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#carrion pc
geckoodles · 1 year
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Whenever the Druid of Malikay is near, Carrion will perform ritualistic consumption of the dead at the request of those around him. It honours his god - and works to both protect the deceased and those they could hurt if not disposed of.
One big D&D commission for @wraithposessed as well as another PC from their party!
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thecreaturecodex · 2 months
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One specific question, one general one.
The specific - What's a good monster, related to plants, undead, or both, to use when representing something that, let's say, fell from the sky, crashed in a lumber yard, and when a usually cold-hearted, fearless boss comes to investigate, it scares him so much for the rest of his life that he tells nobody and immediately abandons the camp? Something that's terrifying, but something that wouldn't just kill him outright. I wanna introduce a bit of terror to my party since in-game, it's coming close to the equivalent of the Halloween season.
The more general (and maybe more important one) - How do you manage your own disparate ideas into a more cohesive homebrew storyline? I've got a lot of ideas and themes but I'm realizing my choice paralysis and desire to do something cool for my players is hindering me in tying together themes to make something that will actually be in service to the players fun.
Big fan for actual years, btw. You're one of the best homebrew writers and a vital part of our group's games in Red Hand, Shackled City, and eventually Age of Worms. Thank you for your work.
Thank you so much for your kind words!
Now, for your first question, I do have a fair amount of plants from space in the Codex, since it's a popular SF trope. The hyphal brain, vegalpree or beula could all serve the role you have in mind.
For the second, well, I'd say don't be afraid to be self-indulgent. Not every idea needs to tie into a Big Theme, and the players, if they're bought in, might end up supplying some of the linkages for you. Probably the best homebrew game I've ever run was Sharn Freelance Police, which was a D&D 3.5 game set in Eberron, where the PCs were detectives. It was intended to be a case of the week investigative game, and by the end of it had all sorts of recurring plots, villains and an overarching theme. By the end, it was about the arms dealing House Cannith working with the Order of the Emerald Claw in order to cause a civil war in Kaarnath, ending with Vol coming out of the shadows to claim the throne and start openly engaging in eugenics. But that plot wasn't in every session, and a lot of the cases they took were random one-offs that tied into stuff I had on hand or things I was into. There was a session that was a parody of Sweeney Todd, but it turned out it was dire rats being baked into pies when they thought it was people. There was a scientist interested in monsters who consulted on cases about aberrations and symbionts, who ended up using what he got from the Freelance Police to mutate himself and try his hand at supervillainy. There was even an arc where one of the characters died, came back as the undead, and didn't tell anyone for a couple of weeks. And despite the big mishmash of tones and themes, everyone had a great time, and that game and its characters are still remembered fondly almost 20 years later.
And looking at those APs you mentioned, they also kind of go all over the place. Age of Worms, for example. Telling the story of discovering and fighting against the cult of a undead-themed demigod doesn't need to have a tournament arc, or a fancy dinner party in a palace full of sideshow performers, or a canyon where giants breed carrion crawlers to make siege weapon ammo... but all of that makes the game a lot of fun.
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daitranscripts · 2 months
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What Pride had Wrought Pt. 11
Petitioner's Chambers
What Pride had Wrought Masterpost Previous: The Ancient Crypts Previous: Hall of Shrines
The party enters a large room that looks empty. Morrigan turns as they walk.
Morrigan: ‘Tis not what I expected. What was this chamber used for… Hmm.
A number of Sentinel appear behind them in a flash of smoke.
PC: We’re being watched.
As they continue into the chamber, an elf walks out on the dias.
Abelas: Venavis. You… are unlike the other invaders.
Abelas (Solas in party): You stumble down our paths at the side of one of our own. Abelas (Sera in party): You stumble down our paths alongside elvhen, or at least those having our features. Abelas (Dalish PC): You have the features of those who call themselves elvhen.
Abelas: You bear the mark of magic which is… familiar. How has this come to pass? What is your connection to those who first disturbed our slumber?
Dialogue options:
General: They are my enemies. PC: They are my enemies, as well as yours. ㅤㅤ ㅤ ㅤ
General: “Our slumber”? PC: I don’t understand the “slumber” bit. Who are you? ㅤㅤ ㅤ ㅤ
General: First tell me who you are. PC: I won’t be interrogated at sword point. Declare yourself.
Abelas: I am called Abelas. We are Sentinels, tasked with standing against those who trespass on sacred ground. We wake only to fight, to preserve this place. Our numbers diminish with each invasion. I know what you seek. Like all who have come before, you wish to drink from the vir’abelasan.
Morrigan: “The Place of the Way of Sorrows.” He speaks of the Well!
Abelas: It is not for you. It is not for any of you.
1 - Dialogue options:
Investigate: You’re actual ancient elves? [2]
Investigate: What is the Well? [3]
Special: Solas, talk to him. [4]
Special (Dalish PC): The elves need you! [5]
General: We mean you no harm. [6]
General: That Well could be useful. [7]
General: We came to stop Corypheus. [8]
2 - Investigate: You’re actual ancient elves? PC: So… you’re elves from ancient times? Before the Tevinter Imperium destroyed Arlathan?
Abelas (Dorian not in party): The shemlen did not destroy Arlathan. We elvhen warred upon ourselves. By the time the doors to this sanctuary closed, our time was over. We awaken only when called, and each time find the world more foreign than before. It is meaningless. We endure. The vir’abelasan must be preserved. [back to 1]
Abelas (Dorian in party): The shemlen did not destroy Arlathan. We elven warred upon ourselves. By the time the doors to this sanctuary closed, our time was over. Dorian: Wait… that’s not right. What are you saying? Abelas: You would not know truth. Shemlen history is as short as the pool of your years. Dorian: What did the Imperium do, then? Are you saying it wasn’t a war? Abelas: The “war” of carrion feasting upon a corpse, yes. We awaken only when called, and each time find the world more foreign than before. It is meaningless. We endure. The vir’abelasan must be preserved. [back to 1]
3 - Investigate: What is the Well? PC: What is this vir’abelasan, exactly? Abelas: It is a path, one walked only by those who toiled in Mythal’s favor. Morrigan: He speaks of priests, perhaps? Abelas: More than that you need not know. [back to 1]
4 - Special: Solas, talk to him. PC: Solas, perhaps he’ll listen to you. Solas: What shall I say, Inquisitor? Shall I sway him from a millennia of service by virtue of our shared blood? He clings to all that remains of his world, because he lacks the power to restore it. [back to 1]
5 - Special: The elves need you! PC: Our people have lost everything. They need you. They could learn from you! Abelas: “Our” people? The ones we see in the forest, shadows wearing vallaslin? You are not my people. And you have invaded our sanctum as readily as the shemlen. PC (completed rituals): We knew this place was sacred. We’ve respected it as best we could. Abelas: I believe you. PC (did not complete rituals): We came to stop them. Abelas: I do not believe you.
6 - General: We mean you no harm. PC: We did not come here to fight you, nor to steal from your temple. Abelas (completed rituals): I believe you. Abelas (did not complete rituals): I do not believe you.
7 - General: That Well could be useful. PC: If the Well of Sorrows is a source of power, now is when it’s needed. Abelas: It is not power. Not such as you could use, even if I permitted it. PC: Yet Corypheus’s minions are here to claim it. Unless you’ve defeated them already. Abelas (completed rituals): We have not. Abelas (did not complete rituals): We shall fight them as we shall fight you.
8 - General: We came to stop Corypheus. PC: We came to stop Corypheus. He’s here to take your well, not I. Abelas (completed rituals): I believe you. Abelas (did not complete rituals): I do not believe you.
9 - Scene continues.
Choice dependent dialogue:
Completed rituals [10]
Did not complete rituals [11]
10 - Completed rituals
Abelas: Trespassers you are, but you have followed rites of petition. You have shown respect to Mythal. If these others are enemies of yours, we will aid you in destroying them. When this is done, you shall be permitted to depart… and never return.
