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A lil peak behind the magic - aka us checking our mic levels through the delightful medium of song!
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Hi. Hello! Hail and we’ll met. We’re women; we play #DnD—and a bunch of other games too. But we record our D&D game and release it as a family-friendly #podcast: #FateFM!
We game. You can too. Everyone is welcome. Join us for the adventure: fatefmcast.com 🎧💜🎙
(Photos by Carsen Heater; woodwork tabletop accessories by @deepdungeongames) #tabletop #tabletopgames #rpg #ttrpg #dnd5e #game #gaming #womeningaming #ladypodsquad #girlgamer #gamer #rpg #podcasters #podcastersofinstagram https://www.instagram.com/p/BnVHkxShPzE/?utm_source=ig_tumblr_share&igshid=zm2sz720w8pu
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MTG Items in D&D: The Arkbow
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Arkbow Magic Weapon (Longbow) - Legendary (Requires attunement by a Ranger) The Arkbow is a longbow that grants its wielder the power to carry the souls of beasts within the bow, and summon their spectral forms when loosing an arrow. You gain a +2 bonus to attack and damage rolls made with this magic longbow.      When you are within 10 feet of the dead body of a small, medium or large beast that has a CR equal to or lower than half your ranger level, you can spend one minute attempting to communicate with the beast’s spirit, achieved through a DC 15 Wisdom (Animal Handling) check. On a success, the creature’s spirit is persuaded to inhabit the Arkbow. The Arkbow can contain the spirits of any number of beasts, which leave the Arkbow if it becomes attuned to by another creature, and return if it is reattuned by a previously-attuned creature.      Up to three times per day, you can summon the spirit of one beast inhabiting the Arkbow. You may summon a beast to an empty space within 10 feet of you, or summon it by attacking an enemy. To do so, make a ranged attack with the Arkbow. If you hit the target of the attack, the summoned creature appears in an empty space within 5 feet of the attack’s target, and may immediately make an attack against the target. On a miss, the summoned creature appears in an empty space of your choice which is both within the weapon’s range, and between 10 and 15 feet away from the attack’s target.      Beast spirits summoned this way act immediately after you in initiative. They can be commanded as a bonus action. The beast spirits inhabiting the Arkbow count as both beasts and undead, and have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Beast spirits remain for one minute after being summoned, after which they return to the Arkbow. You can have up to three beast spirits active at one time, but you cannot summon the same beast twice. You can however, summon more than one beast of the same type, if each of those beasts of the same type inhabit the Arkbow, such as the spirits of two different wolves.
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Designing this item, I focused on making it work as effectively an “ark” for the spirits of beasts that the user befriends, it allows you to form a large library of different beasts you can summon with the bow, which balances with the player as the CR of beast spirits you’re able to befriend raises with the user’s level. 
You can find more of my magic items here!
[Patreon] - [Twitter] - [Ko-fi]
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Two small brushed ink drawings of the Last Unicorn, which I gave to Peter S. Beagle this morning during his tour!
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anyway dont use any of these theyre not gonna work
bonus reject design
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Make sure the system you use matches the kind of players you have, for an optimal experience
Admin Note: This is part of the ongoing series called “D&D isn’t the only TTRPG if you don’t want fantasy play another goddamn game!”
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for fancy kids who dont need dumb stuff like rope or a tinderbox for their adventures
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Hey guys!!
We hope you enjoy the new episode - we just wanted to say a quick sorry for the recent radio silence on here! We’re in the middle of exam season atm, and with the actual podcast production, running the twitter, facebook and instagram, and all our own respective jobs/deadlines the poor tumblr account fell by the wayside a bit! 
We’ll be back posting a lot more regularly soon, with lots of cool artwork and character exploration soon!!
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Episode 7 is out!! Join the gang as they sneak aboard a deadly pirate ship and find themselves in the lion’s den 
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I just love this infinity d10–the spot on it looks like deep space to me
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aw man literally ALL of us with out backstories....
the ultimate creative struggle:
wanting to talk about your story/comic and get feedback
not wanting to spoil what happens in your story/comic
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EPISODE 5 - GHOST MAKING SOUP!
