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#3E-Curious
thejokig23 · 7 months
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Got bored lol
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mummelthecryptid · 17 days
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pippin took was 29 during lotr? he shouldve been at the green dragon
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wyrdwulf · 3 months
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They don't make DnD like they used to, man.
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quill-n · 1 year
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My party's been on the stupid topic of how they both lay eggs and I've recently been cursed with Too Much Knowledge on aarakocra and dragonborn reproductive systems, so .
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(the aasimar is Covell—the captain of their old crew. more info on him later *fingerguns*)
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real embarrassing on Sybil's 16 intelligence btw, but it's also hilarious
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king-hsssy · 1 year
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LETS GOOOOOO
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thydungeongal · 2 months
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I was thinking the other day about 5e's departures from 3e/3.5e, and I'm curious: how do you feel about how 5e decided to handle feats? Because I know that feats were often one of the more difficult things for new players to grasp in 3e/3.5e, but I liked the customization, and when 5e made it a choice of *either* a feat or a stat boost, it felt like feats are never the right choice. A permanent +2 to an ability score, or a situational bonus? Decisions, decisions.
One thing I like about 5e feats is that a lot of them actually provide more than one benefit. 3e style feats provide a lot more fine-grained control over the build but at the same time each individual feat can feel a bit meh. In 5e some of the better feats feel like a collection of interesting thematically related abilities. Sometimes broadening your options does feel a lot better than just a raw numerical bonus.
However some of the feats are really stupid, like Dual Wielder, which is just worse than +2 Dex. Also, I'm mad about Mage Slayer why does it trigger a melee attack as a reaction but not an opportunity attack if it was an opportunity attack it would allow for so many interesting synergies what is wrong with you game.
But yeah this isn't a topic I've thought about all that much. I think I wanna go play Fantasy Craft, that game does some cool stuff with feats.
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oathkeeper-of-tarth · 10 months
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So, I was curious about this tidbit from the Patch 5 notes and I haven't seen anyone talk about it. Turns out one of my favourite new bits of content related to my favourite character is hidden behind betraying her in the most horrid way possible. Ugh.
It used to be that if you sided with Lorroakan in the Nightsong quest, you, him, and all the elemental myrmidons (and possibly Rolan) would just fight Aylin alone - a fight that obviously lasted one round, tops, and I think could only serve to make you feel bad about what you've just done.
Now, however, a really cool thing happens - Mum Gets Fucking Pissed. And four of Aylin's cool older celestial cousins (a nice new take on Slivers for my ol' 3e heart) come down to help her in the fight.
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Amusingly, they put Aylin in timeout in a moon-flavoured Globe of Invulnerability every turn, which also makes her unable to attack or do much, even with her trusty moonbeam.
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So you need to break their concentration (often on more than one of them at a time) in order to be able to even touch Aylin. Everyone being very angry and protective of her is A+++.
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A good roll of that 12d12 can just delete characters instantly. Beautiful.
Aylin also gets some very direct buffs, primarily Hug From Mum, and we have waited far, far too long for that:
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I just found this oddly touching, that she gets to have at least this bit of very outright reassurance, even if it is under rather horrible circumstances. And ironic, of course, that if you help her and triumph with her in glorious combat (Lo!) against yet another bastard would-be captor, she doesn't, and is left to grapple with her anger and doubt and nascent feelings of abandonment:
Player: Let his demise serve as a warning to anyone else who'd seek you out. Dame Aylin: Let him be the last. If my dear mother has any mercy, she will ensure it. [Trying to stay her usual self, but her mask is cracking a tiny bit here. Privately, Aylin is dealing with a great deal of anger toward her mother, the goddess Selûne, but she's not yet willing to face it. How could her powerful mother let all this happen to her?]
Or the more determined-sounding but depressingly "no rest for the glorious Sword of the Silverlight" variants you can get if Isobel is alive:
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ttrpg-smash-pass-vs · 17 days
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DRAGONBORN
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VS HADOZEE
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Dragonborn! So many looks, all without tails. They're tall, averaging about 6-7 ft (1.8-2.1 m), and tend to be strong as a default. They're loyal, proud, hold family highly, and have a similar lifespan to humans (though they mature far faster). They also breathe and resist the element of the dragon they resemble, so you've got some options if temperature play's your thing. Note that their body temperature actually runs a bit hotter than a human's, and apparently they have ridged dicks in the BG3 character creator!
Hadozee are apes who glide like flying squirrels! They're dexterous, great climbers, have a natural love travel and exploration, and tend to be curious optimists! I had to draw on 3e a bit there tbh because the lore on them was blasted away for...reasons we're not getting into, as it doesn't matter for our purposes.
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txttletale · 2 years
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Because I'm curious now, what are your favorite TTRPGs? One of my personal favorites is the Kids On Bikes system and its variants for their simplicity and ease of access for new players.
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so first of all--kids on bikes is very cool. it’s a nice rules-light game with a pick-up-and-play vibe. haven’t ever run it myself but i feel comfortable seconding your recommendation. anyway here’s some of my FAVOURITE TTRPGS.
Blades in the Dark is probably my enduring all-time favourite game. it’s a little flawed in places but its core loop is pure fucking elegance at play. flashbacks (you can spend stress, a metacurrency, to have done something in the past) and resistance (you can also spend stress to evade something bad that happens to you) are two of my favourite mechanics in any TTRPG ever. every player character gets to be a competent badass while also facing real, tangible danger with every moment. not to mention an incredibly well-fleshed out and evocative setting in the gaslamp fantasy nightmare city of doskvol.
