backtrack to find a way through, where as groups who obtain the bypass ahead of schedule will feel smart for having found it in the first place. Use this trick when you need to block off sections of the dungeon without having it feel like just an elaborate hallway. 

Wight by Artstuffing 

I’ll be working on a few more tips and tricks over the next little while, hopefully expanding out into giving advice on some non-dungeon related martial. 

As always feel free to share this or hit me up to talk about your own dungeon ideas. 

Happy Delving!

Part 1

Part 3 

Okay But

Shouldn’t Evan have more than a broken arm?? Didn’t he fall from 30ft Oak tree??SHOULD BE severely injured. Even with cushioning from bushes etc. And he had to be bound to hit branches on the way down..
(I mean a fall from 48ft is a 50% chance of survival. Their is a chance he was going to live)
Plus he probably wasn’t going for survival (since he let go) and didn’t care for the proper way to land if you fall from a high height.
He couldn’t have only suffred from a broken arm. He should have either
Broken completely a either
Clean break or uneven break of both arms or one.
With Dislocated shoulder even tore a tendon (possibly)
A severe concussion (possibility)
If he did hit his head he should’ve been knocked out for a while.
And if he landed and hit the back of his head hard enough, he might have vision issues and or be temporally blind, or just vision issues.
Hip injuries or Back issues.
I mean he is a skinny teen so he is bound to have a easier time to break bones or at least damage them. Plus get severe bruising.
The average rate of a human body falling is
120mph. And that rate and hitting ground?? Man Evan is one lucky son of a gun.
Or he just drinks a lot of milk and foods to help his body get stronger… which as we know eats pizza and take out. (If he’s desperation enough to withstand the awkwardness)

Correct me if I’m wrong in anyway. I’m no doctor obviously.

Wizard Spells: From 4e to 5e


Arcane Insight

2nd Level Enchantment

Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous

Prerequisite: You must be trained in Arcana

You call upon the knowledge of your ancient ancestors, summoning the collective arcane wisdom of millennia of history.

Whenever you make an Intelligence (Arcana) check and dislike the result, you may choose to roll an additional Intelligence (Arcana) check, keeping the better of the two results. 

You decide to make this extra roll before the DM announces the result.

Daunting Presence

2nd Level Necromancy

Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous

Shadows deepen around you,your voice deepens to a rumble, and you appear to grow larger as you confront those foolish enough to dispute your wishes.

Until the end of your next turn, you gain Advantage on Charisma (Intimidation) checks, and creatures adjacent to you take a Disadvantage to attack rolls that target you. 

Memory to Mist

2nd Level Enchantment

Casting Time: 1 bonus action
Range: Touch
Components: V
Duration: Instantaneous

Your magic settles into a creature’s mind, causing it to forget what it just witnessed.

You touch one creature that is not involved in combat and that lower level than you.

The creature forgets everything that happened in the past 10 minutes and for the next 1 minute.


2nd Level Transmutation

Casting Time: 1 reaction
Range: Self
Components: V, S

This trick of the Maiden of the Moon allows you to take the Form of Pure Moonlight and to Evade your Enemies with ease.

When an Enemy moves adjacent to you, you may use your Reaction to become insubstantial until the end of your next turn. Then you shift 10ft. to a position farther from the triggering Enemy.

Spectral image

2nd Level Illusion

Casting Time: 1 bonus action
Range: 50 feet
Components: V, S
Duration: Concentration, up to 1 minute

You make a complex illusion of a creature or an object to fool your enemies.

The illusion of a creature or an object up to Medium size appears in an unoccupied square within range. 

It can make sounds and can move within its square, but it cannot leave it. 

The illusion has an Armor Class of 10. 

The illusion lasts until the end of the encounter, until an attack hits it, or until a creature touches it or moves through it.

An Insight check (DC 15 + one-half the user’s level + the user’s Intelligence modifier) allows a creature to determine that the image is an illusion.

Summon Shadow Serpent

2nd Level Conjuration

Casting Time: 1 bonus action
Range: 50 feet
Components: V, S
Duration: Concentration, up to 1 minute

Shadows flicker at your feet, swirl before you, and coalesce into the form of a black serpent.

You summon a Small shadow serpent in an unoccupied square within range. 

The shadow serpent has a speed of 30ft. 

It has an Advantage to any Dexterity (Stealth) checks and takes no penalty to Movement Speed when traveling across Difficult Terrain. 

You can give the shadow serpent the following special command:

Until the end of your turn, you can see through the shadow serpent’s eyes. 

