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my that
Item: That, a mysterious box that radiates an energy of desirability, causing people to want it for no clear reason.

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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Shadow Shuriken Weapon (dart), very rare (requires attunement) ___ When thrown, this dark throwing star is trailed by wisps of black smoke. This weapon has the light property, and you can engage in two-weapon fighting with it as if it were a melee weapon. If you’re a monk, it’s considered to be a monk weapon for you. When you hit a creature with this weapon, any nonmagical flames or lights within 10 feet of it are extinguished. This weapon deals an extra 1d8 force damage to any creature it hits, or 1d12 if the creature is in dim light or darkness. Hit or miss, the shuriken magically returns to your hand after making an attack with it. 𝙎𝙝𝙖𝙙𝙤𝙬 𝙅𝙪𝙢𝙥. This weapon has 4 charges, and it regains all expended charges daily at dusk. When you hit a target with this weapon, you can choose to expend 1 of its charges to teleport to an unoccupied space that you can see within 5 feet of it. If the new space is in dim light or darkness, you become invisible until the start of your next turn; the effect ends early if you make an attack or force a creature to make a saving throw. ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon’s Saddlebag on Patreon for as little as $3 a month!
💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Sheet of Concentration Wondrous item, very rare ___ “Sheets of concentration” typically come in small collections of 1d4 + 1 sheets. The sheets are blank when found. You can transform a sheet into a special “spell scroll” by expending a spell slot to cast of 4th level or lower while touching the sheet; the spell must require you to concentrate on it. When you do, the spell has no effect, other than to transform the sheet, which slowly begins to fill with magical runes and writing. After 1 hour or at the end of the spell’s duration (whichever comes first), the sheet is successfully transformed into the “spell scroll.” The sheet is wasted and becomes nonmagical if your concentration is broken before the end of that time or if you cease touching it. This “spell scroll” is special: only you can cast the spell on it, and when you do, it doesn’t require your concentration. A spell cast in this way ends early if you cast another spell in this way or if it remains in effect for 1 hour. If you’re a wizard, you can use this “spell scroll” without having to read it, provided it’s inside your spellbook and the book is on your person. ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon’s Saddlebag on Patreon for as little as $3 a month!
Monster of the Week prompt (ID: A sign in a wooded area. “3 alien abductions here in one week!! when are the council going to do something?)
The monsters plaguing this town are mostly classic horror creatures. Three weeks ago, your team tracked down a vampire who was committing insurance fraud. Last week, you saved Mr. Garrido from a plague of zombies out at his cabin! But this time, things have gotten a little bit science fiction in the town of Sedbergh.
Idea: a genre shift like this can be a fun surprise to your players! First of all, they have the challenge of figuring out what an alien’s powers and weaknesses might be (not as easy as vanquishing a huldra or a hydra). Second, they can gather strange and mysterious gadgets from the alien ship, a long term project to work on! Plus, of course, they can use it as a clue toward the larger adventure! Maybe the town is cursed by a dark power that’s bringing people’s fears to life, and as the campaign continues you’ll see things even worse than aliens…
⚔️ 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Bolt of Inspiration Weapon (bolt), uncommon ___ “Bolts of inspiration” typically come in cases of 5. When you make a ranged attack with one, you can roll a d4 and add the number rolled to the attack roll. Hit or miss, the bolt then becomes nonmagical. On a hit, another creature of your choice that you can see within 10 feet of the target gains a special d4. Once in the next minute when that creature makes an ability check, attack roll, or saving throw, it can roll that d4 and add the number rolled to the result. The creature can wait until after it rolls the d20 before deciding to use this d4, but must decide before the GM says whether the roll succeeds or fails. A creature can only have one d4 in this way at a time. Other types of magic ammunition of this kind exist, such as “arrows of inspiration” meant for a bow, though bolts are most common. ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon’s Saddlebag on Patreon for as little as $3 a month!

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Murder Mitts
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The animal kingdom is home to all manner of beasts that specialize in just about anything you could put your mind to and certainly some that would still surprise you as well. That’s one of the things I find most interesting about it and also something that bothers me deeply when a piece like these gauntlets come into my possession. What noble beast did these once belong to and was it actually so dangerous that it needed to be put down or was it merely a misunderstood part of its ecosystem? Regardless, they’re in the shop so they’re for sale!
If you want to see more of our items you can check us out on our Website, Twitter, Pinterest, Tumblr, Bluesky, Threads or Instagram where we post them regularly. You can also find us at our Discord server where you can hang out and chat with the community
Blood Moon
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The outer planes don’t treat the laws of our physical realm with the same respect as you and I. In fact many of the beings there outright ignore them in whatever way they see fit. One such being was Lunassa. A powerful creature in its own right, it sought to bring chaos and entropy to this plane and hasten the downfall, bringing all of us to their world of darkness and insanity. It’s only for the bravery of a few that we didn’t succumb to such terror. In the end, they did get this really cool sword though! Give it a swing!
