taylor price
Aqua Utopia|海の底で記憶を紡ぐ

if i look back, i am lost

Andulka
hello vonnie
Misplaced Lens Cap
we're not kids anymore.
Mike Driver
d e v o n
NASA
"I'm Dorothy Gale from Kansas"

izzy's playlists!
Monterey Bay Aquarium
RMH
2025 on Tumblr: Trends That Defined the Year


祝日 / Permanent Vacation
Cosimo Galluzzi

JBB: An Artblog!
KIROKAZE

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@dungeonsanddabbles

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Hi, I play Fannar and I did an awesome one-shot tonight with a character I've been saving
In the cave Sakaar can see a sign that has writing on it in Aquan so luckily she can read it. The sign is faded but it says something about how we can gain power and be free of our despair but if we break our vow we will be unnamed. We go to get out of the water and the captain is there and she's surrounded by tons of sailor, commercial sailors, merchants, all types of sailors, and they're all pointing spears at us. The captain tells us that we're gonna have to join their organization, that serves Someone Else. We ask who and what's going on. It turns out that they're lead by Merrow, some sort of sea spirit who looks like Davy Jones from Pirates of the Caribbean, tentacle beard that kind of thing. And he tells us that he's pissed about how the humans of the port town have been stealing his things (fish, coral, shark teeth, etc.). And that if we join him we'll be outside of the law and have free reign of the seas, and also Fish Powers. Which prompts me to ask "Well, did Calliban turn 3/4 fish since he was already a mermaid to begin with?" Merrow says "What makes you think he was a mermaid?" Cue PJ: mind absolutely blown.
Merrow and the sailors leave us to talk in private amongst ourselves and decide if we want to join. It honestly sounds pretty cool so Sakaar and I genuinely want to join. Lyzan, being a lawful neutral monk, absolutely refuses to join, and we can only sway him by telling him that we'll work undercover against them. So Merrow and the sailors come back and Merrow gives us a sheet of paper with the text from the sign for us to recite, to fully join their organization. I go first, reading it off and then a blue light covers me and I'm in a slight daze. Then Sakaar reads and the blue light washes over her. Then it's Lyzan's turn. AND HE FUCKS IT ALL UP, ABSOLUTELY REFUSING AND DRAWING HIS SWORD TO FIGHT MERROW. He's already threatened us by having two half-dolphin sailors bring Calliban's unconscious body to the shore.
Now we're basically trying to fight each other and Merrow at the same time because we're trying to get Lyzan to play along. So Sakaar tries to tackle him but fails, they just kinda tussle weakly with each other. I try to one punch him but it doesn't really work. Then we turn on Merrow and he gets pissed. He unleashes a horrifying blue light that screeches and disappears. Sakaar and I fall to our knees and cover our ears, the other sailors are incapacitated, also on their knees. Calliban seems a little affected but not by much since he's unconscious. Lyzan is unaffected since he didn't take the vow to join the organization.
Sakaar and I manage to break out of the stupor and the three of us go to follow the blue energy to its source. In a separate chamber there's a room with six pillars and a blue lantern on a pedestal. This is the source so we decide we need to destroy this thing. I take the first blow swinging my rapier at it, it takes a little damage but then it reverberates. Merrow reappears, pissed that we're defying him, and Sakaar and I are suddenly affect by Something. We suddenly have trouble breathing, gills are starting to grow on our necks and our legs are weak. Our memories are suddenly foggy. I have to prop myself up on the lantern's pedestal. We keep going on though. Sakaar tries to hit Merrow but can't and the transformation is throwing her off. Merrow tries to hit Lyzan with a harpoon gun but misses. Lyzan then does a fake out where he slips past Merrow and feigns to hit his legs but then goes for the lantern, dealing more damage, it's starting to crack. And then I put in the last blow, hitting it again with my rapier, the lantern shatters and Merrow is defeated. But water starts to creep into the room, this cave was made magically and that magic was holding back the water. So we run out, the sailors are still incapacitated and no longer fishy (the gross catfish dudes aren't catfish anymore so that's cool).
