Greater invisibility 5e

தமிழ் ரெட்டிட் Reddit for Tamils

2008.03.06 13:37 தமிழ் ரெட்டிட் Reddit for Tamils

தமிழை பற்றி எல்லாம் பகிர்ந்துகொள்வது எங்களுடைய நோக்கம். To share everything that's Tamil.
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2010.04.16 08:40 The Digital Home for Vagabonds and Houseless Travelers!

Reddits Home for HOUSELESS Travelers! Created by Vagabonds, for Vagabonds! Hitchhikers / Trainhoppers / Rubbertramps / Vandwellers / Skoolies / Backpackers / Biketramps / Boatpunks / Dirty Kids / Crustpunks / Squatters / All Houseless Travelers Feel free to share stories and pictures about your adventures on the road, or share advice and tips with newbie greenhorns, and curious lurkers! WARNING: DON'T BE AN OOGLE! This includes both TOURISTS, TROLLS, and FAKE TRAVELERS!
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2018.01.15 05:12 OpenmindedRecovery The Minimalist Corner

This subreddit is dedicated to bringing the best minimalist high definition desktop wallpapers to the minimalist user
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2023.02.06 07:51 New-Rule-1697 Homebrew Paladin - Oath of Secrecy

So I've been putting together a number of homebrew subclasses recently and figured this would be a good resource for critiques and such. Here's one of the ones I think is good enough to post so far. I'll probably be back with more soon enough. Please let me know what you think.

Oath of Secrecy

An armored figure stands in the shadows moving silently as they follow their quarry ready to do what needs to be done.
The leader of a hidden order stands before a line of warriors consecrating them to protect a dark secret.
A chained figure resists the questions of their interrogator. A figure steps out of the shadows and touches him on the head forcing him to reveal all he knows.
Tenets of Secrecy
The tenets of the Oath of Secrecy remind a paladin of the importance of secrets and the power that shadows hold.
Oath spells
You gain oath spells at the paladin levels listed in the Oath of Secrecy table. See the Sacred Oath class feature for how oath spells work.
3rd - Disguise self, Identify
5th - Pass without a trace, Silence
9th - Intellect fortress, Nondetection
13th - Greater invisibility, Private sanctum
17th - Legend lore, Modify memory
Channel divinity
You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
7th
Aura of Stealth
15th
Reveal truths
20th
Secret Warrior
submitted by New-Rule-1697 to DnDHomebrew [link] [comments]


2023.02.06 06:49 cojesserox Question--are Spell Gems the most broken thing in D&D?

In 5e sourcebooks, there are entries from Spell Gems (OOTA) that can store different level spells depending on the rarity
An interesting feature of spell gems are that: "While holding the gem, you can cast the spell from it as an action. Doing so doesn't require any components and doesn't require attunement."
There's another entry that follows this: "Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them*, but they can be worth half as much as normal."*

So my question is as follows:

--Does this mean that spells that aren't abjuration school spells being stored and casted in a Spell Gem--require no GP worth of material components?

That's what the description seems to imply.
If that is the case, Spell Gems could have a lot of interesting applications. Archdruids, or 9th level Druids that have ammassed enough treasure, could get their hands on a Jade Spell Gem (perhaps with enough time and ~50,000 GP based on the rarity) and a Druid could use the spell gem to cast the 5th-level Spell Awaken for free--which normally costs 1,000 GP per summon. A druid could do this infinitely in their grove for free if they allotted 8 hours per day--and over the course of six years a druid doing this could summon thousands of CR 2 Awakened Trees.
Despite the duration that keeps any Awakened Plants (from the awakened spell) charmed, the spell description states that they might remain friendly, and 17th level druids, (and Archdruids) could also cast the spell Geas as a 9th level spell every day to keep an infinite amount of Awakened Trees permenately charmed, but i'd imagine friendly awakened trees would want to help a Druid protect the forests anyways regardless of charisma checks.
This spell has interesting combinations with other spells too. The 5th level Spell Infernal Calling could be stored in a Jade Spell Gem, and it normally costs a 9th level or suitably higher wizard (or warlock) 999 GP+(1,000 GP) to summon a Devil of CR 5-9 or less, with a Spell Gem, the summoning could be done for free, and Planar Binding could be cast on a CR 5-9 Devil as a 8th or 9th level spell, (with durations 180 Days and 365 Days respectively by a 15th or 17th level wizard) allowing a 15th level wizard to spend 180 days to amass an army of 180 CR 7 Devils.

A 17th level wizard being able to make all of these 180 Devils Chain Devils, for only 90,000 GP--a small Dragon's Horde. Each of those chain devils could animate up to Four Chains additionally, and this army could be maintained permanately without concentration, obeying the wizard's commands.
For those confused--devils summoned by Infernal Calling last several rounds (along with a few other summoning spells such as Summon Greater Demon or Conjure Elementals/Fey) before dissapearing after breaking concentration, so it is possible to break your concentration on Infernal Calling, but extend the duration with *Planar Binding--*binding a devil to you without concentration. 17th Level wizards could do this with 540 CR 5-7 Devils, also able to intersperse a small amount of CR 8 or 9 Devils for a higher cost. But with a spell gems, 90,000-270,000 GP per year is an immensely small amount using a Spell Gem. 1/4 of the cost that it would normally take for a wizard to use those spells.

In Summary, I'm curious as to what people think. Does that interpretation of the ruling on spell gems make sense As Written?
submitted by cojesserox to DMAcademy [link] [comments]


2023.02.06 02:39 New-Rule-1697 Paladin Homebrew - The Oath of Secrecy

So I've been putting together a number of homebrew subclasses recently and figured this would be a good resource for critiques and such. Here's one of the ones I think is good enough to post so far. I'll probably be back with more soon enough. Please let me know what you think.

Oath of Secrecy

An armored figure stands in the shadows moving silently as they follow their quarry ready to do what needs to be done.
The leader of a hidden order stands before a line of warriors consecrating them to protect a dark secret.
A chained figure resists the questions of their interrogator. A figure steps out of the shadows and touches him on the head forcing him to reveal all he knows.
Tenets of Secrecy
The tenets of the Oath of Secrecy remind a paladin of the importance of secrets and the power that shadows hold.
Oath spells
3rd - Disguise self, Identify
5th - Pass without a trace, Silence
9th - Intellect fortress, Nondetection
13th - Greater invisibility, Private sanctum
17th - Legend lore, Modify memory
Channel divinity
7th
Aura of Stealth
15th
Reveal truths
20th
Secret Warrior
submitted by New-Rule-1697 to UnearthedArcana [link] [comments]