Party comments:
Solas: This is our goal, is it not? There is no reason to fight these Sentinels.
Sera: So they can stab us in the back afterwards? Stuff that.
Dorian: I’ll admit, the idea of fighting the last of their kind… does not thrill me.
Cassandra: I do not trust them. We know not what they’ll do once the battle is over.
Morrigan: Consider carefully. You must stop Corypheus, yes, but you may also need the Well for your own.
Dialogue options:
We will ally. (Accept the Sentinel elves’ bargain.) [12] + Solas Greatly Approves + Cole Greatly Approves - Sera Disapproves
I don’t trust them. (Refuse the Sentinel’s offer) [13]
We may need that well. (Refuse the Sentinel’s offer) [14]
12 - We will ally. PC: I accept your offer. Abelas: You will be guided to those you seek. As for the vir’abelasan… it shall not be despoiled, even if I must destroy it myself. [15]
13 - I don’t trust them. PC: I refuse. Abelas: As you wish. Our duty is clear. [11]
14 - We may need that well. PC: I refuse. Abelas: As you wish. Our duty is clear. [11]
15 - Scene continues.
Abelas leaves.
Morrigan: No!
Morrigan turns into a raven and gives chase to Abelas.
PC: Morrigan!
Party comments:
Dorian (if in party and asked about ancient elves): He said the elves destroyed themselves, before my countrymen came along. Could that be true? I can hardly believe it.
Dorian (if in party and didn’t ask about ancient elves): One stayed behind. Our guide, I suppose?
Varric: They left someone behind. A handy guide, maybe?
PC: This would be our guide?
Sentinel: Mythal’enaste.
PC: That’s helpful, since Morrigan chased off on her own.
Party comments:
Vivienne: Dear Morrigan left to use the Well herself, undoubtedly.
Solas: She seeks to protect the Well of Sorrows.
Cassandra: She’s worried about this Well, not Corypheus.
Cole: She turned into a bird!
They follow the guide down a twisting hallway into the vaults.
PC: This place looks untouched.
Party comments:
Iron Bull: You have any idea how much this place is worth? Solas: We did not come to cart off the last of elvhen glory. Iron Bull: I’m just saying! PC: Don’t let Solas hear you say that. Iron Bull: Admit it. You were wondering.
Cassandra: The entire temple must have looked like this long ago. How could the elves pour such devotion into this… nonsense? Solas: We can always ask our hosts. Cassandra: I will leave that to you.
Blackwall: I’ve seen Orlesian palaces with less gold. What did the ancient elves do here? Solas: Perhaps it was meant to kindle a sense of awe in visitors.
They continue through the halls.
Sentinel: Penshra! Ghilas vellathan!
Party comments:
Solas: I believe she would prefer that we remain close.
Varric: I think she wants us to go back?
Cassandra: She wants us to stay close.
PC: Just a quick look around.
They hear the sentinels fighting Venatori/red templars.
PC (sided templars): The Sentinels are holding against the Venatori. PC (sided mages): The Sentinels are holding off the red templars.
Party comments:
Solas: We should hurry. Their numbers are not endless.
Dorian: Count your blessings we’re not still fighting both at the same time.
Vivienne: How tragic. Our elven friends might exhaust themselves here.
Varric: Glad we’re not between them.
Sera: Good for something, I guess. If they keep it up.
Solas: Abelas gave us his word. Sera: Well, good for Dusty-Butt.
Cole: They’re dying. Faster than they wanted to.
The sentinel continues to guide them down hallways and up stairs.
Sentinel: Vir sumeil.
PC (Dalish): I’ve never heard that phrase. Can anyone translate? PC (non-Dalish): Can anyone translate?
Solas: “We are close.” Ma serannas, ghilan.
Sera (Solas not in party): I’ll try. (Clears her throat.) Can. You. Talk. Like. Us! Sentinel: Delltash! PC: Never mind.
The PC exits the vaults. Scene ends.
11 - Did not complete rituals: - Solas Greatly Disapproves - Cole Greatly Disapproves - Dorian Greatly Disapproves - Blackwall Disapproves - Sera Approves - Iron Bull Approves
Abelas: Our duty is clear. The vir’abelasan shall not be usurped… even if I must destroy it. Masal din’an.
Abelas leaves.
Morrigan: No!
Morrigan turns into a raven and gives chase to Abelas.
PC: Morrigan!
The Sentinels attack, and the party fights.
Party Comments:
Vivienne: Stop their mages!
Dorian: Watch out for the mages!
Solas: They have mages!
Cassandra: Careful! Their assassins disappear!
Iron Bull: Watch the assassins!
Blackwall: Careful! The have assassins!
Varric: Watch the archers!
Sera: Archers, yeah! Pointy shits!
Cole: Archers! Be careful!
Party comments:
Solas (if in party): That was unnecessary. A pointless waste of life.
Dialogue options:
General: I agree. [16]
General (completed rituals but did not ally): What else could we do? [17]
General: What else could we do? [18]
General: This was their fault. [19]
Don’t respond. [20]
16 - General: I agree. PC: Such a waste. To live through eternity, only to end up like that… Solas: Then perhaps you should have agreed to his deal. Solas: Then perhaps you should have done the rituals, instead of blundering after the magisters.
17 - General: What else could we do? PC: I should have trusted his so-called deal? Solas: Why not? Did he not seem honorable? PC: He’s a guardian, trying to eliminate one group of invaders before the next. Solas: You don’t know that. [21]
18 - General: What else could we do? PC: Were we supposed to lie down and die for those elves? Solas: If we’d completed the rituals, perhaps the Sentinels would have been open to discussion. PC: Would you risk our lives on it? Solas: (Sighs.) No. I would not. [21]
19 - General: This was their fault. PC: I didn’t make them attack, Solas. They’re the ones clinging to their pointless duty. Solas: Pointless, is it? This is their land, not yours. PC: We had to come to stop Corypheus. You followed me here! Solas: (Sighs.) Yes. So I did. [21]
20 - Don’t respond Solas: (Sighs.) I should have known. [21]
21 - Scene continues.
Party comments:
Dorian (if in party and asked about ancient elves): He said the elves destroyed themselves, before my countrymen came along. Could that be true? I can hardly believe it.
Dorian (if in party and didn’t ask about ancient elves): How many centuries have they guarded this place? Only to be gutted for no good reason.
Blackwall: I thought ancient beings were supposed to be wise.
Cole: Sleep, protect, serve. So little of them left, but still they were afraid to lose it.
Iron Bull: Apparently humans aren’t the only stubborn fools on this continent.
Sera: Pfft! How old could they be if they died so stupid? Right?
The party heads through the vaults, fighting sentinels and Venatori/red templars as they go.
PC: This place is like a maze.
Party comments:
Sera: Elfy-elves didn’t want normal people near their precious Well. Vivienne: Is is a maze. This Well of Sorrows was clearly not for the common man.
Varric: You surprised? This temple doesn’t exactly roll out welcome mats.
Cassandra: Be ready. These elven Sentinels will know every turn.
Iron Bull: There better be something good at the end of this.
Cole: Can you hear that ahead? People whispering?
Dorian: Let’s follow the sound of the fighting. That usually works for us.
The party exits the door at the end of the vault.
Next: Confronting Calpernia Next: Confronting Samson
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dmsden · 2 years
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Monster of the Month - Otyugh
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Hullo, Gentle Readers. September is here, the heat seems to finally be dropping a bit, and we have a new Monster of the Month. This month, we're looking at that delightfully disgusting garbage-dweller - the Otyugh. As always, big thanks to Scott Fabianek for providing the wonderfully gross original art.
