mornadest
mornadest
Outer Space 🚀
18K posts
Rachael, 23. They/Them Androgynous, Non-binary kiddo. I play D&D and sometimes I'm funny.
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mornadest · 6 years ago
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5e Backgrounds: 8 Backgrounds For Your D&D Character...
Commoner 
You come from a humble social rank, perhaps working as a farmer, servant, or laborer. 
Although your background is not as glamorous as others, you find it easy to blend in wherever you go and have a sort of folksy wisdom that can sometimes help you out of a jam. 
When you choose this background, choose a profession that is found among the common folk, or roll a d20 and consult the following table to determine your  particular expertise. 
d20                         Result 
1–2                         Fisher 
3                             Forester 
4–7                         Laborer
8–11                       Messenger
12–16                     Serf
17–18                     Servant
19                           Shepherd
20                           Trapper Skill Proficiencies: Investigation, Persuasion
Trait — Salt of the Earth: Since you come from the ranks of the common folk, you fit in among them with ease. 
You can find a place to hide, rest, or recuperate among commoners, unless you have shown yourself to be a danger to them. 
They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Suggested Equipment: Common clothes, iron pot, spade, tool kit (appropriate to your profession), 14GP, 4SP.
Guide
You know the wilderness like the back of your hand. 
You have spent many days and nights in the wild, sometimes traveling on your own but more often leading others along rarely used tracks and paths.
Skill Proficiencies: Choose two from Animal Handling, Athletics, History, Medicine, Nature and Survival.
Trait — Wanderer: You have an excellent memory for maps and geography and can always recall the general layout of terrain, settlements, and other features around you. 
In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Suggested Equipment: Backpack, bedroll, hempen rope (50 ft.), tent, tinderbox, traveler’s clothes, waterskin, winter blanket, 40GP, 8SP.
Guild Thief
You made a living by stealing as a member of a thieves’ guild. 
The guild is similar to a modern organized crime syndicate. 
It exacts protection money from criminals and businesses alike, and uses its influence to keep the city watch focused on apprehending criminals who operate without the guild’s blessing. 
Necessity might have driven you to this work, having no other means to provide for yourself, or you might have been an orphan taken in by a thieves’ guild. 
Whatever your reasons, you learned how to slip into places where others would prefer you not go, neutralizing traps, locks, and sentries with uncanny skill.
Skill Proficiencies: Investigation, Stealth.
Trait — Thieves’ Cant: Among thieves, there is a secret language, a combination of jargon words and secret signs that members of the criminal underworld know and use. 
Creatures hearing you converse in Thieves’ Cant might think you say one thing when you are actually saying something else entirely. 
You have learned the secret language of thieves. 
You can correctly interpret thief signs and doublespeak, and you can communicate in this manner to others familiar with this language.
Suggested Equipment: Thieves’ tools, lampblack, oil can, breeches with secret pocket, small steel mirror, belt pouch, 18GP, 4SP.
Jester
You were employed as a jester by a noble. 
You performed acrobatic stunts, told jokes and stories, and provided entertainment for your employer and his or her guests. 
However, you also served a key role, lacing your entertainment with criticisms and observations too controversial for others to speak aloud.
Skill Proficiencies: Acrobatics, Performance
Trait — Licensed Fool: You enjoy the rare privilege of speaking your mind with little concern for repercussions. 
As a jester, it is your duty to use comedy to point out the absurdities of the world. 
You can criticize through the lens of humor without offense. 
In addition, you can gain access to nobles in order to perform. 
When traveling, you can usually find a meal and a place to stay in the local castle or manor house in return for a performance.
Suggested Equipment: Jester’s motley, tin scepter, musical instrument (your choice), book of bawdy poems and jokes, traveler’s clothes, 38GP.
Knight
You have successfully completed your training as a squire and earned the title of knight. 
Your title carries many responsibilities, and you are expected to behave in a chivalrous manner, protect the innocent, and mete justice across the land. 
You might be sworn to a noble house or be a wandering knight, questing for some prize or glory.
Skill Proficiencies: Choose two from Athletics, History, Insight, Intimidation, Perception, Religion and Survival
Trait — Knight’s Station: When you are among nobility or some other group that would recognize your station as a knight, you can expect to receive free accommodations and food for yourself and your adventuring companions for the duration of your stay. 
