#finally got around to those variant dungeons
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the corpse of king minos is very fucking big and Scary but you can parry his punches pretty easily and thats the easiest way i can explain how good ultrakill feels
#but even when the game is actually hard and kills me several times i dont feel like quitting?#i turn it off after 2 - 3 missions because thats the amount of time it takes for my body so get so Over Excited it stops aiming right#but i havent actually felt like ragequitti g#because the game just feels so good#i can ramble about how good ultrakill feels for HOURS bro#ramblings#switching between guns. the variants. coin tossing never gets old. accidentally exploding yourself with your own shotgun#fucking. SOUND EFFECTS#that too like when you parry. that sound?? makes my autism happy#THE SLIDING SOUND AOUGH#the fact that it does sound like ur made of metal but not in a bad screechy way that makes me want to cry#in a world where realistic movement physics are the norm having this much control. god#the witcher 3 is one of my favorite games ever. just as an example. but i DREAD playing that again knowing how walking around feels#yes sometimes in ultrakill you overshoot something because youre Fast but thats also just me needing to stand perfectly right for terminals#'look we have realistic physics' ok COOL BUT ARE THEY ACTUALLY FUN TO PLAY WITH#hyperrealism is impressive in videogaming YES but its also led to this monolith. in triple a#i do want to give credit where its due once i got used to the destiny warlock jumps (blink especially) that game felt really good too#but ultrakill doesnt force me to socialize and has a much more pleasant community so im fine where i am rn. actually#ive done all totk dungeons (I THINK) except for the final chasm and let me tell you. i dont want to fight any of those bosses ever again#why js that relevant? ive already beaten 1-4 twice and will probably go for my second 3-2 run tomorrow. THIS GAME. BOSSES. AAAAAAA#i love totk but those bosses were a fucking nightmare#thats gonna be a separate post
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Loki request (spoilers)
Reader is a variant who got captured by the tva, they're sent to trial and Loki saves them from getting killed bc he still owed them a favour. Morbius gets confused bc those two dangerous variants know each other, turns out they were best friends in their original time line. Now Morbius has to babysit two sarcastic assholes. Double trouble ensures.
Double Trouble | l.l fluff fic
Summary: The request.Â
Authors Note: I fully acknowledge and support Loki being genderfluid. In this fic, I will be using he/him pronouns for Loki since those were the pronouns theyâve used for Loki in the show so far, indicating that at the time this fic is set, Lokiâs genderfluid identity is of a man. Should those pronouns/identity change, so will the pronouns for my fics. I do not intend to be harmful in any way so if this is harmful to the genderfluid community, PLEASE let me know!
Request to be on a Taglist (or multiple) here! (Taglists are at the end of the fic)
MCU Masterlist #1 | MCU Masterlist #2 | Main Masterlist
PSA: Do NOT copy, steal, translate, plagiarize, republish, etc any of my works on Tumblr or any other platform. Also, do NOT claim any of my works as your own. All of these works are either requests Iâve gotten that people have wanted me to write or original ideas Iâve had for works. If you happen to take inspiration from anything Iâve written and want to write something inspired by that, please a) ask me first and b) IF I say yes, credit me as inspo in your post by tagging me and link whatever work of mine that inspired you. Thanks.
header c @dearcardan on twitter
Yeah, Loki was definitely not taking any of this seriously. At this point, he theorized that the Avengers were laughing their asses off on this elaborate prank they were playing on him, and he decided to just wait it out. It had to stop at some point, right? There was no way that this âTVAâ bullshit was actually, in any way, real.
At least . . . He believed that until he saw a familiar face.
Mobius had just saved him from being reset to the original timeline and they were walking out of the courtroom just as the doors opened and two TVA agents were walking another âcriminalâ in. Loki still wasn't buying this elaborate scheme so he didnât really pay this new person much attention, until he heard the judge speak.Â
âMiss Y/N Y/L/N - am I correct?âÂ
Loki froze, eyes traveling to the âcriminalâ passing him. He first thought that Thor had set this part of the prank up, but he knew his brother didnât really understand how mischief really worked. Plus, Loki could tell Y/N wasnât an illusion.Â
. . . So that meant she was actually here.Â
âHey, wait, can I see this trial?â Loki whispered to Mobius, who glanced back at the judge and raised his eyebrows skeptically at the brunette deity. Loki added, âI just want to see a little more of how this place works, okay?âÂ
Mobius was sure Loki was onto something and after a couple moments of thought, he agreed. At least this would give him a chance to get to know this troublemaker better, and they both shuffled into seats.Â
âYou are correct, madame,â Y/N answered mockingly, a big grin on her face as she walked up to the podium. She then looked around in an exaggerated manner. âWell, do I get a lawyer or what?âÂ
Loki smirked and the judge scoffed. âHow do you plead?â The judge asked, dismissing her questions.Â
âWhat âcrimesâ have I supposedly committed?âÂ
âYou have been accused of creating an alternate timeline that does not fit into the main continuum. You snuck into Odinâs vault using your Asgardian abilities  and when you used the fake Infinity Gauntlet and, in your attempt to enchant the Gauntlet to work like the actual one, you accidentally travelled forward in time and created a new timeline,â the judge summarized.Â
Loki smiled, amused and proud. He only wondered what led her to this.Â
âIn my defense, I heard that my friend was in trouble and wanted to help out,â Y/N said with a shrug.Â
âWell, the enchantments were not supposed fully work. They were meant to just backfire on you and knock you unconscious, where youâd be imprisoned in the dungeon. But then you tried to use another powerful object in Odinâs vault which created a Nexus event, messed with your enchantment on the fake Power and Time stone, and here you are,â the judge explained.
âIf I wasnât meant to do this - why didnât these âTime Keepersâ control my actions and make me do something else?â Y/N asked, changing the subject.
âI am not going to entertain you any further. In your previous statement, quote: âIn my defense, I heard that my friend was in trouble and wanted to help outâ You have admitted your guilt and will now be reset,â the judge declared sternly.
Immediately, two TVA agents grabbed Y/N harshly and began to drag her away from the podium. Loki, who at this point had connected the dots that he was the friend she had been trying to help, knew he owed her one. He couldnât just let her be reset and then be imprisoned. So, thinking rather quickly, he leapt up from his seat and shouted, âNo!â
All heads turned to him. Y/Nâs eyes went wide, not having spotted him, and Mobius was beginning to regret his decision. Loki turned to Mobius. âYou need me to help you with this âsacred timelineâ stuff. Iâll only do it if Y/N stays,â he said, panting.
Mobius caught an angry look from the judge but his gaze settled on Y/N. After a couple moments, he sighed and relented. âFine.â
Y/N and Loki cheered and she broke out of the agentsâ grips, running to Loki who picked her up and hugged her. âThatâs my girl,â Loki said, proud of her for her prank.
Mobius internally groaned. This was going to be a long day.
âââââââââââ
âSo how do you know each other?â Mobius asked as he walked in-between the Asgardians, leading them to his office.
âY/Nâs been my best friend, partner in time, ever since I was little,â Loki said, grinning.
âGot it,â Mobius said, frowning. He could only imagine the mischief they had conjured.
âââââââââââ
After reviewing both of their files, Mobius had to step out for a second, leaving Loki and Y/N alone. âLetâs try to break out,â was the first thing to leave Lokiâs lips.
Y/N rolled her eyes. âAnd suppose we do, how the hell are you gonna get the Tesseract back? Plus, I wonât wanna be imprisoned on Asgard,â she reasoned, quickly shutting the idea down.
Loki huffed. He was bored. He wanted to do something.
And he had something to do when Y/N stood up and started walking around. With a smirk, he grabbed the remote controlling Y/Nâs collar and clicked it, immediately sending her back to her seat.
She turned and glared at him, and he just smirked, innocently shrugging. âI wanna have fun,â he said.
Y/N rolled her eyes and cautiously stood up again. When nothing happened, she walked around a bit more, and Loki let her . . . Until he got bored again. With another click, she reappeared on the other side of the room, in mid-walk.
Before she could protest, Loki did it again. And again. And again. He finally stopped when she got out the words, âCUT IT OUT!â and laughed to himself.
âYou asshole,â Y/N grunted, beginning to walk towards him, but skidded back when Loki clicked the button just one more time.
âOops. My finger slipped,â Loki smirked.
Y/N glared, but being reset made her lose her footing, and she tumbled to the floor, causing her best friend to cackle. Annoyed, she ran at him and managed to push him off his chair, tackling him to the floor. They rolled around, neither one gaining the upper hand for too long, until Mobius re-entered, saw the chaos, pulled Loki to his feet, and grabbed the remote, resetting Y/N so she was back in her chair.
âHey!â Loki exclaimed, pushing Mobius off him. âNo one controls my best friend!â
Y/N couldnât tell if he was being serious or not, but smiled nonetheless. Mobius glared and grabbed Lokiâs remote, resetting him so he was back in his chair. He then turned to them both.
âIâm beginning to agree with my colleagues that this-â he gestured to Loki and Y/N, â-was a bad idea.â
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Fatal, Not Final - What happens after a TPK?

Hullo, Gentle Readers. This week, Iâm doing something just a little different in my Question from a Denizen article. Last week, you may remember, I did an article about embracing failure. This week, however, I thought Iâd continue on that topic by discussing how to embrace the ultimate in failures - the Total Party Kill, also known as a TPK.
Iâm going to start this article by saying that, while TPKs happen, I have never been one of those GMâs who relishes them or seeks them out. Even in the one shots I run, even when Iâm running a horror game, Iâm not looking for a TPK. Iâm the DM - I can simply state that everyoneâs character is dead, and they are. I donât think of a TPK as winning or somehow being better at the game than the players. After all, it brings my carefully planned stories to a grinding halt. So really, what kind of win is that for me? I want to challenge my players and make them feel heroic, but Iâm not against them. I want them to win, possibly while thinking I was out to kill them, and feel victorious...like theyâve earned something by winning.
So letâs say the latest session ended in a TPK. Am I going to tell the players to crumple up their character sheets and weâll have another Session Zero next week? No, absolutely not. I have a better imagination than that, and, in a world of magic, anything is possible. But a lot of how Iâll proceed forward depends a great deal on how the characters died.
If they were fighting intelligent foes who were primarily using melee attacks, I could simply decide that their foes decided to knock them out rather than kill them. Intelligent foes might very well have better uses for them than simply killing them outright at the moment of the battle. The PCs might wake up in chains, having been defeated by drow who used a venom on their weapons that simulated death. They might be cast into an arena to fight a remorhaz for the frost giant jarlâs amusement. They might be held captive by mind flayers who intend to eat their brains or enthrall them and now have to plan a daring escape. They might wake up in a cage dangling over lava as a group of evil fire elemental cultists prepare to sacrifice them (assuming they were fighting evil fire elemental cultists, of course).
A word to the wise here: players seem to hate their characters being captured and having their stuff taken away even more than they hate their characters dying. If you go this route, donât have it last too long. Give the PCs a chance to escape and recover their stuff quickly.
If you want a unique take on this, look at the old 1st edition module Escape from the Dungeon of the Slave Lords. The fight at the end of the previous module railroads the PCs into being captured. When they wake up at the beginning of the next module, they are wearing only loincloths and are in the dark in a dungeon that the Slave Lords created for their amusement. The module has threats they may have to face bare handed, but it also has ways for PCs to be inventive in order to arm themselves, including removing their loincloths to use them as slings or fill them with wet sand to make blackjacks.
As a variant on this, imagine that the PCs wake up in catacombs, having been buried. They have to battle low level undead with their bare hands, or improvise weapons, such as a femur from a foe they just defeated. And then, once they escape, they have the mystery of how they survived death or returned to life to contend with.
Which brings me to my next idea. Letâs assume that the PCs definitely have to have died - they all fell into lava, or something. So how to bring them back now? Mysteriously. Maybe they wake up in a whole new place, wearing strange clothing theyâve never seen before, or with odd arcane markings all over their bodies that glow brightly before slowly fading until they look completely normal. What happened? How did they return? Where are they now?
I have no idea.
Iâm not saying this to be coy. If the PCs die right at the end of a session, then youâve got until the next game to plan. But what if they get killed early? In this case, I would be ready with something weird and mysterious to tide the PCs over until the end of the session. You can always come up with the answer to the mystery at a later time, and even introduce whole new campaign elements and plots around the mysterious return.
Here are 5 mysterious ways for PCs to return after a TPK that you could use in your own campaign.
1. The PCs wake up on stone slabs deep in a dungeon, still fully armed and armored, as if theyâd just finished a long rest. Judging by beard growth and such, a month has passed. When they emerge, everyone is terrified of them, including people they knew. What has happened in the last month?
2. Ask the PCs to roll initiative. They are beginning a battle in medias res with no knowledge of how they got where they are. After the battle, they realize that they are in the same geographic area, but years seem to have passed. No one knows them, although some old folks may remember being told stories of them as children. Is there a way to get back to their own time?
3. The PCs suddenly find themselves walking together in a town they know. People believe them to be people they know by different names. These same people are shocked when they demonstrate abilities that the people they knew didnât have. Have their spirits suddenly reincarnated into new bodies, and why?
4. The group wakes up in a forest glen with a group of druids around them. The powerful druids heeded a prophecy about the world needing them and have all cast reincarnate. Have every player roll to see what their new race is. What is the prophecy, and are the druids good or ill in intent?
5. The PCs wake up on another plane, such as the Shadowfell, the Nine Hells, or Sigil, the City of Doors. They are prisoners of a powerful entity, such as an Archdevil or an Inevitable. They may be geased to fulfill a quest in order to earn their freedom.Â
I hope this has shown you that death isnât the end when it comes to D&D. Next week, Iâll get back to answering questions. Until then, may all your 20s be natural.
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Scattered AU Masterpost Part 2 [COMPLETE]
Due to post length limit (which is apparently a thing), this AU has been split into two parts. Find Part 1 here!
Join the Discord server here!
Contributions:
- Mumbo has a pet ravager miscellaneous ideas: the ravager is actually a bit small as far as ravagers go. Once Mumbo leaves to go to the hermits, he doesnt take the ravager with him, for fear the environment wouldn't be right for it. However, the ravager follows him and Iskall, startling both when it comes running up to Mumbo. The ravager does not like any of the hermits, however it doesn't attack them because it can understand that Mumbo cares about them. - anonymous
- related to scattered au and "what if this happened to old hermits too" -- python's stuck in a death loop in a bastion (his spawn is right next to a piglin brute). he has no clue what's going on but by god, does he blame zloy - Anonymous
- Consider: Etho's mask protecting him from the flowers that gave Hypno so much trouble. - @/rayveewrites
- (Scattered AU) After Etho dies accidentally at the spawn haven, his spawn takes him to Xisuma. Xisuma is clinging to life when he gets there, and Etho only has time to grab his admin's arms and promise he'll be found before Xisuma passes away. Etho and Xisuma get a few hours together to work on getting Xisuma to the surface before Etho starves to death, and he's transported somewhere else. After that Etho makes it his mission to cycle through spawns as quickly as possible to help Xisuma and anyone else who is trapped in their spawn graveyard, no matter how much his legs start to fail him from the damage starting to linger from building into the sky and leaping off to respawn over and over. - @/petrichormeraki
- Some honorable mentions from my written summary for mumbo in the au: the illigers being terrified as he keeps coming back no matter how many times they kill him; he gets adopted by evoker; he fails at evoker magic, like so bad he cant even dye a sheep; the evoker being so done with mumbo that they beg the vex to give him magic; mumbo summoning scar when the vex get annoyed at how often he summons them, mumbo eventually summoning bdubs after scar's contract to mumbo runs out.... and so much more - @/therainofsweetmelody
- Moobloom!Hypno attracts bees - @/itsabork
- Not too long into his messenger journey, etho remembers what had happened to impulse by the time he, zed and tango had found him, which inspires him to try and die in a different way each time he sets off to find another hermit, partly to avoid becoming resiliant to certain death methods and partly for the challenge - Anonymous
- Because Doc hasn't died his death messages haven't been showing up in the chat. The other hermits don't know if he's even in the same world as them. - Anonymous
- (Scattered AU) More on the Mumbo accidentally summoning Scar thing; the summoning has "opened" the chat for them, but only between Mumbo and Scar. All evokers can call on their Vex, after all, so why not an evoker in more-or-less training? - @/petrichormeraki
- (alternate headcanon) There's so much discussion in the server, I wouldn't know where to start restating. However, I wanna mention one thing: scar spawning in xisuma's first spawn, deep in a geode down under ground. Being trapped in an endless death loop due to the warden lurking just outside the geode, forcing scar into the same loop xisuma had been trapped in so long ago. Not only does he have to deal with the separation from bdubs once they got out of the end, now he seemingly cant escape the warden's clutches.... - @/therainofsweetmelody
- Admins log who knows how long: I've finally managed to get my helmet some repairs with this I could get some plugins to start working hopefully. Considering the situation going on, I better not have derped to hard on this, not now. - Anonymous (singleplayer sleep now works)
- (Scattered AU) Because the code is glitchy for mob hermita, Jevin would spilt when injured too much. So while X and Jevin are trying to get to the surface, they encounter a dungeon or a mineshaft and Jevin gets fatally injured. X starts freaking out cause he doesent want to be alone again and he cant bear to watch Jevin die infront of him and risk getting lost and seperated and Jevin just splits, theres two Jevins now and X doesent know what to think of it.While there are two Jevins, their consienceness is split between the two and his motor skills are more sloppy and X notices and realises that Jevin loses more of himself the more he splits. So while he has a lower chance of losing Jevin to an unfortunate accident, Jevin slowly reverts to a slime the more be splits and the more be spends time as multiple entities. X worries that if Jevin splits for too long or too much, he might lose Jevin - @/itsabork
- The only portal to get out of Hels and into the overworld is an incredibly complex vault boarder line weapon built by Hels Doc and Hels Mumbo and the location of the portal is known only to a few and it changes every season. Now cue Helsknight and Wels sneaking all around Hels while trying to look for this basically impossible to find and get into way home. - anonymous
- It takes a while, but eventually those outside of hermitcraft start wondering why all the hermits collectively disappeared. Sure, they started a new world, and sure theyâre usually more secluded, but itâs been months. Skizz wonders why he hasnât heard from Impulse in a while. All the legates wonder where Python went. Everyoneâs confused when none of the hermits turn up to the next MCC. Things get weirder when none of them sign up for the one after. -đŁ
- Ok to add on to the daisy ravenger post, on his way to 0,0 Mumbo found spawn spawn, slo when he arrived everyone had him at sword point, expecting angry illiger noises they were surprised when they herd "GUYS IT'S ME!!" - Anonymous
(Note: Hermits at the haven currently include Joe, Beef, Hypno, Scar, Bdubs, TFC, Mumbo, and Iskall, in order of arrival. XB is en route, and Etho was there briefly before dying and respawning elsewhere.)
- Pix and Zloy would be the first to notice the hermits' absence. After all, they do a weekly show about them. Maybe they just decided to have a few weeks of downtime before moving to the next Season? Though surely it wouldn't take this long... - @/rayveewrites
- because im a legacy sucker, the legates would likely be the first to notice the hermits' disappearance. between zloy being on the server, skizz being part of zits and very close to impulse, pearl knowing a few hermits, plus python literally disappearing. what they'd do about it? no idea.to keep it more on the topic of hermits though, don't think about how devastated skizz would be to find out what impulse went through. don't think about it :) - anonymous
- Hello I have produced thoughts! I donât have room for both so Iâm sending 2 asks -when Iskall arrives at the mansion all of the illagers are wary; if one of mumboâs friends are here then he must be leaving soon. Despite their initial feelings theyâve come to care about this idiot that wandered into their house, and theyâre fully aware he has no survival instincts whatsoever, so when he does end up leaving they send a ravager to keep him (and his friends, they suppose) safe -@/haworthiaace
- so like... hear me out ok what if the reason the whole world is corrupting and weird and why a lot of people are like slowly turning into mobs is because maybe this is the way the game and the mobs are turning on the hermits for like making really inhumane farms or something like that and the mobs somehow messed with the code of the world to get revenge - anonymous
- Scattered AU!! Biffa spawned very concerned and on a beach. Where is he? How did he get here? Is he alone? Well one of his questions was answered quickly as he heard a constant buzzing sound come from his communicator, upon opening it he saw probably millions of death messages. He quickly realised this was probably supposed to be a new season of hermitcraft, but he didn't really have time to think about it, night was quickly approaching and he could already see drowned swimming towards him. - Anonymous
- How many times did X die to that Warden? Maybe he develops something to counteract the Wardenâs sensors, or that his heartbeat slowed down to the point that his suit can barely pick it up (therefor making it harder for the Warden to track Xisuma down). -đŠ
- Etho tried his best to fight the system and not get any new features from all his deaths. But, the game has its ways. Slowly, after every death he has, the less alive he comes back. (Undead!Etho, could be ghost, zombie variant, or skeleton variant) -@/harley-the-pancake
- Other hybrid characteristics Hypno gets of the moonbloom: His ears turn into golden cows ones, the horns grow in, he gets a tail, and little flowers grow though his hair and wrap around his horns. He can also grow flowers around him as long as he has dirt, but thankfully they dont do anything beyond smelling a lot stronger and smelling very nice (and maybe a bit of evoking certain reactions, but nothing beyond what normal flowers can do, ie lavender being calming, just a bit more intense) - anonymous
- Beetlejhost ended up in the world along with the hermits, spawning as if summoned: in the middle of a circle of beehives. His spawn is in the birch forest near the s8 spawn, and his presence spooks anyone who stumbles across him. He blends in concerningly well with the black and white of the forest. Beef feels like hes being watched whenever he goes in the birch forest to get supplies, but joe never notices a thing. He teases the hybrids about their changes, leading him to get swiftly decked- - @/therainofsweetmelody
- beetlejhost spawns in a circle of beehives in the birch forest near spawn. he thinks he's invis, in reality it's just his stripes making him blend into the birch trees. he can't leave the circle of bees, ah how wonderful it is to bee bee-tlejhost - @/justme123abz
- Beetlejhost doesn't mean to be mean, really, he just has really, really bad timing. This includes seeing a pollen-stained Hypno and, with his gravelly voice, immediately say "Woah! Someone had some fun in the sun! Tell me, did you spend a week rolling in dandilions or do you just like the color yellow?" This does not go over well - Anonymous
- Speaking of hybrids, Xisuma spawned in a Wardens den right? Well unlike the other hybrids, Xisuma has been changing too but its been slow. Every time he spawned back in that place, on the warped ground, he's changed. He doenst notice the dark starts to seem less dark, until noises get louder, until he's more sentive to it then he noticed, he gets stronger and breaking though the stone with his bare hands seems a bit easier, its not until he finds Jevin and he points out the glowing horns (1)peaking from his temples when his hair is pulled back hastily that he realizes that something has gone horribly wrong with him. Thankfully Jevin helps ground him before he can freak out, so he shelves it for later, once they're out of this cave. The warden that once was down by his spawn is no longer there btw, disappeared. The horns grow slowly, and soon glowing vein like markings appear as well. (2) - Anonymous
- Okay, Xisuma, we established he spawned in the deep dark, right? As time goes on he adapts to the dark. The skulk sensors grow on him. However as time goes on, they not only grow on him, but become a part of him. His footsteps quiet to near silence, and he can feel sounds. He certainly isn't how he was when he entered, at first glance he might even be mistaken for a warden. - Anonymous
- Tango is the only hermit other than Mumbo Daisy kind of likes. Tango thinks Daisy is absolutely adorable, and Daisy does like the positive attention(and the treats). - Anonymous
- When tango meets mumboâs pet ravager he loses his mind, he tried so hard to get the decked out ravagers to like him and then mumbo just waltzes in riding on one of the things! He ends up hanging around her a lot and eventually forms some sort of relationship, although not as close as he would like (he also gets a little more sympathetic once he sees the effects the evokers had on mumbo, he figures the guy earned a pet ravager) - @/haworthiaace
(Hermits now at the spawn haven, in order of arrival: Joe, Beef, Hypno, Scar, Bdubs, TFC, Mumbo, Iskall, Tango, Impulse, Zedaph. XB is en route, Wels and Hels are traveling through Hels to get there, Ren, Doc, and Grian are attempting to get there but their success has been limited so far)
- Scattered!AU: Idea that Ex is the ONLY one that knows what is going on and how to fix it perhaps (maybe 'cause of having been banished to the void for so long)? That's why he's trying to find X. - Anonymous
- Admins log: day 1006: Me and Jevin finally see sunlight, and I've managed to get the clock function on my helmet working, finally. As we're on our way to the surface, I only hope that I can find someone or something to help guide us to where we need to go, but unfortunately I've lost all signal to chat, and I think we're next to a woodland mansion. I think I've derped up this time.