Otyughs are one of those monsters that're pure D&D. They aren't based on mythology or a story; one must assume they came out of Gary Gygax's imagination. appearing first in 1977's Monster Manual. I've seen speculation that they may be based on the trash-compactor monster from Star Wars (the dianoga if you're as geeky as me), but the Monster Manual came out only about seven months later, so that doesn't seem super-likely.
Otyughs inhabit an important place in a dungeon's ecosystem; they get rid of carrion, offal, and other nasty waste. It's not hard to imagine dungeon dwellers learning to take advantage of an otyugh's presence, throwing their leavings down a pit to be dealt with the nasty thing. "Dump that bucket down the well, but if you hear or see anything funny, move away quick. Old Slargbargh's down there, and he'll eat fresh as soon as rotten."
Looking at an otyugh's stat block, we see a lot of interesting stuff. They're aberrations, which suggests that they originally hail from the Far Realm. This makes sense, given their monstrous appearance, their tentacles, and their touch of psionic power in the form of their limited telepathy (more on that later). Their abilities are decent, but their high Constitution save makes them extremely hearty creature...makes sense that a beast that wallows in filth is unlikely to succumb to poison, disease, and the like.
It has a nice, solid multi-attack of a bite and two tentacles. Given that the tentacles have a 10 foot reach, and they enforce both the Grappled and Restrained conditions on their targets, this is clearly its primary mode of attack. The bite, although shorter in reach, does more damage and carries a very nasty disease. Not only does that impose the Poisoned condition, but it carries a wasting sickness as well that slowly drains the sick person's maximum hit points. While this sounds scary, characters able to take on the otyugh (with its challenge rating of 5) are likely to have access to the lesser restoration spell.
The really fun sounding ability an otyugh has is its power to tentacle slam creatures. The image of this bloated, monstrous creature either slamming grappled opponents into each other, the ground ,a wall, the ceiling, etc is very cinematic. And not only do they take a decent amount of damage (more than the original tentacle damage, actually), but they can be Stunned as well. Very dangerous situation for the PCs.
By far the most unique element of an otyugh encounter is the creature's limited telepathy. Otyughs only speak their own language, but they can transmit simple messages and images to creatures. Since they're not particularly stealthy, this seems like a good way for an otyugh to lure its prey in. As you get closer to the pit, you hear a cry, like a child, from within. You can't make out the words, but they sound so pathetic. Surely you can't abandon the tyke!
As I mentioned before, an otyugh seems like a really likely creature for other dungeon denizens to know about and to use. The bullywugs might pretend they have treasure hidden in the midden pit, or they might tell the PCs that's here they've got the prisoners stashed. When the PCs seem to hear a call for help, that'll add to the scene the bullyugs are laying. But what emerges as they approach, or lashes tentacles out at them, certainly isn't the prisoners. Let's hope the prisoners are elsewhere, because, otherwise, they're likely in the belly of the beast!
This is a monster I would be sure to describe in lavish detail, especially when describing the nauseating smell of it, the sucking, smacking sounds of its huge mouth, the pain of the piercing tentacle barbs, and the foul breath and rotten teeth as someone gets dragged into a bite. I would 100% play up the scene for complete grossness.
I hope this article has you drooling to add an otyugh to your adventure. Next month is October, so we're bringing a creepy creature of darkness from Japanese mythology into the light. Until then, may you spot the otyugh in the garbage before it spots you!
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femboyhunting · 10 months
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The more I think sort of offhandedly about the dynamic Bailey and my pc have the more weirdly attached I get to it. Like Mikie is very adamant of proving himself to be an asset to Bailey in a way that still cements his independence and competence. He started off hating Bailey, thinking of him as the ultimate antagonist in his life. The human embodiment of everything Mikie hates about this whole putrid world and his whole pathetic life.
He's incredibly goal driven, he needs to have something to work towards or else he falls apart. So he pinned up a picture of Bailey to the dart board in his room and declared that one day he's going to beat the absolute bloody shit out of him, empty his safe, and run away with Robin in tow. But then the world started opening up to him like carrion cracking and expanding from bloat as it rots and Mikie learned two things at once. Firstly, that there are a lot more threats out there than just Bailey, things more ancient and powerful than he could really comprehend, as well as those more mundane threats that somehow managed to rival Bailey in sinister intent. And secondly, that Bailey is far far more powerful and with influence much father reaching than he'd thought. In fact, Bailey must be one of the kingpins of Doltown's criminal underbelly. Mikie had been naive to think he could take him down that easy.
So. Change of plan. Mikie's going to have to be smart about this. Bailey's a piece of money hungry orphan farming shit but he also represents a degree of protection that Mikie knows he needs to survive. It's not lost on him how people react to the B word. How many times has he seen someone tremble at the mention of Bailey's name? How many times now has Bailey removed him from a new fresh hell he was sure was inescapable? Being on Bailey's side? That's safety Mikie can't secure on his own. What does his own name evoke? An image of the towns unwilling bicycle? The fact of the matter is that he needs Bailey. And he wants Bailey to know that he needs him right back.
Mikie doesn't fawn and beg for Bailey to need him. Even if he thought that would actually work, he doesn't think he'd even physically be capable of it. No he tries to prove he's strong. A valuable asset not just as pretty body or an object you can pawn off. But because he's smart, driven, and capable. And irreplaceable. He doesn't stop rebelling. He makes calculated moves to get under Baileys skin. He rallies the orphans. Bailey fetches him from yet another misadventure and later Mikie showes up in his office with a stack of bills that he drops on his desk. Mikie answers his incredulous scowl with the explanation that he wanted to show he was grateful to him for the rescue, the money is a thank you. But his tone doesn't really sound "grateful" and his eyes are intense. He wants to say "I'm valuable, you want to keep me safe". He wants to say "You want me as an ally because I'm enough of a fucking problem that you don't want me as an enemy".
He needs Bailey to trust him, to need him. Because that's when he'll be most vulnerable. That's the only possible way Mikie could even dream of taking him down.
So they do their little power play dance. Mikie tries to prove himself both useful (and low-key a threat) to Bailey. He doesn't think of him as The big bad of his life, he's met a lot of bigger eviler bads. In fact, he's almost a protective force. Their back and forth and banter almost feels playful sometimes. Bailey tears down posters of his caricature that say "why are you Breathing when you could be making me money" off the walls of the orphanage and he immediately knows that somehow someway this is Mikie's doing. Mikie calls him an orphan farmer Bailey calls him a parasite. Mike tells him he should think about getting a pet dog for the kids. Bailey says Mikie's already the pet dog and Mikie says he's really more of a cat. Something has changed. Not drastically. But Mikie thinks of Bailey a bit differently, and he hasn't even realized it himself.
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negentropies · 5 months
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im back 9 under romance, and 10 under story specific <3
the way i forgor about these . anyway
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How do they react if the PC has sex with Mizora? The Emperor?  Haarlep?
for griseis, having sex with mizora will have different outcomes depending on whether she's faced orin and on the results of that duel. while she's still stricken with her urges, she won't necessarily break up with you yet—she limits physical intimacy with you for fear that she'll do what she's always done to those she's loved: kill you. so, if you tell her that it was purely for physical satisfaction, she won't be happy, but she won't immediately leave you. however, if you try to convince her it was all mizora's fault and you were being manipulated, she'll sniff out the lie and break up with you on the spot. if you sleep with mizora after confronting orin, a griseis who didn't accept bhaal will leave you no matter your justification, while the chosen of bhaal will break up with you AND kill you in your sleep, so you'll need someone in your party with revivify in the morning. if you sleep with the emperor, she will pretend it never happened. it's a bit hard to confront your lover if you dreamt that they had sex with a squid, even if it DID kind of happen? it's weird and she has 8 intelligence and her head hurts trying to think about how any of this works, so it's better if she just didn't think about it at all. she'll disapprove if you sleep with haarlep. you should have just let her kill them, you know? but if you follow through and start experiencing the side effects of your incubus contract, she will anger on your behalf, and she'll sympathize with your plight. she knows perfectly well what it's like to lose control over your body—what it's like to be subjected to the will of one who claims ownership over your very being. it's violating. she'll tell you you cannot give in. she won't let you. your mind must remain yours. and regardless, it's never too late for a bit of incubus hunting through the hells. (the chosen of bhaal will tell you that you knew what you were in for, and that you brought this upon yourself. still, it wouldn't do for her partner to know the touch of devils. after the absolute is yours, she shall make sure to end haarlep personally.)