Certain nobles might decline, but this is a serious breach of etiquette and usually has social consequences.
Suggested Equipment: lance, token of affection, signet ring, sealing wax, light warhorse with saddle and bridle, grooming kit for horses, feed (seven days), traveler’s clothes, 32GP, and 5SP.
Minstrel
You wander the land performing music, telling tales, and entertaining audiences with your talents. 
Rarely does a community not welcome you in, as you bring news of distant lands to the common folk.
Skill Proficiencies: Performance, Persuasion
Trait — Noted Performer: You can always find a place to perform, usually in an inn or tavern. 
At such a place, you receive free lodging and food (within reason) as long as you perform each night. 
In addition, your performance makes you something of a local figure. 
When strangers recognize you in a town where you have performed, they typically take a liking to you.
Suggested Equipment: Fine clothes, ink, musical instrument (your choice), paper (five sheets), traveler’s clothes, 27GP.
Priest
You have pledged your life to serve a god, pantheon of gods, or philosophy. 
You serve as an intermediary between your chosen power and the mortal world, conducting sacred rites, offering sacrifices, and expounding the teachings of your faith to those you meet. 
When you choose this background, select a deity or power. 
Your knowledge and experience is drawn from your time as a priest in the service of that faith.
Skill Proficiencies: Religion, Insight 
Trait — Temple Services: You belong to a specific temple dedicated to your chosen power. 
You have a residence there, and you can perform religious ceremonies and offer sermons drawn from the sacred teachings of your faith. 
While near your temple, you can call upon acolytes and fellow priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. 
Additionally, when you are in a location that has a temple, shrine, or other presence of your faith, you can expect to receive free healing, care, and religious services for yourself and your adventuring companions from others aligned with your faith.
Suggested Equipment: Holy symbol, flask of holy water, ink, ink pen, paper (ten sheets), vestments, 3GP, 9SP, 8CP.
Thug
Years of being a street tough have given you an aura of menace. 
Your look communicates a basic message to those who annoy you: You’d as soon break their knees as receive an apology. 
Threats and bullying tactics come easily to you. 
Your demeanor has landed you jobs with less-­than-­reputable organizations in the past, where you’ve provided both protection and muscle.
Skill Proficiencies: Intimidation, Athletics
Trait — Bad Reputation: No matter where you go, people are afraid of you due to your connections to the dangerous criminal underworld or your history of violence. 
When you are in a place of civilization, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.
Suggested Equipment: Sap (equivalent to club), tattoo, half of a set of manacles, common clothes, 28GP, 4SP.
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mornadest · 6 years ago
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there should be a tax that youtubers pay where 1.5% of all of their revenue goes back to Kevin Macleod for basically supplying YouTube with it’s own soundtrack.
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mornadest · 6 years ago
Note
Tell us about your friends and what you like about them.
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mornadest · 6 years ago
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Send me anons/asks I’m bored
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mornadest · 6 years ago
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So I wrote a blog post about something that’s been rattling around my brain forever.
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mornadest · 6 years ago
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Hi pals
I would NEVER normally do this, and It pains me that i have to bc I hate this but i'm at a huge loss right now.
I have to move out my house on Sunday and my plans for a place to stay after that date have fallen through. If i cant get the money together to put down a deposit on a new place, I will have no where else to stay.
If anyone could spare a few pounds it would be very very appreciated as I'm really struggling and stressed right now. I'm selling off things like my playstation, laptop ect just to try and raise the money. I need to make at least £ 450. I have a job that barely even covers food for the week and I'm currently job searching and applying to everywhere and anywhere but I need to find the deposit for a new place to rent by 30th of this month (this sunday)
I'm gonna leave my PayPal link if anyone could possibly help in any way I would be forever grateful.
If my mutuals could share this post it would really help out too.
Thanks everyone ♡
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mornadest · 6 years ago
Text
So I wrote a blog post about something that’s been rattling around my brain forever.
27 notes · View notes
mornadest · 6 years ago
Text
5e Backgrounds: 8 Backgrounds For Your D&D Character...
Commoner 
You come from a humble social rank, perhaps working as a farmer, servant, or laborer. 
Although your background is not as glamorous as others, you find it easy to blend in wherever you go and have a sort of folksy wisdom that can sometimes help you out of a jam. 