- Dear Xisuma, if you see this message then the log is working, also fixed the clock in your helmet it's been 50 days, not 1005. I was about to leave with Iskall when I noticed you and Jevin outside with a few, erm, "buddies" of mine you two where passed out and I managed to stop them from killing you with Daisy, my pet ravenger. I'll explain everything later and spawns in the village are working, finally. I recommend not moving much and work on the data packs for a bit before you do anything elseExplanation log to Xisuma part 2: Sorry if the last one got cut off abruptly, apparently there's a limit to these messages. Any way please take care of yourself. Sincerely, your pal Mumbo Jumbo
- Admins log, day 51: I first want to say thank you Mumbo for bringing me up to speed and explaining why and how me and Jevin are here, next I want to say that these logs may slow down for a bit, I'll be working on some maintenance for some packs. I still don't know why this is happening, I now hope this is a wicked nightmare and not our reality. Hang on I see something over there it looks like, wait let me ju- Voice logs are off for the moment.
- all one anon
- mooblooms spread the flowers that enraptured hypno. now that hypno is a moobloom hybrid, he can make people "hypnotizd"! he doesnt like to, but if the spawn ever gets attacked, the hermits are winning easily. - anonymous
- I like to think that at some point when there's a significant number of healthy hermits at 0,0 they start group searches to find the rest of hermits - anonymous
- After awhile, if they can't change the spawn of everyone, they begin securing all the spawn points to everyone, so if their bed is ever destroyed in the future, they won't end up in a death loop again. They secure the death loop spawn points first. - @/ciaravixen
- For undead Etho: I know that ghasts aren't technically undead mobs, but they're basically ghosts and that's what I feel etho is becoming?He's leaving his mortality behind bit by bit as he ceases to care about death and starts to use it as a tool instead.One day he'll respawn without a body at all - @/draconic-dreams
- This is just a thought. Sand cant be good for Iskall's mechanical parts, and its not like he has anything to fix it. Does he have to wait to find doc to be able to have hope of fixing himself? - anonymous
- Jellie had spawned in the village that cub and xb had come across, so when xb heads to 0,0 he takes her with him (she'd be safer in the overworld than in the end, after all). Its quite a long journey, and she makes for good company. -@/supertiny-tins
- Grian, Doc, and Ren fianlly start heading out to 0,0. Its a long journey, they decide in the end to leave their beds behind at the cabin in case any of them die so none of them end back at their orginal spawns. they would of just made new beds every time but the lack of suplies and resources near by has been low oddly enough. Doc manages to push aside most of his fears to help Grian and Ren, who are weaker, but he keeps his distance whenever he can. They make many hastily built huts as they go 1most nights are spent sleeping on hard ground, later straight up blocks of wool they find but not beds, just wool is better then ground, and it doesn't do the weaker hermits any favors but it works. There are many close calls, but they manage to avoid death, mostly due to Doc. Along the way they start to find signs of other players, coble in places it shouldn't, a rare torch, half mined trees, but no hermits. They still have a way to go, but they're getting closer to the others and safety. 2 - anonymous
- Etho once found himself spawning in the middle of an ocean with nothing and no one in sight except of course... A faint trail of lights dancing beneath the waves... Pulsing and glimmering, almost in a rhythm, something so fascinating, so... So... He was meant to be doing something...? It was... Important... At least... It might have been... It's all.. Kinda hazy... It couldn't have been more important than the lights, nothing was more important than the lights... They were so beautiful... He could watch them all day... Etho never noticed how he slipped beneath the waves, nor how the glow squid's glittering eyes had turned upon him, coiling a tentacle around his waist as it dragged its prey deep into the depths, his eyes hazed with green, he never even noticed his lungs burning for air.And he never remembered drowning after he respawned. - anonymous
- Impulse actually punches through the Nether roof so they can traverse more safely to coordinates given to them by Etho. They leave trails of blocks so they can make their way back, of course. - @/rayveewrites
(Evil X is now hiding out in a cave near spawn)
- Shattered!AU: I see everyone's Warden!Xisuma heacannons and I give you Axolotl!Xisuma. Think about it he's been hanging around with them and Jevin in the lush caves so maybe he's becoming more like them. (Frills, a more pink-ish tint to his skin, the ability to breathe underwater, etc.) :D (Is this because the thought of him having Warden traits is terrifying to me? Maybe. Is it because I think he deserves to become something not scary after his whole ordeal in the Deep Dark? Yes.) - anonymous
- Ever since getting out of the loop, Impulse has had a horrible inner conflict between his guardian side being instinctually drawn to the water, and his human brain being deeply terrified of ever being submerged again. - @/asexualbert
- Because I absolutely adore Daisy, more headcannons for Daisy.Daisy will occasionally just pick Mumbo up gently with her horns when she thinks she isn't getting enough attention. Daisy has a bell collar, because she kept scaring hermits by following Mumbo silently. Daisy is more okay with Iskall than most other hermits, though still doesn't really like him. - anonymous
- Though I'm a sucker for angst, what if Impulse was saved by a dolphin pod or something instead of transforming into a hybrid (or after transforming if Guardian!Impulse is cannon). :3 I can picture dolphins don't take kindly to the Guardian Mobs, might even find them as prey if anything since they're fish. (Guardian!Impulse wouldn't count since they're smart enough creatures to tell the difference.) - anonymous
- Prob a bit early for epilogue stuff but I like to think that, once all the glitches are fixed, that those that became hybrids and would prefer to be back to normal get changed back. - anonymous
(Shade note: Personally, I'm a sucker for stories where the characters adjust and learn to live with the unexpected changes to themselves rather than having them magically fixed, but this option is certainly still here for the people who find it appealing)
- For the scattered au, after the numerous frozen deaths Grian's gone through he starts hearing voices from the snow, even from within Ren's cabin. A snow golem forms after a wandering trader drops a pumpkin and watches from outside the cabin, deciding to guard the place after taking a liking to Grian and Ren. - anonymous
- When Etho became fully ghost, it hit hard. BeetleJhost saw this, and after a while decided to teach him how to show his form and speak. It takes a lot out of him, but itâs worth it. His friends deserve that closure. (Listen, I was expecting angst, I just wasnât expecting that much angst.) - @/harley-the-pancake
- Mod Shade, I want you to know that angsting ghost!Etho that hard was entirely on you. I was picturing him clipping through blocks and dropping items at inconvenient points, not fading out of existence entirely. - @/draconic-dreams
- Possible explanation for everything going on in Scattered:Players were never supposed to be so powerful; in the natural state of Minecraft they're just another mob, albiet one that can craft and use any tool.But the Players weren't satisfied with that. Everyone from the admin of the smallest server to the mythological âdev teamâ has been imposing little changes on the world since its inception, slowly tweaking it into a better environment for Player-kind.A single spawn at the world's centre. The ability of Players to chat from one end of the world to another -- even across different worlds. Even natural regeneration, an ability unique to the rarest and most powerful of mobs. As time marched on, Players not only unlocked these things but began to take them for granted, drawing far away from the behaviour of normal mobs. This became normal. Players continued to create datapacks and run commands that tweaked the very nature of the world. -@/draconic-dreams
(Shade note: Perhaps it was just a random glitch, one fundamental line of code removed to shift the balance of power. Or maybe it was orchestrated, but by who and for what purpose? Either way, it will take the Hermits a while to realize this, and even longer to fix it...if they can at all.)
- Jessasin spawned in a mesa biome, of course he's confused on how he got there and why he's in this random vanilla world and not his usual modded world, but both questions got pushed aside when the death messeges arrive. He exploared the area gathering as much recourses as he can and goes off too find someone, anyone really. - @/ghan-does-things
- hello! I discovered the scattered au literally yesterday so sorry if this is something that has already been gone over but I had an idea about bdubs, what if his constant exposure to the void and surviving on nothing but chorus fruit for who knows how long made him slightly enderman-y? 1/2 (sorry, couldn't fit the whole thing in one ask)Like nothing obvious at first, but making eye contact makes him agitated and snappy, touching water makes his skin tingle and if you look at him in the dark his eyes seem to have a very faint pink/purple glow about them? Maybe the other hermits swear he's taller than he was the last time they saw him? And the tips of his fingers are blackened, he assumes due to frostbite, but it seems to gradually be making it's way further up his hands? again sorry if this has been gone over already 2/2 - @/plantichu
- Okay so after Welsknight and Helsknight manage to get past the crazy vault door in Hels, not sure how but it probably involved a lot of cussing on Hels part and Wels saying that he never wanted to look at redstone ever again. The portal takes them to the overworld near Xisuma and Jevin. - anonymous
- (scattered au) The first set of non hermits to join this corrupt world are two strangers that apparently came from infinity's grasp. The good news they both spawned at spawn, bad news the brought the tnt duper flying machines, good news that everyone was able to calm them both down. Now the fun begins. Tldr Illmango and Methodz finally get out of the infinity portal. - anonymous
- Loving the Scattered AU. Late to the party, but was looking at the wider MC community reaction to the Hermits vanishing. Once it's clear something bad's happened, would the Legacy crew and whoever else (former Evo squad members like Martyn and Jimmy as well, if they notice Grian go dark) take steps to find out what happened? Would they go to the MCC server (it's kind of a nexus between worlds) & get Noxcrew to try "pinging" the HC server? Would X & other admins see it but be unable to respond? - @/wixelt
- I dont know if anyone has mentioned it but uhhhh, guardian xb? he was a guardian hybrid before everyone got scattered like Ren was already a wolf/dog hybrid. iirc xb spawned in a desert which would be a very interesting place for a guardian hybrid to spawn - anonymous
- Etho has been so, so desperate to avoid dying the same way twice, to stay himself. He hasn't drowned that many times, he thinks. Surely, surely he's starved more often? There's a strange feeling of deja vu hanging over him when he respawns in the ocean, though he can never understand why. Each time the squid finds him, he drowns a little slower, and each time, he glows a little stronger.And he just can't understand, almost refuses to, as he treks from biome to biome, where the small green bumps that line his arms and face came from, how his fingertips seem to almost glow when he scoops a handful of water, how long he finds himself simply staring⊠at the moon, at sea lanterns, at torches, at lights⊠He would die a different way every time. He had to. He had to stay Etho. He would not become anything else. - Anonymous
- When Mumbo comes riding into camp on Daisy, itâs easy to see Impulse is not happy about the ravager being there. Thatâs expected, itâs not exactly everyoneâs favorite mob to see around a safe haven. But when Mumbo and Impulse make eye contact, the evoker canât help but make a simple warding gesture his friends at the mansion taught him- itâs a reflex move. Days later, Mumbo still isnât sure if Impulse flinched because of Daisyâs sudden growl or his ward. - @/fluffy-papaya
- (From the Discord) What happened to the world: For years, seeds and the land they built had been carefully curated by those known as players, in an effort to make it both easier and more interesting for themselves. But the land doesnt want to be controlled. Their glitched, broken world is a result of the world itself rioting against their presence. Coordinates aren't visible with the debug screen, their coms only serve the world, to tell the players what it knows. Compasses spin wildly in the overworld, for there is no "world spawn" (though coordinates are visible with one in hand. Small mercies are still given). The world resists any further changes by the simple fact it refuses to accept what a hermit communicates. Maybe it's fixable, but maybe... maybe it runs deeper than just their world. (The Legates caused a lot of damage with all those withers, after all.) - @/basaltdragon
- While Iskall is in the desert, he ends up dying quite a few times, enough to adapt, he becomes like a stray, so now, if we have skeleton Etho, we have 3 undead hermits - anonymous
- When everyone is finally gathered and they manage to come together to use all their skills, new and old, the hermits use it to flee back to Season 7. They stay there for months, mostly to heal and adjust to what happened to them. (Trauma isn't easy) Those who have friends or family off server get invited to visit, but the hermits don't leave, they nearly lost each other and they aren't willing to risk it again right now. They'll make a new season 8 at some point, the hermits are too (1/3)restless and too ingrained in their ways to completely disregard how they've always done things, but that will come when they feel better, safer, more put together, when they can finally stop sleeping in a big pile becuase they're afraid the others will disappear. They never go back to that old glitched world, the idea makes them sick, and X starts the new practice of sending in the 'Cam' and/or 'alt' accounts in first to check out the world and set up commands and plugins remotely first. (2/3) What happened before will never, ever happen again he swears it. Next time they might not be so lucky after all [if you can call them all being traumatized, many of them dying over and over again, some being permanently altered, and barely escaping lucky] (also feel free to save these asks for near the end of the au!) (3/3) - anonymous (Shade note: I personally like the idea of them fixing and learning to live in the glitched-out world, but this is another alternate ending!)
- (From the Discord) What happened to the world: Alternatively, what happened is exclusive to their world. (I don't have Dramatic Storytelling for this one, sorry) EX has ADHD to the max, and everything he does is a desperate attempt to get Noticed, to get looked up to and listened to. He's known it was "wrong" for a while, hence why he took X's name and added "Evil", but he never seriously wanted them to hurt. Just to listen to him. He'd meant to come in and fix it all and finally be a hero. He didn't realize, either through haste or inexperience, that he too would be at the mercy of what he'd done.Maybe he does, eventually, make it to where the hermits have gathered. But does he really want to admit everything? (RSD had burned him before, and if there ever was something to place the blame on his head...) - @/basaltdragon
- lasting effects of deaths
- a large amount of assorted ideas
- The bell they put on Daisy was originally of the type that are put on cats, but Grian ended up switching it out with a cowbell because he hated the sound - anonymous
- False, Keralis, Cleo, and Stress make it to spawn, bedraggled and exhausted. Out of all the Hermits, they are some of the last to arrive. Along the way, theyâve encountered trials innumerable that have left them beaten and bruised, but after months of travel, theyâve finally made it.Shortly after leaving the Moobloom field, they came upon an abandoned cart in the middle of a desolate village. With some of the redstone they had found and whatever magic they managed to scrape up, they turned it into a sort of vehicle that allowed them to travel much faster. It had a habit of breaking every six seconds or so, but nothing they couldnât fix. For the most part. A few accidental combustions aside, they crossed the server in record time.Once at spawn, False has to be forcibly restrained from immediately starting guard duty, and several of the Hermits have to physically wrestle her into a bed in order for her to get some rest. Stress starts up a potion factory the next day, and also starts decorating the spawn with the flowers sheâs collected during their travels. Keralis helps out wherever heâs needed, but in his downtime, he constructs an elaborate warren of tastefully decorated, industrial tunnels under the spawn, just in case they might help. Cleo mostly just stays in bed, creating elaborate dioramas and mourning the loss of her zombie side. Sheâll get better, but itâll take some time. And thatâs ok with the rest of them. - @/topazastral
- When Doc, Grian, and Ren finally make it to 0,0 there is no fanfare, no dramtic entrance, no revulation. They were travling and suddnly, there was a base, a hermitcraft base, and they could see people. Grian clambers to feet shakily from the shed, nearly falling but Doc and Ren catch him and toghther they help him walk foward and call out to their friends. They are safe now, they're here- Is that mumbo on a ravager what the hell? Wait thats Impluse? Seems like Grian wasnt the only one changed. - anonymous
- Jellie reacting to vex!scar headcanons -she recognises him instantly. The moment she and xb arrive at spawn she darts straight towards him. Of course, she cant figure out why he looks different, but regardless, thats her owner and she demands pets!!!-sometimes she will jump up and try to pounce on his vex wings, because shiny moving thing! Scar picked up on this very quickly and will move out of the way before she gets the chance (vex wings are rather delicate and a pain to get fixed)-whe she's bored, she will always go to mumbo and daisy for attention first. This makes scar rather jealous and she knows that damn well-Scar will sometimes pick her up and fly her around not too far from spawn for a few minutes. Nothing she isnt used to, as he flys with the elytra all the time, but something about flying with vex magic just feels... different. And fun! - anonymous
- Contrary to the enderman bdubs, ender dragon bdubs. His eyes aren't the normal brown, and are instead a bright magenta, he also now has ashen gray horns. - Anonymous
- Scattered AU: The intended world "theme" Xisuma had set up for Season 8 was Large Biomes. This was before anyone knew something was going to go wrong, of course, but it's had a horrible lasting effect in the glitched world. Not everywhere has generated as "large", so when Hermits are travelling they'll sometimes find normal sized biomes, and other times they'll find one biomes that stretches an abnormal distance in all directions. Grian and Doc's mountain range is one of these large biomes. - @/wixelt
- For the scattered au, the snow golem follows Grian and Ren (and Doc) to the spawn haven, for a few days the hermits are wondering what's leaving behind snow trails and zombie flesh, so they decide to have a night watch around this area. Ren volunteered and waited, half-asleep he nearly nearly gets hit with a arrow when he hears the sound of a skeleton getting hurt. He sees the snow golem and uses his sword to kill the skeleton. The snow golem tries to flee but Ren realizes and stops it (1/2)He welcomes the snow golem and introduces it to Grian and Doc, (where the snow golem warns him that it is keeping its eyes on him in its own language). Spooked, Grian tells them that he can understand it, and the golem tells him that he's been following them since their time at the mountain. They decide to give it the name Catmint and it helps guard the hermit's base at night (while giving a stern look at Doc every now and then.(2/2) - anonymous
- (Scattered au)Seeing as we now have 3 different variations of Etho, I raise you: all 3 at once. It turns out Etho was not in fact human, instead a shapeshifter who didn't know that he was, the deaths simply sped up the process, whereas before, while he would change slightly, it was never fast enough to be noticeable - Anonymous
- I had this idea some time ago actually but I thought it was silly but now that the au in ending might as well say it. It doesn't make much sense now with all the new development srry. What if one day Mumbo was callibrating his comunication monstrosity, and suddenly his communicator had signal. He called and called but whoever was a the other side didn't pick up, until they did and Mumbo was overjoyed, but the happiness died down when he could only hear chocked sobs and sharp breathing and (1)teeth chattering. Suddenly a voice whispered, little and fragile "h-h-he-lp". Mumbo knew that voice too well. Before he could even open his mouth to let his best friend he was coming for him, he'd be okay, anything, the breathing stopped. The call was still going, but no one was at the other side anymore, Mumbo hung up with tears in his eyes, and he swore he'd find him and he'd help him. (2) - anonymous
- Scattered AU: While there's still time for them: Mumbo was the furthest Hermit out in the Overworld, & didn't set off for over a year, yet wasn't last to 0,0 (with Iskall) by any stretch. More than half the Hermits seemed to arrive after him. This can be partly attributed to Daisy making good time, but it makes you wonder how many trials & tribulations impeded False, Stress, Cleo and Keralis along the way? How much Ren, Doc & Grian were slowed by Grian's condition? What took xB or Biffa so long? - @/wixelt
- Once everyone finds each other, at the world spawn, after the initial shock, and fixing of the world of course, the hermits all decide to settle much closer to each other. They were separated for quite a while, so it makes sense why they'd decide to keep close. Some groups also make shared bases. - anonymous
- I sort of want grian to be a bit more inhuman so how about grianâs skin on his arms, legs and most of his face permanently blackened by the severe frostbite and the rest of his skin has taken on a bluish tinge, his hair is no longer the Gold it was before but almost snow white with a tinge of dark and light blue, his ears and tail are snow white with what appears to be frost and ice growing on them (1/2)(2/2) grian can not cry because the tears will immediately turned to ice, he canât swim because if his body touches the water the water will freeze over, his skin is cold to the touch and whatever he moves his body it will make a cracking sounds like breaking glass or smashing ice, no matter how warm it is he can always see his breath... iâm trying to think of more but Iâm coming up blank so thatâs it hope you like it. - anonymous
- bc i cant stand when cleo is unhappy: the moment she and joe reunite, joe realizes how horrible it is for her to have her body messed with against her will. and as an admin, he can modify her code to put her back to how she was in previous seasons (aka not totally rabid but still undead) - anonymous
- Admins log final day: I'm glad we'll all be able to wake up from this nightmare, and we're able to get an exit portal going thanks to Mango and Methodz having a backup of the key to open the infinity portal's power, we should be able to not only go back in time, but destroy this broken timeline. Were all grateful for them, and I did invite them both to help us incace this happens again. This will be the last day in this timeline, if you somehow found this helmet with these logs, thank you. :-) - anonymous
- Grian, Doc, and Ren find it hard to stay away from each other too long, especially Doc and Ren becuase they've been taking care of Grian for such a long time so they find themselves kinda hovering over him and Grian finds himself seeking them out even when he's with other hermits. The other groups, who've been toghther for awhile, do it too probs - anonymous
- Soon as Grian and Mumbo see each other, they launch themselves at the other and hold on for a long, long time. Iskall join in soon as he wanders by and they talk for hours about what happened, looking over Grian's new fox parts and the blue marks on his hands, Mumbo gray stained hands and magic, and just Iskalls overall experience. Also Grian's little fox buddy absolutely loves Daisy and vice versa. Its not uncommon to see the small fox riding on the ravager's back while Daisy scares people. - Anonymous
- I know I'm a bit out of loop w scattered au & is probably getting things wrong but consider this, when Mumbo accidentally summoned Scar, leaving Bdubs alone, Bdubs freaked out. The very person that meant rescue & hope for him back in the end is now gone, he felt like he's back into the void again and he thought Scar abandoned him because he's too weak & is a burden to Scar. (Yes I am currently drowning in Scardubs angst) - @/anthosaidsmth
- The glitches in the world didn't only happen to the Hermits, it happened to all worlds created in 1.17. The cause remains unknown, though it is believed that something or even someone corrupted/changed the code (what/who is up to imagination. In the case of the latter, so is the motive). My idea, we've already confirmed that Watchers are arrogant jerks so perhaps they couldn't stand the fact that players learned to do things against the rules that they put in place, and did this out of spite. - anonymous
- A bit late but I see all the Fox!Grian headcannons so what if Grian spawned in a jungle and slowly became a parrot hybrid instead? How idk, maybe resorting to eating seeds to prevent himself from starvation because there is no animals in this jungle.