2023.02.06 02:31 wierd-in-dnd Ravnica mechanics into dnd. Some ready, some not

I am making subclasses like the original Strixhaven subclasses for the guilds, and I want to incorporate the guild mechanics. I have listed the abilities I already have made. However, I do need some help with Some. Feel free to use these for magic items, encounters, and whatever else you want to do
The mechanics I have made so far (I will specify the class that has each Ability)
???? = still not done # = a unspecified number[] = costs something in-game
IZZET
Wizard - OVERLOAD. Whenever you upcast a spell by more than three levels, you may have it target any number of possible targets. If you cast an area of effect spell this way, you may have its center or travel to any number of targets to a maximum spell slot.
Sorcerer - REPLICATE. Whenever you cast a spell, you may spend sorcery points equal to the level of the spell any number of times. Copy that spell for each time this cost was spent. If you cast a concentration spell this way, you may concentrate on any number of spells until the start of your next turn.
Cleric - JUMPSTART. Channel divinity. For each spell level. in the next minute, you may, as a free action, cast a spell you have cast in the last hour.
SELESNYA
Druid/Cleric - CONVOKE. Channel divinity/a wild shape charge. When casting a spell, any number of sentient beings may choose to give up their next bonus action; if they do, the spell costs one less spell level (you may cast spells you wouldn't have the appropriate level for this way)
Ranger - POPULATE. Once per short or long rest. Create an identical replica of an Animal companion or summoned creature. Any actions needed to command one may be used to command both. This creature dissipates after an hour or when killed.
BOROS
Cleric - RADIANT, at the start of combat, each player rolls a d8. on a 1-3, On there considered red; on a 4-6, they are considered white; and on 7-8, they are considered both
Each player of chosen color gets 10 extra feet of movement and may take a movement action as a bonus action until the end of their next turn (dashing, disengaging,
Paladin - BATTALION, .whenever you deal damage on an attack if two other leveled creatures deal damage with an attack to that same target. You may cast a spell with a level equivalent to half your proficiency modifier without spending a spell slot.
Fighter - MENTOR, whenever you would deal damage with an attack, choose a target sentient creature and one of your stats. If that stat is greater than the chosen target equivalent stat, the chosen target gets a +1 to that stat for 1 hour. or until the creature falls unconscious.
ORZHOV
Cleric - HAUNT, Whenever you would fall Unconscious, you choose a creature in sight range. They are haunted. Your spirit's location is theirs, and during their turn, you may cast cantrips and take bonus actions. If you would truly die or get resurrected, your spirit returns to your body/the afterlife.
Warlock - EXTORT, Whenever a d20 is rolled, you may spend (whatever is congruent to ten bucks in this setting). If you do, the money vanishes into the coffers of the ORZHOV, and target creature takes two damage, and the target creature heals 2
Rouge - AFTERLIFE, whenever another player starts rolling death saves, you may create the 1/2 cr ghost; the fallen player commands this ghost during your turn. this ghost dissipates after 1 minute or until the player is back up. You can have up to half your proficiency modifier rounded down of these ghosts at one time.
Ghost sauce, credit to u/AtriusUN (https://www.reddit.com/DnD/comments/2hgs3n/5e_help_me_make_a_cr_12_lesser_ghost/)
RACKDOS
Sorcerer - HELLBENT: Whenever you cast a spell using that level's last spell slot, you may choose any meta-magic effects. You may roll a performance check with a dc of 10 + the spell level + 5 per chosen effect - how cool your description is. If you succeed on the roll, you may cast the spell with all chosen effects without spending the cost.
Paladin. - UNLEASH, at the beginning of combat, you may, for the next minute, deal an extra 1d8 per 5 paladin levels on hit and gain an advantage on all attacks. Still, all attacking enemies gain advantage on attacks against you, and the dm tracks how many much damage your tacking instead of you.
Bard - SPECTACLE: When you attack enemies that have taken more than ten damage since your last turn, you may roll performance and add your performance to the damage modifier. And when casting a spell, if the target has taken more than 10 damage, they either add or subtract your performance from their next roll,
DIMIR
Warlock - TRASNMUTE, you may take ten minutes to unlearn a spell. If you do, you may learn a spell from any spell list with a level equal to the base spell. You forget this spell after an hour. You may undo these effects in the shortest.
Wizard - CIPHER, chose a spell in secret and a creature in line of sight. If, in the next 30 minutes, that creature deals damage with a nonspell attack, you may cast the spell at a reduced spell level with no downsides. If no damage is dealt with within that time, you lose the original spell slot required to cast that spell. The slot reduction is equal to half your proficiency modifier rounded down. Calculating range as if you were at the chosen creature's position.
Surveil - # ??????? Look at the top # cards of your library, put any number of them back into your graveyard, and put the rest on top in any order.
AUZORIOUS
FORECAST [] ????? - at the beginning of your turn, you may reveal this card from your hand for []. If you do, you get an extra effect
Paladin - DETAIN, whenever you would deal enough damage to drop a sentient creature, deal half or more of their max hp, you may instead create a circle of runes around the target. They are restrained and cannot take actions, bonus actions, movements, or reactions unless you allow them to. The target may make a saving throw based on your spell save dc to try to get out at the beginning of your turn unless you give up that turn's action. The Runes can be dispelled by dispel magic and similar effects or be ended by you. If it is ended, you are informed and awoken about who and how it happened.
Addendum - ????? You get an extra effect when you cast this spell during your turn.
GRUUL
BLOODTHIRST #, ???? Whenever this creature enters the battlefield, it gets # of +1/+1 counter if an opponent lost life.
BLOOD RUSH [], ????? [] Discard this card during combat. The effect happens
RIOT, ???? When this card enters the battlefield, it gets haste or a +1/+1 counter.
All of these abilities are boring, riot with surprise round mechanics could be interesting, but it feels just lame.
SIMIC
GRAFT #, - ???? These creatures come into play with # +1/+1 counters. whenever another creature comes into play, you may move a +1/+1 counter to them
EVOLVE, - ???? whenever a creature with more power enters the battlefield, gets this creature gets a +1/+1 counters
ADAPT #,- ???? [] add # of +1/+1 counters if it has none. This usually accompanies an effect along when a counter is placed on the card (draw a card. Deal Damage, get Ability)
the same problem as the gruul, It's all uninteresting. A graft could be cool like Modular blesses, but still.
Golgary
DREDGE #. ????? - Whenever you would draw a card while this is in your graveyard, you may instead put the top # of cards into your library.
SCAVENGE [] ???? - pay [] Exile this card from your graveyard. Puttoo +1/+1 counters on a creature equal to the power
Undergrowth ???? - you get an effect for each creature in your graveyard
I don't even know where to start on this one. There all too situational or overpowered. I don't know how to do this.

TLDR: How would you do
As subclass mechanics
submitted by wierd-in-dnd to RavnicaDMs [link] [comments]


2023.02.06 00:32 HoloDarksbane [OFFLINE][5E][21+][GREATER BOSTON/RI][SUNDAYS 1PM EST/BI-WEEKLY] Seeking 1 More Player for Long-Term, 1-20 Epic-Arc Campaign

This is where we play...
https://imgur.com/a/xDN8NnG
"A disturbance is felt with your next keystroke; something is amiss. As you flip through your open browser tabs, something catches your minds-eye as it certainly didn't catch your conscious thought. Your mouse clicks, and has brought you here...Indeed, another D&D game is searching for souls to harvest, to reap, and reward."
Welcome traveler, I am an experienced DM seeking 1 additional player for a sit-down, pencil and paper, Dungeons and Dragons game... arguably the way it was meant to be played! I am running the Shackled City Adventure path module from 3.5 and converted it into 5E with about 50%+ added homebrew.
The campaign is a 1-20 LONG-TERM game. Capitalized as I once ran this before and they were leveling to 6 by session 62, 2 1/2 years later. I have about a decade worth of content, but that doesn't mean it will take a decade to get to level 20, but it also doesn't mean it won't.
Newbies and Veterans/DM's alike are welcome! Already have a Rogue, Wizard, Bard and Druid. All we need is a Paladin. The game starts at 1PM EST and run until 9PM, but you can arrive up to an hour earlier for additional help or to just hang out. We take breaks, responsible drinking is encouraged, and we make food together (decided a week or two ahead of time). The game takes place at my home in North Providence, Rhode Island. I converted my lower floor into a dungeon, complete with bounty-board, torches, prop weapon rack (foam/plastic), controllable lighting, atmospheric music...the works! D&D is my passion, and if you think it could be yours too, then I want you at my table.
I run a high-magic, high-treasure, high-fantasy game where there are rules, but the rule of fun trumps all rules. If you're not laughing for at least 25% of the game, I'm not doing my job right.
The gaming style is 50% Combat 50% RP. You'll be starting from level 1 and eventually, hopefully, leveling all the way up to 20. XP comes from these sources but all-in-all 40% RP, 35% Combat, 10% Quests/Missions, 10% Ingenuity/Impressive Solutions and Comedy, and 5% on-time XP. Yep, there's XP for being on-time. Anyone that has been in a long-term campaign before knows what I mean.
TL;DR:
Pencil and Paper Offline Game. Every-Other-Sunday at 1PM EST in North Providence, RI. Games last 8-9 hours. We take breaks for food. Level 1-20 Campaign. XP based leveling. 3.5 module converted to 5E. 21+. Looking for 1 more player willing to play a Paladin.
submitted by HoloDarksbane to lfg [link] [comments]


2023.02.05 23:26 ouncepanzer What would a D&D world be like if the gods were real?