Eidolon: Become Your Best Self is a game that dares to ask questions like, ‘what if jojo’s bizarre adventure was good’ and ‘what if persona, also, was good’. characters manifest the power of their souls as weird freaks with incredible powers. the ‘reveal your master plan’ mechanic works much like BiTD flashback mechanic and a smart combat system where enemies get stronger as you fight them really makes this the perfect vehicle for creative character-driven superpower-based combat. if you subscribe to the developers’ patreon you can also get access to the draft of the second edition, which does some really cool fucking things like replacing dice rolls with a tarot draw.
Lancer is the game for people who like grid-based tactical combat. it has incredible tactical depth, well-thought out mechanics that interlace perfectly--and best of all, you get to design and customize your own mech from a truly dizzying array of options to find all sorts of fucking insane synergies between abilities like ‘teleport whenever you attack somebody’ or ‘do more damage the more you overheat’. it also has a very comprehensive suite of GM tools that make it a breeze, and even fun, to create and run a balanced encounter with clearly defined and narrativly interesting goals for both sides. i’m not too into the setting for reasons i’ve talked about elsewhere, but fortunately as long as you can accomodate ‘mech combat’ into your setting, none of the worldbuilding is load-bearing to the game’s core appeal.
Microscope is totally different from a lot of TTRPGs in that it’s noit about playing characters, but about creating a world. it’s a beautiful collaborative storytelling tool with deceptively simple tools that can easily add up into your table creating a world that’s way more intricate and eclectic and fascinating than anything one of you could have come up with on your own. good for creating TTRPG settings but also good just as something to play for its own sake!!
Dream Askew would probably round out my top five, but i’ve just posted about that one here--so instead i’ll give this slot to Nobilis 3e, a game that might not be one of my favourite games to actually play, but is genuinely fascinating to read and sit with, a fucking masterful work of both design and literature, something that so distinctly creates a world and a tone that it’s instantly magnetic. not for everyone, but worth checking out.
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Hi!
I'm so glad i found your blog, your deep dives are making my brain tingle in the best of ways! It's so difficult to really find all the info your curious about with the many different editions and histories of everything so you are an absolute lifesaver for understanding all these intruiging lore aspects.
I've been very curious about Asmodeus for a while now but am kinda struggling finding out more about him, I know he's very strong and apparently a large snake?? But I was wondering if you at some point feel the motivation to if you could tell me some about him, he seems so interesting to me and I just wanna know more about who and what he is.
Again, you are so awesome and I vow to devour all your writing!
Asmodeus: An Origin
Thank you so much for the kind words - and for your patience as I worked on this one. If there's any question you had about him that feels like it's not wholly answered here, feel free to let me know! There's still a lot that I was not able to include.
As ever, these writeups will align with current 5e lore, and draw from 3.5e for additional supporting information. On rarer occasions – and always noted – I will reference 1e and 2e, but with the caveats that there is much more in those editions that is tonally dissonant with the modern conception of the Forgotten Realms, and thus generally less applicable.
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You would be hard-pressed to find a more succinct introduction to Asmodeus himself than in the following passage, from 3e’s Book of Vile Darkness: 
Asmodeus the Archfiend, the overlord of all the dukes of hell, commands all devilkind and reigns as the undisputed master of the Nine Hells. Even the deities that call that plane home pay Asmodeus a great deal of respect.¹ 
As to his current position, 5e’s Sword Coast Adventurer’s Guide features Asmodeus among the list of gods, naming him the “god of indulgence”, and crediting to him the domains of knowledge and trickery. His symbol is “three inverted triangles arranged in a long triangle”, as seen in the image below.² 
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While his active circle of worshippers remains small, he is one of the gods habitually turned to by those in need, particularly those who have done something to earn them the displeasure of another god:
After transgressing against a god in some way, a person prays to Asmodeus for something to provide respite during the long wait. Asmodeus is known to grant people what they wish, and thus people pray for all the delights and distractions they desire most from life. Those who transgress in great ways often ask Asmodeus to hide their sins from the gods, and priests say that he will do so, but with a price after death.³
Asmodeus is particularly appealing to those who fear what awaits them after death, or have arrived to find the reality does not match their hopes. For these souls, even the hazards of Baator might be preferable to long centuries of solitary wandering on the Fugue Plane. 
All souls wait on the Fugue Plane for a deity's pleasure, which determines where a soul will spend the rest of eternity. Those who lived their lives most in keeping with a deity's outlook are taken first. Others, who have transgressed in the eyes of their favored god or have not followed any particular ethos, might wait centuries before Kelemvor judges where they go. People who fear such a fate can pray to Asmodeus, his priests say, and in return a devil will grant a waiting soul some comfort.³
The worship of Asmodeus attracts staunch individualists, who desire a future unaligned with the domain of any of the other gods, and are willing to choose self-determination in any form that might approach them.
The faithful of Asmodeus acknowledge that devils offer their worshipers a path that's not for everyone — just as eternally basking in the light of Lathander or endlessly swinging a hammer in the mines of Moradin might not be for everyone. Those who serve Asmodeus in life hope to be summoned out of the moaning masses of the Fugue Plane after death. They yearn for the chance to master their own fates, with all of eternity to achieve their goals.³
Asmodeus achieved his current official status of godhood during the Spellplague, which lasted from 1385 to 1395 DR. After this, for reasons he has unsurprisingly chosen not to reveal, he performed a ritual to alter the metaphysical categorization of all existing tieflings, giving them features that highlighted this connection.