- Here's a thought: The Hels!Hermits were also effected by whatever caused the scattering. They may all hate or annoy each other, but not having each other around to pick on isn't very fun (neither are death loops). Perhaps some of them gain humility over this or learn to be at least a bit nicer to each other and their counterparts. (or some of them find sadistic amusement in their counterpart's miseries) - anonymous
- Finally, once everyone has made it safely to spawn and the problems with the world have been resolved, the season begins. Some of the Hermits may have changed (more than just physically) but over time, they adapt and recover. Grian eventually starts yet ANOTHER war, Tango gets to build DO 2.0 (X is terrified at the fact wardens are involved), and Cleo becomes a coach on 'how to be a mob hybrid' (unless all new hybrids get returned to how they were before by admin powers or just being players). - anonymous
- With all the glitches fixed and all the hermits starting to get back to their normal (Well as normal as it can be after all of these), I wonder if Scar is still a vex. All the hermits just adapted to their situations, but Scar is different, he made a deal with the Vex. - @/anthosaidsmth
- It takes all of the hermits that changed a while to get used to the changes, but eventually they do, mostly through help and support from the other hermits - anonymous
- I had a wee idea and it's a little silly but I like hurt/comfort so maybe after all the scattered au events have passed and the hermits are all together living safely, every winter some hermits invite Grian to their bases to take care of him since the snow and the cold are very bad for him. Sometimes he gets fevers but most of the time he just needs a warm blanket and someone to distract him from the snow. This is also making me wonder if Grian could develop chinophobia (fear of the snow). - Anonymous
- conclusion
Art:
- An Evoker Mumbo
- Evoker Mumbo with Daisy
- Evoker Mumbo summoning Scar
- a Guardian Impulse
- assorted doodles here and here
- A two-part Impulse comic
Writing:
- some Etho lore come back to haunt him (pt 1)
- Cleo sharing mob-hybrid tips with Impulse
- Executioner
- Fish out of water
- Homesick
- Thalassophobia
- The General's Wager (pt 2)
- The Undertow
- Saviors
- Bdubs falling
- For lack of blue shiny rocks (pt 3)
- conclusion (pt 4)
- EX in the Deep Dark
- this road I'm on's gonna turn to sand
- Snapshots
- a multi-chapter Scattered interpretation written just before the real season 8, complete with some outside lore and crossover
- Scattered Across The Map (series of parallel multi-chapter fics)
- One Hundred Thousand Worlds Away
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Congrats on follower milestone! I greatly enjoy your presence on my dash with your thoughts and witty tags and all :) For the Loki writing prompt, here's a sort of idea or mood or emotion, very vague, but maybe you can make something of it, and if not, totally cool! Prompt: Mobius taking care of Loki.
@humbae Thanks so much for your kind words as well as the prompt! I kinda just took the "taking care of" idea and had Mobius do the bare minimum, bc it's angstier that way, but I hope you like it anyway.
Summary: Takes place immediately after the end of episode 1; Loki has a realization and Mobius kinda maybe cares. Word Count: 1460 Authorâs notes: Please forgive the quality, I started this earlier today and wanted to post it before watching the finale, so I finished the last bit of it in a less-than-alert state, merp.
*
âWhatâs this?â Loki asks. He canât keep the edge of suspicion out of his voice.
âItâs tea,â Mobius says, as if itâs obvious. He sets the red mug down in front of Loki. âWhat we normally do is drink it.â
The suspicion doesnât leave him. Loki eyes the mug, wondering if heâd even be able to tell if Mobius had done something nefarious to it - but, there would be little point in Mobius going to the trouble of intervening in Lokiâs âtrialâ and recruiting him to the TVA only to turn around and poison him so, despite himself, Loki picks up the mug and takes a cautious sip.
âHope you like chamomile,â Mobius adds as he takes the seat across from Loki. âItâs all I could find.â
âItâs passable,â Loki says, after a longer sip. When was the last time heâd had anything to drink? He canât remember; the blur of New York shifts too sharply into the shock of the TVA and his brain feels too muddled to grasp onto any specifics. Thereâs been a consistent twisting in his stomach for days; he doesnât know how long itâs been since heâs eaten, either.
Mobius is just watching him and Loki hunches his shoulders, a bit defensively. âWhat,â he says, setting down the mug.
Mobius shrugs. âYouâre not the first Loki variant to come through here,â he responds. Before, when heâd been questioning Loki, everything about his posture had been straight and precise; now that the interrogation is over, Mobius has adopted a much more casual stance, leaning against the back of his chair with his legs slightly outstretched. âThereâve been a lot.â
âHow many is a lot?â Lokiâs mind is still spinning from the revelation that the rogue variant theyâre hunting is another version of himself, but the idea of even more being out there just makes him feel slightly ill. There would be a crisis here, were Loki in a clearer headspace - something about how it could be possible for more than one version of himself to exist, and if those versions existed, what proof does he have that he, himself, in this moment, also exists? How does he know he is the real Loki? Is there a real Loki?
Apparently, he is in a clear enough headspace for a minor crisis. He wraps his hands around the mug, waiting for Mobius to answer.
âI donât know,â is all Mobius says. âIâve lost count, to be perfectly honest with you. Youâre like a bad penny, you know - you just keep turning up. Youâre a stubborn bastard, Iâll give you that.â
âThank you.â Lokiâs tone is icy. âSo if there are so many other variants, why not prune me? What do you think I can do for you that they couldnât?â
Mobius looks thoughtful for a moment before he shrugs. âCall it a hunch, I guess.â
Wonderful. Lokiâs entire existence rests on this bureaucrat of a manâs hunch. âYouâll forgive me if I donât find that particularly reassuring,â he counters. âHow do I know you wonât simply prune me either once we find this other variant, or once I stop being useful to you?â
âWhat, whichever comes first?â Mobiusâs lips tilt slightly upward. âI suppose you donât.â
Loki slumps a bit in his chair. Heâs still holding onto the mug and, for lack of anything else to do, brings it back to his lips. Chamomile, Mobius had called it. It tastes like honey, with just the slightest tinge of apples, and it makes Loki think of the fruit in Idunnâs orchard, how they melted on his tongue like sugar. He remembers dewy summer evenings, laying in the grass with Thor, each of them with a golden appleâs sticky sweetness coating their lips and teeth.
The back of his throat tightens and he focuses on the tea, blinking hard against the sudden sting of tears. Crying in front of Mobius is not something he wants to make a habit of.
Still - âIn the desert, when your hunters set off those reset chargers âŠâ
âThey pruned the alternate timeline you created when you took off with the tesseract, yeah.â Mobius adjusts his position, straightening up and leaning forward, elbows on the table. âYou - that is, the you thatâs supposed to exist - never escaped. Your brother took you back to Asgard.â
âAnd the sacred timeline continues as it should.â The twisting in Lokiâs stomach worsens, and it has nothing to do with hunger. âWhich means I can never return to Asgard, because heâs already there.â
Mobiusâs forehead creases a bit as he nods. He looks almost sympathetic. âYou donât have a place there, no,â he agrees.
A heavy silence falls over them. Loki doesnât need Mobius to spell it out any further. Loki, the Loki he is right now, will never see Thor again. Nor his mother, or even Odin ⊠but mostly, not Thor. His brother is the worst kind of gone, because heâs not dead, nor lost. He exists on the sacred timeline, forever separated from Loki, and none the wiser to Lokiâs absence. Heâll never know that Loki is gone, because the correct Loki is still right where he should be - rotting in Asgardâs dungeons, perhaps, but home all the same.
Rage wells up inside of him, swift and cutting. He pushes away from the table and jumps to his feet so abruptly that even Mobius startles, but before he can do anything, Loki has hurled the red mug against the wall and it shatters, tea and glass shards clattering to the floor. âIt isnât fair,â he snarls; he pushes his hands through his hair, yanking hard at the strands yet the sting of it barely even registers. "That's not fair."
âLoki -â
Loki barely hears him. He drops his hands and clenches his fists; the rage is pressing against his throat, desperate for escape. He wants to scream. He wants to hurl magic in every direction. He truly wants to burn this place to the ground - the TVA, the timekeepers, and every person within it who is complicit in taking away entire realities with hardly a thought spared to the variants left behind.
Heâs breathing hard. The trouble is, all of that anger has nowhere to go. Loki cannot bring himself to explode the way he wants to - with neither his magic nor the ability to set fire to the timekeepersâ hearts here and now, the only other option heâs got is to throw things, and heâs hurled enough chairs for today.
Closing his eyes, Loki turns in a circle, grabbing the back of his chair. Instead of throwing it, he leans forward, pressing all of his weight against it because he isnât sure he can hold himself up. The effort it takes to keep from screaming is leaving him light-headed. Not Thor. Please, please donât take Thor from me.
âLoki,â Mobius says again. Loki draws in a breath and lets it out slowly, and then opens his eyes and looks up. Mobius is hovering over him, but somehow heâs less dominating than heâd been before. He seems almost concerned - either that, or just plain tired. âLook, I get it. I get that youâre upset, but -â
âHow?â Loki demands. His voice is hardly more than a growl. âThe timekeepers made you. Youâve never lost anyone. Youâve never known anything besides this ⊠this nightmare.â Frustrated, he pushes away from the chair and gestures broadly at the room around them. âDonât tell me you get it.â
Mobius sighs and pinches the bridge of his nose. âYouâre right,â he agrees, âI suppose I donât get it. But I canât change what youâve lost, either. All I can do is -â
âI know,â Loki cuts him off, and now he is the one who feels just plain tired. Just as swiftly as the rage had crashed over him, it was now receding again, leaving Loki feeling drained and so, so exhausted. âAll you can do is offer me opportunity.â Not salvation. Not anything useful.
Instead of replying, Mobius just puts his hands in his pockets and rocks back on his heels. âWhy donât we start fresh tomorrow,â he suggests. âOkay? âCause I can also offer you your benefits package, if youâre interested. Involves a hot meal and a place to sleep.â His lips quirk a little. âNo offense, but you look like you could use both, like, yesterday.â
Loki eyes the other man. Mobiusâs features blur a bit, and he realizes itâs because his eyes have welled up. He rubs them and then sighs and nods, giving in because what else is he to do? This is what he has been reduced to - powerless, with nowhere else to go, his entire existence contingent upon getting in - and staying in - Mobiusâs good graces.
Heâll start with a hot meal.
#charlotte writes#follower celebration prompt series#loki series spoilers#loki spoilers#loki tv series spoilers#mobius dick#loki + mobius (platonic)#validatemepls#NOW i am going to go watch the finale#wish me luck
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5e Ezreal, the Prodigal Explorer build (League of Legends)
(Artwork by Suke âhugehugeswordâ Su. Made for Riot Games.)
In my constant and continued effort to deny Ezrealâs existence I finally had to get around to building him. Again itâs not that I donât like him... I mean I donât. But I kinda forgot what I was going to build him as. Lol.
Dorans & Dragons also made a build for Ezreal back in like... early 2020. Christ thatâs before the world went to shit, ainât it? Well regardless they also made their build before Tashaâs Cauldron came out and I think I can make a build that is different enough to warrant my build existing alongside theirs.
In short: this is an elaborate excuse for me to make another Artificer build.
GOALS
Gawk at this! - We need many a glowing projectile to spam at foes before blowing them up. Ezreal isnât the type to just autoattack.
I always know a shortcut - Flash on a 15 second cooldown is nice. Weâll need to be able to blink around constantly throughout the entire fight.
Time to show 'em who's best - Nothingâs more dangerous than a well-placed Trueshot Barrage sniping through the entire enemy team.
RACE
Back to good olâ Variant Human. As a Variant Human you can increase two of your ability scores by 1: increase your Intelligence and your Charisma, to be the hot smart twink you are. You also learn a Language of your choice along with a Skill of choice. You spent plenty of time studying The Void so Abyssal would make sense as a language, and for your skill Perception would help you spot traps or incoming ganks... as long as you remember to ward.
For your feat weâre going to be grabbing Arcane Shift as fast as possible with Fey Touched so you can start Flashing. (Not like that!) You can increase your Intelligence score by 1 and also learn the Misty Step spell. You can also add a Divination or Enchantment spell to your list and a little Heroism never hurt anyone. You can cast both of these spells once without spending a spell slot, and can then spend spell slots on them after the fact.
ABILITY SCORES
15; INTELLIGENCE - Archeology is a lot of history and facts... If you do it the boring way, that is!
14; DEXTERITY - Repeat it after me:Â âsomething something Medium armor.â
13; CHARISMA - Youâre a pretty boy twink who got at least two girls on the Rift to fall for you.
12; WISDOM - Traveling through ancient temples and traps takes a degree of common sense. Not necessarily common sense you have, but a bit of boost never hurt.
10; CONSTITUTION - Youâre an ADC, which means youâre squishy.
8; STRENGTH - Twink.
Feel free to swap Constitution around with another stat for better health but worse roleplay.
BACKGROUND
âArchaeologistâ is just the nice way of saying Tomb Raider, which is the mean way of saying Adventurer! You get proficiency with History and Survival (hey youâve gotta tough it out in the desert sometimes!) You also get proficiency in a language of your choice (I went for Dwarvish because Dwarves seem to have built most ruins) and proficiency in either Navigatorâs Tools or Cartographerâs Tools... âWho needs a map?â
You spent enough time in ruins to pick up some Historical Knowledge on ancient dungeons and temples to know who made them. And if you find anything that belongs in a museum you know how much itâs worth to the museum!
(Artwork by Sangsoo Jeong. Made for Riot Games.)
THE BUILD
LEVEL 1 - ARTIFICER 1
Starting off as Artificer to âborrowâ a few inventions. But also because you get training in Arcana to know your magical artifacts, Investigation to find said magical artifacts, and Calligrapherâs Tools to slay Ascended and Darkin alike in one blow. You also get Magical Tinkering to wave that gauntlet of yours around on some Tiny objects, making them glow or play sounds or do all sorts of things that Prestidigitation would probably do better. But at least you can play your own theme music too!
But of course the main appeal of being an Artificer is the Spellcasting. You can learn two cantrips from the Artificer list like Message to coordinate with your support and Guidance to help yourself find treasure! (Or help others I guess.) You can prepare a number of spells equal to your Intelligence modifier plus your Artificer level (rounded down.) Cure Wounds will let you summoner spell Heal yourself or your Support. Faerie Fire will serve as a more basic version of your Essence Flux, making an enemy easier to hit (therefor making them take more damage!) And Feather Fall is always useful in a pinch!
Also yes you donât have your gauntlet yet so youâre going to have to use a Light Crossbow for now. Feel free to take a combat cantrip if you want but you donât really need it.
LEVEL 2 - ARTIFICER 2
Second level Artificers can make Infusions, special definitely-not-stolen magical treasures that make them more awesome than everyone else. For a little more AD an Enhanced Weapon is useful to have. You can also put those goggles on your head to use by making Goggles of Night to see with your dumb human eyes. A Mind Sharpener may feel like a cheat, but Iâm not going to say no to keeping Concentration in check. And for your final infusion? A Rope of Climbing might be useful? Honestly the more impressive stuff comes after youâve done a bit more exploring.
You can also prepare another spell like Alarm, just in case someoneâs planning to steal your... legitimately earned treasure.
LEVEL 3 - ARTIFICER 3
Third level Artificers get to choose their specialty and Armorers donât have to wear an entire suit of armor; just a gauntlet! Along with proficiency in Smithâs Tools you can turn any suit of armor you find into Arcane Armor. The armor has a variety of benefits: no Strength requirement, the inability to have your armor removed against your will, the ability to take it off or put it on as an action, and some replacement limbs. But notably it works as an Artificer spell focus!
Thereâs two different Armor Models and weâll be going for the Infiltrator variant for a Lightning Launcher. This makes your Gauntlet a weapon that deals a d6 of lightning damage, with a regular range of 90 and a long range of 300 in case you want to go for long ranged snipes. Additionally once per turn you can pop Essence Flux to do an extra d6 of damage on hit! And I didnât even mention the best part: this works off your Intelligence! So no more need for the crossbow.
You also get your boots for Powered Steps, increasing your movement speed by 5 feet. And thanks to your Dampening Field you can hide in bushes with free Stealth advantage! Iâd recommend trying to get a Breastplate because thatâs the best armor you can get that doesnât also impose stealth disadvantage, but even with Half Plate you can still be sneaky! Heck, you can even wear Platemail if you want! "And my boots are not waterproof. Fantastic."
Oh and you get some Armorer Spells! Magic Missile will autoaim for you like your Arcane Shift projectile, and Thunderwave is helpful for some self-peel.
LEVEL 4 - ARTIFICER 4
4th level Artificers get an Ability Score Improvement: seeing as we have uneven Intelligence take the Observant feat for +1 Intelligence and a boost to your passive Perception and Investigation to watch the minimap for people to snipe! Additionally you can spy on the bad guys if you want and read their lips to gain knowledge of all their secret plans!
More Intelligence does also usually mean more spells prepared but Iâm going to wait for...
(Artwork by Xu âCrow Godâ Cheng. Made for Riot Games.)
LEVEL 5 - ARTIFICER 5
5th level Armorers up their Attack Speed with Rising Spell Force, gaining an Extra Attack with the attack action!
You also get Mirror Image and Shatter added to your list of Armorer Spells, and can prepare spells like Rope Trick for a safe place to rest for awhile, and Heat Metal to really lay in that Essence Flux.
LEVEL 6 - ARTIFICER 6
6th level Artificers get more Infusions which is what I was waiting for! A Radiant Weapon is all the fun of an Enhanced Weapon but it also doubles as a flashlight for your dumb human eyes! And Boots of the Winding Path will let you Arcane Shift back to safety in case you accidentally run into danger.
Feel free to swap some of your old infusions around too. A Lantern of Revealing or Cloak of Elvenkind would be helpful... and Gloves of Thievery never hurt anyone.
And finally you can prepare Aid, as your natural awesomeness rubs off on your allies. "Oh, please, don't die. I can't lose a sidekick. Not again."
LEVEL 7 - WIZARD 1
You didnât think this would just be a pure Artificer build, did you? Even if that wouldâve been stronger Iâm legally obligated to needlessly stick multiclass levels into all my builds. And Wizard is definitely a good multiclass for more slots to do Spellcasting! You learn 3 cantrips and six leveled spells as a first level Wizard:
CANTRIPS
To help your allies land their shots take Mind Sliver to weaken an enemyâs saving throws.
Prestidigitation will let you do a bunch of simple magic, and if you want you can have your own hero music too!
Finally Friends is good to make friends you donât mind losing after they tell you where the ancient ruins are.
SPELLS
I basically just took everything with the Ritual tag. Alarm (yes you have it as an Artificer spell but you can swap that out), Comprehend Languages, Detect Magic, Identify, Tenserâs Floating Disk... and sure why not Find Familiar too? Seeing as you can ritual cast at will most of your early level stuff is going to be reserved for Ritual Casting, as youâre probably going to be spending most of your first level slots on Magic Missile and Faerie Fire anyways.
You also get Arcane Recovery, letting you recover spell slots equal to half your Wizard level (rounded up.) So right now you can get a first level spell slot back at the end of a Short Rest! And later on you can get more!
LEVEL 8 - WIZARD 2
Second level Wizards get to choose the school that their parents left them in before disappearing in the jungle, and the School of Evocation has a surprise tool that will help us later. Along with being an Evocation Savant (allowing you to copy Evocation spells into your spell book with half the time and cost) you can Sculpt Spells so that they only hit the bad guys: when you cast an Evocation spell (from any class, not just Wizard!)Â you can choose a number creatures equal to the spellâs level + 1. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. This will be really useful when we get our (pseudo-)Global ultimate; wouldnât want to fry your pals now would you?
