roll-the-dice-blog

theellipelli  theellipelli

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he's neurodivergent

roll-the-dice-blog
roll-the-dice-blog

danaterrace  danaterrace

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some owl house drawings

fandomshatepeopleofcolor

play-now-my-lord  play-now-my-lord

Cannot believe I am seeing people getting their tits bent out of joint about a man taking his daughter into a women's room. That shit was like, completely normal when I was a kid. We really have taken a flying leap backwards as a society into the Cootie Zone

play-now-my-lord  play-now-my-lord

"Men don't belong in the women's room" is in fact a subordinate social imperative to "children should be kept an eye on so they don't get hurt" and especially when you're talking about a toddler, most men's rooms don't have changing stations or suchlike. Morons

play-now-my-lord  play-now-my-lord

It should really not go without comment that afaik this is a black man taking care of his daughter, racism is a factor in people making a big stink about this and I'm not really gonna let the ~daughters of the witches you couldn't burn~ forget that their actual grandmothers probably got pissy about integrated washrooms

storytellers-atlas

storytellers-atlas  storytellers-atlas

D&D Side Quest Prompt

A little girl is trying desperately to find some adventurers to save her pet bunny. She has just stolen some money from her mother and offers it to the group. She explains that her Bunny was kidnapped by an evil witch in the woods to be turned into stew (oh the horror!) and the party has to kill the witch to get the bunny back.

The party can go in guns blazing, kill the witch, and retrieve the rabbit.

If the party investigates, however, they learn the witch is actually a warlock and the bunny is currently, though some series of accidents, host to their patron. The warlock wants to free their patron and the party can choose to help or interfere.

If the party helps, they can either achieve and ending where the patron is freed from its adorable flesh prison and the bunny is safe, or the patron is freed but the poor bunny dies after the ritual.

If the party chooses to hinder, they could take the rabbit, free the patron and slay it, then return the pet to the little girl OR simply kill the rabbit and be done with it.

wanderingmarine

wanderingmarine  wanderingmarine

Fantasycore Writing Prompts, Round I.

There you go friend, some writing prompts for all you forest peeps out there ! Love ya and take care, I hope you have a good day so far !!!🤍🌿

Prompt n°I: Deep within the enchanted forest, a mischievous pixie has stolen a magical artifact from the local village. Your party has been tasked with retrieving it, but beware, for the pixie's tricks and illusions will test your wits and teamwork !

Plot Twist: As your party navigates through the mystical forest, following the trail left behind by the mischievous pixie, you come across an unexpected ally—a reclusive hermit who claims to have insight into the pixie's true motivations.
The hermit reveals that the stolen artifact holds a hidden power capable of either great good or immense destruction. The pixie, known as Pippa, stole it to protect it from falling into the wrong hands. Pippa has been leaving a trail of illusions and challenges to deter anyone who might try to harm or misuse the artifact.

Guided by the hermit's wisdom, your party realizes that the true test lies not in overcoming Pippa's tricks, but in proving your intentions and convincing Pippa that you can be trusted with the artifact. To succeed, you must unravel Pippa's past and discover the events that led her to become the guardian of this powerful artifact.

As you delve deeper into Pippa's story, you learn that a malevolent sorcerer seeks the artifact to gain ultimate power and dominance over the enchanted forest. Pippa's actions were driven by her love for the forest and its inhabitants, as she vowed to protect them from the sorcerer's grasp.

With this newfound knowledge, your party has to make a choice...

Either retrieve the artifact and help the Sorcerer or help Pippa escapes the villain, but beware. This wizard will put a curse on one member of your party if you choose that road. Your players will have to roll a D20 and the one with the lowest score will be the victim of the curse. Either it's up to you/your dm or you could use some curses examples I put there (Link to be added).

•❅───✧❅✦❅✧───❅•

Prompt n°II: Rumors spread of a hidden nymph sanctuary that holds the key to restoring a dying forest. Your party is approached by a desperate druid who begs for your help in finding the sanctuary. Navigate treacherous terrains, solve riddles, and convince the protective nymphs to aid in your quest.

Plot Twist: As your party delves deeper into the quest, you discover that the dying forest itself is not a victim of natural causes but has been intentionally poisoned by an ancient and powerful necromancer named Morvath. The druid who sought your help is actually an imposter, disguised by Morvath to mislead and manipulate adventurers into locating the nymph sanctuary for his own nefarious purposes.

Unbeknownst to the party, the real druid has been held captive by Morvath. The imposter has been feeding false information to your party, leading you straight into a trap. When you finally reach what you believe to be the nymph sanctuary, it turns out to be an elaborate illusion created by Morvath himself.