You cannot gain line of Sight or line of effect for your powers from the serpent’s square, but you can make Wisdom (Perception) checks from it to spot hidden objects or creatures. 

D&D 5E NPC - Betty Sindall - Hound Master

Art By: Maria Panfilova

Name: Betty Sindall 
Race: Human
Gender: Female
Height: 5ft 7’ / 1.70m
Age: 27
Class: Ranger (Hound Master)

Level: 3

AC 14 (Leather Armour), Hp 24 (3d6 Hit Die), Proficiency+2, Speed 30ft,

Alignment: Neutral 

languages: Common, Halfling,

Ability Scores:
Str 14 (+2) Dex 17 (+3) Con 16 (+3) Int 14 (+2) Wis 17 (+3) Cha 14 (+2)

Attacks: Longbow (+7 to hit, 1d8+3 Piercing damage) or Handaxe (+4 to hit, 1d6+2 Slashing damage)

Spellcasting: 3rd level Ranger, spellcasting ability is Wisdom (spell save DC 13, to hit with spell attacks +5)

1st level (3 slots): Beast Bond, Cure Wounds, Speak with Animals,

Skills: Animal Handling, Nature, Perception, Stealth, Survival,

Equipment: Leather Armour, Handaxe, Dagger, An Explorer’s pack, a Longbow, 20 arrows,

Class Features: Favoured Enemy (Beasts), Natural Explorer (Grassland), Fighting Style (Archery), Ranger Archetype (Beast Master),


Betty Sindall is a strong person who prefers the company of dogs over people. She rarely socializes but is considered charming by those she spends time with.

Ideal: Hounds are just like people, but more loyal.

Bond: When I was young my farther had to sell the family farm due to heavy taxes. One day I’ll buy it back to honour his memory.

Flaw: I find it hard to trust people but when I do I’m ferociously loyal.

Ogopogo - Canada

Before European settlers came to Canada natives talked about a fearsome lake monster called the N’ha-a-itk. And Settlers soon became aware of this lake monster, describing it as having a long serpent-like body, and a face with a mixture of a scaly horse-goat. It took until the 1920′s when a song about the lake monster came out calling it the Ogopogo that finally gave it it’s more commonly known name. It even made its way on a canadian stamp shortly after and a statue of the friendly serpent resides in a park nearby the lake for tourists to see if shes too shy to pose for photos for them. Tall tale? Well from the numerous amounts of people claiming to see it and photographs of it, this tale might not be tall at all. Scientists recently have made claims that the Ogopogo might be an early unevolved ancestor to the modern whale. But what is it doing out there in Canada? Now we might never actually know that. These are a list of sightings on the Ogopogo. So decide for yourself; is it a tale as tall as the creature is long? Or is there an unevolved friend living with the canadians?

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Fantasy Costco Products: Round 3

Rusted Can of Cheerwine - Has seen some shit, but seems to be radiating with vital energies. Grants +5 max HP. (400 GP)

Virtuoso’s Mask - Allows you to cast Disguse Self as a Cantrip instead of a 1st Level Spell. (1100 GP)

Throwing Shield - Confers the same AC bonus as a regular shield, and can be used as a thrown weapon. Can travel IN A STRAIGHT LINE up to 30 feet, and deals 1d8 + STR/Prof. Damage. IT DOESN’T COME BACK TO YOU AFTERWARDS. AND DON’T TRY TO RICOCHET THIS SHIT. (1200 GP)

Alchemist’s Ring: 500gp

When the wearer of this ring imbibes a healing potion, they receive 1d6 additional healing.

Healing Potion - 50 GP each (3 in stock)

Heals the imbiber for 2d4+2 HP.

Haunted Doll - 100 GP
This doll is very creepy. If its owner ever fails a third death save, the doll will take the hit instead, and will die in place of its owner.

Chris Callison-Burch: SHIELD OF HEROIC MEMORIES (1200 GP)

This perfectly round silver shield initially has a mirror finish. As a hero takes it into battle it remembers the enemies encountered, gaining a +1 to AC on any subsequent battle with creatures of that type. The events of the battle are intricately engraved onto the shield’s surface (which has a seemingly endless capacity for detail).

The bearer of the shield may also attempt to recount past battles (real or imagined) to the shield. Upon a DC 10 charisma check or DC 15 bluff check, the shield confers a +1 AC against the creatures described in the tall tales.

3 failed attempts at recounting stories cause the shield to be cleared of all of its memories. The engravings disappear. It reverts to its mirror finish. All bonuses are lost.

Asher Vollmer:  The Anti Gravity Sphere (500 GP)

a small fist-sized glass ball filled with a silvery smoke. When the sphere is destroyed, it disables the effect of gravity on everything in a 30ft radius.