Due to this shift, tieflings are often perceived with wariness by those who believe that Asmodeus is able to exert control over these newly-determined “descendants” of his. While this is an unwarranted suspicion, as tieflings are no more bound to his will than any other individual of another race, the mistrust remains unfortunately pervasive.⁴ 
The true origins of Asmodeus, particularly from 3rd Edition on, are kept rather ambiguous, seemingly quite by design. This is both for Watsonian reasons – that a supreme being of evil such as Asmodeus would not carelessly leave information about his origins (and, potentially, weaknesses) floating around – as well as Doylist: it is a more elegant solution than eternal retcons, and leaves it up to the individual scholar or DM which explanation they ascribe the most veracity to.⁵ 
On the charge of Asmodeus’s true form being a giant serpent, we have Chris Pramas to thank for that bit of lore, stated in 2e’s 1999 Guide to Hell, but rarely mentioned - and not in any definitive manner - from 3e onward.⁶ 3e’s Manual of the Planes, published in 2001, does reference this account, but as a whispered and shadowy theory about the Archdevil Supreme, rather than objective truth.
Brutally repressed rumors suggest that there is more to Asmodeus than he admits. The story goes that the true form of Asmodeus actually resides in the deepest rift of Nessus called the Serpent’s Coil. The shape seen by all the other devils of the Nine Hells in the fortress of Malsheem is actually a highly advanced use of the project image spell or an avatar of some sort. ... From where fell Asmodeus? Was he once a greater deity cast down from Elysium or Celestia, or is he older yet, as the rumor hints? Perhaps he represents some fundamental entity whose mere existence pulls the multiverse into its current configuration. Nobody who tells the story of Asmodeus’s “true” form lives more than 24 hours after repeating it aloud. But dusty scrolls in hard-to-reach libraries (such as Demogorgon’s citadel in the Abyss) yet record this knowledge. Unless it is pure fancy, of course.⁷ 
One can see from the framing of the above excerpt that there is no attempt made at certainty. Perhaps it is mere conjecture, or perhaps a secret, hidden truth that few may know. It is impossible to say for certain. 
Another story of Asmodeus’s possible origin is found in 3e’s Fiendish Codex II. This text, again, does not frame the information given as universal truth, but rather takes pains to emphasize its ambiguity. 
The best way to understand devils and their ways is to listen to the stories they tell about themselves. The most famous of these tales have propagated as myths throughout all the worlds of the Material Plane, becoming familiar to mortals of all sorts. But as is often the case with legends, contradictions abound. For example, the tale of the Pact Primeval is the accepted version of the multiverse’s creation. But an alternate story claims Asmodeus as the fallen creator of the universe.  Countless cultures have their own versions of the Pact Primeval legend. The names of the deities featured in it change depending on where it is told, but the names of the devils are always the same. Perhaps this fact is what inspired Philogestes, the accursed philosopher of evil, to pen his famous proverb: “The gods exist in multiplicity, but Asmodeus is unique.” As is the case with any myth worthy of the name, the following tale is true — whether or not it actually happened.⁸ 
In this account, Asmodeus began as a celestial embodiment of law, formed from the concept itself to fight against the embodiment of chaos — demons.⁹ Over time, as he and his followers became more akin to the enemies they were facing, those celestial beings not engaged in the fight grew leery of what they were becoming, and took him to trial, to account for himself. The god of valor spoke first, laying out the concerns of those gathered against Asmodeus. In response: 
Asmodeus smiled, and the smoke of a thousand battlefields rose from his lips. “As Lord of Battle,” he pointed out, “you should know better than any that war is a dirty business. We have blackened ourselves so that you can remain golden. We have upheld the laws, not broken them. Therefore, you may not cast us out.”⁸
Despite their efforts, the gods were able to find no laws that Asmodeus had broken. Unsurprisingly, as he himself had helped write them. This conflict between Asmodeus and his host and the remainder of the unsullied gods continued on, with the gods unable to get rid of him, and free themselves of the constant reminder of the Blood War.
With time, the concepts of “good” and “evil” entered the world alongside law and chaos, and Asmodeus was able to argue for dominion over those souls that chose evil. The gods loathed the reminders of this fact, however, and when Asmodeus volunteered to move to the empty plain of Baator, they enthusiastically agreed. It was only years later, when the number of souls arriving at their own planes after death began to sharply decrease, that they thought to travel to Baator themselves, where they found a robust operation based around encouraging mortal souls to take to the path of evil. 
“You have granted us the power to harvest souls,” replied Asmodeus. “To build our Hell and gird our might for the task set before us, we naturally had to find ways to improve our yield.” The war deity drew forth his longsword of crackling lightning. “It is your job to punish transgressions, not to encourage them!” he cried.  Asmodeus smiled, and a venomous moth flew out from between his sharpened teeth. “Read the fine print,” he replied.⁸ 
While the recorded story implies a simple act of one-upmanship, a later section of the Fiendish Codex tells us that Asmodeus’s split from the other celestial deities was not so amicable. 
Once he had committed himself to residing in Baator, the deities physically cast him out of the upper realms, and he fell — and fell, and fell. Upon reaching the plain of Baator, he plunged through the nascent layers he had begun to shape. (In some versions, his fall created the layers, breaking the formerly featureless plain into nine pieces, which then arranged themselves into floating tiers.) At last he hit solid ground but continued to fall, spiraling through rock and soil. The protesting earth of Baator tore at his flesh, opening scores of gaping wounds. Still he fell, until he could fall no farther. The point where he finally stopped was the deepest part of Baator — the Pit.  The wounds that Asmodeus suffered in his dramatic fall have never healed. Though he manages to appear blithely unperturbed by his injuries, they still weep blood every day, and he has been wracked by constant pain for millennia.¹⁰ 
This casting down and its associated injuries is corroborated in other texts as well, including 3e’s Manual of the Planes. 