hymn will break up with you for mizora, flat out. they'll ask if you had fun, and they'll spend the rest of the campaign making snide comments and passive aggressive jokes at your expense. kind of like bugged gale, they don't consider the two of you particularly close unless you uncover their history at the bhaal temple. you're a nice-to-have, not a necessity. sleeping with mizora is less about breaking their trust and more about them losing respect for you, so they won't be too down about leaving you. hymn will also pretend they didn't walk in on you and the emperor, but that won't stop them asking you several odd questions afterward, including waiting to know your opinion on calamari, and whether you think illithid flesh would be textured more like fish or jelly. hymn will disapprove of sleeping with haarlep, but will understand it from the perspective of self-preservation. if a contract with an incubus had spared them their original death, then they can't say they wouldn't have taken it. you can endure it, they'll promise. by ilmater's grace, you can endure it. and they don't know how effective they'd be at chasing down an incubus, but surely there are other ways of breaking these kinds of contracts?
How do they react if the PC licks the dead spider in the Gauntlet of Shar?
[Give it a lick.] « Griseis disapproves. » "I am not one to sneer at carrion, but this is rather on the... stale side, isn't it?" [Lick it again.] « Griseis disapproves. » "If you like licking dead spiders so much, I'll find you a fresh one. This is an embarrassment."
[Give it a lick.] « Hymn disapproves. » "Are you...? Well. I knew your tastes ran exotic, but—a dead spider? Really?" [Lick it again.] « Hymn disapproves. » "I'm not healing you after this. Poison yourself to death; see if I care."
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c-rowlesdraws · 2 years
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time to answer a bunch more asks about Sweet Pea, Nettle, and DnD! Jesus christ, you guys (gender-neutral, affectionate). Leading with a couple asks about food, because now it’s on my mind...
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@demnted-dwarf-wizard​ An average human would be a lot— I think it would take a few gnolls to finish one of those. (j/k j/k)
I think they generally do eat a bit more than an average human, because they’re generally larger creatures than an average human. A terrible, insatiable appetite is part of their monstrous reputation, and there’s some truth to it; they’re built to survive harsh conditions, so they can eat a lot at once if they want to. Ask Nettle about the time Sweet Pea discovered pasta. (Or don’t.) But many clans, like Sweet Pea’s, live in balance with the ecosystem around them, not hunting more than what animal populations can replenish. And every part of what they hunt is eaten or used in some way, like in making tools or clothes-- absolutely nothing is wasted.
They’re hunters first and scavengers second, just like real spotted hyenas, but they don’t mind scavenging. If other people think that’s “gross” because they can’t appreciate the flavors and smells of carrion and aren’t constitutionally strong enough to eat it, that’s on them.
I can see gnolls living in towns and cities being very into dumpster-diving. It’s amazing, what some places just throw out. 😔🍕🌯🍰🥐
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@kinsey3furry300​ this whole thing is so cute and interesting that I’ve been hoarding it. I never knew you could gather ant larvae that way! SP is really the one who’s more knowledgeable about outdoorsy survival stuff, although Nettle knows things, too. She’s very good at identifying mushrooms.
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nettle. ✅
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she’s a little over 6 feet tall! Most of that is neck. My gnolls have long necks and torsos, and proportionally short legs.
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a little guy! My first impulse was to be like, “wait, aren’t kitsune a thing?” but kitsune are different and special and they’re their own thing. I hope you can convince your DM to let you be a little tiny big-eared fox guy.
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@kittysune2000​ I love all the different kinds of furries and monsters you can be in DnD and Pathfinder (and beyond). Letting people just be creatures is so great. I love ratfolk, they sound adorable-- and I also love kobolds! A oneshot I played recently with some work friends actually went off the rails when our party got ambushed by a couple kobolds and, instead of killing them like the DM expected us to, we took them prisoner to act as our guides through a gem mine, asked them their life stories, and encouraged their fellow kobold minions to revolt against their mean manager. Afterwards, we set them free with a gem each and encouraged them to look for better jobs. Godspeed, little guys.
I’ve also seen a couple examples of people making mimics into PCs, and that’s delightful. Any little minor enemy monster getting to be a main character is my jam.
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I don’t own any 5e books (yet)! My secret is having friends who do own books who will loan them to me, and a DM who sends his players PDFs of books he wants us to read.
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@half-blood-goods​ I wrote about SP’s family over here!
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pursuedbyamemoryy · 6 months
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HI DAWN !! coming into ur inbox (for the first time?! 🙀✨) just to greet ya hehe >:)) i hope u r doing well !!! OKAY just to talk a bit. i've never rlly been into fnaf aside from being rlly invested in lore (i just wasn't an fnaf kid if that makes sense 🥺) BUT AAA MY FRIENDS WHO R INTO IT want to drag me to watch and ofc i will BUT just wondering for fun. did u enjoy!! wld u recommend!! (HEHE HAVE A GOOD DAY) <33 (also i never said yet but u are so based for spiderverse cod rdr. love them all sm. AND HOZIER the best ever. i barely know dead poets society but wld u recommend it !! ;O heehee)
OMG HIIIII!!! i’ve been good, i hope you’re doing well too <33 thank you for checking in 😇😇!!
honestly not being super into fnaf is so valid, i played a couple of games here and only learned the lore like last year because THERES SO MUCH??? and it’s so confusing like wtf? but omg i hope you have fun when you see the movie!!! i def recommend it! they didn’t follow the lore completely but that definitely doesn’t mean it was bad, it was a fun movie, i liked it!! ( except for the other people in the theater because they were so loud and disrespectful the entire movie like it was SO BAD but aside from that i enjoyed it ) josh hutcherson is also so hot in the movie and no i will not shut up about it!!
ALSO AHHHH i miss my spiderverse era omg i was SOOO into it i think i need to rewatch the movies again. and rdr2 is like my favorite game ever i could talk about it for hours genuinely. i’m currently on my second play through and i’m almost done w the game again and i’m going for low honor this time UGHHH IM NOT READY FOR THE ENDING 😭😭 i cried so hard my first play through. i also need to play rdr1 and i even borrowed my friends xbox for it but i’ve always been a pc player so i CANNOT play on a controller like i struggle so bad for no reason LMAOO
HOZIER. DONT EVEN GET ME STARTED UGHHHH i love him so so much his music means everything to me. and i will never shut up about how i saw him live!!! current fav song has to be either i carrion or abstract. or maybe dinner & diatribes. or like his whole discography yk???
as for dps it’s such a good movie!! this sounds so dramatic but tbh it changed the way i view poetry and literature overall ( i was never super into poetry but after watching i’ve taken an interest to it ) as well as just like… life?? and taking different opportunities and doing things you love and such. definitely definitely recommend it <33 - tw for suicide towards the end but everyone just kind of pretends that part never happens LMAO. it’s also like not graphic there’s no blood or anything ( he’s not dead your honor!!! he’s alive and happy and in love!!! )
i rambled a bit but omg y’all!!! talk to me in my inbox more i had sm fun w this HEHE
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dainesanddaffodils · 6 months
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tagged, in essence, by @gavotteangel Thank you ;)
last song: I, Carrion (Icarian) by Hozier
favorite color: teal
currently watching: Only Murders in the Building
last movie: Bottoms, movie of the year
sweet, spicy, or savory? all of the above? if I had to choose, savory, but it's close
relationship status: in a relationship :3
current obsession: my own fucking novel WIP honestly... and also callowmoore
last thing i googled: Dealing with Dragons, because I wanted to show my love the character I named my ffxvi pc after lol
tagging... the girl (gender neutral) reading this lmao
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vvanessaives · 6 months
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7 and 9 from the general asks!
companion!tav ask game.
thank you for the ask!! sorry it took me a few weeks to reply fjsdhfkj <3 question 7 got a bit too long i'm afraid
7. Do they have their own personal quest that spans the course of the game? Can it take different branching paths depending on the choices the Player Character makes?
