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#dnd prompt
kermiees · 1 year
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This was supposed to je for byler week but um the Post i did befpre blowed up a lot- so um. Have this, i hate it a lot. *runs away*
I don't blame you i prefer the doodle anyway.
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Draw your WARRIOR ⚔
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wanderingmarine · 9 months
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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. •❅───✧❅✦❅✧───❅•
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crypticcaravan · 1 year
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Cleric that sends their God too many unimportant prayers in short bursts like an annoying but good hearted texting partner
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nuttynutcycle · 1 year
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Prompt 395
"And you are...?"
The stranger tipped his hat. "Just your standard horny bard, ma'am. Pleased to meet you."
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sarahscritfail · 3 months
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okay something that has upped my writing for dnd by far has been the Monster Culture (Seven Theses) by Jefferey Jerome Cohen. If you’re a dungeon master, game runner, or a creative fiction writer I highly highly recommend reading the whole thing but I’ll summarize the big points here~ (p.s. this is religious studies theory but it is so important in implementing for your own writing)
The monsters body is a cultural body
the monster is a reflection of the society itself. It is all fear, desire, anxiety, and fantasy. It is both “that’s which reveals and that which warns”.
The monster always escapes
This doesn’t mean that once you kill it it’s not gone in the form it took. Maybe it evolves. “For who is the yeti if not the medieval wild man? Who is the wild man if not the biblical and classical giant?”
The monster dwells at the gates of difference
Represents an object / creature that is outside of normal ways of thinking about the world as duality (monster is ambiguous). Because the monster is neither animal / creature human or land animal. Things that are called monsters are projections of societies indifference or disgust
The other thesis are phenomenal, they’re not intended to craft writing but rather as a reflection for how monsters have been used societally. But highly recommend the read.
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pettyprompts · 10 months
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“Why are you dressed like a wizard?”
“What do you mean? I am a wizard!”
“You’re literally a cleric.”
“…how did you know that?”
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storytellers-atlas · 1 year
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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.
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dndadventurequest · 7 months
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Walking into a poorly torch lit cavern has led you to search out endangered bats and other specimens. Do not be afraid of the bats. Be aware of what the bats are afraid of . . .
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silentcitystreetart · 2 years
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Silent dreams shift clouds to the North encasing misted woes. A neighborhood sits in darkness, its underbelly pools below. Calling into the night is a doe lost in the haze, her antlers glow. Spreading light frequencies in stark delight.
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butch-enjoyer · 1 year
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Actual dnd pro tip!
If you don't want to make a new religion/cult for your campaign, but you need to, just combine all the Abrahamic religion and describe them like if you were an outsiders of them.
Example: the cultists are here every weekend, chanting, making requests to their Gods and feasting upon the blood and flesh of their God.
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Character Idea
A character that seems sweet and comforting, who is a healer/medic of some sort and people always comment on how nice they smell.
it’s like spices and wood. Turns out the reason that they’re so good at healing a living body, is that they practice on dead ones as a murderous necromancer and traitor to whatever group they are in. They’re signature smell was incense and myrrh along with embalming spices used for their victims so that they can hid the bodies without the smell of rot.
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obdndi · 2 years
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Prompt of the week: Sorcerers need to study magic more than any other caster
Based on this
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My humble opinion:
Sorcs need to control their magic. Even if they can cast innately, they can't innately control the outcome, and if there are books for "actual arcane casters" they want to try, they should pretty much experiment, bc there is not so much systematization of unique outcomes of sorcery vs wizardry.
Yes, their magic is inborn - comes from their ancestry. They are, quite literally, sealed barrels of mana walking around. If one such barrel would like to learn how to carefully distribute its mana, what would it do? Either experiment and fail, or try and study some materials published for jars and vases. And I'd absolutely love to think there is one or two studies about innate sorcery - left in some royal library as a copyright deposit, where a scientist tried their best to summarise all the effect and outcomes known, but gave up since it's a shitload of info.
Not only the need of learning how to cast properly is not dumb for Sorcs, it's bigger and more valuable for them than for any other spellcaster. Especially for Wild sorcs.
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wanderingmarine · 6 months
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Campaigns announcements !
Fellow DND lovers I'm happy to say that I'll be hosting 2 new DND campaigns soon enough !!
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One will be based on Star Wars, precisely "Star Wars The Old Republic" during the KOTFE/KOTOR era (with Lana, Theron, Revan and such) and the other will be a one-shot type campaign based on the book ACOTAR ! The second one will be kinda like a escape game/cluedo like one where players, from different courts with stats following said courts and such, will have to solve a mystery in a time limit ! I'm really excited about those and if you're interested about it, please do let me know! I need to check but 2 players are already interested in the SWTOR one, I'll put the number at 6 players max for both Campaigns ! So I have 4 places left for the SWTOR and 6 places available for the ACOTAR one !
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crypticcaravan · 1 year
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You’ve encountered the Cryptic Caravan roll for loot!
Roll a d10 here & collect your junk👇
1. deck of tarot cards, a pair of cloth gloves, a vial of quicksilver
2. brass bell (1 gp), a tinderbox (5 sp), a vial of perfume (5 gp)
3. dragon's tooth, a patch of chainmail
4. flask of ale, a herbal poultice
5. ring of iron keys, an apple core, scraps of leather
6. set of fine brushes (5 gp), a signet ring (5 gp), some garlic
7. page torn from a spellbook, a small iron ingot
8. boiled egg, a list of local taverns, a vial of blood
9. drafting compass (1 gp), bent nails
10. magnifying glass (100 gp), a page torn from a spellbook, the deed to a small property
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probably-just-a-cat · 2 years
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Typical DnD scenario :
One of us speaks only the truth, the other tells only lies.
Except both tell what they think is the truth.
Party (trying to figure out who is who) - What colour is sun?
Guard 1 - yellow
Guard 2 - light orange
Cue fighting over what colour the sun is.
Or
Party (thinking they figured it out) - Is the path ahead of us dangerous?
Guard 1 - No! (used to play with dragons that live around the path)
Guard 2 - Yes! (also played with them but got bitten by one and is now scared of dragons)
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