pawpaw-posts
Roll of initiative
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pawpaw-posts · 2 years ago
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Just a lil recap of my favorite creations during the inktober challenge… WHICH I FINISHED FOR THE FIRST TIME. I’ll go back to drawing monsters and characters too, but I am having a lot of fun making this magic items for DnD 5e. If you like them, it would help me greatly making it a viable project if I gain more followers on the dedicated instagram. Anyway, tumblr is still my fav hell circle of the internet, I wanted to thank all of you, I love you all, my little cursed followers, and thank you all for the love, likes and reblogs <3 https://www.instagram.com/luca_emporium
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pawpaw-posts · 2 years ago
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Map tutorials by Dyson Logos
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pawpaw-posts · 3 years ago
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Do to a missing party member, the normal game I run for my kids was postponed. So the three remaining members found their characters, on another quest, unconnected to the normal campaign beyond their characters and items.
The local magistrate has sent out a call for hardy adventurers, to solve a mystery in the nearby woods. Hooded figures have been seen moving through the woods and, while nobody has been hurt, things have gotten weird.
Our heroes found themselves on the edge of the woods, just as the sun dipped behind the skyline. Cautiously entering, the group travels down the solitary path for quite awhile when they suddenly hear, what sounds like, a creaking door in the breeze, occasionally banging shut. A quick look around reveals little, beyond the odd still in the air. No sound, no temperature, no breeze. Nothing.
While staying put, listening and waiting, a single gust of wind blows from the direction they came, and leaving the area still, once more. Leaving our heroes, very uncomfortable. Sarrow backs down the path slowly, listening, and hears the creak again, this time able to place it off to the left of the path. She relates the discovery to her companions, of which only 1, is willing to leave the path. Snow, stays behind on the path, listening. With his keen hearing he not only hears his friends steps through the dense trees, but another set, a little ways off from his friends. Not moving, but pacing? Walking in a small circle? Either way, the hair on snows body, tingles with anxious energy. The possible danger to his friends, outweighs his fear and he creeps into the woods after the others.
Deeper in the woods, Sarrow (our human fighter), and B (our elf bard), step out of the denser edge of the tree line, to a much more open forest. Turning to go to the path and gather their companion, they quickly become turned around, and end up right back where they were. Some investigation, while not helping them find their path, did stumble across a large tree, with a large patch of bark, swinging open and closed, like a door left ajar in the breeze, but there was no breeze.
Snow, creeping through the dense edge of the forest, stumbles across a strange sight. A large circle of mushrooms, surrounding a patch of grass. The grass worn down around the edge, leaving a dirt circle between the grass, and the ring of mushrooms. Feeling it best to leave it alone, not knowing much about fairy rings, he finds his friends path. Soon coming upon them as the approach a large tree with, what appears to be, a cleverly disguised door.
Snow watches quietly, as they slip inside, closing the door behind them. Approaching the tree, he finds no trace of a door, no break or gap in the bark. A wave of panic washes over our rogue, as he begins banging on the tree, pushing, anything the might reveal a door. In frustration snow rests her head against the tree, trying to think of something. A cold chill, slides up her neck, then a voice, echoes menacingly in her head. "Password". Startled, snow tries the usual list; open sesame, please, open, all to no avail. Racking his brain for anything that might hint at a password, his thoughts rest on a single oddity, and the words "fairy ring" softly escape his lips. A click, and the door softly opens.
Meeting up with the rest of the party, they all descend the spiral staircase, that seems to have been grown, with the tree. Reaching the bottom, they step out into a massive cavern, that stretches far beyond view, fill with an equally endless, lake. The black sand stretching the shore far to either side. Snow decides to see how deep the water is and slowly makes his way out, into the cold, dark water. The water is remarkably shallow for the first 20 feet, barely reaching his hips. Then, a drop off. Snow, losing his footing, drops beneath the surface. The cold enveloping his body, barely managing to keep from going into shock. Seeing nothing but dark expanse around him, the water pulling him deeper, he catches glimpse of something and reaches. Catching hold of an oar, with B at the other end, pulling snow back up on the shelf.
Finally reaching shore, Sarrow, had a small fire built, to warm her companions. With Snow freezing, and extremely shaken by the experience, the party takes time to figure out what to do next. After some discussion, hey are interrupted, by a woman, walking out of the water. At least, this blue skinned creature, seemed feminine. Long flowing silver hair to her waist, and a beautiful black dress with hints of silver, and splashes of moving color, that seemed to mirror the night sky. Not seeming to be a threat, the party asks a few questions about the quest they are on, and a few about her as well.