When you choose this background, choose a profession that is found among the common folk, or roll a d20 and consult the following table to determine your  particular expertise. 
d20                         Result 
1–2                         Fisher 
3                             Forester 
4–7                         Laborer
8–11                       Messenger
12–16                     Serf
17–18                     Servant
19                           Shepherd
20                           Trapper Skill Proficiencies: Investigation, Persuasion
Trait — Salt of the Earth: Since you come from the ranks of the common folk, you fit in among them with ease. 
You can find a place to hide, rest, or recuperate among commoners, unless you have shown yourself to be a danger to them. 
They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Suggested Equipment: Common clothes, iron pot, spade, tool kit (appropriate to your profession), 14GP, 4SP.
Guide
You know the wilderness like the back of your hand. 
You have spent many days and nights in the wild, sometimes traveling on your own but more often leading others along rarely used tracks and paths.
Skill Proficiencies: Choose two from Animal Handling, Athletics, History, Medicine, Nature and Survival.
Trait — Wanderer: You have an excellent memory for maps and geography and can always recall the general layout of terrain, settlements, and other features around you. 
In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Suggested Equipment: Backpack, bedroll, hempen rope (50 ft.), tent, tinderbox, traveler’s clothes, waterskin, winter blanket, 40GP, 8SP.
Guild Thief
You made a living by stealing as a member of a thieves’ guild. 
The guild is similar to a modern organized crime syndicate. 
It exacts protection money from criminals and businesses alike, and uses its influence to keep the city watch focused on apprehending criminals who operate without the guild’s blessing. 
Necessity might have driven you to this work, having no other means to provide for yourself, or you might have been an orphan taken in by a thieves’ guild. 
Whatever your reasons, you learned how to slip into places where others would prefer you not go, neutralizing traps, locks, and sentries with uncanny skill.
Skill Proficiencies: Investigation, Stealth.
Trait — Thieves’ Cant: Among thieves, there is a secret language, a combination of jargon words and secret signs that members of the criminal underworld know and use. 
Creatures hearing you converse in Thieves’ Cant might think you say one thing when you are actually saying something else entirely. 
You have learned the secret language of thieves. 
You can correctly interpret thief signs and doublespeak, and you can communicate in this manner to others familiar with this language.
Suggested Equipment: Thieves’ tools, lampblack, oil can, breeches with secret pocket, small steel mirror, belt pouch, 18GP, 4SP.
Jester
You were employed as a jester by a noble. 
You performed acrobatic stunts, told jokes and stories, and provided entertainment for your employer and his or her guests. 
However, you also served a key role, lacing your entertainment with criticisms and observations too controversial for others to speak aloud.
Skill Proficiencies: Acrobatics, Performance
Trait — Licensed Fool: You enjoy the rare privilege of speaking your mind with little concern for repercussions. 
As a jester, it is your duty to use comedy to point out the absurdities of the world. 
You can criticize through the lens of humor without offense. 
In addition, you can gain access to nobles in order to perform. 
When traveling, you can usually find a meal and a place to stay in the local castle or manor house in return for a performance.
Suggested Equipment: Jester’s motley, tin scepter, musical instrument (your choice), book of bawdy poems and jokes, traveler’s clothes, 38GP.
Knight
You have successfully completed your training as a squire and earned the title of knight. 
Your title carries many responsibilities, and you are expected to behave in a chivalrous manner, protect the innocent, and mete justice across the land. 
You might be sworn to a noble house or be a wandering knight, questing for some prize or glory.
Skill Proficiencies: Choose two from Athletics, History, Insight, Intimidation, Perception, Religion and Survival
Trait — Knight’s Station: When you are among nobility or some other group that would recognize your station as a knight, you can expect to receive free accommodations and food for yourself and your adventuring companions for the duration of your stay. 
Certain nobles might decline, but this is a serious breach of etiquette and usually has social consequences.
Suggested Equipment: lance, token of affection, signet ring, sealing wax, light warhorse with saddle and bridle, grooming kit for horses, feed (seven days), traveler’s clothes, 32GP, and 5SP.
Minstrel
You wander the land performing music, telling tales, and entertaining audiences with your talents. 
Rarely does a community not welcome you in, as you bring news of distant lands to the common folk.
Skill Proficiencies: Performance, Persuasion
Trait — Noted Performer: You can always find a place to perform, usually in an inn or tavern. 
At such a place, you receive free lodging and food (within reason) as long as you perform each night. 