We may as well grab some of those Evocation spells, right? Earth Tremor will let you hit an AoE Mystic Shot because Riot decided that Tiamat should have a cleave I guess, and I mean... Shield is never a bad thing to have?
(Artwork made for Riot Games.)
LEVEL 9 - ARTIFICER 7
Back to the big brain plays: 7th level Artificers can make the biggest brain plays thanks to Flash of Genius, letting you boost an allyâs skill check or saving throw with your own natural perfection. The boost is equal to your Intelligence modifier and you can use this reaction a number of times equal to double your Intelligence modifier.
LEVEL 10 - ARTIFICER 8
8th level Artificers get another Ability Score Improvement? Well seeing as Intelligence still controls just about everything we do it would do good to increase that by 2! That does mean you can prepare more spells (both as a Wizard and as an Artificer) but Iâm going to wait for...
LEVEL 11 - ARTIFICER 9
Every ADC dreams of being six-slotted; now you can be with Armor Modifications! Your Armorer armor counts as 4 separate items for the sake of your Infusions: the chest piece, boots, helmet, and the armorâs special weapon can all be infused. Far more importantly however you can have two extra infusions! Those infusions have to be on your armor, but you can put the Radiant Weapon (weapon) and Goggles of Night (helmet) onto your armor and save your other infusions for your allies! Or for yourself; yourself works too.
And we canât forget the third level spells! You get Hypnotic Pattern from your Armorer Spells for an AoE stun, but far more importantly you get Lightning Bolt which will serve as Trueshot Barrage! And since youâre an Evocation Wizard you can shoot past your friends without blowing them to bits. "Oh, a plan. Yeah, I totally have one of those."
You can also prepare spells like Haste for more DPS (just donât get stunned), Blink for some Duskblade invisibility, and replace Alarm with Revifify... Ya know: just in case.
LEVEL 12 - ARTIFICER 10
As an ADC it would be good to get six-slotted, and Magic Item Adept lets you get your 4th Legendary item! Thatâs because you can now attune to 4 magic items at once! (And can also craft Common and Uncommon magic items more easily.)
Speaking of Infusions, we can make more of them, such as a Cloak of Protection or Winged Boots! These are just generally useful but not really Ezreal specific; theyâre mostly for your allies. "The gauntlet's for show... the talent's all me."
You can also prepare another spell like Fly which is just universally useful, and holy shit you get another cantrip. Take Mage Hand and maybe try to be a little more cautious when tomb raiding?
(Artwork by Bo âchenbowowâ Chen. Made for Riot Games.)
LEVEL 13 - ARTIFICER 11
Do you want a lot more Mystic Shots? 11th level Artificers can make a Spell Storing Item and put an Artificer spell of first or second level inside. Whatâs cool about this is that anyone can use it, allowing them to cast the spell as if they were you!
My recommendation? Give them Mirror Image. Itâs an amazing buff that doesnât require Concentration. Even a low DEX Paladin will appreciate the chance to not be hit, and a high DEX ally can really get value out of Mirror Image. Yeah the Barbarian technically canât cast while raging, but they can use this before going into a Rage to be very hard to hit!
And speaking of spells you can prepare another one, so how about you grab Create Food and Water to keep yourself sated on longer archeological trips. "Why didn't I eat before I got here...? Ezreal, why?!â
LEVEL 14 - ARITIFCER 12
12th level Artificers get another Ability Score Improvement... we got all we need in terms of stats (Intelligence lol) so now itâs time to really make some impressive trick shots: the Sharpshooter feat will let you attack at long range without disadvantage and ignore cover bonuses, but most importantly you can take a -5 to your attack roll for a whopping +10 to damage! Donât use this on high AC targets obviously but if you think youâll hit why not go for the one-shot? "No applause, please. ...Okay, maybe just a bit of thunderous acclaim. ...A little?"
LEVEL 15 - WIZARD 3
I do still want more spell slots, as well as more spells known! Truthfully there isnât too much I want from second level, so take Locate Object to find hidden treasure and Augry (added to the Wizard spell list thanks to Tashaâs!) to know what to expect in the next dungeon... sorta. "No plan survives first contact with me."
LEVEL 16 - WIZARD 4
4th level Wizards get an Ability Score Improvement: we got all the abilities we wanted really, so why not Get Lucky? The Lucky Feat will give you a bit of anime protagonist power to guarantee that you make the perfect daring escape. Feel free to take Warcaster or just increase your Constitution however; by this point Ability Scores donât matter too much.
You can also learn two more spells like Melfâs Acid Arrow for another Essence Flux-esque DoT ability and See Invisibility, in case you need a Sweeper Lense to deal with any clowns.
LEVEL 17 - WIZARD 5
Ima be honest I kinda just wanted third level for Thunder Step to get an Arcane Shift that does damage. Artificer 18 / Wizard 2 (or even just Artificer 20) wouldâve been a fine build for Ezeal too, if you donât think this one spell is worth a 5 level class dip.
Anyways you also learn another cantrip and I mean... you may as well take Shocking Grasp for some defense up close? You also get one other spell and Iâm gonna suggest Galderâs Tower this time which is like Tiny Hut... but awesome. And really small. This is mostly just a way for me to talk about a fun spell and also recommend my homebrew fix for it.
(Artwork by Alvin Lee. Made for Riot Games.)
LEVEL 18 - ARTIFICER 13
You got third level spells as a Wizard, you can now prepare 4th level spells as an Artificer! Fire Shield and Greater Invisibility are both available as Armorer Spells, one of which is far more useful for you than the other one. Bro imagine how crazy Evelynn would be with Evelynnâs passive. But yeah feel free to swap around your prepared spells a bit for more 4th level spells, since you definitely have the slots to do so.
LEVEL 19 - ARTIFICER 14
14th level Artificers are Magic Item Savants who can attune to 5 magic items at once, meaning that along with your boots which are technically magical but whatever you can finally be properly six-slotted! But far more importantly you can attune to any item, regardless of any class or race restrictions tied to the item! "I can't get hauled into wizard court again. Technically I don't have a permit for the gauntlet."
Speaking of more attunement: more Infusions. An Amulet of Health will let you boost your bad Constitution from a 10 to a 19, giving you a solid 76 health boost near max level! Other than that more movement speed is never a bad thing, and Boots of Speed may give you more value than your other magic boots.
But holy shit forget all that because you finally get your 4th Artificer cantrip! Grab Mending because somehow we donât have that yet; gotta keep your outfit in check! Oh and you can get around to preparing another 4th level spell! Truth be told though the 4th level spells for Artificer are kinda... bad? But at least Tashaâs gave us Summon Construct which is a surprisingly strong summon!
"Last time I was in Shurima, I decoded some glyphs. Something about a jackal head... End of times... The usual. All I wanted was this ruby scarab. It looks great on my mantle."
LEVEL 20 - ARTIFICER 15
Our final level is the 15th level of Artificer for the Perfected Armor Armorer capstone. When you shoot an enemy you mark them with Essence Flux, giving them disadvantage to hit you. In addition the next attack (including your own Iâm pretty sure!) has Advantage against the enemy while theyâre marked with Essence Flux, and if theyâre hit theyâll take an extra d6 of Lightning damage!
FINAL BUILD
PROS
Blast 'em, gauntlet! - With your capstone ability you do 4d6 + 10 damage with your Lightning Launcher, and thatâs before using Sharpshooter. Even without your capstone 3d6 + 10 is still really good damage output, especially when you can cast spells for big bursts of damage.
See if you can handle this! - Speaking of spells your slots go all the way up to 7th level, and while youâll mostly just be upcasting a 12d6 Lightning Bolt is nothing to sneeze at! Not to mention other options like a 7d8 Fire damage Heat Metal or +30 HP Aid.
If anyone asks, I didn't see any of these priceless artifacts for sale - It goes without saying that having two more attunement slots than the average character is massive, especially when you can stick infusions onto your armor to maximize the amount of treasures on your person.
CONS
I wasn't strong enough? - Investing fully in INT gives us maxed out combat stats but it leaves a lot of our other abilities lacking. Weâre nowhere near Charismatic enough to sell (somewhat) illegitimately gotten gains, and while Infusions can help augment our health (and even our Strength if you grab a Belt of Giantâs Strength) your Wisdom and even your Dexterity are rather mediocre, which is bad for both skill checks and saving throws.
Impossible comebacks are sorta my specialty - Most of your coolest stuff is tied to spell slots and other Long Rest dependent mechanics, and while you have a lot of spell slots (as well as Arcane Recovery to get some of them back) they are still quite limited. Youâre perfectly viable as just an auto-attack and Q spammer, but who doesnât want to shoot lasers and explosions, ya know?
Never met a problem that I couldn't blast away with magic... that I don't even understand - 5 levels in Wizard give us big spell slots but thatâs about it, and yeah a 7d6 Lightning Bolt (that wonât hit your allies) is nothing to sneeze at but for the most part you are more of a Martial character. Just saying that level 18 of Artificer wouldâve given you Magic Item Master for a whole 6 attunement slots! And level 20 of Artificer wouldâve given you Soul of Artifice, essentially operating as a +6 to all saving throws and a 6 time use Guardian Angel.
But if a teamfight breaks out youâre more than a capable ADC. Artificers are the masters of magic items and it doesnât matter if you make them yourself or âborrowâ them from an ancient tomb; you can be the hero mom and dad always wanted you to be! Just concentrate on your farm in the early game and donât take unnecessary risks. You may be the perfect man of magic but youâre not immortal, despite what the ADCs Iâm forced to support always seem to think.
(Artwork by Jennifer Wuesting. Made for Riot Games.)
#dnd#dnd build#dnd guide#League of Legends#League of Legends Ezreal#you belong in a museum#dnd artificer#dnd wizard#twink
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Fate and Phantasms Far Side #3: Kohaku
Today on Fate and Phantasms we have another bonus episode for you! Weâre building Kohaku, the ever-energetic maid who comes packing with probably helpful medicine and the occasional robot. As usual for far sides, everything below this point come directly from Magical-Biche on Reddit!
Check out Kohakuâs build breakdown below, or her character sheet over here!
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Hey, itâs me, the guy who builds Tsukihime builds! Since the remake got announced uhh⊠already a month ago, I figured itâd be perfect time to free some time in my heavy schedule for a Tsukihime waifu once in a while. For the return of this highly anticipated series, weâll take a look at a character which has plenty of tricks up her sleeves: Kohaku. A fan favorite for several reasons, she was quite easy to build due to how weirdly some of her core mechanics are already featured in Dungeons & Dragons. Iâm mostly using her Melty Blood skill set for the build, but as soon as I can introduce skills we know from the Visual Novels. Needless to say, the whole build is a huge spoiler for what Kohaku does throughout the games, and you may not want to read it if you didnât finish Tsukihime and Kagetsu Tohya.
Race and Background
Kohaku is a variant human. She technically has a bit of psychic powers, but they are passive and absolutely nothing any race can give comes close to it, so weâre going human here. The variant allows us to get + 1 in constitution and +1 in intelligence, and the chef feat, giving us another +1 in constitution, and the ability to cook delicious meals with or without suspicious substances, which adds a layer of healing and temporary hit points on our already impressive healing abilities. It gives us our first of many tool proficiencies, the cooking utensils. We also get a proficiency in insight, which helps us determine whether people are worth teasing/throwing into a bottomless trap.Â
Next, we are going to be an Izzet engineer. Those folk, who come directly from Ravnica, fit our mad scientist personality perfectly. Being an Izzet engineer gives us access to the Urban Infrastructure ability, which helps building more complex traps (and find them, if we ever feel like being nice to our group), and proficiencies in Arcana and Investigation, two extremely useful intelligence skills. We also get our second tool proficiency. Weâre taking carpenterâs tools, to create the most intricate traps there are. Bottomless pits wonât build themselves from the ground up. We also get one set of artisanâs tools of our choice, so weâll take Alchemist supplies, since theyâre the costliest of the bunch and extremely useful. Donât worry, weâre getting the proficiency in a little bit. Finally, we get the pretty unique feature of having access to more spells: Izzet guild spells. The notable ones (the ones we donât normally get from our class) are Chaos bolt, Create or destroy water, Unseen servant (level 1 spells), and Call lightning, and Otilukeâs resilient sphere (third level spells). Since it is a Ravnica background, the DM might ban the expanded spell list, but none of these spells are necessary to our build, anyway.Â
Ability Scores
We are a genius, and a bit of a melee combatant. Weâre pumping everything in intelligence. Next, we need high constitution and dexterity, which will also serve to multiclass into rogue. We are pretty average when it comes to wisdom and charisma (I do admit we are pretty cute, though). Weâre dumping strength, even though it means we wonât be able to fight well with our broom, but itâs a necessary sacrifice. Our hidden katana (read: dagger) will work just as well.Â
Class Levels
Artificer 1: We are a crafty inventor. Being an artificer only makes sense to us. The first level of artificer gives us proficiency with constitution saving throws, great to keep our concentration on spells and avoiding nasty poison effect, and intelligence saving throws: weâre the one who make fools of others, and not the other way around! We can also choose two new proficiencies, and weâre taking medicine, since weâre actually a pretty skilled doctor, and sleight of hand, as we will need to tinker complex traps and unlock a few locks from time to time.Â
We also get proficiencies with light and medium armors, but weâre only ever going to use light armor. Kohaku doesnât really wear armor, but she could be wearing several thick layers of kimono, which can probably stop a blade in a pinch. Weâre also proficient with shields, and Kohaku definitely never wears a shield throughout the Tsukihime timeline, so we wonât be using them. Weâre also proficient with simple weapons, and those are the only weapons weâre having access to, so we have to do with them. Weâll be mainly using the dagger as our âsecret bladeâ, and our quarterstaff as a substitute for our broom. Finally, weâre proficient with thievesâ tools, useful for disarming traps that may or may not have been installed by us, tinkerâs tools, our bread-and-butter for repairing all sort of stuff, from traps to weapons, and alchemist supplies, to further our healing capabilities, and it blends well with our medicine proficiency.Â
We finally get to our core features. First level of artificer gives us Magical tinkering, which lets us do pretty nice things. We can basically sleep on prestidigitation, light, message, and minor illusion thanks to this feature. It doesnât do as much as each of these individual spells, but it does it differently, and itâs still great to have so much utility here. We also get our Spellcasting. Weâre a half caster with druid/cleric like spell preparation. We can prepare a number of spells equal to our intelligence modifier + half our artificer level (rounded down), and we can choose those spells from our spell list each time we finish a long rest. Our spellcasting ability is of course intelligence, and we use our alchemistâs supplies as a spellcasting focus, because of our subclass we donât have yet.Â
We start with two artificer cantrips, and weâre taking Booming blade, to emulate bombs, and controlling people movement fits our character well: people will think twice before moving in our direction. Next, we take Acid splash, a pretty weak damaging cantrip, but itâs another kind of bomb we can add to our arsenal. It can also touch two targets at once, which mitigate the low damage of the spell. It is also a saving throw, so it will always be useful anyway.Â
Since we have access to every artificer spell, plus the potential Izzet spells, there wonât be a definitive spell list here. It is recommended to get Tashaâs caustic brew, Snare, Cure wounds, Grease and Alarm, as they fit our game plan very well.Â
Artificer 2: Our next artificer level is more complex than it seems. We get our infusions, 4 of them. Weâre taking the Replicate magic item, to have ourselves a bag of holding to hold all our stuff, the Enhanced defense, that weâre infusing to our armor to help with defense, the Homunculus servant, so we can have our very own Not-exactly-a-mech-Hisui once we get enough money, and Mind sharpener, which will help maintaining concentration on though fight. So far, we can only use 2 of these infusions at the time, so weâll focus on the replicate magic item and enhanced defense for now.Â
Artificer 3: We get our speciality! We are now an Alchemist. We gain proficiency with Glassblowerâs tools, as we already have a proficiency with the alchemist supplies, and those tools can be used to create vials to hold our various mixtures. We get an expanded spell list, again, which gives us interesting spells like Melfâs acid arrow, Healing word, Ray of sickness, Gaseous form and Mass healing word. Flaming sphere is not bad, but it doesnât really fit our concept as a whole. We also get our Experimental elixir, which is one random potion every long rest. All the effects are helpful, even though some are more than others. We also get the Right tool for the job, which lets us create artisan tools, which is neat.Â
Rogue 1: Of course, weâre going rogue. Weâre a sneaky trickster, after all, and weâre pretty skilled at it. Our first rogue level gives us the famous Thieves cant, which we will quickly forget. More interesting, we get a skill proficiency, and weâre taking Deception. Itâs less useful than persuasion, but we need to lie more than we need to persuade. We also get Expertise in 2 skills of our choice, which will be Deception and Medicine, two of our most important skills. With expertise in medicine, we mitigate our low wisdom, and weâre able to pretty much always stabilize our fallen allies, especially when we get past level 5. Whatâs more, we get the rogueâs main feature, the Sneak attack! Sneak attack can be used with booming blade for pretty huge damage, in the right conditions, and itâs getting even better starting next level.Â
Rogue 2: Speaking of next level, here it is. The second rogue level gives us cunning action, and we now always have some use for our bonus action. We can hit with booming blade + Sneak attack, then retreat. We can add some movement to our turn, and we can try to hide in the shadows, not that weâre particularly good at it.Â
Rogue 3: We get our second archetype. Weâre now both an alchemist and a Mastermind, which gives us yet another round of proficiencies: Disguise kit, Forgery kit and a Gaming set. Those three are not the most useful tools we have access to, but they can always be used creatively. We can also Mimic speech, but thatâs not exactly a meta redefining feature. More importantly, we are also a Master of tactics, giving us yet another use for our bonus action in the form of Help. We can help our ranged allies to hit close-ish targets with that feature, too.Â
Artificer 4: Our first ability score increase comes at level 7, and luckily, weâre not too dependent on feats. Weâre simply increasing our intelligence by 2 and call it a day.Â
Artificer 5: This level is very interesting, because we get a neat little feature that tremendously increases our distance damage. We are now an Alchemical savant, and provided that we use our alchemist supplies as a spellcasting focus, we can add our intelligence modifier to the damage rolls of any fire, necrotic, poison and acid damage, and to every one of our healing rolls. Sadly, this doesnât buff our melee damage, but we canât have everything. Also, the ability is weirdly worded: as it is written in the book, it looks like you must use your spellcasting focus to cast the spell for the damage and healing to be buffed. However, if it does work like that, we'd have a total of 5 spells of level 0-3 that are affected by the feature, so Iâd say it works with every one of your spells that is cast with intelligence.Â
We also get our new level 2 spells. The ones that are interesting for our build are Enlarge/reduce, Heat metal, protection from poison, pyrotechnics, rope trick, Spider climb and Web. The first is based on one of our actual feats of enlarging our mistress, one time. Heat metal is an overall tricky and useful spell to have. Protection from poison is useful to protect our allies from friendly fire, and the last 4 spells are all great traps and terrain manipulation, which is what we want to do.Â
Artificer 6: This level is more straightforward, as it only really adds the Tool expertise feature, which allows us to double our proficiency bonus on all tools weâre proficient with. That is, a LOT of tools. We also get new infusions, and weâre getting the Spell refueling ring, a great tool to mitigate our too few spell slots per day, and Resistant armor, which is situational but very useful. We can also have 3 infusions active at the time, which is the maximum number of attunement we can have anyway. We can also now create two experimental elixirs per long rest, hurray!
Artificer 7: The seventh artificer level gives us Flashes of genius, which is a great tool to help the party. It can also be used to mitigate our own AOE damage on them, proving the party that weâre not here to kill them, we swear!
Artificer 8: Artificer 8 gets us a simple ability score increase, which we gladly take to increase our already high intelligence to new levels. We increase it by 2 points, to reach a total of 20.Â
Artificer 9: Our final level in artificer grants us a final subclass feature, the Restorative reagents. It makes it that our experimental elixir gives 2d6 + 5 temporary hit points to whoever drinks it. Also, we can now cast lesser restoration 5 times per long rest without having the spell prepared, which is a great way to remove harmful status ailments from allies for pretty much free.Â
We also gain our level 3 spells. The interesting spells from the list are Haste, which emulates the drugs you use on your poor party members, Â Catnap, to represent the sleeping medicine you give them, Â Protection from energy, for the same reason as protection from poison a bit earlier, and finally, the trappiest spell of them all, the one that really let us do crazy shenanigans, Â Glyph of warding. This amazing spell is a literal modular trap which does pretty nice damage, doesnât require concentration and itâs just so flexible. This is the only obligatory spell on the list.Â
Rogue 4: The fourth rogue level gives us our third ability score increase, and weâre getting a bit tankier and stabbier now. We increase our dexterity score by 2, this time, putting us at a nice 16.Â
Rogue 5: Fifth level rogues get uncanny dodge, a very powerful tool for survival. Nothing much to say, itâs great! (Editorâs note: might as well just say it anyway- use your reaction to take half damage from an attack- very useful!)
Rogue 6: We get 2 brand new expertises, which will be in Arcana, for being even better at understanding the mechanics behind the spells we use, and Sleight of hand, so weâre also a lot better at setting non-magical traps and disarming them.Â
Rogue 7: Now that we can mitigate damage with uncanny dodge, itâs time to get better at saving throws and get Evasion. Another extremely good ability weâll never use too much. (EN: dex saves cause half damage on failure, 0 damage on success!)