While many D&D settings loosely model a medieval world with a feudal system, I believe that the proven existence of gods would change society radically.
Assuming that the D&D 5e rules as written are true in the game world, it would not be kings who rule, but clerics. It would be a society built entirely around centres of worship.
In D&D, the gods are real. They exert their influence upon the world largely through their chosen agents, the clerics and the priesthood of their churches.
This is a world in which normal people witness daily that the gods exist, that miracles happen, and that, most importantly, the afterlife is a very real place. The churches act as the gatekeepers to the afterlife, and obedience to their laws guarantees everlasting life. Everybody wants this, so everybody follows one religion or another.
Wizards may be able to create teleportation circles capable of transporting thousands of soldiers, but every one of those soldiers has pledged their soul to the gods and their loyalty to the church.
The clerics control the hearts and minds of the population, more so than any wizard, more so than any king or queen. It would be a world of theocracies, where wars were fought between churches in order to control greater numbers of worshippers.
The economy of diamonds would be a key pillar in the power of a church. A church that controlled the diamonds would have control over resurrection. It would be able to choose who deserved to be brought back to life. The favoured of the church would not fear a violent death. Theocrats could fight at the vanguard and walk the streets without protection.
In a world where a church’s power comes from its ability to guarantee everlasting life, arcane magic would be seen as a threat. Wizards have their own mechanisms for extending their lives and for interacting with the denizens of the upper and lower planes; they are not beholden to the will of the gods.
People would fear arcane magic because in the absence of proper, ordained reverence of the gods, the soul does not gain entry into the afterlife. Most powerful churches would cast this as heresy and outlaw arcane magic entirely. Wizards would be persecuted almost everywhere, whether or not they professed to any kind of religion. Particularly paranoid churches may even outlaw literacy.
Any thoughts on how D&D religion would shape the game world?
submitted by ouncepanzer to DnD [link] [comments]


2023.02.05 22:27 Slight-Face6189 Guide to why Elder scrolls is a multiverse and why the gods are multiversal in power

