Stacked long angled bobs

Introducing the Flex-O-Matic 3000! (Fake patent pending)

2024.06.02 16:47 Mike_Hagedorn Introducing the Flex-O-Matic 3000! (Fake patent pending)

Introducing the Flex-O-Matic 3000! (Fake patent pending)
The story of the why’s and how’s I’m just coming into this, after 43 years of playing, is a long one, so much so my fingertips ache from thinking about how long it’ll take to type out. But, I will say I had problems with mouthpiece work, as my fingers and hands hurt from holding it longer than a couple minutes at a time, and I had bad upper body- and face pressure problems which used to hurt my embouchure.
To the point, these are glasswork pliers, secured with a hair tie. Setting the mp on an angle as shown allows for the best grip and action. It can be squeezed pretty hard to “set”, then can be held gently with both hands. After a couple months I’ve found that it does not damage or distort the shank, which makes sense because it’s meant to hold glass firmly. Instead of a couple minutes, I can spend as long as I want buzzing - hours, even. No more aching hands and sore mouth. The days of warming up for 15 minutes on each horn before doing my most extreme playing are over; I get the horn warm (if it truly is cold), then off I go. It’s an incredible feeling of freedom. My trombone playing is beyond secure, my trumpet playing is a lot stronger, and I’ve exposed flaws in my tuba playing I never would’ve discovered otherwise. I figure by the end of the summer I won’t need to do even this; it’ll be the end of practicing forever, which is great because I have a stack of books I’ve been meaning to read.
So this is for you, brass. Maybe I invented something new, but probably not; I bet there’s some truss or harness out there that’s a lot more complicated and expensive than this tho. Pick one of these up at Amazon for under $10, some hair ties at Walgreens, and have at it.
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2024.06.02 16:45 No-Papaya-489 Hair too short

Hi everyone,
I'm looking for styling ideas. I have a round face and wanted to have a long bob (I have natural waves that can also easily be straightened). Yesterday I went to get my hair cut and it turned out as a bob which makes my face look even rounder. Does anyone have ideas how to style it before the hair grows back at a length that is acceptable for me? I'm also considering to cut it even shorter with a different cut - if anyone has ideas let me know :) thanks!
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2024.06.02 16:45 No_Web2685 What do you want for the third game?

I would have liked perhaps underground/metro options. And I am a guy who like to use the camera angle to see from the card pov it can get a wee bit boring when you watch just a long road. So if roads developed as well that would be cool I think. Like say gas stations, pit and rest stops begin to appear after a certain time. That would be cool to watch being developed as the game moves on. These are some things I would like to see
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2024.06.02 16:37 Camanny [WTS] point blank soft armor carrier, 16” upper slick side, more

Timestamp: https://imgur.com/a/MvhNWzg
Obo! Most prices shipped unless stated!
Pointblank endeavor soft armor carrier in silver tan! With point blank 5x5 gp pouch and point blank radio pouch. Used excellent shape, some minor alterations (area under armpit was sewn to be tighter to armor.) These things cost a lot of money and take a long time to produce (3-6 month lead time) and i’m pretty sure you can only get them if you’re a cop. I’m 6’2, 185, and this fit good with a wide range of adjustment, you could definitely go a lot bigger than me. $250 shipped obo. does NOT come with armor panels
16” carbine slickside front sight base upper with magpul sl handguard and birdcage. Catch and release from here. $160 shipped as pictured. I think it was an m&p factory upper? Or i’ll trade for the same thing in black with a forward assist!
Remington 870 stuff: oem stock with hardware, barrel mounted pic raif for a light or what have you. $30
Black stuff: $75 for all
Other stuff:
BROKEN NVRS Mk3 from unobtainium gear. Bought it and it worked great, til it didnt. Unobtainium replaced it free of charge. Then it broke again and they ghosted me. I’m not smart enough to fix or diagnose it. $40
YHM phantom silencer mount from turbo k $30
YHM riser $25
Arisaka momentary scout cap new in bag $25
Surefire tan tailcap $20
Werkz m6 g19/tlr7a iwb holster right handed. $40
Rdr rds tq strut for safariland with eleven10 tq holster and eleven10 jacket to cover the velcro. $65
Surefire hat worn once, 5.11 range hat (new with tags), $25 both
Pmm mushi block $10 add on $15 shipped
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2024.06.02 16:28 Remotive [Hiring][Full Remote] 16 Full Remote jobs at tech companies - Jun 02, 2024

Job Title Company Salary Full Remote in...
One Identity Manager SME and developer Tata Consultancy Services - USA
UI Designer Vaco - USA
Oracle Fusion Cloud EPM (Narrative Reporting and IPM) Net2Source Inc. - USA
Senior Workday Developer - Remote in NC, SC, VA - Direct Hire - $120k-$150k/yr - W2 only Apex Systems - USA
Data Analyst II (AdTech) Mediavine - USA
Sr Network Engineer Noblesoft Solutions Inc. - USA
ASP.NET, VB.NET or C#.NET Application Developer (Advanced) with ( State Dept Project Experience Needed ) Synergy Technologies - USA
Senior .Net and UI Developer - Long Term Project INSPYR Solutions - USA
Position: ASP.NET, VB.NET or C#.NET Application Developer (Advanced) with ( State Dept Project Experience Needed ) Location : Tallahassee, Florida (Remote Work) Synergy Technologies - USA
Senior .NET and UI Developer - Long Term Project - Remote INSPYR Solutions - USA
Databricks Developer Tandym Group - USA
Clinical Data Technical Specialist Tandym Group - USA
Application Developer, Full Stack .Net Irvine Technology - USA
SMB Customer Success Manager Pinwheelapi - USA
Staff Engineer - QA Automation Nagarro - Mexico
Quality Engineer Altera Digital Health - USA
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2024.06.02 16:27 AquisQuerquennisSPQR Path between granite

This happened a couple of days ago. I like hiking and especially opening new paths through inaccessible places. For this reason I carry a knife of adequate size for macheting but that does not have the inertia of an axe. I usually connect paths through granite rocks and undergrowth or small trees in the way. That can take me a long time depending on whether the access is more or less sloping or with more or less large and horizontal rocks.
I began by opening one of these paths and when I came down from a large rock I stood, as best I could, close to the cliff of rocks that I had to my left. The slope was steep and I began to cut a plant that has long, hard thorns. Then I made my way by cutting down some small trees growing close to each other. I never open paths wider than my body and that is why when using them I do not stray from them. I cleared the bushes and trees in the opposite direction of the slope and with the rocks to my left, I climbed until I reached the next wall that unfolded at right angles to the right. There I stopped, cleaned enough to have freedom of movement and I remember that I avoided cutting a tree that grew directly from the rock. I had never seen anything like it. The important thing comes now.
When I open these trails I plan what I will leave for the next occasion and I make a mental map. I looked down the slope. When I was leaving I forgot to pick up my hiking pole. I retraced my steps and took it back. Then I had a sudden desire to go down part of the slope to take a look at some stone blocks. About five meters below I saw a tiny tree and noticed that two of its branches had been torn off. I looked at the area again and saw no other path leading there, a place that was also difficult to access. Maybe someone had been there a few hours ago. However, when I looked at the trunk and branches I clearly saw that they had been cut. I suddenly felt confused. I had not gotten there, that place was totally inaccessible a few minutes before. I began to review my memory and tried to analyze what was happening to me. But I remembered perfectly which rocks I had approached and which area I had cleaned. Another thing I learned was that I cut the logs almost from the base, there is no point in wasting energy making several cuts. This tiny trunk rose several inches off the ground, which is not my modus operandi. But there it was, something that didn't have my signature and at the same time no one else could have cut it. I sat and tried to remember, and my mind clearly remembered what I had cleaned a few minutes ago, not where I was. It was the first time in my life that something like this happened to me.
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2024.06.02 16:18 not_my_leo Best Board Game Tables To Buy

Hey Everyone!
So, after spending way too much time scrolling through various board game subreddits and reading more reviews than I care to admit, I've stumbled upon some real winners when it comes to board game tables. If you're anything like me, you're on the hunt for that perfect table to elevate your game nights from fun to legendary. Well, fear not, because I've put together a list of the absolute best board game tables out there.
________________________________________________________________________

BEST BOARD GAME TABLES 2024

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Portable Poker table:

PROS:
CONS:

Arcade Screen Infinity Game Table:

PROS:

CONS:

GSE Wooden 3-in-1 Chess Checkers Backgammon Table Set:

PROS:

CONS:

Becko US Tilting Puzzle Table:

PROS:
CONS:

Game Night Table Topper:

PROS:

CONS:
  1. Limited Aesthetics: May not suit all interior designs.
  2. Table Compatibility: Might not fit all table shapes and sizes.
  3. Storage: Requires space when not in use.
  4. Maintenance: May require cleaning and care to maintain its quality.
  5. Cost: Initial investment required for purchase.

Jumbl Game Board Rack:

PROS:

CONS:

Round Pedestal Game Table Tobacco:

PROS:

CONS:
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2024.06.02 16:07 Drakos8706 Powerless (part 68)

First. Previous.
‘Ri woke up in the hotel room to the sound and smell of cooking meat, as well as what she knew to be pancakes. Opening her eyes, she looked ‘down’ to see Kyle cooking on the small grill he packed with him in his subspace shadow, one of his near-silent air purifiers directly overhead, as he was using wood to cook with; the smell of fire-grilled meat was making her ravenous, and it was with a happy stretch that she sat up, Kyle turning to smile at her.
“Morning, beautiful,” he said as she smiled back, “Figured I’d make you breakfast-in-bed; we got dragon steak and eggs - chicken eggs - and I just got done with a bunch of dragon bacon. Pancakes were done a few minutes ago, and I’ve been letting the butter melt in; syrup’s over…” he looked around, spotting a metal container that looked somewhat like a drink pitcher. He set all of this down on a large tray, which he carried over to her, setting it down on the bed lengthwise between the two of them. He went back to the table he’d been working at to retrieve plates, flatware, and two glasses, floating a pitcher of what turned out to be gor’ahm juice, a sweet - yet slightly tart - berry that grew on verem’jiose, and also cost quite a bit, as it was difficult to get enough berries to mass produce, so it wasn’t ‘readily available’ outside of her homeworld.
All-in-all it was a rather enjoyable breakfast - whether or not he had any ‘professional’ training, Kyle sure did know how to cook. After they were done eating - and Kyle had moved their dishes over to the kitchenette their room came with - they took a shower, taking their time in the hot water, just enjoying each other’s presence. When they were done, they dressed in the robes that came with the room - they had gone with black all around - and went to sit together in the main room, putting on some soothing music as they sat together, tails and arms wrapped around each other. After a while of them just sitting there, Kyle stirred slightly.
“I, uh… I got a surprise for you.” He sounded a bit nervous as he said it, but she put that to the side; surely he was just hoping she’d like whatever it was. He smiled slightly, and said,
“Close your eyes.”
Doing as he asked, she shut her eyes, knowing full well that whatever he was ‘retrieving’ was in his subspace shadow, but she went along with the act. When he gave her the okay, she opened her eyes, and it seemed like her stomach dropped out from under her heart, and into oblivion; there in his hands was a thin, perfectly square - but not ‘cubed’ - black box. She looked up at him, unable to say anything, as he opened the lid, and she let out an involuntary gasp; it was difficult for her mind to process what she was seeing, as it appeared to be a round piece of the void cut out to look like a tiara. Or, at least it looked like the shape of one, seeing as she couldn’t really make out any details, though there obviously were details carved into it, as the little sparkles of what she knew to be black hole diamonds - she had seen the pendant Kyle had retrieved from the pirates - seemed to appear and disappear, depending on what angle she looked at it from. The big 8-point star in the middle - reminiscent of the shape their pupils took when observing peoples’ life-blood, and Gift - was always visible however, no matter the angle it was viewed from.
“I had to have Kay’Eighty sketch out the basic outline of where to cut to fit you,” he said, drawing her out of her stupor, “And I had the lead sehr’chtahb fit the diamonds on it, as part of the payment for bringing back the pendant, along with the diamonds themselves, of course. The actual tiara is made from the bone of the first dragon I killed, and I used the kath’loo’s Gift to turn the bone so black that it absorbs all light. I had to turn the bone behind the diamonds silver, because there’s only so much that refraction can do.” They both gave a little chuckle at that; finally, he pointed to the inside of the tiara.
“And here I put a strip of crysthril all the way around it,” she knew that he’d gotten the Gift from one of the sehr’chtahb before they’d left the planet, “Which you normally wouldn’t need, seeing as you’ve got a literal ton in your subspace; but this is different. While we can’t transfer our Gifts to anyone else, we can transfer them into the crysthril, and it stays enchanted with the Gift, no matter how much of it you use. It’s basically limited by your own power, and how much of each Gift was put into the crysthril. Right now, this has all the Gifts that I have right now, and I can always add more in later, when I get ‘em… So, will you wear it?”
The last part was said with a palpable level of nervousness, and she was unable to say anything at that moment. After a few seconds, she finally was able to nod her head yes, tears leaking down her face. Kyle’s face lit up in a wide grin, and she saw his eyes shimmer with unshed tears as he reached forward to grasp the tiara, showing her how to disconnect it at the sides. She leaned her head forward as he reached up to put it on for her, it fitting snugly not just around her head, but perfectly resting around her horns, so as not to be squeezing them, nor to be loose, and wobbly.
She reached forward, pulling him into a deep, passionate kiss, too happy to actually say anything; they sat there for a while, basking in their shared love, until she started getting a bit antsy. Kyle obviously noticed this, as he laughed, and said,
“Go look; I know you’re just dying to see it.”
After a smile, and a quick kiss, she ran into the bathroom, looking into the mirror, marveling at the dazzling headpiece that was now her’s. She sat there for a good few minutes, turning her head this way and that, admiring the craftsmanship Kyle had so lovingly put into it. It honestly looked like something a professional jeweler would be proud to call their own work, and she reveled in that fact as well. This was a testament to his love for her, and it was done through Kyle’s own handiwork; and where it wasn’t, it was small enough to excuse away, especially with having had the diamonds placed as payment for his actual work.
Eventually she was able to tear her eyes from the beautiful piece, and she returned to Kyle’s side, both of them grinning like children. After a few minutes of making out, and cuddling, Kyle insisted that they get dressed.
“I know you wanna show that off, and we can go look around the shops, see if there’s anything that we want. Then we can grab lunch somewhere, and later we can have dinner with your parents and ‘Lana. Tomorrow I’m gonna go back to the ship and get some brisket started up; Kohr’Sahr and the others’re gonna be here in a couple days, and I wanna have a party when we give them the news.”
“Do they know?” she asked.
“About me proposing? No,” he replied, “About everything else? I gave ‘em a brief rundown, but I didn’t go into too much detail. The suun’mahs representative got in touch with me yesterday: the broadcast is gonna come out later today, and anything that they need cleared up after that, I’m happy to be the one to tell ‘em… You’re sure you’re okay with them posting your general location to the public? I don’t want you to have to deal with any ‘fanclubs’ from back home.”
She smiled warmly at him, running her fingers through his hair.
“They’ll know that I’m taken, and that they have no chance; anyone who tries anything after that, no one will blame us for… teaching them a lesson. Besides, they already know not to bother me if they see me abroad; the secrecy was just an added measure.”
He bowed his head concedingly, as he got up, pulling her to her feet with him.
“Come on,” he said, giving her a quick kiss on the corner of her mouth, “Let’s get dressed.”
She got dressed in a simple black pleated skirt that came about ⅔ down her thigh, along with a teal button-up shirt. Kyle was wearing his black and red pants, with a silk purple shirt; he had decided to forgo his boots. Kyle applied a simple light layer of purple eye shadow, and simple black liner, with a reverse of that on his lips, having purple liner and black filler. She went with the same pattern, except she used a luscious red in place of her natural purple. Once they were ready, they were about to head out when she thought of something; she held out her hands, and pulled a certain large, flat box from her subspace shadow. Smiling, Kyle opened it, and gently removed the necklace he’d bought her the last time they were on this station. After he’d secured it in place, she dismissed the box, and they left the room arm-in-arm.
The payoff was near-automatic, as it only took as long as getting into the elevator before they encountered another person; this one turned out to be none other than the Captain, as the station leader had put the entire crew up in the station’s best hotels, save for a decent amount of the security, all of whom had gotten to leave the ship last time they were on this station. As soon as the doors opened, they saw her standing next to what appeared to be a golden drahk’mihn, with horns that protruded from his forehead, sweeping back over the top of his head, only to slightly curl upwards just as they reached the back of his head. He wore light blue shorts, and a matching vest, while the Captain wore her customary jacket; her eyes widened when she saw the two, going straight to the tiara on her head.
"By the Gods, man; do you do anything normal?"
"Define 'normal'," Kyle countered, which brought about a round of laughter.
“Were y’all gettin’ off?” Kyle asked, hooking his thumb over his shoulder; the Captain cleared her throat,
“Well, that’s really none of your business,” she replied, to more laughter, “But we can take another ride, either way.” She had barely taken her eyes off the tiara the entire time, much to ‘Ri’s delight. As Kyle pushed the button for the lobby, Golden asked how Kyle had made it, to which he obliged, occupying the time it took them to reach the ground floor; the Captain couldn’t keep her eyes off the headpiece the whole time, at which ‘Ri couldn’t help but smile with pride.
After they reached their floor, they bid the other two farewell, at which point the Captain seemed to remember herself, and gave a hasty - yet obviously sincere - congratulations to the two, which Golden echoed. After thanking the two, they disembarked the elevator, ‘Ri acutely aware that the Captain was still staring at the tiara, even without looking back at her.
The rest of the day passed in a similar manner, with the general crowd around them either going silent, or - less common, but still frequent enough to be noticeable - lightly gasping; all eyes were on her, which made her smile and cling to Kyle’s arm all the more. It was funny: she had never really cared about ‘tradition’, and had always simply wanted someone who saw her as her. Sure, there were several ‘high-born’ men who’d hunted dangerous beasts - even to a drahk’mihn - to turn into tiaras, all of them trying to ‘win her hand’. But none of that had ever mattered, no matter what they’d hunted, or whether they’d used their Gift, or not; none of them even knew who she was, so their efforts meant nothing, but whatever standing they could achieve by marrying ‘the girl who stopped the war’.
But here was Kyle, a man from another species entirely who saw her as a person, in a way that no non-insectoid ever had in her entire life. A man who’d had no problem whatsoever showing his anger at her - very much deserved, she had to admit; that was a rather rude wake-up call - before he really even knew her, not afraid to call her out on any toxic behavior she might display. And who had taken the fruit of his labors to produce a symbol of his commitment to her, fully embodying the true symbolism of the traditional way, not by simply trying to impress her by buying her affection, as the others had. And for the first time since she was a little girl, she felt a distinct pride in that tradition, and all the more love towards Kyle for it.
They didn’t really have any place in particular that they had in mind to visit, simply walking around, enjoying each other’s company, and the reactions of the various passersby. Among the obviously astonished expressions, there were quite a few jealous ones on a few of the women they passed by, which brought her no end of satisfaction; not that she had anything in particular against any of those women, it just felt good to have something that others wanted so badly. And though she doubted that many of them actually wanted her man - whom she still valued more than the headpiece he’d given her - what they wanted was a product of his work, and so either way - whether they knew it or not - it was him that they wanted; too bad for all of them that she’d gotten her claws in him first, and she was never letting him go of him again.
She had made sure of that, seeing as he could now issue orders to the Captain, and change protocol on a whim; she had also gotten him to give her authorization to take a shuttle planetside if she deemed it necessary, though he’d made her promise to exercise that authority only in cases of an actual emergency, and not for a small ‘threat’ that he could obviously handle. They had come to the agreement that the wild cats from Cheshire’s homeworld were the cutoff point: anything much bigger than those were enough to warrant her presence on the planet. She didn’t really like even that, but she had to agree that at that point it was almost insulting to his own abilities, especially since he had plenty of Gifts to help him out, including her own.
At one point, they were passing by a furniture shop when they spotted her parents and ‘Lana going in; it was her sister who noticed them, calling out,
“‘Ri, Kyle; hi!”
They both smiled and called back in greeting, waving as her parents turned around, their faces immediately breaking out in smiles as they saw the two of them; the looks on their faces - coupled with not a bit of surprise - told her that he’d already shown them the tiara, not that she minded. If he was going to show anyone before her - aside from those who helped him create it in the first place - she could accept her parents being the ones, and ‘Lana by extension.
They spent around an hour walking around the shop - Kyle having to encourage them to pick out the more ‘luxury’ goods - as her parents picked out a new mattress for their bed, along with a few comfortable chairs. They all went their separate ways, her and Kyle promising to meet up later for dinner together. As they had just come back from eating themselves, they went to do more shopping - Kyle reminding them not to worry about the price of anything - while she and Kyle went to go find somewhere to eat.
They decided on a unique shop setup, wherein there was an herbivore side, and a carnivore side; both were technically their own shops - separated by a wall, and everything - though there was no problem with an herbivore sitting with carnivore friends to go nextdoor to get a plate made, and bring it over, or vice versa. They decided on sitting in the carnivore section, and Kyle would go over to the herbivore side to get a bit of roughage for the both of them. After they had taken their seat - the keen’yhong waitress staring in awe at her tiara - Kyle excused himself to the shop next door; after he’d left her line of sight, she immediately got up and hurried to the restroom, eager to get another look at herself in the mirror.