5e’s Mordenkainen’s Tome of Foes seemingly follows on from the Fiendish Codex’s account, sharing one conception of the fallout of Asmodeus’s stratagem, positioned as an in-universe account penned by the aasimar bard Anodius in a work titled “The Trial of Asmodeus”.
At some point after Asmodeus broke from Celestia to rule Baator, he was brought up on trial for unspecified crimes and trespasses. Asmodeus claimed the right to speak in his own defense, and a court was gathered, arbitrated by Primus, a being intrinsically aligned with Neutrality and Law. From Asmodeus’s recorded arguments in his own defense, we can surmise that those on Celestia had accused him of acting outside of the law in actively working to turn mortals to evil. 
The case stretched on, with neither side ceding ground, for weeks, until finally Primus declared his judgment. While Asmodeus could not be convicted of any true crime – for he had acted within the law in all things – he was to take an artifact, the Ruby Rod that is synonymous with his position, which would “guarantee his adherence to law”.¹¹ A quote from Anodius’s in-universe text is helpfully provided by Mordenkainen: 
“I literally sit beneath eight tiers of scheming, ambitious entities that represent primal law suffused with evil. The path from this realm leads to an infinite pit of chaos and evil. Now, tell me again how you and your ilk are the victims in this eternal struggle.” – Asmodeus addresses the celestial jury, from The Trial of Asmodeus¹¹
In a manner similar to his contested origin, Asmodeus’s appearance is described in several varying ways — a fact that seems in line for a principal schemer such as himself. This seeming discrepancy could also speak to varying uses of aspects or projection spells.
The Fiendish Codex II in one instance paints him as “a horned, red-skinned humanoid with a tall, lithe frame” who “dresses in splendid robes and understated but elegant accoutrements.”¹⁰ A later section in the Codex corresponds to this description given in the Book of Vile Darkness: 
Asmodeus stands just over 13 feet tall, with lustrous dark skin and dark hair. He is handsome in the same way that a thunderstorm is beautiful. His red eyes shine with the power of hell, and his head is crowned with a pair of small, dark red horns. He dresses in finery of red and black; a single garment of his might cost what an entire nation spends in a year. Of course, he is never without his Ruby Rod, an ornate piece of unparalleled jeweled finery and vast magical power.¹ 
Regarding his personality, he is most often described as “a soft-spoken, articulate, chillingly reasonable fellow who is confident in his status as one of the multiverse’s most powerful entities. Even when surprised, he reacts with supreme poise, as if he were already three steps ahead of his adversaries.”¹⁰ The Book of Vile Darkness notes correspondingly that: 
The actions of Asmodeus are often mysterious to outside observers, but that is due to the short-sighted and dim-witted view most beings have. Asmodeus’s manipulations are labyrinthine and insidious. They work on a grand scale, although when it suits his needs he is willing to focus his attention even on the status of a lowly mortal soul.¹
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¹ Book of Vile Darkness. 2002. p. 165-6.
² Sword Coast Adventurer’s Guide. 2015. p. 21.
³ Sword Coast Adventurer’s Guide. 2015. p. 24.
⁴ Sword Coast Adventurer’s Guide. 2015. p. 118. 
⁵ “Watsonian vs. Doylist”. Fanlore.org. 
⁶ In general, I try to stay in-universe with these lore writeups, but in this case it did feel like some out-of-universe context was necessary. 
⁷ Manual of the Planes. 2001. p. 123.
⁸ Fiendish Codex II: Tyrants of the Nine Hells. 2006. p. 4-5.
⁹ While the description of these events found within the Fiendish Codex is too long to transcribe here in its entirety, I highly encourage you to read the full account for yourself. 
¹⁰ Fiendish Codex II. 2006. p. 73-4.
¹¹ Mordenkainen’s Tome of Foes. 2018. p. 9-10.
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vhstown · 1 year
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spider-teens ★ D&D HEADCANONS
— hobie, gwen, miles, pavitr (+ peter b & mayday!)
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warnings: d&d jargon (there's definitions at the end if you're curious), shenanigans, miles being a NERDDD, a lil shorter than usual
a/n: how id imagine these lot playing d&d!!! ive only played / ran 5e so forgive me veteran players 😭 again feel free to add / disagree w me it's all in good fun
If MILES doesn't run the game, he plays a warlock for sure. Not because it fits him personality wise but because he wants to be a magic user but also not be held back by it. My man is thinking STRATEGY and takes every opportunity to geek out about the specifics of his abilities. He also definitely has a ridiculously fleshed-out backstory he's kind of too embarrassed to tell anyone about.
Either warlock or the nerd multi-classes and it confuses the hell out of EVERYONE... I feel like he tries a lot of the classes though so warlock is kind of a starting point when he's playing with his spider friends (he defo played fighter or sorcerer in the past)
Miles is the one who gets everyone together though (and jumps through universes to make sure everyone's on time 😭 he will NOT tolerate scheduling issues)
Peter B runs a lot of their games except he used to play 3e or Pathfinder back in the day (nerd...) so Miles is just like... gritting his teeth a little whenever Peter misses a little detail or a skill check. He probably used to play in high school / college I mean come on...
Speaking of Peter B OF COURSE he lets Mayday roll the dice. The entire party could depend on that roll and she's rolling it and everyone is TENSE (And he tries not to let her eat the dice... Tries.)
HOBIE plays a barbarian or rogue. He'd play a barbarian just for the hell of it (sounds cool) and would most definitely carry everyone by total accident because he's like... the only one alive.
Rogue also for the hell of it cause stealing is rebellious and that 😭 Though if he does play a rogue his character becomes one of the most unintentionally complex characters in the game.
