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paperanddice · 1 year
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A herald of the end of summer, the knight of autumn gate is a dream that manifests only on the border between the seasons. As the harvest ends, the nights grow longer and colder, the dreams of the population turn to the harvest celebrations and the knight may appear. Unfortunately, when one appears it always demands a sacrifice, and what exactly each one demands is highly unpredictable. Some merely call for some livestock, but others will demand humanoid life. If satisfied, the knight will stand protection over the settlement and people who dreamed it into being for a fortnight, before making a new demand for sacrifice. If provided its second sacrifice, it then vanishes. If either sacrifice is refused, the knight will go on a rampage, destroying as much as it can for a short time before vanishing. Sometimes it may rampage for mere moments, sometimes its rampage will last for hours, it depends on how offended the knight is by the refusal of its demands.
In other settings, the knight could be a fey guardian of sorts. It remains a manifestation of the season's change, but its actions are guided by fey logic instead of dream logic. Unfortunately for the creatures it approaches, those two kinds of logic are quite similar and the poor folk will still be left trying to parse out what particular demands the knight will make of them, and how to refuse them without causing offense. Originally from the Dreamblade base set. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
5th Edition
Knight of Autumn Gate Large aberration, unaligned Armor Class 18 (plate) Hit Points 168 (16d10 + 80) Speed 30 ft. Str 22 (+6) Dex 15 (+2) Con 20 (+5) Int 13 (+1) Wis 12 (+1) Cha 17 (+3) Saving Throws Str +10, Wis +5, Cha +7 Skills Athletics +10, Intimidation +7, Stealth +6 Condition Immunities frightened, unconscious Senses passive Perception 11 Languages any two languages Challenge 11 (7200 XP) Silent Armor. The knight doesn't have disadvantage on Dexterity (Stealth) checks even though it wears heavy armor. Sleepless Guardian. The knight doesn't require food, drink, or sleep. Variable Illumination. The knight sheds bright light in a 5- to 30- foot cone and dim light for an additional number of feet equal to the chosen distance. The knight can alter the distance, or turn the light off completely, as a bonus action. At the start of each of its turns, the knight decides which way the cone faces. A creature inside the light created by this trait has disadvantage on Intelligence, Wisdom, and Charisma saving throws. Actions Multiattack. The knight of autumn gate makes two Longsword attacks, or 1d4 Spit Spark attacks. Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) slashing damage or 17 (2d10+6) slashing damage if used with two hands, plus 4 (1d8) fire damage. Spit Spark. Ranged Weapon Attack: +6 to hit, range 30 ft., one target. Hit: 9 (2d6+2) fire damage. Fire Light (Recharge 5-6). The bright light shed by the knight's Variable Illumination brightens and heats up to a painful temperature. Flammable objects in the area that aren't being worn or carried ignite. Each creature in that area must make a DC 17 Constitution saving throw. On a failure, the target takes 44 (8d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. If the saving throw is successful, the target takes half the fire damage and doesn't catch fire. Spellcasting. The knight casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability: (spell save DC 15): At will: disguise self, fear, hideous laughter, knock, suggestion 1/day each: hallucinatory terrain Legendary Actions The knight of autumn gate can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The knight of autumn gate regains spent legendary actions at the start of its turn. Look Around. The knight can change the distance and direction of its Variable Illumination. Spit. The knight makes a Spit Spark attack. Cast Spell (Costs 2 Actions). The knight can cast an at will spell using its Spellcasting. Longsword (Costs 2 Actions). The knight makes one longsword attack.