OHH i've Thought of this...capital T. Violante's quest would revolve around letting go of the past/breaking the cycle vs falling right back into the same toxic dynamics. she asks to the PC to help her free herself of a "soul" that torments her, she'd tell that her patron demanded a sacrifice to form the pact so she did as asked. unlucky twist of fate, her victim's soul seems to have tied itself with hers. her mind is filled with whispers and it's slowly breaking her psyche. she wants to get rid of it. ofc she's NOT saying the whole truth, how the person she killed was her best friend Ruven and the exact details of his death (like the fact he was the one to try to sacrifice her for power). her quest is filled with unsaid truths i'm afraid because she's not ready to disclose the full story of what went on that day or of the state of her mind. by the end of act 2 she will reveal the full story. she'd ask to find the necromancy of thay to learn a way to finally separate them in act 1 > requires to speak with Balthazar in act 2 > meeting with Mystic Carrion in act 3.
thanks to the necromancy of thay Violante learns that she can indeed get rid of Ruven BUT she can also bring him back to life. she doesn't reveal this detail until end act 2, when the idea of finally reuniting with her best friend, lover, executioner starts to posses her thoughts. the PC will have 2 options when meeting Mystic Carrion: finally separate Violante's psyche from the ghost of the past or indulge in her desire to bring him back at the price of an eternal servitude to Carrion. the thing is..for the whole quest Violante will convince the PC that this IS what she actually wants. it's grief that speaks here, nothing good will come from bringing back someone that did more bad than good to her. she misses companionship, "a piece of myself", so bad that she literally doesn't care of selling herself to yet another form of servitude.
if you allow her to resurrect Ruven (which can also have interesting outcomes) she will be pleased but basically doomed to an eternity of false fulfillment, trapping her back into the same toxic dynamics with Ruven. if you convince her to give it up and be free she will...see reason. understand that she was being foolish and that it's better to leave the past in the past and deads to their own rest. Violante's mind will be finally her own (well, beside the tadpole) for the first time in more than 10 years. she can have two more outcomes: either learns to live her life as it should be, her own, or later finds a way to end it, unable to sustain a future that has no meaning, she succumbs to the void that splits open her chest. to prevent that it's very important to help and support her through a journey of healing throughout the story, show her that life can and will go on. MUCH patience is recommended with Violante. so much more delicious drama could be added if she ends up being the RO companion as well hehe
9. Does your Tav have any escalating conflicts with one of the other companions, like Lae’zel and Shadowheart’s knife-fight?
Violante is mean and off-putting so i'm sure she'd fight half the people in camp at least once if provoked but i wouldn't say she has any big rivalry. i think her and Karlach would have the most difficult time since they are basically one the opposite of the other, plus they share past involvement with a certain lord and while both would gladly skin him alive they have completely different reasons for it (rightful payback for selling her off to an archdevil vs psychosexual obsession). i also see her having some "rivalry" with Minthara but like homosexual type of rivalry, they would end up in a knife-fight but it would be sexual. fun girls activities!!
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tiny-souless-thing · 10 months
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All the DnD/Pathfinder pcs I’ve played over the years (save M.V. and another one shot character I forgot about) These are ones who’ve gotten actual sessions- except the last who was in concept stage for an upcoming game when I made this.
Excited to keep adding to them: 
Calligula | Human | Fighter
Coast | Water Genasi | Rogue
Ferris | Centaur | Fighter
Caeldrim | Half-Elf |Whisper Bard
Quora | Aasimar | Paladin (D&D: Curse of Strahd)
Quest | Tielfing | Bard
Euros | Sylph | Fighter (PF: Rise of the Runelords)
Valentin | Half-Elf | Grave Cleric of the Raven Queen
Jett | Human | Carnivalist Rogue (PF: Curse of the Crimson Throne)
Atticus | Human-Passing Tiefling | Investigator (PF: Carrion Crown)
JuLai | Undine | Sea Witch (PF: Skulls and Shackles) (upcoming)
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Trinkets, 57: Interesting baubles, semi magical objects and items touched by mystery.
A model hypercube carved from green crystal, showcasing the fourth dimension.
A polished, spherical chunk of crystal and stone aligned to the plane of existence associated with the divine concept of Random Godly Domain.
A glass phial of a cologne that smells like summer in the forest.
A stone shaped like a mushroom. At night, an illusory, tiny gnome dances on it.
A sealable scroll tube that consumes a complete set of architectural plans for a large cathedral with a network of caverns and underground chambers indicated. Knowledgeable PC’s will discover that there appears to be a way into the cathedral through the underground chambers. The route appears to only contain one locked door.
A bird call made from gold-colored wood that sounds like someone with laryngitis calling out the name “Frank”.
The shed carapace of a scorpion, glittering golden green and trimmed by dipping in molten gold.
A human skull overgrown with mushrooms. By some means of barely perceivable locomotion, it creeps towards nearby sources of carrion and when the skull somehow gets meat into its bony mouth, the mushrooms to grow noticeably larger.
An unsettling effigy assembled in service to a mysterious deity.
A cloak pin made of iron in the shape of two hammers joined by a semicircular haft.
—Click Here to be directed to the Hotlinks To All Tables post, which provides (As you might have guessed) convenient links to all of the loot and resource tables this blog has.
—Keep reading for 90 more trinkets.
—Note: The previous 10 items are repeated for easier rolling on a d100.
A model hypercube carved from green crystal, showcasing the fourth dimension.
A polished, spherical chunk of crystal and stone aligned to the plane of existence associated with the divine concept of Random Godly Domain.
A glass phial of a cologne that smells like summer in the forest.
A stone shaped like a mushroom. At night, an illusory, tiny gnome dances on it.
A sealable scroll tube that consumes a complete set of architectural plans for a large cathedral with a network of caverns and underground chambers indicated. Knowledgeable PC’s will discover that there appears to be a way into the cathedral through the underground chambers. The route appears to only contain one locked door.
A bird call made from gold-colored wood that sounds like someone with laryngitis calling out the name “Frank”.
The shed carapace of a scorpion, glittering golden green and trimmed by dipping in molten gold.
A human skull overgrown with mushrooms. By some means of barely perceivable locomotion, it creeps towards nearby sources of carrion and when the skull somehow gets meat into its bony mouth, the mushrooms to grow noticeably larger.
An unsettling effigy assembled in service to a mysterious deity.
A cloak pin made of iron in the shape of two hammers joined by a semicircular haft.
A delicate silver cameo with pictures of twin children opposite one another.
A set of infernal robes that appear to have been cleverly assembled from the skins of humans, devils and demons. The clothing gives off an aura of sadistic dominance.
A dark blue scarf that gets lighter in shade the higher the altitude of the bearer.
A tailor’s kit that contains a selection of needles, pins, a measuring tape, a thimble, a pincushion, and lengths of thread and embroidery floss in several colors.
A yellowed bone needle that glows when in or around a haystack.
A heart-shaped locket with a badly painted portrait of a woman inside.
An unfinished watercolor painting of a landscape featuring a castle.
A sealed, one-gallon cask on which is stamped with the name “Frost-touch Ale”. The drink stored within is cool, refreshing, with a hint of mint, lightly dusted with dry winter air. Frost-touch Ale is the perfect ale to drink after the long hard day of adventuring. After seven sips of this wintry brew, the drinker’s breath turns to mist and frost whenever they breathe. This effect wears off after about ten minutes of not drinking.