Hobie would figure out the entire plot of the adventure completely by accident and Peter just laughs awkwardly and goes "You'll just have to find out next session!" and maybe dies inside (but it's not like he prepares for his sessions anyway 💀)
Absolutely crits at the most ridiculous times and derails the whole campaign because he decided to interrogate a minor political figure and now they're destabilising the region's government instead of fighting dragons
And he accidentally becomes the leader of like the whole village and maybe starts a revolution and Peter is sat there lips pressed together hands pressed together elbows on table like "...I guess that happens then."
Might cheat a little bit. Just a little. Not enough to ruin the campaign but enough to have Peter sweating 💀 A lil strand of web under his dice hurt nobody right? (Those goblins are DEAD dead)
Miles is gob-smacked and definitely a little jealous of him 😭
PAVITR originally wants to play a fighter because that sounds... cool as hell BUT when Miles explains the bard class to him he takes it and runs
I'd say Pavitr is relatively new to the game as are Hobie and Gwen but he hones in on the roleplay (not as seriously as Miles but definitely participates)
Probably leads the group and goes head-first into danger (Miles is literally pissing himself) and his character probably knows loads of languages cause he just conveniently picked a race with very useful languages for the adventure (as per Miles' suggestion)
But he goes out-of-character more than once to go "WTF????" when he doesn't manage to rizz up an NPC and they're have to roll for initiative (attempts to be a pacifist)
The goat when it comes to fights though he plays such a good supporting character and if he were to die everyone would totally be finished 😭🙏
GWEN plays either a monk or a wizard. I feel like she doesn't particularly mind but she plays wizard for a little bit before realising that she doesn't really like the magic stuff? Goes for monk and it's a lot simpler and more fun
More of an observer but is helpful when it comes to investigating areas and carries like EVERY item possible: potions, magical items, 20 rocks for some reason. Bag of holding girlie (like how she holds that trauma she has in real li—)
Has THE coolest weapons. Because her character can't rely on magic she's constantly upgrading or getting new weapons and her unique monk abilities come in handy again when exploring!!!
Totally makes fun of Miles (endearingly!) And maybe points out a plot hole in his backstory and he wants to curl up into a ball and disappear for a good minute (he rethinks his entire character for 2 nights straight)
Has an NPC she would protect with her LIFE. Barmaid at the inn? Anything for you sweetums 😁😁😁 *trips over and dies*
That's all given if they have an actually functional game... It takes them probably about like a year to finish a one-shot adventure
But it is SO worth the memories (albeit very chaotic memories.) Even when they're arguing over a roll (usually Hobie's) or someone's character has literally died they make it work through the power of friendship...! And a broken table
These guys are crazy I love them
"Embrace the chaos is the mood for tonight's session. AKA you guys are screwed... Roll initiative."
"What the hell?!"
"Don't swear in front of the kid!"
Jargon!
Campaign: A world containing one set of characters where different adventures take place
Dungeon Master / DM: The person who creates the story and runs the game
Skill check: Rolling a die to see if you've passed or failed a certain skill when performing an action (for example charisma when trying to persuade somebody)
Crit: Critical hit. When you roll a 20 on a 20-sided die. You deal loads of damage in a fight basically.
NPC: Non-playable character. Any characters who aren't the players within the universe. Controlled by the DM.
Initiative: The roll you have to make before a fight to decide the order of turns. "Roll initiative" means "you guys are in a fight now!!!! lmao!!!!"
🕸️🕷️💫
thank you for reading my insane midnight rant LMAOOO
i haven't played d&d in like 2 years so apologies if anything is diabolically wrong here 💀would love to hear your thoughts!
reblogs appreciated <3 read the rest of my atsv stuff here!
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lunastrophe · 2 months
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I’ve been getting really into drow lore and your blog has been so amazing to read through!!While looking for inspiration for my drow character I found out about aracholoths, who are results of failing the first test of lolth (the test of darkness) kinda like driders. There just isn’t a lot of info at all about them so I’m curious if you have heard of them or have thoughts about them!
Hello and thank you for visiting my blog! 🙂I recall one official D&D source that mentions aracholoths and gives us some details on them - The Punishments of Lolth by Eric Cagle, published in Dragon Magazine #298 (3e, if I remember correctly).
According to this source, being transformed into aracholoth is a typical punishment for drow who fail the first test of Lolth - Chwineka, or the Test of Darkness. During this test, Lolth is said to inspect the heart of a drow, to decide whether they are truly worthy to be a member of drow society or not.
🕷️About Chwineka - it is believed that Chwineka comes suddenly, without any warning, and always when "the drow is performing some deed within view of other dark elves". Using D&D rules, Chwineka typically occurs when a drow has gained enough experience to advance to 2nd level.
During this test, the drow feels their heart suddenly "swell with pride, power, and drive, tinged with a sensation of being watched from afar". This sensation is Lolth inspecting their feelings. To pass the test, the drow cannot give off any indication of self-doubt or unworthiness - they need to possess a natural sense of superiority.
In case of failure, the drow feels a "terrible pain" clutching at their heart and then the transformation begins.
🕷️ Transformation Into Aracholoth - considering the description, it is horrible and painful: "without any warning, the zwy'il's (candidate's) body begins to convulse and transform. Her eyes blacken and grow to enormous proportions, while six smaller eyes emerge around her face. Two huge poisonous fangs emerge from the zwy'il's mouth. Lastly, an extra pair of spider-like legs grows from her torso".
Aracholoths, just like driders, are said to be feared and persecuted by drow.
🕷️Aracholoth's Appearance - aracholoths are described as aberrations, "a half-mix of drow and drider". They appear a bit more humanoid than driders, since they have only four spider-like legs growing from their torso. They also have a shiny black carapace, presumably covering mainly the lower part of their body - the upper part resembles a drow.