Vohr’Sin - a light blue drahk’mihn with horns that curved back, down and around, so that the tips pointed forward, just under his ears - was having a bit of trouble, as the restaurant was currently too full to seat them.
“There’s nothing you can do for the drahk’mihn ambassador to the humans’ system?” he asked jokingly, “She should be on her way any minute.”
“Sorry, sir,” the black gah’rahtoe replied to him, his face showing genuine regret, “It’s the lunch rush, right now. You’re welcome to wait for someone to finish up, if you like.”
“No,” he responded, “She had to skip breakfast this morning to attend a virtual meeting, so I doubt she’ll be up to waiting… Well, thanks anyway.” As he turned to find somewhere else to eat, he nearly walked right into another person; it took him a moment to realize who it was.
“My apologies,” he said, “I should have been paying more attention to where I was going… Forgive me for bothering you, but aren’t you Ambassador Redding?”
The human was easily recognizable, the ‘scars’ across his face and the horns - which the Empress herself had expressed to his wife were not to be commented upon - that were in a very unique shape. Personally, he wasn’t too comfortable with the human getting a pass at imitating their race - especially Kah’Ri’s horns, of all people - but if the service that he’d provided to their race by coming up with the idea of how to find the slavers was enough for Empress Ella’Ven to excuse it, he had to accept it, as well. The man was carrying a tray with a few plates of vegetables on them, including two baked tass’guds.
“I am,” the human replied with a smile, “Sorry for eavesdropping, but I couldn’t help but overhear your conversation: if you like, you can come sit with me and my fiance; we’re out celebrating our engagement.”
“Oh,” he began sheepishly, “I really wouldn’t want to intrude…” but the human waved him off.
“I’m sure it’ll be no problem; you know how women like to show off their jewelry. It’s just us, so I’m sure it’ll be fine. Besides, I can answer any questions your wife may have about humans, and any social customs she might need to be aware of. Well, any that I know of, anyway.” He finished with a slight chuckle, and Vohr’Sin was torn between not wanting to intrude, but also not wanting to insult the Ambassador by refusing; it was at this time that his wife Vir’Ell walked up.
“I see you’ve met the human Ambassador, love.” He turned to see the yellow-tinted woman that he’d pledged his life to, wearing a light purple tube-top, and matching shorts. Her slender horns swept backward, ending halfway down the back of her head, pointing down.
“I’m Vir’Ell,” she said, directing her attention to the human after exchanging a kiss with Vohr’Sin, “It’s a pleasure to meet you.”
“And you, as well,” he replied, “I was just telling your husband that y’all can join me an’ my fiance, if you like. We just got engaged this morning, and I’m sure she’d just love the chance to show off. Of course, I don’t wish to interrupt your own time, if you’d rather eat alone, but it seems that we took the last free table, here.”
“That sounds lovely,” she replied easily, lightly squeezing his tail with her own, “I look forward to meeting your betrothed.”
The human - Kyle, as he asked them to call him - led them inside, and over to an empty table, where they all took their seats.
“I’m sure she went to freshen up,” he said as they all sat down,
“So,” he continued as they all settled down, “I hear you’re on your way to Sol?”
“We are,” Vir’Ell replied brightly, “Several factors have come together to convince the Empress to send an envoy to your system; the two biggest factors being - of course - your own contribution to freeing those enslaved, but also from the fact that even through the outcasts of your society, it is entirely obvious that humans had nothing to do with the enslavement of our people. There are obviously other reasons - ones that she wishes to keep close to her wings - but she has decided that humans will be the first race to whom she will reach out a hand of open friendship. Obviously, this will have to be taken slowly, but we’re hopeful that this could open new avenues of trade and friendship that we’ve been so sorely missing all these years.”
“Well,” Kyle began, “I hope we can come together as peoples, especially since our introduction to the wider galaxy came about in quite similar circumstances.”
“Yes,” Vohr’Sin replied seriously, joining the conversation, “That is something that we - as separate races - can relate to, you more so than others, I’m sure. I can’t imagine what it must have been like to endure the mahn’ewe’s captivity, and I commend you on your mental fortitude to be able to make it through all of that relatively unscarred. I won’t claim to know how you’ve dealt with it since your escape, but the fact that you came out of it without any noticeable xenophobia is exemplary.”
“Yeah, well,” Kyle began a bit darkly, looking off to the side a bit as his mind wandered those detestable halls, “I’m kinda used to misfortune, and holding it against those who brought it on, specifically. As a matter of fact, the mahn’ewe look human enough that it doesn’t even translate the same when looking from even the drahk’mihn to them. And everyone else just looks like ‘humanoid animals’, or ‘insects’, so it’s less of a comparison to the mahn’ewe, and more so towards our own myths and legends. And I guess I can’t really complain about my lot in life, ‘cause if I hadn’t been abducted, it’s likely I never would’ve met my future wife… Who seems to finally be done admiring herself in the mirror.” This last part he raised his voice slightly, obviously addressing someone over Vir’Ell’s shoulder, who was on Vohr’Sin’s right side. Before they could turn to look, a surprisingly familiar voice rang out, the smile audible in her voice.
“Can’t you go anywhere without ingratiating yourself with whatever drahk’mihn may be in the vicinity?” Looking around at the woman who had just walked past them to sit next to Kyle, his heart seemed to stop in surprise, both at who was talking, as well as the tiara she was wearing; and looking at her now, he fully understood why the Empress had directed them to ignore Kyle's choice in horns. Kah’Ri Mih’Rell wrapped her tail around Kyle’s waist - even as he wrapped his around her - and even hooked her right wing on his right shoulder, a wide grin on her face. On her head was what appeared to be the void itself, elegantly wrapped around her head, twined gracefully over her horns so as to appear as if the void really had inserted itself onto her head.
“‘Ri,” Kyle began, obviously enjoying their reaction just as much as Kah’Ri was, “I’d like you to meet Vohr’Sin, and his wife Vir’Ell; they’re heading to Sol, as she’s been appointed the Ambassador to humanity.”
“Oh,” she replied, obviously surprised, “I honestly didn’t expect that, though I suppose Ella would have ample reason to reach out to humans, of all peoples.” Obviously it was common knowledge that the Empress had taken Kah’Ri in when she’d lost her own parents, but somehow it had never occurred to him to imagine anyone being ‘close’ enough to her to call her by a nickname.
I’m sorry,” Vir’Ell cut in, “But that tiara is absolutely stunning.” Mixed in with the pleasure at such an extravagant praise, there was an obvious strain of pride in their faces as they both grinned, Kah’Ri leaning closer to Kyle.
“Thank you,” she replied, “He made it according to tradition.”
“You made that?!” he couldn’t help but exclaim, causing them to smile even wider, “From what? I recognize the black hole diamonds, but the material that the rest of it is made of…”
Kah’Ri gave Kyle a knowing look, and - still smiling - said,
“Show them.”
Kyle gave her a conceding nod of his head, and fiddled with the small monitor that was strapped to his wrist. Soon enough, a small hologram appeared on the table between them, depicting Kyle in a strange white tree, looking down at a - comparatively - giant red reptile of some kind. There was a seemingly one-sided conversation where he was obviously speaking with the razum’yilahn that was partially wrapped around his neck, the rest of their body disappearing beneath his shirt. They were still able to catch the gist of what they were saying, mainly that he couldn’t kill that creature until they were sure it wasn’t sapient, which would require them going into its mind.
What followed was an epic battle between man and beast, his uplifted canine companion joining the fight once it was clear that it was indeed a fight. And though it fended off any attacks the canine - Cheshire - threw its way, it seemed intent on finishing the one that had invaded its mind. It eventually had Kyle pinned on his back, both claws - and most of its weight - braced on the staff of the spear he wielded, while Cheshire continued to draw its attention. One such attempt resulted in the reptile shifting its mass, causing one of its paws to slip off the staff, producing what would obviously eventually become the tattoo across his face, though his eyes were destroyed beyond repair in the process.
He managed to catch the claw back on the staff again - obviously using the razum’yilahn’s eyes to operate - soon after which a shuttle appeared, its door open, and what looked like an automated weapon hanging out the side. It fired once, catching the reptile in its backside, and doing little more than making the beast angrier. As it hissed at the shuttle, the weapon fired again, and caught it in the throat, opening up a shallow cut, which Kyle wasted no time in exploiting. Bracing the staff between the arches in his boots, he reached down and drew another knife from his boot, and quickly used it to open the cut wider, rolling out from under the monster to avoid the spray of blood. As the hologram cut out, Kyle began speaking.
“I used the skull plate to grind out the tiara itself, though I had to use nanobots to carve out the clasp to hold the two pieces around her horns. The diamonds were a reward for returning a pendant to the ory’lagus who run the black hole mining company, and the sehr’chtahb who originally crafted the first black hole diamond shaped and set ‘em for me, and I used the Gift I took from the Kath’Loo who was holding her father to change the bone so that it absorbs all light; I also had to turn the bone behind the diamond - and every flake of diamond dust - to silver, to have some light reflect back.”
Vohr’Sin was quite taken aback by everything that had gone into making that tiara, and he was beginning to see possibly a bit of what Kah’Ri must have seen in him in the first place. He was only just realizing that Kyle hadn’t seemed phased to have seen a drahk’mihn; which now it was obvious as to why, but it should have been something that he noticed when they first met. Perhaps it was the horns, and his eyes, of course; another thing the Empress had instructed them to ignore. He was also acutely aware of how… desirable that course of events made him.
Goddess, man,” he said, putting an exaggeratedly jealous arm around Vir’Ell’s waist, “Save some for the rest of us.” That got a good laugh out of the table, shortly after which their waitress showed up to take their orders. Luckily, they all knew what they wanted, and they were soon talking back and forth, sharing anecdotes from their home world, and asking questions about his. They learned a few things that weren’t easily discernible by simple study of their culture through text, or even video. Kah’Ri stayed quiet, mostly, letting them do all the talking about Verem’Jiose; probably since she had been - intentionally - absent from there for so long, it wasn’t like she would have any idea of more recent news, or trends.
All-in-all, it was an enjoyable lunch, with the time slipping by as they ate and talked the meal away. Towards the end of the meal, the women excused themselves to the restroom, and while they were gone, he took the chance to ask Kyle about the possibility of being allowed to hunt one of those lizards himself, as Kyle had informed them that he owned that planet.
“Well,” he began after a bit of thought, “If you do hunt one, you’ll firstly have to do it without your Gift,” that took him by surprise, but Kyle didn’t stop there, “You also have to fight without any kind of ‘modern’ weapon. Which is mostly just saying that you can’t use guns, though nanoblades are not only acceptable, but also needed. And I’ll even make sure that you’re supplied with some mithril to use, as well. And just so you know: not only will you have a guide with you at all times to make sure you stick to the rules I set out, but they can see if you use your Gift.”
He flexed his eyes for a moment, having already explained how they worked - as far as he knew, anyway - to them earlier, when they revealed that that was why Kah’Ri’s eyes were red, instead of purple.
“I understand,” he replied seriously, “I wouldn’t want to disrespect your world.” Kyle nodded once, saying,
“Well then, I think we can work something out. If y’all’re gonna be here for a couple days, I might be able to get in touch with someone who can set up a way to get you there ‘n back.”
“That would be most appreciated.” As Kyle nodded his acceptance of his thanks, an idea came to his mind.
You know,” he started in a conspirator's tone, “Before we left home, I managed to get my claws on a crate of krav’ashah wine; it’s a ‘luxury’ berry on Verem’Jiose, as it’s hard to farm, and doesn’t produce a very high yield, even when done correctly; aged twenty years. I would be willing to gift a couple bottles to the two of you, in celebration of your engagement.”
Kyle smiled knowingly, and replied with,
“Well, that would also be much appreciated; I’d definitely owe you a lot… You know, the ory’lagus gave me a lot of extra diamonds, not just enough for ‘Ri to make my circlet. Once you get the piece you wanna make for Vir’Ell, I can shape and set a decent-sized one for you.”
“I think we have an understanding,” he said, smiling.
“As do I,” Kyle replied, a smile of his own on his face.
Their other halves came back shortly after that, and after they all said their goodbyes - he had insisted on paying for the meal - he made his way back to the ship with Vir’Ell, already planning the shape of the new tiara he would be carving for her. And while the one he had bought her would always be special to him - a simple golden band, with a blue diamond in the center of her forehead - he wanted to make this one even better; perhaps he could find a way to incorporate her old one…
[Next.] Patreon
submitted by Drakos8706 to HFY [link] [comments]


2024.06.02 16:05 ConsequenceNew417 Pregnancy after loss

I decided to write this because my anxiety has been killing me. I F(23) have had two early miscarriage in the past year. One was last year in may/June & the other in November. My husband & I decided we were going to wait to try again because he knows how much it affects me. Some doctors told me to look into getting tests done to see what could be happening some told me just to wait because I was still young. We decided to go ahead and get tests done. Which never happened since we were waiting for him to add me to his insurance after we got married & ended up getting pregnant in February. Of course I am extremely happy for this pregnancy, although I cry mostly every time I go to an appointment afraid they will say something I don’t want to hear. At the beginning of the pregnancy I had a scare, I was bleeding. I knew if it was another mc I couldn’t stop it but this felt different. The bleeding was watery and didn’t hurt. I ended up going to the hospital since it was going on for a couple days and I would fill up pads. I wanted to rule out an ectopic pregnancy. There I found out I had a subchorionic hermorrahage, pregnancy wasn’t viable yet since I was only 5 weeks. They got in contact with OB to let them know what was happening and when I went in for an ultrasound; The pregnancy was viable. I went in every appointment after that and everything was great. I also went in for early anatomy scan at 13 weeks and same thing, baby was great, moving around and no Sch anymore. Yay! They even called me the other day to tell me how my blood results turned out and that they know what baby is. (Of course I started crying, I never got to that point in any of my other pregnancies).
I just need some help, I can’t stop overthinking, afraid that I had been able to make it this far and that something will happen. I am a plus size girl, I try to feel if my uterus has gone over my pelvic bone (or where it may be) but I don’t even know what to feel for. My question is, is it harder for a plus size girl to feel when laying down? I do feel pressure sometimes, I tell my husband it feels like a have a ball inside me. But then it goes away. My breast tenderness is more some days than others. I try to stay positive, always put on positive affirmation videos and talk to my baby regardless of have small he/she may be. I haven’t even told my family afraid that something would happen. I don’t need my mom saying once again that I must be paying some bad karma for God not to let me have my babies. 🥺
Can someone help me out, I don’t have my next appointment until in two weeks & just want to feel better. Positive stories after loss, maybe a word of advice?
It’s gotten so bad that not only do I overthink it during the day, my dreams are starting to be negative as well.
Fun story: I thought I would share this, I was going into my 12 week appointment with OB when I was crying so much in my car before walking in, afraid of negative outcome. While I was in the waiting room, I couldn’t stop feeling the urge to cry, but there were so many people. I would message my husband to see if he can help me out. I would listen to their music in the background, when suddenly I hear a version of bob Marley song that goes “every little thing is gonna be alright”. I am a big sign person that takes things as signs. At that moment I knew everything was okay and felt better. So imagine how a feel when my dreams start to become negative.
I apologize this for being long. I just needed to get It off my chest.
submitted by ConsequenceNew417 to Advice [link] [comments]


2024.06.02 16:01 Jxsida Every match on this game is an absolute sweatfest

Where’s the variety of players? Everyone’s competing for pro league in every game I’m in by the looks of it. It’s genuinely impossible to hop on this game solo and have a good time: without giving call-outs and running with a squad, you get stomped 99% of the time.
Idk what kind of arcade shooter experience they were going for but they’ve missed the mark by a long shot if I’m having to snort gfuel in a 5 stack just to win a game in the standard playlist.
submitted by Jxsida to XDefiant [link] [comments]