They have a giant pile of loot from ships they've plundered. Sakaar snatches up 20 gold pieces. And I crit success and find a beautiful, tuned, crystal lyre. But then Lyzan shouts at us to stop stealing and come on already. And there's Calliban, no longer a mermaid. He's still unconscious so Sakaar slaps him awake. He's dazed but seems to remember now ('oh hey! I have legs now! That's cool! I had a name, Narcisse (? idk can't quite remember) But I like Calliban, I'm gonna stick with Calliban.') So PJ and Calliban high five real quick and he guides us through the secret tunnels back to sure, hoping that the other sailors will make it out in time. So, with the weird Sea Cult defeated we hop back onto our boat, Calliban in tow and Lyzan starts to sail us back to the port. And at the very last moment, once the ship has set sail we see the familiar figure of the sea hag, rising out of the ocean to flip us off as we leave.
the end
@dungeonsanddabbles
The Cool Patrol: the six adventurers Fannar Morthos Freyr, teifling warlock and prince of the Frozen North; Thrain Brokkrson, dwarven druid and master blacksmith; Dratini, dragonborn fighter on a quest of his own; Norman, human bard and unreasonably normal; Isorropia the half-elf ranger and a demigod; and Stormfang Odaviing, dragonborn sorcerer disguised for reasons we don’t yet know.
the flat color versions of headshot portraits I’m doing of our DND party. @dungeonsanddabbles
Top to bottom, left to right:
Fannar Morthos Freyr, teifling warlock; Isorropia, half-elf ranger; Norman, human bard; Dratini, dragonborn fighter; Stormfang Odaviing, dragonborn sorcerer; Thrain Brokkrson, dwarf druid
Mythology Campaign Session 6: The Fey Job
Following their defending of the noble’s manor, the group took a long rest. Upon waking, Isorropia, Fannar, Norman and Dratini found themselves in a strange field with a man, Stelfir, a Human Sorcerer. As the group looks around and finds their bearings, they are visited by a familiar being, the Fox Mother. She tells the group that this is punishment for their previous incursions and destruction of their portal.
Before the group can retaliate, the mother vanished and the group is now trapped in the feywild without any way to get back or survive. Isorropia, being a Horizon Walker ranger tried to locate a portal in the feywild, hoping to find one back home. After concentrating, they were able to feel the location of a portal 1 mile away, and with some helpful navigation, they found their way to a small silvery pond.
Without hesitation, Dratini leapt into the metallic liquid. Diving deeper and deeper. Suddenly from the inky darkness, a tentacle latched onto his ankle and started to drag him down. As the bubbles of the distressed Dratini reached the surface, Norman pulled a princess bride and tied a rope to a rock and jumped in after them. The tentacles continued to pull the golden Dragonborn closer and closer to another portal deep in the pool, seemingly going to the Elemental Plane of Water. Norman caught up and started stroking at the sea monster’s limbs, freeing Dratini and angering the kraken that tried to pull them in. The rope pulled taut and the rest of the party pulled them back into the feywild away from this portal.
Not wanting to repeat the same mistake Isorropia took to the sky on the carpet to search for more portals and structures. Some distance away, she found a large flattened plateau, another pond, a circular doorway, and a stone tower. Interested, the party agreed to inspect the tower.
Upon arriving, the large foreboding doorway stood in front of them. They knocked but no one came. They knocked again and still no answer. Finally they tried opening the door and found it unlocked. Upon entering, the doorway shrank revealing a relatively normal room inside. Searching through the bookcases and tables they found notes and information about the land, including a piece of paper that when read only said “leave before Etrigan returns.”
