*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play
I should have gotten a doctorate in psuedo-science, that seems fun and useful.
It's not too late to start. Solphos block is the perfect introductory course.
But the real money's in homeopathy. I'd major in that with a minor in crystals or faith healing.
Oh, sure, Homeopathy if you want to make a quick buck, but even though you have to get good at grant writing for Alchemy, the sky's the limit once you're in.
(I seriously know unreasonably much about Alchemy in specific and historical (psuedo)science in general due to once writing a novel where I wanted to use the motifs.)
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"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice."
I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook! The Accursed, a standalone young adult fantasy adventure. Witch Hunters, book one of a young adult Scifi-fantasy trilogy.
I've long wanted to make a character who is a Phrenologist. I would be interesting to see how a phrenologist would handle the differently-shaped craniums of fantasy species.
The sun rose in the west. Her light was red as the dawn's hue, piercing eerily through the branches and unto the plains. It was a strange sight, but it was lovely to be sure.
One day, the light passed over a shrew, who protested. The sun took pity on the shrew, and its light became gold.
"Haha, **** feminazi" Sargon the idiotic frog mocked unlawfully.
The sun was confused, and continued. Birds decried about larger birds trampling their nests, so the sun's light flared at the larger birds, that left with their eyes burnt.
"The sun is against free speech!" croaked Sargon evilly and stupidly.
The sun became impatient, but continued. Finally she made her way to a lake in the plains, where there was an island. There, hyraxes were having a fight over a bridge.
"What is the matter?" the sun asked.
"We have to cut ties to the mainland, other mammalsare big and strong and we're not!" moaned a hyrax
"We're the superior species so they have no right to our land!" he said, minutes after.
"So you claim you're superior, yet admit you are weak" the sun shook her head, "Then you're lying. The bridge remains."
Sargon's eyes bulged and he went all "REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE" and jumped at the sun! Except, the sun was made of light, so his skin dried up and became full of tumours due to the UV light. Sargon suffered in horrific and delicious harmony for ten thousand hours, limb by limb becoming a mass of pus-ejecting teratomas.
I imagine skull shape has nothing to do with intelligence on a multiverse where crocodile-headed Viashino can hold an intellectual conversation
Brick Shetland was an ordinary student until a freak blow to the head molded his skull into the perfect shape. Now, as MEgabrain, he uses his vastly enhanced psycho-intellectual powers to beat crime and keep the city clean (and off drugs).
*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play
I imagine skull shape has nothing to do with intelligence on a multiverse where crocodile-headed Viashino can hold an intellectual conversation
Brick Shetland was an ordinary student until a freak blow to the head molded his skull into the perfect shape. Now, as MEgabrain, he uses his vastly enhanced psycho-intellectual powers to beat crime and keep the city clean (and off drugs).
But what about all the people with psychic powers and no mega-brains?
Hey rotters - I have enough spare cash for either Dr. Strange or Deadpool. Which one comes more highly recommended? If my preferences help, Spawn was my intro to superheroes back when I was a little 'un, and Hellboy got me back into reading comics. I also like Deathstroke, and heard Deadpool is a parody of that character.
Deadpool then. Have you seen the doctor strange cartoon movie from like 2004? Thats a very similar plot to the movie. I personally like strange more because I like mysticism and magic and the graphics are superb. But deadpool is hilarious, well written and has great action.
Joined: Nov 15, 2013 Posts: 2388 Location: Roaming Dominaria
They're both great, but you could argue that Deadpool is 'fresher' and more original, even though the two are very different movies and hard to compare. I've heard many people say that Doctor Strange is basically just Iron Man with magic, and there's probably something to that. So, if you want a movie with a pretty formulaic plot and structure but stunning, trippy visuals, go for Doctor Strange, if you want an absolutely hilarious one that's unlike pretty much anything else you've seen in a good long while, go for Deadpool.
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"Enchant me with your tale-telling. Tell about Tree, Grass, River, and Wind. Tell why Truth must fight with Falsehood, and why Truth will always win." —Love Song of Night and Day
Strange: You've heard this story before. ASTOUNDING visuals, some decent character development, typical MCU "Humor allowed but not the focus" tone. Greatest Strength: The effects. Greatest Weakness: the pacing can be kind of off at times? Deadpool: You've heard this story before. GREAT comedy, good action, and not a terrible 'dramatic' heart. Greatest Strength: Deadpool being Deadpool. Greatest Weakness: The basic revenge plot.