Aracholoth's face is said to be particularly terrifying. It resembles that of a drow, but it's two "principal" eyes are completely black and disproportionately large. It also has six smaller black eyes that resemble that of a spider, and huge poisonous fangs growing from its mouth.
🕷️Aracholoth's Life - just like driders, aracholots are dangerous and vengeful creatures "that hide in the darkness looking for prey. They hate drow with a passion and will band together with driders to hunt them down".
Typically, aracholoths attack their opponents from the distance first, pelting them with arrows while hiding in the darkness. Then they charge at them, trying to horrify them - the gaze of their huge black eyes has a similar effect to the spell that causes uncontrollable fear. Aracholoths pursue fleeing creatures and then attack them with their poisonous bite.
They have spell-like abilities like dancing lights, darkness, faerie fire, suggestion and web. They can also climb. They tend to be solitary creatures, but sometimes they join their forces with other aracholoths, driders or small monstrous spiders.
Aracholoth on illustration from the article (by Anthony Waters):
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🕷️ Personally, I find the concept of aracholoth quite interesting - particularly because its gaze can very literally cause fear - but generally, it gives me vibes of a "lesser" drider.
And in a way, it is probably meant to be one. Aracholoths are probably created mainly from younger members of drow society who only recently started their adult life. Most of them are probably not very powerful.
I have no idea to what degree they retain their personalities after transformation, but I have a feeling that their huge fangs may prevent them from using articulated speech.
Also, description of their faces (two large black eyes, huge fangs) reminds me, in a way, of a jumping spider. So... who knows - maybe aracholoths look kind of cute (at least for spider-like monstrosities), but because of their ability to cause fear with their gaze, nobody can see them as cute? 🤔Just a silly thought 😉
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imsobadatnicknames2 · 6 months
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Your post actually got me curious about b/x d&d. Any chance you know where I can get it?
(This post, for context)
Well... if we're talking LEGAL ways to get it, both the Basic and Expert rulebook of the B/X set are on DrivethruRPG for like $5 USD each. If you want a physical copy you'll have to print the Basic rulebook yourself because for some reason only the Expert rulebook is avaliable on print on demand.
I'd recommend grabbing the Basic rulebook first to test the game out, and if you like it then grab Expert (the Basic Rulebook covers character advancement for levels 1-3 while Expert covers levels 4-14 and adds mechanics for stuff like wilderness exploration)
If you don't want to pay for it (who does, really), there's also this little nifty Google Drive folder I put together with both rulebooks plus adventure modules B2: The Keep on the Borderlands (which originally came bundled with the Basic rulebook), X1: The Isle of Dread (Which originally came bundled with the Expert rulebook) and B4: The Lost City (which a lot of people consider to be the best adventure module from the B/X line).
HOWEVER
If you're coming from a later D&D edition (like, post-3e) I'd kinda recommend instead checking out Basic Fantasy, which is a pretty faithful open-source B/X retroclone (meaning it's basically a recreation of the same game but with the D&D trademark filed off).
Mechanically speaking, Basic Fantasy is practically identical to B/X D&D, except removing some of the mechanics that might seem counter-intuitive to modern D&D players such as race-as-class or descending AC.
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theinstagrahame · 2 months
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Another month and a bit, got some more great games coming through! It's time for the indie/small press RPG mail call round-up!
Die - Bizarre Love Triangles: I generally love Rowan, Rook and Deckard's work, and really enjoyed the roughly half that I read of The Wicked and the Divine by Kieron Gillen. So, the original book was a match made in heaven for me. The promise of a Collectible Card Game adventure for it? Done. Sold. I'm there, and sign me up.
Inevitable: I think a lot of people had similar reactions when they pulled Inevitable out of its box: Whoa, this is big. The last few books have been closer in size to the middle row of books, but there's apparently too much ruined Western Arthuriana for one book to contain. Played this on a stream, it's good.
Yazeba's Bed and Breakfast: I honestly can't wait to dig into Yazeba's, because it seems like the kind of game we need more of. It's that Found Family experience, the whole character-based gameplay that people love, but also designed to really keep things fresh even on repeat playthroughs. I'm really curious to finally dig in.
Wickedness: This was offered as an Add-on to the Yazeba's Backerkit, and I was intrigued by the pitch: You and two other players form a coven, and you do queer witch stuff. It's a beautifully made book, and I've got a lot of friends who I think would dig it.
Songbirds 3e: I picked up an earlier edition of Songbirds in an Itch Charity Bundle, and was really intrigued by the game. Snow does amazing things with layout and vibes, and is a really excellent game designer. I really wanted that edition in hard copy, but never found it, so a third edition was an instant get.
Kids on Bikes 2e: I know KoB mostly through the Brits on Bikes podcast, and I really enjoyed the system. I love systems that make use of all the dice in interesting and fun ways, and I really couldn't wait to see what a new edition would look like.
Apocalypse Keys - Doomsday Delights: I've recently been reading the Hellboy comics, and thoroughly enjoying them. I also already have Apocalypse Keys, which does an incredible job of making the comic even more queer, so completing the set with the fun stretch goal books was kind of an obvious call.
The Wolf King's Son: Vincent and Meguey Baker make amazing games, including the engine that runs so many of the games I like. I've been following their recent series of zines, and this popped up in that feed. I haven't checked out Under Hollow Hills, but even based on what I've seen from this, it's a must-have.
Pitcrawler: Wizards are the 1%, and we Pitcrawlers, disposable adventurers, are here to rob from the rich. It ticks all my boxes, and it looks good doing it. The campaign also hit while I was about halfway through my Magnus Archives listen, so it was an instant back for me.