Hello today I'm going to explain why elder scroll gods are multiversal in strength and why elder scroll is multiverse.
The elder scrolls is stated to have a multiverse three times.
Sotha Sil says so directly:
How does that help Nocturnal?
"Imagine a Daedric Prince who can exert influence *throughout the multiverse** at the exact same moment in time. Nocturnal could become infinite. If she accomplishes that, then her power would multiply accordingly. She would be... without limits."*
https://en.uesp.net/wiki/Online:Sotha_Sil
Stated again
"They're a group of Dark Elf mages that were cast out of Morrowind for some offense or another against the Tribunal. They came to Fargrave and use their expertise at portal magic to supply House Hlaalu with *trade goods from across the multiverse*."
https://en.m.uesp.net/wiki/Online:Luna_Beriel
then we have confirmation from the narrator.
Unbeknownst to all but a few, Nirn has come *unmoored from the fabric of the multiverse*, as the mortal realm is drawn ever closer to Coldharbour, the twisted Oblivion realm of the Daedric Prince of domination and enslavement, Molag Bal
https://en.uesp.net/wiki/Online:Introduction_to_the_Lore_of_The_Elder_Scrolls_Online
Mundus is stated to be a multiverse.
However, in order to learn how to do this, the great Direnni wizard believed a mortal's soul would have to be, temporarily or permanently, "unmoored from the Mundus.
https://en.m.uesp.net/wiki/Lore:Wayshrines_of_Tamriel
Unbeknownst to all but a few, Nirn has come unmoored from the fabric of the multiverse.
https://en.m.uesp.net/wiki/Online:Introduction_to_the_Lore_of_The_Elder_Scrolls_Online
Luna Beriel: The Saraathu Tong is a group of Dark Elf mages that were cast out of Morrowind for offending the Tribunal. According to Vaveli Indavel, the Tong swears allegiance to House Hlaalu. They use their expertise with portal magic to supply House Hlaalu with trade goods from across the multiverse
https://en.m.uesp.net/wiki/Online:Luna_Beriel
Munuds is a multiplex that is both contained and surrounded by Oblivion.
The Mundus is multiplex, and both contains and is surrounded by the unnumbered planes of Oblivion. This is paradox, but it is true nonetheless
https://en.uesp.net/wiki/Lore:Artorius_Ponticus_Answers_Your_Questions
Mundus the mortal multiverse has infinite space time.
Vestige: If struggling against your condition is tearing you apart, maybe you should stop.
Valsirenn: "Just give in? That's insane. My entire bieng would be scattered across infinite time and space! But ... I suppose there was a positive reaction when other near us stopped resisting change.
https://en.m.uesp.net/wiki/Online:Valsirenn
All Possibilities are shown as Shadows and all possibilties are passively manifesting.
First Scroll of Shadow
... chosen to explore this relation of world to shadow, Azra was the first to realize that shadows were not a mere absence of light but a reflection of possible worlds created by forces in conflict. A light strikes a rock, and the shadow is a record of their clash, past, present and future.
Other conflicting forces produced less obvious shadows, fire and water, wind and rock, or nations at war.
With skill and patience, the shadows of all could be read, and patterns teased out, emphasized or eradicated.
Manipulating a shadow could, through contagion, manipulate the object or force which cast it.
Second Scroll of Shadow
... Azra attempted what had never been done before, manipulating his own shadow to such an extent that he instantiated and melded all possible Azras at the same time, crossing over from this singular existence to all the existences in shadow.
https://www.uesp.net/wiki/Shadowkey:Scroll_of_Shadow
These Shadows are Possibilities that Manifest as Adjacent places
appeared and drank from the excess. Grabbers from the Adjacent Place came into the world sideways, the slave talking having disrupted
https://en.m.uesp.net/wiki/Morrowind:The_36_Lessons_of_Vivec
If you think vivec is unreliable then we have confirmation from the the Augur of Obscure Directly who states that he would be something different in a different Adjacent Place
Why are you stuck in a crystal skull? "I'm not in the skull. I am the skull—at least here on Nirn. Over in the Adjacent Place, I'm shaped like a throw-pillow. Imagine that! You look confused. It's just a trick of the light, mate. The skull's what you might call a manifestation."
https://en.m.uesp.net/wiki/Online:Augur_of_the_Obscure
It has been confirmed that shadows are parallel worlds.
You're already sinking into the shadows, up past your feet, up your legs. But it will not devour you, no. You've shaped the darkness. You've shaped, and strapped, and it has become a part of you. Boots which allow you to walk between the shadows, between the worlds.
https://en.m.uesp.net/wiki/Lore:Crafting_Motif_57:_Ebonshadow_Style
The staff of the Celestial mage can be use to see and travel to these worlds.
I am in the Observatory, but it is not the Observatory I know. The halls are unfamiliar, but somehow I know where I am. There is a great pressure upon me—I must escape! I must move forward! The deeper I go, the more disjointed it becomes. The stones of the floor separate. In the gaps I see worlds beyond, landscapes I cannot name.
https://en.m.uesp.net/wiki/Lore:From_the_journal_of_Elea_Dantaine,_Stargazer_Initiate
The planets of tes are physical bodies of aspects of the Gods that are infinite in size and infinite in mass.
Oblivion has infinite Dimensions, planes and variations.
Know that there are places beyond Tamriel where the cunning and the wary can go to learn forgotten spells. I speak of the planes of Oblivion. The sea of limitless dimensions contains an endless series of islands. Some are controlled by the mighty Daedric Princes; others are loosely connected to one minor Daedra Lord or another. On these islands, creatures dwell who possess secrets out of time. Some are there of their own volition, but others are banished there for crimes either heinous or imagined.
https://en.m.uesp.net/wiki/Online:Rulantaril%27s_Notes
To even open portals and travel to Oblivion you need extra Dimensional object and and to open portals between both realms that last more than an infinitesimally-small amount of time.
Transliminal passage of quickened objects or entities without the persistent agency of hyperagonal media is not possible, and even if possible, would result in instantaneous retromission of the transported referents. Only a transpontine circumpenetration of the limen will result in transits of greater than infinitesimal duration. Though other hyperagonal media may exist in theory, the only known transliminal artifact capable of sustained transpontine circumpenetration is the sigil stone. A sigil stone is a specimen of pre-Mythic quasi-crystalline morpholith that has been transformed into an extra-dimensional artifact through the arcane inscription of a daedric sigil. Though some common morpholiths like soul gems may be found in nature, the exotic morpholiths used to make sigil stones occur only in voids of Oblivion, and cannot be prospected or harvested without daedric assistance. Therefore, since both the morpholiths and the daedric sigils required for hyperagonal media cannot be obtained without traffic and commerce with Daedra Lords, it is necessary that a transliminal mechanic cultivate a working knowledge of conjuration -- though purpose-built enchantments may be substituted if the mechanic has sufficient invocatory skill. Traffic and commerce with Daedra Lords is an esoteric but well-established practice, and lies outside the compass of this treatise.
https://en.m.uesp.net/wiki/Online:Liminal_Bridges
Fargrave a realm controlled by lesser daedra are multi-dimensional
It sounds like House Hexos has a lot of secrets.
Well, you don't get to be the foremost mortal family in a multidimensional Daedric city without being betrayed a few times over the centuries
https://en.m.uesp.net/wiki/Online:Hewlet_Hexos
The Demi-Princes can control the number of dimensions in their realms - Fa-Nuit-Hen wants his realm to be mortal friendly, so it has three dimensions.
mortals, of course, can only perceive Oblivion and the astronomical regions of the Mundus in terms of their own frames of reference. They 'see' only what they can comprehend, and often that isn't much
This is one of the reasons why Maelstrom seems to resemble aspects of your world—I wished it to be mortal-friendly, or at least friendly enough for mortals to experience my arenas without distorting their mentalities!
https://en.m.uesp.net/wiki/Lore:Lord_Fa-Nuit-Hen_and_Tutor_Riparius_Answer_Your_Questions
There are infinite variations and has been said multiple times.
By Phrastus
Phrastus of Elinhir says, “That depends entirely on where, in the infinite variety of Oblivion.
https://en.m.uesp.net/wiki/General:Lawrence_Schick%27s_Posts
By the narrator.
The planes of Oblivion are infinite in their variation - and so are their vermin.*
https://en.m.uesp.net/wiki/Online:Jackdaw_Daedrat
And a Daedra.
However, after Nirn was born the Aedra withdrew from their creation, becoming distant, aloof, and disinterested in the affairs of mortals. But beyond the Mundus, in the infinite variation of Oblivion.
https://en.m.uesp.net/wiki/Online:Daedra_Worship:_The_Chimer
Due to oblivion having infinite variations of realms it would mean infinite amounts of realms.
And we know there are infinite number of planes in oblivion.
Confirmed by the developers to have infinite amounts of realms
As in the other Elder Scrolls games, the Daedric Princes have a high profile in ESO. They seem to love to meddle in the affairs of mortals. As for whether we will reveal any previously unseen Princes, well – the Planes of Oblivion are infinite.
https://en.m.uesp.net/wiki/General:Ask_Us_Anything:_Variety_Pack
Why do the Daedra seem so interested in the affairs of mortals? You'd think they'd have more than enough to do in the vast and infinite realms of Oblivion than torment us
https://en.m.uesp.net/wiki/Online:Lucilla_Caprenia
Tamriel is the giant main continent. There are other continents [and] there are also the infinite worlds of Oblivion that you can go and explore as well
https://www.pcgamesn.com/the-elder-scrolls-online/eso-oblivion
And each one of them are infinite in size
And infinite number of demi planes infinite in size and complexity.
I cannot speak for all Daedra, nor do I wish to. There are as many answers to this question as there are beings in Oblivion. I, however, admit some small measure of amusement through play. Despite its long catalogue of shortcomings, Mundus enjoys a degree of malleability that does not exist in the planes of Oblivion. Realms such as the Deadlands, Coldharbour, and Evergloam are fundamentally shaped and curated by the will of their respective Princes. The smaller realms—infinite in both number and complexity
And infinite number of pocket planes.
In addition to the major planes of Oblivion, there is an almost unlimited number of so-called "pocket planes," small self-contained realities where the ordinary rules of nature may or may not apply
https://en.m.uesp.net/wiki/Online:Isles_of_Torment
Molag bal's realm of Coldharbour is big enough to swallow the whole multiverse of Mundus into it after it swallows Nirn.
White-Gold belongs to Molag Bal. All Towers will follow."
"White-Gold has fallen. Existence itself will follow."
"You, and all of mortalkind will be forgotten."
https://en.uesp.net/wiki/Online:The_Planar_Inhibitor
"Chips of the White-Gold Tower. Ayleids who built it couldn't recreate their own Zero Stone, so they settled for Tel Var.
The Daedra infesting these sewers are tap-tap-tapping away at it. Weaken it enough … and pop, shlorp, no more Mundus."
What do you mean, "no more Mundus?"
"Tap-tap-tap, go the Daedra. Pop, goes the White-Gold Tower. Shlorp, goes everything you know, mashed like a cheese wheel through a pinhole, back into Oblivion.
That's how I'd describe it to children."
https://en.uesp.net/wiki/Online:Phrastus_of_Elinhir
We crack the center of the Mundus, split the veil wide, and Coldharbour will swallow it whole."
https://en.uesp.net/wiki/Online:Xivkyn_Dialogue
Hermeous mora's realm is infinite
What are planets?
The planets are the gods and the planes of the gods, which is the same thing. That they appear as spherical heavenly bodies is a visual phenomena caused by mortal mental stress. Since each plane(t) is an infinite mass of infinite size.
What are moons?
Small planets, insofar as one infinite mass of infinite size can be smaller than another.
https://en.m.uesp.net/wiki/General:Cosmology
Nirn is a finite ball of mass
Nirn (Ehnofex for 'Arena') is a finite ball of matter and magic
https://en.m.uesp.net/wiki/General:Cosmology
The Oceans of nirn are Higher dimensional. Mortals can't see higher Dimensions nor can they comprehend to it, or their brains would explode if they do.
A breach near the sea! I do love the ocean. It's a shame you can only see in three dimensions. All the quasi-tones and inverse number-forms .... Actually, I take it back—your meat-brain would explode if you saw this.
https://en.m.uesp.net/wiki/Online:Augur_of_the_Obscure
Oblivion encompasses Mundus and is an infinite space.
What is space?
Space is the interpretation of Oblivion, which is black and empty and surrounds the mortal plane. Space is infinite.
https://en.m.uesp.net/wiki/General:Cosmology
Oblivion is described as an endless void
but just between you, me, and the endless void, the Barons Who Move Like This are not the easiest Daedra to coexist around
https://en.m.uesp.net/wiki/Online:Tutor_Riparius
A realm named The abyss is stated to be infinite multiple times.
The infinite Abyss, where treasure, glory, and pain all await... in equal measure
https://en.m.uesp.net/wiki/Blades:Abyssal_Hourglass
Venture down the never-ending abyss
The Clockwork City made by Sotha sill is a direct replica of the mortal multiverse of mundus.
Lawrence Schick: So the clock work city is the Clockwork God Sotha sils experimental miniature recapitulation of the entire Mundus, in one small, apparently small, container. And it's built in order to both imitate and recapitulate the world above. And it’s somewhere beneath Tamriel... The way you get to it in the game is an entrance near Mournhold in Morrowind but where it is actually is it's as deep as is possible to be, and still be in Tamriel, so it's the same distance from everywhere. And it's both tiny and at the same time a world unto itself. So once you get into it, it feels vast, and it is vast and at the same time it's tiny. So both of these things are true and not contradictory.
https://m.twitch.tv/videos/181958467?t=0h0m1s&tt_content=twitch_logo&tt_medium=embed&desktop-redirect=true
The Clockwork City is outside space time and is in an interdimensional space.
Jessica Folsom: so you can't actually...walk to Clockwork City?
Leamon Tuttle: No. Clockwork City exists outside of space time...It's weird man man! It gets way weirder then that!
Jessica: So is that actually Clockwork City are you shrunk down like honey I shrunk the kids?
Leamon Tuttle: Yes, this is a super good question. It is and is not the Clockwork City. It's a representation and also like I said the Clockwork City exists in a kind of an interdimensional space.