13th Age
Knight of Autumn Gate  Large 8th level troop [aberration]  Initiative: +11 Burning Blade +13 vs. AC (2 attacks) - 30 damage. Natural Even Hit: The target also takes 15 fire damage. R: Spit Sparks +13 vs. PD (1d4 attacks against nearby enemies) - 15 fire damage. Natural 16+: The target also takes 5 ongoing fire damage. C: Fire Light +13 vs. PD (1d3+1 creatures in a group) - 35 fire damage. Natural 14+: The target also takes 10 ongoing fire damage. Limited Use: 1/battle, when the escalation die is 2+. The knight has a -2 penalty to spit spark attacks after it uses this attack. Fear: When engaged with the knight, enemies that have 48 hit points or fewer are dazed and do not add the escalation die to their attacks. Jack-o-Lantern: At the start of each of its turns the knight can choose 1d3 nearby enemies in a group. Until these enemies move to a different location, any invisibility on them ends, they take a -1 penalty to MD, and they are affected by the knight’s fear aura if they have 60 hit points or fewer. Seasonal Scares: 1/round, as an interrupt action when a nearby enemy attacks the knight and rolls a natural odd attack roll, the knight can make an autumnal fantasms attack against the attacker as a free action. [Special trigger] C: Autumnal Fanatasms +13 vs. MD - Roll a d4 to determine the effect of the attack: 1: The target is dazed until the end of its next turn. 2: The target is stuck until the end of its next turn. 3: The target pops free from each enemy and moves away from the knight. 4: The target is confused until the end of its next turn. AC 25 PD 21 MD 19 HP 262
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flimsy-roost · 1 month
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oh my godd
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ghost10011 · 3 months
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bbubblerum · 8 months
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Akara's Dreamblade
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jeremy-ken-anderson · 3 months
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S3 Shape, Reshape, Reshape
Problems with S3 in its known (that is, "latest physically tested") form:
It's long. Not too too long, but long enough to be difficult to sell. About 2 hours, maybe +15-30 minutes for large player counts just due to confusion/discussion (though I was proud it didn't have extra phases with added players). For most commercial card games you usually want to keep it under an hour and a half, even for "adventure" style games that are emulating sword-and-sorcery stuff that in a TTRPG space would be played 3-4 hours at a time.
Fiddly Bits. I hesitate to say "it's fiddly," but it still had fiddly elements. Most notably the Darkness system, granting monsters bonus hp and ablative shields, meant putting a bunch of different-colored dice on every monster card as it came in play. It doesn't feel right, and messing with that math heavily contributes to the game duration.
Lacking Risk. In both the game that felt like it went horribly and lasted for like 3-4 grueling hours and the one we barreled through and won in 8 rounds (still 2+ hours), we ended the game with 1 Doom (for context, the question I was trying to figure out in terms of calibrating difficulty was "should the players lose the game at 15 Doom or 20?").
Some basic points about the game are that it had resources and you always felt like you were able to do something - this is good - but clearly you always felt like you could do enough because we were never on the back foot and that's bad for a game with a scripted competitor.
An idea I wanted to investigate was whether S3 could be combined with my idea for Dreamblades, a narrative-focused game played in 15-30 minute encounter vignettes using players' decks.
The core structure ends up needing to be very different - most notably the "deckbuilder" aspect, which would be more like the campaign style of your Arkham Horror LCG or its kin, but also the sense of progression. If it's a series of vignettes or encounters, and you're doing 1-2 encounters per session, you want to design for individual monsters with more actions, rather than larger groups of monsters with a group/faction identity but less individual identity.
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Just remembered you did a headcannon post about Yandere Dream x Technoblade. Can you do the same one, but Yandere Technoblade x Dream instead?
Dreamblade
* After Technoblade was betrayed by everyone that he ever cared about, he was left alone. He was.. Absolutely hurt by the fact that Tommy was using him. But it wasn't that surprising, right? * Dream was not a good person. But well, for whatever reason, Technoblade felt safe and happy around the other. It was strange, and he tried to ignore it. * Technoblade's dream was to live quietly somewhere far away from everyone. And Dream didn't seem like the type of person who wanted to live like that, so it was strange to Technoblade, why he liked the man. * The more Technoblade got to know Dream, the more he understood that the man needed guidance. The man was eaten away by the want of power and revenge, and the only person that could save him, was Technoblade. * That desire to change and save Dream had slowly driven Technoblade into a huge delusion. So you can imagine how devastated he felt when he found out about Dream's situation. * When they got locked up together, Technoblade saw this as a very good thing... This was exactly what he needed to try and finally change Dream.
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sagejn · 2 years
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Dreamblade vs Fruitninja the battle of the century
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transmascsapnap · 3 years
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Techno and Dream have been making passionate love in the prison for 3 months straight
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fruitpilled · 3 years
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so the dream and techno team up name is gonna be called dreamblade in my head now. no i do not care that it sounds like a ship name. it sounds badass so shut up
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its-elvis-innit · 3 years
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For the ship question - thoughts on dreamblade
It sucks cause Techno ain’t comfy with shipping.
Maybe if he was it’d be good but like- He AINT comfy so NOPE.
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paperanddice · 1 year
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A merciless killer that strikes from darkness, a Jack of Blades exists like a slasher villain. It picks out a group of targets and hunts them down one by one, making use of magical darkness to cloak its attacks and magical fear to scatter any attempt at a unified defense. They're quite intelligent and eloquent for manifested dreams, often first approaching their victims to speak with them with their bladed hands hidden inside their cloak sleeves. Sometimes to give a warning that, if heeded, might save the targets, sometimes to mislead and direct them into positions of greater vulnerability. A Jack of Blades usually works alone, taking advantage of other distractions and manipulating multiple forces into fighting each other, sometimes joining one side or another before picking off the survivors of its "allies." Never do two Jack of Blades work together, and in fact if multiple wind up in the same area by some means they will actively sabotage each other's hunts and even assist another Jack of Blades' targets. They never fight directly, working through proxies and subterfuge, but once only one remains it typically turns on those who helped it eliminate its rival, hunting them as normal.