2024.06.02 16:00 the_rippy_one Trying to build a Martial Arts Style for 3e

And I'd like some idea if I'm building anything worth using XD
So, Bloody Oni style - brutal, impactful, and likely to get its user killed XD You get 3 sorts of chains - the direct offense one, the direct "you will regret hitting me" chain, and a couple war-cries for the barbarians in all of us XD I'm sure someone has written a similar style, but I didn't see anything quite like this in the books I have, so, wrote it.
This style eschews normal defensive practices in favor of all out warfare and mayhem. You will get hurt, you will hurt your opponents, and you will laugh like a madwoman while the streets and fields are stained red. This style excels in two ways – high-impact damage, and vicious counters (just because you accept a hit, doesn’t mean you don’t make them pay for messing with a practitioner). You are also supremely scary when you are about your business, leaving your enemies frightened and angry.
Weapon: Bare fists, natural weapons, or Large 2-handed weapons. You may Stunt to make bare fists Lethal damage. Armor: You may wear nothing providing a Defense bonus, and your pride as a Bloody Oni practitioner is offended by the very thought. Clothing Artifacts which don't provide Defense are acceptable. Barely. The elders and your teacher cluck their collective tongues at the idea.
Oni Overwhelming Impact Simple Cost: 1 mote; Mins: Martial Arts 1, Brawl 1/Melee 1, Essence 1 Prereq Charm: None
The most basic movement of this style is to HURT THINGS. When you use this charm, add your Essence, or Brawl/Melee (depending on what you are attacking with) to your damage dice when rolling successes for determining effect (but do not do so to “hit”), based on which is highest, to a max of your Martial Arts rating.
Mastery: You add 1 success for every 2 points of value you did not use in the above calculation (so, you punch a dude, mote, Essence is higher, roll Essence dice, and then add half your Brawl as additional successes)
Oni Impact Acceptance Reflexive Cost: 1 mote; Mins: Martial Arts 1, Resistance 1, Essence 1 Prereq Charm: None
You are stronger than your opponent. Prove it. You may “give” an attack from an enemy a number of bonus dice to hit you, up to your Martial Arts rating. The blatant display of disrespect and superiority shakes them, weakening their Defense by the same value if you attack them as your next action. You may make a social roll as part of your follow on attack (as a follow-up flurry to an attack against a degraded opponent) to inspire fear in your target. Make an instilling roll of Manipulation+Presence with a target of (5-Damage), to create a Minor Intimacy of fear in the opponent you hit.
Mastery: Once you activate this Charm, you may allow attacks later on to also benefit from your bravado – each time you are attacked this round, you may freely let it gain the exact same benefit (declared before they attack), at which point they risk this reprisal as well.
Bloody Oni Form Simple Cost: 1 mote; Mins: Martial Arts 1, Essence 1 Prereq Charm: None
You take an Extremely aggressive stance. Your Defense is reduced by 1, and you cannot use Evasion to determine your Defense (though you may still use Dodge Charms that do not improve your Evasion). In return, add 1 die to your accuracy, and one die In Addition to that when determining damage (or the amount of initiative you drain from a target). You may enter this form freely on the turn you kill an opponent.
Mastery: You may degrade your Defense for extra dice on your accuracy and the resulting effects, on a 1 to 1 basis, up to your Essence rating, instead. You must declare this when you spend the mote, and at the start of each of your turns.
Oni Disrespect Supplimental Cost: 1 mote; Mins: Martial Arts 1, Presence/Performance 1, Essence 1 Prereq Charm: Oni Impact Acceptance
Your cavalier attitude towards your opponents enrages those who attack you. You may Flurry a social interaction into an attack, proclaiming your disrespect. Everyone within audible range, who you are already fighting, makes a resolve roll against your Presence/Performance+Essence, or gains a Minor Intimacy of anger or hatred against you. IF they already have this Intimacy, this enhances it to Major. This leads your opposition to focus on you in combat when possible. This Intimacy lasts until the end of the scene, unless it becomes more permanent for various reasons.
Mastery: You become more capable in your insults – add your Presence and Performance together to determine the target number of successes. Further, attempts to ignore you are not only more difficult, but aids your allies – anyone with an angry/hateful intimacy towards you (and under this effect), that attempt to attack your allies, find their resolve wavering out of longing to hit you instead, lowering their attack rolls by their degree of Intimacy.
Oni Flesh Sanctification Reflexive 0m; Mins: Martial Arts 2, Resistance 2, Essence 2 Prereq Charm: Oni Impact Acceptance
Bloody Oni practitioners train to take hits. A LOT of hits. This is treated as a sanctification of the flesh, to toughen themselves. When you use Oni Impact Acceptance, you benefit from this training. Since you choose how to take the hit, you take it in a way that is “helpful” – reduce 1 Aggravated damage to Lethal, or 1 Lethal damage to Bashing, if you take damage from an attack enhanced by Oni Impact Acceptance. This reduction occurs on each attack affected by Oni Impact Acceptance separately.
Mastery: you now reduce 1 Aggravated damage to Lethal, AND 1 Lethal to bashing, AND 1 bashing damage is prevented straight out.
Oni Shattering Impact Supplemental, Withering 1m Mins: MA 2, Brawl/Melee 2, Essence 2 Prereq Charm: Oni Overwhelming Impact
On Withering attacks, when you roll Doubles of any sort, you reduce the target’s successes for any movement rolls they make until the next round (including dodge and athletics rolls to move).
Mastery: this penalty to movement lasts for a number rounds equal to your Brawl/Melee rating, as appropriate.
Oni’s Smirk Reflexive, Withering Cost: 1m Mins: MA 2, Resistance 2, Essence 2 Prereq Charm: Oni Impact Acceptance
When you are hit, roll Stamina + Resistance, targeting the opponent’s Essence. If you succeed, roll a withering attack or gambit, with bonus a bonus die for each attack that has successfully hit you this round. (so, if you are attacked 3 times in a round, successfully, you may counter three times, and, assuming you do, the third one is made with 3 bonus dice)
Mastery: You may perform this counter even when Crashed, and if you gambit as the counter, you gain initiative equal to your successes.
Violence Begets Violence Reflexive Cost: 1 will, mins: Martial Arts 3, Essence 3 Prereq Charm: Oni Impact Acceptance
Keep a tally of all Lethal and Aggravated damage dealt to you in this Scene. Whenever you attack, you may spend a mote to spend some portion of this count as automatic successes on that attack.
Mastery: You may instead spend some portion of this count to give allies within short range of you automatic successes instead, at the same mote cost.
Cry of Infernal Rage Simple 3m, 1w Mins: Martial Arts 3, Presence 3, Essence 3 Prereq Charm: Oni Disrespect
You howl your bloodlust, inspiring your friends and frightening your enemies. When you do this, your allies gain an Accuracy bonus equal to your current health penalty (so if you are at -2, they gain +2), and any enemies with a negative Intimacy towards you suffer a -1 to Accuracy. This lasts your Essence in rounds.
Mastery: your enemies suffer your current health penalty as a penalty to Accuracy (so, if you are at -2 from health, they are -2 Accuracy), minimum -1, instead.
Oni Savage Bloodletting Supplemental Cost: 1m Mins: Martial Arts 3, Brawl/Melee 3, Essence 3 Prereq Charm: Oni Overwheling Impact
When you make a Decisive attack, you may roll your Strength+Brawl or Melee, target your opponent's Stamina. If you succeed, your target starts to bleed heavily. A target loses 1 bashing damage per excess success each turn, which dwindles by 1 for each round the target has bled. This may be staunched by (Intelligence + medicine), each success reducing the excess successes that controls the bleeding on a 1 to 1 basis. (So if you are bleeding 5 bashing, next round you’d bleed 4. If someone makes the medical check on you for 2 successes that round, you’d go to bleeding 2 bashing damage instead, and stop bleeding 2 rounds from now)
Mastery: You may spend a Willpower to make this effect Lethal, instead of bashing. This damage is reduced at the same rate. The medicine check requires 2 successes to reduce 1 point/round of bleeding.
Oni Saint Body Supplemental Cost: *m; Mins: Martial Arts 3, Resistance 3, Essence 4 Prereq Charm: Oni Flesh Sanctification
Your profound physicality becomes even tougher. Each time you activate Oni Flesh Sanctification, you may roll your Stamina, and for each success, reduce a amount of Aggravated or Lethal damage coming your way to their next lower damage level, by paying 1 mote for each such reduction.
Mastery: You may also reduce bashing damage (that is incoming) to nothing as well. If you pay a willpower, you may add your Essence to your successes.
Blood Warpaint Permanent cost -; Mins: Martial Arts 3, Essence 4 Prereq Charm: Bloody Oni Form
Your Lethal attacks cause fountains of blood. Which tend to cover you. Hope you aren’t going to a gala later. This rather daunting display grants you a bonus to your Presence in combat, as might be expected. You gain a +1 charm-bonus to Presence for each Lethal damage you do, up to your Essence max.
Mastery: You may flick the blood on your...everything...into an enemy’s eyes, Blinding them for 1 round; you lose one +1 bonus.
Iron Swing of the Oni Simple Cost: 3m; Mins: Martial Arts 4, Melee/Brawl 4, Essence 4 Prereq Charm: Oni Shattering Impact
You may reduce your accuracy on withering attacks by up to your melee/Brawl rating, in order to hit a number of opponents equal to this reduction with withering strikes. Roll damage once, and compare the results independently to each target. You gain initiative equal to each set of successes, and each target loses initiative based on the independent comparison. (so, for example, facing 3 opponents, you choose to attack all 3. Your Martial Arts is 4, your Dexterity is 4, so You roll 8-3 dice, and net 4 successes (you lucky fighter). Your opponents have Defense 3, 3, and 5 - you hit the first two, and not the last. First has 2 Soak, second has 1, so you gain 5 initiative, and the first loses 2, and the second loses 3)
Mastery: You may attack multiple enemies with the accuracy penalty being one less - so, assuming you pay the 3 motes, you can freely attack 2 enemies with no penalty whatsoever.
Warcry of the Oni Simple Cost: 3m, Mins: Martial Arts 4, Presence/War 4, Essence 4 Prereq Charm: Cry of Infernal Rage
You let loose a cry of war or might. All enemies with a negative Intimacy towards you lose the ability to move for 1 round if they fail a Resolve check, targeting your Presence or War ability, depending on which you declared. You, and all of your allies, gain +1 bonus to attack. Further, if you declared your might, all your allies gain an Initiative bonus equal to your Presence, and if you declared War, you may use a Simple War Charm order with a 1 mote Cost, for free.
Mastery: You may use both the Presence and War bonus effects.
Beckoning Oblivion Simple 10m, 1w, Mins: 5 Martial Arts, 5 Brawl/Melee, 5 Essence Prereq Charm: Violence Begets Violence, Oni Savage Bloodletting Special: Violence Begets Violence must be active.
You rampage, taking terrible and bloody vengeance on all who harmed you in this scene. Spend all the tally left on Violence Begets Violence, dealing Bashing damage equal to this tally (reduced by target stamina+resistance successes) to each opponent who has hurt you, so long as you can reach them (you may move Medium Range from one valid target to the next, plan accordingly). If the target is bleeding, deal Lethal damage instead.
Mastery: You may move Long Range instead. You may spend an additional willpower to include one target who hasn't hurt you. You gain 1 willpower for each enemy you incapacitate or kill with this rampage.
Regret Comes Too Late Supplemental Cost: 1w, Mins: Martial Arts 5, Resistance 5, Essence 5 Prereq Charm: Oni's Smirk, Oni Savage Bloodletting
When you counter an attack and would deal damage, your damage increases one category (Bashing to Lethal, Lethal to Aggravated. If you would already deal Aggravated damage, add one success to your damage instead). If you counter with a withering attack, double your target's initiative loss - you only gain the normal amount, however. If you Crash an opponent as a result of this power, recover 1 willpower.
Mastery: your attacks inflicts bleeding, per Oni Savage Bloodletting.
Last Call Simple Cost: 10m 1w, 3a, Mins: Martial Arts 5, Presence 5, Essence 5 Prereq Charm: Warcry of the Oni
You invoke a terrifying vision with your shouted words, proclaiming blood and horror to your enemies. All enemies within long range with a negative Intimacy to you have this Intimacy increase in severity. They then roll Resolve versus your Presence. If they fail, you then invoke a second Intimacy of fear on all enemies in range, Minor or one level greater, if it already exists. Also, they cannot move, and suffer an Intimacy penalty to their Defense for your essence rounds.
Mastery: Any enemy with a dead or unconscious ally within short range of them loses 1 Defense for each such body, which stacks with the above penalty.
Iron Oni Body Reflexive Cost: 1w, Mins: Martial Arts 4, Resistance 4, Essence 5 Prereq: Oni's Smirk, Violence Begets Violence
For the rest of the scene, when you are dealt Lethal or Aggravated damage, you gain 1 hardness that lasts until the end of the scene, to a maximum of your Essence.
Mastery: You start with Hardness 1, and your maximum is Essence+1. If an attack is Unblockable, Roll your Resistance+Stamina. If you gain more successes than the attack had, it is no longer Unblockable.
submitted by the_rippy_one to exalted [link] [comments]