In addition, your performance makes you something of a local figure. 
When strangers recognize you in a town where you have performed, they typically take a liking to you.
Suggested Equipment: Fine clothes, ink, musical instrument (your choice), paper (five sheets), traveler’s clothes, 27GP.
Priest
You have pledged your life to serve a god, pantheon of gods, or philosophy. 
You serve as an intermediary between your chosen power and the mortal world, conducting sacred rites, offering sacrifices, and expounding the teachings of your faith to those you meet. 
When you choose this background, select a deity or power. 
Your knowledge and experience is drawn from your time as a priest in the service of that faith.
Skill Proficiencies: Religion, Insight 
Trait — Temple Services: You belong to a specific temple dedicated to your chosen power. 
You have a residence there, and you can perform religious ceremonies and offer sermons drawn from the sacred teachings of your faith. 
While near your temple, you can call upon acolytes and fellow priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. 
Additionally, when you are in a location that has a temple, shrine, or other presence of your faith, you can expect to receive free healing, care, and religious services for yourself and your adventuring companions from others aligned with your faith.
Suggested Equipment: Holy symbol, flask of holy water, ink, ink pen, paper (ten sheets), vestments, 3GP, 9SP, 8CP.
Thug
Years of being a street tough have given you an aura of menace. 
Your look communicates a basic message to those who annoy you: You’d as soon break their knees as receive an apology. 
Threats and bullying tactics come easily to you. 
Your demeanor has landed you jobs with less-­than-­reputable organizations in the past, where you’ve provided both protection and muscle.
Skill Proficiencies: Intimidation, Athletics
Trait — Bad Reputation: No matter where you go, people are afraid of you due to your connections to the dangerous criminal underworld or your history of violence. 
When you are in a place of civilization, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.
Suggested Equipment: Sap (equivalent to club), tattoo, half of a set of manacles, common clothes, 28GP, 4SP.
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mornadest · 6 years ago
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Random Mountain Encounters (1d100)
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(More Random Encounters on Tuesdays! If you like my work, consider supporting me by leaving a tip at my Ko-Fi Page! Image credit: x)
An interesting challenge, but overall I think a successful one! Here are my Random Mountain Encounters (#1-5). Try them out in your campaign and let me know how it goes! Check out all my Other Encounters! See you next week for Desert Encounters!
[1] A metal shack shimmers in the light, inside you discover a hideaway for Ice Gnome Guards. They are playing cards and are willing to make bets with anybody [2] It is migration season, thousands of goats are making their way up the mountain. To pass through them is truly a foolish task [3] The remains of an abandoned city lies quietly in a valley between two great mountains. Evidence for the city’s collapse is not well hidden and perhaps even a bit devious in nature [4] Rumors say at the very top of the mountain lies a golden egg. Yes you heard me right, an egg made of gold. I don’t know who laid it so don’t ask! [5] Friendly Stone Golems patrol the mountains in order to help smaller beings climb to the top. They cannot speak and often throw giant boulders for fun. This can be lead to serious misunderstandings of course [6] All of the mountain peaks are covered in snow, all but one. The odd one out is home to a dormant volcano that is home to a civilization of merfolk. Yeah, I don’t understand it either [7] Birds in these cliffs have grown to the size of lions due to their lack of competition when it comes to hunting prey. They are intelligent and offer wisdom or mockery depending on their mood [8] You discover the cavern of a ghoulish green furred beast that is plotting to attack a nearby town and ruin their festival. This information is easy to discover as there are plans strewn about all over the place [9] Nearby two Ancient Dragons loudly argue over a borrowed book completely unaware of your party’s existence [10] There is a dimensional rift cracking through the stone of the mountain range, gravity occasionally reverses, spontaneous magic effects occur, and otherworldly beings appear without warning [11] A dedicated chef and their protégé are hunting a Yeti. The meat is said to be a delicacy. The chef will offer a grand reward to the party if they choose to assist them. Perhaps you may even be invited to dine with the Monarch who ordered it [12] You discover bodies encased in ice scattered around the path. Was this an accident or an attack? Better be careful either way [13] KABOOM! An explosion in the distance as two high level adventurers duke it out. Have them inspire your players or potentially even guide them [14] A ski resort operates on a hidden slope, it is run by Goblins who desire rare metals [15] Hidden among the sparse trees and shrubbery are large ice cocoons freshly opened [16] Shit! A near fatal slip leads to the discovery of an abandoned