Drew Davenport: The Glutton’s Fork (750 GP)

Once a day this fork will allow the user to eat any non-magical item they can fit in their mouth and gain 2d6 points of health. Just tap the fork on the item and it will turn edible.

Ben C: The Champion’s Belt (800 GP)

This ornate belt is given to someone who has bested all opponents in a test of strength.  Once per day the wearer may substitute their Strength score for their Wisdom or Charisma when making a stat check.

Matthew Wallace: Phone a friend scrying bones (500 GP)

Once per day, can be used to ask a yes, no, or maybe question to the fates (DM). There are three bones carved into people with happy faces and sad faces. All happy faces means yes, all sad faces mean no, anything in between means maybe. The DM can respond or choose not to answer.

Tom H: The Nit Picker (900 GP)

Physical Description: Resembles a miniature garden gnome that carries lock picking tools in his hands. When not in use, looks like a 4" inch tall statue.

Use: Twice daily, can be placed in front of a locked object to unlock it (functions as the spell “Knock”). At this point, the statue comes to life in order to pick the lock. After the lock is picked (or if he is unable to open it), reverts back to an inanimate statue.

Side Effects: While picking the lock, the Nit Picker critiques any or all members of the party on their recent performance in the campaign. Nothing escapes the critical eye of the Nit Picker, no matter how small the perceived offense.

Samantha Poremba: Plastic Sheriff Badge (500 GP)

Adds +3 to bluff checks when impersonating a person of authority.

Colin Williams: Flaming Poisoning Raging Sword of Doom - 60,000 GP

A sword with a gigantic blade, wreathed in flames and with a crooked, oozing scorpion’s stinger affixed to its point. Deals an extra 20 melee damage.

Bianca Rodriguez - No-Sodium Salt Shaker: (400 GP)

this might look like a simple salt shaker, but the contents have been bewitched to turn a bright shade of pink if sprinkled over food or drink that contains poison!

Timothy Riina-Ferrie (and others) - The Immovable Rod (1100 GP)

Immovable Rod: This rod is a flat iron bar with a small button on one end. When the button is pushed (a move action), the rod does not move from where it is, even if staying in place defies gravity. Thus, the owner can lift or place the rod wherever he wishes, push the button, and let go. Several immovable rods can even make a ladder when used together (although only two are needed). An immovable rod can support up to 8,000 pounds before falling to the ground. If a creature pushes against an immovable rod, it must make a DC 30 Strength check to move the rod up to 10 feet in a single round.

Eric Atkinson: Diadem of Fabulous Truthiness! 900 GP - Once per long rest, you can channel your terminal fabulousity into this simple circlet and cast a free Zone of Truth, limited to a single target rather than a radius. Confound your enemies, emasculate your friends, and free up your cleric’s spell slots so he can do some actual healing. 

D&D 5E NPC - Eideard MacGille  - Master Blacksmith

Art by: Hyunsuk Jin

Name: Eideard MacGille
Race: Human
Gender: Male
Height: 6ft 3′ / 1.90m
Age: 49 
Class: Fighter (Master Blacksmith)


Level: 4

AC 17 (Chain mail), Hp 37 (4d10 Hit Die), Proficiency +2, Speed 30ft,

Alignment: Chaotic Good

languages: Common, Dwarven, Elvish,

Ability Scores:
Str 20 (+5) Dex 9 (-1) Con 15 (+2) Int 16 (+3) Wis 13 (+1) Cha 11 (+0)

Attacks: Warhammer (+8 to hit, 1d10+6 bludgeoning damage)

Spellcasting: 4th level Eldritch Knight, spellcasting ability is Intelligence (spell save DC 13, to hit with spell attacks +5)

Cantrips (at will): Control Flames, True Strike,

1st level (3 slots): Shield, Grease, Tenser’s Floating Disk, Chromatic Orb,

Skills: Arcane, Athletics, History, Perception,

Equipment: Chain mail +1, Warhammer +1, Blacksmiths tools, Dungeoneer’s Pack,

Class Features: Fighting Style (Great Weapon Fighting), Second Wind, Action Surge (one use), Martial Archetype (Eldritch Knight),


Eideard MacGille is a towering man who’s as strong as the steal he forges. He takes a no nonsense approach to most people and situations.

Ideal: My craft is more important to me than anything else.

Bond: I’m getting on in my years and have yet to complete my Magnum opus, I must travel to far off lands and hire talents adventures to find the required materials.

Flaw: I have many customers and people who hold my craft in high regard but few friends i can turn to in times of need.