2024.06.02 15:58 Griffon-Knight The Adventures of Warrior Omega Part 3

Meanwhile, at the Base of the Barbarian Tribe, the King, Clint Orons had talked to the Messenger. "I shall consider the proposal." said Clint. "Sire." said Deronix, "we should be watching for the so-called 'Heroes'.". "so be it." said Clint. That was where one of the Council Members came towards Clint. "King Orons." said The Council Member. "Yes." said Clint. "With all due respect, we don't really know what the heroes are all about." said the Council Member. Meanwhile, at the crash site of the Kor'Drakk Cruiser, Alan had informed Joseph about the situation that had happened so far. "Where is the Undead Keep?" asked Kar'Gorto. "I'm not certain." said Kalzortus, "Perhaps we could ask the Orcs.". "I can't believe this." said Broktar, "of all the possible situations, you suggest asking the Orcs. Even when you said that you found them to be brutish in nature.".
At that moment, a Orc Warrior had approached the ship. "Sir." said Helmsman Mecator, "There's a Orc warrior at the side of the ship.". "Patch the Transmission to the Ready Room." said Captain Zordash. That was where Helmsman Mecator had patched the transmission to the ready room. "Captain Zordash." said the Orc. "yes, Comrade." said Captain Zordash, "What is it that you want?". "Xeintox has suggested that i come and help the Heroes." said the Orc, "i can help, by leading you to the Undead Keep.". At that moment, Tirus, Rotusor, and Officer Morgan had arrived at the area. "So." said Officer Morgan, "This is the object that had been sighted.". "I wonder where Alan And Broktar are located?" said Tirus.
That was where the Orc Warrior had turned to face Tirus, Rotusor, and Officer Morgan. "I should have figured." said the Orc, as he went for his axe. Tirus had gone for her bow and arrows. "wait a minute." said Rotusor. "What do you mean?" asked Tirus. "The Orc may actually be trying to help the crew of the ship." said Rotusor. "You may be right." said Officer Morgan, "i say we let him have a chance.". "if you insist." said Tirus. That was where the Orc had approached Tirus, Rotusor, and Officer Morgan. "I'm quite surprised." said the Orc, "i thought you would have fired on me, without a second thought.". "state the reason you have approached the ship." said Rotusor. "It is because my boss, Xeintox had sent me to lead a group of warriors to the Undead Keep." said the Orc. "Is that so." said Rotusor.
At that moment, Alan and Broktar had exited the cruiser. That was where Broktar had noticed Rotusor. "By the Moons of Artiox." said Broktar. "What do you mean by that?" asked Alan. "It's a figure of speech." said Broktar. That was where the Orc warrior had approached Alan and Broktar. "Well, Comrade." said Broktar, "Let's get a move on.". "What about our mission of finding allies to help fight the Master Of Zombies and the Undead Forces?" Asked Alan. "You are Right." said Broktar. As soon as Broktar said that, he went back to the ship, and accessed the comm-link. Meanwhile, at the Undead Keep, Ghoultor, Quotor, and the Battle Knight had entered the main room of the Keep. The Master Of Zombies And Necro-Oracle were waiting in the room for them. "Master, it is good to see you." said the Battle Knight, "Even after all these years.". That was where an undead soldier had arrived in the room."Sir." said the Undead Soldier, "we have captured several outlying towns, that surround the Plains of the Kordoz.". "What about the search for the Tomb of the Knight Lord Joseph Barker?" asked The Master Of Zombies. "Well, Sir." said the Undead Soldier, "They still haven't found the tomb yet.". "What!!!" the Master Of Zombies Roars, "This is unbelievable. They still haven't found the tomb.". "On the Bright side." said the Soldier, "when we captured the towns, we had transformed a good deal of the population into zombies.".
"Is that so." said the Master Of Zombies. Just then, K'Dartok and Captain Ghoulax had entered the room. "About time the two of you have arrived." said Quotor. "Yeah, That was wise." said The Battle Knight, "sending in a couple of shambling corpses to do a warrior's job.". "we may be reanimated corpses." said Captain Ghoulax, "but we actually had managed to do some damage to the heroes.". "Bah!" Said the Battle Knight, "You have battled only two of an entire group of Heroes.". "An Entire Group?" Said Captain Ghoulax. "yes, apparently there was a clan of Orcs and a crew of Aliens in the area, when i tried to contact the Battle Knight." said Quotor. "How do you know of such things?" asked Captain Ghoulax. "yeah." Said K'Dartok, "Neither of us were at the site.". "You're not helping matters." said Captain Ghoulax. "Oh, Really Now." said K'Dartok, "And i suppose that tactic of charging at the human with the two guns was effective.". “Oh." said Captain Ghoulax, "And i suppose that letting yourself be seen was any better.". "In case you two didn't notice." said Quotor, "We're on the same side.". "Oh, Right." said Captain Ghoulax. "in case any of you haven't noticed." said Necro-Oracle, "The plans must proceed, if we are to cover this Realm in darkness.". Meanwhile, At the Kor'Drakk Cruiser, Broktar, Tirus, Rotusor, Officer Morgan, Alan, and the Orc Warrior had started on the Way to the Undead Keep.
Just then, Kalzortus had caught up with them. "Kalzortus." said Broktar, "i'm surprised that you are coming with us.". "Captain Zordash figured that i would make a great representative on this mission." said Kalzortus, "Even though he doesn't really trust humans.". "Why does Captain Zordash distrust humans?" Asked Alan. "I'm Not sure." said Kalzortus, "but he did mention something that happened several hundred years ago, between him and a human.". "Several hundred years." Alan Said Curiously. "Yes." said Kalzortus, "i guess you don't really know too much about our people.". "Indeed." said Broktar, "The Kor'Drakk can live for hundreds of years. Kalzortus here, is one thousand years old.". "One thousand years." said Tirus. "I'm surprised the Kor'Drakk live that long." said Officer Morgan.
"Guys." said Rotusor, "it looks like these hills are about to curve over to the other side.". "it's not far now." said the Orc. "just what does this Undead Keep Look Like?" asked Officer Morgan. "last time i was in the area." said the Orc, "the place had been falling apart.". "Falling apart?" said Rotusor. "but when i had seen some undead creatures around the place." said The Orc, "upgrading the place. They had also placed some pieces of weaponry outside the gates.". "pieces of weaponry." said Broktar, "it should be no problem.". As soon as Broktar said that, he shifted his weapon mount to long range cannon mode. "What kind of weaponry?" asked Kalzortus. "I have only seen the two guns placed outside the Undead Keep." said the Orc, “It looked like they're long range rifles. Both of the guns are operated by a team of two zombies each.". At that moment, Joseph had contacted Alan. "Alan." Said Joseph, "What is your status?".
"i'm headed towards the Undead Keep." said Alan, "Officer Morgan is here as well. So are some of our new allies.". "Is that so." said Joseph, "Who are they, if you don't mind me asking.". "First of all." said Alan, "We have Broktar the Cyborg Lizardman, Tirus the Ranger, Rotusor the Warrior, Kalzortus, and, Wait a minute, We didn't ask the Orc Warrior what his name is.". "Yeah, That's Right." said Officer Morgan. "My name is Optotorix." said Optortorix. "Is that so." said Kalzortus. “Yes." said Optotorix, "and the Undead Keep is straight ahead.". As soon as Optotorix said that, He aimed at the Keep. "Well, i'll be." said Officer Morgan. "Hmm." said Joseph, "Apparently, Optotorix wasn't kidding.". Joseph had checked the database for any records on the weaponry. "I say we take it on directly." said Broktar. "Hold it, Broktar." said Kalzortus. "What do you mean?" asked Broktar. "there might be a weakness in the weaponry we may be able to exploit." said Kalzortus. "You may be right." said Officer Morgan. Just then, one of the zombies had seen the heroes. "Oh great." said Tirus, "they spotted us.". At that moment, Optotorix had charged at the guns. "For the Glory of the clans." Optotorix exclaimed as he charged at the guns. "Hold position." said Kalzortus. All of a sudden, a mysterious force had taken out both of the teams of zombies. "What in the Realms was that?" said Rotusor. "I haven't the slightest." said Tirus, "but whoever, Or whatever, had caused this, it sure helped us.".
"yeah." said Broktar, "And to think, i had shifted my weapon mount to long range cannon mode. Now i don't need to use it, for the time being.". "Just what doesn't your cyber-arm come attached with?" said Officer Morgan. "The kitchen sink, for one thing." said Broktar. "I should have figured." said Officer Morgan. "you must have learned that expression while you were on Earth." said Alan. "You mean to tell us, that Broktar was on Earth." Said Officer Morgan. "Of Course." said Broktar, "it was in the late 19th century, that i have been on Earth. The Location was England.". That was where Tirus had noticed a message near the Remains of the Gun emplacements. "i wonder what's on the message." said Tirus. That was where Tirus went over and picked up the message. "Hey, Tirus." said Officer Morgan, "what's on the message you have there?". "Apparently, it's in a Elven Language." said Tirus. "Are you able to Translate it?" asked Kalzortus. "I'll see what i can do." said Tirus. As soon as Tirus said that, she started to translate the message. Meanwhile, In Xerdas, The "Fire Griffens" had just started on their way. Little did they realize that there was someone watching them from a distance. "Hmm, this looks like the gang is headed towards the Undead Keep." said the Person, "if my instincts prove correct, They're going to be in danger.".
As soon as the Person said that, he opened a Portal. Meanwhile, back at the Undead Keep, Tirus had just finished translating the message. "What does it say?" asked Broktar. "Apparently." said Tirus, "it says that, to stop the Master Of Zombies, one needs The Sword of the Knight Lord Joseph Barker.". "What else does it say?" asked Officer Morgan. "it says that the Master Of Zombies has already placed the parts in the Battleship." said Tirus, "Not only that, it seems that the person had left several pieces of equipment.". "any idea on the identity of our mystery ally." said Alan. "as a matter of Fact." said Tirus, "it says the person's name is Zektus Skystar.". "Zektus." said Kalzortus, "that sounds like a word we Kor'Drakk use.". "Oh, Really Now." said Broktar, "Could we get on with this mission.". Just then, Zektus Skystar had appeared, via a portal. "Greetings, Heroes." said Zektus. "Hold it right there." said Officer Morgan. "Wait." said Tirus, "allow him to explain himself.". "thank you." said Zektus, "as i was saying, i am the warrior known as Zektus Skystar.". "If you don't mind me asking." said Alan, "But Kalzortus had mentioned that your first name is a word in Kor'Drakk. What does it mean in english?". "Ah, an inquisitive person." said Zektus, "Zektus means Warrior in Kor'Drakk.". As soon as Zektus said that, he went over and picked up the pieces of equipment he left for the heroes.
"You may need these." said Zektus. That was where Zektus handed Officer Morgan several clips of ammo. "Good thing you arrived with these clips." said Officer Morgan, "i was about to run out of ammo.". "indeed." said Zektus, "I had a feeling that you will be needing them. After all, i had witnessed your fight with the zombies.”. After Zektus said that, he turned to face Alan. "Alan." said Zektus, "I know that you intend on completing the mission. But i must warn you, The Master Of Zombies knows that you are headed to his base.". "What do you mean?" Asked Alan. "I mean that the Master Of Zombies has laid traps in advance." Said Zektus, "Not only that, but the Battleship that the Undead Forces have constructed, is not here.". "What do you mean the Battleship isn't here." said Officer Morgan. "You mean to tell us that this search was in vain." Said Alan. "All is not lost." said Zektus, “I know where the Battleship is being held in.". At that moment, an Zombie had spotted the heroes outside the Keep. That was where the zombie signalled for reinforcements. "Oh, Great." said Officer Morgan, "We must get going.". "Understood." said Zektus, "But before we go, Alan, Here's your equipment.". As soon as Zektus said that, he handed Alan a shotgun, a chainsaw, and a piece of Metal Plate Armor.
"Interesting pieces of equipment." said Alan. "Now can we get on with the mission." said Broktar. "Hey, what about Rotusor, Broktar, and Me?" said Tirus. "Yeah, She's Right." said Optotorix, "What about us?". "I hadn't expected to be with more than two heroes." Said Zektus. "I couldn't really blame you." said Kalzortus, "I mean, That you must have learned of the legend of the heroes.". "If that is true." said Tirus, "Than you must know of the sword 'Omnolight', and its role in this battle.". "Indeed." Said Zektus, "but the legend said that there is a group of only 2 heroes.". "Could we just get on with the mission." said Broktar. "Broktar seems to have a point." said Kalzortus, "After all, We're here to stop the Master Of Zombies.".
"He's Right." said Optotorix, "let's get going, before we're swarmed by shambling corpses.". "Good idea." Said Alan. That was where the heroes had entered the Undead Keep. Meanwhile, in the Mountain Town Of Ormrus, The townspeople were preparing the defences. That was where a messenger had arrived at the main building. "Sir." said one of the warriors, "There's a messenger for you.". That was where the warrior had escorted the Messenger to the leader. The Leader of the town, is Mayor Reinhart Jackson. "So, This is the messenger you mentioned." said Reinhart, "What is it that you have to say?". "First of all." said the messenger, "King Anderson requests that you would help him and his forces in the battle against the Armies of the Undead.". "Is that so." said Reinhart, "Then prepare a reply, saying that i will provide assistance.".
Just then, a Drwarven Warrior had entered the area. "Sir." The warrior said in a gruff voice, "the defensive perimeter is set up.". "Excellent work." said Reinhart, "is the Tomb of The Knight Lord Joseph Barker secured?". "Aye, Sir." said The Warrior. Little did the warriors know that there was a undead Scout spying on them. Meanwhile, Back at the Undead Keep, The heroes have already passed by several corridors. All the while, Necro-Oracle was watching the situation. Necro-Oracle was in the Observation room. That was where Quotor had entered the Room. "Necro-Oracle." said Quotor, "I just wanted to...". That was where Quotor had seen Necro-Oracle without his hood over his head. "By the Gods." said Quotor, "It cannot be possible.". "Then you know who i truly am." said Necro-Oracle, "That i am, in fact, an Dark Elf named Arkos Darkblade.". "That couldn't be possible." said Quotor, "Arkos was killed 7000 years ago.". "indeed i was." said Necro-Oracle, "However, i was resurrected by Dark Powers, that even i don't understand completely.". "Is that so." said Quotor. "Look, Quotor." Said Necro-Oracle, "Let's settle this when we're out of the way.". "What For?" Asked Quotor, "For What Reason?". "I have a plan." said Necro-Oracle, "I have set up a explosive for levelling this base. Not Only that, i had managed to hire a giant Cyclops to help in the plan to stop the Heroes.".
"This should be interesting." said Quotor. "Yes, indeed." said Necro-Oracle, As he was putting his hood over his head."Now, then." said Necro-Oracle, "Let's Get going.". Meanwhile, in another part of the Undead Keep, The heroes had managed to come across a room with three doors. "Which Way now?" said Officer Morgan. "I haven't the slightest." said Tirus, "What do you say, Broktar?". "I find it odd that you would ask me." Said Broktar, "Even though Zektus might be better at this than i.". "I'm surprised you would say that." said Zektus. "What do you mean?" asked Rotusor. "I mean that you would be the ones to trust me completely." said Zektus, "Even though you guys don't really know much about me.". “Indeed." said Kalzortus. "Let's just choose a path and keep going." said Officer Morgan. "Alright then." said Optotorix, "let's choose the middle path.". As soon as Optotorix said that, the heroes entered through the middle door. Little did the heroes realize that the doorway leading to the right, leads to a secret passageway leading outside of the Keep. Meanwhile, in the main room of the keep, the Giant Cyclops was waiting for the heroes to arrive in the area. "I wonder when they will arrive." said the Cyclops. That was where Quotor had contacted the Cyclops. "General Quotor." said the Cyclops, "i didn't expect you to call.".
"yes, indeed." said Quotor, "There is one thing i want you to do.". "What would that be?" Asked the Cyclops. "I want you to set the explosives to explode in 60 minutes." said Quotor, "Also, make sure the heroes don't make out of the keep.". "Anything else?" Asked the Cyclops. "That is all." Said Quotor. That was where the Cyclops had heard some footsteps in the distance. "Hmm." said the Cyclops, "The heroes must be nearby.". That was where the heroes had arrived in the room. "What on Earth?!" Said Alan, As soon as he seen the Cyclops. “Ah, Humans." said the Cyclops, “What's this, Non-human creatures?". "There seems to be a Rat-Man, An Orc, Two Half-Elves, A Lizardman, and a Alien there." said Quotor, "Along With the humans.".
"I shall make sure they don't make it out." said the Cyclops. As soon as the Cyclops said that, he had set the explosives for 60 minutes. "Oh, Great." Said Broktar, "There's a bomb.". "I thought you would have experience in that." said Tirus. "You think you're wise, with your comments." Said Broktar, "You just wait and see.". "Guys." said Kalzortus, "It looks like we only have less than an hour to deal with both the bomb and the Cyclops.". "Kalzortus is right." said Optotorix, "I say i will do the bomb defusing. You guys try to hold off the Cyclops.". "That sounds risky." said Officer Morgan. "I say we let him have a chance." said Rotusor, "I'll help Optotorix.". That was where Rotusor and Optotorix went to defuse the bomb.
All the While, The Cyclops was chasing after Alan, Broktar, Tirus, Kalzortus, Officer Morgan, and Zektus. At that moment, Joseph had contacted Alan. "Alan, What's your status?" Asked Joseph. "I'm inside the Undead Keep." said Alan, "The allies are here as well. There is one setback.". "One setback?" said Joseph. "Two, in fact." said Alan, "One, a bomb that is apparently set for 60 minutes, and Two, a Giant Cyclops.". "Is that so." said Joseph. "I just thought of something." said Kalzortus. "What's That?" asked Alan."What if we were able to convince the Cyclops to help us?" said Kalzortus. "That might be crazy enough to work." said Rotusor, "Although i doubt if it will work.". "Then i shall be the person to attempt that plan." Said Zektus. That was where Zektus had started to talk to the Cyclops. "Comrade." said Zektus, "Why is it that you serve the Forces of Darkness?". "I was hired to do so." said The Cyclops, "And i shall not fail in my mission.". "Even if it means that you will go down with this Keep." said Zektus. "What do you mean?" asked the Cyclops. "I mean that you will go down." said Zektus, "when the bomb explodes.". "Yes." said Kalzortus, "In other words, you'll be sacrificing yourself to help the enemy.".
"If what you say is true." said the Cyclops, "Then i shall help you.". That was where the Cyclops had gone over to the bomb and attempted to deactivate the bomb. At that moment, the bomb started up again. "Foolish Heroes." said a voice from the comm-link next to the bomb, "You think you can stop us.". "By the Gods." said Zektus, "It can't possibly be whom i think it is.". "What do you mean, Zektus?" Asked Broktar. "It is none other than Necro-Oracle." said Zektus. "Indeed, It is i, Necro-Oracle." said Necro-Oracle. "Who's Necro-Oracle?" Asked Alan. “Necro-Oracle is a Dark Oracle." said Zektus, "He has lived for centuries. It is rumoured that he feeds on the lifeforce of others.". "Also." said Rotusor, "It is rumoured that no-one has ever seen him without his hood.". "Indeed." said Necro-Oracle, "As for you, Comrade, you are no longer needed.". As soon as Necro-Oracle said that, he activated a remote, which controlled the bomb. The countdown timer went from 35 minutes to 15 minutes. "Oh Great." said Officer Morgan, "What are we going to do now?". "I have a idea." said the Cyclops. "What's that?" asked Officer Morgan. "There's a passage that exists under this Keep." said the Cyclops, "I'm not sure where it leads to, but it may be our way out of here.". "It sounds like a good idea." said Zektus, "let's get going.".
As soon as Zektus said that, the heroes went out of the main room, and headed towards the room with the three passageways. "Which Way Now?" Asked Officer Morgan. "It's this way." said the Cyclops, as he pointed to the door on the right.". "Excellent." said Kalzortus, "Let's go.". "Right." said Broktar, "Alan and i should take up the front.". As soon as Broktar said that, he shifted his cybernetic optic sensor to infra-red sight. "This should be good." said Alan. As he was talking, Alan had put a couple of shells in the shotgun. All the while, Necro-Oracle had warped in some troops to stop the heroes. "Captain Abomtus." said Necro-Oracle, "See to it that the heroes don't make it out of here.". "Yes, Master." said Captain Abomtus. That was where Captain Abomtus had moved into towards the location of the heroes. Meanwhile, At Castle Diroctor, An Orc Warrior had arrived at the Castle. There was a Barbarian Warrior at the Castle. "Greetings, Comrade." said the Barbarian Warrior. "You must be here to form an alliance with the Humans." said The Orc Warrior. "Indeed i am." said the Barbarian Warrior, "You must be here for the same reason as well.". "Of Course." said the Orc Warrior.
At that moment, King Anderson had Arrived in the Courtyard. "Ah, Greetings Comrades." said King Anderson, “How have you been?". "We've been Great." Said the Barbarian Warrior, "Wouldn't you agree with that?". "Indeed." said the Orc Warrior. Just then, Ortonk had appeared. "Sire, i was thinking." said Ortonk, "There might be a possible plan.". "What would that be, Ortonk?" asked King Anderson. "The Citizens of Chior might be able to help." said Ortonk. "Anyways." said the Orc Warrior, "Both the Barbarian and I are here on behalf of our respective peoples to usher in an alliance.". "Aye." said the Barbarian Warrior, "Even though i suspect Telzor and his clan would be reluctant in joining.". "I would Think so." said King Anderson.
"Yeah." said the Barbarian Warrior, "Telzor's brother was killed by a Knight.". "How did you know about it?" asked the Orc Warrior. "I heard it from Tlowtox Ironhammer." said the Barbarian Warrior, "He said he heard it from a friend of his.". At that moment, Princess Anderson had arrived in the Courtyard. "Jesse." said Princess Anderson, "Is that you.". "Heather." said Jesse, "I didn't expect to see you here. I thought you were with your Uncle and Cousin.". "I was." said Princess Anderson. "Why are you here?" Asked Jesse. "Yeah." said the Orc Warrior, "He's Right.". "Uncle Arthur wanted to make sure i was safe." said Princess Anderson. Meanwhile, in the Tunnels under the Undead Keep, The Heroes had ventured into the lower levels. That was where Kalzortus had attempted to contact the crew of the Cruiser "Dragon Fire". "Comrades." said Kalortus, "This is Kalzortus reporting in. I just...". That was where Kalzortus noticed the comm-link had shorted out. "Bah!" said Kalzortus, "This Thing must be low on energy.". "Either that." said Broktar, "Or these Tunnels have an Communications Interference Device in them.". That was where Broktar turned to face Alan.
"Hey, Alan." Said Broktar, "see if your Communications device works.". That was where Alan had attempted to contact Joseph. "What The..." Said Alan, as soon as he seen the Comm-Link short out. "What Heppened?" asked Rotusor. "Apparently my Comm-Link is inoperative." said Alan, "For the Time Being.". "Well, That's just Great." said Officer Morgan, "what are we going to do now?". "Not to worry, Comrades." said Zektus, "I have a plan.". "What would that be?" asked Broktar. "You guys forget about my abilities." said Zektus, "Including Telepathy.". "Oh, Really now." said Broktar.. While the Heroes were in the Tunnels, The "Fire Griffens" gang had arrived at the Undead Keep, only to find it was about to blow up. That was where one of the Bikers had started to approach the Keep.
"Hold it, comrade." said Greg, "I have a feeling that something is about to happen.". At that moment, the Keep blew up. "All Bikers, head for cover." Said Greg. Fortunately, all 20 of the bikers had hidden behind the rocks. "Is everyone alright?" asked Greg. “All present and accounted for." said Caleb, "All are in one piece.". "then let's get going." said Greg. “Shouldn't we at least call Aizortun." David said. "Of Course." said Greg. As soon as he said that, he called Aizortun. Meanwhile, in the Tunnels under the Undead Keep, the Heroes had progressed through the tunnels. "So, Zektus." said Rotusor, "You haven't told us much about yourself.". "Indeed." said Broktar. "Then i shall tell you about my history." said Zektus.
As soon as Zektus said that, he had seen something in the distance. "What in the Realms was that?" said Rotusor. "Scans show a humanoid creature." said Broktar, "The closest i could figure, it is a Troll.". "Wait a minute." said the Cyclops, "The only Trolls in the Undead Forces i know of, are Fortox the Undead Troll, and Zoutoxas the Dark Troll.". "Fortox." said Rotusor, "that name sounds familiar.". "That's because Fortox was, at one time, a friend of Gretack the Ogre." said Tirus. At that moment, the creature showed itself. "By the Gods!" said Optotorix. "Mua-ha-ha." said the Creature, "so you have figured out who i am.". "indeed." said Tirus, "You are, in fact, Fortox.". "indeed." said Fortox, "But your quest ends here.". As soon as Fortox said that, he went right for Alan, With both Handaxes. "Alan, Duck out of the way!" said Tirus. Alan had managed to duck out of the way, also managing to fire off a couple of shots. one shot had hit Fortox in the Shoulder. "Arg!!" Fortox exclaimed in pain, as he clinched his left arm. "You shall pay for this, Human." said Fortox, As he charged at Alan. Fortox had taken a swipe at Alan with one of his axes.
"Alan, Watch out!!" said Tirus. That was where Alan had managed to move the metal plates of the armor in the path of the axe. That resulted in one of the axes being broken. "You shall pay for this, human." Said Fortox. "I wouldn't be so sure." said the Cyclops. At that moment, Fortox was surrounded by the Heroes. "You heroes shall not defeat me." said Fortox. "Care to try." said Officer Morgan. "You shall not stop the Master Of Zombies." said Fortox. "How could you fall so far from the light?" said Tirus, "You were once a noble warrior, Fighting along side your old friend, Gretack the Ogre.". "Bah!" said Fortox, “Do you really think i would willingly betray my friend.". "You mean to tell us, you're not a traitor." said Alan. "I say we deal with him immediately." said Broktar. "I wouldn't be so certain." said Zektus, "i have a plan.". "What would that be?" asked Alan. "We have a leader of the Undead Forces here." said Rotusor. "Exactly my point." said Zektus. "Where are you going with this?" asked Broktar. "We will try to interrogate Fortox to get the whereabouts of the Master Of Zombies." said Zektus. "Yeah, That's an excellent idea." said Alan, "with that data, we could find the two parts that had been stolen from the Military base From Earth.".
"I would have to agree with Alan." said Officer Morgan, "This could be advantageous.". All the while, above the Tunnels, and outside the remains of the Undead Keep, The "Fire Griffens" had gotten their new instructions. "Alright, boys." said Greg, "Let's Get going.". "Hey Greg, Where are we headed to now?" asked David. "Aizortun says the Location lies up to the North." said Greg, "It's a place called the Fort of the Dead.". "Then why did you have that confused look on your face?" asked David. "That's because Aizortun had first said the name of the location in another language." said Greg, "The Language he used, was a dialect of Troll.". “What was the place called in Troll?" asked Caleb. "That would be 'Nertos Dox Fareous'." said Greg. "Anyways." said David, "Let's get going.". As soon as David said that, the gang started on their way to the Fort of the Dead. Meanwhile, in the Tunnels, the heroes had managed to get the information they needed. At that moment, Captain Abomtos and the Troops had arrived. "Oh Great!" Said Officer Morgan. "Finally." said Fortox, "The odds are now stacked against you.". "I wouldn't be so sure." said Broktar.
As soon as Broktar said that, he grabbed ahold of Fortox. "Troops, Hold your fire." said Captain Abomtos. All of a sudden, Fortox had hit Broktar right in the mid-section. That resulted in Broktar loosening his grip, long enough for Fortox to escape. "We shall meet each other soon." said Fortox, as he was running towards the exit. "You won't be going too far." said Zektus, as he tossed a homing device on Fortox. At that moment, the Undead Troops in the Tunnel attacked the Heroes. "Heroes, Defensive Position." Said Tirus. At that moment, the Cyclops had hit the Wall. "What was that for?" asked Officer Morgan. "Just clear out of here." said the Cyclops, "i'll hold them off.". "If you insist." said Broktar. "We shall go." said Kalzortus. That was where all of the heroes, except for the Cyclops had started on their way out of the tunnels. "Your efforts shall not be in vain." said Kalzortus. "C'mon, Let's get going." said Broktar. "i shall stay here with the Cyclops." said Optotorix. "You go along with the others." said the Cyclops, "i shall catch up with you later.". "Alright then." said Rotusor. That was where the heroes went after Fortox. "How far is it now?" asked Alan.
"I haven't the slightest." said Officer Morgan, "But we'll find out soon enough.". All the while, Fortox was activating the mechanism for the exit. "I shall be out of here, finally." Fortox said to himself, "and i don't have to deal with these so called 'Heroes'.". Meanwhile, outside of the tunnels, The "Fire Griffens" had reached the outskirts of the towns surrounding the Plains of the Kordoz. "How far is it to the Fort of the Dead?" asked David. "Aizortun says it's only 3 days ride from here." said Greg, "Whatever that means.". That was where a Ogre had appeared. "Oh great!" said Duane. "Let me handle him." said Caleb. That was where Caleb stepped forward to deal with the Ogre. "we come in peace." said Celeb, "We are here on a mission to stop the Master Of Zombies.". "Tell him about the Location we are headed to, Caleb." said David. "Right." said Caleb, "we are headed to a place called the Fort of the Dead.". "is that so?" said The Ogre, "i know of someone who can help.". "Who is this person of which you speak of?" Asked Caleb. "you'll find out soon enough." said the Ogre. Meanwhile, under the tunnels, all of the heroes, except for the Cyclops, had made it in time to see Fortox enter the Mechanism to leave the tunnels. That was where Fortox turned to face the Heroes. "If you plan on getting those parts." said Fortox, "You're Too late.".
"Not if we can help it." said Officer Morgan. As soon as Officer Morgan said that, he charged at Fortox. At that moment, Fortox's comrades had arrived. "Commander Fortox." said the Captain of the Transport, "get a move on, sir.". That was where Fortox headed to the transport. "Until next time, heroes." said Fortox, as he boarded the Transport. "Officer Morgan, Hold position." said Kalzortus. But Officer Morgan didn't listen. He grabbed ahold of Fortox, just when Fortox stepped into the Transport. "By the Gods!" Said Kalzortus, "This cannot be!". At that moment, The Transport started to head to the Fort Of The Dead. "Oh, Great." said Rotusor, "They're getting away.". "Not if i can help it." said Broktar. As Soon as he said that, he targeted the Transport.
"Hold your fire." said Tirus, "Officer Morgan's in the ship.". "Oh, Right." said Broktar. At that moment, Optotorix had arrived. "Optortorix." said Broktar, "What Happened?". "I have some bad news." said Optotorix, "The Cyclops had Died.". "By the Gods!" said Kalzortus, "This is a dark day, indeed.". "What shall we do now?" asked Broktar. "I have a idea." said Rotusor. "What would that be, Rotusor?" asked Tirus. "I know of someone who can help us." said Rotusor, "He is Tlowtox Ironhammer, a Goblin.". "where does he reside?" Asked Tirus. "He resides in a area to the east of here." said Rotusor. "Let's get a move on." said Optotorix. "I just hope Officer Morgan is alright." said Tirus. "Of Course he'll be alright." said Alan, "i knew him for years.". "If you say so." said Tirus. That was where the heroes went to Tlowtox Ironhammer's base. All the while, on the Transport, Officer Morgan had been surrounded by several Ghouls. "Alright, you rotting pieces of flesh." said Officer Morgan, "You and your masters shall not conquer this realm.". All of a sudden, Officer Morgan was hit in the back of the head by a zombie. "That ought to keep him quiet." said the Zombie. Meanwhile, the Heroes made it to Tlowtox Ironhammer's Base. At that moment, Aizortun and Scaltokas had appeared. That was where the Heroes were taken off guard by their appearance. "Aizortun!" said Tirus, "I might have figured you would be around.". "However did you know, young Tirus." said Aizortun.
"I could sense your dark energy." said Tirus. "You must know of my history, and my role as it involves the Territory Wars." said Aizortun. "Yeah, i've heard the news." said Tirus, "You betrayed the Humans to the Orcs.". "Hey, do you mind." said Optotorix. "Right, Optortorix." said Tirus, "i have also heard the news that you had helped the 'Shock Rangers' clan get some new weapons.". "indeed, i have done so." said Aizortun, "And now your quest ends here.". "yeah, like he said." said Scaltokas. As soon as Scaltokas said that, he raised his battle-axe. At that moment, Tlowtox Ironhammer had appeared. "Tlowtox." said Aizortun, as he turned to face Tlowtox, "i didn't expect to see you here.".
"Nor i." said Tlowtox, "Now begone from here.". "Not likely." said Aizortun. All of a sudden, Aizortun had tossed an energy ball at Tlowtox. Fortunately, Tlowtox had managed to dodge the attack. "Now It's time to teach you a lesson." said Tlowtox. As soon as Tlowtox said that, he pressed a button on his wrist-mounted computer system. "What's happening now?" asked Alan. "Tlowtox is armoring up." said Rotusor. "Armoring up?" Alan said, curiously. "Indeed." said Rotusor. That was where Tlowtox had completed the Armoring up sequence. In his armored mode, Tlowtox stood over 8 feet in height. There are weapons systems over most of the robotic Armor.
"I shall not ask you this." said Tlowtox, "You two must leave here, and never return.". "Make us." said Scaltokas. "Stubborn Minotaur." said Aizortun. That was where Scaltokas charged at Tlowtox. All of a sudden, Tlowtox lifted Scaltokas off of the ground. Tlowtox then tossed Scaltokas out of the area. "By the Gods!" Exclaimed Aizortun, "You shall not beat Me.". As soon as Aizortun said that, he launched another energy ball. The energy ball hit Tlowtox directly in the armor. Tlowtox retaliated by using his grappling hook mechanism. Tlowtox had tossed Aizortun to the ground. "What do we do?" asked Alan.
"I suggest we try to find a mode of transportation." said Rotusor. "If you are looking for a mode of Transportation." said Tlowtox, "there's one on the launch pad.". "That does it!" said Aizortun, "i shall use my ultimate attack.". As soon as Aizortun said that, he raised his staff in preparation for his ultimate attack. The ultimate attack is "Omega Storm". "Now you shall fall." said Aizortun. "Boom!", a shot rang out, and Aizortun's staff was broken in two. Everyone looked over directly at Alan. Alan was holding the Double-Barrelled Shotgun, which was smoking.
That was where Alan Cleared the Smoke from the Barrels. "You know." said Alan, "You should listen to the Goblin.". "You Foolish weakling!" said Aizortun, as he planted his staff in the ground, "Don't you know how long it took to create this very staff with the best type of wood and a special type of crystal, which was available.". "Your Point?" said Alan. "You shall pay for this!" said Aizortun. "I don't think so." said Tlowtox. As soon as Tlowtox said that, he went for Aizortun. "You think that i could be beaten so easily." said Aizortun, "We shall meet again.". As soon as Aizortun said that, he summoned a Griffen. The Griffen swooped down to pick up Scaltokas. "This isn't the last time you'll see me." said Aizortun, As he was riding off. "Shouldn't we chase after him?" said Alan. "Not to worry, human." said Broktar, "i have a feeling he'll be facing a larger threat.". Meanwhile, in another dimension, The Gate Master was watching the events. "Most impressive." said the Gate Master. That was where the Gate Master noticed some of the events on another one of the View screens. "i have a bad feeling about this." said the Gate Master.
The situation that the Gate Master is referring to, was the "Fire Griffens" had made it within the Borders of the Undead Territory. "I have better tell the heroes about this." said The Gate Master. That was where the Gate Master went over to the communications console. Meanwhile, at Tlowtox's base, the heroes had met Tlowtox. At that moment, a call came over the communications console. "i'll be right back." said Tlowtox. That was where Tlowtox went over to the Communications Console. "I'm Surprised that you did that." said Broktar. "Yeah." said Optotorix, "i thought that Broktar would be the one to try something like that.". "Do you Mind?" said Broktar.
"The most unusual things happen in this dimension." said Kalzortus. At that moment, Joseph had contacted Alan. "Alan." said Joseph, "where on Earth have you been? the Troops were getting concerned. even the President had contacted this base.". "The President?" Asked Alan, "Well, the allies and i were in the tunnels under the Keep.". "Yeah, There was some sort of device that blocked communications." said Broktar. "Yeah." said Optotorix, "Not only that. we had a new ally join our side for a while, until his death.". "you mean that the Cyclops helped you." said Joseph. "yes, indeed." said Optotorix, "he sacrificed himself to help us.". "yes." said Kalzortus, "he died honourably.". That was where Tlowtox had come back from being inside the base. "guys." said Tlowtox, "There's someone you should meet.". "Alright." said Alan, “We're coming.". That was where the heroes had entered Tlowtox's base. "Alright, who is it you are referring to?" asked Broktar. "It is none other than the Gate Master." said Tlowtox. "Gate Master?" said Broktar, "i didn't expect to see you.". "Indeed." said The Gate Master, "So, you must be Alan Stukov.". “Indeed i am." said Alan. "So." said Kalzortus, "You are the Gate Master.".
submitted by Griffon-Knight to WarriorOmega [link] [comments]


2024.06.02 15:38 lyndongwapo Ugah, the Face of the Past

Ugah, the Face of the Past

Ugah, the Face of the Past

Ugah hailed from an ancient era when the world of Runeterra was newly formed, populated by primitive humans. During this time, magical runes, remnants of an unknown celestial power, were abundant natural resources. As the leader of his tribe, Ugah’s curiosity was piqued when he encountered a glowing stone while hunting. Driven by primal instinct, he struck the rune, triggering a massive explosion that rendered him unconscious and scattered his companions. Upon awakening, Ugah found himself in a familiar yet altered landscape, transported to the future by a rune of space and time. Searching for his tribe, he discovered their absence and eventually found himself in the region known as Ixtal.