After some conversation, they learn that their "cultists", were the very same that had stolen a valuable necklace from this strange new arrival, whom they learn to be a fey guardian. They were one of many guardians around the world, that protected weak points between the planes, so one, doesn't spill into the other. The party is shown an illusion of a clear globe, about 2 inches across, with a single drop, of something green, like it was frozen in time, the moment it dropped, the "tail" still visible. They are asked to find the cultists within, and retrieve her item, and they agree.
As the guardian steps to the side, the water parts, revealing a dirt staircase. It seemed solid enough, so the began down, beneath the surface. As the stairs descended, the water parting around them, a sharp corner leads them further down along the cliff edge. The party falls into a quick discussion about whether the stairs, were always there, or if they were created with the magic the parted the water, when they spot a dim blue glow in the distance, pulsing erratically, and quickly realize it to be the "weak spot" the guardian spoke of. It seemed to be more of a tear than a weak spot.
As the stairs end, they find themselves stepping into a long hallway, made out of carved stone. A large mosaic stretches across the width of the 10 ft floor, and continued far into the distance in front of them. It looked like the tentacles of a squid, but much, much larger...
Sorry it took so long.
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pawpaw-posts · 3 years ago
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Yesterdays game didnt go as planned. Yrsa, our newest member was not able to attend. As it was she, who initiated the combat they were in, and it was the players second game, ever, I opted to forgo the game until the player could be there. So we ran an improv game.
Details to follow
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pawpaw-posts · 3 years ago
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After a meeting with the mayor of Selvas, and the few surviving townspeople. The party continues on to Grimtuk, to further investigate the strange fog, and maybe figure out what caused the citizens to abandon the town.
Arriving in town, the fog has dispersed, and all seems as it should be. As sorrow go to the edge of town to try and tame, anything at this point, the rest stay in the town square looking for clues to what happened, and more importantly, why it stopped. Was it associated with the attack on Selvas? Was it something else? They only find more questions.
A lone figure stumbles into town, spotted by snow, they collapse before reaching the party. Yelling for his companion, snow rushes over to see a lone female druid, on the verge of death. A quick heal from B, and Yrsa, slowly regains consciousness, recounting the, horde, that tore through her home killing her parents, and nearly killing her.
After some questions and answers, Yrsa joins the party. Maybe together, they can figure this all out, and put a stop to it. They continue back to Selvas, after finding a, completely normal, Grimtuk. The mayor will want to know about the change. Passing through the edge of the square, a shifting shadow alerts the party, and they take to the dark corners to watch, and wait. They watch as the dark interior of the well rises, like it was filling with liquid shadow, and spill across the edge. A tall, angular humanoid began to take shape, the shadows swirling as they seem to hug, a physical form. Large protrusions stretch from it's back, as the dark shadow seems to melt off of large, bat-like wings.
Yrsa, taking advantage of her hidden position, launches a dart at the creature, hitting it in the shoulder. The deep yellow eyes of the creature lock on to Yrsa, for a split send before it darts to an open doorway, melting into the shadows within.
Today, we see what happens
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pawpaw-posts · 4 years ago
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Olgoth, a shadow demon, bound to an individual known as Japeth, see's you as an opportunity to break his binding and enact a just punishment on his "master". Do you attempt to slay the demon, or listen to his proposal?
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pawpaw-posts · 4 years ago
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My players are going to be performing a big heist to steal a macguffin and finish out a campaign.
All i have for my notes is that it's a high security vault, filled with high-powered, wacky artefacts that are likely to act up
Do you have any prompts for fun heists and silly artefacts?
Thanks ( love your work!)
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Heist: The Crusader’s Spoils
Setup: The holy order of St. Valsimaz the Redeemer was established after an army of zealous raiders pillaged and conquered a series of desert kingdom for their own. After sacking many cities, these pious plunderers needed somewhere to put their ill-gotten gain, and so converted one of the fortresses they’d recently ceased into a vault.   The Valsimazan knights were apointed as keepers of this horde, ensuring that each particular raiding band’s spoils were accounted for, protected, and retrievable when the raiders went home. 
In the two centuries since these zealots cemented themselves as the new power in the region, the Trove of Valsimaz has become a bank in all but name to these crusader kings, financing yet more conquests to feed its coffers and rising ever higher on the tides of war. Recent decades have been less kind to the order, as the theocratic hegemony that it held a symbiotic relationship has begun to fracture, with the crusaders squabbling and vulnerable to popular uprising, leaving the Valsimazans as one of the last strongholds of their faith: a group of zealots surrounded on all sides by fools and enemies, sitting on a kingdom’s ransom. 