A decently sized, black satin pouch, embroidered with multiple symbols for currency.
A religious text describing the proper observance of a holiday no one has heard of.
A scarf of extraordinary length and multiple colors.
A scroll describing a lost Dwarven city beneath a far-off mountain range.
A hand-mirror of polished bronze with a cedar handle in the shape of a nude male holding the mirror's disk on his shoulders.
A small lifelike painting of a Random Humanoid woman casting a spell.
A pamphlet describing the usage of ear wax as a medical remedy for excessive flatulence.
A fragment of a sheet music that only has one riff that repeats on both sides
A rod of rune-etched copper which glows green in the presence of powerful necromantic magic.
A wicker basket containing six matched ointment flasks carved of blue marble, still sealed with string and waxed signet impressions.
A single, perfect blue iris blossom encased in a crystal prism.
A decorative drinking gourd carved and painted with stalking tigers and jungle motifs. It contains a fiery tasting green potion.
A withered and blackened paw of a small monkey, suspended from an iron chain.
A blood red, silk robe trimmed with black thread, decorated with rooster feathers and tied with a belt of sharkskin.
A plain doorknob, fashioned from brass that looks like any doorknob that you might find in any villa or manor home across the Known Lands.
A flute made of ash and yew which are molded together to form the shape of a baying hound. This flute produces a mournful howl when blown, attracting canines of all types.
A hooded lantern made from steel that has been plated with sheets of hammered white-gold.
A light tan veil, created from the wing membranes of Silt Drakes, of the Great Silt Sea.
A cylindrical jar containing a single large pickled crustacean of unknown origin.
A star chart labeled in an unknown script.
A delicate silver cameo with pictures of twin children opposite one another.
A fetish consisting of the fur of a lamia dipped, in its blood and then wrapped tightly around one of its fangs.
A rotten ogre's tooth with the Elvish glyph for "moon" etched into it.
A tiny pumpkin-shaped cauldron carved out of bog oak
A wide sunhat fashioned from a large lily pad.
A geode containing a dazzling array of clear crystals.
A flat, dark stone with holes bored into it matching the constellations in the night sky.
A large bird feather that seems to dance as it falls.
A piece of paper, burnt and water damaged, stamped with a crest of a fist surrounded by fire.
An angular container holding a sort of powder that resonates with a faint glow. Inscribed are quasi-religious symbols and motivational phrases, in part to inspire the revived to continue onward. A central metal piece holds most of the incense, waiting to be utilized.
A thick leather pouch containing 3d4 large iron coins each shaped like a bell, with a round hole in the center for hanging on a string.
A thick bracelet of highly polished green stone engraved with intricate runes.
A thin willow wand that attracts small and colorful winged insects to you whenever they are present in the local environment. These insects are non-hostile, and flutter about harmlessly. The implement can be used as a spellcasting focus.
A lacquered tarot card entitled “The Heretic”. The insane figure in this card claws at her bleeding eyes and gnashes her teeth, wailing at the moon.
A fine leather wallet containing an official pardon of a recently-caught villain, with the king's adviser's official wax seal.
An arrest warrant for a local outlaw written by an officer of the law.
A waterproof box containing 2d4+2 tindertwigs that can be scrapped along a hard surface to ignite the alchemical head, creating a small, short lived flame. When a tindertwig is struck it releases puffs of lingering smoke that take on the shapes of humanoid faces, animals, and lofty towers.
A goat horn, hollowed into a drinking vessel.
An ivory mask with a vacant expression. A crack runs across the left eye.
A lantern with stained-glass fire patterns.
A paintbrush with fine, silky bristles. The handle is made from polished coral.
A set of intricately tied decorative knots. Knowledgeable PC’s are aware that they're meant to be pinned or tied to clothing according to a local superstition to ward off bad luck.
A heavy, stone disc. It is so old and weathered, it must be from before the cataclysm.
A child's toy fishing rod. A fish made from scrap fabric hangs at the end.
A smoking pipe in the shape of a raven. Its smoke curls into cloud like shapes.
A lovely ivory-colored silk dress with flowing sleeves and tiny pearls sewn at the neckline.
A one-gallon cask filled with almond brandy, a highly-alcoholic liquor from the Moonshae Isles. It has a notably pleasant nutty flavor.
A small sack laden with dried mushrooms harvested from the nearby area.
A petrified egg the size of a person’s head.
A glowing Randomly Colored rock that was once worshipped as a god.
A black wooden scepter that curls into a spiral at the end.
A scorched stone chalice which casts no shadow and seems to weigh far more than it should.
A box of taffy. Just taffy. It’s really good taffy. It’s not magical, but it’s really, really good.
A silver spoon that sweetens any liquid it is dipped into.
A ceramic burial mask of a humanoid face, covered in farewell wishes.
An ivory box decorated with ribbons. Snow placed inside it doesn't melt and remains cold.
A wooden bracelet with glowing runes for “Pain” and “Endurance”
A large six-sided die with suggestions in Dwarvish for romantic dates.
A black iron bottle filled with liquid, stoppered with demon bone and bearing the words “Abyssal Peach Schnapps” scrawled along the bottle in blood. The liqueur was not so much filtered as dredged. Knowledgeable PC’s are aware that it should be kept in a cold, dark place. Also locked. Forgotten as well, if one is wise.
A fey lyre that attracts birds when played.
A perfectly preserved human hand with a beckoning finger.
A battered tinderbox containing flint, steel and kindling. Its bearer has dreams of impending fiery doom.
A glass prism that refracts sunlight into dazzling rainbow colors.
A glass-blown sculpture of a breaching whale.
A set of tattered white robes with a red sun embroidered on the back.
A solid lead key. Touching it to kindling and turning it starts a tiny fire.
An old wooden case with a handful of sand inside. When opened it smells of a sunny day.  
A deed of ownership to a remote estate on the edge of a haunted cemetery.
A large ceramic shard engraved with part of a star filled landscape.
An ocean map depicting islands that shouldn't exist.
A steel cubed carved with sigils created by a djinni.
A sealed bottle of an alcoholic concoction known as Muquet. This amber colored cordial is a mixture of a fiery wine, fruit juice, and a dash of secret herbs. Muquet used the juice, pulp and rind of a fruit similar to a small orange.
A painting of a cloud, made by a young child.
A pewter coin with a kite on one side and a harpy on the other.
A crystallized spider's web.
A scroll made of birch bark, with an ancient, nonsensical poem written in sylvan inside.
A folding fan with ribs of bronze and webbing of crimson, waxed linen. The tips of the ribs have been sharpened.
A whistle that attracts small mammalian creatures when blown.
A silk pennant embroidered with heraldic symbols.
A set of rotted priest’s robes with an iron sigil ring denoting the rank of a novice member of the order in one of the pockets.
A warm winter scarf made from skunk fur.
A perfect sphere of black glass approximately three inches in diameter. Staring into its depths reveals an orb of absolute darkness with thousands of tiny silver flecks stirring and swirling through it. The sphere is extremely heavy for its size and is comparable to holding a piece of lead of the same volume.
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Welcome | Muses | Characters [PLEASE READ BEFORE INTERACTING]
Welcome to my Blog where you get to talk to me and also visit my RP blogs to roleplay with me!
[Credits go to @plural-userboxes and @wolftails-funkin-arts for the userboxes]
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I also play video games like VR, PC, Playstation, Xbox, and others.