If you want to see more of our items you can check us out on our Website, Twitter, Pinterest, Tumblr, Bluesky, Threads or Instagram where we post them regularly. You can also find us at our Discord server where you can hang out and chat with the community
Broke: the Random Harlot Table from early d&d. Gross and out of date.
Woke: the Random Varlet Table I have just made. Effervescent, educational.
A varlet is someone who works for the wealthy and usually noble landholder, taking care of all their hunting dogs. Varlets pass down training techniques to their children who will inherit the role. Use a d6 to determine who your players meet in the kennel!
1. Haughty Hugo and some hungry hunting dogs
2. Priyanka, practicing pack perfection
3. Garishly garbed Galahad, grooming gazehounds
4. Dreary Delilah, dozing among the dachshunds
5. Winsome Winslow, worried about a wolfhound
6. Bellicose Bertha, bellowing at beagles
Supplemental Dog Table: 1d6
1. Radissche - a bloodhound who loves playing in the mud
2. Pincher - a mastiff, bark much bigger than her bite
3. Joliboye - a rat terrier, afraid of thunder
4. Guinefort - a greyhound of shocking intelligence, will escape from any enclosure
5. Flowre - a black and white spaniel, always trying to lead the group to go swimming
6. Trusty - a pug with great nobility of spirit
Turns out you can roll a 7 on a d6
but only once.
explosion at health potion factory 0 dead 0 injured
official dnd post

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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Celestial Gate Wondrous item, legendary ___ This armillary sphere is about 6 inches in diameter and features a unique glyph of each plane of existence. When left unattended, the rings slowly revolve and spin on their own. Over the course of one minute, you can orient the various rings to all align at a singular glyph, at which point you can speak the name of a location on the associated plane of existence. The sphere then lifts up, spins wildly, and creates a portal to the named location on the chosen plane (as if by the “gate” spell, except it can appear on your current plane of existence).. The gate is 10 feet in diameter and hangs in the air, facing you. The sphere then drops to your feet or into your free hand (your choice). The gate remains for 1 minute. The area in a 60-foot radius centered on the gate where it appears in the new location is then suffused with holy power, granting it the benefits of the “hallow” spell for the next 12 hours (Everlasting Rest or Peaceful Rest extra effect only; you choose the creature types affected by its first effect). Once the item creates a gate in this way, it can’t do so again until 24 hours have passed, or 12 hours if the chosen location was on the same plane of existence as you. ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon’s Saddlebag on Patreon for as little as $3 a month!
💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Trench Totem Wondrous item, uncommon ___ This fist-sized stone figurine can be used to create a trench in natural ground, such as dirt, sand, or unworked stone. You can use an action to place the figurine on the ground at a point within 5 feet of you and speak its command word. A four-foot-deep trench then appears in the ground, provided it’s eligible; the trench is composed of up to six 5-foot-square segments. Each segment must be contiguous with at least one other segment, and they must form a straight line on the ground originating from the figurine. The trench can’t extend underneath a structure or similar obstacle: its surface must remain exposed. The trench remains until the figurine is removed from the ground (no action required). When this happens, anything within the trench is lifted upward as the ground fills in beneath it. Once the trench disappears, this property of the figurine can’t be used again until the next dawn. A Medium or Small creature within the trench has three-quarters cover against ranged attacks made from outside the trench; if such a creature is prone, it instead has total cover against such attacks. Especially tall creatures may need to crouch in order to gain the trench’s cover against ranged attacks (GM’s discretion), whereas Tiny creatures may be completely obscured from outside view within the trench. ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon’s Saddlebag on Patreon for as little as $3 a month!
Lausavisur
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The oral tradition of speaking tales around a campfire is something I've always treasured and something I do with my grandkids regularly. Sure, they get a little antsy when I start weaving in music and pyrotechnics, but that's all a part of the fun I think. There's something special in making sure that everyone gets a show. Regardless, sometimes you simply need to make sure your voice is heard and for that, I have just the most interesting little bauble for you. Take a look.