Date:

02.06.2024

Image:

This image is not Mine all credit goes to Farcry:Primal. This image is a Character from the game called Farcry:Primal, he is the main Character named as Takkar.

Gameplay:

Ugah is a quite a unique marksman, he cannot buy item. So here is the idea, Ugah kill Gold Reward can is gained by nearby Ally, probably his Support. Since the Support had the Item, he can buy it into the Shop and can use the Item and use the item as a Learning Concept for Ugah. The item used will adaptively apply by Ugah into his own accord to copy it his own way of Learning in Fighting.

Prompt:

This concept is made in-refer to the All 4 prompts of June 2024.
  • 1: This concept is inspired by one of the first type of artwork made by humans the Cave Paintings. This concept I will make is a prehistoric human (prehistoric people of Runeterra).
  • 2: This concept have unique Crowd Conteol Effect: Concussed/Confusion this will make Enemy unit afflicted DISORIENTED which make their Movement, Basic Attack and Spells released at random direction. Basic Attack are released in fixed line instead. This confusion CC effect has the same effect and animations when Zeri is blinded.) This idea came up since people in primitive times, they use Bludgeoning the heads for mating or for fighting, concussing their possible mate or enemy.
  • 3: This concept, has unique way in gaining Gold and buying Item. In short story, this Champion cannot gain Gold. He fully relies on his Support or any Ally. Since he is Illiterate, he don’t know the concept of a Gold, instead Gold is rewarded and gained by his nearby Ally. By the way he is Marksman. He fully rely on the Babysit of his Support (Teammate).
  • 4: I came up a concept heavily inspired by the artwork and this “NPC”. In this prompt I focus on NPC term which “NPC have fixed stats, cannot be modified pr augment by player through upgrades and etc. since he is not controlled by a player” “Sometimes Npc are usually weak units or side characters waiting to be saved or to be slain by Characters”. With this I came up with a Concept that a player cannot do a usual thing about Champions like Buying Items go augment them, (the player using him cannot BUY an item for this Champion). This champion is also Illiterate, so in order to teach him, Ally (other players) can teach him to become stronger.

Note:

All of spell damage/effect, scalings, amount, cost and cooldowns are roughly estimated. Numbers can be adjusted and it is only a representation.

Passive: Primitive Way

SHINY: Ugah is Illiterate he cannot use 💰Gold when killing unit, instead the Full 💰Gold reward is fully given to the nearest Ally (prioritizing an Ally which he is been accompanied by most of the time).
PRIMITIVE LEARNING: Killing an Enemy unit gain him +1 🦍Primitive Learning Stack, (+7/8/9/10) 🦍Stack against Enemy Champion. Each 🦍stack grant him (+1 bonus ⚔️AD).
ADAPTIVE: If Ugah has enough amount of 🦍Primitive Learning Stack, Ugah can be taught by Allied Champion. Which then Ally can activate Item in their Item Slot by targeting Ugah (item is CONSUMED after the process). Ally enter Channeling for ⌛️1.5 seconds. After channeling, Ugah LEARN the Consumed Item’s Stat Amount and Passive effects. (Ugah has no Item Slot).
(this passive needs more time of calculations in terms of time during in-game, Gold generation during whole wave in Lane, equivalent item costs, equivalent item in comparison to enemy Champion and etc.)

Q: Gwuahhh!!

ACTIVE: Ugah release a Spear to target unit dealing ⚔️Physical Damage and bonus 🗡️True Damage based on target’s Missing 💚Health.
  • ⚔️Physical Damage = (60/100/140/180/220) (+100% bonus AD)
  • 🗡️Bonus True Damage = (4/5/6/7/8% of Missing 💚Health (+2% per 100 🦍Primitive Learning))
  • 🎯Cast Range = 600
  • 🕒Cooldown = 8 seconds
  • 💧Cost = 15 mana

W: Grrrr!!

ACTIVE: Ugah leaps toward the target unit then use his Club to strike dealing ⚔️Physical Damage, ↗️Knock them Away and 😵‍💫Confuse the target unit.
😵‍💫CONFUSE: A type of CC Effect which makes Enemy Unit 😵‍💫disoriented. Their Movement, Basic Attack and Spells are released at random direction.
  • ⚔️Physical Damage = (70/100/130/160/190) (+75% AD)
  • 😵‍💫⌛️Confuse Duration = (1/1.25/1.5/1.75/2) sec
  • ↗️🎯Knock Range = 450
  • 🎯Cast Range = 600
  • 🕒Cooldown = (20/18/16/14/12) sec
  • 💧Cost = 35 mana

E: Hoo! Hoo! Hoo!

PASSIVE: Ugah passively gain bonus Flat 🥾Movement Speed.
ACTIVE: Ugah cheers empowering himself and nearby Ally granting them bonus 🥾decaying Movement Speed and bonus Adaptive stat (⚔️AD/🔥AP). Half of Effect to nearby Allies.
While this is active, Ugah can traverse between small width ⛰️Terrain/Walls.
  • Bonus 🥾 Flat Speed = (35/40/45/50/55)
  • Decaying 🥾Movement Speed = (30/45/60/75/90%)
  • Bonus ⚔️AD/🔥AP = (5/10/15/20/25) (+25% of 🦍Primitive Learning)
  • 😵‍💫⌛️Effect Duration = (3/3.5/4/4.5/5) sec
  • 🎯Spell Range = 975 units
  • 🕒Cooldown = 15 sec
  • 💧Cost = 45 mana

Ultimate: Aaargggh!!

ACTIVE: Ugah gain in increasing🔰Damage Reduction to a certain type of Damage (such as Basic Attack/Spell of a respective Enemy Champion).
Damage Reduction trigger for example, Ezreal release Q Spell and Basic Attack to Ugah, then next Q Spell and Basic Attack damage is stackably reduced.
He also hain 🏹Attack Speed and ❣️Heal Regeneration per Attack released.
Each attack ⛑️Heal him over ⌛️2 seconds.
  • 🔰Damage Reduction per instance = (4/5/6%) (+1% per 100 🦍Primitive Learning) per instance of Same Spell/Attack
  • 🏹Bonus Attack Speed = (40/60/80%) (+10% per 100 🦍Primitive Learning)
  • ⛑️Heal per Attack = (10/15/20) (+15% of Primitive Learning) in over 2 seconds
  • ⌛️Effect Duration = (7/10/13) seconds
  • 🕒Cooldown = (100/80/60) sec
  • 💧Cost = 60 mana

How does his Passive Works?

Ugah gain Primitive Learning Stack as he kills an enemy unit. This stack grant him bonus AD and this stack is a measurement in order to determine how many Item he can learn. Like Example: for each and every 50 Primitive Learning he can learn Legendary Item, 10 for Basic Item. 100 Primitive Learning so he can learn 2 Legendary Item. I haven’t include the amount since it needs more time to calculate with so many factors to consider, but anyway this is how his passive works.

Ugah’s Strength and Weakness

Ugah is a champion who can learn multiple Item as long as he continue to Gain Primitive Learning Stack and fully Supported by his Allies BUT he cannot activate the Item’s Active effects.
submitted by lyndongwapo to LoLChampConcepts [link] [comments]


2024.06.02 15:36 Waiting4MidMoon Beware Of Cold Spots

My best friend Steven and I used to hang out every weekend and spoke almost every day on the phone, but the past few weeks had been different.
He'd been talking about the cold spots and whispers he'd been experiencing in his apartment, but every time he checked, everything seemed perfectly normal. Frankly, after listening to his worries for so long, I was growing skeptical.
"If you don't want to believe me, fine," he said, not angry but more hurt and resigned. "But there is something here, Rob...And I'm going to prove it." He hung up on me.
A few days went by, and I admit, I was relieved by the lack of his incessant, paranoid messages. Then, my phone rang. It was 10:15pm.
"Hello?"
"Rob...it's me..."
"Steven? What's going on?"
"I told you...I told you I'd prove it...I got a thermal camera."
"What? You bought a thermal camera? Seriously?"
"Listen! I need to know what's happening in my home, okay? I feel like I'm not alone here! It's really getting to me..." His voice trailed off.
I mustered all the sympathy I could for my friend and went along with the conversation.
"So what's your plan, Steven?"
"I set up the camera to run while I was out for dinner, just to test it out. But who knows, maybe I caught something already. So, we're going to watch it. Now. Together. Okay?"
"Um...Alright."
"Okay...So, there I am, turning on the camera...adjusting the angle...okay...okay, now I'm leaving the apartment, so let's fast-forward..."
"Anything?" I asked.
"No. Nothing yet...two hours gone by...three...still nothing...five...wait—" I heard him fumbling with the controls.
"What? What's happening?"
He didn't respond for several seconds, and then;
"Oh my god..." His voice was flat, fearful.
"Oh my god, what?! What is it?"
"There's...a figure...in my kitchen, Rob...it's like a shadow, but it's cold...there's no heat signature at all..."
"What? What the hell?! We need to call someone! We need to—wait...where did it come from?"
"Hold on, I'm still watching." I heard him manipulating the buttons again, pausing and rewinding. "It seems to have just... like, materialized by the fridge. But I told you, didn't I?! Didn't I tell you?!"
"Steven, you need to get out of there, right now, buddy."
"It's just...standing there."
"Please, listen to me, Steven, leave the apartment, now!"
"Wait a second, wait...I think it's moving..." I could hear his breathing and a soft clicking as I pressed my phone tightly against my ear, straining to catch every detail. "Oh? It's...moving towards the hallway...Wait, my front door's opening!...Oh, phew! It's just me coming back from dinner—"
The line went dead.
submitted by Waiting4MidMoon to shortscarystories [link] [comments]


2024.06.02 15:30 GMdudes The Winter's Knight Fighter, a pure tank!

The Winter's Knight Fighter, a pure tank! submitted by GMdudes to UnearthedArcana [link] [comments]


2024.06.02 15:30 GMdudes The Winter's Knight Fighter, a pure tank!

The Winter's Knight Fighter, a pure tank! submitted by GMdudes to DnDHomebrew [link] [comments]


2024.06.02 15:20 ccaj93 D-Stick Stringing Critique

D-Stick Stringing Critique
I unstrung my son's Stallion 200 complete D-stick in order to dye it, and have tried to restring it as a high/mid - high pocket. I followed the uString STX U550 high pattern, which pulls three, then stacks 2 twice. Since I have never played lacrosse, I'm not sure if this pocket turned out properly. It seems like the channel is a bit wide, and the pocket is rather large. Should I consider stringing to the inside for a narrower channel? (I also just saw a thread that long-sticks might be better strung as a mid-pocket, but the channel width question is probably still valid)
Any advice/critique is greatly appreciated!
submitted by ccaj93 to StickDoctor [link] [comments]


2024.06.02 15:16 meowcats734 [Soulmage] You've been diagnosed with cancer. It's too late to treat it. The doctor has given you months to live if you don't undergo chemotherapy. You refuse. Soon you start to see family members who've passed before you, and you're not so afraid of dying.

Soulmage

The stars watched me carefully as I trekked along the grassy, rolling hills. It wasn't at all how geography worked, but setting foot on the rough terrain felt like it was getting me one step closer to the mountains I was born in. As if I would climb mounds and steppes and peaks in an ever-increasing line until I could grab the stars themselves and hurl them down from their celestial thrones.
Meloai would have pointed out that even if I had the physical power to interfere with the heavens, I would probably irreparably break the world if I cast the stars from their fixed positions. It felt like there was a lesson in there somewhere, but I'd had enough of education for a lifetime. Not that I had much of one to look forward to, thanks to the sickness swimming through my soul.
I had a plan for dealing with that, but I needed to wait until sunset. Not because there was any significance of sunset to my magic—the only possible influence would be if dusk had any emotional meaning to me, and of the things I cared about, the beauty of the natural world mattered only if it brought happiness and wonder to the people I'd left behind. No, sunset was just a convenient natural timer for the daily routine I'd have to endure.
I'd gotten far away enough from Knwharfhelm that it was unlikely anyone would investigate the noise if I started casting. So I reached into my soul, found the swirling vortex of snow-dusted feathers born of the mortal freedom that came with having but a handful of months to live, and gathered them into a spell. Shaped into a memory of one of Knwharfhelm's sailing-ships, the magic channeled itself into a nearly-solid boat of wind, lifting me off the ground with a deafening howl. So long as I held that memory firm in my mind, I would keep sailing across the skies until that nihilistic freedom drained from my soul.
So I had plenty of time.
Zhytln may have been an unassailable horror lurking beneath Knwharfhelm, but she put a surprising amount of genuine effort into keeping us placated, and unless I went digging into her personal affairs, she had been willing to answer some questions about the nature of magic. Continuing and broadening the education I'd gotten at the hands of the Silent Academy. One of these days I'd find a teacher that wasn't trying to fuck with free will, but until every would-be bully and tyrant dropped dead of spontaneous combustion, I'd steal what insights I could.
And wow, did Zhytln have insights. Magic was emotion, attunement was isomorphism, souls reflected reality and reality reflected souls. I couldn't claim to understand half of it, but by stacking attunements ("composing" them, as Zhytln had said), I could try to pull off a shadow of Zhytln's treatment of Cienne.
Every element of reality had its echo in soulspace. If I could find the analogue of my cancer in my soul, I could rip it from my body to alleviate the symptoms.
The problem with this kind of direct reality manipulation was that being able to even touch the images of realspace that projected into soulspace required attunement—and mortal minds could only obtain attunement to emotions. Terrible, terrible things happened to the body and soul when one reached too far beyond the scope of emotions a human mind could feel. But terrible things were happening to my body and soul anyway, so I was willing to risk it.
I knew what to look for: Zhytln had identified it in Cienne. Little swimming-hatching things in the slime-seas of my soul, courtesy of Iola's last spell. I couldn't perceive them, not directly, but they were surely somewhere in the span of attunements I'd collected. It would have been simpler to start with water, but I had precious little joy left in me.
So I started with blood. My vision of soulspace snapped into focus, my crawling, trickling fears visible as veins and rivers and ghostly walking circulatory systems. Filtering fear through spite gave me spidery, anxious hemolymph. I tried encasing it in regret, to show me the mud-caked bodies of the infinitesimal parasites infesting me, but the attunement I was trying to craft slipped from my mind, spinning wildly and rotating my vision of soulspace through uncountable flickering shadows. I grasped frantically at one of them, tiny specks burning in the void, but it was no use. I hadn't even come close to the attunement I'd wanted.
Fine. There was another way.
Attunements weren't monolithic. "Blood" was not a rigorously defined category, and it smeared and stained at the edges. I knew the soul-parasites that represented my sickness lived in the mud, wallowed in my regrets and used them as space to breed. I could relate, honestly. And I knew how to staunch that wound, if only for a moment.
I simply had to run out of regrets.
So I whispered a word and cast a spell, and willed the swamps of my soul to run dry. Infected, fetid mud swirled out of existence, the isomorphism inverting as I forced it into realspace. I knew little of the magics of regret, but Cienne had used it once to knit together a dying soul. Corrupted as it was, its effect would be different, unpredictable—which was why I'd flown off before trying this.
There was nobody but me who would be hurt if this spell backfired.
"You're wrong, you know."
My eyes snapped open, and I reflexively cursed and held out a hand to protect myself from the wind before remembering that I was a soulmage now, and I could strike back at problems instead of letting them strike at me. From the depths of my marrow I hewed coal-black exhaustion, and the resulting weight caused the wind to slump and plummet into a downdraft, letting me squint into the diminished headwind.
I tried to speak a question, but even reduced, the howling gale drowned out my words. The voice, therefore, must have been solely in my mind.
Which explained why it sounded like Sansen.
Hello? I thought.
No response. Tentatively, I willed more of the sickly pus in my soul to drain.
"I'm happy for you, Lucet. He'll be a better partner than I could have been."
I was ready for it, this time, and I caught a glimpse of the spell's mechanisms as it unspooled in soulspace. Tendrils of muck expanded and caught in thoughtspace, snagging on soul shards of those who were close to me and dragging them in. The echoes of Kiton—I hadn't thought of her since that day in the graveyard, and I'd never talked about her, even to Cienne—were just that. Echoes. I pushed further, and this time, the floodgates tore open—
"They'll take care of you," I said, ushering my daughter towards the bespectacled witch. My little Lucet took two toddling, uncertain steps forwards, looking up and up and up at me, and I raised my chin in pride. "Do well in school, won't you? And maybe we'll meet agai—"
My focus shattered, the memory unravelling, and with it, the memory of wind and sails I stood on.
The old me, the unsteady, wobbling child, she would have flailed and fell and dashed herself across the hills. But she had died thrice over on the road to where I stood today, and my only regret was that two of those responsible still drew breath.
Black bile spewed forth from my soul, sheer repulsive force propelling me away from the earth, the recoil as vivid and sharp as a riftmaw's bite. Callous, freezing freedom locked back into place around me, and I set my sights on the horizon once more.
It was hard to tell if the feverish strength in my emaciated limbs was from the cancer I'd excised or the regrets I'd left behind. But either way, both would cease to be an issue once I reached the Silent Peaks.
A.N.
Tentatively aiming for "updates on some Sundays." Not every Sunday, since I can't maintain that output, but... some of them.
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2024.06.02 15:16 Ok-Story-9319 MMW: B*den will lose the election because the Democratic Party has always been fundamentally incompetent

There is a classic bit on the animated program, The Simpsons, where an elephant storms the Republican and Democratic National conventions and banners for the Democratic Party reads: “we hate ourselves” and “we can’t govern.” The satire here is funny both because it’s as true as it is timeless.
All things being equal, Biden is slated to be crushed in the election. Biden is an anti-trump vote for most, he doesn’t have a cult following like Trump, nor does he have the advantage of being inherently popular. Biden’s core policies are reactionary policies, by which I mean they are a response to something negative rather than any genuine vision for the future or message for hope. Trump however, is obviously reactionary too but he also promotes genuine hope and inspires his cultists in this way. Project 2025, is this coherent vision for a conservative future. While grim to many, it is this idea of “making America great” which the democrats simply don’t have.
There is no project 2025 analogue for democrats, who are quickly becoming the new Conservative Party that simply preserves the status quo while making incremental reforms as republicans inch closer to radical fascism to the applauds of millions. My point is that Biden’s supporters are far less passionate than Trump supporters and basic political science has demonstrated that in close elections, republicans always win when voter turnout is low because most people lean consistently democratic because democrats tend to be far more moderate and milquetoast than republicans. Conversely, high voter turnout tends to imply a democrat victory which should illuminate the problem: Biden voters are not as passionate as Trump voters are because Biden’s polices are all reactionary. The democrats have no vision for the future that doesn’t just consist of slight reform of the same neo-liberal globalist, post-cold war system.
In terms of Biden’s reactionary polices, Climate change is reactionary to nearly a century of anti-environmental economic policy which allowed the US to be the world’s foremost economy. It’s tough to push climate policy in this backdrop because even people who recognize that climate change is an existential threat, they also realize that eliminating the oil/gas industry is also an existential threat. A sudden economic collapse would be as bad as an ecological collapse. This is fundamentally why Biden’s Inflation Reduction Act didn’t go that far with respect to climate change and it’s also why more oil was produced in the US during the Biden admin than any other time in HUMAN history. Yes, human history, the US outproduced all nations’ oil production record last year. See https://www.eia.gov/todayinenergy/detail.php?id=61545#:~:text=Russia%20was%20the%20country%20with,by%201.4%20million%20b%2Fd.
With regard to social issues, Biden is criticized by progressives for not going far enough for LGBT rights or for securing abortion access. Like immigration, abortion has proven to be a winning issue for democrats, but like immigration it’s still reactionary because those with power to actually solve the issue, would rather preserve it so they can consistently campaign on it. Trump did Biden a favor by stacking SCOTUS and getting federal abortion rights eliminated because it has given the dems a dead horse to beat in every subsequent election. Still, this policy is rather wedge, some don’t care, some pretend not to care around their friends/family, but very few are truly passionate about it either pro life or choice. This is an issue which while a winning one, does not affect everyone and is extremely controversial.
With respect to economic policy, Biden has already lost hard unless an economic miracle happens this summer. Even the average Biden voter is stupid enough to think that the president controls the economy and most voters are brainless goldfish who forgot who started printing all the cash which caused this monstrous inflation to begin with. (Hint, both Trump and Biden are guilty of the asinine stimulus check policy). Inflation has remained frustratingly sticky and likely will still cause people anger come election time when fools erroneously remember how much cheaper everything was during Trump’s pandemic. In any event, Biden is reactionary here too because his inflation/economic policy has simply been to slowly invest in infrastructure and reshoring tech jobs, but this policy will bear fruit long in the future, certainly not in time for November.
Finally, and perhaps most obvious, Biden’s core reelection platform remains the same as it did in 2020: Trump is a threat to American democracy and must not be allowed to gain power. With Trump’s recent conviction, this argument is works best with the elite, the educated, and the professional. I truly couldn’t imagine any lawyer voting for Trump, even his own given Trump’s consistent attacks on US institutions and the legal system. But I sincerely do not believe that the average proletariat cares about Trump’s legal woes. Most people think the legal system is inherently corrupt and all of Trump’s cases are fundamentally political due to who he is. Trump’s guilty verdict isn’t going to turn away any supporter who has stuck around this long and it’s not going to radicalize the average lower-mid class American who barely pays attention to stuff like that.
TL;DR: the Dems will lose in 2024 because the Repubs are radicalized for Trump and project 2025 and at best, the Dems are radicalized and passionate against Trump. But this passion against Trump doesn’t automatically translate to passion for Biden and his reactionary policies. Therefore, voter turnout will be low and Trump will squeak by with a swing state victory.
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2024.06.02 15:15 Dry-Space6871 Is ignited blades wasted on Heavens key?