Rogue 8: Our next ability score, and weâre getting yet another 2 points in dexterity, so we now have a more than decent armor class and solid melee attacks.Â
Rogue 9: Rogueâs ninth level gives us our second subclass ability, and we are now an Insightful manipulator. We can now assess our current targetâs strength, but at this point, weâve probably fought most of the bestiary and know everything there is to know about most threats. It can still be used against bosses, but itâs not exactly great since weâre not that good at sneaking.Â
Rogue 10: Our tenth level in the rogue class gives us yet another ability score increase. We are actually a pretty crafty person, and poison is just another tool in our arsenal. We get the Poisoner feat, which lets us ignore resistance to poison damage and craft poison for our weapons. At that point, we should be filthy rich and can certainly afford the cost to do so and poison basically every single one of our strikes. With Booming Blade, sneak attack and the poison damage, our damage output is actually pretty crazy.Â
Rogue 11: Our final level gives us a very, very nice little boost: thanks to Reliable Talent, we basically canât score under 16 + ability modifier, or 22 + ability modifier with expertise, for skills and tools we are proficient with. We now have a passive Arcana of 27, Sleight of hand of 26 (whatever a passive sleight of hand score means), Deception and Medicine of 22, a passive investigation and insight of 21 and passive abilities with our numerous tools that are just as high (since you can use most tools with most abilities, the scores wonât be listed here, obviously). We can now pretty much recognize spells on sight, pickpocket on the go, lie as we breathe and treat injuries in a few moments, among other things.Â
Pros: Weâre a tool monkey, and we use all of them like a pro when we reach level 20. We can craft a bunch of crazy stuff with all that. Weâre also quite bulky, with decent hit dice and the rogue survivability, plus our artificer infusions. We are also good at dealing big bursts of damage thanks to booming blade, sneak attack and poisoner. Whatâs more, weâre quite good at healing and dispensing temporary hit points.Â
Cons: If we canât trigger our sneak attack, our booming blade damage is not exactly huge. We donât have many spells slots, and we quite like to use them. Also, weâre good at dealing damage, healing and controlling the battlefield, but weâre obviously not great at any of these things.Â
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TRUST NPC || Selenio Silbermann
Selenio Silbermann (as RDM)
Selection: âNo worries, youâre in good hands.â
Job: DPS, Purple Mage (Red Mage)
Weapons: Rhalgrâs Thunderstone (Mighty Thunderstone), Neo-Ishgardian Foil (5.2-5.4), Crystal Rose (Bladeâs Temperance) (5.5-onwards)
AI Behavior:
His favorite class, Selenio as RDM looks noticeably more upbeat and plays in a rather skillful, yet aggressive manner. Heâll not charge in first, instead will emphasize more on filling his gauges as quickly as he can using Accelerator, then Manafication once heâs at 50%. Selenio loves his AOEs and will go for Contre Sixte or VerThunder most times first. Once heâs at least in 80% and up on his gauges, heâll use the Enchanted Riposte combo then Displacement. Whichever gauge is lower, Selenio will use first (VerFlare or VerHoly), then Scorch. If the healer is knocked out, Selenio will use VerCure twice on the ally in need, then will Swiftcast VerRaise the Healer. If the healer canât raise, Selenio will prioritize using VerRaise on the Tank first. Selenio makes about his cooldowns and times them accordingly, any that heâs not using, heâll make use of as he focus on offense. Lastly, Selenioâs Limit Break is very potent and often doesnât use it unless necessary. He would like to use it when itâs at least 2 bars up or maxed at 3.
Unique Actions:
Contre Doze - Selenioâs unique upgrade to Conte Sixte. He developed this skill in Stormblood during his final bout with Zenos, countering his add when they fight in Ala Mhigo. Instead of six swordlike projectiles, he fires twelve
Warrior of Lightâs Echo - As WoL, Selenio also gets a unique skill where he can automatically revive himself, however that usage is limited ONCE per dungeon run.Â
Vermillion Scourge: Violet Shift - Selenioâs Limit Break Lv.3 as Red Mage. The main difference is that the color shade is shifted from red to purple, and the blast is much more potent than the regular Vermillion Scourge.Â
Moonclad Manaward - A variation to Manaward. Normally, itâs found on Black Mages, but Selenio can use it for his own. Similar effects to BLM, but instead Selenio creates a barrier that nullifies damage by 35% of his max HP.
Battle Lines:
âLetâs raise some hell!â - Starting Attack Line
âSteer clearâŠâ - Using Offensive skills, Variation 1
âHowâs this!â Â - Using Offensive skills, Variation 2
âComing through!â - Using the Enchanted Riposte combo
âSequence!â - Using Contre Doze
âIâve got you coveredâ - When Using Verraise or Vercure
âBackup has arrived!â - When assisting an ally
Limit Break:
âYouâve come this far, then try this!!â - Using LB1 - LB2
âShield your eyes, friends! This oneâs gonna be a blinding finish!â - Using LB3, Variant 1
âThe Purple Mageâs power at its peak!â- Using LB3, Variant 2
KOâd:
âMan down. The rest is up to youâŠâ - Variation 1
â Iâm... sorry...â -Â Variation 2
Revived:
âIâm back! Many thanks.â - Variation 1
âWhew.. Now then, where was I?â - Variation 2, using WoL powers
Dungeon Complete:
Well done, everyone. Now letâs head out...â - Variation 1
âI get weâre crunched for time, but do check if thereâs any treasure lying about. Could be something good around here.â -Variation 2 (if the end of the dungeon offers a Treasure Coffer)
âYou need some help with those wounds? Iâll take care of it.â - Variation 3 (if a party member is still down)
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Pokemon All-Stars: A Fan Region/Game/Alternate Universe Idea
I like watching and rewatching Original Pokemon Game/Region videos. Like Mr. Buddy's "What if X was a Pokemon Region" and stuff like that. I wanna make-or, I guess, write-my own. Since Regions are kind of a character all their own and I'm a Wannabe Character Artist, I wanted to try and make one my own.
I've got no skills in coding, pixel arts, or anything, so this will forever be just some kind of dumb fanfic that sometimes incorporates Game Mechanics to justify things if it were able, for some Godforsaken reason, 'stolen' for a game. Cause, in 2021, no idea feels too big or too dumb. And, uh, trust me, this'll be a dumb fanfic of an idea. So be aware for the subpar writing talents of some wannabe writer who doesn't know shit.
Small disclaimer though:
>This region is being made with the intention that every extra feature will be available in it. Z-Moves, Regional Variants, Gygantamax, Mega Evolutions, and maybe some things I've forgotten. This probably won't matter cause it's just a dumb fanfic plot bible with mechanics peppered in. Competitive balancing be damn! Pokemon Fans can create their own balance! That's what the Battle Simulator is for! In fact, if this was a real game, then it'd have a Battle Simulator like Showdown built into it.
>This is an open source Fanfic Bible. You can take this idea and run with it if you want. You can omit all my bad ideas even!
>I won't be making my own Fakemon. I don't like a lot of Fakemon that exists out there and, trust me when I say this: I am no better than them. In fact, I'm fucking worse.
>If this WERE a game, it probably WOULD still have to cut some Pokemon. I doubt that kinda, and I won't get into why I think dexit was dumb personally, cause it doesn't really matter. But, like, my fan game/fanfic will have a lot of shit going on in it. So, like, realistically, there would probably need to be a cut, if not for data, than just cause there's a lot of work to do as is. But, like, again, under the context of a fic, this wouldn't be an issue.
>With THAT said, I'd want this game to have a Gen 2 Sprite aesthetic. My fangame, don't care if ya'll don't like that.
>I'm probably gonna copy a LOT of stuff from other Fangames I've played. My shit memory probably won't allow me to remember what I'm biting from what, so be free to call me out whenever. Cause if I stole the mechanic, I probably liked it the game. And if not, well, I'd like the recommendation.
Fuck, this was long already. The rest is under the cut, so, like, if you're already turned off, you can stop reading. I understand. I'm kind of a windbag.

Okay, so how many of you guys have seen this picture on the internet? It's a picture of a ton of Pokemon regions all...basically stitched together, since not only could this never be canon, but this goes beyond the size of even most open world games today. But this was the inspiration for this project. The map probably wouldn't, and probably couldn't, look like this, but it perfectly sums up what I'd want out of this game. Thus, it'll be our placeholder.
Our hometown of Capricorn Town is home to Professor Chestnut, and you, her faithful assistant, are about to set off on a Pokemon adventure of your own! The Professor is encouraging you to see the region of Sidus for yourself and is even willing to give you a Starting Pokemon!
Starting Pokemon
Now, if I'm not making new Pokemon, which Starter will it be? Well, the game will have the data for all the starters and will randomly select a Grass, Fire, and Water Type for you to choose from. Those will be your starters, with the option of also choosing Pikachu, Eevee, and Riolu, the two mascot mons...and Riolu, who is kind of a mascot mon, but a lesser one.
Let's say for this example, your options are Torchic, Piplup, Rowlet, Pikachu, Eevee, and Riolu. And, uh, get used to the words 'random' and 'generator', those are our keywords.
Anyway, once you get your pick, there'll be some kind of tutorial mission the Professor will send you on. This will introduce you to two very important things;
1. One of your Rival.
2. An Evil Team Grunt.
Rivals?!
Now to start getting into why this game might still be pretty big still be big despite the sprites on modern consoles.
Each of your Rivals would be one kid from each region of the 8 Mainline Games from Kanto to Kalos. How this'll be decided is that each pair of kids will be plugging into a generator and will pick between either the boy or girl version.
Ex. Brendan and May both cannot be in the game. Instead, they'll be plugged into this generator. Let's say the generator fell onto May. She'll be one of your Rival. Repeat this process 7 more times until you have 8 Rivals sprinkled throughout the world, each one given a defined personality and better AI to make them harder trainers to fight.
May will have one of the Hoenn Starters, sans Torchic. Regardless of whether or not Protagonist-San picked Torchic, May will either have a Treecko or Mudkip, again, chosen at random per kid. Whichever Starter you picked, your first rival will have a starter that beats yours. So, let's say moving forward, May has a Mudkip and you a Torchic. The other kids will have random starters of the various regions they originally hail from.
Anyway, your rivals will wander the overworld. If they see you, they'll battle you on sight. If they lose, they'll be gone after the next time you turn the game off. They won't battle you again until they respawn, but you can hang out with them. In fact, you can even recruit them to be in your party for a few days and they'll follow you around and just generally be your friend. It'll make every battle a double battle, but they'll battle you again before their timer runs out, so be prepared!
BANG! BANG! ENTER! Team Wild!

The two of you will have to face off against Team Wild! They have a Cowboy theme to them, using a mix of Ground and Steel-Types, with a few Pokemon being added in for good measure like the Ponyta Lines, Cacnea Line, and Remoraid. Cause...it's a gun.
They're an outlaw gang, they're rough and tough (or, at least, a mild threat) and will always throw down when they spot ya. Something I'm just sniping from JelloApocalypse is that they'll appear sporadically and act as Timed Events across the map.
You and your new Rival beat them and send you packing. I'd imagine May and the other Rivals would mostly be friendly, but I'm sure there's one or two that'll just be jerks to you. Regardless of personality, they'll be pretty tough and programmed to skill with you. Your strongest mon you have on hand when you fight them will be the level their entire team.
With your tutorial done, the world is opened up! Your mom gives you your running shoes, some Pokeballs, and your...I don't know, PokeCelular or something, just the regional gadget that does a bunch of stuff. From holding your map to holding your VS Seeker.
The PokeCelular will also give you notifications on where Team Wild are! You can choose to ignore the events, but if you do, then they'll start to appear in the overworld know and will get progressively stronger.
A Balancing Act
This game will be an open world, 8-Bit Sprite Game for you to explore after you leave Capricorn!
So how do we balance that?
Well, we got our Rival out of the way already, so let's move on. Gym Leaders will have a pretty linear progression. However, regardless of which Gym you tackle first, they'll all be at the same level.
It doesn't matter if you decide to go across the map and battle the Bug Gym, he'll stay at Level 10, just like the Normal Gym. Whe you get the second badge, they'll all jump to Level 15. NPC Trainers will follow the same progression; the higher your badge number, the stronger the number of Pokemon they'll be.
Wild Pokemon will also get stronger. The more badges you get, it'll attract stronger wild Pokemon because they'll see you're stronger and will come out more.
The overworld will also have various dungeons in them that'll be Level Locked. Say, you go through a forest and you're just trying to reach the end of a maze. The Trainers and Pokemon will function the same as I've mentioned before. But, you can decide to go deeper into the dungeon. These Pokemon will be level locked, usually something of a high level, because this is a more dangerous part of the dungeon. But, there'll be some goodies down there, like rarer Pokemon and some kind of really rare and good item like a TM or something.
How will you traverse? Well, first of all, HMs? They're semi-back. BUT, instead of having to deal with teaching Cut to a Pokemon, you just need the move Cut and a Pokemon that can use the move and you'll be able to use Cut. A few other Pokemon that are reasonable candidates, but don't get cut, will be allowed to do this too. Like, Gallade can use Cut. It can't learn the move, but just holding the HM will get the job done.
Controversial opinion, but I think I've always liked the idea of HMs. On paper, they give you a reason to explore the world and go back to areas you couldn't before for goodies and make for a good way to get off dungeons until you get the needed item. Even something like Cut can be used to open up new areas for exploration for your squad of mons.
BUT, well, HMs suck. As moves, they suck save for, like, 2...MAYBE and they're only for, like, a handful of areas. You either hand them out as evenly as possible, forcing mons to take moves you don't wanna use, or you just get an HM Slave or two to use 'em all. But like they, they serve their function and all you need is the Pokemon in question and NOT teach them the move. If you need a Move Deleter just so people aren't stuck having to use Rock Smash for three towns, then there's a problem with your RPG. Imagine playing Final Fantasy and you had to give your Fighter the Bronze Axe to get through a forest and still had to fight with it, even though you got a +12 Silver Sword! It's no wonder people hated these things! But I don't think getting rid of them and introducing Rental Pokemon was a good solution either and adds a different, albeit less intrusive problem.
Gym Leaders
So, how do Gym Leaders work?
Much like your rivals, they'll be randomly generated. Let's say, hypothetically, there's a pool of 60 Gym Leaders and Elite Four members. The game will randomly generate 16 to be Gym Leaders. The generator will have some kind of complicated math (at least, too complicated for me) so that you don't have more than 2 gyms of the same type. (Example: Misty and Nessa might be Active Gyms, Siebold can't be selected for a Gym cause the Water Slots are taken).
As a trade off, some Gyms might have special conditions before you can challenge them. Like, if you got stuck with Koga as a Gym Leader, than he'll only let you in if you complete a nearby dungeon and help his daughter out cause he doesn't trust her to make it back on her own. Or, like, Claire's a Gym Leader, but she won't battle you unless you've collected 7 Gym Badges prior at least.
The Gym Leaders, as mentioned before, will get progressively stronger with each badge obtained. After the 8th badge, you can go and climb Victory Road, face the E4 and confront the Champion! You can keep hunting Gym Leaders, but just remember that the E4 will always be 10 Levels above the strongest gym you beat. And they'll just get stronger with every one you beat until all 16 are slain.
Another handful, let's say 8, Gym Leaders/E4 Members will be wondering around as NPC Trainers. The justification is that this big super region is in some Alternate Universe Pokemon Game that has all the Pokemon and other important trainers in it, hence why we can have a game where Roxanne and Lenora are hanging out at a coffee shop. They're not Rivals, more like stronger NPCs you can rematch and wonder the map. They're not here to be the very best like no one ever was.
I mean, I'd like, like, 10-20 instead of 8 extras, but let's not get TOO greedy...yet...
Elite Four
And now, it's time to flip the script. Cause if E4 members can be Gym Leaders, then who are the Elite Four?
Easy. The Rivals.
All the Rival characters will be put in a random generator as well. The four that are chosen. You can have an Elite Four made up of Wally, Marnie, Hau, and Barry and you gotta deal with it.
This is excluding Brendan and May, Blue, and Calem and Serena. Anyone else is fair game.
Champion
So, the Champion. Who would it be in this? There was a funny idea I had, but this is a Pokemon Game. So there would be two versions. We'll call them Pokemon Dawn & Dusk. The difference between these games is the game Champion!
Benga would be the Champion of Pokemon Dusk, the grandson of Alder! His final Team will include Volcarona, Garchomp, and Dragonite, Pokemon he used in Black and White. I'd also include Scrafty, Rampardos, and Golurk, Pokemon used against you in White Treehollow and Black Tower areas.
Meanwhile, the Champion of Pokemon Dusk will be Zinnia, the Lorekeeper! Her team would include the Goodra, Tyrantrum, Altaria, Noivern, and Salamence she used in her original team, with her plucky Whismur sidekick becoming an Exploud and her ace.
You would've met them in the beginning of the game and would've showed off a bit by helping you with Team Wild before. They'll pop in and out throughout the game, at first amused by your tenacity, but not wanting a rookie like you to get hurt. But if you keep bonking Team Wild, they'll be impressed with how strong you are.
The show up to chat again when you beat 8 Gym Leaders, and will pop in if you White Out to give you some advice. White Out three times and they'll feel bad for you and give you an egg. Benga will give you a Larvesta Egg and Zinnia a Bagon Egg.
EXTRAS
So I don't got a lot of ideas for the Post Game, but there is one idea I thought would be cool if, if after you defeat the champion, they give you a call. They'll tell you that there are strong trainers wondering the Overworld and to be careful.
Because dotting the overworld will be Champions passed and proper! Cynthia, Blue, Lance; all of them are rocking Lv 100 Teams and are out for blood. They won't challenge you, but if you talk to them, there will be no backing out of the battle! You come with your A-Game!
sI'm not exactly in love with the idea of Team Wild. Maybe the Evil Team should go full fanservice and just be Team Rainbow Rocket. Or maybe go half-and-half; having past Evil Team members and leaders walk around in cowboy gear and acting as Team Wild executives.
I'd also would love Tournaments. Like, maybe that could be a weekly event in some town, they'll how tournaments and the characters that aren't designated as Gym Leaders and such will attend. Maybe there's a cash prize, maybe you'll win Pokemon Eggs of rare, guaranteed shines, or maybe you'll get some kind of important quest items.
Yeah, I want quests! All sorts of side quests! And can't forget what I'd do with Legendairs;
If you know Bengal's team, you'll know he's got the Lati Twins. I don't like that personally and would prefer Legendaries to be Super Bosses. Like, you gotta do a lot to find them. And when you do, their stats are boosted and they become an Uber Boss! You catch them in a cutscene after you beat them!
There's also just a ton of characters I didn't get around to or really have a place for. Emma, Looker, N, and the Stat Trainers all come to mind. Overall, I'd want them to pepper the world as well, but don't have anything to say except this: Pokemon has made a lot of memorable characters. Both good and bad. And this is probably my dream Pokemon Game; one where you can hang out with your favorites
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My Changes to âWay of the Wickedâ, Extras 3: Extraplanar Hunters
I kind of had the first one in the back of my mind for a while, but always forgot to put it down on paper, but thanks to vlogger Dungeon Dad converting a bunch of old 3.5 and Pathfinder 1e monsters to 5e, I was reminded that these creatures were very different in 3.5 compared to Pathfinder, and why I had originally considering at least the inevitable for this adventure path.
As always, for space reasons, Iâll be cropping the encounter build.
I do not have a Patreon or a Kickstarter, but I do have a Ko-Fi page (linked) for those who would like to support my work. There is no pressure or obligation to do so, however, but a like and a share would definitely be appreciated. Of this and my older work.
Just before get to it, I hope everyoneâs staying safe right now.
There are three sets of stats this time around, and two of them are actually one NPC; a hound archon and his dragon mount. More on that later, including a description regarding how the concept exists. This is what I was talking in the last entry regarding this being something that was skipped over in the Pathfinder bestiary from its 3.5 version.
Iâll say for starters, I didnât give the NPCs any traits. Those are for PCs, more often than not, but admittedly that was a staple of Garyâs builds to try make the NPCs able to stand up to the villains more. It also felt like an in-joke that the NPCs were the heroic PCs all along. If you want to give them one trait, thatâs fine, but for these ones, I didnât feel it was overly necessary to do so. The only one I even considered was the hound archon, and only to give him armor expert to negate the final armor check penalty to skills.
For starters, inevitables are the very definition of law. Each one has a specific mandate for how things should or shouldnât be, and how everything interacts with the multiverse.
For starters, we have a zelekhuts are defined as â bounty hunters and executioners all rolled into one.â The PCs were supposed to die or at least be judged and sent to the salt mines. They escaped. That needs to be rectified. By all means, you can use the standard CR 9 version and have it appear during Book 2, but mine is slightly different. More so because in Book 2, unless youâre doing this incredibly early, the villains may have already amassed a literal army, if only undead. A CR 9 inevitable isnât going to cut it. My version would appear much later, and itâs also a little different from your regular zelekhut.
Iâll say now, that the reason Judiceye is a variant is because most zelekhuts would just arrive and rain down lawful smiting on their chosen to die. But this one is more crafty. Mitra has seen what the villains can do, and how devious they are, not to mention how large their ever growing army has become. This particular zelekhutâs duty is to show up at the end of Book 3, during the winter months, free any and all prisoners as best as it can, and cause in-fighting among the bugbears and other riffraff that have joined the 9th Knot. If it can take out some unwanted undead, all the better. The PCs are supposed to lose a portion of their troops at the end of winter anyhow due to them running away and leaving their minions high and dry, so this just furthers that plot line all the while putting the PCs on edge. Thereâs either a traitor among them or maybe the villains just canât control their people, showing just how unfit they are. And if they start executing their own men for not listening when itâs really just the zelekhut? All the better to use as kindling to create riots and arguments, and really give the villains a run for their money. Itâd make for a long winter indeed. And right before the king shows up, or whenever the time is right in the GMâs mind, and the Knot is near their breaking point (possibly when thereâs the most confusion), the zelekhut can start a major brawl and try its luck in taking out the PCs. Even better, with its greater hat of disguise, it can change itself to look like whomever it needs to. Just needs Intel first. It can be a PC, a bugbear, a vampire, the medusa half-fiend, or whoever. Doesnât matter. Because it start a fight, then leave, and turn into someone else. Whatever needs to be done to take down the PCs.
I will not that the DD for the elemental combat style is from the Pathfinder Disciple's Doctrine. Normally I would go OGL and Core, but this time I need some extra damage, and this was about the only way to pull it off. Also, the reason the hatâs trapped is because these things arenât supposed to normally have treasure. This will destroy the treasure and maybe do some damage to the PCs at the same time.