The party continued up into this strange tower, finding more trinkets and baubles including a desk with a magical seal etched into the wood. Dratini inspected it and was able to resist its spell finding scrolls and a large stone. Being higher up, some of the party looked outside to get a better vantage point only to see in the distance a giant bird heading towards the tower. As the bird started getting closer, the party heard shuffling up on the higher floors, like someone running. They immediately followed only to find themselves on the stairway to the roof with a small elven person bowing to the eagle.
As the party approached the roof and the man, the eagle changed forms, from the giant eagle form to that of a large Fey like entity, flowing golden gown and eagle feathers behind their ear. He welcomed the group to their home and introduced himself as Etrigan. He then inquired how and why the group wandered into their abode, and as they explained their situation with the Fox Mother and their apparent exile, Etrigan chuckled. He then explained that he could send them back home IF they did a small favor for him.
The Feywild has been in disarray for several centuries since the Great War since one of the Minor Feylords, the Monkey King, was imprisoned under a mountain to restrain him. Only recently did the feywild start calming down from the power vacuum with the Foxes taking their place as a Minor Feylord. Etrigan wanted to rise in the ranks, from a Minor Fey to joining the Seelie Court in Vanaheim, and to do that he needed a distraction or chaos. He offered to take the group home if they somehow made enough mayhem or disrupted the status quo. The group decided that they wanted to try to free the Monkey King trapped beneath a mountain. Once agreed and given pearls of Message, they were teleported to a nearby mountain range during a driving blizzard.
Navigating the short visual range and bitter winds, they found themselves in the eye of a snowstorm, winds whipping by mere feet away in this calm eye. In the center of the storm they found a lone mountain with a large crevice carved into the side. At the base of the mountain they were assaulted by large golden furred apes. Defeating them they started to climb the mountain path to the top. Along the way they encountered a small gathering of golden monkeys, and after giving them one of their rations, Stelfir gained a small monkey companion.
Atop the mountain’s peak, the group found what they were looking for, a golden Talisman sealing the monkey king beneath the rock structure. After climbing the remaining 30 feet, they ripped the seal off and the mountain began to crumble. Thinking quickly, Norman cast shatter on the mountain top to make a chunk of stone the group could slide down the mountainside on to escape the collapsing mountain quickly. With some minor scares and a quick leap off the side, the group somewhat safely escaped the mountain, freeing the Monkey king.
Wanting to explain the situation and hopefully get a reward, the party approached Sun Wukong, the Monkey King. Though abrasive and uncaring, Sun Wukong thanked the group for releasing him by giving them part of his tiger pelt as a way to summon him in times of crisis. Upon giving his gift, the Monkey king returned to the feywild to reclaim his home. With their job done and Etrigan thouroughly impressed he transported the party back to Vulcanica where they rested and continued their journey in the next adventure.

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Non-Alcoholic cool potion recipe:
1 bottle of ur fav Gatorade or Juice of your choice
A splash of ur fav energy drink (optional)
Luster dust (cake decorating kind) to preferred shimmer
A cool bottle
Combine to become a wizard instantly
These are great for cons for hyrdrating while on “brand”
*chugs this shit down while running* STAMINA POTION LETS GO
@utterhomestucktrash
Mythology Campaign Session 5
Arriving at the noble’s home, they found the cart battered with arrows, a defensive Odaviing escorting the Noble inside and a large squad of assassins assaulting the compound. The group sprang into action! Thrain, Dratini, and Norman jumping off the Carpet to attack from the ground while Isorropia and Fannar staying in the air to attack from afar. Though dexterous, the assasins were not very durable, save for two, each armed with heavy armor and the intent to kill.
Odaviing escorted the noble in, casting a couple spells before entering and barricading the door. The battle started taking its toll, with several party members close to falling unconscious from the hits. After a couple well placed spells from Norman and Thrain and several deadly hits from Isorropia and Fannar, the battle seemed over and the threat subdued.
Isorropia began a search around the surrounding forests for any lingering threats while Fannar, Norman, and Odaviing stayed inside to rest. But not before Dratini and Fannar began interrogating the only surviving assailent. Unfortunately though, he didn’t budge on any information. On her search though, Isorropia spotted large fresh animal prints, running from the nobles house. She called to the party for help to which Dratini and Thrain followed out.