Are player or pawn enchants in general wasted on weapons that have a base enchant or do the effects stack?
My question is to confirm if I am wasting an ability slot on ignited blades when I could be using another ability.
Thank you all, I think you are by far the most helpful gaming community I have seen in my long history of gaming.
submitted by Dry-Space6871 to DragonsDogma2 [link] [comments]


2024.06.02 15:15 Pyro979 Red Mask Inn: a scalable horror one-shot (levels 1-10)

[PWYW] Red Mask Inn: a scalable horror one-shot (levels 1-10)
This is my favorite thing I've written so far. My players who play-tested the adventure had a blast so I hope you all will enjoy it as well.
Upon entering a seemingly innocuous tavern, players quickly realize it’s not the refuge they expected. The innkeeper and his ‘daughter,’ the serving girl, are not what they seem. Beneath their facades lie malevolent beings with a taste for their guests. Facing both mental and physical trials, the players must outwit these monsters before they become the evening’s special.
The players will start their ordeal facing terrifying nightmares. Upon awakening, they must navigate a series of horror-themed rooms intended to weaken them before the ultimate showdown with the “hosts.” Victory over them will not be the end, as they must then escape the crumbling pocket dimension in which they’re trapped.
This module can serve as a standalone one-shot adventure or seamlessly integrate into an ongoing campaign. It’s adaptable to any location or setting and offers scalability for various levels. While the default tone leans toward the darker side, feel free to adjust it to suit your campaign’s ambiance.
This adventure may last between 3 to 6 hours, varying based on the extent to which you utilize the module’s content and your players’ decisions.
Includes:
  • 10 nightmares for your PCs
  • 10 horrifying rooms
  • An epic showdown with an action-oriented final boss "Red Mask" as well as his companion "The Hunger".
  • Instructions for scaling the adventure.
  • Helpful DM tips that will make prep and running a breeze
  • 3 battle maps created in Inkarnate
  • Custom Monster stat blocks and tokens
Art attribution:
Created in homebrewery

Previous Work:

What other DM's have said:

  • Tossed this lil adventure in our D&D world and the players had a blast with all the twists and turns. As a DM I enjoyed the fact that it was well written and easy to run, I didn't have to flip through a lot of mess to run it like I've had to do on some other adventures. Highly recommended. -Jason T via DMsGuild
  • Incorporated this last night into our campaign and had a blast. Biggest hits were the dream sequences, the library lore, bar potions, and the dynamic of having a family of commoners to protect. Players were also impressed with the lair and villain actions. I would recommend this to other DMs as it was easy to prep for, fairly simple to run, and the party had fun! -Ty R via DMsGuild
  • I gave my party trauma and trust issues with this one! It was great time! Chibi_Disaster

Preview

Adding what I could fit into this post - had to cut some info to fit into the limit:

NPCs

  • Redd Traskin - At first glance: The welcoming face behind the bar, always ready with a drink and a story about his culinary adventures. Lurking beneath is a creature known as Red Mask: a malevolent being who ensnares victims with harrowing dreams, rendering them helpless before he claims and cooks them.
  • Nara Traskin - On the surface a seemingly aloof barmaid, introduced as Redd's "daughter", with a penchant for keeping to herself and often notably reserved. But beneath that exterior she is The Hunger, a fearsome entity with a singular, overpowering mission: to satiate her eternal appetite.
  • (Optional) Other guests - a young couple with a child
    • Brent Haskill (26) - Husband of the young couple, blacksmith, friendly, introverted
    • Raida Haskill (25) - Wife of the young couple, leatherworker, gregarious, warm
    • Breeni Haskill (7) - Daughter

Scaling the Adventure

Effect & Trap Damage

Level Light Damage Medium Damage Serious Damage
1 1d4+1 (3) 1d6+2 (5) 1d10+2 (7)
2 1d6+2 (5) 1d8+3 (7) 2d6+3 (10)
3 1d8+2 (6) 2d6+3 (10) 2d8+4 (13)
4 1d10+2 (7) 2d8+3 (12) 3d6+5 (16)
5 1d10+3 (8) 2d10+3 (14) 3d8+5 (19)
6 2d6+3 (10) 3d6+4 (17) 4d6+6 (20)
7 2d6+4 (11) 3d8+4 (18) 4d8+6 (24)
8 2d8+4 (13) 3d10+4 (20) 5d6+7 (27)
9 2d10+4 (15) 4d6+5 (19) 5d8+7 (31)
10 3d6+5 (16) 4d8+5 (23) 6d8+8 (35)

DCs

Level Easy Medium Hard
1-3 10 14 18
4-6 12 16 20
7-10 14 18 22

The Inn at the Cross Roads

At the crossroads, a quaint inn catches your eye. Its simple two-story structure, with walls of weathered wood and a stone base, exudes a rustic charm. A single horse is tethered to a wagon nearby, hinting at the presence of other travelers.
A wooden sign, hand-carved and swinging in the evening breeze, reads "Red Mask Inn" in neatly scrolled letters. Below the name are two theatrical masks, the smiling Comedy and crying Tragedy.
DM Notes
For a one-shot adventure, consider giving the one-shot a different name than "Red Mask Inn" to serve as a red herring. Whether you're running a campaign or a one-shot, you can utilize the classic trope of the characters either meeting at the inn or using it as a place to rest and gather information.
Describe the inn as an unassuming, typical roadside establishment, creating an atmosphere of a routine stop for travelers. In a campaign, it's ideal to introduce this inn after the group has already faced some encounters in the days before. This timing helps to set the stage for what follows, making the inn seem like a normal, much-needed, resting point in their journey.

Inside the inn

As you push open the creaky door of the Red Mask Inn, you're greeted by the comforting warmth of a crackling fireplace and the rich aroma of hearty stew. The inn's interior is cozy, with wooden beams and a few round tables scattered across the room.
Behind the bar stands Redd Traskin, the owner and bartender of the inn. He's a robust man with a warm smile, busy polishing glasses but always ready to strike up a conversation. As you approach, he greets you with a jovial voice, "Welcome, travelers! You must be famished. Our stew today is particularly good, made with fresh herbs from the garden!"
Moving between the tables with a tray in hand is Nara, Redd’s daughter. She seems to be in her own world, efficiently serving patrons but with a distant look in her eyes. If players attempt to interact with her, she responds politely but briefly, maintaining a professional distance.
Seated at a corner table is a young couple with their child. The man, Brent Haskill, has the sturdy build of a blacksmith, while his wife, Raida, radiates warmth and friendliness. Their daughter, Breeni, is a bundle of energy, her eyes wide with curiosity as she looks around the inn. Breeni seems particularly interested in the adventurers, especially if there's a female-presenting member or someone who looks like a seasoned adventurer in the group. This presents a great opportunity for roleplaying and helps to engage the players with these NPCs.

Going to bed

Each room costs 3 sp per night. If your players are cautious, they may decide to set a watch. Ask for the watch order. For the first person on watch: if they ate or drank at the inn, they must make a CON saving throw against the HARD DC ___. Failure results in them falling asleep during their watch.
After some time if a player is not asleep because they (1) did not eat or drink at the inn, (2) succeeded on their Constitution saving throw, or (3) are immune to magical sleep (e.g. due to a feature like Fey Ancestry), they notice something peculiar. The lights in the tavern, if any were lit, suddenly dim, and the normal nighttime sounds from outside the tavern abruptly stop.
This player may try to help wake up the other players as they have their nightmares (see next section). This gives the players advantage on their saving throws.

Dreadful Reveries

Party members who fall asleep will experience nightmares. You can create unique nightmares (plumb your player's back stories or campaign events for ideas) or use the provided list for inspiration. Each dream culminates in a save attempt, allowing players to choose between a WIS, INT, or CHA saving throw, depending on their character's mental strengths. End each nightmare description with "Roll a mental save using your preferred stat." If they fail to wake up, they suffer LIGHT, or MEDIUM if they fail the check by more than 5, non-lethal psychic damage. If they roll a Natural 1 on their save, they gain one level of exhaustion. Either way on a failed save they slip into another dream. The initial save DC is set at HARD and should decrease by one level for each subsequent attempt. It is recommended to do not more than 3 nightmares. If another character is attempting to wake them or if they have abilities that aid in resisting mental effects, they may make the save with advantage.

Nightmares

  1. It's night. You are running through the woods. Brambles and thorns rip at your skin. Something is chasing you, and it's gaining. You hear it coming closer and closer. You stumble, fall, and it's on your back, ready to strike…
  2. You are on a ledge of a narrow cliff. The wind howls, and the rain buffets you. Lightning briefly illuminates the world, revealing jagged rocks hundreds of feet below. Your foot slips, your fingers lose their grip. You begin to fall…
  3. [Not for characters with water breathing] You are underwater. Seaweed tangles around your legs and feet as you try to orient yourself. There is no up, no down. Your lungs burn, and when you can no longer hold your breath, brackish, dirty water rushes down your throat…
  4. You are in a coffin. You don't know how long you've been here. You push up on the lid but the weight of the dirt above renders your effort futile. Your fingers bleed as you scratch through the wood, trying to reach the freshly dug earth. The air grows heavier, and you feel yourself slipping away…
  5. The stars above are beautiful. You try to keep fear at bay, hoping your ship will return. But deep down, you know they won't find you in the vast, uncaring ocean. As you hear a splash to your right, you turn to glimpse a notched fin that was heading in your direction submerge under the water...
  6. The reflection in the mirror isn't you. You chant this mantra, yet the creature in the glass tilts its head mockingly and whispers, “No, not you. Not yet!” Its gnarled hands creep forward, attempting to breach the barrier of the silvered glass...
  7. The cave-in is a minor setback. You've found an exit after an hour. A set of hand-holds lead up towards the surface. In your haste, you squeeze through a narrow ledge. Suddenly, you're stuck, the pressure on your chest blurring your vision and clouding your mind, fresh air just out of reach…
  8. You walk through city streets, unnoticed by the teeming crowd. A growing sense of wrongness intensifies as the figures turn toward you. You only have a moment to dread as you see their faceless heads, when they all then converge on you as one…
  9. After leaving the warm tent, the cold seemed bearable. But a stinging wind and swirling snow soon disorient you. It feels warmer; you shed layers, mistaking deadly cold for heat. You stumble into the soft snow, deciding to rest, just for a minute…
  10. It's twilight in the woods. A dead tree in a clearing, covered in birds, crows or ravens, hard to tell. More cawing, flapping wings, and suddenly, the birds take flight, sharp beaks and claws going for your eyes…

Players Awaken

Once all the players awaken, they will likely attempt to figure out their situation. Should they look out the window, they will see the outside world; however, this view is merely an illusion. Efforts to break through walls, floors, and ceilings will prove futile. Furthermore, utilizing teleportation magic, such as dimension door and plane shift, appears ineffective, except for local effects like misty step or dimension door to a visible location.
Upon opening the door, the players will discover themselves in a long corridor, extending hundreds of feet. The only doors in this corridor are those leading to the PCs' rooms, the room of a young couple, and a black door at the far end of the hallway. Horrified moans and screams emanate from the young couple’s room. If the players choose to intervene and break in, they will find the couple and their daughter inside, all of whom are also experiencing nightmares and can be awakened by the players.
As the PCs make their way down the hallway, they come across a collection of strikingly realistic portraits. Each one captures a different being - humans, dragonborn, gnomes, and more - from a wide spectrum of ages, genders, and races. The subjects are dressed in everything from opulent clothes to plain rags, and some are even armored, weapons in hand. But there's one unsettling similarity across all these portraits: every face is frozen in an expression of sheer terror.
At the end of the hallway, they find the black door, which is unlocked.

Rooms

Upon entering, the PCs have a series of rooms you will guide them through. You can either craft your own rooms or use those included in this adventure. Players might attempt to take a Short Rest in some rooms, and it's up to you whether to allow it or not. You want the PCs battered, but not spent for the final confrontation. If you choose to deny them the rest, narrate psychic pressure to move out of the room - leading to psychic damage on refusal.
The Library
As the party steps into a dimly lit room, they're surrounded by towering bookshelves. The books around them seem to be whispering secrets of forbidden knowledge. Each player needs to make a MEDIUM WIS saving throw to avoid taking MEDIUM non-lethal psychic damage from the eldritch knowledge trying to worm into their brain, with the damage halved if they succeed. Those players naturally drawn to knowledge, like Wizards and Bards, will find this more challenging and must make the throw at a disadvantage. Meanwhile, those less inclined towards books, like Barbarians or Fighters, will have advantage. It's up to you as the DM to decide these advantages and disadvantages based on your characters' proclivities.
DM Notes
  • Use this section as a chance to weave in some of your world's lore. It's a perfect opportunity for players to uncover hidden aspects of your campaign's universe.
  • While the books in this room can be physically taken, to avoid players hoarding countless volumes, consider describing how some books disintegrate into ash as soon as they're opened.
The Memory Gallery
In this sparsely furnished room, the walls are adorned with striking paintings of landscapes, ranging from mountain vistas to sunsets over the ocean, and serene forest clearings. As the PCs explore these paintings, focus on one PC and bring a distressing memory from their backstory to life, using the painting they are viewing as the backdrop. This scene then animates before the players. The PC at the center of this memory is faced with a HARD WIS saving throw, with the risk of taking SERIOUS non-lethal psychic damage upon failure, or half the damage if they succeed. Meanwhile, other PCs witnessing this scene must make an EASY WIS save to avoid LIGHT non-lethal psychic damage, suffering no damage on a successful save. Breeni’s past interactions with the affected PC could play a role here. Breeni may hug the PC, granting them advantage on their saving throw.
The Mirror Chamber
In the mirror chamber, walls lined with ornate, grimy mirrors reflect distorted and grotesque images of the adventurers. The air is thick, filled with the unsettling scent of iron and decay. Suddenly, their reflections lunge out of the glass, materializing into tangible, malevolent doppelgängers that attack, forcing the party to confront twisted versions of themselves.
Choose a character's favorite or iconic attack or spell and use it against each player. A single hit on the mirror version or the mirror itself is enough to destroy it.
The Dining Hall
The long wooden table is laden with rotting food: fruit covered in mold, meat moving with maggots, and bread so stale it looks fossilized, all set among goblets filled with a murky, clotting liquid that might have once been wine. Nearby, a platter holds what appears to be a human hand, its skin cooked to a crisp and its fingernails garnished with sprigs of wilted herbs. The foul stench of decay and spoiled meat permeates the room, mingling with the unsettling, almost palpable aura of dread. Players must make a MEDIUM CON saving throw. On a failure, gain the poisoned condition, lasting for 1d4 rooms.
The Hospital Room
Several linen-covered beds on the far side of the room are splattered with dried blood. Bone saws with jagged teeth and other cruel implements are neatly arranged on a side table, gleaming ominously in the torchlight. Drawers with various medical supplies are left half-closed. Several vials labeled as "Healing Potions" sit on a nearby shelf. A MEDIUM Arcana or Medicine check will determine these are actually poison (1d4+1 poison damage). The party may choose to remain here and use some of the supplies to heal up - can be used as a Short Rest opportunity.
The Bathroom
A decrepit wooden bathtub sits in the corner, filled with a stagnant, dark liquid that occasionally bubbles as if something lurks beneath the surface. Next to the bathtub, a stone toilet fixture stands as if hewn directly from the chamber's walls, its bowl filled with an unidentifiable, viscous substance that seems to churn of its own accord. Faint, grotesque sketches are etched into the stone around the toilet, depicting unsettling scenes that make you question the sanity of previous occupants. Blood spatters mar the cracked tiles, leading to a cracked tarnished mirror that reflects a distorted image of anyone who dares to look.
If anyone gets within 5 ft of the bathtub, tentacles will try to grapple them (MEDIUM Escape DC). The tentacles will also deal MEDIUM amount of bludgeoning damage on a successful grapple. Any damage to the tentacles (AC 12) will release the PC.
The Greenhouse
The greenhouse is a labyrinth of overgrown, twisted plants, their leaves unnaturally dark and thorns menacingly sharp. A misty, almost phosphorescent fog hangs low, casting a sickly green glow over everything, and making it hard to see what lurks in the corners. Amongst the flora, the party can spot several cages containing withered remains of animals and, disturbingly, a few humanoid shapes — all twisted in expressions of agony, as if the plants themselves had consumed them.
Monster encounter, balance for your party:
Level Range Monster
1-3 Twig Blight (MM 32)
Needle Blight (MM 32)
Vine Blight (MM 32)
4-6 Shambling Mound (MM 270)
Wood Woad (VGtM 198)
Yellow Musk Creeper (TftYP 248)
Animated Tree (VGtM 207)
Assassin Vine (MM 22)
7-10 Corpse Flower (MToF 127)
Tree Blight (CoS 230)
To make things more difficult for the players, you can also add an additional MEDIUM CON saving throw against the fog's effects, with the players taking LIGHT poison damage on failure. Altering the number of monsters is another effective method for adjusting the challenge level. Additionally, if you're looking to incorporate different types of monsters, don't hesitate to use homebrew or reflavored monsters.
The Bar
The barroom is dimly lit by tarnished chandeliers that cast ghostly flickers across worn wooden floorboards. A long, decaying bar counter dominates one side of the room. Its surface is stained and pockmarked, lined with bottles containing strange, discolored liquids. The stools around the bar are unsteady, emitting ominous creaks under the slightest pressure. Notably, one stool bears an unsettling stain, reminiscent of dried blood.
If players choose to consume any of the bottles, roll on the table below to determine the effects. Generally, it's not recommended to allow more than one potion per player (drinking more than one results in vomiting). If an effect doesn't apply to a character, or another player already drank the potion rolled, roll again. The effects last until the end of the adventure. A MEDIUM DC Alchemist Tools, Herbalist Kit or Arcana Check will reveal the properties of the potions. An EASY DC check may reveal partial properties.
# Name Liquid Description Effect Description
1 Reckless Fury A swirling red potion with fiery sparks. [Primary Melee Classes] Every melee attack is treated as reckless (attack is rolled with Advantage, but any attack against the player is rolled with Advantage as well until their turn).
2 Luck be a lady tonight A two-layered liquid, gold over silver. Grants inspiration to the player, and GM gets to force disadvantage at a time of their choosing.
3 Unstable Teleport A misty, shifting blue and gray potion. Gain the ability to cast the Misty Step spell at will. Roll 1d20 for uncertain destination, appearing in a location of DM's choice on 1-10.
4 Size Shift A violet fluid with bubbles. Changes creature size from Medium to Small. No effect on Small creatures.
5 Spell Rejuvenation A glowing, pulsating emerald drink. [Primary Spellcaster Classes] Restores one highest level spent spell slot but causes causes one level of exhaustion.
6 Speed Surge A quicksilver potion with streaks of lightning. Doubles speed but causes jitteriness, disadvantage on Dexterity checks and saves.
7 Painful Retaliation A dark crimson liquid with a thorny vine motif. As a bonus action you can choose to harm a creature at will, causing MEDIUM psychic damage, but take half the damage yourself.
8 Statue Defense A solid gray potion with flecks of stone. As a reaction to taking damage, you can choose to become an invulnerable statue to negate the triggering damage. You are invulnerable and petrified until the end of your next turn.
9 Charge of the Bull A red potion with a swirling vortex. Gain a powerful charge attack: If you can move at least 10ft in a straight line, you can make an attack. If the attack hits, it is treated as a critical hit, and the target is knocked prone. If the attack misses, the player takes MEDIUM bludgeoning damage, is knocked prone, and lands 10 feet past the target.
10 Clumsy Might A creamy potion with bubbles. Advantage on Strength checks and saves but disadvantage on Dexterity-based tasks.
The Stalking Statues
The room is a vast, dimly-lit chamber with four stone statues positioned in various states of distress; their faces contorted in silent screams or buried in their hands as if weeping. The flickering light from a dying chandelier dances across their features, casting ominous shadows that seem to move. Describe the chandelier as flickering in and out. In the darkness, the statues seem to move closer and closer.
You can treat this room narratively to unsettle the players, or turn it into an encounter. For an encounter, roll initiative (the statues always act at the end of the initiative order, and only on rounds when the lights are out). Every other round, either cover the map if playing in person, switch to a blank map on a VTT, or, if using theater of the mind, simply narrate the lights going out. The statues can only move in darkness, which is magical. Some players may have the ability to see through magical darkness. In such cases, the movement of the statues is visible to those players. Players who cannot see in the darkness can move but must declare their directions and distances. The door at the end of the room is unlocked when all statues are destroyed or by using the Knock spell.