JUDICEYE (CR 16; XP 76,800) Variant advanced zelekhut ranger (guildbreakerUI) 7 LN Large outsider (extraplanar, inevitable, lawful) Init +11; Senses darkvision 60 ft., low-light vision, true seeing; Perception +25 DEFENSE AC 31, touch 17, flat-footed 23 (+1 armor, +7 Dex, +1 dodge, +13 natural, â1 size) hp 236 (21d10+121); regeneration 5 (chaotic) Fort +18, Ref +16, Will +15 Defensive Abilities constructed; DR 10/chaotic, DR 3/â (small ranged piercing weapons); SR 27 OFFENSE Speed 50 ft., fly 60 ft. (average) Melee 2 chains +31 (3d6+10/19â20 plus 1d6 electricity and trip) Space 10 ft.; Reach 10 ft. Special Attacks favored enemy (goblinoids +2), favored organization (Knots of Asmodeus +4) Spell-Like Abilities (CL 14th; concentration +18)  Constantâtrue seeing  At willâclairaudience/clairvoyance, dimensional anchor, dispel magic, fear (W-DC 18), hold person (W-DC 17), locate creature  3/dayâhold monster (W-DC 19), mark of justice  1/weekâlesser geas (W-DC 17) Ranger Spells Prepared (CL 4th; concentration +8)  2ndâchameleon stride  1stâlead blades, resist energy STATISTICS Str 30, Dex 24, Con 18, Int 10, Wis 18, Cha 18 Base Atk +21; CMB +32; CMD 50 (54 vs. trip) Feats Combat Reflexes, Dodge, EnduranceB, Improved Critical (chains), Improved Initiative, Improved Natural Attack (chains), Improved Vital Strike, Inner FlameARG, Mobility, Power Attack, Scorching WeaponsARG, Step Up, Weapon Focus (chain), Vital Strike Skills Acrobatics +25 (+33 jump), Bluff +15, Disguise +15, Diplomacy +17, Fly +19, Knowledge (local) +10, Knowledge (planes) +13, Perception +25, Sense Motive +21, Spellcraft +11, Stealth +21, Survival +17; Racial Modifiers +4 Perception, +4 Sense Motive Languages truespeech SQ chains, combat style (elementalDD), crowd stride, deep cover, favored terrain (urban +2), read the cityUI, track +3 Gear quilted clothUE, greater hat of disguise (trapped: maximized fireball; 60 fire damage, R-DC 19) SPECIAL ABILITIES Chains (Ex) A zelekhutâs arms end in long lengths of barbed metal. These chains deal slashing damage and 1d6 points of electricity damage with each hit. Constructed (Ex) Although inevitables are living outsiders, their bodies are constructed of physical components, and in many ways they function as constructs. For the purposes of effects targeting creatures by type (such as a rangerâs favored enemy and bane weapons), inevitables count as both outsiders and constructs. They are immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Inevitables are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are not at risk of death from massive damage. They have bonus hit points as constructs of their size.
Catching up on a few posts from GMs and players who are going through âWay of the Wickedâ, most groups are having no issue whatsoever with the AP because they have a necromancer and a cleric who are creating epic armies of undead. That said, there have been one or two groups that have found themselves struggling, if only because they never rescued Grumblejack, or he died on them back during Branderscar because they all bailed and abandoned the ogre. As such, theyâre finding that as the game is progressing, theyâre having issues. Iâve got something to help potentially counteract that, if only for one part of the book.
Itâs a Book 5 add-on that I thought of. Marut inevitables go after those who artificially extend their life. Namely, lichdom. Now, depending on the PCs, this could be yet another encounter for them too. If theyâre using the feat tree that turns them into a vampire or lich, or they all became vampires in the alternate version of the story where Thornâs a vampire, this thingâs coming after them. Thereâs just no way around that. However, my initial thought for this, so as to help parties that are having troubles, is the marut came to take down the now ex-Cardinal Thorn, but was dominated and sent after the party. This encounter would take place on the main floor, probably as soon as the PCs entered the cathedral. If the PCs have the means, they could break the control and have it join them in the final battle against Thorn. But youâre asking, âhow can Thorn use that spell? Itâs not a cleric spell and itâs 9th level.â Itâs also a 6th level summoner spell, so miracle would work to cast it. This would reduce Thornâs 9th level spells by 1, and hopefully thatâs enough for the PCs who are struggling. After that though, the marut would leave, its mission completed.
Finally, my last inevitable add-on, and this would be for whenever someone in the party broke a contract (or someone attached to the party, etc). It can even be someone the party is dealing with, who broke a contract, and they summon one to go after that person/creature. The kolyarut is all about negotiating bargains, and they donât like it when contracts and negotiations break down. They punish all oath-breakers. As stated: âThey care little for the terms of the agreements in question, only that promises are fulfilled, debts are paid, and balance is maintained.â They are definitely someone that the PCs want on their side. Pit fiends and contract devils are great, but they donât necessarily like to get their hands dirty. They just want souls and payment. Kolyaruts, on the other hand, will always make the time.
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And now, the ultimate combo thatâs just bonkers. I even did a small feat sink on this one despite it actually being something in the original edition that happens for free, and just adds to the CR.
As for where you would encounter this one, thereâs any number of ways. 1) Could be a fight not long after they finish Book 3. Mitra might send the archon as an avenger for what happened. 2) Could right after Spring arrives and the villains are fleeing from the king and his army. This could either be an air battle or the very second they land, but before Tiadora arrives. 3) They could arrive with any other encounter, boosting the over all combat and aiding whomever else decides to attack the villains. You could even hold out until Book 6 with this one, if you really wanted to.
The monster info on this variant hound archon reads as thus:
Hound Archon Hero Mounts
In the course of their adventures, many hound archon heroes befriend bronze dragons, which may come to serve as their mounts. The relationship between these mounts and their celestial riders goes beyond even the special bond between paladin and mount. The dragon and the archon are naturally allies and friends, as can be expected of two powerful servants of cosmic justice. The juvenile bronze dragon mount gains 2 additional HD, 4 points of Strength, an additional 4 points of natural armor, improved evasion, and +10 feet to speed in all its movement forms. The dragon cannot, however, command other creatures of its type as other kinds of paladin mounts can.
Note: Under normal circumstances the Draconic Companion from the Dragon Companion Handbook would give you a dragon and have it go up as an animal companion, with the Dragon Companion Mastery feat giving you their full power. Hound Archon Heroes already get an equivalent ability for free so Iâm revising the feat to instead give: frightful presence 1/day, +2 Dex instead of +2 Str (which is a swap option you can choose), SR 5 + paladin level, share spells, empathic link, and two of the four bonus dragon feats. However, Iâm ignoring the other two bonus feats the dragon would normally gain, additional bonuses to Str/Con/natural armor, and standard ability score increases every 4 Hit Die. The trade off being that a standard bronze dragon has higher mental stats and spells, so it easily balances out.
Overall, this not all that different from the 3.5 Monster Manual version, and should be considered a difficult CR 16 encounter. Also, their wealth is for a CR 16 NPC. Bartel shares it with his dragon mount.
BARTEL, THE HOUND ARCHON HERO (CR 16; XP 76,800) Male Advanced variant hound archon paladin 11 LG Medium outsider (archon, extraplanar, good, lawful) Init +6; Senses darkvision 60 ft., detect evil, low-light vision, scent; Perception +18 Aura courage (10 ft.), justice (10 ft.), menace (20 ft.; W-DC 21), magic circle against evil, resolve (10 ft.) DEFENSE AC 33, touch 12, flat-footed 31 (+9 armor, +2 Dex, +12 natural); +2 deflection vs. evil hp 229 (19 HD; 19d10+125) Fort +24, Ref +16, Will +21; +4 vs. poison, +2 resistance vs. evil DR 10/evil; Immune charm, disease, electricity, fear, petrification; SR 27 OFFENSE Speed 40 ft. Melee +2 cold iron greatsword +29/+24/+19/+14 (2d6+12/17â20), bite +22 (1d8+4) or  bite +27 (1d8+8), slam +27 (1d4+4) Special Attacks channel energy (W-DC 20, 6d6), smite evil 4/day (+5 atk & AC, +11 dmg) Spell-Like Abilities (CL 6th; concentration +11)  Constantâdetect evil, magic circle against evil  At willâaid, continual flame, greater teleport (self plus 50 lbs. of objects only), message Paladin Spell-Like Abilities (CL 11th; concentration +16)  At willâdetect evil Paladin Spells Prepared (CL 8th; concentration +13)  3rdâheal mount  2ndâbullâs strength, eagleâs splendor, resist energy  1stâdivine favor, heroâs defianceAPG, protection from evil, shield of fortificationACG STATISTICS Str 24, Dex 14, Con 22, Int 12, Wis 20, Cha 20 Base Atk +19; CMB +26; CMD 38; +2 vs. evil Feats Blind-Fight, Draconic CompanionDCH, Improved Critical (greatsword), Improved Initiative, Iron Will, Mounted Combat, Power Attack, Ride-by Attack, Weapon Focus (greatsword), Word of HealingUM Skills Acrobatics +14, Diplomacy +19, Knowledge (arcana) +12, Intimidate +15, Perception +18, Ride +18, Sense Motive +19, Spellcraft +10, Stealth +14, Survival +18; Racial Modifiers +4 Stealth, +4 Survival; ACP â1 Languages Celestial, Draconic, Infernal; truespeech SQ aura (overwhelming good), code of conduct, change shape (beast shape II), divine bond (dragon mount; Arlakaida), lay on hands (5d6, 7/day), mercies (cursed, dazed, fatigued) Combat Gear wand of cure light wounds (15 charges), holy water (2); Other Gear +3 mithral breastplate, +2 cold iron greatsword, amulet of mighty fists +1, belt of mighty constitution +2 SPECIAL ABILITIES Aura of Menace (Su) A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a â2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archonâs aura for 24 hours. Change Shape (Su) A hound archon can assume any canine form of Small to Large size, as if using beast shape II. While in canine form, the hound archon loses its bite, slam, and greatsword attacks, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any dog-like or wolf-like creature of the animal type.
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ARLAKAIDA THE BRONZE (CR â; XP â) Female juvenile bronze dragon LG Large dragon (water) Init +6; Senses dragon senses; Perception +25 Aura frightful presence 1/day (90 ft.; targets are shaken for 14 rounds; W-DC 21) DEFENSE AC 36, touch 13, flat-footed 33 (+5 armor, +2 Dex, +2 deflection, +18 natural, â1 size) hp 161 (14d12+70) Fort +16, Ref +13, Will +15 Defensive Abilities improved evasion; Immune electricity, paralysis, sleep; SR 16 OFFENSE Speed 50 ft., fly 130 ft. (poor), swim 60 ft. Melee bite +25 (2d6+15), 2 claws +24 (1d8+11), tail slap +22 (1d8+15), 2 wings +22 (1d6+6) Space 10 ft.; Reach 5 ft. (10 ft. with bite) Special Attacks breath weapon (80-ft. line, R-DC 24, 12d6 electricity), repulsion breath Spell-Like Abilities (CL 14th; concentration +18)  At willâcreate food and water, speak with animals Sorcerer Spells Known (CL 4th; concentration +8)  2nd (4/day)âmirror image  1st (7/day)âalarm, obscuring mist, true strike  0 (at will)âdetect magic, light, mage hand, message, prestidigitation, resistance STATISTICS Str 29, Dex 14, Con 21, Int 18, Wis 19, Cha 18 Base Atk +14; CMB +26; CMD 40 (44 vs. trip) Feats Ability Focus (breath weapon), Alertness, Flyby Attack, Improved Initiative, Multiattack, Powerful BreathB, Quick Breath WeaponB, Vital Strike, Weapon Focus (bite) Skills Diplomacy +19, Fly +12, Handle Animal +16, Heal +16, Intimidate +19, Knowledge (arcana) +19, Perception +25, Sense Motive +25, Spellcraft +20, Stealth +14, Swim +29; Racial Modifiers +8 Swim Languages Aquan, Common, Draconic, Elven, Gnome SQ empathic link, change shape (animal or humanoid, polymorph), share spells, water breathing, wave mastery (40 mins) Gear +2 studded leather barding, amulet of mighty fists +2, belt of physical perfection +2, cloak of resistance +2, ring of protection +2 SPECIAL ABILITIES Dragon Senses (Ex) Dragons have darkvision 120 ft. and blindsense 60 ft. They see four times as well as a human in dim light and twice as well in normal light. Frightful Presence (Ex) This special quality makes a dragonâs very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. This ability affects only opponents with fewer Hit Dice than the dragonâs. An opponent that succeeds on its saving throw is immune to the dragonâs frightful presence for 24 hours. Multiple uses of a dragonâs presence donât stack. This ability is a mind-affecting aura. Paladin Mount (Ex) Arlakaida cannot command other creatures of its type (bronze dragons) as other kinds of paladin mounts can. Quick Breath Weapon (Ex) Arlakaida is able to unleash her breath weapon and deliver an attack before her opponent is the wiser. On her turn, Arlakaida can choose to use her breath weapon in place of her bite or one of her claw attacks. Repulsion Breath (Su) Instead of a line of electricity, a bronze dragon can breathe a cone of repulsion gas. Targets must make a Will save or be compelled to do nothing but move away from the dragon for 1d6 rounds plus 1 round per age category. This is a mind-affecting compulsion effect. Water Breathing (Ex) A bronze dragon breathes water and can use its breath weapon, spells, and abilities underwater. Wave Mastery (Su) For up to 10 minutes per age category per day, a juvenile bronze dragon, along with creatures or vessels within 50 feet, can move at twice its normal speed in water. ------------------------------------------------------------
And thatâs everything. I donât know that Iâll ever have more to add to this particular adventure path, but maybe I will. Just depends on how inspired I get.
In the meantime, I hope everyone who is running or playing âWay of the Wickedâ is having a fantastic time.
#Way Of The Wicked#the villains win#the bad guys win#pathfinder#pathfinder 1e#pathfinder rpg#adventure path#gary mcbride#fire mountain games#pathfinder roleplaying game#D&D#dnd#dungeons & dragons#Dungeons and Dragons#ttrpg#d20#Book 4#Book 5#encounters#monsters#villains#evil campaign#add-ons#Book 6
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Building Amadeus Cho in D&D 5e
I really need to distract myself from how bad elections in my country went, so here is another build. I noticed about every single one Iâve made - Cassandra Cain, Nico Minoru, Virgil Hawkins, Laura Kinney, Emiko Queen - are all âletâs dump strengthâ builds. So why not do something about it and make someone who is all about Strength? Well, maybe not âallâ, letâs make him smart as well. You can probably guess who comes to mind
Letâs start with our goals for this build. First of all, we need to be both strong AND smart, finding a way to show both of them in combat. Second, we need to express somehow Amadeusâ perk for invention and gadgets that aid him. And finally, we need to get knowledge skills to reflect well our status as the 7th Smartest Man on Earth.
As with Tulok the Barbarian, who inspired these pots, I will be using standard points array for Ability Scores - 15, 14, 13, 12, 10 and 8. If you want to roll or use different point buy or your DM insists on that, treat these as a guideline
Strength: 14, you were once The Strongest One There Is after all
Dexterity: 12, You are somewhat agile, maybe more than an average Hulk
Constitution: 13, very important for both taking hits and not getting distracted when you do SCIENCE!
Intelligence: 15, youâre 7th Smartest Man on Earth after all
Wisdom: 8, dump it, Amadeus was always known for being really freaking reckless after all.
Charisma: 10, Amadeus has shown he has as much of a chance to woo a girl as to annoy his teammates, you may as well leave this one entirely to the dice
Now for Race, which in D&D terms mean species. Amadeus is currently a superhumanly strong, green-skinned individual with an ability to increase his strength by getting enraged. And you know very well what that means for people who make character builds in 5th Edition Dungeons & Dragons
Seriously tho, Amadeus is a human who got transformed into this green form, but a human none the less. Variant Humans get +1 to two Ability Scores, even out Intelligence and Constitution. For your free skill pick up Religion, first of our Knowledge Skills - you didnât hang out with Hercules without having that mythological knowledge run off on to you after all. Pick whatever is relevant to the campaign for the bonus language.
For the feat pick War Caster - it gives you an advantage on the Constitution saving throws to maintain concentration on a spell whenever you take damage, lets you perform somatic components even with a weapon or a shield in both hands and you can cast a spell instead of attacking whenever a creature provokes an opportunity attack from you, as long at the spell has a casting time of 1 action.
For Background we will go with Sage, giving us proficiency in History and Nature, two more Knowledge Skills and you also learn two languages of your choice, again, pick whateverâs relevant. You also get the Researcher feature, allowing you to, if you do not know something, at least know where to easily obtain that information.
Now for the Class, let us get us some Brains. And as with Static, we will do a little trick and treat magic as science. Maybe your magic really is your technological inventions? Or maybe you just used your brilliant mind to study it like science? It makes sense really - a scientific mind in a world where magic is a tangible force and all sci-fi elements are nonexistent would study magic with a scientific approach. If only there was a class known for this. 1st Level Wizard gains proficiency with our last knowledge skill, Arcana, and one more - pick Insight, Investigation or Medicine. You get saving throws with Wisdom and Intelligence and proficiency with Daggers, darts, slings, quarterstaffs and light crossbows
Wizard learns Spellcasting. You gain a spellbook containing six 1st-level Wizard spells and each long rest you can prepare a limited number of them that you can cast and you cannot prepare spells of a higher level than your maximum level known. You also get cantrips that you can cast as many times a day as you want but you only know a few of them. Finally, you can spend 2 hours and 50 gp to copy any spell you have found into your spellbook as long as you can cast spells of this level, adding them to a number of spells you can choose from. If your spell requires a spell attack, you make it with modifier equal your Proficiency Bonus + Your Intelligence Modifier and if it requires Saving Throw, you take that number and add 8 to get your Save Difficulty. You also gain Arcane Recovery, which lets you recover some of your spell slots on short rest, but they cannot be of higher combined level than half of your wizard level rounded up.
For Cantrips you get to know 3 and here are some good choices:
Prestidigitation is a multi-use tool that allows you to make all kinds of minor magical effects that last up to 1 hourÂ
Either Booming Blade or Green Flame Blade - each is a spell that lets you make an attack and causes some effect if you hit, either making green fire leap from it to the second target to give it damage equal to your Intelligence Modifier, or deal the target additional 1d8 thunder damage if it willingly moves before end of your next turn. Either of those scales up with your total character level
Shocking Grasp lets you make a melee attack as a part of casting a spell as well, with an advantage if the target is wearing armor, and if you hit they take 1d8 lightning damage (again, scaling with your total level) cannot take reactions until the end of your next turn.
Now for the 1st Level Spells, we get to know six of them even if we can only cast two per long rest.
Fog Cloud lets you create a 20-foot radius sphere centered around you that makes an entire area in it heavily obscured.
Jump lets you triple your jump distance for 1 minute, getting that trademark Hulk jumpIdentify lets you learn all magical properties related to a touched item or what spells are affecting the touched creature
Grease turns an area within 10-foot square from a chosen point into difficult terrain for 1 minute and every creature standing on it or entering it must succeed on a Dexterity Saving Throw or fall prone.
Feather Fall has a casting time of a reaction and lasts for one minute and each from up to five falling creatures within 60-feet range, you included, slows down on falling to 60 feet and if it lands on the ground before the spell ends, it takes no damage
Finally, Find Familiar lets you summon a familiar. There is no dog or wolf on the list but Iâm sure a GM can be persuaded into allowing you to have a coyote pup. Familiar acts independent from you but obeys your commands, if it dies you can bring it back by recasting the spell, you can communicate with it telepathically if it is within 100 feet from you and for action see through its eyes and if you cast a touch spell your familiar can deliver it to the target. This has a ton of uses and if done well it will make your puppy a beloved pet of the party.
We will now jump to Barbarian. You get proficiency light and medium armor, simple and martial weapons and shields. As you might have noticed, we do not get tavern brawler to deal better damage on unarmed strike. This is because I remembered that Amadeus was once wielding mace previously belonging to Hercules. I see no reason why not to return to it to give Amadeus more of his classic flavor. Also, it will mesh better with some features we will get than punching with your fist. You can also pick up that huge two-handed hammer he was using as Brawnhammer.
1st Level Barbarians get an ability to Rage, allowing you to enter a state in which you gain an advantage on Strength checks and saving throws, +2 to damage dealt by strength attacks and resistance to bludgeoning, Piercing and Slashing Damage. It lasts for 1 minute, until youâre knocked out or if you ended your turn without attacking any enemy for your turn. You can do it twice between long rests. Sadly, you cannot cast spells or concentrate on those already cast in Rage. This will be a more last line of defense than a common go-to strategy.
You also get Unarmored Defense, allowing you to add your Constitution Modifier to your Armor Class, which helps since Cho isnât known for wearing armor.
2nd Level Barbarian gets Danger Sense, if you are not blinded, deafened or incapacitated, you have an advantage on Dexterity saving throws against any effect you can see, such as traps or spells. You also gain Reckless Attack, allowing you to gain an advantage on your attack rolls made this turn at the cost of giving your enemies advantage on attack rolls against you until your next turn.
2nd Level Wizard gets a new spell slot to use. You also get to choose an Arcane Tradition. School of Lore Mastery gives us two features. Lore Mastery itself allows you to substitute your Intelligence modifier for Dexterity modifier when you roll for Initiative and doubles your proficiency modifier in all Knowledge Skills you are proficient with. Which are ALL OF THEM! Youâre welcome. Spel Secrets meanwhile allows you to, whenever you cast a spell that deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage to just declare you change it to another type. Meaning you no longer care for resistance or immunity to damage. ON TOP OF THAT, if a spell requires someone to make a saving throw, it also lets you change whichever Ability they have to roll for. So if youâre fighting a group of Goblins, you donât make them roll Dexterity but Strength o that Grease.
ALTERNATIVE: School of War Magic allows you to add your Intelligence Modifier to your Initiative rolls with Tactical Wit and with Arcane Deflection you can spend your reaction to give yourself +2 to Armor Class were you be hit by an attack roll or +4 to a saving throw you failed, but you cannot cast spells other than cantrips until end of your next turn.