Adventure Hooks: 
Heroes are likely to encounter the order of St. Valsimaz while exploring a  dungeon or otherwise delving into matters historical, as the Knights Cimeliarch (as they are unofficially known) operate their own teams of smash-and-grab reliquarians to seek out new additions to their vaults. Naturally they claim that they are keeping these sacred objects out of “heathen” hands, but that dosen’t change the fact that the party must now clash against a rival team of treasure hunters who also have sights on their mcguffin. 
Taking their role as “financieers of the faith” seriously, emissaries of the order may appear in the courts of powerful nobles with offers of coin and military support in an attempt to put their finger on the scales of important decisions. When coin and promises fail, the Valsimazans are not above hiring their own mercenary muscle in an attempt to strongarm their would be allies. 
The Trove of Valsaimaz is said to be one of the most heavily guarded stores of wealth on the continent, but that wasn’t always the case. Before it was a vault, it was a fortress, a fortress that was besieged for months during the crusader’s first push for conquest across the desert. Its each and every defense and weakness  was charted out and recorded  in the journal of an indentured siege engineer  who later went on to open an architecture worship in a nearby city. Their journal is lost somewhere within that workshop, and could prove an invaluable resource for a group of thieves who wished to take the trove for themselves. 
Challenges & Complications: 
The Order of St. Valsaimaz considers their stewardship over their horded wealth a sign of their devotion, and thus are one of the vaults primary layers of defence. The acts of checking the wards and ensuring that nothing is missing have been formalized into ritual and those who lack the dedication and scruitny to perform such rituals seldom make it very far within the order’s ranks. Relying on the slothfulness of the guards is a mistake.. though perhaps an enterprising heist crew could appeal to their fanaticism or greed instead. 
More than one celestial presence maintains an ever watchful vigil over the trove, lurking unseen by mortal eyes until such time as they detect trespass. Some are merely additional watchers, while others act as security. The most fearsome of these beings is 14-Sharlike-Persuit-Of-The-Outcast ( or 14shark for short), a principality celestial who has a particular hatred for thieves of any kind. This angel can literally SMELL the sin of larceny and it will take some serious evasion or theological wrangling if the party wants to shake her before she hounds them to exhaustion. 
While the riches of the trove are Manifold, there are more in the Valsaimazan vaults than just pilfered gold and jewels.  The relics of numerous saints take on places of high honor among the well guarded halls, each bearing their own flavor of obscure miracle. The crown of a king slaughtered on the crusader’s journey to their desert land is still haunted by the wraith of its wrathful bearer, and lays within a lead lined chest waiting for an unwary thief to release it. Perhaps most ominous if the weeping form of a petrified Nephilim, tears slowly welling in the corner of its stone eyes and falling to the ground as actual sapphires. Impossible to transport to be sure, but what would happen if they reversed the curse that consigned this demigod to stone? 
For the asker: while my inspiration took me in one direction for this ask .. I’d recommend you’d look at this sphinx run prison/museum or this staggeringly pretenious airship vault if you want something more in line with your idea for a  “puzzling” or “wacky” heist. Hope that all helps!
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pawpaw-posts · 4 years ago
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Torment Your players.
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pawpaw-posts · 4 years ago
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I just did the same thing, and was excited with my 24 sets, until I loaded tumblr...... now I have to buy more dice
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Finally laid out all my dice! So. Many. Sets.
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pawpaw-posts · 4 years ago
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I’m going through and making Harvesting charts for dnd monsters. What they have, DC for getting it, how many are available as well as lore bits about them. First up is the Basilisk.
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pawpaw-posts · 4 years ago
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I absolutely love this. I have research notes scattered all across my world for various things. This is done so well, and adds so much to the narrative.
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Another harvest table, this time for unicorns. Here’s the previous one for Basilisks. Twitter please be my friend
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pawpaw-posts · 4 years ago
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★ Emmm | FMA Major Arcana collection ☆ ✔ republished w/permission
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pawpaw-posts · 4 years ago
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Dungeon: The Chronauseam, a Waste of Time
The ticking of innumerable clocks fills the shadowed halls like the murmur of a distant, phantom rain. The sound lodges itself in the spaces between your thoughts, making your mind sickishly slow, unable to notice the presence of the things that silently stalk you. 