So it's there and not it's also not there, it's a lotta crazy questions...that don't frankly have very many answers in the Clockwork City.
Gina Bruno: Somebody asked if you can look up at the sky.
Jeremy Sera: Oh yes that's a great idea! You can can see the representation of the orb that we went into, so that's the thing that we clicked on and then got miniaturised. As Leamon says it both and isn't because this is a Daedric realm.
Jessica Folsom: And that's why it looks so different from the rest of Tamriel too.
Leamon Tuttle: Yeah...it's a completely different...interdimensional space, it's not even Daedric in nature. It's its own deal.
https://m.twitch.tv/videos/175007267?t=0h0m10s
Oblivion is encompassed by Atherius.
Oblivion is 'surrounded' by Aetherius.
https://en.m.uesp.net/wiki/General:Cosmology
Before talking about the strength of Elder scrolls gods some things have to be mentioned primary why the daedra and the Daedric princes seem unimpressive and weak in Mundus and how Vivec supposedly "struggled" against the Akavir.
The reason the Daedra and the Daedric Princes feel weak in Mundus and can't fully influence Mundus is due to the countless barriers that weaken and restrain them from coming to Mundus like the Towers, the two moons, Kyne's Light, Lunar Lattice and more
The God of Time may be First of the Aedra, but there are many other powers in the Mundus, and others we will not speak of in the Beyond. Some defend us; some contest with our defenders, and even the acts of mortals may not be inconsequential. We have unyielding faith that Father Akatosh defends us—but still we pray in times of peril."
https://en.m.uesp.net/wiki/Lore:Artorius_Ponticus_Answers_Your_Questions
The only reason Dagon's avatar was able to come to come to Mundus was due to the Dragonfires failing but he was still weakened by other barriers that protect Mundus
Now for Vivec The one who written the book about Vivec fighting struggling against the Akavir was an imperial prisonor in Morrowind in one of the prisons in Mournhold.
After he came back to Cyrodiil His heart was full of hatred for the Dunmer, and for this he came up with the idea of ​​writing a book that shows the Tribunal in a bad and pathetic way, and his book was about the Akaviri War on Morrowind.
He said they lost when in reality the Tribunal didn't even participated in the war, and Vivec just flooded the whole of Morrowind with the oceans.
Vivec flooded the whole of the country and killed all of the Akavira soldiers just by raising a single hand.
Vivec (Master of Morrowind): Warrior-poet god of the Dunmer. Vivec is the invisible keeper of the holy land, ever vigilant against the dark gods of the Volcano. He/she has saved the Dunmeri people from certain death on numerous occasions, most notably when he/she taught them how to breathe water for a day so that he/she could flood Morrowind and kill the Akaviri invaders, ca. 2E572.
https://en.m.uesp.net/wiki/Lore:Varieties_of_Faith...#Vivec
And if you think that was unreliable then we have two different first hand accounts of Vivec destroying the Akaviri.
Vivec didn't send me, but maybe I can help.
Then help me complete my task. Here we defeated the Akaviri. Vivec flooded the plain. His children breathed water while the Akaviri drowned. Yet some who died cannot rest. We must consecrate their bones."
Who were the Akaviri?
The Akaviri were invaders from across the sea: fierce snake men and all manner of monsters. We faced them here on these plains, but they overwhelmed us. Yet we fought and died and held until Vivec himself came and put an end to it."
What happened then?
Vivec brought water to cleanse the land. His children breathed the holy water while the Akaviri drowned. It was a great victory for Morrowind.
https://en.m.uesp.net/wiki/Online:Priestess_Brela
In the Akaviri War, Vivec flooded the battlefield and drowned the enemy. No mere mortal could do that."
https://en.m.uesp.net/wiki/Online:Ladrasa_Bethalas1
And if you think that this unreliable to there's a Ghost that was in the battle that died with the Akaviri when Vivec flooded Morrowind that literally confirms this.
Ghostly Remnant: "I died as the flood came. It swept them all away."
Ghostly Remnant: "The waters took friend and foe alike."
https://en.m.uesp.net/wiki/Online:Ghostly_Remnant
Vivec gave the Dunmer the ability to breathe under the water but even so he didn't care about that the flood force alone will kill some Dunmer, but flooded the whole country.
Now that we are done with the "anti feats" we can start with how strong the gods are.
Weaker gods like Sotha Sil created the Clockwork City which is a direct replica of the multiverse of mundus and Sotha Sil also created a copy of the Heart of Lorkhan named The Mechanical Heart that has infinite Magical Energy.
Use the Heart - Battle of the Gods: You have infinite magicka and your hand refills every turn.
https://youtu.be/8gaZPdfBUHA [2:04:08]
The Heart is used to power the whole Clockwork City that is the size of mundus.
Sotha Sil: "The new Heart of Lorkhan will be completed. And it will power my city for all eternity
https://en.m.uesp.net/wiki/Legends:Sotha_Sil_(character)
The Heart also has the power to destroy the Clockwork City.
Sotha Sil: "The Heart has become unstable — left unchecked, it threatens to destroy the entire city. No matter the danger, I must venture into the chamber, and devise a way to contain its power.
https://en.m.uesp.net/wiki/Legends:Sotha_Sil_(character)
Another god Vivec stopped a meteor with a single finger.
Sul went rigid. “We will not speak of her,” he said in a low, dangerous tone. “There was once a place in Vivec City—the Ministry of Truth.”
I’ve heard of it,” Attrebus said. “It was considered a wonder of the world. A moon from Oblivion, floating above the Temple District.”
What do you mean?”
It fell from the sky, you understand? It was traveling quickly, more quickly than you can imagine. Vivec stopped it with the power of his will. But the velocity was still there, ready to be unleashed. Do you see what that meant?”
https://www.imperial-library.info/content/infernal-city-lore-notes
The meteor was thrown by Sheogorath from Oblivion and vivec easily stopped it.
To Stop the Moon: The Shrine of Daring
When Sheogorath rebelled against the Tribunal, he tricked the moon Baar Dau into forsaking its appointed path through Oblivion. The Mad Star inspired the moon to hurl itself upon Vivec's new city, which Sheogorath claimed was built in mockery of the heavens. When Vivec learned of Sheogorath's scheme, he froze the rogue moon in the sky with a single gesture and the grace of his countenance.
https://www.uesp.net/wiki/Morrowind:The_Pilgrim's_Path
I’ve heard of it,” Attrebus said. “It was considered a wonder of the world. A moon from Oblivion, floating above the Temple District.”
https://www.imperial-library.info/content/infernal-city-lore-notes
Vivec's divine energy was used to energize the entire Clockwork City and light it up. It was so bright that it was seen across the whole of the Clockwork city which is the replica of the infinite multiverse of mundus meaning infinite energy would be needed to light it up.
Barilzar: So Sotha Sil's forgotten tool was modified to steal Vivec's energy, which in turn energized the Clockwork City. Lit it up like the top of Red Mountain. Even Vile's dog would be able to see that!
https://en.m.uesp.net/wiki/Online:Barilzar
It was said vivec can destroy the world and remake it with a single hand.
It is said the number is the number of birds that can nest in an ancient tibrol tree, less three grams of honest work, but Vivec in his later years found a better one and so gave this secret to his people.
For I have crushed a world with my left hand,' he will say, 'but in my right hand is how it could have won against me. Love is under my will only.'
Vivec can remake the World just for a game stated by Word of God.
Gavin Dady: I mean some of the other ones...talking about Morrowind for instance...those people say "I would love an Almalexia and Sotha Sil" and things like that. Like yeah but...
Pylan: How do you add a god into...
Gavin Dady: How do you put that into a skirmish game, you know? It doesn't fit in.
Pylan: Yeah, Vivec just shows up and Vivec and just recreates the world and then the skirmish is over.
Gavin Dady: Yeah...exactly yeah.
https://youtu.be/L0N5Fm2R4d4 [20:21]
It has been supported by lord Fa-Nuit-Hen.
Lord Fa-Nuit-Hen says, "The Unmixed Conflict Path? Now that is a great secret indeed, a mystery your Lord Vehk unraveled only after prolonged hallucination upon Premeditated Modesty. But at last he found the answer, and shared it with you all, right there at the end of the First Sermon: 'I have crushed a world with my left hand, but in my right hand is how it could have won against me. Love is under my will only
https://en.m.uesp.net/wiki/Lore:Lord_Fa-Nuit-Hen_and_Tutor_Riparius_Answer_Your_Questions_2
Another god Almalexia was considered as an existential threat to the whole of the Clockwork city that is a replica of the infinite multiverse of mundus.
Aios: I am Aios, the Automata Incarnum Overseer System. Master sil created me to maintain and supervise the substrata operations of Clockwork City. This partition can provide answers to class-seven queries only.
Thank you for your understanding.
Vestige: Your master is in danger. Let us through so we can help him.
Aios: Assessing threats to Master Sil. Dreaming... open window. Sunlight through glass.
Threat analysis prepared: Prospect Numidium: negative. Prospect Almalexia: negative. Prospect Erasure: negative. No existential threat detected.
Vestige: There is a threat! The Daedric Prince, Nocturnal!
Aios: Accessing privatized threat-array. Dreaming... knee abrasion. Lullaby. Threat located. Nocturnal. Ur-dra. Unfathomable Mistress of Shadows. Prospect registered. Risk level: moderat
http://en.uesp.net/wiki/Online:Aios
When Sotha Sil defeated the avater of Dagon it shook the entirety of Mundus after Sotha Sil erased the avatar from Time itself.
You must recall the howls of Madness! How Dagon foamed and snarled beneath the lash of Sotha Sil! "Behold!" cried the Divine Metronome as He smashed the Prince to splinters. "Behold the wrath of lost Ald Sotha! Know death at my hands, false-son of a false-father! KAER PADHOME VIE ALTADOON!"
Even then, at the end, the Prince of Destruction did not relent. With the last of his four great arms, Dagon dragged the last of his four great razors across the Watchmaker's jaw. Tasting the blood on His tongue, our Father of *Mysteries whispered a final chrononymic death-word, and Dagon exploded throughout all time. The earthbones quaked and the All-Axle shook*. From this word of sundering, Truth took root.
https://en.m.uesp.net/wiki/Lore:The_Truth_in_Sequence
This Shook the earth-bones themselves which are the laws of physics that exist in whole of Mundus the mortal multiverse.
Of course. He sees and hears nothing, for Y'ffre is now the Earth-Bones, the frame upon which Nature is laid and woven. His sight-perception and song-echo instead are loomed through his bones and woven into tapestries of song for we mortals to study.
How does this relate to the sea?
The *Sea is all-enclosing, the water that encircles all of Mundus*. The birds call out that which occurs over land to the sea, which reflects and echoes that song. Through study of the Sea's mystery it is possible to interpret Y'ffre's song-tapestry.
What does that mean?
To sing a law, and then Speak into the heart of that law, convincing it of a subtle error and how it must change its own Self. That is how Nature's course—its own Sea—is shaped and reshaped over time. Such changes can affect the whole of Mundus.
https://en.m.uesp.net/wiki/Online:Fara_Garnona
Mehrunes Dagon's avatar alone was able to fuse both the mortal multiverse/Mundus and the Deadlands and just a single mistake from him and he destroys both.
Councilor Vandacia: "The worlds are merging, Sombren! There is no escape
Councilor Vandacia: "You dare? Merging the realms is delicate work. *One mistake and both could be destroyed!*"
https://en.m.uesp.net/wiki/Online:Councilor_Vandacia
The battle between the avatar of Mehrunes Dagon and the avatar of Nocturnal will rip and tear out the sky and destroy all mortal things which is Mundus as it is the mortal plane and there will even be a war in heaven/Aetherius
https://i.imgur.com/Z4B00wY.png
Avaters of the gods are infinite in mass and size
The planets are the gods and the planes of the gods, which is the same thing. That they appear as spherical heavenly bodies is a visual phenomena caused by mortal mental stress. Since each plane(t) is an infinite mass of infinite size.
https://en.m.uesp.net/wiki/General:Cosmology
gods by their very nature transcends space and time and live in the timeless world of god where death to them is like sleeping and waking up returns them back to life completely immortal.
the Dwemer: "I have no idea what happened to the Dwemer. I have no sense of them in the timeless divine world outside of mortal time. And, in fact, if I did believe they existed, I would be in no hurry to make contact with them. They may, with some justice, hold the Dunmer race responsible for their fate. My intuition is that they are gone forever -- and that is perfectly fine with me
It is a bit like being at once awake and asleep. Awake, I am here with you, thinking and talking. Asleep, I am very, very busy. Perhaps for for other gods, the completely immortal ones, it is only like that being asleep. Out of time. Me, I exist at once inside of time and outside of it
It's nice never being dead, too. When I die in the world of time, then I'm completely asleep. I'm very much aware that all I have to do is choose to wake. And I'm alive again. Many times I have very deliberately tried to wait patiently, a very long, long time before choosing to wake up. And no matter how long it feels like I wait, it always appears, when I wake up, that no time has passed at all. That is the god place. The place out of time, where everything is always happening, all at once
https://en.m.uesp.net/wiki/Morrowind:Vivec_(god)
The true form of gods are platonic concepts that make up the arubis
Remenents of gods like the Celestials can destroy the infinite multiverse of Mundus instantly when their full power is unleashed and not restrained by the Apex Stone
The Vestige: Apex Stone?
Valla: The Apex Stones are what allow the Celstials to manifest in this plane. By corrupting our Apex Stone, the Serpent sought to submit our consciousness to his will and corrupt us. This is what happened to the Lost One."
The Vestige: Can't we just destroy the Apex Stone?
Valla: If you did, our full power would be released. Mundus could not withstand such force.
https://en.m.uesp.net/wiki/Online:Valla
That is why they use their avatars, the Celestials.
For some, however, wisdom is not enough. Avatars of the constellations—Celestials—wield power that even the greatest sorcerers can scarcely comprehend. Now, their gifts are just within reach.
https://en.m.uesp.net/wiki/Online:Celestial_Crate
Celestials the remnants of gods are weaker than any true God showing gods are infinite multiversal in strength.
submitted by Slight-Face6189 to u/Slight-Face6189 [link] [comments]