As the illusion unravels, your party finds themselves surrounded by Morvath's undead minions, ready to ambush and capture you. Now, you must fight not only to survive but also to rescue the real druid and uncover the truth behind Morvath's sinister plan.

The real nymph sanctuary remains hidden, protected by powerful enchantments that shield it from Morvath's influence. Your party must gather their strength, adapt to the unexpected turn of events, and find a way to break free from the trap and seek the genuine sanctuary. Will your party fight alone or seek help and run back to the nymphs' sanctuary, asking for reinforcements ?

•❅───✧❅✦❅✧───❅•

Prompt n°III: A village plagued by vicious trolls seeks a group of brave adventurers to exterminate the threat. But these trolls are not what they seem. Uncover the truth behind their aggression and find a peaceful resolution, or face a battle against overwhelming odds.

Plot Twist: As your party sets out to confront the trolls and protect the village, you stumble upon an ancient, hidden tome filled with cryptic writings. Translating the text, you learn that the trolls' aggression is not due to their inherently malevolent nature, but rather a curse that has befallen them.

The curse, inflicted upon the trolls by a vengeful witch, has trapped their true selves within their monstrous forms, driving them to behave aggressively in a desperate attempt to break free from their curse. The trolls are not the villains of the story, but the victims.

Determined to help the trolls, your party embarks on a quest to find the witch and seek a way to lift the curse. Along the way, you encounter the witch's henchmen and other creatures manipulated by her dark magic, making the journey increasingly perilous.

As you delve deeper into the quest, you discover that the witch was once a respected member of the village, wronged by its inhabitants in the past. Her curse was intended to seek revenge, but it has caused unintended suffering for both the trolls and the village.

•❅───✧❅✦❅✧───❅•


Prompt n°IV: A mysterious figure known as the Trickster Lord challenges your party to a series of cunning trials. Each trial takes place in a different fantastical realm, where you must outsmart illusions, solve puzzles, and outwit the Trickster Lord's devious schemes to claim an invaluable treasure.

Plot Twist: As your party progresses through the trials, you begin to unravel the true nature of the Trickster Lord. It becomes apparent that the trials were not designed as a mere test of wit and skill, but rather a sinister plot to drain the life force of those who participate.

The Trickster Lord, once a powerful and revered guardian of the realms, fell into darkness and became consumed by an insatiable hunger for power. In order to sustain his own existence and regain his former glory, he devised these trials to siphon the life energy of those who dared to challenge him.

With this revelation, your party faces a moral dilemma.

Will you continue to pursue the invaluable treasure, risking your own lives and potentially aiding the Trickster Lord in his malevolent plans ? Or will you turn against the Trickster Lord, seeking to bring an end to his twisted game and protect others from falling victim to his trap ?

To prevail against the Trickster Lord, you must gather allies from the realms you've traversed, including previous challengers who have managed to escape the trials. Together, you work to disrupt the Trickster Lord's power source and weaken him, forcing a final confrontation.

•❅───✧❅✦❅✧───❅•

Prompt n°V: The king's daughter has been kidnapped by an enigmatic sorcerer who dwells in a hidden tower. Legend speaks of an ancient riddle that holds the key to entering the tower and freeing the princess. Embark on a perilous journey, face formidable guardians, and unravel the riddle's secrets to rescue the princess.

Plot Twist: As your party successfully solves the riddle and reaches the tower, you confront the sorcerer and prepare for a battle to rescue the princess. However, just as you are about to engage in combat, the sorcerer reveals a shocking truth: the princess herself is the sorcerer's apprentice and a powerful cursed creature.

It turns out that the sorcerer had been training the princess in secret, teaching her forbidden magic and harnessing her inner darkness. The kidnapping was not an act of malice but rather a test of her loyalty and commitment to their shared path of power.

The sorcerer reveals that the princess transforms into a fearsome, monstrous creature at nightfall due to the curse placed upon her. The curse was meant to contain and control her immense power, but it has trapped her in this twisted state.

Now faced with a difficult choice, your party must decide whether to fight the sorcerer and attempt to break the curse, or to align yourselves with the sorcerer and embrace the princess's dark nature, potentially harnessing her power for your own purposes.

•❅───✧❅✦❅✧───❅•

Prompt n°VI: In a remote mountain range, a hidden valley is said to be guarded by powerful elemental beings. Seek their aid in restoring balance to a world plagued by natural disasters. However, gaining their trust requires completing a series of elemental trials that test your strength, wisdom, and connection to the forces of nature.

Plot Twist: As your party progresses through the elemental trials, you discover that the elemental beings are not actually the guardians they are believed to be, but rather the ones causing the natural disasters themselves. They have been manipulating the world's balance, intentionally causing chaos and destruction.