Okay, we have brains, we have brawl, but Amadeus is both - not just a genius or a Hulk, he is Brawn and he combines these two sides of him. We will let him do that...in a moment
First Level Fighter gets to choose a fighting style. Depending on what you picked up as your weapon choose either Dueling (+2 to damage rolls if youâre using only one weapon in one hand) or Great Weapon Fighting (when you use two-handed or versatile weapon wielded in two hands you can reroll all 1 or 2 on damage rolls but must use the new roll even if it is as bad or worse). You also gain Second Wind, letting you once per short or long rest use a bonus action to regain health points equal 1d10 + your fighter level. This will get us some of that healing factor.
EDIT: if you really want Brawn who fights with his fists then pick a new Fighting Style from Unearthed Arcana on Alternate Class Features - Unarmed Fighting. It changes the damage dealt by your unarmed attacks from flat 2 to 1d6+your STRE modifier, 1d8 if you attack with both hands and grants you an extra 1d4 damage dealt whenever you successfully start a grapple with a creature and whenever you hit a creature youâre already grappling.
Second Level Fighter gains Action Surge - once per short or long rest you can gain an additional action for your round. This means an extra attack or lets you cast a spell and attack in one turn.
Third Level Fighter gains a Martial Archetype. And this is what we are here for. Eldritch Knight. First, it lets you learn a ritual that creates a bond between yourself and a weapon and you can have two such weapons bonded to you at once. As long as you hold one you cannot be disarmed unless youâre incapacitated and if you are to part from it you can summon it as a bonus action, making it teleport in your hand as long as youâre on the same plane of existence. Teleporting gear he needs into his hands does sound like a very Amadeus thing, gotta say.
But now to the real meat of Eldritch Knight. You get to learn spells as a fighter. As opposed to Wizard spells you know a limited number of them and you spend spell slots to cast them without preparations. Sadly you cannot cast Wizard Spells you know from Eldritch Knight spell slots or vice versa. However, two levels you took will count to determine your number of spell slots. Consult this table using the following guidelines - every 4 levels of Eldritch Knight you take count as 1 level on the table and every level of wizard counts as 1. If the table would give you access to spell slots of a higher level that you should know by normal class progression, you can only use them to cast spell slots of a level you know.
Also, since your casting ability is the same for both classes, your spell attack and save difficulty modifiers are the same.
You learn two Cantrips from a wizard spell list and they work pretty much as the wizard ones.
Thunderclap is a very Hulk thing - make a burst of sound forcing every creature within 5 feet to make Constitution saving throw or take 2d6 (since we are above 5th level) thunder damage. As you can guess, it scales with your total character level.
Lighting Lure forces a target to make Strength saving throw or be pulled up to 10 feet of you and take 2d8 lightning damage if it finds itself within 5 feet of you. And yes, it does too scale with your total level.
You get to know 3 1-st level spells from Wizard Spell list but they must be abjuration or evocation. As you will learn 4th one on the next level I will list all 4
Thunderwave forces every creature within a 15-foot cube from you to make a Constitution saving throw or take 2d8 Thunder Damage and be pushed 10 feet away from you. On a save it remains in position and takes only half of the damage.
Protection from Evil and Good lets you choose one type of creature - aberrations, celestials, elementals, fey, fiend and undead - it is a concentration spell lasting up to 10 minutes and gives that type of creatures disadvantage on attack rolls against you and you cannot be charmed, frightened or possessed by them. This is for next time you run into the Enchantress
Absorb Elements lets you chose damage type you are about to take from acid, cold, fire, lightning or thunder, giving you resistance to that damage. The first time you hit on your next round you deal additional 1d6 damage of that type to the target, +1d6 per spell slot level if you cast it from a higher level
Chromatic Orb lets you make spell attack against the target, dealing it 3d8 (+1d8 for each higher level of spell slot used) of damage of your choice - poison, acid, fire, cold, lighting or thunder.
4th Level Fighter gains an Ability Score improvement, for now we will focus on increasing our Intelligence. 5th Level gives us Extra Attack, letting us make two attacks as a part of the same attack action. 6th Level is another Ability Score Improvement, Round up the Intelligence
7th Level Eldritch Knight gets to learn a new Spell and gains access to 2nd level spell slots. Snillocâs Snowball Storm makes fury of snowballs explode in a 5-ffot sphere from the chosen target, dealing every creature in range 3d6 cold damage and a half on successful Dexterity saving throw. if you would rather go with the Hulk-lite theme, pick up Shatter instead - works similarly except dealing thunder damage, asking for Constitution save and dealing 3d8 damage instead of 3d6 and imposing disadvantage on the saving throw to creatures made out of inorganic materials.
You also gain a feature - War Magic. Whenever you cast a Cantrip as an action you can now make a single weapon attack as a bonus action.
8th Level Fighter gains another Ability Score Improvement, boost up your Strength. You can learn a new spell and this time it can be one out of any school. Hold Person lets you force a Wisdom saving throw on a target and if they fail then, for your concentration, they become paralyzed until they succeed a next Wisdom save on their round, you break your concentration or 1 minute passes.
9th Level Fighter gains Indomitable, letting you once per long rest reroll one failed saving throw.
10th Level Eldritch Knight learns Eldritch Strike, meaning that now whenever you hit a creature with a weapon attack, it has a disadvantage on the save against the first spell you cast until the end of your next turn. You also learn a new Cantrip and a new Spell and another one on 11th level
Ray of Frost makes you make a spell attack against a single target and if you hit you deal 3d8 (since it scales with a level) cold damage and reduce its speed by 10 feet until the start of your next turn.
Scorching Ray makes you pick up to 3 targets (+1 for each higher level from which you cast) to be hit with 2d6 Fire Damage.
Melfâs Acid Arrow lets you make a spell attack against a target. On a hit, it takes 4d4 acid damage now and 2d4 on the end on its next turn, on a miss it only takes 2d4 acid damage once.
11th Level Fighter also gains the third attack to be done as a part of the same attack action.
12th level Fighter gains an Ability Score improvement, this time increase your Constitution.
On 13th Level you get to use Indomitable twice between long rests, can learn one new spell and gain access to 3rd level spells. You get another one, this one from any school, on 14th level as well, alongside next Ability Score Improvement (which should go to Strength)
Counterspell allows you to interrupt an enemy costing spell. If it is casting a spell of a level equal or lower than that of spell slot you used, it fails immediately. if its level is higher, you counter it if you succeed an Intelligence Check with difficulty equal to 10 + spell level.
Haste is a concentration spell for up to 1 minute, it doubles your (or another target you used it for) speed, gains +2 to AC, advantage on Dexterity Saving Throws and on each of its turns gains one action it can use to make a single weapon attack, dash, disengage, hide or use object. Once it ends target must spend 1 turn doing nothing to regain its strength.
15th Level Eldritch Knight gets to use Arcane Charge, which lets you teleport up to 30 feet as a part of an action you gain by Arcane Surge. Our Capstone is 16th Level Fighter. Final Ability Score Improvement - round up Strength - and final spell to learn - Fireball lets you cause an explosion in a 20-foot radius from the target, dealing every creature in it 8d6 fire damage or half on successful save +1d6 for each higher level of spell slot you used to cast it from.
So here is how I would do Amadeus. School of Lore Mastery Wizard 2/Barbarian 2/Eldritch Knight Fighter 16. :et us see how valid this build is. For one, you are a good tank with multiple ways to reduce damage dealt to you and make up for not wearing armor - protection from good and evil, indomitable, absorb elements, rage (which works with some of these abilities), second wind, Unarmored Defense - and a lot of hit points. You also get a varied array of spells that deal different types of damage and many of them have various utilities attached to them, with added bonus you can fluff them as either gadgets or Hulk abilities, and your wizard levels let you cast them using 5th level slots (see the table again) which actually allows you to deal more damage with them than pure Eldritch Knight. You do not need to worry about having either too many or not spells of one damage type for any given situation with Lore Mastery either. Hell, you could refluff the same spells as different gadgets multiple times. You also have ways to get in more attacks and to make up for relatively poor Dexterity. If you run out of spells you can enter rage and go into full combat. Finally, you have all the knowledge skills to truly be 7th Smartest Man on Earth.
On the downsides, you are a jack of all trades but master of none, lacking real focus. Your array of spells is limited and even though you can learn more via wizard spellbook theyâre only gonna be of 1st level. Spells you do know are only of 3rd level at best, meaning their usefulness will be limited. And Rage basically turns off your entire spellcasting and concentration spells, meaning you have to choose which one to use. We didnât max out Constitution and Dexterity is low, meaning our AC is not as good as it should be. Finally, your Charisma and Wisdom Saves are low, meaning you should expect to be banished to another dimension or mind-controlled to turn against your party a lot.
However, you are a very balanced character who can be useful in many things and has an answer to all kinds of problems. You are brains and Brawl in one green package. Just remember you cannot do everything and you work much better as a part of a team. So donât your teammates get sick of your ego.
ERRATA: Original build started with levels in Barbarian but it was pointed out to me that you need to take a casting class to take War Caster feat, I have made changes to reflect that.
UPDATE: Changed Wizard School to Lore Mastery, with War as an alternate option.
- Admin
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Checkout our new post over at https://lichlair.com/daily-monster-46-leshen-witcher-week
Daily Monster #46: Leshen (Witcher Week)

This has got to be hands down my favorite monster for the Witcher series⊠Not only is it fun to fight and has compelling lore behind it, but it also gives me the creeps. I think these alone are great reasons why the Leshen deserves a place in our home campaigns, so letâs take a closer look at todayâs monster:
The Leshen

The basics
As you hopefully learned from our first Witcher inspired Daily Monster, weâre going to be using Regeremâs Book of Beautiful Horrors for the Leshenâs stats.
This awesome book presents us with not one, but three different stat Leshen stat blocks depending on your needs and the level of your party. Similarly to the Drowner article, the plan is to go over all of them, so you might want to click that link and take a look at the numbers yourself.
To start things off, the standard Leshen has a STR of +7 which, if youâve played the games you know that to be pretty accurate. Even outside of the video games your best bet is going to be relying on its slow speed (-1 DEX) unless you want to end up half dead in seconds like this guy:
Even the standard version of this creature has some insane saves and pluses to its skills, not to mention their wide list of immunities and their super high passive perception of 18. With fire being their only vulnerability, a trigger-happy Fireball casting wizard sounds pretty good about now. You know, if they can get pass the Leshenâs Magic Resistance.
Todayâs monster also gets a few spells thanks to their Innate Spellcasting, though some are certainly more useful than others (looking at you Speak with Plants). Considering how there will most likely be a small swarm of animals to aid your boss Leshen in combat, I think it could be fun to use the Polymorph spell on a couple of them and make them that much lethal. Likewise, Insect Plague is bound to add even more mayhem to the already chaotic battlefield.
Just like in the video game, if you decide to run this creature youâll have access to its Root Strike (Recharge 5-6) and a small army of forest minions though the Leshenâs Call Primal Beast action (2/day), but what really sets this encounter apart is the Leshenâs Totem Stride, which basically allows it to teleport from totem to totem at the cost of 10ft of movement.
No more hiding in the back, squishy casters.
As mentioned before, the book offers us two other variants; the first one being a Black Root, which is basically a corrupted version of the Leshen. The main changes for this variant is a switch from Wisdom to Charisma (probably because theyâre really spooky), a couple of changes in resistances and vulnerabilities, and a different spell list. While the Black Root wonât be able to summon creatures at will or make roots attack their foes, they gain access to Life Drain (Recharge 5-6) and are basically indestructible thanks to their Rejuvenation feature. Your partyâs only hope lies on them having done some research on how to permanently get rid of these creatures.
Last but not least, the third and final version of this creature is its Ancient form. Apparently being a very old tree trunk means your hit points increase almost by a third of the max and so does pretty much everything else. Thankfully for your party, the Ancient Leshenâs DEX is still at a -1 so at least thereâs hope of running away.
Other than getting the pay to play version of the features a standard Leshen gets, the Ancient variant gets access to a couple more fun spells like Eternalness and Storm of Vengeance.
Oh yeah, and Legendary Actions.
The lore
Can I just say? Itâs really refreshing to look up the lore of a creature and actually be able to find tons of information on it rather than just write bad jokes about wooden donkeys and giant crabs. Step up your lore game, WotC!
To common folk in the Witcherverse, Leshens are often venerated almost as Gods. Many consider them to be Natureâs way of protecting itself (the name Leshen comes from the Slavic word for forest). Witchers, however, are aware of their status as monsters, Relicts to be exact.
Leshens can only be found in the most primal and deepest of forests where some of them have lived for hundreds and thousands of years undisturbed by mankind. They have incredibly strong bonds with the land and its natural beast inhabitants, going as far as being able to call upon them for combat situations.

Although there are still Ancient Leshens that live undisturbed in forest areas that havenât seen and travelers in eons, there are some others who almost preside over small villages on the outskirts of their territory. This, of course, can be a double edge sword, since despite rejuvenating the local wildlife for hunters and foragers alike, Leshens can still wreak havoc on the nearby populations if their territory isnât treated with respect.
On a similar note, expect for these very rare occasions in which villagers are able to strike some sort of pact with the ancient woodland beings, Leshens tend to be extremely territorial and aggressive. Those who venture into the deepest part of forest might just come across dead bodies that have been impaled by massive roots, their face still contorted in terror as a warning for future trespassers.
For those unfortunate enough to find themselves in the Leshenâs lair, theyâll often find monuments, totems really, that have been erected throughout the area. In the video game, the only way to truly kill a Leshen involves destroying its totems first. In the Book of Beautiful Horrors, however, they are used as means teleportation. But truly itâs up to which version you want to use for your encounter.
While the only thing separating the standard version of that creature and the ancient one is age, Black Roots are a little different. The one way to make a Black Root is for a Hag to steal a child and trap them inside a tree trunk within a Leshenâs territory. Once the child dies, the tree grows and turns black in color, becoming the point of respawn for the now corrupted Leshen. Once this has been done, the forest in the Leshenâs territory starts to corrupt as well, animals turn sickly and infected, plants blighted.
The execution
At this point I think itâs pretty clear that the Leshen most definitely has all the markings of a great boss for your party to fight. Even if you choose the standard version of the creature you still have a powerful creature able to summon minions at will to keep the battle going for a respectable amount of time.
Now, how are we getting our party of intrepid heroes into trouble this time? As far as forests are concerned, adventuring groups go near them frequently enough but I feel like there should be something stronger to motivate our heroes to tread Leshen territory. Maybe they hear rumors about a magical weapon that is imbued with the power of nature itself, or perhaps a local group of halfling boy scouts go missing and our heroes must rescue them, up to you really. Whichever choice you end up making, we should probably talk about the Leshenâs lair.
If you end up pitting your party against a Black Root Iâd definitely recommend having the fight take place near the blackened tree so you could maybe hint at it being the key for destroying the corrupted Leshen. If, on the other hand, youâre hoping to have them fight a regular Leshen or even an Ancient one (I hope your party has life insurance), they definitely come with a preferred terrain; i.e. the area near their totems. Letâs take a look at what the Book of Beautiful Horrors has to say about this:
Other than a few interesting regional effects including stronger beasts in the area, and being able to control the weather, our Leshen is also able to use its totems as means of scrying similar to the arcane eye spell, expect limited to six miles around its lair. In terms of combat, thereâs a small list of lair actions that we can take advantage of:
Roots and plants burst out of the ground, grappling and lashing at creatures. The area within 60 feet around the Leshen becomes difficult terrain until initiative count 20 on the next round. Huge or larger creatures are not affected.
The Leshen and allied creatures within 60 feet of it heal 4d8 hit points.
A green mist fill the lair. All creatures within 60 feet of the Leshen must succeed on a DC 18 Constitution saving throw, taking 13 (4d6) poison damage on a failed save, or half as much damage on a successful one.
One of the most important things to keep in mind with running this encounter is the idea of using the environment to keep the player characters away from the Leshen and distracted fighting whatâs around them. As a Dungeon Master you are free to use tree roots and vines, and crows and wolves, or whatever it takes to make this encounter a memorable one.
Oh, how time flies! Weâre already halfway through Witcher Week! How are you guys enjoying it so far? Weâd love to hear about your favorite article and what you hope will be the last Witcher inspired Daily Monster for the week. Make sure to follow us on our social media so you wonât miss out on any of our content. We post new articles every day of the week.
#Behind the Screen#Daily Monster#dnd#dnd5e#dndbeyond#dungeons and dragons#The Witcher#Witcher Week#Theme Weeks
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Because I never get tired of pestering you with OC questions: Your OCs as dungeon/raid bosses! How would a fight with them go? Any snappy boss lines spring to mind? How do they react upon victory/defeat? (I can imagine Diily with her million pets as adds, and Ladelia spouting terrible fire puns)
I feel like a three part raid with all theee simultaneously would be an absolute HELLSCAPE..(I know nothing about making a raid/raid bosses so for all I know this is ridiculously OP but hey its for fun-)
Diily - ranged boss who has a small mini boss with her, Wildheart. She also summons adds but theyâre obviously weaker than Wildheart for mechanics sake.
I feel like she has somewhat stealthy approach, being a huntress. Sheâs quick and hard to keep track of. Especially with Wildheart or other adds on your ass.
And especially with Alaluria and Ladelia on the field (yikes)
Alaluria
She is melee and an absolute pain in the ass to kite/tank. All the usual demon hunter powers and also maybe on..normal we add Shadowclaw to the fight too hm? A weaker add but one nonetheless because lbr my girls would have their cats in a fight.Â
Ladelia
Ranged but also dangerous close up. Constantly dropping comets on your ass. If the fire doesnât kill you the bad puns will! Sets the floor on fire. All kinds of fun stuff
Heroic - +Morningflower with Ladelia along with Wildy and Shadow
Mythic: +Brightheart who is no joke as an add. âMotherâs fury.â Buff and some brutal attacks. Or something like that.
Other mechanics
Sisterhood buff - increased attack and damage reduction when within a certain range of each other
Grief stricken - killing one will enrage the others. Each has a different sort of enrage. I would suggest killing Diily first. It would be..unwise to kill them in front of her.
Diily can revive Wildheart on Heroic Difficulty and up but will be unable to revive any of the other cats.
Ladelia will polymorph your ass. Itâs not fun. Interrupt her
I just want heroic or mythic Alaluria to have a buff âwell preparedâ because well..
Diily Taunts
- âAt least try to make this hunt interesting for me.â
- âDinner time. Isnât it, Wildheart?â
- âIâll let them eat you alive for that.â
- âCatch me if you can.â
- âI do love the thrill of the hunt.â
- âCat got your tongue?â
- âI donât think they like you very much..â
- âItâs not too late run. Iâll even give you a heads start..but after that. The hunt is on.â
- âI promise I wonât biteâŠbut she [Wildheart] will.â
- âIâve been doing this since before you were born, surrender now. You donât stand a chance.â
- âeven children know not to mess with a nightsaberâs cubs.â (Brightheart summon)
- âI donât envy you. SheâsâŠa little overprotective..â (Brightheart summon)
- âlets call this..natural selection.â
- âthereâs a reason theyâre [sabers] at the top of the food chain, you know.â
- âDisappointing.â (Player death variant)
- âYou should have run faster.â (Player death variant)
- âI told you to run.â (Raid wipe)
- âSuch a waste. Why didnât you listen?â (Raid wipe)
- âI didnât want to hurt you..but then you tried to hurt my sisters and that is something I will not tolerate.â (Raid wipe)
- âI admit I enjoyed myself. A good hunt but Iâve had better.â (Raid wipe)
Alaluria taunts
- âDemons are more worthy prey than you.â
- âI wonder if your soul is worth anything. Doubtful.â
- âWhat? Are you expecting me to yell you are not prepared?â
- âIs that all youâve got?â
- âIâm not even breaking a sweat.â
-Â âI could do this all day..â
- âIâve fought felhounds more challenging than you.â
- âI can taste your fear.â
- âWonât you just die already?â
- âyou think Iâm scared of you? Iâm the monster here. Itâs you who should be running from me.â
- âPathetic.â (Player death variant)
- âHardly worth my time.â (Player death variant)
- âWell, I guess he [Illidan] was right the first time around. You werenât prepared.â (Raid wipe)
- âyou could have at least made it a little challenging.â (Raid wipe)
- âIâm fine. Stop fussing. We have a mess to clean up.â [At Diily]â (Raid Wipe)
- âNice gearâŠhmâŠyou know, Iâll be taking that.â (Raid wipe)
Ladelia
- âBurn, baby, Burnâ
- âIt seems things are finally beginning to heat up.â
- âIf you canât take the heatâŠâ
- âSay bahhhhh-â (polymorph)
- âDoes anyone else remember the floor is lava game? Letâs see if I remember how it goes..â
- âNow look youâve got me all fired up.â
- âwant to see a magic trick? Iâll need a few volunteers..â
- âliar liar pants on fireâ
- âLike a moth to a flame.â
- âIâll smoke you out.â
- âdidnât anyone ever teach you not to play with fire?â (Player death variant)
- âMaybe try being a little less..flammable.â (Player death variant)
- âThat looked like it hurt.â (Player death variant)
- âIâd almost pity you if you werenât trying to kill us.â (Raid wipe)
- âThere you go kits [their sabers]. A home cooked meal just for you..uh sorry itâs a little burnt.â (Raid wipe)
- âCan we go now? Iâm tired, hungry and would really like to wash this blood off my robes.â (Raid wipe)
- âAll you had to do is walk away.â (Raid wipe)
And oh boy do I imagine thereâs very unique and very painful dialogue for all the possible death combos? Like cinematic agonyÂ
I would need some voice actors that specialize in âanguished wails of grief and agonyâ though.