Outside of Dreamblade the Jack of Blades is probably a very murdery fey. Maybe a fiend, but I like the idea of it being a punisher that appears to slaughter those who commit grievous social sins (as judged by the unusual social expectations of a fey). Originally from the Dreamblade base set. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
5th Edition
Jack of Blades Medium aberration, unaligned Armor Class 17 (leather) Hit Points 97 (13d8 + 39) Speed 30 ft. Str 15 (+2) Dex 23 (+6) Con 17 (+3) Int 18 (+4) Wis 11 (+0) Cha 10 (+0) Saving Throws Dex +9, Con +6, Cha +3 Skills Acrobatics +9, Perception +3, Stealth +9 Damage Resistances all damage while in dim or dark lighting Damage Vulnerabilities all damage while in sunlight Senses truesight 60 ft., passive Perception 13 Languages any two languages Challenge 8 (3900 XP) Shadow Step (Recharge 5-6). As a bonus action, the Jack of Blades can teleport up to 90 feet to an unoccupied space. Both the starting and ending space must be in dim or dark lighting. Actions Multiattack. The Jack of Blades can cast one spell using its Spellcasting. It can then make two Claw attacks. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d4+6) slashing damage. The Jack of Blades deals an additional 14 (4d6) necrotic damage if both it and its target are in dim or dark lighting. Spellcasting. The Jack of Blades casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 15): At will: darkness 3/day: fear 1/day: phantasmal killer
13th Age
Jack of Blades Double-Strength 6th level wrecker [aberration] Initiative: +14Bladed Hands +11 vs. AC (2 attacks) - 20 damage, or 26 damage against dazed targets.Natural 14+: The Jack of Blades can use inspire fear against the target as a free action.[Special Trigger] Inspire Fear +11 vs. MD - The target pops free from the Jack of Blades and is dazed (save ends).Natural 18+: The target also takes 5 ongoing damage while dazed.Cloud of Darkness: Each other creature in the battle becomes dazed (save ends) whenever it rolls a natural 1-5 with an attack roll.Resist Dazed 14+: When a dazed enemy attacks the Jack of Blades, the attacker must roll a natural 14+ on the attack roll or it only deals half damage.AC 24 PD 22 MD 18 HP 120
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rebots · 4 years
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Dreamblade spil miniaturer. 2006 Wizards. 🔹LINK I PROFIL 🔹13 stk. Højde cirka 5 cm. Blight Rat, Flame Harrower, Hammerhead, Lockjaw, Mirrorman, Ekkyon Wayfarer, Lunar Handmaiden, Slaughter Boots, Thief of last chances, Doomball, Steelborn Griffin, asylumn Escape og Jack in the box. #rebots #retrolegetøj #legetøj #merchandise #merch #legetøjtilsalg #webshop #dreamblade #wizards #boardgamegeek #børnespil #brætspilsaften #boardgame #warhammer #bloodbowl #gamesworkshop (her: Ry, Denmark) https://www.instagram.com/p/B-K49ZYnN2P/?igshid=76kaojk02ogx
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destiny-moonforge · 4 years
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the myth school burnt down later that day
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ghost10011 · 3 months
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lilikags · 3 years
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i might go on a reading spree so
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jeremy-ken-anderson · 10 months
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Shouldin' All Over Myself
Just getting some beliefs and intentions out in the open, where they might be examined.
What should I do by the end of this year?
Complete my Java Specialization.
Get a job.
Attend my friends' wedding.
Lose 15 pounds.
Catch up with OCR formatting.
Prod my publisher re: the release of Shadowrift's expansion, Tides of Judgment.
Deliver the tapestry.
Complete work on the book I'm editing.
What else do I want to do this year?
First pass of a single-player game in the style of Kings and Legends.
Visit Atlanta around Thanksgiving.
New first chapter structure/vertical slice of Dreamblades.
Write a real first chapter of The Zoria Hostages.
Crochet an Amigurumi Tetsucabra.
Complete No Man's Sky
Maintain existing social gaming setup: MH Wednesdays, TTRPG Saturdays, FFXIV catch-as-catch-can.
What should I do right now?
Sleep
Sleep
SLEEP
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