Adventure Hooks: 
To commemorate the hundredth year of its reign, the ruling dynasty has commissioned a grand clock from one of the realms most prestigious artificers, who has unveiled their creation at the stroke of midnight during the new-years festival, crowning the face of the capital’s palace district. Less than a week later and people are already starting to notice that something is wrong, as freighting and prophetic dreams reported by those who dwell within the area, progressing rampantly in those who linger too close to the clock into waking delusions. When interrogated, the Artificer reports that his designs were based largely off mechanisms he’d recovered on an expedition to an ancient ruin some years ago. Clearly another journey must be organized to determine the nature of these mechanisms, because even though the mechanism has been stopped and partially dismantled, the people of the palace district can still hear the churn of its gears. 
Talking shop with a master thief reveals her possession of a pair of “spider-leather” slippers, capable of muffling her every footstep as well as delivering kicks that can temporarily silence a caster. SHe reports that the footwear were devilishly difficult to aquire, requiring her to aid a hunter who worked out of a certan remote valley, and hunted the monsters spiders within. 
 A long departed friend, foe, or family member appears before one of the partymembers in a panic, somehow alive but with thought scattered and desperate to get out their message. Snippets of lore are revealed, but they are cut short when their body begins to turn to dust. “FIND THE CHRONASEUM” they demand, before falling apart in the hero’s arms. 
Setup: Though none know exactly who created Chronauseam, it’s obvious that this edifice of artifice was the product of a sick mind made feverish with worry, obsessed with potential doomsdays that they did not live to see. 
Built into a deep mountain valley, the exterior of this site is marked by a massive construction of brasslike metal that was once suspended between the surrounding cliffs. Having crashed to the ground in ages past, it now makes a perplexing monument that only hints at this dungeon’s original purpose. The interior is much the same: dark vaults dominated by mechanisms of unknown purpose that seem to have grown from the walls like fungal growths, most unknowable in function but a few obviously meant to portent or warn of dangers that have long since passed. It is the ravings of a street corner oracle made into architecture, and much like the thoughts that fuel such ravings: they are mostly full of spiders. 
The creatures that occupy the Chronauseam are known as the “Harvestmen” for their resemblance to the tiny long legged arthropods , and for the unsettling movements they share. These aberrations appear to be little more than senseless hunters that nest within the clocklike dungeon, and spread out into the surrounding cliffs and valleys in search of prey. In addition to their spiderlike climbing abilities, the Harvestmen possess a unique magical quirk in that they are supernaturally silent, quieting not only their own many footfalls, but the sound of any object they happen to be in contact with. This adaptation allows them to scrabble up rockfaces without making a noise, and makes their sudden ambushes all the more alarming as victims are unable to scream for help. 
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pawpaw-posts · 4 years ago
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Just a lil recap of my favorite creations during the inktober challenge… WHICH I FINISHED FOR THE FIRST TIME. I’ll go back to drawing monsters and characters too, but I am having a lot of fun making this magic items for DnD 5e. If you like them, it would help me greatly making it a viable project if I gain more followers on the dedicated instagram. Anyway, tumblr is still my fav hell circle of the internet, I wanted to thank all of you, I love you all, my little cursed followers, and thank you all for the love, likes and reblogs <3 https://www.instagram.com/luca_emporium
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pawpaw-posts · 4 years ago
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There once was an expositor named Beau,
Regard'less of her position, a monk of the Cobalt Soul.
A Lionette by birth, a lioness by choice
Fists so fast, she can punch ghosts!
Extract your ki, measure your worth
Stunning strike, this is gonna hurt
She has become, a great warrior,
She has become, loved by her.
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pawpaw-posts · 4 years ago
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LET ME tell you why I particularly like the design on this. FIRST, it’s interactive players love to role dice. TWO, its powerful and there’s no one single option that’s going to be the immediate choice, so it promotes proper usage. FINALLY, it promotes a new style of play by allowing a melee combatant to give their allies or themselves a shield of temporary hit points. All in all, this is something I’D want to use, and I always know something is good when I’d be interested in giving it a try. As always, questions and comments are welcome. I’d love to hear your thoughts! (Patreon)
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pawpaw-posts · 4 years ago
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Working on my players backstories, tying them into the world and such, and have a homebrew class, rabbit folk. I've seen other rabbit folk, but they didnt fit what my player wanted. So we have a 7 ft tall bipedal rabbit, walking around in a world that doesnt know her kind exist. When my daughter brought this to me I was leery, but have since had so much fun creating this in my homebrew world.
Side note, I started this to save things I liked and wanted to remember for my own stuff, however if there is a vested interest in the game I'm currently running and the world therein, I will post that for people too.
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