Stalking Statues

Medium Construct, neutral evil
Armor Class :: 18 (natural armor) Hit Points :: 3 MEDIUM hits Speed :: 20 ft (can move only in darkness)
STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 13 (+1) 1 (-5) 3 (-4) 1 (-5)
Damage Immunities :: poison, psychic Condition Immunities :: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned Senses :: Blindsight 60 ft. Languages :: None
Antimagic Susceptibility. The statue is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the statue must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute. : False Appearance. While the statue remains motionless, it is indistinguishable from a normal statue. : Dark Step. The statue can only move in darkness. It moves silently. It may not take the dash action. All attacks automatically hit.

Actions

Multiattack. The statue makes two melee attacks if the APL is 4+, and three melee attacks if the APL is 7+. : Slam. Melee Weapon Attack: automatically hits, reach 5ft., one target. Hit MEDIUM bludgeoning damage. : Bite. Melee Weapon Attack: automatically hits, reach 5ft., one target. Hit MEDIUM piercing damage. : Grapple. Roll Contested Athletics vs Atheltics or Acrobatics. The statue rolls with Advantage. Reach 5ft., one target. MEDIUM escape DC to break free.

Final Confrontation

Suggested flavor text - read in your own voice / tone: : You walk through the door to find yourself in a vast, open kitchen. The air is heavy with the scent of pots boiling over low flames, their contents a mystery. Shadows flicker and stretch across the walls, animated by the dim firelight.
Above, cured meats hang from hooks, swaying slightly in the draft. The countertops are littered with a variety of sinister-looking knives and butchery tools, their edges catching the light with an ominous glint.
At the center of this daunting scene stand Redd and Nara. Redd greets you with a malicious smile. “Now that you’ve been properly tenderized, it’s time for the main course!” he says. In a chilling display, he reaches for his face and peels it away as if it were a mask, revealing the ghastly sight of raw muscles, pulsing veins, and exposed nerves.
Next to him, Nara stands with an unsettling calm. Her hands begin to unnaturally stretch and contort, transforming into deadly claws. As she grins, her mouth widens unnervingly, unveiling a row of sharp, predatory teeth.

Monstrous Hosts

Redd Traskin, also known as Red Mask, and Nara Traskin, known as The Hunger, have hidden their monstrous nature for years by disguising themselves as the friendly innkeepers of the Red Mask Inn. They lure travelers with warmth and hospitality, only to ensnare them in a nightmarish trap. Through their powers of perception and emotion manipulation, they torment their victims in an alternate dimension, relishing the fear and suffering they create. All the while, they maintain their facade as ordinary innkeepers, continuing their sinister feast on unsuspecting guests.

Lair Actions

Initiative :: At initiative order 20, use one of the lair action options
Scalding Water: Boiling water erupts from pots in a 15-foot cone. Each creature in that area must make a MEDIUM DEX saving throw, taking MEDIUM fire damage on a failed save, or half as much damage on a successful one. : Slippery Floors: The floor becomes slick with oil and grease. For the next round, any creature moving across the floor must make a MEDIUM DEX saving throw or fall prone. You can avoid this by moving at half speed, but you must declare this before moving. : Whirling Blades: Blades whirl in a line 50 feet long and 5 feet wide. Each creature in the line must make a MEDIUM DEX saving throw, taking MEDIUM piercing damage on a failed save, or half as much damage on a successful one. : Flour Explosion: A cloud of flour ignites in a 30-foot radius centered on a point within the lair. Each creature in that area must make a MEDIUM DEX saving throw, taking MEDIUM fire damage on a failed save, or half as much damage on a successful one.
DM Notes
HP: The HP listed in the stat blocks are simply a guideline. Balance to your party, making sure that the combat lasts some time, but doesn't drag on too long. : Villain Actions: Red Mask utilizes villain actions. This is an action he can take at any point after a PCs action, but limited to one per round.

Red Mask

Medium monstrosity, chaotic evil
APL AC HP
1-3 14 30±10
4-6 16 60±10
7-10 18 90±10
Speed :: 30 ft
APL STR DEX CON INT WIS CHA
1-3 12 (+1) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
4-6 14 (+2) 16 (+3) 15 (+2) 12 (+1) 14 (+2) 10 (+0)
7-10 16 (+3) 18 (+4) 17 (+3) 14 (+2) 16 (+3) 10 (+0)
Condition Immunities :: frightened, charmed Damage Resistances :: fire, acid, poison, necrotic Senses :: darkvision 60 ft. Languages :: Common, Deep Speech
Terrifying Unmasking. When the mask comes off, each creature within sight must make a WIS or CHA saving throw against an EASY DC. On a failed save, the creature becomes frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. : Magic Resistance. Red Mask has advantage on saving throws against spells and other magical effects. :

Reactions

I think not! (3/day) As a reaction, Red Mask can choose to succeed on a failed check. However, this requires mental fortitude, so he takes MEDIUM non-lethal psychic damage to do so.

Actions

Multiattack. The Red Mask makes two melee attacks if the APL is 4+, and three melee attacks if the APL is 7+. : Misty Step. Red Mask can cast Misty Step at will as a bonus action. : Butcher’s Knife. Melee Weapon Attack: reach 5ft., one target.
APL to hit bonus damage
1-3 +4 LIGHT
4-6 +6 MEDIUM
7-10 +8 MEDIUM

Villain Actions

How's My Cooking? Any creature that ate food in the tavern must make a MEDIUM CON saving throw or be incapacitated with retching as rotten, maggoty food comes back up. The effect lasts until the end of the affected creature's turn. : Time to Eat! Nara can move up to her speed towards a target and make a bite attack as part of the same action. : See What Awaits You! Red Mask unleashes a wave of mental horror, showing the victims horrific images of previous guests being butchered and eaten. Each creature within sight must succeed on an EASY WIS saving throw or take MEDIUM non-lethal psychic damage.
Tactics
The Hunger prefers hit-and-run tactics, targeting the least armored or most injured characters. If the characters try to focus fire on Red Mask, narrate The Hunger turning it's attention to the Haskill family.
She will try to Bite as at least one of her attacks to keep regenerating hit points.

Nara, The Hunger

Medium monstrosity, chaotic evil
APL AC HP
1-3 14 30±10
4-6 16 60±10
7-10 18 90±10
Speed :: 50 ft
APL STR DEX CON INT WIS CHA
1-3 12 (+1) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
4-6 14 (+2) 16 (+3) 15 (+2) 12 (+1) 14 (+2) 10 (+0)
7-10 16 (+3) 18 (+4) 17 (+3) 14 (+2) 16 (+3) 10 (+0)
Condition Immunities :: frightened, charmed Damage Resistances :: necrotic, piercing, bludgeoning, slashing Senses :: darkvision 60 ft. Languages :: Common, Deep Speech
Voracious Perception. Once The Hunger has tasted the flesh of a creature, it can track the creature by smell, effectively gaining blindsight with a range 30 feet for that creature. : Wall Crawler. With spider-like agility, The Hunger adheres to terrain, crawling along walls and ceilings to approach its victims. : Fleet-footed The Hunger's rapid movements give it a speed of 50 feet, and enemies trying to make opportunity attacks do so with a disadvantage.

Reactions

Bloodthirsty Pursuit. If a creature within 30 feet of The Hunger uses a teleportation ability or spell to escape, The Hunger can use its reaction to immediately teleport to a space adjacent to the escaping creature.

Actions

Multiattack. The The Hunger makes two melee attacks if the APL is 4+, and three melee attacks if the APL is 7+. : Claw. Melee Weapon Attack: reach 10ft., one target. If target not armored, or on a critical hit, add bleed damage for 1d3 rounds. This damage does not stack on multiple hits, instead use the highest rolled value for damage and rounds rolled. This effect can only be removed by magical healing. : Bite. Melee Weapon Attack: reach 5ft., one target. On a successful hit, deal damage as normal, and The Hunger regenerates half of the damage dealt as hit points.
APL to hit bonus damage bleed from claws
1-3 +4 LIGHT 1d2
4-6 +6 MEDIUM 1d4
7-10 +8 MEDIUM 1d6

The Collapse

With the death of its hosts, the reality of this pocket dimension begins to unravel. This is a perfect time to deploy a Skill Challenge. Choose any of the following room descriptions, and let the players decide which skills they want to employ to navigate through the room. The focus here is on the Rule of Cool.
Ideally, these should be rooms the party have already encountered, but you can also introduce new rooms they haven't seen yet. The players can to select any Skill for their roll, as long as it fits the narrative context. Set the DC based on what they're attempting to achieve and its level of feasibility. Spells and other actions taken by the players should also have an impact, provided they logically align with the situation at hand.
Achieving one or two successful outcomes should be sufficient to pass through a room. In case of failure, introduce a complication, such as a character sustaining an injury, acquiring a level of exhaustion, or suffering a temporary condition like being frightened, poisoned, or even blinded. In such scenarios, other party members may need to assist the affected player.
DM Notes
Here you should aim to instill a sense of urgency and desperation. Monitor your players closely. As they approach their limits, consider making that room the final challenge. Remember, they don't need to complete every room you've planned.

Time to Run

Suggested flavor text - read in your own voice / tone:
As you land the final blow, a momentary stillness ensues, briefly allowing you to reflect on your victory. But there's no time for celebration. A low hum begins to resonate through the space, growing louder with each passing second. Around you, the walls and ceiling start to crack and splinter. Suddenly, a wall in front of you collapses, revealing one of the rooms you passed through earlier. Behind you, the ceiling is collapsing. The way forward is through...
[Note, I had to cut the descriptions of rooms on the way back to fit into char limit - see PDF]

Conclusion

As you burst through the door, you're back in the long corridor you first encountered as you woke up. At the far end, you glimpse the outside world. You sprint towards freedom as the corridor crumbles behind you, the destruction nipping at your heels. In a desperate leap at the last possible moment, you escape... and the sudden tranquility of the night envelops you. The quiet, so starkly contrasted with the preceding chaos, strikes you with its intensity. Surrounded by the serene sounds of the forest, the peace feels almost otherworldly, a surreal end to your harrowing journey.
You stand at a crossroads, where an old structure looms, clearly long abandoned. It leans precariously, a silhouette against the night sky. Moonlight filters through its collapsed roof, casting ghostly shadows across the crumbling walls. The scene, bathed in a silver glow, is both haunting and strangely serene.

Loot

Tucked away behind the inn, the adventurers might notice something peculiar about the compost heap — it seems to occasionally sparkle with the glint of metal and the shimmer of gemstones. Upon closer inspection and a bit of rummaging, they'll discover that this isn't just any old pile of refuse; it's a resting place for treasures that once belonged to the inn's unfortunate previous visitors.
You can use the rules for Treasure Hoard Tables from DMG p133 to see what the players can find.
submitted by Pyro979 to DungeonMasters [link] [comments]


2024.06.02 15:14 Pyro979 Red Mask Inn: a scalable horror one-shot (levels 1-10)

[PWYW] Red Mask Inn: a scalable horror one-shot (levels 1-10)
This is my favorite thing I've written so far. My players who play-tested the adventure had a blast so I hope you all will enjoy it as well.
Upon entering a seemingly innocuous tavern, players quickly realize it’s not the refuge they expected. The innkeeper and his ‘daughter,’ the serving girl, are not what they seem. Beneath their facades lie malevolent beings with a taste for their guests. Facing both mental and physical trials, the players must outwit these monsters before they become the evening’s special.
The players will start their ordeal facing terrifying nightmares. Upon awakening, they must navigate a series of horror-themed rooms intended to weaken them before the ultimate showdown with the “hosts.” Victory over them will not be the end, as they must then escape the crumbling pocket dimension in which they’re trapped.
This module can serve as a standalone one-shot adventure or seamlessly integrate into an ongoing campaign. It’s adaptable to any location or setting and offers scalability for various levels. While the default tone leans toward the darker side, feel free to adjust it to suit your campaign’s ambiance.
This adventure may last between 3 to 6 hours, varying based on the extent to which you utilize the module’s content and your players’ decisions.
Includes:
  • 10 nightmares for your PCs
  • 10 horrifying rooms
  • An epic showdown with an action-oriented final boss "Red Mask" as well as his companion "The Hunger".
  • Instructions for scaling the adventure.
  • Helpful DM tips that will make prep and running a breeze
  • 3 battle maps created in Inkarnate
  • Custom Monster stat blocks and tokens
Art attribution:
Created in homebrewery

Previous Work:

What other DM's have said:

  • Tossed this lil adventure in our D&D world and the players had a blast with all the twists and turns. As a DM I enjoyed the fact that it was well written and easy to run, I didn't have to flip through a lot of mess to run it like I've had to do on some other adventures. Highly recommended. -Jason T via DMsGuild
  • Incorporated this last night into our campaign and had a blast. Biggest hits were the dream sequences, the library lore, bar potions, and the dynamic of having a family of commoners to protect. Players were also impressed with the lair and villain actions. I would recommend this to other DMs as it was easy to prep for, fairly simple to run, and the party had fun! -Ty R via DMsGuild
  • I gave my party trauma and trust issues with this one! It was great time! Chibi_Disaster

Preview

Adding what I could fit into this post - had to cut some info to fit into the limit:

NPCs

  • Redd Traskin - At first glance: The welcoming face behind the bar, always ready with a drink and a story about his culinary adventures. Lurking beneath is a creature known as Red Mask: a malevolent being who ensnares victims with harrowing dreams, rendering them helpless before he claims and cooks them.
  • Nara Traskin - On the surface a seemingly aloof barmaid, introduced as Redd's "daughter", with a penchant for keeping to herself and often notably reserved. But beneath that exterior she is The Hunger, a fearsome entity with a singular, overpowering mission: to satiate her eternal appetite.
  • (Optional) Other guests - a young couple with a child
    • Brent Haskill (26) - Husband of the young couple, blacksmith, friendly, introverted
    • Raida Haskill (25) - Wife of the young couple, leatherworker, gregarious, warm
    • Breeni Haskill (7) - Daughter

Scaling the Adventure

Effect & Trap Damage

Level Light Damage Medium Damage Serious Damage
1 1d4+1 (3) 1d6+2 (5) 1d10+2 (7)
2 1d6+2 (5) 1d8+3 (7) 2d6+3 (10)
3 1d8+2 (6) 2d6+3 (10) 2d8+4 (13)
4 1d10+2 (7) 2d8+3 (12) 3d6+5 (16)
5 1d10+3 (8) 2d10+3 (14) 3d8+5 (19)
6 2d6+3 (10) 3d6+4 (17) 4d6+6 (20)
7 2d6+4 (11) 3d8+4 (18) 4d8+6 (24)
8 2d8+4 (13) 3d10+4 (20) 5d6+7 (27)
9 2d10+4 (15) 4d6+5 (19) 5d8+7 (31)
10 3d6+5 (16) 4d8+5 (23) 6d8+8 (35)

DCs

Level Easy Medium Hard
1-3 10 14 18
4-6 12 16 20
7-10 14 18 22

The Inn at the Cross Roads

At the crossroads, a quaint inn catches your eye. Its simple two-story structure, with walls of weathered wood and a stone base, exudes a rustic charm. A single horse is tethered to a wagon nearby, hinting at the presence of other travelers.
A wooden sign, hand-carved and swinging in the evening breeze, reads "Red Mask Inn" in neatly scrolled letters. Below the name are two theatrical masks, the smiling Comedy and crying Tragedy.
DM Notes
For a one-shot adventure, consider giving the one-shot a different name than "Red Mask Inn" to serve as a red herring. Whether you're running a campaign or a one-shot, you can utilize the classic trope of the characters either meeting at the inn or using it as a place to rest and gather information.
Describe the inn as an unassuming, typical roadside establishment, creating an atmosphere of a routine stop for travelers. In a campaign, it's ideal to introduce this inn after the group has already faced some encounters in the days before. This timing helps to set the stage for what follows, making the inn seem like a normal, much-needed, resting point in their journey.

Inside the inn

As you push open the creaky door of the Red Mask Inn, you're greeted by the comforting warmth of a crackling fireplace and the rich aroma of hearty stew. The inn's interior is cozy, with wooden beams and a few round tables scattered across the room.
Behind the bar stands Redd Traskin, the owner and bartender of the inn. He's a robust man with a warm smile, busy polishing glasses but always ready to strike up a conversation. As you approach, he greets you with a jovial voice, "Welcome, travelers! You must be famished. Our stew today is particularly good, made with fresh herbs from the garden!"
Moving between the tables with a tray in hand is Nara, Redd’s daughter. She seems to be in her own world, efficiently serving patrons but with a distant look in her eyes. If players attempt to interact with her, she responds politely but briefly, maintaining a professional distance.
Seated at a corner table is a young couple with their child. The man, Brent Haskill, has the sturdy build of a blacksmith, while his wife, Raida, radiates warmth and friendliness. Their daughter, Breeni, is a bundle of energy, her eyes wide with curiosity as she looks around the inn. Breeni seems particularly interested in the adventurers, especially if there's a female-presenting member or someone who looks like a seasoned adventurer in the group. This presents a great opportunity for roleplaying and helps to engage the players with these NPCs.

Going to bed

Each room costs 3 sp per night. If your players are cautious, they may decide to set a watch. Ask for the watch order. For the first person on watch: if they ate or drank at the inn, they must make a CON saving throw against the HARD DC ___. Failure results in them falling asleep during their watch.
After some time if a player is not asleep because they (1) did not eat or drink at the inn, (2) succeeded on their Constitution saving throw, or (3) are immune to magical sleep (e.g. due to a feature like Fey Ancestry), they notice something peculiar. The lights in the tavern, if any were lit, suddenly dim, and the normal nighttime sounds from outside the tavern abruptly stop.
This player may try to help wake up the other players as they have their nightmares (see next section). This gives the players advantage on their saving throws.

Dreadful Reveries

Party members who fall asleep will experience nightmares. You can create unique nightmares (plumb your player's back stories or campaign events for ideas) or use the provided list for inspiration. Each dream culminates in a save attempt, allowing players to choose between a WIS, INT, or CHA saving throw, depending on their character's mental strengths. End each nightmare description with "Roll a mental save using your preferred stat." If they fail to wake up, they suffer LIGHT, or MEDIUM if they fail the check by more than 5, non-lethal psychic damage. If they roll a Natural 1 on their save, they gain one level of exhaustion. Either way on a failed save they slip into another dream. The initial save DC is set at HARD and should decrease by one level for each subsequent attempt. It is recommended to do not more than 3 nightmares. If another character is attempting to wake them or if they have abilities that aid in resisting mental effects, they may make the save with advantage.