Thrain, in Dire Wolf form took off following the tracks with Dratini riding atop him and Isorropia following far behind. With the Wolf’s increased speed, they were able to find the creatures fleeing from the battle, Displacer Beasts. With a reluctant Thrain, the two pounced on the closest displacer beast, which because of its spacial abilities blinked beside them, missing. Another pounce, this time hitting and pinning the beast to the ground. Dratini got a few good hits in before the second beast started to come back and the pinned beast blinking free of Thrain’s grasp. Instead of fighting a losing battle, the three decided to retreat and search for the beasts the next morning, now knowing what they are looking for.
Meanwhile at the noble’s manor, Norman wanted to go raid the kitchen for food. There he found the manor’s chef and demanded food for saving the nobles life. The chef tried attacking him because he thought Norman was an intruder. After a few strikes and a vicious mockery the chef agreed to his demands but at a price, he made the spiciest food he could muster. Just to spite him. Norman was wise his tricks though and had the chef join him in the meal. The two finished the meal with little problem and newfound respect for each other.
Following the interrogation, Fannar felt down and went to the noble for a possible night of merriment and fun. Despite their best efforts at seduction, the noble didn’t want anything to do with the blue Tiefling, instead calling two courtesans for them. Not turning down the free threesome, Fannar left with the two and spent a lovely night with them. The same could not be said for Norman who’s room was next door. After several failed attempts at falling asleep next to the sex party, Norman finally had enough and cast Sleep on himself, knocking him unconscious until the next morning. And with that the party slept until the next morning and continuing the adventure next time.
The Chained Ancient, remastered with Artwork!
PDF version
The definitive guide by Sandy Petersen. New rules, monsters, classes, spells, etc. for the Cthulhu Mythos.
[sample download link]
Kickstarter campaign ends: Tue, October 23 2018 12:00 AM BST
Website: Petersen Games
I am personally not a fan of mixing Cthulhu Mythos and D&D but if you are you should check this out
Forever later I finally figured out how to get these pages as pdf files and then convert them to jpg. With that, I took all the items I made and posted before onto this plus another 12! If you plan on using these items in your campaign please message me because I would love to know.
Not sure why the titles of each item are weirdly blurry, but still legible.

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Eldritch Invocations for every Warlock Cantrip
As promised, here they are. I have no idea how balanced these are so please give me feedback
Edit: Changed a few things, mostly things that were suggested by @probablyhomebrewrpgideas
Please give me more feedback, these are really fun to do!
Keep reading
Accents 101
So if you’re a dm like me, you probably want to be relatively skilled in some typical fantasy accents for your game to make things feel that much more real. So i’ve decided to throw together a little master post of “how to” videos on some various accents. This is mostly for my own reference, but if you’d like to save this for yourself too, go right ahead. Feel free to add on to this, as well!
General Accent Tips
How To Learn Any Accent (1)
How To Learn Any Accent (2)
How To Do 12 Different Accents
US/UK/Aussie English Vocabulary Differences
One Woman, 17 British Accents
How To Lose Your Native Accent
How To Learn A Different Accent
Fun Tour of American Accents
Scottish
Scottish In Under 2 Minutes
How to Speak With A Scottish Accent
HOW TO DO A SCOTTISH ACCENT
Speaking Scottish 101
Scottish Slang
Gerard Butler Teaches You Scottish Slang
Scottish Insults
English or “British”
How To Do A British Accent
3 Ways to Sound More British
HOW TO DO A BRITISH ACCENT CONVINCINGLY (1)
HOW TO DO A BRITISH ACCENT CONVINCINGLY (2)
HOW TO DO A BRITISH ACCENT CONVINCINGLY (3)
Henry Cavill and Simon Pegg Teach You English Slang
French
How To Speak With A French Accent
How To Do A French Accent In UNDER TWO MINUTES
Tips on how to do a French Accent
French Accent Tip
Irish
How to do an Irish Accent
How To Do An Irish Accent
How To Do An Irish Accent
Guide to Irish Accents
How To Do An Irish Accent In UNDER TWO MINUTES
Russian
How To Speak With A Russian Accent
How to Do a Russian Accent | Accent Training
How to speak with a Russian Accent
How Russians Speak English
How To Do A Russian Accent
German
How To Have A German Accent
How to do a GERMAN ACCENT?