Unveiling this truth, you realize that the elemental beings are driven by a deep resentment towards humanity, blaming them for the degradation of the natural world. Their trials were designed not to test your worthiness, but to determine if you were capable of harnessing enough power to join their cause and aid in their mission to reshape the world according to their vision.

Now faced with a challenging dilemma, your party must decide whether to align with the elemental beings and embrace their radical plan or to confront them and seek an alternative solution that restores balance without causing further harm.

•❅───✧❅✦❅✧───❅•

Prompt n°VII: A legendary treasure is said to be buried deep within a cursed marshland. Survive the toxic mists, navigate treacherous quicksands, and overcome the vengeful spirits that haunt the marsh. But beware, for the marsh is home to a monstrous guardian determined to protect the treasure at all costs.

Plot Twist: As your party ventures deeper into the cursed marshland, you discover that the legendary treasure is not what it seems. Instead of gold and riches, it is an ancient artifact of immense power that can manipulate the elements and bend reality itself.

Unbeknownst to your party, a group of powerful wizards known as the Arcane Council seek the artifact for their own purposes. They have spread rumors about the treasure to attract brave adventurers who could overcome the marsh's challenges and retrieve it for them.

Upon realizing the truth, you are faced with a choice. Do you deliver the artifact to the Arcane Council and risk their abuse of its power? Or do you decide to safeguard it, knowing that its potential for good or destruction is too great to be left in the wrong hands?

Furthermore, the monstrous guardian of the treasure, initially portrayed as a mindless creature, reveals a hidden sentience and a tragic backstory.

It was once a guardian sworn to protect the marshland from those who sought to exploit its resources and disturb the fragile balance of nature. The guardian's anger and aggression stem from centuries of witnessing greed and destruction, leading it to fiercely guard the artifact to prevent further harm.

•❅───✧❅✦❅✧───❅•

Prompt n°VIII: An ancient artifact capable of granting incredible powers has been shattered into several fragments scattered across the land. Your party must embark on a quest to retrieve the fragments before a nefarious cult of dark wizards uses them for their sinister agenda. Each fragment holds unique challenges and dangers, from enchanted forests to haunted ruins.

Plot Twist: As your party gathers the fragments and edges closer to reassembling the ancient artifact, you uncover a startling revelation. The artifact itself is not a benevolent source of power, but a malevolent entity that seeks to consume the souls of those who wield it.

Legend speaks of a forgotten prophecy that warns of the artifact's true nature, foretelling the cataclysmic consequences if it is ever restored.

The cult of dark wizards, misled by their hunger for power, seeks to wield the artifact without knowledge of its dark purpose, inadvertently becoming pawns of its destructive force.
Now faced with this newfound knowledge, your party must decide whether to continue the quest and reassemble the artifact, risking the world's destruction at the hands of the cult, or to find a way to dismantle and neutralize the fragments, ensuring they can never be brought together.

As you confront the dark wizards and their leader, you realize that they, too, were deceived by the allure of power and were unaware of the artifact's true nature. A moment of redemption presents itself, where the leader of the cult recognizes the grave mistake they have made and allies with your party to prevent the artifact's restoration.

•❅───✧❅✦❅✧───❅•

crypticcaravan

crypticcaravan  crypticcaravan

Cleric that sends their God too many unimportant prayers in short bursts like an annoying but good hearted texting partner

wackyart

wackyart  wackyart

Some DND prompts for you

(Because I'm an idiot with too many ideas and cannot complete them all so there you go friend :D )