mineshaft within a deep ravine [17] Harpies. Just some classic Harpy encounters. They want to either eat the party or eat their rations [18] The mouth of a cavern sings sweetly, it’s quiet but insistent and impossible to ignore. Choose a random player, they are hypnotized by the sound [19] After a long night’s rest the party discover they have been separated mysteriously [20] A lone monk sits peacefully atop of the peaks. They claim to have mastered the art of reversing time [21] Howling can be heard every few hours. The source of this terrifying scream can be traced to a Dragonborn Barbarian who refuses to wear a shirt. They believe shouting into the heavens will bring them closer to the spirit of the planet [22] Due to a magical accident hundreds of years ago the mountains radiate elemental energy. Random combustion is not uncommon and neither are Elementals [23] An infectious fungus is spreading across the mountain peaks. If it is not stopped, it will grow to cover the entire range and beyond [24] Broom race season has just begun! Witches and Wizards are flying all around the place without any concern for nature or the party. Watch out for Fireballs! [25] Awoken from sleep, an eager creature excitedly attempts to pass on words of wisdom to travelers. They get a little too excited and start panicking when trying to deliver their speech [26] In the middle of the night a bear has dug into the party’s packs and has stolen the most hilarious item possible. Be it drugs or someone’s underwear. Perhaps both? Fuck, please let it be both [27] Animated objects have escaped from a neglectful master and have built a small but pitiful society. Surely a new home would suit them better [28] Buried deep within the mountain lies an army of undead, your players happen upon this after a small collapse [29] Shattered statues of gold litter the snow, neglected by time. They appear to be adventurers rumored to have gone missing a few months before [30] These alps are home to unpredictable creatures known as Shadows. They are seemingly intelligent but often attack without warning. Your party discovers a village [31] A powerful spirit guardian visits the party and attempts to lead them to their destination. They either take on the form of a four headed deer or a small white fox [32] It’s finally time. Choose one of your players at random, their bag is actually a Mimic. They’ve been keeping quiet for quite some time, but decide it’s finally time to make their escape [33] Atop the highest peak is a pool of clean spring water. Rumors say that those who drink from it will find their true love within a week. It is a well sought after ingredient for potion making [34] Atop the highest peak is a pool of black liquid. Rumors say that those who drink from it have visions of the future. It is a well sought after ingredient for potion making [35] Medicinal herbs grow all around the sierra, they are believed to be able to cure any illness. But they are guarded by poisonous ants who use it to feed their queen [36] Every few weeks a strange light emanates from the mountains in the dead of night [37] Abandoned minecart rails run through entire range and can offer a quicker, but more dangerous, way to travel [38] A stoic Troll lives near the base of the mountain, they know where the party needs to go to finish their quest. But they will only give directions if they can make the beast laugh. They haven’t laughed in almost a century (This can either be really difficult or really easy to achieve) [39] Tireless exploration has lead your party to the cave of a horrendous beast. Describe it in the most haunting and visceral way possible. That way, when they discover it’s a Pokémon they will probably threaten to fire you as their Dungeon Master but it’ll be so worth it [40] Nomadic Bards offer a detour through the mountains. They claim to know a, “Secret Tunnel” [41] Explorers stumble out of a crypt, at first glance they seem to be wounded but the truth is much worse… [42] Intricate traps litter the mountainside to the point of it being ridiculous! The trappers are actually really enthusiastic Cryptid Hunters [43] Shield surfing you say? The God of shield surfing challenges the party to a race offering valuable treasure if they win [44] Within the mountain is a dwarven forge and after a serious accident molten metals begin exploding out from the natural vents and caves. Watch your step! [45] At the base of the mountain lies a restaurant known as, “The Lost Souls Cafe.” It is run by disguised demon lords who love to gamble souls for rare rewards. The bartender quietly warns all who enter to leave before it is too late [46] Beautiful crystals line hard to reach cliffs. If your players are fortunate enough to collect some they will unfortunately discover it begins growing on exposed skin [47] A giant demon known as the Nurikabe blocks the path, it is nearly impossible to pass without employing magic or trickery [48] Rock insects have infested the entire range. Their camouflage allows them to be nearly invisible, watch your step of face their wrath [49] Wounded and dying of exposure, a warrior lies slumped in a pile of snow. She is incredibly strong and is hunting a Warlock who they have sworn to kill. Or perhaps, the person they are hunting is a villain your party has met before [50] Strong winds