2023.02.05 20:42 ZenBearV13 Boggle (5E->PF2E)

I made my first monster! I got to use these little buggers in my first session of a 5E campaign and they turned into a surprisingly fun fight!
I used monster.pf2.tools and followed the guidelines, but I don't know if it is actually balanced as a -1. Advice and constructive criticism is appreciated!
Boggle [Creature -1] CN small fey Perception +5 Skills: Acrobatics +5, Stealth +5, Thievery +5 Str -1, Dex +3, Con +2, Int +0, Wis +2, Cha +0 Boggle Oil [[A]] The boggle excretes nonflammable oil from its pores. The boggle chooses whether the oil is slippery or sticky and can change the oil on its skin from one consistency to another as an action. Slippery Oil: While coated in slippery oil, the boggle gains a +2 circumstance bonus to Acrobatics checks made to escape bonds, squeeze through narrow spaces, and end grapples. Sticky Oil: While coated in sticky oil, the boggle gains a +2 circumstance bonus to Athletics checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object. The boggle can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Dimensional Rift [[A]] As an action, the boggle can create an invisible and immobile rift within an opening or frame it can see within 5 feet of it, provided that the space is no bigger than 10 feet on any side. The dimensional rift bridges the distance between that space and any point within 30 feet of it that the boggle can see or specify by distance and direction (such as “30 feet straight up”). While next to the rift, the boggle can see through it and is considered to be next to the destination as well, and anything the boggle puts through the rift (including a portion of its body) emerges at the destination. Only the boggle can use the rift, and it lasts until the end of the boggle’s next turn.
Oil Puddle [[A]] The boggle creates a puddle of oil that is either slippery or sticky (boggle’s choice). The puddle is 1 inch deep and covers the ground in the boggle’s space. The puddle is difficult terrain for all creatures except boggles and lasts for 1 hour. If the oil is slippery, any creature that enters the puddle’s area or starts its turn there must succeed on a DC 11 Reflex saving throw or fall prone. If the oil is sticky, any creature that enters the puddle’s area or starts its turn there must succeed on a DC 11 Escape check or be restrained. On its turn. a creature can use an action to try to extricate itself from the sticky puddle, ending the effect and moving into the nearest safe unoccupied space with a successful DC 11 Escape check.
AC 14; Fort +2, Ref +8, Will +5 HP 8 ; Resistances Fire 2; Weaknesses Cold Iron 2 Speed 20 feet Melee [[A]] Pummel +4 (Agile, Finesse, Unarmed), Damage 1d4 bludgeoning
submitted by ZenBearV13 to Pathfinder2eCreations [link] [comments]