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"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice."
I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook! The Accursed, a standalone young adult fantasy adventure. Witch Hunters, book one of a young adult Scifi-fantasy trilogy.
I liked Strange a tad more than Iron-Man. Same basic type of story, but Strange's medical background was more interesting to see than Tony's weapons dealing. In terms of villains, Dormammu was a nicer piece of CGI than the Iron Monger, so overall I'd say I enjoyed Doctor Strange.
I need some help devising a good ending to a 5e D&D dungeon adventure that I'm trying to put together for my wife and two of our friends. I'm not sure if the RPG section of this forum is either dead, or just slower than dead, so I figured I'd toss what I had here to see if you guys had any ideas.
The basics: -Three PCs are basically young level 1 adventurers growing up in a middling farming community and just need the right "push" to get them on their way toward a life of daring and excitement. -One night, an "Event" happens that sets things in motion to reveal a dungeon right outside their town (the local lake has hidden an ancient excavation site for hundreds of years). -With the lake drained, the dungeon is revealed and the three players are super excited to prove what they are worth before the local adults (or hired professionals) get in there and take the glory for themselves so they sneak in one night and explore to their heart's content.
Maps found online and lightly edited
The Town:
The Dungeon:
I've figured out mostly what I want to do to get them into the dungeon, however, I'm having issues with what to do when they get to the bottom. Like, there needs to be a resolution that ends with them turning off the thing at the bottom and then racing back up to the top as the dungeon begins to refill with water......but I'm sorta at a loss here at to what happens when they reach Area 10. Any ideas? I kinda want the trinket item they find in Area 1 to be relevant somehow.
The dungeon so far:
Spoiler
The Descent
Main Chamber 1a: - The spiral path leading down from the revealed quarry enters into a steamy chamber. The mists obscure just how far down the chamber goes, but two passages can easily be discerned from where the pathway abruptly ends, in what looks to be a broken stair. One tunnel is near the end of the stairway while the other is on the other side of the chamber, requiring players to devise a way to cross the broken stairway to reach it. (See Crossing the Broken Path skill challenge) Players who succeed on a DC 15 Perception check see that there is a third and fourth tunnel near the bottom of the chamber and stairs that spiral down even further into the shrouding steam. An impromptu waterfall has formed from the creek by the mill draining into the chasm below. It seems as though something down there is converting the water to steam as fast as it is draining down the hole. - Crossing the Broken Path: In order to cross the broken path, players must succeed in a DC 10-15-20 (depending on choices) skill challenge that requires six successes before three failures. Failure leaves the group with one level of Exhaustion until they complete a short rest. Taking this rest increases the number of Giant Fire Beetles found in Area 3 from four to six.)
Area 1: - The easiest area to get to, this passageway opens in to a medium sized (20x30ft) room that looks like it might have been a supply room long ago. Almost everything inside is ruined, looking to have been burned ages ago and waterlogged for ages longer. There is a soft ashy mud covering the ground. Players investigating the remains find a skeletal arm in the muck wearing an iron gauntlet with a brass lens fastened to the palm (trinket item).
Area 2: - The three chambers that comprise this area seem to be religious in nature. Old, worn murals of three eyed metal giants razing the land. Some depict one of the giants shooting fire from its third eye, and fiery monsters (or people on fire? It’s hard to tell.) blooming from where the burning beam makes contact. A DC 20 History or Religion check reveals these murals to be somewhat similar to a legend from the times of the Dawn War where metal giants fell from the sky and set fire to the world with the help of fiery demons that they summoned via their third eye. The central chamber has what is left of a small stone shrine and altar where an iron candlestick with a fell symbol on it and a bronze figurine of a long-forgotten monstrous god (trinket items) can be found. There are also a couple of charred looking skeletons jumbled around the altar.
Area 3: - On the stairway down, players can make a DC 15 Perception check to notice the sounds of clicking and skittering over the noise of the waterfall. The smell of rotten fish is somewhat prevalent the closer they get to the room below. The room itself seems to have been a somewhat large (40x40ft) meeting room or mess hall. Broken, burned, waterlogged, or otherwise ruined remains of tables and chairs, as well as slippery dead rotting fish carcasses, litter the ground making the area difficult terrain. The room is fully lit however by four (or six) Giant Fire Beetles that were “peacefully” fighting over fish remains until the party interrupted them. Seeing as how they outnumber the party, the beetles click menacingly in their direction and attack. The beetles’ glands can be harvested with a DC 10 Nature or Survival check.