Persona
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Powers
Carrion Powers
Ṛ̸̔ȧ̵̩p̶̰̉t̸͇͋u̶̩̿r̷͚̚è̶͎
Cloud Powers
Heres my persona just in case anybody wants to draw me / my persona in art just make sure to credit my friend @/hahabaldipost if you do
Socials
YouTube | TikTok | Fandom | Steam | Roblox | Discord: TheCloudsOffical#5162 | Twitter | VRChat Username: WhiteredCloud13 b118 |
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OCs
The Seeker
Bio: The Seeker is a young man dressed in a hoodie, dark pants, and a dark yellow mask with a creepy wide smile and sinister and uncanny eyes. The Seeker acts normal around people he knows and trusts but once he is alone by himself he does some creepy things he also only speaks in whispers sometimes. He was driven crazy once he was bullied and abused to the limit to where he is obsessed to dark and disturbing things, Anyone he knows and is friends with he will protect them from anyone else kind of like a Yandere of some sorts. Under the mask he has dark eyes with very big and sharp teeth and wild hair, He has pale skin, blank eyes, and a twisted and creepy smile.
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Other Blogs
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Rules
- No NSFW these go for $ex, vore, and others and the mod is a minor.
-NSFW Accounts can go fuck off.
-Crossovers are Allowed like Marvel, DC, Friday Night Funkin, Cuphead, Bendy and the Ink Machine, Madness Combat, etc
-If you are a pedophile, racist, proshipper, then leave my blog immediately now
-Yes LGBTQ Peps are allowed
-M!A’s Allowed
-RPs Allowed
-Blood and Gore are Allowed (But if you don’t want a RP with gore or blood then it’s your choice)
-You can send me RP Starters the maximum RPs I can do is three or four but I recommend one at a time just so I don’t lose track.
-If I don’t respond to a reblog I may have forgotten so please @ me
-You can kill any of my Muses | Characters
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🕷️🕸️I also make art and do RPs and M!A’s and crossovers with other universes and I might do Spider-Man RP’s sometimes because I’m a big Spider-Man Fan🕸️🕷️
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echonvoid · 1 year
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Hamato kids’ dnd characters
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PCs (DM (not pictures) and then the characters are in order from left to right) oh, and everyone is starting at lvl 3
Mikey: the DM and the one who listened to DnD podcasts and live plays (mostly NADDPOD and Dimension 20 cuz those are my faves) and became obsessed. He got Leo (and eventually everyone else) hooked too while Leo was on bed rest. It was a huge help for everyone’s mental health and trauma processing and shit. A dm on the level of Brennan Lee Mulligan and Matt Mercer
April:
Name: Chrutun Redleaf AKA: Crouton
Pronouns: They/them Gender: Non-binary
Heritage (aka race): Hobgoblin of the Autumn Court
Class: Wild Magic Barbarian
Background: An emissary from the Autumn Court who gets thrown in jail for “impersonating” a visiting royal official. They eventually had to break out in hopes they can get to the Feywild Portal before it closes until next spring. (It’s an equinox based ley line where they’re at)
-Raph-
Name: Catynth “Caty” La Venta
Pronouns: she/der (der/dey) Gender: Transwoman
Heritage: Kobold (black dragon lineage)
Class: Drakewarden Ranger (Fizban’s Treasury of Dragons is where you can find this subclass)
Companion: Wumpus- a couatl wyrmling (one of the few surviving. A sacred animal and a huge honor to be chosen to protect them)
Background: A Relic Collector. She’s a temple guardian from the Eastern Rains. Dey and her traveling party are traveling in search of lost relics stolen from other islands and villages near them by colonizers, raiders, and “archeologists” (*cough cough* Indiana Jones *cough*) She’s also responsible for a recent religious artifact that surprised everyone by hatching. Turns out it wasn’t an old amber carving
-Leon-
Name: Carrion “Cari” Southaven
Pronouns: He/They (?) Gender: Genderqueer
Heritage: Orc Tiefling
Class: Circle of Wildfire Druid
Familiar: Ten (a Marten fire spirit)
Background: an orphan who grew up on the streets with his twin Creed. He currently works as a firefighter who spends summers in Easterly (the farming District) Gave their family chapter the nickname “the Leftovers gang”
-Donnie-
Name: Creed
Pronouns: He/They (?) Gender: non-binary
Heritage: Orc Tiefling
Class: Battlesmith Artificer
Steel Defender: Shelldon: a dragon turtle with various modes (flying, swimming, land transports and an anthropomorphic version for more battle prowess) once actually shelldon finds out, he demands to get to play himself. Which everyone was quick to let happen (they missed his sassy ass)
Background: Cari’s twin. Grew up on the streets and they were taken in by a mob family. They eventually became the lead arms and gadgets maker, and are now a high ranking family member. They do a lot with the financial director while Cari works with the Head of Rescue Operations (named Maeve and Nalla respectively). The family/syndicate has become an anarcho-socialist rebellion working to tear down the oppressive militant rule of their oppressors
They twins pronouns are a little up in the air at the moment, so I’ll give an update if it changes
I might eventually give Cass and CJ (and maybe the dads) characters too. And I may end up with a completely fleshed out map and world for the characters to play in. Depends on how deep the hyperfixation takes me lmao
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pathfinderunlocked · 2 years
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Unlocked Minor Reaper - CR10 Undead
A Pathfinder Unlocked version of the Minor Reaper.
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Artwork by ChrisOzFulton on DeviantArt.
We’re continuing the Unlocked Monster series of monsters with a redesigned version of the Grim Reaper’s minions, which it sends out to hunt down and kill specific targets.  Unlocked Monsters are my attempts to make more mechanically engaging versions of official Pathfinder monsters.
I would have been perfectly happy to use the Minor Reaper from Paizo’s Carrion Crown adventure path as written if it didn’t suck so badly.  One of the bigger problems it has is conveying what the heck is going on to the players.  If it’s attacked by anyone but its target, it creates a new reaper which goes after its attacker... but not until its next turn, which makes it really hard for players to connect the cause with the effect.  There’s also no way for players to know which PC each reaper is targeting until it attacks someone, which means you have to leave each new one alone for an entire round.
A secondary problem is that any martial character who isn’t fighting a Minor Reaper is unable to do anything except just stand there.  Spellcasters might be able to cast buffs on the characters who are being targeted but the rest of the party can’t do anything.  They can’t even use combat maneuvers or aid another checks to help the reaper’s main target, since the Minor Reaper creates a new reaper in response to any attack, not just damage.
Aside from making its mechanics more obvious to the players, I also limited the number of reapers it can summon, so that after the other PCs kill the summoned reaper, they can actually attack the original main target instead of leaving and making a sandwich.  Plus I gave it some ranged abilities, because geez.
I also forced them to focus much more intently on their sole target and ignore all other threats.  This behavior was strongly implied in the original text but there were no specific rules for it.  Because of this behavior, I gave them the lawful alignment.  They follow the commands of their master absolutely, after all, whether that’s a Grim Reaper or a necromancer.
The end result of all this should hopefully be a battle that feels more like a puzzle and less like a series of infinite reapers.  It’s a little stronger than the original, but the original was underpowered for its CR, relying too much on its summoning.
Minor Reaper - CR 10
This tall, cloaked figure stares out from the black hood that covers its head. It wields an enormous scythe in its skeletal, bone-white hands, looking as though it is freezing the very air around it.