2023.02.05 19:18 GrimMarcus Areelu Vorleah on Core difficulty

Good day, everybody. I am a fellow crusader who finally reached the end of the game while playing on Core. Thus is a first for me, as up until now the hardest difficulty I was able to complete the game was normal. The problem is that I cannot defeat Areelu. The best I can do is to bring her at around half of her HP, however I never even get to the partof the fight where she makes copies of herself. She just blast my party with devastating spells.
I specify that I am on Trickiest mythic path and my whole party is under the Greater Invisibility spell, so Areelu doesn't begin to attack me (ratger I have to get to her) and I was able to save after the dialogue with her. This gives me the possibility to attack her with a spell before the fight begins. I use this opportunity to cast greater dispel magic on her, but she still kicks my ass all the time. Even using evil eye with Camellia and Ember, like I did with Deskari, is not enough to win.
My party composition is MC, Camellia, Seelah, Wenduag, Ember, Daeran. My main is a pure level 20 Mad Dog Barbarian, Camellia and Wenduag also have 16 level of Mad Dog. This grant me 3 leopard, plus Darran Wolf (due to second mystery nature), Triceratops figurine and Seelah Horse. My whole party is heavily buffed with spells like haste, true seeing, protection from fire, electricity, cold, acid and sonic, greater heroism, displacement, mind blank and so on.
Any tips about how to defeat the fight would be greatly appreciated. Thank you!!!
submitted by GrimMarcus to Pathfinder_Kingmaker [link] [comments]