Nightmares

  1. It's night. You are running through the woods. Brambles and thorns rip at your skin. Something is chasing you, and it's gaining. You hear it coming closer and closer. You stumble, fall, and it's on your back, ready to strike…
  2. You are on a ledge of a narrow cliff. The wind howls, and the rain buffets you. Lightning briefly illuminates the world, revealing jagged rocks hundreds of feet below. Your foot slips, your fingers lose their grip. You begin to fall…
  3. [Not for characters with water breathing] You are underwater. Seaweed tangles around your legs and feet as you try to orient yourself. There is no up, no down. Your lungs burn, and when you can no longer hold your breath, brackish, dirty water rushes down your throat…
  4. You are in a coffin. You don't know how long you've been here. You push up on the lid but the weight of the dirt above renders your effort futile. Your fingers bleed as you scratch through the wood, trying to reach the freshly dug earth. The air grows heavier, and you feel yourself slipping away…
  5. The stars above are beautiful. You try to keep fear at bay, hoping your ship will return. But deep down, you know they won't find you in the vast, uncaring ocean. As you hear a splash to your right, you turn to glimpse a notched fin that was heading in your direction submerge under the water...
  6. The reflection in the mirror isn't you. You chant this mantra, yet the creature in the glass tilts its head mockingly and whispers, “No, not you. Not yet!” Its gnarled hands creep forward, attempting to breach the barrier of the silvered glass...
  7. The cave-in is a minor setback. You've found an exit after an hour. A set of hand-holds lead up towards the surface. In your haste, you squeeze through a narrow ledge. Suddenly, you're stuck, the pressure on your chest blurring your vision and clouding your mind, fresh air just out of reach…
  8. You walk through city streets, unnoticed by the teeming crowd. A growing sense of wrongness intensifies as the figures turn toward you. You only have a moment to dread as you see their faceless heads, when they all then converge on you as one…
  9. After leaving the warm tent, the cold seemed bearable. But a stinging wind and swirling snow soon disorient you. It feels warmer; you shed layers, mistaking deadly cold for heat. You stumble into the soft snow, deciding to rest, just for a minute…
  10. It's twilight in the woods. A dead tree in a clearing, covered in birds, crows or ravens, hard to tell. More cawing, flapping wings, and suddenly, the birds take flight, sharp beaks and claws going for your eyes…

Players Awaken

Once all the players awaken, they will likely attempt to figure out their situation. Should they look out the window, they will see the outside world; however, this view is merely an illusion. Efforts to break through walls, floors, and ceilings will prove futile. Furthermore, utilizing teleportation magic, such as dimension door and plane shift, appears ineffective, except for local effects like misty step or dimension door to a visible location.
Upon opening the door, the players will discover themselves in a long corridor, extending hundreds of feet. The only doors in this corridor are those leading to the PCs' rooms, the room of a young couple, and a black door at the far end of the hallway. Horrified moans and screams emanate from the young couple’s room. If the players choose to intervene and break in, they will find the couple and their daughter inside, all of whom are also experiencing nightmares and can be awakened by the players.
As the PCs make their way down the hallway, they come across a collection of strikingly realistic portraits. Each one captures a different being - humans, dragonborn, gnomes, and more - from a wide spectrum of ages, genders, and races. The subjects are dressed in everything from opulent clothes to plain rags, and some are even armored, weapons in hand. But there's one unsettling similarity across all these portraits: every face is frozen in an expression of sheer terror.
At the end of the hallway, they find the black door, which is unlocked.

Rooms

Upon entering, the PCs have a series of rooms you will guide them through. You can either craft your own rooms or use those included in this adventure. Players might attempt to take a Short Rest in some rooms, and it's up to you whether to allow it or not. You want the PCs battered, but not spent for the final confrontation. If you choose to deny them the rest, narrate psychic pressure to move out of the room - leading to psychic damage on refusal.
The Library
As the party steps into a dimly lit room, they're surrounded by towering bookshelves. The books around them seem to be whispering secrets of forbidden knowledge. Each player needs to make a MEDIUM WIS saving throw to avoid taking MEDIUM non-lethal psychic damage from the eldritch knowledge trying to worm into their brain, with the damage halved if they succeed. Those players naturally drawn to knowledge, like Wizards and Bards, will find this more challenging and must make the throw at a disadvantage. Meanwhile, those less inclined towards books, like Barbarians or Fighters, will have advantage. It's up to you as the DM to decide these advantages and disadvantages based on your characters' proclivities.
DM Notes
  • Use this section as a chance to weave in some of your world's lore. It's a perfect opportunity for players to uncover hidden aspects of your campaign's universe.
  • While the books in this room can be physically taken, to avoid players hoarding countless volumes, consider describing how some books disintegrate into ash as soon as they're opened.
The Memory Gallery
In this sparsely furnished room, the walls are adorned with striking paintings of landscapes, ranging from mountain vistas to sunsets over the ocean, and serene forest clearings. As the PCs explore these paintings, focus on one PC and bring a distressing memory from their backstory to life, using the painting they are viewing as the backdrop. This scene then animates before the players. The PC at the center of this memory is faced with a HARD WIS saving throw, with the risk of taking SERIOUS non-lethal psychic damage upon failure, or half the damage if they succeed. Meanwhile, other PCs witnessing this scene must make an EASY WIS save to avoid LIGHT non-lethal psychic damage, suffering no damage on a successful save. Breeni’s past interactions with the affected PC could play a role here. Breeni may hug the PC, granting them advantage on their saving throw.
The Mirror Chamber
In the mirror chamber, walls lined with ornate, grimy mirrors reflect distorted and grotesque images of the adventurers. The air is thick, filled with the unsettling scent of iron and decay. Suddenly, their reflections lunge out of the glass, materializing into tangible, malevolent doppelgängers that attack, forcing the party to confront twisted versions of themselves.
Choose a character's favorite or iconic attack or spell and use it against each player. A single hit on the mirror version or the mirror itself is enough to destroy it.
The Dining Hall
The long wooden table is laden with rotting food: fruit covered in mold, meat moving with maggots, and bread so stale it looks fossilized, all set among goblets filled with a murky, clotting liquid that might have once been wine. Nearby, a platter holds what appears to be a human hand, its skin cooked to a crisp and its fingernails garnished with sprigs of wilted herbs. The foul stench of decay and spoiled meat permeates the room, mingling with the unsettling, almost palpable aura of dread. Players must make a MEDIUM CON saving throw. On a failure, gain the poisoned condition, lasting for 1d4 rooms.
The Hospital Room
Several linen-covered beds on the far side of the room are splattered with dried blood. Bone saws with jagged teeth and other cruel implements are neatly arranged on a side table, gleaming ominously in the torchlight. Drawers with various medical supplies are left half-closed. Several vials labeled as "Healing Potions" sit on a nearby shelf. A MEDIUM Arcana or Medicine check will determine these are actually poison (1d4+1 poison damage). The party may choose to remain here and use some of the supplies to heal up - can be used as a Short Rest opportunity.
The Bathroom
A decrepit wooden bathtub sits in the corner, filled with a stagnant, dark liquid that occasionally bubbles as if something lurks beneath the surface. Next to the bathtub, a stone toilet fixture stands as if hewn directly from the chamber's walls, its bowl filled with an unidentifiable, viscous substance that seems to churn of its own accord. Faint, grotesque sketches are etched into the stone around the toilet, depicting unsettling scenes that make you question the sanity of previous occupants. Blood spatters mar the cracked tiles, leading to a cracked tarnished mirror that reflects a distorted image of anyone who dares to look.
If anyone gets within 5 ft of the bathtub, tentacles will try to grapple them (MEDIUM Escape DC). The tentacles will also deal MEDIUM amount of bludgeoning damage on a successful grapple. Any damage to the tentacles (AC 12) will release the PC.
The Greenhouse
The greenhouse is a labyrinth of overgrown, twisted plants, their leaves unnaturally dark and thorns menacingly sharp. A misty, almost phosphorescent fog hangs low, casting a sickly green glow over everything, and making it hard to see what lurks in the corners. Amongst the flora, the party can spot several cages containing withered remains of animals and, disturbingly, a few humanoid shapes — all twisted in expressions of agony, as if the plants themselves had consumed them.
Monster encounter, balance for your party:
Level Range Monster
1-3 Twig Blight (MM 32)
Needle Blight (MM 32)
Vine Blight (MM 32)
4-6 Shambling Mound (MM 270)
Wood Woad (VGtM 198)
Yellow Musk Creeper (TftYP 248)
Animated Tree (VGtM 207)
Assassin Vine (MM 22)
7-10 Corpse Flower (MToF 127)
Tree Blight (CoS 230)
To make things more difficult for the players, you can also add an additional MEDIUM CON saving throw against the fog's effects, with the players taking LIGHT poison damage on failure. Altering the number of monsters is another effective method for adjusting the challenge level. Additionally, if you're looking to incorporate different types of monsters, don't hesitate to use homebrew or reflavored monsters.
The Bar
The barroom is dimly lit by tarnished chandeliers that cast ghostly flickers across worn wooden floorboards. A long, decaying bar counter dominates one side of the room. Its surface is stained and pockmarked, lined with bottles containing strange, discolored liquids. The stools around the bar are unsteady, emitting ominous creaks under the slightest pressure. Notably, one stool bears an unsettling stain, reminiscent of dried blood.
If players choose to consume any of the bottles, roll on the table below to determine the effects. Generally, it's not recommended to allow more than one potion per player (drinking more than one results in vomiting). If an effect doesn't apply to a character, or another player already drank the potion rolled, roll again. The effects last until the end of the adventure. A MEDIUM DC Alchemist Tools, Herbalist Kit or Arcana Check will reveal the properties of the potions. An EASY DC check may reveal partial properties.
# Name Liquid Description Effect Description
1 Reckless Fury A swirling red potion with fiery sparks. [Primary Melee Classes] Every melee attack is treated as reckless (attack is rolled with Advantage, but any attack against the player is rolled with Advantage as well until their turn).
2 Luck be a lady tonight A two-layered liquid, gold over silver. Grants inspiration to the player, and GM gets to force disadvantage at a time of their choosing.
3 Unstable Teleport A misty, shifting blue and gray potion. Gain the ability to cast the Misty Step spell at will. Roll 1d20 for uncertain destination, appearing in a location of DM's choice on 1-10.
4 Size Shift A violet fluid with bubbles. Changes creature size from Medium to Small. No effect on Small creatures.
5 Spell Rejuvenation A glowing, pulsating emerald drink. [Primary Spellcaster Classes] Restores one highest level spent spell slot but causes causes one level of exhaustion.
6 Speed Surge A quicksilver potion with streaks of lightning. Doubles speed but causes jitteriness, disadvantage on Dexterity checks and saves.
7 Painful Retaliation A dark crimson liquid with a thorny vine motif. As a bonus action you can choose to harm a creature at will, causing MEDIUM psychic damage, but take half the damage yourself.
8 Statue Defense A solid gray potion with flecks of stone. As a reaction to taking damage, you can choose to become an invulnerable statue to negate the triggering damage. You are invulnerable and petrified until the end of your next turn.
9 Charge of the Bull A red potion with a swirling vortex. Gain a powerful charge attack: If you can move at least 10ft in a straight line, you can make an attack. If the attack hits, it is treated as a critical hit, and the target is knocked prone. If the attack misses, the player takes MEDIUM bludgeoning damage, is knocked prone, and lands 10 feet past the target.
10 Clumsy Might A creamy potion with bubbles. Advantage on Strength checks and saves but disadvantage on Dexterity-based tasks.
The Stalking Statues
The room is a vast, dimly-lit chamber with four stone statues positioned in various states of distress; their faces contorted in silent screams or buried in their hands as if weeping. The flickering light from a dying chandelier dances across their features, casting ominous shadows that seem to move. Describe the chandelier as flickering in and out. In the darkness, the statues seem to move closer and closer.
You can treat this room narratively to unsettle the players, or turn it into an encounter. For an encounter, roll initiative (the statues always act at the end of the initiative order, and only on rounds when the lights are out). Every other round, either cover the map if playing in person, switch to a blank map on a VTT, or, if using theater of the mind, simply narrate the lights going out. The statues can only move in darkness, which is magical. Some players may have the ability to see through magical darkness. In such cases, the movement of the statues is visible to those players. Players who cannot see in the darkness can move but must declare their directions and distances. The door at the end of the room is unlocked when all statues are destroyed or by using the Knock spell.

Stalking Statues

Medium Construct, neutral evil
Armor Class :: 18 (natural armor) Hit Points :: 3 MEDIUM hits Speed :: 20 ft (can move only in darkness)
STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 13 (+1) 1 (-5) 3 (-4) 1 (-5)
Damage Immunities :: poison, psychic Condition Immunities :: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned Senses :: Blindsight 60 ft. Languages :: None
Antimagic Susceptibility. The statue is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the statue must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute. : False Appearance. While the statue remains motionless, it is indistinguishable from a normal statue. : Dark Step. The statue can only move in darkness. It moves silently. It may not take the dash action. All attacks automatically hit.

Actions

Multiattack. The statue makes two melee attacks if the APL is 4+, and three melee attacks if the APL is 7+. : Slam. Melee Weapon Attack: automatically hits, reach 5ft., one target. Hit MEDIUM bludgeoning damage. : Bite. Melee Weapon Attack: automatically hits, reach 5ft., one target. Hit MEDIUM piercing damage. : Grapple. Roll Contested Athletics vs Atheltics or Acrobatics. The statue rolls with Advantage. Reach 5ft., one target. MEDIUM escape DC to break free.

Final Confrontation

Suggested flavor text - read in your own voice / tone: : You walk through the door to find yourself in a vast, open kitchen. The air is heavy with the scent of pots boiling over low flames, their contents a mystery. Shadows flicker and stretch across the walls, animated by the dim firelight.
Above, cured meats hang from hooks, swaying slightly in the draft. The countertops are littered with a variety of sinister-looking knives and butchery tools, their edges catching the light with an ominous glint.
At the center of this daunting scene stand Redd and Nara. Redd greets you with a malicious smile. “Now that you’ve been properly tenderized, it’s time for the main course!” he says. In a chilling display, he reaches for his face and peels it away as if it were a mask, revealing the ghastly sight of raw muscles, pulsing veins, and exposed nerves.
Next to him, Nara stands with an unsettling calm. Her hands begin to unnaturally stretch and contort, transforming into deadly claws. As she grins, her mouth widens unnervingly, unveiling a row of sharp, predatory teeth.

Monstrous Hosts

Redd Traskin, also known as Red Mask, and Nara Traskin, known as The Hunger, have hidden their monstrous nature for years by disguising themselves as the friendly innkeepers of the Red Mask Inn. They lure travelers with warmth and hospitality, only to ensnare them in a nightmarish trap. Through their powers of perception and emotion manipulation, they torment their victims in an alternate dimension, relishing the fear and suffering they create. All the while, they maintain their facade as ordinary innkeepers, continuing their sinister feast on unsuspecting guests.

Lair Actions

Initiative :: At initiative order 20, use one of the lair action options
Scalding Water: Boiling water erupts from pots in a 15-foot cone. Each creature in that area must make a MEDIUM DEX saving throw, taking MEDIUM fire damage on a failed save, or half as much damage on a successful one. : Slippery Floors: The floor becomes slick with oil and grease. For the next round, any creature moving across the floor must make a MEDIUM DEX saving throw or fall prone. You can avoid this by moving at half speed, but you must declare this before moving. : Whirling Blades: Blades whirl in a line 50 feet long and 5 feet wide. Each creature in the line must make a MEDIUM DEX saving throw, taking MEDIUM piercing damage on a failed save, or half as much damage on a successful one. : Flour Explosion: A cloud of flour ignites in a 30-foot radius centered on a point within the lair. Each creature in that area must make a MEDIUM DEX saving throw, taking MEDIUM fire damage on a failed save, or half as much damage on a successful one.
DM Notes
HP: The HP listed in the stat blocks are simply a guideline. Balance to your party, making sure that the combat lasts some time, but doesn't drag on too long. : Villain Actions: Red Mask utilizes villain actions. This is an action he can take at any point after a PCs action, but limited to one per round.

Red Mask

Medium monstrosity, chaotic evil
APL AC HP
1-3 14 30±10
4-6 16 60±10
7-10 18 90±10
Speed :: 30 ft
APL STR DEX CON INT WIS CHA
1-3 12 (+1) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
4-6 14 (+2) 16 (+3) 15 (+2) 12 (+1) 14 (+2) 10 (+0)
7-10 16 (+3) 18 (+4) 17 (+3) 14 (+2) 16 (+3) 10 (+0)
Condition Immunities :: frightened, charmed Damage Resistances :: fire, acid, poison, necrotic Senses :: darkvision 60 ft. Languages :: Common, Deep Speech
Terrifying Unmasking. When the mask comes off, each creature within sight must make a WIS or CHA saving throw against an EASY DC. On a failed save, the creature becomes frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. : Magic Resistance. Red Mask has advantage on saving throws against spells and other magical effects. :

Reactions

I think not! (3/day) As a reaction, Red Mask can choose to succeed on a failed check. However, this requires mental fortitude, so he takes MEDIUM non-lethal psychic damage to do so.

Actions

Multiattack. The Red Mask makes two melee attacks if the APL is 4+, and three melee attacks if the APL is 7+. : Misty Step. Red Mask can cast Misty Step at will as a bonus action. : Butcher’s Knife. Melee Weapon Attack: reach 5ft., one target.
APL to hit bonus damage
1-3 +4 LIGHT
4-6 +6 MEDIUM
7-10 +8 MEDIUM

Villain Actions

How's My Cooking? Any creature that ate food in the tavern must make a MEDIUM CON saving throw or be incapacitated with retching as rotten, maggoty food comes back up. The effect lasts until the end of the affected creature's turn. : Time to Eat! Nara can move up to her speed towards a target and make a bite attack as part of the same action. : See What Awaits You! Red Mask unleashes a wave of mental horror, showing the victims horrific images of previous guests being butchered and eaten. Each creature within sight must succeed on an EASY WIS saving throw or take MEDIUM non-lethal psychic damage.
Tactics
The Hunger prefers hit-and-run tactics, targeting the least armored or most injured characters. If the characters try to focus fire on Red Mask, narrate The Hunger turning it's attention to the Haskill family.
She will try to Bite as at least one of her attacks to keep regenerating hit points.

Nara, The Hunger

Medium monstrosity, chaotic evil
APL AC HP
1-3 14 30±10
4-6 16 60±10
7-10 18 90±10
Speed :: 50 ft
APL STR DEX CON INT WIS CHA
1-3 12 (+1) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
4-6 14 (+2) 16 (+3) 15 (+2) 12 (+1) 14 (+2) 10 (+0)
7-10 16 (+3) 18 (+4) 17 (+3) 14 (+2) 16 (+3) 10 (+0)
Condition Immunities :: frightened, charmed Damage Resistances :: necrotic, piercing, bludgeoning, slashing Senses :: darkvision 60 ft. Languages :: Common, Deep Speech
Voracious Perception. Once The Hunger has tasted the flesh of a creature, it can track the creature by smell, effectively gaining blindsight with a range 30 feet for that creature. : Wall Crawler. With spider-like agility, The Hunger adheres to terrain, crawling along walls and ceilings to approach its victims. : Fleet-footed The Hunger's rapid movements give it a speed of 50 feet, and enemies trying to make opportunity attacks do so with a disadvantage.

Reactions

Bloodthirsty Pursuit. If a creature within 30 feet of The Hunger uses a teleportation ability or spell to escape, The Hunger can use its reaction to immediately teleport to a space adjacent to the escaping creature.

Actions

Multiattack. The The Hunger makes two melee attacks if the APL is 4+, and three melee attacks if the APL is 7+. : Claw. Melee Weapon Attack: reach 10ft., one target. If target not armored, or on a critical hit, add bleed damage for 1d3 rounds. This damage does not stack on multiple hits, instead use the highest rolled value for damage and rounds rolled. This effect can only be removed by magical healing. : Bite. Melee Weapon Attack: reach 5ft., one target. On a successful hit, deal damage as normal, and The Hunger regenerates half of the damage dealt as hit points.
APL to hit bonus damage bleed from claws
1-3 +4 LIGHT 1d2
4-6 +6 MEDIUM 1d4
7-10 +8 MEDIUM 1d6

The Collapse

With the death of its hosts, the reality of this pocket dimension begins to unravel. This is a perfect time to deploy a Skill Challenge. Choose any of the following room descriptions, and let the players decide which skills they want to employ to navigate through the room. The focus here is on the Rule of Cool.
Ideally, these should be rooms the party have already encountered, but you can also introduce new rooms they haven't seen yet. The players can to select any Skill for their roll, as long as it fits the narrative context. Set the DC based on what they're attempting to achieve and its level of feasibility. Spells and other actions taken by the players should also have an impact, provided they logically align with the situation at hand.
Achieving one or two successful outcomes should be sufficient to pass through a room. In case of failure, introduce a complication, such as a character sustaining an injury, acquiring a level of exhaustion, or suffering a temporary condition like being frightened, poisoned, or even blinded. In such scenarios, other party members may need to assist the affected player.
DM Notes
Here you should aim to instill a sense of urgency and desperation. Monitor your players closely. As they approach their limits, consider making that room the final challenge. Remember, they don't need to complete every room you've planned.

Time to Run

Suggested flavor text - read in your own voice / tone:
As you land the final blow, a momentary stillness ensues, briefly allowing you to reflect on your victory. But there's no time for celebration. A low hum begins to resonate through the space, growing louder with each passing second. Around you, the walls and ceiling start to crack and splinter. Suddenly, a wall in front of you collapses, revealing one of the rooms you passed through earlier. Behind you, the ceiling is collapsing. The way forward is through...
[Note, I had to cut the descriptions of rooms on the way back to fit into char limit - see PDF]

Conclusion

As you burst through the door, you're back in the long corridor you first encountered as you woke up. At the far end, you glimpse the outside world. You sprint towards freedom as the corridor crumbles behind you, the destruction nipping at your heels. In a desperate leap at the last possible moment, you escape... and the sudden tranquility of the night envelops you. The quiet, so starkly contrasted with the preceding chaos, strikes you with its intensity. Surrounded by the serene sounds of the forest, the peace feels almost otherworldly, a surreal end to your harrowing journey.
You stand at a crossroads, where an old structure looms, clearly long abandoned. It leans precariously, a silhouette against the night sky. Moonlight filters through its collapsed roof, casting ghostly shadows across the crumbling walls. The scene, bathed in a silver glow, is both haunting and strangely serene.

Loot

Tucked away behind the inn, the adventurers might notice something peculiar about the compost heap — it seems to occasionally sparkle with the glint of metal and the shimmer of gemstones. Upon closer inspection and a bit of rummaging, they'll discover that this isn't just any old pile of refuse; it's a resting place for treasures that once belonged to the inn's unfortunate previous visitors.
You can use the rules for Treasure Hoard Tables from DMG p133 to see what the players can find.
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