XP 9,600 LE Medium undead (evil, extraplanar) Init +9 Senses darkvision 60 ft., low-light vision; Perception +18
DEFENSE
AC 22, touch 15, flat-footed 24 (+5 Dex, +7 natural) hp 127 (15d8+60) Fort +8, Ref +10, Will +9 DR 5/cold iron or good Immune cold, undead traits
OFFENSE
Speed 30 ft. Melee mwk scythe +15/+10/+5 (2d4+3/×4 plus death touch) Ranged mwk composite longbow +17/+12/+7 (1d8+2/x3 plus death touch) Special Attacks fear cone (30 ft., DC 20), reaper’s mark
Spell-like Abilities (CL 11th; concentration +14)     1/day—Finger of Death (DC 20; see text)
STATISTICS
Str 14, Dex 20, Con —, Int 8, Wis 11, Cha 17 Base Atk +11; CMB +16 (+18 to overrun and reposition); CMD 28 (30 vs. overrun and reposition) Feats Agile Maneuvers, Improved Initiative, Improved Overrun, Improved Reposition, Point Blank Shot, Toughness, Weapon Focus (scythe) Skills Climb +11, Intimidate +16, Perception +18, Stealth +22 SQ sole target Languages Common, Infernal, Necril Gear mwk composite longbow (+2 strength), mwk scythe, 100 arrows
SPECIAL ABILITIES
Death Touch (Su) Creatures hit by either a lesser reaper’s touch attack or by a weapon wielded by a lesser reaper must succeed at a DC 20 Fortitude save or gain 1d4 negative levels.  The save DC is Charisma-based.  A humanoid slain by a reaper’s death touch is consumed in unholy fire and has its remains destroyed as the destruction spell.  This is a death effect.
Sole Target (Su) Each minor reaper is assigned a specific target by the reaper that summoned it or the necromancer that commands it.  It attempts to kill that target at the exclusion of all other foes, dealing with other attackers only once its sole target is dead (though it may use abilities such as combat maneuvers or its fear cone to get past other creatures, and may attack them directly if doing so doesn’t interfere with going after its sole target, such as with attacks of opportunity).
If a creature attacks a minor reaper targeting another creature, once per hour that minor reaper may immediately summon another minor reaper as an immediate action to battle the interceding creature unless the interloper is already in battle with a minor reaper of its own, in which case the ability is wasted.  If a minor reaper does not or cannot use this ability immediately after being attacked, it must wait until it is attacked once again in order to do so.
When a minor reaper is summoned, the minor reaper that summoned it must audibly speak in Necril to tell it which creature to target; without this instruction, it will not attack except to defend itself.  This summon has a duration of 1 hour.  A summoned minor reaper cannot use its own Sole Target ability to summon additional minor reapers.  If a summoned minor reaper kills the target it was summoned to face, the summon ends early and it disappears.
Reaper’s Mark (Su) As a swift action, a minor reaper can point at its sole target and speak in Necril to verbally designate that target as its foe.  The minor reaper gains a +2 insight bonus to hit the target, always knows the target’s precise location, and can use Finger of Death against the target.  This effect lasts for 24 hours.  A minor reaper can only have a reaper’s mark active against a single creature; using it on a new creature ends the previous effect.
Finger of Death (Sp) A minor reaper can cast Finger of Death, but only against a target it has marked with Reaper’s Mark.  Doing so is a one-round action instead of a standard action.  A minor reaper cannot cast Finger of Death on the same round as it uses Reaper’s Mark.
Fatal Shot (Ex) As a full-round action, a minor reaper can fire a single arrow at a target that is infused with deadly power.  This attack gains a +4 bonus to hit and deals double damage.  A minor reaper suffers a -2 penalty to AC for 1 round after using this ability.
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bibliolithid · 2 years
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@somewhere-in-the-dungeon asked:
What are the good pathfinder adventure paths? (I haven't read any of them)
These are my impressions from reading them (not playing them) and are biased by my preferred style of play:
Rise of the Runelords 1 - Burnt Offerings: Fairly solid, a good mix of social encounters, combat, and dungeon delving
Kingmaker 1 - Stolen Lands: This is the only adventure I have played. I am not a fan of hex crawls generally and this one felt particularly aimless. A lot of the stuff it does is setup that shines in later adventures, but it is a roughhhh start
K2 - Rivers Run Red: Hexploration is still too aimless, but the nation building mechanics help a lot with that, and there are some clever interactions between the two
K3 - The Varnhold Vanishing: Feels like the AP really hits it's stride here, much more direction in the hexploration. Would actually run this one
Carrion Crown 1 - The Haunting of Harrowstone: The town events and dynamics are actually quite neat, but they never really go anywhere. The stories of the spooky prison also didn't feel like they built on each other to become more than the sum of their parts. This is exacerbated by each part of this AP taking place in a different location which means almost nothing here can be built on. If the whole AP stayed in this one town which reacted to what you did this would actually be amazing. As it is, 5/10
CC 4 - Wake of the Watcher: Good lovecraftian fun, would run
CC 6 - Shadows of Gallowspire: A gauntlet with not a lot of story. Way too many liches, which I feel cheapens them. The rules for the gallowspire itself are neat tho
Shattered Star 1 - Shards of Sin: Got like five pages into this one and had to put it down. The first encounter just felt so cliché and manipulative. Maybe it gets better later
Mummy's Mask 1 - The half-dead city: The first half is a functional pyramid-delve that unfortunately has literally nothing to do with the rest of the AP. The second half has another pyramid-delve where the PCs accidentally stumble across the path of the McGuffin with little understanding of why it might be important, it didn't seem engaging as a hook. I believe that gets fixed in MM2, but it leaves this adventure feeling very hollow
Iron Gods 1 - Fires of Creation: Like Expedition to the Barrier Peaks this one felt gimmicky and "clever" in a way I would find frustrating as a player. A matter of taste. Unfortunately it also comes with a whole bunch of new and somewhat cumbersome rules to use
Agents of Edgewatch 1 - Devil at the Dreaming Palace: This one was solid, but felt like there was a lot of filler? Stage seemed to half twice as much stuff in it as necessary. Maybe this is fun at the table and helps fill out the fantasy of being detectives, but it was a frustrating read
Abomination Vaults 1 - Ruins of Gauntlight: Top 2 adventure, going to be running it next week! A megadungeon that cuts straight to the point, has a lot of interesting encounters as well as consequences that carry over between encounters, and narratives that crisscross it
AV2 - Hands of the Devil: I liked the sidetracking back to the town, felt very The Whispering Cairn, it is a pity none of the town stuff has consequences or follow-up down the line. The dungeon levels themselves kind of drag, feeling like there is maybe too much filler. You could probably cut out a third of it, a whole dungeon level's worth (and I would love to play it then)
AV3 - Eyes of Empty Death: Like AV2, but without the town side quests. Would probably slap as two levels instead of three
Fists of the Ruby Phoenix 1 - Despair on Danger Island: Another kind of aimless-feeling hexploration, and the dinner scene feels far too long when reading it (maybe it plays better)
FotRP 3 - King of the Mountain: A lot of nice payoffs to previous setup, the Celestial Dragon quest felt like it had slightly too many steps. Campy, bordering on self-parody at times. Whether that is a good or a bad thing is a matter of taste
Strength of Thousands 1 - Kindled Magic: Got five pages into this one and put it down because it was roleplay-heavy and I was looking for something combat focused. Those pages were amazing though and I'd recommend playing it. Kind of the opposite of Shards of Sin?
Quest for the Frozen Flame 1 - Broken Tusk Moon: This one starts off very slow and then moves into two bits of mediocre hexploration. The hexploration is better than that in Stolen Land due to the leadership mechanic and having something to run away from
QftFF 2 - Lost Mammoth Valley: Top 2 adventure, I think it loses out to Ruins of Gauntlight due to being the second adventure in a path rather than the first. An actually good use of hexploration, each part builds on the others. Good variety. I would have liked more opportunities to gain Reputation Points in the valley, it seems like grinding them out at the end would be a pain. And not letting the tribe participate in the battle at the end feels like a missed opportunity
QftFF 3 - Burning Tundra: It's fine. Leadership score really only gets used twice in the whole AP and that sucks? The hexploration in the middle seems like filler content. Overall fine though, better than most on this list
Honorable Mention - Emerald Spire Superdungeon: While not an adventure path it is similar in size in content. Unlike most megadungeons I've read (looking at you Dungeon of the Mad Mage) it largely keeps up the variety and pacing throughout. It does this by having each level be written by a different author and giving them more or less free rein. Megadungeons feel like they'd be a slog to me, but if I were to run any of them (besides Abomination Vaults) it would be this
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