  1. The players are hired by a wealthy noble to investigate strange occurrences happening in their family's ancestral home. The noble suspects that something sinister may be lurking within the walls of the old mansion. And as they walk around the property, they find a stone memorial, with a statue of a young woman, not over 20 years old, with a black fresh rose in her hand, as if someone had just put it there. You read the small poem and realize this is the daughter of the family, thinking she might be the ghost haunting the mansion. But why would this young lady haunt her family, leaving deep scratches on the wallpaper, screaming in the dead of the night, letting lanterns explode in their faces, and even let a small bell ring constantly, in a rhythm that makes your head hurt...
  2. The players are tasked with retrieving 5 powerful magical artifacts from a dangerous dungeon, but they soon realize that they're not the only ones after it. A rival adventuring party is also on the hunt, and the players must race to get the artifact first. And in this rival party, all of your players realize the people composing this party are none other that people from their past. Ex partners, ancient best friends, and even a brother/sister who has been missing for years... And as the moonlight shine upon them, in the darkest part of the cave, you see their real appearances. Corpses, zombies, and dead eyes staring right back at you. They explain to you that they need all of the 5 artifacts to complete a spell, spell that coud bring them back from the land of the dead. Is your party helping them, letting feelings rise back to the surface, or is your party even more determined to get their artifacts first, thinking that what is dead should stay dead.
  3. The players are sent on a diplomatic mission to negotiate a treaty between two warring factions. However, tensions are high and the negotiations quickly become complicated as the players uncover secrets and hidden agendas on both sides. They realize a third party is staying neutral during this battle and as they come to try to ask them for help, they realize that the third party is actually far away to the point where they have to travel via a portal. And as soon as they step out of the portal, they realize that they went back in time, and that there's a crack in the timeline. Two cities are exactly the same, one is just stuck in the past, on repeat and her existence is the thing that caused the conflict. They have to eliminate one of the two towns, but this stuck city is actually peaceful and the people are living as amazingly as possible. The other being the one constantly looking for a fight. Will they chose to save the stuck peaceful one, and by choice looking for a solution to "unstuck" it, or will they save the one looking for constant conflict but in agreement with the timeline ?
  4. The players are approached by a mysterious stranger who offers them a large sum of gold to retrieve a powerful cursed item from a dangerous location. However, as they journey deeper into the forest, they begin to question the stranger's true motives... Because the person holding said cursed item, tells you that the person you've mentioned actually died 20 years ago, during a necromancy spell who backfired.
  5. The players are hired by a small village to investigate a series of disappearances that have been happening in the area. As they uncover clues, they discover that a group of goblins have been kidnapping the villagers and taking them to a hidden cave system. The cave can be found deep into a dark forest but once the players arrive, after all the incidents along the way, they come to face a bloodshed. The Goblins are all on the ground, bloody and battered and none of them are alive. Your players must pick up the pieces and clues to find who did this, and most importantly, who kidnap the Goblin's prisoners.
  6. The players are shipwrecked on a deserted island and must find a way to survive until they can be rescued by the person that sent them there to retrieve a chest full of gold and treasures. However, they soon discover that the island is not as deserted as they first thought, and they must fight for survival against dangerous creatures and other castaways, only to find out that the other castaways were part of a previous party, sent exactly for the same reason as you and by the same buyer. They explain to you they have been looking and searching for weeks and that no one ever came for them. They also tell you that a roaring creature roams around the land on every full blood moon, always hunting and and eating one person from the party each and every time.
  7. The players are called upon by a powerful mage to enter an alternate dimension and retrieve a powerful armor. However, the alternate dimension is full of dangers and strange creatures, and the players must navigate its bizarre landscape to find the artifact, facing someone they thought they had killed some time ago. They also realize that this magical land has the power to bring back recently deceased person and your party sees one of their friends, the shop keeper, they couldn't contact just a few days ago, that promised they had something that might help them in this quest. But there is a problem: Once brought to this land, all the memories are erased and your friend has no memory of you and the magical knowledge they had. You have to travel through the land to bring them their memories first in order to have them help you get the armor.
  8. The players are hired by a group of merchants to protect their caravans as it travels across a dangerous wilderness. However, they soon discover that the merchants are not as innocent as they seem, and they must decide whether to continue to protect them or turn against them once they discover they have Drow elven children hidden in the floorboards of said caravans. They seem to be unconscious or sleeping, and you have to react. Either you say nothing and let them here, waiting to see where the caravans are headed, or you interrupt the travel right here and there to save them, and by so, negociating or killing the "merchants".
  9. The players are recruited by a powerful dragon to retrieve a powerful magical item from a group of treasure hunters. However, as they delve deeper into the treasure hunters' lair, they realize that they may have bitten off more than they can chew as they see rests of a previous party, bones displayed in various symbols and dried black blood forming runes one member of your party knows all too well....
  10. The players are hired by a veteran of the Royal Guard. The man has been expelled, thrown into a cell, the villageers claiming he killed the entire army of guards, by himself, in just a few weeks. His weapon matches with the wounds, his footprints have been found and they even saw him at night, killing the last one. The guard offer you a bounty of 50 000 gold to save his head and prove his innocence, in just a month, right before his execution by hanging. Will your party help the man or the villageers ? You have to chose between washing his name and the guilt associated to it or prove even more that he is the culprit of such horrible crimes, and then condemn him to hanging.
caemidraws
caroleighlayne

caroleighlayne  caroleighlayne

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I designed a 16 page DnD journal available for FREE download (tips are appreciated tho). Includes characters sheets, spell sheets, and player / npc trackers so you can keep track of your fantasy love life.

Happy Adventuring!