The newest stint in our misadventure is now live on itunes, soundcloud and podcatchers! Join the gang as they blaze a trail of glory and....spoons?
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Words that NPCs might use for PCs
Ratcatchers: Especially in an urban campaign, this term is chosen specifically to disrespect and belittle adventurers. It comes from a more literal place, people who catch and dispose of rats and other vermin. It implies that adventuring is dirty work, unprofitable, undeserving of praise or respect.
Mercenaries: This one is more matter-of-fact. It’s still not a respectful term by any means, but there is a sort of professionalism to it. It also implies greed, that the PCs aren’t willing to do anything without the promise of pay. Also, there is the assumption that they are going to choose the violent solution to any problem, unless 
Mercs: You might think this would be the same as mercenaries, but there is a wholly different intent behind the shortened version. This term assumes that the PCs are aggressive, that they only solve problems with violence. Not only that, this term implies that the violence isn’t just a means to an end, but something they actually enjoy.
Rogues: Not in the same context as the class. This is used to describe people who are likable despite their lawlessness. There is an implied charisma or charm, but also the assumption of greed as primary motivation.
Scoundrels: Like rogues in almost all ways, but without the requirement of likability. Still charm and charisma, just often more sleazy than actually likable.
Madcaps: Again, similar to rogue, but with a heavy implication of madness. Villagers who live near a haunted forest might call adventurers who go in there “madcaps.”
Bounders: Like scoundrels, but even without an implied charm. These are people without any sense of honor, motivated purely by greed.
Fixers: This one is straightforward. It doesn’t actively disrespect the PCs, but it also doesn’t elevate them above others. They are simply here to fix a problem, and after the problem is fixed, they’re useless.
Dungeoneers: This one is certainly more specific. It is similar to mercenaries, in that it doesn’t carry any respect, but it does have a professional air. Unlike mercenaries, there is an implied intelligence; a dungeoneer is an expert at dungeon-crawling. There isn’t as much of an emphasis on violence, instead there is an implied sneakiness. However, there is still an implication that greed is the primary motivator.
Explorers: This term may not be used for most PCs, but when it does apply, it is used in a respectful manner. It assumes even more intelligence, and it implies a scholarly bent, that the PCs are motivated by knowledge, not greed.
Wanderers: Like explorers, but without motivation.
Vagabonds: Like wanderers, but with the implication of being problematic to the community. Or, a sort of wandering scoundrel.
Pathfinders: Like explorers, but with the implication that they are clearing the way for the spread of civilization. There is an honor to this word, but also more implication of risk or danger.
Adventurers: There is more of an air of respect in this. The use of the word “adventure” implies a sort of storybookishness, there’s less of an implication of dirt and greed. 
Heroes: This is a word chosen specifically to praise the PCs. It implies selflessness, a need to help others, and a certain level of competence.
Champions: Heroes, but tied to a specific place or group. The pinnacle of a community.
(I made this because it gets boring listening to NPCs saying the word “adventurers” all the time.)
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Self care is designing d&d characters you wont use
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Kraken Dice has started doing Misfit Dice sales–slightly imperfect dice from their shipments, made into color-coordinated sets and sold at a discount. I got a couple of beautiful palettes last time they were listed. Except…I needed to show these poor lost dice that they were loved. So I put on a Star Wars movie and made them beautiful! 💜💙💚
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Best Babe <3 
Y'know, you could just make up accents in dnd. Tried to give ur character an Australian accent and failed? Well, there is no Australia in this fantasy universe, but there is conceivably a settlement of people who all speak in an accent which sounds, to our ears, like really bad Australian.
What I’m saying is just use the worst fuckong voices for all ur characters and if u get called out on then just say it’s how people talk in fricking green-mushrooms or wherever ur character comes from. Make your party suffer.
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