Main Chamber 1b: - The passage from Area 3 reenters the main chamber area on the “lower level.” The path around the Main Chamber’s lower level circles behind the small waterfall and past another passage opening before spiraling down further into the steam-filled hole.
Area 4: - The passageway to this area is blocked by some sort of locked iron gate. The gate itself rusty and corroded in places. A DC 15 Strength or Dexterity (Thieves Tools) check is required to break down or unlock the gate. There is a skeleton tangled up in the gate that looks like the person was trying to get in before they died. The skeleton has a single cloth glove with an alien symbol in the palm (trinket item) of its right hand. The room itself is long (20x40) with stairs leading off to the right. In the alcove opposite the gated entryway, a somewhat intact suit of armor. All around the edges of the room, broken stone bookshelves are filled with ashy remains of books while what were probably once work tables and a desk sit mostly rotted away. If the players enter the area, the suit of armor comes to life as an Animated Armor and demands to see the players’ credentials…or badges…or it wants a password, it’s hard to tell. The Animated Armor cycles through the request in two or three languages (Celestial, Sylvan, and Primordial), but its use of the language is so old that it requires listeners to make a DC 10 Intelligence check to get the basic gist of what it is after. If a player puts on the glove from the skeleton and shows the symbol to the armor, the suit will return to its alcove and deactivate. Otherwise, it will attack until slain.
Area 5: - The stairs from Area 4 lead to an antechamber and what looks like a private quarters that, other than hundreds of years of water damage, is otherwise preserved. What remains of a stone bedframe, a trunk, some stone tables, ruined alchemical tools, and what was probably a desk sit mostly undisturbed. The trunk is locked, but the materials are so rotted and corroded that the lid breaks off easily. Inside are the desiccated remains of some clothes, parts of a broken compass in a small leather bag, a jade chess piece engraved with the symbol of a legendary alchemist, a crystalline orb filled with filings of iridescent metal, and a perfectly preserved scroll tube with half of a map of a dungeon in a distant kingdom (trinket items). The antechamber is mostly empty save for a large standing mirror that stands covered opposite the secret door leading to Area 6. The mirror radiates slight divination magic if Detect Magic is cast on it. The player wearing the symbol glove can see the secret door if the mirror is uncovered and they either look in the mirror or pass by it with a Passive Perception of 12.
Area 6: - The door is locked, but the metal is corroded enough that a DC 15 Strength check can bash it down. The small room is surprisingly dry (thanks to the previously airtight door, and later the resulting air pocket), and mostly empty, save for a chest propped up on a stone bench. The Chest is locked and trapped. (See Mechanical Trap) The chest, when opened, contains 2100 cp, 1400 sp, 80 gp, and 11 gems worth about 110 gp in value. - Mechanical Trap: A Poisoned needle is hidden within a Treasure chest’s lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison. When the trap is triggered, the needle extends 3 inches straight out from the lock. A creature within range takes 1 piercing damage and 11 (2d10) poison damage, and must succeed on a DC 15 Constitution saving throw or be Poisoned for 1 hour. A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap’s presence from alterations made to the lock to accommodate the needle. A successful DC 15 Dexterity (Thieves’ Tools) check disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock triggers the trap.
Main Chamber 2: - The stairway leading down to this area ends abruptly at a passageway and a broken gap. The air down here is thick with steam and there seems to be an unearthly glow coming from further down below. The players can hear the water from the waterfall making contact with what is surely the bottom floor, but there is too much steam to see much of anything. The passageway is partially blocked by a calcified skeleton that seems to be propping up a cave-in by itself. There is a broken bottle on the ground with a label in an old Common that reads “get stronger.” There are two other bottles as well. One is labeled “get away” (Potion of Gaseous Form) while the other is labeled “get better” (Potion of Superior Healing). The passage is dangerous, and is considered a Falling Rocks trap if the players do not find the weak points and shore them up before entering. - Falling Rocks: DC 15 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 14 Dexterity save or take 2d10 damage; apprentice tier, dangerous.
Area 7: - This area appears to be an old worker recreation room. Tables and chairs have long since decayed away and there are more than a few skeletons lying about the muddy, ashen floor. To the right is a passageway that leads to what might have been the private room of a foreman or taskmaster as well as some stairs that lead down to a hallway that splits to the left and to the right.