Get the Perfect German ACCENT
Me speaking in 12 GERMAN DIALECTS!
How To Do A German Accent
5 Steps to a perfect German Accent
Canadian
How To Do A Canadian Accent
All aboot Canadian accents
How To Speak Canadian, Without Knowing How!!
Is There A Canadian Accent?
The Canadian English Accent
Mythology Campaign Session 4
Upon leaving the Dwarven Forge, our adventuring party seperated with Thrain, Norman, and Isorropia heading to the local library to learn of the messages they received in their recent dreams, and Dratini and Fannar heading to the shops.
The library of Vulcanica was a massive complex of magic and tomes. Upon receiving their library cards, Norman began a search for a sword with a blue gem in the handle, an image he received in a dream as an item of interest for him. His search lead him to a book of magical artifacts, and a similar looking blade located in Horakhty, the Egyptian continent. Isorropia searched for several terms she heard from the death god Thanatos in her dream, the Bird of Hermes, Dolorous Gard, Flamel. Her searching lead her to several books on Alchemy and one on magical wildlife. Thrain used his time looking for information on Enchanting and magical items, finding most of the books are checked out by the Sons of Ivaldi, his family’s enemies, all except wonderous item enchantments and creation.
Meanwhile, Dratini and Fannar, in their search for shops, came across a fortune teller. Intrigued, they entered the tent and found the old woman sitting waiting for them. Fannar asked the fortune teller about who is searching for them, learning that their home is in chaos and that the person looking for them are family. Dratini, looking around finds the lock box containing the shop’s gold and after being caught, he challenged the fortune teller to an arm wrestling match for the gold. With some hex assistance from Fannar, Dratini won the gold. Content with their winnings, the two left, but were stopped before they could with a note that a job would be waiting for them at the library. The two left happy, meeting up with the group at the library.
With the group now together at the library, a loud rumble came from outside, and as the group ran out to check, they were met by a procession of people. Upon closer inspection, it seemed like the march included the rulers of the four main Continents, Elysium, Tara, Horakhty, and Jordheim. Fannar was recognized by a large man for the Jordheim procession and immediately hugged. They continued on and the leaders all entered the King’s hall and closed the doors. The group, outside and curious, went in search of jobs to possibly get into the Hall. They received and accepted a job simply to guard a Nobleman at 75gp a day.
The group accepted and upon leaving the building with their escort, he was immediately struck down by an invisible assistant. The group jumped into action, uncovering both the Rogue and a shapeshifting companion. Odaviing stayed with the now awake nobleman and rode to safety while the rest stayed and attacked. After a brief scuffle, they both tried to run with the Druid in Panther form and the ranger on carpetback in hot pursuit. Thrain tracks down the shapeshifter and finds the doppelgänger killed and bloodied, leaving no mark of the assailent except the large gash in his chest. Isorropia followed the rogue and with her hunters mark was able to find the disguised assailent before they were able to hide in a building. The group upon meeting up, killed the assailent and flew away before the guards fell onto their position. And they flew back to the cart and the noble’s home, and they continued on their adventure next time.