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⚔️ 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Staff of the Weaver Arcane Staff, legendary (requires attunement by a sorcerer or wizard) ___ This staff has a series of narrow openings at its top through which threads of magic visibly flow. It can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. While holding the staff, you also gain a +1 bonus to your spell save DC, spell attack bonus, AC, and any saving throw you make. When you cast a spell of 3rd level or higher using a spell slot and are holding the staff, threads of lingering energy wrap around the staff. The number of threads is equal to the level of the expended spell slot divided by 3 (rounded down). You can have up to 3 threads at a time, which remain until they’re expended or until you finish a long rest. Until then, whenever you would expend a spell slot while holding the staff, you can instead expend a number of threads from the staff equal to the spell’s level; if the spell has a casting time of 1 action, you can cast it using a bonus action instead. Regardless, treat a spell cast in this way as though it were cast with a spell slot, except that it doesn’t generate any threads. In addition, if you hit a target with the staff, it deals an extra 1d6 force damage for each thread it has. ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon’s Saddlebag on Patreon for as little as $3 a month!
Encounter Idea: This room of the dungeon has a mysterious fountain with an angel statue that speaks when you encounter it. “This water can restore the dead to life, but centuries of neglect have allowed its power to fade. There remains enough for only one body, but a priest of the Harborwing can restore its energy.”
Around the cavern are the remains of a dozen or more adventurers and a few pieces of chitinous limbs, clearly the result of many battles. One of the fallen may be a cleric of Ylimancha, able to turn this place into a powerful holy shrine. Can you choose correctly? Can you repair the critical damage to make sure the resurrection spell works? Will you survive the ankhegs that seem to treat the cavern as their hunting ground?
Imagine if you had to play Operation during your combat encounter, to represent the stress of extracting a claw from the body you need to revive!

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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Rod of Instant Outposts Rod, rare ___ This rod resembles a collapsed tentpole with an embossed banner wrapped around it. While holding it, you can use an action to speak its first command word to cause the rod to elongate and plant itself in the ground at your feet, standing upright as a tentpole. The pole is 10 feet tall and is planted at a point on the ground within 5 feet of you. When this happens, the pole recreates the effects of the “alarm” spell, which covers a 30-foot-radius area centered on it; you designate whether the alarm is mental or audible, as well as what creatures won’t set off the alarm. While touching the tentpole, you can speak the rod’s second command word using an action to cause a magical tent to unfurl from its top that’s 40 feet in diameter. The tent creates a series of expedition-ready stations inside it: a cartography station, cooking station, medical station, and navigation station. When this happens, you can designate yourself or another creature within 30 feet of you to be a master of each station; each station must have a different master. The tent is always a comfortable temperature inside. 𝘾𝙖𝙧𝙩𝙤𝙜𝙧𝙖𝙥𝙝𝙮 𝙎𝙩𝙖𝙩𝙞𝙤𝙣. A set of cartographer’s tools appears at this station. The master of the station can use these tools to magically create a map of the area in a 2-mile radius with 1 hour of uninterrupted work (which can be done over the course of a short rest), provided the master is within the station. The tools move on their own in the master’s hands while within the station. 𝘾𝙤𝙤𝙠𝙞𝙣𝙜 𝙎𝙩𝙖𝙩𝙞𝙤𝙣. A set of cooking utensils appears at this station, as well as a lit fire pit; the fire is harmless, produces no smoke, and consumes no oxygen. The master of the station can use these tools to create a magical meal with 1 hour of uninterrupted work (which can be done over the course of a short rest), provided the master is within the station. Up to ten creatures can partake of the meal, and it provides enough nourishment to sustain each creature for one day. … Continued in the IG comments! 👀 ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon’s Saddlebag on Patreon for as little as $3 a month!
⚔️ 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Devotee’s Sacrificial Blade Weapon (dagger), rare (requires attunement by a warlock) ___ When you hit a creature with an attack using this dagger, it takes damage from the attack as if it were hit by a beam of an “eldritch blast” spell you cast, using the spell’s damage die and other effects associated with the spell. If you’re not holding the dagger at the start of your turn, you can choose to have it magically appear in an open hand (no action required); the dagger must be on the same plane of existence as you. 𝘽𝙡𝙤𝙤𝙙 𝙛𝙤𝙧 𝙩𝙝𝙚 𝙊𝙡𝙙 𝙊𝙣𝙚𝙨. While holding the dagger, you can use an action to plunge it into your chest. When you do, you take 10 force damage, which can’t be reduced in any way, and you can choose up to four creatures that you can see within 30 feet of you. Each chosen creature must then make an Intelligence saving throw against your warlock spell save DC. On a failed save, a creature takes 2d10 psychic damage and is incapacitated until the end of its next turn. Damage from this property ignores temporary hit points (including yours). Once a creature has taken damage from this effect, it has advantage on the saving throw against it for 24 hours. If your hit points are reduced to 0 as a result of using this property, each affected creature makes the saving throw with disadvantage; you automatically suffer one death saving throw failure for each time you drop to 0 hit points in this way after the first, resetting daily at dawn. ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon’s Saddlebag on Patreon for as little as $3 a month!