threaten to force the party off the side of the mountain. Is it the wrath of nature or perhaps a supernatural entity? [51] A squadron of patrolling Samurai ride upon Velociraptors. They are not friendly [52] One of the player’s voices echoes loudly in the valley. The strange thing is, the voice echoes even without any words being spoken [53] The mountains are alive and have large wounds. If the party isn’t careful they may they will face deadly consequences. But the opposite is also true, if the party are able to heal the wounds the mountains may help them on their journey [54] Fairies dance around a roaring waterfall. They act friendly and offer to heal the party, but beware.. They like to trick people into taking leaps of faith [55] Numerous quarries line the mountain range. Villages are littered throughout, all of them are hanging upside down like stalactites [56] A never ending fire burns within a crater. Travelers often come here to collect the flame [57] The only effective means of travel is a long winding road that forces the party to walk in a single file line. It is not much of an issue until something decides to attack [58] Deep within the blizzarding alps a lone peak is laced with flames. It is home to an ancient Dragon and a Sorcerer who worships and protects their master [59] Roll for which player who is going to be kidnapped by a Giant. Have fun! [60] A range of glass mountains shine brilliantly in the light. They were discovered a few days before replacing a large portion of the western coast. Their reason for existing is unknown [61] ZAP! A young spunky witch has accidentally shrunk the party. In a panic she puts them in a pocket dimension within her walking dresser companion. Surely things will be fine, right? [62] Out of nowhere bump into an invisible object. While trying to investigate they may discover a door that leads to an abandoned magical college. Rare magical treasure can be found within but something seems to have made this place their new home… [63] Clouds swirl around the peak, they are dense and have an almost unnatural appearance to them, as if they were stairs leading up to the heavens [64] Avalanche! The party are now trapped in a monster’s den. For a more dramatic challenge, all but one player is unconscious [65] A sickly looking child is wandering alone in the cold, they speak incoherent gibberish. If the party help this child and let them travel along, after reaching a safe destination they will reveal themselves as a spirit of the mountain, rewarding the party with blessings or treasure [66] The mountain pass is long but not too difficult to traverse. However, this specific path is looping over and over again without end [67] Flail Snails emerge from the mountain. They are dangerous but can be easily tamed [68] A meteor blasts through the summit, the debris rains down upon the party. It is quite deadly if they are hit. The crater is smoking and is home to a new mysterious plant [69] Hidden above are small hornet’s nests, be careful not to disturb them for the main hive is home to giant hornets who are not afraid of fighting [70] Within the rubble of a destroyed altar rests a tome with the title, “Hand of Fate” [71] Broken down on the road, a snobby noble offers to pay the party a large sum of money to help the noble and their servants to an important meeting. It takes place in a week and is important in solving interspecies relations [72] Smoke blows up from a dozen chimneys atop a bizarrely shaped house. It is home to a shy alchemist who collects rare materials from the alps [73] While climbing the mountain, the hard rocky surface suddenly begins cracking and weakening as the surface has turned into chocolate [74] Clockwork animals occupy the area. They act like regular animals… All except for Archimedes the glitchy owl. A loud creature that claims to have been created by a space demon [75] Civilians are traveling all throughout the mountain pass. With all of their belongings they venture toward a developing city in the valley. It’s a great/safe place to make new connections [76] Civilians are traveling all throughout the mountain pass. They claim it is a great land of opportunity and wealth, but something much more sinister is afoot [77] Select a random Goosebumps book, this is the new monster/obstacle the players must face [78] Spider webbing covers the entrance to a cave. Within the webs a sign reads, “Fortune readings in exchange for beautiful cups or tankards.” Sounds trustworthy enough [79] You discover a hamlet constructed out of trash and broken tools. Aloft in this pile of garbage, a Goblin’s eye cracks open. “Come have a look. One gob’s trash is another gob’s treasure.” They are a bit of con-gob so be quite careful [80] A camp of miners ask your party to sit down and join them for drinks. They are fascinated by the life of adventure your party leads [81] Poisonous mist swirls around the sierra, be careful not to lose consciousness while it seeps through your skin [82] Built into the side of the jagged stone, a Monk Temple sits peacefully amidst the storm [83] Bound to the mountain, a hellish warrior slaughters anyone who enters their domain. They are horrendously powerful and would wipe out any unsuspecting low-level party [84] Hosting a prestigious singing competition, a Purple Dragon with a tie and top hat