Diily - Alaluria and Ladeliaâs deaths
- âY-youâre hurt but Iâll fix it. Iâll make it better, itâs okay. I-im here..your big sisterâs here. Iâve got you..itâs o-okay..itâs okay.â
- âIt should have been me..Iâm so sorry, it should have been me..I promised..I promised..â
- âItâs okay. Iâll just..let you rest for now. Iâll be right here. Iâll keep you safe. Itâs alright.â
- âWhy couldnât you have just killed me too?â (@the wiped raid/Elune/fate)
- âAnyone but you..â
- âThis is all my fault.â
- âI donât know how to live without you..I donât want to.â
- âI was supposed to protect you..Iâm s-sorry..Iâm so sorry. I failed you-â
- âIs this my punishment? Tell me! What have I done to deserve this? What have they done to deserve this..they didnât deserve this.â (Seemingly @ Elune)
- âwhatâs the point if youâre not here with me?â
- âIâll hunt down every last one of them, Iâll make them suffer for this..and then Iâll join you. Iâll be with you soon, donât worry.â
- âI love you. I love you..you know that donât you? I love you so much, I love you both more than anything. More than life itself. Please get up, Iâm begging you please get up- I need you to get up.â
- âI was supposed to be the first to go.â (In general not exclusive to this specific incident. Sheâs always wanted to die first because thereâs nothing more horrifying to her than outliving her baby sisters
Alaluria @ Diily and Ladeliaâs deaths
- âHey..get up. Thatâs not funny.. -voice breaks- itâs really not f-funnyâŠâ
- âI promise, Iâll kill them all. Every one of them. Iâll..Iâll make them scream for mercy.â
- âIt should have been me.â
- âIâm sorry, Iâm sorry..Iâm sorry.â
- âBut..weâre a family again..?â
- âI love you..i know I donât say it enough..but I love you. I love you so much. Is that what you want to hear? Is that what itâll take? Please-â
- âI need you to get up..I need you..please..GET UP!â
- âyou idiot/s. Donât you dare do this to me! Please- just get up..I..â
- âitâs only fair you leave me now, huh? Is this my punishment?â (Said with immense bitterness and self loathing)
- âit wasnât worth it.â
Ladelia @ Diily and Alaluriaâs deaths
- âW-wake up. You both need to wake up. Itâs time to go..i donât want to be here anymore..i..want to go.â
- âPlease..donât leave me. Please..I canât..I canât do this without you.â
- âGet up both of you. Youâre scaring me. Come on..Diily? Ally? Im..scared..â
- âItâs always been so easy to forget youâre not invincible..â
- âplease donât leave me alone..â
- âIâll burn it all down..all of it. All of them. I promiseâ (No humor/pun intended)
- âyou said youâd always be there..â
- âplease..donât go where I canât come with you..â
- âI can..I can fix this. I will fix this..itâs just..a few spells. Iâll be right back.â
- âIt was supposed to be the three of us who win..I-itâs always been the three of us. Itâs supposed to always be the..â
- âYou promised.â
BUT ALSO fun banter because..that was sad ouchâŠand maybe you donât kill them at all and you just fight until they have to surrenderâŠ
Ladelia: âIâm on fire tonight-â Alaluria: âI swear if you make one more fire joke I will turn around and shove this glaive so far up your-â
Ladelia: âHey, Alaluria. Need a..hand?â: âPut that down and keep casting.â Alaluria: âPut that down and keep casting.â
Diily: âA regular game of cat and mouse.â Alaluria: âNot you too..â
Ladelia: âDiily, look no hands! Dragonâs Breath.â Diily: âThatâs wonderful, little sister- but Iâm a little busy at the momentâ
Alaluria: âTouch my sister again and Iâll leave you choking on your own entrails.â Diily: âAwww..you really do care.â Alaluria: âShut up.â
Diily: âAwww look at the little puppy (worgen) getting chased by the big bad kitty..you better run faster. She likes to play with her food.â
Ladelia: âIâll have you know can appreciate a beautiful woman and fight her at the same time!â
Diily: âThis next arrow is going in your ass, Alaluria.â
Diily: âPlan B!â Alaluria: âCome on, I hate plan BâŠâ Ladelia: âYou love it.â Alaluria: âItâs humiliating-â
Ladelia: âWe need more synchronized fighting moves.â Alaluria: âWhat are we the Barkstreet Boys!?
Diily: âI do hope your rotten flesh doesnât make my cats sick.â (Player death taunt particularly at undead/death knights/warlocks/etc. if itâs a demon hunter Alaluria will grumble in mock offense.)
Diily: âTouch my baby sister again and Iâll skin you alive and use you as throw rug.â Alaluria and Ladelia simultaneously: âDonât call me that in battle!â
Ladelia: âFlame on-â Diily: âIs that a reference to something too?â Ladelia: âI donât know it just felt right..?â
Alaluria: âStop juggling your fire balls and do something-â Ladelia: âHah!!!!â Alaluria: Seriously? Youâre over ten thousand years old act like it-â
Ladelia: âThose are some impressive hooves, you know. You should try kicking them like a donkey. Alaluria: âIâm seriously considering devouring your soul, dear sister.â Ladelia: âIâm being serious!â
Diily: âyou need to be more careful-â Alaluria: âis this really the time for a lecture?â
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WILD ARMS 2 - Raline Observatory
The Raline Observatory is a neat set piece, albeit one riddled with issues in English. It distracts us with side characters, but actually sets up a pretty core feature of the world that will come back much later in conjunction with the Live Reflectors (which are about to become defunct once we finish this quest and unlock our flying ship) The name however is yet another mistransliteration from the Japanese for âLey Line.â
Ley Lines came from the observations of one Alfred Watkins, an amateur archaeologist/explorer of the 1920s (as was not terribly uncommon at the time) who made note of the arrangement of major historical landmarks in straight lines across the British country side, from which he questioned the meaning, cause, or function. In the 1960s this work was incorporated along side Chinese fengshui to theorize that a kind of natural flow of energies across the Earth existed, and that spiritually attuned cultures all across history had been drawn to places where such streams of energy intersected, either by divination or by the consequence of ideal circumstances for settlement or ritual structures stemming from said concentrated energies.
Here, it those theories are applied rather literally, and will be revisited more explicitly at a later point in the story. Not coincidentally, this dungeon is located on a string of volcanic not-quite-islands, volcanoes being a rather on the nose example of a point at which energy has built up and been released from the Earth, literal energy obviously but in many belief systems spiritual energy as well. Oddly there arenât actually any apparent Ley Lines on the Filgaia map; the dungeons are all pretty evenly distributed. The only semblance of patterns* are that various locations that come in 4s are deliberately scattered across 4 quadrants, but thatâs less meaningful and more just practical when you donât want your gameâs marathon of dungeons to take place right next to each other.
*(The ones Iâve marked here are the 4 Live Reactors: red, the 4 Diablo Pillars: Blue, and the 4 Ray Points: Green. Perhaps the only real deliberate design here is that the finale dungeon which is tied by lore to the Raypoints, is located right in between the 4 of them; the intersection if you draw lines between opposite points. On this note: the Raypoint dungeons may also be a mistransliteration, meant to be âLey Points.â)
Anyway we get into this neat abandoned lab setting and immediately have a boss thrown at us.
I think Iâve mentioned both the Kobold, and accidentally the Salamandra, now but among those iconic elemental monsters is also the Undine; Generally portrayed as a beautiful humanoid water nymph. The boss monster, Undines (I donât know why thereâs an âsâ, the Japanese even reads ăŠăłăăŁăŒă:u-nâ-di-ne) is very much not. Actually, given the circumstances Iâd almost assume this was some kind of mistransliteration, but the boss card even says âElemental Spirit,â so what else could it be other than a water spirit? (although when I looked over the epithet in Japanese the phrase is çŽ äœ çČŸéçŁ, so what they translated as âElementalâ actually means something more in line with âbase formâ as in a chemical element, not an alchemical one.) Also of note are its moves: Hookey Bust, Intafada, Reject all Fools, and Shocking Guinea.
Weâll start with Shocking Guinea, as it might be the most straight forward; it alludes to Undines being a manufactured monster, and presumably kind of a lab experiment. It has turned on its creators so perhaps it was inhumanely experimented on until it lashed out? This move is also perhaps the outlier in the set. Intafada I can only assume refers here to the literal meaning of âshakingâ or a small tremor and not the Palestinian-Israeli conflict in Gaza in the early 90s... Ignoring the bizarre language choice for that, the move Hookey Bust is a little confusing but suggests one of two things to me; either being caught playing hooky, or rolling a losing number in a game of dice. The former fits with the idea of an escaped experiment, but the latter along with Intafada and the general jester look of Undines seems to suggest shaking and rolling dice? That in some vague sense seems to match with the Reject all Fools, if it means Fool like a court jester.
Okay you know what, I gave the translators too much credit. The moment I started digging things got all kinds of muddled. The move Reject All Fools in Japanese is çè§Łă§ăăȘăăąăăŻæç”¶: â[I] reject things [I] donât understand.â I take it the translators interpreted çè§Łă§ăăȘă ăąă as âthings/people that can not understandâ i.e. âFools,â but it might also be, âthings/people that cannot be understood.â I make the distinction because I think it has to do with ghost stories and belief in the supernatural, although what âsupernaturalâ would really mean in a fantasy setting isnât super clear...
The move Hookey Bust isÂ ćŠæ Ąăźæăèžć: âScary Bust of Schoolâ as in a scary sculpture found in a school, which Iâm pretty certain is a reference to the trope of Japanese middle or high schools having a kind of local hauntings where some kind of ghost turns out to be the anatomical model in the science lab or the nurseâs office. It ties into the science lab/experiment theme going on all throughout here.  Spooky science lab also explains the âshiverâ/âshakeâ/âtremorâ we get from Intafada.
Speaking of terrible translations, the baffling Lilly Pad monster appears here, a bizarre imp with a little sword and cape, and boobs on its head??? The katakana here is I believe meant to be a transliteration of Lilliput, as in Lilliputians from Jonathan Swiftâs novel, Gulliverâs Travels. The actual design doesnât make much more sense in light of that, as they arenât especially tiny, but at least the basic idea gets across, as opposed to the entirely nonsensical Lilly Pad. Iâm not sure they add to the theme going on exactly, but the visual aesthetic of a tiny or shrunken person does resonate with some classic mad science lab cliches. Â
And we also have the Jelly Blob, which is just a staple of RPGs by this point. Technically speaking I think the origin is, again, Dungeons and Dragons, with he Gelatinous Cube and Ooze monsters, and in turn any number of variants on the both as well as the off shoot Slime family of monsters. Again, very in line with the science experiment vibes.
The one thing that presents a tiny hiccup in this is the Pas de Chat; in Japanese simply named Laughing Haunt. It might be a stretch, but I think itâs just another reference to school hauntings, like the Hookey Bust reference. Itâs the only way I can think to fit this into the overarching themes of the dungeon. The âEnglishâ name, Pas de Chat, is a ballet term referring to a jump in which the legs are brought up toward the opposite knee in quick sequence before landing. It is French for âStep of the Cat.â
I have no idea why it looks the way it does, but it does display some interesting animations with leaps and twirls that is understandably evocative of dancers. It also fights with a pair of stiletto daggers.
I kind of neglected to mention, but throughout this whole dungeon weâve been followed by the wacky comedy relief duo, Liz and Ard. (Toka and Ge in Japanese: You get one guess as to what the word âTokageâ translates to.) As we reach the end of the dungeon they of course spring on us that they too are after the rare Germatron mineral, and that they are apparently Odessaâs free lance monster engineers. The two jump us with a second boss fight where the two showcase a host of battle tactics about as wacky as everything else weâve put up with from them thus far:
Liz, the self-styled lead researcher of the duo can throw concoctions to ail the team, but that also hit himself and his assistant, Ard. Meanwhile Ard is a tank and a powerhouse, even as the inevitable Poison ailment from Lizâs attacks chips away at his HP. But to add to it, his strongest attack deals huge recoil damage to himself trading off for yet more offensive power. If you focus your attacks on Liz and heal as needed, Ard will likely kill himself even before Liz falls. An appropriate end to the mad science theme of the dungeon all around. And naturally, weâll be seeing more of the lizard duo as the game goes on.
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Apropos of certain chatter and fanart about the Breath of the Wild sequel, it occurs to me that Nintendo really has been leaving the equivalent of the proverbial hundred dollar bill on the ground wrt the Zelda series. (Theoretically you could pull this off with another franchise, but thirty years of Zelda tropes would increase the punch.)
Consider the following hypothetical Zelda plot:
- Splash screen: âThe Legend of Zelda: *Insert Title Here*
- In OoT fashion, you begin the game with the fairy (or equivalent) helper as the PoV character, being instructed by the Not the Great Deku Tree to find Link and bring him to the NtGDT. (Iâm not sure whether youâre better off rendering this as a cutscene ala OoT or making it an actual controllable section with the fairy as the PoV character - if the latter youâd probably want to make âshift PoV to the fairy to do thingsâ a major game mechanics, and make both a couple of rooms in the starting area require flying to access and have at least one useful but not essential secret thatâs only attainable by using the fairy at this point of the game.)
- You found Link. Congratulations! Now have him explore the starting area, possibly picking up an essential item or two (sword/shield might be too blatant an OoT reference...) and bring him to the NtGDT. (Iâd probably put a couple of puzzles and monsters in the way but not make it a full dungeon.)
- NtGDT opens the gates to Hidden Village and lets you out into the world proper to go to Hyrule Castle. Head there, possibly passing through a smaller town and/or a mini-dungeon (monsters/bandits are forcing a quarantine of the town and/or set up a roadblock?). Once you reach Castle Town (Iâm pretty sure you want Castle Town in this version of Zelda), you have to find Zelda; either the NtGDT told you about this or you have to find someone in town who will tell you this (given Zelda meta, probably the former, but you need someone in town to reveal the secret access to the castle). After yet another OoT reference in the form of a stealth section, you meet Princess Zelda, who tells you about *insert main villain here* (probably but not necessarily a Ganon variant) and that youâll need to reclaim the Master Sword to defeat him. (Optional: youâll need to collect some components to open the lock first. Optional of optional: You already got one of those plot coupons by defeating the mini-dungeon on the way to Hyrule Castle.)
- Proceed to do a dungeon or two, probably picking up one of the more useful items (the gameâs Hookshot variant?) early for your trouble.
- At some point before Link would get to the Master Sword - OH SHIT THATâS *INSERT FINAL BOSS HERE* AND HEâS LOCKED THE BOSS ROOM. This final boss is genre-savvy and knows that a Link going around waving the Master Sword is going to be no end of trouble for him, so he tries to kill Link before Link has a weapon that can hurt him; he successfully defeats Link but funds he is unable to kill him, so instead he seals him in a crystal prison ala OoT Zelda. (Ideally youâd do this right before the Master Sword, but given how heavily this hypothetical game is leaning into OoT already and the part where Link pulling the Master Sword is what messed everything up in OoT you might get more punch by having this happen right after Link defeats the mini-boss of the dungeon the Master Sword is in instead.) (Note: Theoretically *insert final boss here* could be a she, but I think that would be a misstep on multiple levels...)
- Except... thereâs a reason the helper fairy was the PoV character of the first segment! *Insert final boss here* didnât think to imprison the helper fairy, and now said helper fairy will have to find someone else who can rescue the Hero of X. (Again, could be a cutscene, could be another segment where you control the helper fairy directly.)
- At some point, possibly after evading enemies and/or checking up on a loose end or two (there was a wannabee hero who tried to clear the mini-dungeon on the way to Hyrule Castle but failed, but it turns out *insert main villain here* got him? too just to be safe, the helper fairy makes their way back to Hyrule Castle to talk to Zelda and ask her to recommend possible heroes to save Link.
.
.
.
- Zelda: âHell, I always wanted to have some adventures anyways, and I know some nifty {skills and/or magic}. Iâll do it. Youâre with me.â
- Helper Fairy: âAre you... sure you want to do this?â
- Zelda: âHELL YES.â
- Splash screen plays again.
- Splash screen transforms (Zelda finds her way into the splash screen and edits it with magic?).... into âThe Legend of Link: *Insert Title Here*â!
-Zelda now has to escape Hyrule Castle and the surrounding city [another stealth sequence, since the guards and townsfolk will all drag her back], acquire a disguise/change of appearance, and clear dungeons. Zelda plays differently from Link; sheâs not a swordswoman, doesnât use a shield, and doesnât have nearly the same backpack arsenal that Link carries. Instead, sheâs more reliant on magic (probably foreshadowed by an abundance of magic refills during the Link sections) to solve puzzles and for defense (and sometimes offense/disables); for combat she augments this with some sort of close-combat weapon (could go naginata-equivalent if you want to play into Japanese samurai wife tropes, or that whip-chain thing Sheik uses in Melee if you want the fanartists to have a field day... or take a page from PMMMâs Kyoko and Mai-Himeâs Shizuru and do both at once...) and also the Heroâs Bow once she retrieves it from the dungeon itâs in (you might want an infinite quiver as one of the available item upgrades somewhere, given Zeldaâs). Also, my instinct is that this version of Zelda (and all Zeldas, really) should be a horse girl, so you might want some mounted archery segments, either via Zelda borrowing Epona or by her getting a horse of her own. The only problem is that you need the Master Sword to seal/kill Ganon and Zeldaâs not a swordswoman, so she does have to rescue Link before they can take on Ganon; once Link is freed he fills the same kind of role Zelda does in more recent Zelda games, with sections where you take over control of Link and/or have to use both Link and Zelda to solve puzzles. (The final boss fight should probably be another callback to OoT, or maybe Wind Waker, except this time youâre controlling Zelda and have to work things so Link can get a killshot with the Master Sword.)
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Ok its dm story time
So after Grandma died, I was in a pretty deep depression funk and just went like... two months straight without planning or mapmaking or scheduling sessions for the group I DM. We met this week for the first time in a loooooong while and I'm just. SO PROUD OF THESE BABIES I love these characters SO MUCH.
So the party is: aasimar redemption paladin (and reluctant hexblade), weretiger tiefling/half-elf beastmaster UA ranger, tiefling moon druid (I think shes circle of the moon I'll have to double check if that got switched around), variant human samurai fighter, tengu Phoenix soul sorcerer
The party had a pretty rough time with the last dungeon boss encounter they had because they weren't really prepared for an encounter that was more tactical than an upfront slugfest, so I figured this time around I would introduce room for positioning and environment to be thought about in a bit less of a tough setting than HEY FINAL BOSS GET REKT
So the party is heading into the kobold tunnels under the city that the lycanthrope mafia have commandeered to get around Rainspire, in hope that the resistance will lead them to the elusive Ruby Eyes (the lycan mastermind and maybe the paladin's evil brother??). They talk the resistance into giving them one of the kobold members as a guide while the Kenku and the other kobold draw away the main force of the hostile kobold tribe living in that span of tunnel
They choose the draconic ancestry sorc who mostly carries lightning damage and support spells (the other was an arcane archer fighter with the archery fighting style, so very minor crowd control and mostly just a ton of I Never Miss ranged dps)
The first encounter is a bunch of kobolds, of course. The 1/8th CR front line mooks only carry normal daggers so they basically can't scratch the lycan ranger at all, but I used some fancy Volo's kobolds and archers with silver arrows - these kobolds are trying to defend their turf from the invading lycanthropes, so I figure they'd have scavenged or stolen silver from the city surface and developed strong guerrilla tactics to handle melee fighters
Thus: a pretty spacious room with a couple regular kobolds and two dragonshields waiting front and center to mob whoever crosses the door for Pack Tactics advantage. Two tall stalagmites with kobold archers using them for half cover. About sixty feet back, two big wooden posts with wood platforms about 30 feet from the ground. Each has a scale sorcerer who hurl spells, then duck behind the post for cover too. The sides of the room have little passageways, built for Small size creatures, that open into the room roughly every 15 feet or so. These have kobold archers who run out, take a piddly little potshot, then run back into the tunnels.
The idea here was that there were two Challenges: positioning and cover. As long as the melee mooks were allowed to bunch up, every one of those 1d4s would be with advantage, so crowd control and making sure nobody got cut off from the party were important factors. The ranged fighters would all be taking advantage of environment to make themselves hard to hit, too. (I had put a supply of oil and a lantern at the start as a "burn them out" option if they couldn't think how to use the assets they already had, and they did have two Small companions between kobold sorc and rangers Dire Conure pet if they wanted to take the direct approach)
Result: THESE GUYS ROCKED IT
They were all so smart and kicked so much ass I LOVE THIS PARTY?? The fighter and ranger basically made a choke point to pull the melee dudes and keep them away from the squishy ones (mostly, poor sorc got smacked around a bit), and the casters were very clever with staying back out of those archers' line of sight
Druid used their cover against them by Entangling one behind its stalagmite, so it couldn't move enough to actually get a clear shot at anyone
Sorc was SO CLEVER and I adore what they did here: first they weeded out the bunches of melee grunts with really smart AoE spell use, then, seeing that the spellslingers were going to be a big problem (one kept trying to Frostbite the ranger to force disadvantage and one was using its line of sight past the choke point to dole out Chromatic Orbs and a Scorching Ray and stuff)
They note that the kobolds are on wooden platforms
And they are a Phoenix sorc who loves to arson things that can Be On Fire
So they IMMOLATE THE PLATFORMS, which go up like six month old Christmas trees, and WRECK the spellcasters with incidental fire damage and falling damage, and immediately rob the hardest hitters in the room of cover and a vantage point through clever environment use
The paladin sees this crushing move and uses her Emissary of Peace feature to persuade the kobolds all "hey if you flee into your tunnels and let us pass we'll let you live." This is excellent roleplay because that's SO ON BRAND for the pally, and it's also smart because kobolds are notoriously cowardly, Even Monsters Want to Live, and it saves them the headache of dealing with the archers in those tiny tunnels
But ranger is a headstrong I Must Fight character, and very upset because these kobolds almost killed their pet. The other kobolds all flee, but when the one dragonshield they're fighting tries to bolt, they score a critical opportunity attack and shave off like a third of its hp with a neat backstab
Combat ends. Healing spells are cast, the party gets their shit together, puts out some of the fire, and goes to cross the room
And from within the archer tunnels comes a salvo of arrows and spells, all aimed at the ranger who got in a cheap shot
They're KOed, but the kobolds all flee chittering and laughing, and healing and hit die bring them right back to snuff, with another Good Character Moment had where ranger has to accept help and begrudgingly learns a thing about Sometimes Mercy is Good and it was just. So true to the ranger too
I'm so proud of ALL OF THEM
THEY SOLVED MY KOBOLD PUZZLE
#long post#im gonna give em a couple slightly more straightforward simple encounters after this#so they can just go all out on the ole fashioned Run Up And Do a Hit#(but maybe with a little cover sprinkled around for them to make use of)
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