Mythology Campaign Session 3
Following the Dire Boar attack, the group continued northwest towards Vulcanica, a several week trip. A week into the endeavor as Norman set up camp, Fannar beyond all odds, finds a strange house in the woods in a clearing surrounded by floating orbs of light. They, Isorropia, and Dratini go in and investigate the odd house. There’s a low flickering light emanating from the inside. They knock on the door. No response. They knock again. No response. They finally shout into the door way “Hello” then the door creaks open and a small Elvish girl greets them. The girl asks if they are here for Mother or the Matron. They reply ‘Mother’ and the door shuts. A few moments later, An Elvish woman wearing a blue robe comes to the door and invites them in. Fannar and Dratini enter while Isorropia stays outside as the watch.
The small room they enter is quaint and rundown. the only furniture being a small dining room table some chairs a rug and some bookcases. The mother offers the two knowledge or assistance, to sit while she goes and finds any book they might need. but as soon as they do, they immediately fall asleep. Isoroppia, seeing this, immediately calls to the rest of the group for assistance. After quickly hiding the cart, they rush to the house and kick down the door. With his keen eyes, Odaviing noticed that they are disguised and seemed to have several large furry tails before they all ran into a doorway dragging the bodies of Fannar and Dratini.
Thinking quickly, Odaviing casts Disguise self and makes him look like the kidnapper’s true form, a Kitsune. He grabs Norman, and the two try to play it off as Odaviing is bringing in another sleeping prize of Norman while Thrain and Isorropia keep watch from the doorway. As they go through the doorway they are met by a large sunlit field, cool windswept grasses and a small shed off to the side and these two kitsune off to the other side talking. Using his natural Charisma and the help from the ‘unconscious’ Norman, Odaviing was able to walk towards the shed without incident. He chucks Norman inside as the Older kitsune starts walking towards the open door to the house with Isoroppia and Thrain. Norman wakes up Fannar and Dratini and sees four other sleeping victims.
Battle ensues as the shed door bursts open and Dratini rushes out. Arrows fly and spells are cast, the child Kitsune runs off into the field as the mother is accosted by the dragonborn and a dire wolf. Norman and Odaviing run towards the house trying to escape the kitsune before the Fox Matron is brought in. The mother falls and the group drag her through the door as Norman Shatters the doorway, destroying the portal. They loot the Mother, finding a robe of useful things a wand and an insignia of claws. they leave the mother alive but asleep in the house, move the campsite, and continue to Vulcanica. They arrive in Vulvanica, a city made and forged into the side of an active volcano. They deliver the mithril to Guildmaster Erathis in the Dwarven Forge Shop. and after being paid and some quick shopping, the group rests in the city, ready for the next adventure.
Zodiac Angels by Peter Mohrbacher
1. Hanael, Angel of Capricorn:
2. Advachiel, Angel of Sagittarius:
3. Ambriel, Angel of Gemini:
4. Muriel, Angel of Cancer:
5. Verchiel, Angel of Leo:
6. Hamaliel, Angel of Virgo:
7. Zuriel, Angel of Libra:
8. Barbiel, Angel of Scorpio:
9. Cambiel, Angel of Aquarius:
10. Barchiel, Angel of Pisces:
11. Malahidael, Angel of Aries:
12. Asmodel, Angel of Taurus:
these palettes are really inspiring

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Character Intro: Thrain
Name: Thrain Bokkrson @roaringember
Male Dwarf Druid (Circle of the Moon), Level 3 HP: 34 AC: 14
STR DEX CON INT WIS CHA
17(+3) 17(+3) 19(+4) 13(+1) 19(+4) 10(+0)
Height: 4′ Weight: 160 lbs Hair: Black Mid back, long beard Eyes: Jade Skin: Tanned
Background beneath the fold
Character Intro: Fannar
Name: Fannar Morthos Freyr @luckypencilmangoesboop
Tiefling Archfey Warlock (Pact of the Blade), Level 3 HP: 15 AC: 14
STR DEX CON INT WIS CHA
9(-1) 17(+3) 9(-1) 15(+2) 13(+1) 20(+5)
Height: 6′(without horns) Weight: 160 lbs Hair: Black Shoulder length Eyes: Red Skin: Deep Blue
Background beneath the fold