Area 8: - These rooms appear to have probably been bunk rooms for workers. Rotted remains of bunks litter the floors and more than a few skeletons poke up from the debris. The fetid muck on the ground isn’t the healthiest of stuff to be breathing in, but pressure from the steam being generated in Area 10 sometimes causes pockets of steam to squeeze through cracks in the floor here, causing an eruption of poisonous gas like a Poisonous Gas Trap that players may be caught in if they investigate the rooms. - Poison Gas Trap: DC 15 to find; affects all targets within a 10 ft. square area, DC 15 Constitution save or take 2d10 poison damage; apprentice tier, dangerous.
Area 9: - This hallway leads to an old trash hole. A Gray Ooze has lived in this hole for a very long time, eating the trash dumped by the ancient inhabitants, and then later, after whatever incident caused the dungeon to flood, it left the hole occasionally to scavenge the remains. It isn’t particularly fond of the heat and has remained in its hole for now. If a player gets too close to the trash hole, it looks like it is filled with water and goes down a fair depth. The ooze will attack if disturbed, or if the players linger. It will not give chase if they flee from it.
Area 10: - The broken stairway leading down to Area 10 can be circumvented with a DC 15 Dexterity (Acrobatics) or Strength (Athletics) check (or other means). Fail could end in a dangerous situation ending in a level of Exhaustion, or a fall several feet down to the ground bellow (as well as corresponding falling damage). Falling damage is 5d6 halved due to the soft conditions of the walls and ground as well as the growing pile of dead fish at the bottom of the waterfall. - At the bottom the stairway, large piles of mostly dead fish are baking on the rather hot floor at the bottom of the waterfall. The water from the fall is quickly converted to steam, making visibility in the room hard. This area leads into an excavation site where a giant metal head is partially exhumed. A large red stone that is cracked on one side on the head of the metal giant is the source of the mysterious light as well as, most likely, the heat. If the players tamper with the stone in any way, a burst of energy issues forth causing a Steam Mephit and two Spitfires (Custom 1/4 CR monsters) to appear and fight the party.
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magicpablo666 wrote:
You fell victim to one of the classic blunders - The most famous of which is "never get involved in an thread with GM_Champion" - but only slightly less well-known is this: "Never go in against AzureShade when card design is on the line!"
What's your overall tone? Are you going for a Gygaxian "Little people in a big, mysterious, scary place" Legend of Zelda esque "Puzzles and wonder", a sort of open-word-western-RPG "You can do anything as long as you have the stats to pull it off" sandbox?
My instinct is that the players are about as new as their characters, yes? In that case, I'd urge you to make the matter contained, though that might not be a necessary admonishment. That is, keep the dungeon in the dungeon.
The fire gem seems both the obvious cause of these woes, and the problem that must be overcome. Since 'tampering' with it summons monsters, I'd recommend the following possible solutions, with one or all available for the players
- More Exploratory players might discover some manner of hidden passage or secret room or cache up in the dungeon -- perhaps the "Foreman's private room" off Area 7 could be repurposed or extended to have this. Inside, they find something of use (Perhaps a Decanter of Endless Water or something else magical) that lets them mess with the gem from a position of strength, disarming its mephit-summoning defenses and eliminating its threat. - More investigative players might continue the excavation of the Giant Metal Head without (repeatedly) messing with the Gem. Reward their diligence with a discovery -- perhaps this is the head of an ancient, titanic, but irreparably damaged golem and finding the correct inscription allows you to command it to rise, with some destructive results (Treat the head as a legendary, if very low CR, custom monster with a couple lair actions) but the side effect of rapidly draining its damaged power supply (the gem) to nothing (The head's hp don't matter, after a few rounds it will die from its own exertion) - More scientifically minded players (that is, those that think "I wonder if it does that every time" rather than "I guess I shouldn't do that again") or perhaps more bull-headed ones should be rewarded with different (possibly harder) fire monsters being summoned and some visual changes to the gem. After a couple waves of this, a forceful attempt to shatter the gem can result in facing off against some manner of boss -- a foe that the party better have rested before taking on, but the defeat of which will cause the gem to crumble.
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"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice."
I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook! The Accursed, a standalone young adult fantasy adventure. Witch Hunters, book one of a young adult Scifi-fantasy trilogy.
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