Outliers: Everything Sam Leigh makes slaps, so yeah. Weird corporate science horror? Solo adventures? Hell, even the Far Horizons Co-op association really got me.
Here we Used to Fly: Picked this up also because of @partyofonepod, who played a really beautiful and bittersweet episode with the creator. I have always been a little too anxious as an adult to consider breaking into an old theme park, but I definitely have my share of fun memories of them as a kid. I'm also starting to envision other games this would pair really well as an epilogue to, should I ever get back into the AP scene.
Another game has arrived in the mail since I started this, but that's gonna be next month's first game, I guess!
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darklordazalin · 6 months
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Azalin Reviews: Darklord Jacqueline Renier
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Domain: Richemulot Domain Formation:  694 BC Power Level: 💀💀💀⚫⚫ Sources: Ravenloft (3e), Secrets of the Dread Realms (3e), Domains and Denizens (2e), Realm of Terror (2e), Domains of Dread (2e), Gazetteer III (3e).
Most Darklords are pulled into the Mists and “gifted” a land to rule (that is also designed to torment them) after committing an act of so-called evil. Others gain such titles through the act of killing another Darklord. Why one would want eternal torment, I cannot say. Self hate? Inability to recognize where they truly are? Oh and if you are thinking of doing the same, this ploy doesn't always work. Most Darklords simply come back after they are “destroyed” as even our tormentors will not let death free us from them.
Before Jacqueline Renier became the Darklord of Richemulot, her grandfather Claude Renier was Darklord. The Renier family was chased into the Mists by a group of monster hunters and their hounds when Jacqueline was a child. Most Darklords rarely remember much, if anything, of the land they came from, our tormentors erase such things from their minds. One must not believe a lying rat when they state they remember something when all evidence points to the contrary. 
The Reniers fled into the sewers and given the choice between death and a vault filled with a mysterious Mist, they chose the Mist and Falkovnia. Death may have been the kinder option than dealing with Drakov...The Reniers lived in the sewers of Silbervas in Falkovnia for a number of years before Vlad grew tired of their antics and ran them out of his Domain and into the Mists once more. This indicates that Vlad was successful in defeating the Reniers. Now that is a family history I’m sure Lady Jacqueline doesn't wish you to know of.
The Mists created Richemulot, which is mostly made of river valleys and untamed forests with the majority of its populace living in the three large cities. There is no known history of what happened in Richemulot prior to the Reniers settling there. The cities themselves were said to be empty when they arrived and like true scavengers, instead of questioning this oddity, the people merely accepted it and took up whatever residence they wished. To this day, only about a third of the buildings in each city are occupied by humanity, the rest lie abandoned and given over to decay and the infestation of rats.
Claude ruled through fear and manipulation, bidding his rivals and relatives (often these were the same) against one another. Jacqueline and her twin sister, Louise, were his protegees and he was always encouraging competition between the two for his affection and praise. That is until Jacqueline had enough of it and had a servant send him a drink laced with lye. Each wererat in Richemulot has their own unique 'allergin' and lye was Claude's. Not that I would advise anyone to consume lye in the first place... 
Jacqueline ensured she was there as her grandfather drank the poison so she could gloat as he died. But the poison wasn’t enough for her and she also pushed him through a window where he fell through the roof of the family kennel and was half-consumed by hounds before his body was retrieved. Considering the poison killed him before he hit the ground, this was quite unnecessary and makes it far more obvious to even the casual observer who was responsible for Claude’s death.
Jacqueline is just as manipulative and cunning as her grandfather was, ruling the land through secrets and bringing down her opposition through rumors and misinformation. It is said the nobility trade more in secrets than coin in Richemulot and that a commoner may gain status by simply hearing the right rumor and knowing how to weld it. 
Instead of pitting her family against one another, Jacqueline encourages them to work together, though she herself kills anyone that appears to be working against her. Only her twin sister is the exception to this. Curious. Does Jacqueline have some form of misguided affection for her sister? Is this why she has all of Louise’s lovers and friends killed? Regardless of the reasoning, it is abundantly clear that Jacqueline does not take competition for her affections well.
She is patriotic and wishes to bring prosperity to her Domain. Of course, the prosperity she strives for would result in the end of humanity, but she does try.  Though there’s no formal militia in Richemulot, she expects all of her people to take up arms to defend the realm. So, her defense is the equivalent of untrained peasants with pitchforks. Drakov’s ever-failing attempts at conquering her Domain must be particularly crushing for the little mercenary. Still, he seems to have created enough stir in Richemulot to encourage Jacqueline to sign the Treaty of Four Towers with Borca, Dementlieu, and Mordent in defence against the war-hungry, impaling-loving idiot. 
Jacqueline’s curse is to only appear in her rat form to those she loves. A fact she discovered when she fell in love with the nobleman Henri DuBois. She attempted to inflict him with her lycanthropy but he managed to not only escape that fate, but Richemulot as well. Jacqueline, a word to the wise, if one cannot accept you in your rat form, are they really worth all this pinning and crippling monophobia?
Jacqueline is a formidable combatant, but only when she is surrounded by her allies. She can speak with rats, take mist form like a vampire, and climb along almost any surface. However, when she is alone, her monophobia cripples her to a point where she can easily be defeated.
Considering the majority of her people do not know of her wererat affliction, her mastery of manipulation and control, and easy defeat of Claude; Jacqueline is not a Darklord to be underestimated. Though, if one learns her fears she can be easily taken out by a well-placed assassin. I will grant her three skulls.