invites all to watch this once in a lifetime event. Gods, Spirits, Giants, Beholders, etc.. are all participants [85] A campfire burns brightly on the side of the road, no one is around. Food is roasting, bottles left unopened, treasure left untouched. Do you search for those who set up this camp or take it for yourselves? [86] The party stumbles upon a murder scene and are framed for the crime by corrupt guards who came to investigate the death of a famous hero. The situation seems far too convenient [87] Frozen in ice a monstrous beast is slowly thawing, it’s power is equal to that of a Tarrasque but it does have the dumbest name in the world [88] Mimics as large as houses, disguised as, you guessed it. Houses. They lie in wait, hidden in plain sight among other buildings of an abandoned city. A storm is brewing and the party needs to take shelter. Hopefully they don’t wander into the wrong house [89] Introduce a new or reoccurring cult from your campaign. One of the members is infusing with a demon and will become a powerful antagonist that will continue to be a problem for the players in the campaign [90] The world’s worst rogue has been stalking the party. They want to kill the party or go on an adventure. The choice is yours, but they HAVE to be lovable. A new child to adopt [91] “Oi! You’ve come fer blood, haven’t you?” You are handed a flyer for a Colosseum nearby [92] A misguided entrepreneur has built their new Fast Food restaurant on a summit. They got the place for cheap but business is… Not ideal [93] Throw a Legend of Zelda boss at the players! Some suggestions: Bongo Bongo, Volvagia, Stallord, Stone Talus, Lynel [94] Struck with lightning, an unlucky party member’s eyes begin to glow as they have gained newfound powers. They’ve been selected by a powerful deity to carry out a prophecy [95] A deserted alchemy lab wanders the wilderness, it is sentient and left without a purpose [96] Thrown from the top of the mountain, a wooden chest filled with cursed magic items has been disposed of, never to be found again. Well until you rolled this random encounter [97] The party meets a high level party of badasses. They are kind of jerks and act as secondary antagonists on this journey up or through the range [98] Treasure map! No tricks, no traps. Just some sick loot [99] Let’s try out a traditional encounter. Find a cool monster (preferably displaced) and let the party fight it or perhaps help calm it down and lead it somewhere safe [100] Hidden away from the rest of the world, an observatory keeps track of planetary movement, stars, and unusual phenomenon. The observatory is run by a secret organization that watches over the world. Grand secrets reside within the somber halls
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mornadest · 6 years ago
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Morning after pill is like ~40 at most pharmacies I think? Reblog to save a life lol
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mornadest · 6 years ago
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Ladies of MARVEL 👊👊
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mornadest · 6 years ago
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Morally grey: A character who does too much bad to be a good person, but does too much good to be a bad person.
Sympathetic villain: A character who is a bad person, but whose backstory/character arc makes you feel sorry for or sympathetic towards them.
Anti-hero: A character who does bad things to achieve a good goal.
Anti-villain: A character who does bad things to achieve a goal that they believe to be good, but is actually messed up.
Just plain annoying: A character who does bad things to achieve a bad goal but has one throwaway line about a hard childhood that is expected to put them into one of the aforementioned categories when in reality it just makes them annoying
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mornadest · 6 years ago
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me every year: i’m not gonna get emotionally involved in eurovision this year. i’m just gonna enjoy it for what it is and i’ll be okay with the outcome regardless
me, the second eurovision starts:
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mornadest · 6 years ago
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The 5 things you gotta know before you let that cop into your house
THIS STUFF IS SOOO IMPORTANT TO KNOW.  Seriously.  It’s saved my ass before.
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mornadest · 6 years ago
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If ur nb and also pan doesn’t that make u straight in that gender too?? The alpha gay thing doesn’t work if u don’t acknowledge the other side
No it makes me The Alpha Gay
Because no matter who my date mate is, it's gay
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mornadest · 6 years ago
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Where are you from? I get british vibes but I'm not sure tbh
You are absolutely correct, I'm actually Welsh 🐉🐲
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mornadest · 6 years ago
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Hello and welcome to me being a huge fucking dork whilst I re-dye my hair
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