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Domain: Richemulot Domain Formation:  Unspecified (694 BC older editions) Power Level: 💀💀⚫⚫⚫ Sources: Van Richten’s Guide to Ravenloft (5e)
The “good” Doctor’s new guide indicates that Jacqueline is not a natural born wererat, but was inflicted with the curse instead. Does this mean one could simply cast ‘Remove Curse’ upon her person to effectively neutralize her? Or any of her family members seeing as she changed all of them herself? Our Tormentors rarely make things that easy, but a theory I encourage any with such abilities to try. 
Born into the Renier noble family, Jacqueline analyzed the changes in her city as the commoners became more wealthy. To Jacqueline this was viewed as a threat to her family’s position. Would a wealthy class of commoners abide by the rules of nobility if they have no need of them? And though Jacqueline shared her concerns with her family, the other Reniers ignored them, content with these inevitable changes.
Without her family’s assistance, Jacqueline was left to her own machinations. This eventually led her to discover a secret society of esteemed families that called themselves the Trueblood Council…which ended up being made of a bunch of filthy commoner wererats.
She was disgusted to find this filth in place of what she imagined as elite masterminds. Given the amount of gold she spent on gaining membership, perhaps she should have done a bit more research on them? Was it really THAT surprising they ended up being wererats considering their secret meeting location was the sewers? Regardless as she cursed and spit upon them, they made her into a wererat. 
Jacqueline easily adapted to her life as a wererat and swiftly infected all of the Reniers. Except for her twin sister, Louise, who resisted. For her insolence, Louise was disfigured and cast out. In order to gain control of the city, Jacqueline unified the wererats and together they created the Gnawing Plague. However, instead of becoming the savior to the people when they begged for her assistance, she let them die, finding her hatred of the commoners replaced with a hatred for all non-wererats. Who exactly are you ruling over if everyone is dead? Well, no one is the answer and the Mists took her after the last person in Richemulot died.
Now Jacqueline rules half-empty cities in the land of Richemulot, but can only maintain her rule by controlled releases of the Gnawing Plague in order to suppress those that would rise up against her. Given the apparently disposable armies of rats, wererats, and animated armor stuffed with rats she has control over, this seems an unnecessary tactic. Not to mention the populace cannot be all that intelligent given their lack of awareness of Reniers affliction. Jacqueline wears a shawl of rats, rat shoes, and a rat bracelet. Her love of rats could not be more apparent and the rats are known to be the cause of the plague.
No wonder she has no love of ruling over her idiotic populace. I doubt they pose any real challenge for her. Her torments are rather weak compared to other Darklords. She dislikes ruling, misses decadence yet causes such things to be nonexistent with her plagues and has to keep on creating plagues? I would take those anyday over what I have to endure.
Jacqueline can control and communicate any rat in her Domain and mostly uses them as spies. Otherwise, she is an inflicted wererat who has a love for creating plagues. Considering her control would easily break if the labs that created said plagues were destroyed, I consider this version of Jackie to be less powerful than in previous versions. 2.5 Skulls.
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thydungeongal · 3 months
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Someone in that super long thread brought up the 2e class-specific XP idea (fighters get experience for dealing the killing blow, thieves get experience for finding treasure, etc.), and I'm curious your thoughts on it. I started playing in 3e, and that probably affects my opinion, but the idea of the character levels drifting because individuals are getting "bonus xp" just sounds like it would make life so much harder. Of course, I've also heard that in 2e different classes had different xp requirements to level up, which is also mind-blowing to me.
I haven't played AD&D 2e specifically so individual class-based XP awards are not something I've experienced, but I've got some context I can give to the other questions :)
Pre-WotC D&D was kind of a hodgepodge held together by duct tape but there were some good ideas underneath all the jank! The different XP tables for all the classes are one such example, because it meant not all classes had to be balanced against each other because theoretically the balance could be enforced through differing XP goals. I won't say it was ever perfect, but there was something to it: Clerics and Thieves which started with relatively little would hit their second level first, with Fighters soon to follow, and Magic-Users... Well okay, since playing a 1st-level Magic-User kinda sucked already it was kinda bad that they had to wait the longest to get through the early levels. It was by no means perfect.
So levels were very much not expected not to be uniform across a whole party. Even characters of the same classes across the same party could have different either because of individualized rewards like the ones in AD&D 2e, bonus XP from high ability scores (a questionable design choice imo), and actually participating in games! The idea very much was that you had to be there for a game for your character to level up. It wasn't there just to reward attendance or punish missing sessions, but as far as I've understood there also was something of a tradition of not tying your character down to a specific campaign or narrative. Gonad the Barbarian could appear in Steve's campaign, The Chronicles of Steve, one week, only to guest star in Liz's campaign, The Legend of Elizabethia.
I know this may sound downright bizarre to many modern RPGers, but it's actually a really fun playstyle, and idk I think we should bring back the idea of just taking Your Guy across multiple different tables across the universe.
Also, one more cool thing about the old class experience point tables: they served to balance multiclass characters! Of course in those days multiclass characters worked completely differently: you picked your character's (at most three) classes at character creation and were married to them, and every time your character gained experience you would divide them up between all their classes. And each of their classes advanced individually.
So assuming had a party consisting of Beef the Thief and Eric the Cleric and Blighter-Dave the Fighter/Mage: Beef needs 1,250 to get to second level. Eric needs 1,500. Blighter-Dave needs 2,000 for Fighter, 2,500 for Mage.
At 2,500 XP Beef is actually at 3rd level (the amount of XP needed for a Thief to get to level 3), Eric is at level 2 and 500 short of level 3, and Blighter-Dave is still at level 1/1, because he's had to divide his XP between two classes. But because the XP needed to advance doesn't grow linearly, while Blighter-Dave will never quite catch up to his friends, once their levels start plateauing he will only be one or two levels behind his pals in his highest class level.
And I think that's pretty neat!
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