2023.02.05 18:31 InternetTraumatized Today's sermon, from an Orthodox church

Every Sunday I give a recap of the sermon I heard at church today. I often alternate between Catholic, Protestant and Orthodox churches.
Today's readings:
Matthew 28:16-20
Then the eleven disciples went away into Galilee, to the mountain which Jesus had appointed for them. When they saw Him, they worshiped Him; but some doubted. And Jesus came and spoke to them, saying, “All authority has been given to Me in heaven and on earth. Go therefore and make disciples of all the nations, baptizing them in the name of the Father and of the Son and of the Holy Spirit, teaching them to observe all things that I have commanded you; and lo, I am with you always, even to the end of the age.” Amen.
2 Timothy 3:10-15
You have carefully followed my doctrine, manner of life, purpose, faith, longsuffering, love, perseverance, persecutions, afflictions, which happened to me at Antioch, at Iconium, at Lystra—what persecutions I endured. And out of them all the Lord delivered me. Yes, and all who desire to live godly in Christ Jesus will suffer persecution. But evil men and impostors will grow worse and worse, deceiving and being deceived. But you must continue in the things which you have learned and been assured of, knowing from whom you have learned them, and that from childhood you have known the Holy Scriptures, which are able to make you wise for salvation through faith which is in Christ Jesus.
Romans 8:28-39
We know that all things work together for good to those who love God, to those who are the called according to His purpose. For whom He foreknew, He also predestined to be conformed to the image of His Son, that He might be the firstborn among many brethren. Moreover whom He predestined, these He also called; whom He called, these He also justified; and whom He justified, these He also glorified. What then shall we say to these things? If God is for us, who can be against us? He who did not spare His own Son, but delivered Him up for us all, how shall He not with Him also freely give us all things? Who shall bring a charge against God’s elect? It is God who justifies. Who is he who condemns? It is Christ who died, and furthermore is also risen, who is even at the right hand of God, who also makes intercession for us. Who shall separate us from the love of Christ? Shall tribulation, or distress, or persecution, or famine, or nakedness, or peril, or sword? As it is written: “For Your sake we are killed all day long; we are accounted as sheep for the slaughter.” Yet in all these things we are more than conquerors through Him who loved us. For I am persuaded that neither death nor life, nor angels nor principalities nor powers, nor things present nor things to come, nor height nor depth, nor any other created thing, shall be able to separate us from the love of God which is in Christ Jesus our Lord.
Luke 18:10-14;8:1-3
“Two men went up to the temple to pray, one a Pharisee and the other a tax collector. The Pharisee stood and prayed thus with himself, ‘God, I thank You that I am not like other men—extortioners, unjust, adulterers, or even as this tax collector. I fast twice a week; I give tithes of all that I possess.’ And the tax collector, standing afar off, would not so much as raise his eyes to heaven, but beat his breast, saying, ‘God, be merciful to me a sinner!’ I tell you, this man went down to his house justified rather than the other; for everyone who exalts himself will be humbled, and he who humbles himself will be exalted.” Now it came to pass, afterward, that He went through every city and village, preaching and bringing the glad tidings of the kingdom of God. And the twelve were with Him, and certain women who had been healed of evil spirits and infirmities—Mary called Magdalene, out of whom had come seven demons, and Joanna the wife of Chuza, Herod’s steward, and Susanna, and many others who provided for Him from their substance.
Today's reading is a parable given by Jesus: the Pharisee and the Publican. It contrasts two characters, that of the Pharisee and that of the Publican. The Pharisee is a pious, practicing man who seeks purity. The Publican is a wealthy man who gained his riches by immoral means and who collaborates with the Roman oppressor.
The Pharisee may very much remind us of ourselves: he stood to pray, standing being the posture we take for prayer. He gave thanks, his worship was eucharistic as is ours every Sunday. He is said to pray in the Temple, to fast twice a day, and to do charity by tithing; prayer, fasting and charity are the three pillars of Christianity, but by themselves they aren't its spirit, and this demonstrates how so. He prays with himself, that is, not turned toward God but toward himself, despising others. This is the passion of vainglory spoken of by Evagrius Ponticus and St. John Cassian.
Vainglory is difficult to pin down, to identify clearly, because unlike the other passions it does not hinder our progress toward God but rather corrupts it, perverting our efforts to lead them to another end altogether than originally intended. The one who is vainglorious cannot see his own faults. The Pharisee does not lie in his prayer, he is indeed not like other men, he is not even like us, who most certainly do not do a good job at praying regularly, fasting weekly and giving away a tenth of our goods. But it is not up to himself to point that out.
Not only that, but he purposefully shows off his piety and good works, making himself well seen in the Temple. The Pharisee believes himself to be close to God, thinking himself righteous because of his works. The Publican believes himself to be far from God, being conscious of his sins. He does not even dare to come near, but remains prostrated afar off. And yet, the invisible reality of the situation is altogether different! Therefore we learn that the love of God is greater than our virtues, because the former could justify the Publican but the latter couldn't help the Pharisee.
So, the reality of our condition is often not at all what we ourselves perceive. This is why we pray the Jesus Prayer, "Lord Jesus Christ, Son of God, have mercy on me, a sinner," praying it hundreds, perhaps even thousands of times as in The Way of a Pilgrim. It is a constant reminder of the truth of our condition, one we often forget about or do not see, namely, that we have been chased out of Paradise. We must humble ourselves, not to fall into self-hating abasement but to become truly conscious of what we are: sinners.
The Publican, when he went down to his house, was justified; his mindfulness of his sin outweighed the virtues of the Pharisee. Like the Pharisee, we must go within ourselves, in body, soul and spirit, yet unlike him, not to be blind about our surroundings but rather to convert ourselves, to see our evil and repent of it. Conversion is what is meant by the Publican going down to his house. We must make war against vainglory in its two forms: carnally, the concern with the judgment others will have of us based off the image we convey, which is a lie; spiritually, the delusion that we are better than others, closer to God than others, on any basis. Rather, we must consider ourselves to be sinners, to be small before God and others, even when our sin is not evident to us yet.
With today the Pre-Lenten Triodion, the four weeks of preparation before the great fast, begins. Today's theme of the Pharisee and the Publican furnishes us with the first and greatest weapon in spiritual warfare: humility. It is the first of the virtues. Every other weapon given us by the Church—prayer, fasting, charity, in all their forms...—is there to humiliate, to crush, to tame our body and soul so that we may become conscious of our true situation.
On another note: Yesterday, a child was baptized into the Church. Baptism has three aspects:
  • The familial one. When a parent gets their child baptized, they consecrate it to God, asking for the Holy Spirit to fall upon the child.
  • The communal one. Baptism is how one enters a community. Christ, by getting baptized in spite of needing no repentance, let Himself be initiated into the community of mankind, identifying completely with us so as to save us.
  • The divine one. Through baptism we become adopted children of God, and He gives us the necessary means to wage war on His behalf against the demons and the passions, such as vainglory.
Also, today was the commemoration of the New Martyrs and Confessors of the Russian Church. These saints were persecuted in communist Russia, which some say produced more Christian martyrs than any other country in any other time did. When we read the saints, their writings and their lives, let us be mindful that they lived in a particular place and time; there is no single and universal method to become a saint, but every Christian has their own story. A saint becomes one in a particular place and time, and the criteria needed to become a saint depend therefore of the context and the individual. So, let us not try to outright mimic the saints, but let us rather be inspired by their example and learn from their experience of Christ.
submitted by InternetTraumatized to Christendom [link] [comments]


2023.02.05 18:30 InternetTraumatized Today's sermon, from an Orthodox church

Every Sunday I give a recap of the sermon I heard at church today. I often alternate between Catholic, Protestant and Orthodox churches.
Today's readings:
Matthew 28:16-20
Then the eleven disciples went away into Galilee, to the mountain which Jesus had appointed for them. When they saw Him, they worshiped Him; but some doubted. And Jesus came and spoke to them, saying, “All authority has been given to Me in heaven and on earth. Go therefore and make disciples of all the nations, baptizing them in the name of the Father and of the Son and of the Holy Spirit, teaching them to observe all things that I have commanded you; and lo, I am with you always, even to the end of the age.” Amen.
2 Timothy 3:10-15
You have carefully followed my doctrine, manner of life, purpose, faith, longsuffering, love, perseverance, persecutions, afflictions, which happened to me at Antioch, at Iconium, at Lystra—what persecutions I endured. And out of them all the Lord delivered me. Yes, and all who desire to live godly in Christ Jesus will suffer persecution. But evil men and impostors will grow worse and worse, deceiving and being deceived. But you must continue in the things which you have learned and been assured of, knowing from whom you have learned them, and that from childhood you have known the Holy Scriptures, which are able to make you wise for salvation through faith which is in Christ Jesus.
Romans 8:28-39
We know that all things work together for good to those who love God, to those who are the called according to His purpose. For whom He foreknew, He also predestined to be conformed to the image of His Son, that He might be the firstborn among many brethren. Moreover whom He predestined, these He also called; whom He called, these He also justified; and whom He justified, these He also glorified. What then shall we say to these things? If God is for us, who can be against us? He who did not spare His own Son, but delivered Him up for us all, how shall He not with Him also freely give us all things? Who shall bring a charge against God’s elect? It is God who justifies. Who is he who condemns? It is Christ who died, and furthermore is also risen, who is even at the right hand of God, who also makes intercession for us. Who shall separate us from the love of Christ? Shall tribulation, or distress, or persecution, or famine, or nakedness, or peril, or sword? As it is written: “For Your sake we are killed all day long; we are accounted as sheep for the slaughter.” Yet in all these things we are more than conquerors through Him who loved us. For I am persuaded that neither death nor life, nor angels nor principalities nor powers, nor things present nor things to come, nor height nor depth, nor any other created thing, shall be able to separate us from the love of God which is in Christ Jesus our Lord.
Luke 18:10-14;8:1-3
“Two men went up to the temple to pray, one a Pharisee and the other a tax collector. The Pharisee stood and prayed thus with himself, ‘God, I thank You that I am not like other men—extortioners, unjust, adulterers, or even as this tax collector. I fast twice a week; I give tithes of all that I possess.’ And the tax collector, standing afar off, would not so much as raise his eyes to heaven, but beat his breast, saying, ‘God, be merciful to me a sinner!’ I tell you, this man went down to his house justified rather than the other; for everyone who exalts himself will be humbled, and he who humbles himself will be exalted.” Now it came to pass, afterward, that He went through every city and village, preaching and bringing the glad tidings of the kingdom of God. And the twelve were with Him, and certain women who had been healed of evil spirits and infirmities—Mary called Magdalene, out of whom had come seven demons, and Joanna the wife of Chuza, Herod’s steward, and Susanna, and many others who provided for Him from their substance.
Today's reading is a parable given by Jesus: the Pharisee and the Publican. It contrasts two characters, that of the Pharisee and that of the Publican. The Pharisee is a pious, practicing man who seeks purity. The Publican is a wealthy man who gained his riches by immoral means and who collaborates with the Roman oppressor.
The Pharisee may very much remind us of ourselves: he stood to pray, standing being the posture we take for prayer. He gave thanks, his worship was eucharistic as is ours every Sunday. He is said to pray in the Temple, to fast twice a day, and to do charity by tithing; prayer, fasting and charity are the three pillars of Christianity, but by themselves they aren't its spirit, and this demonstrates how so. He prays with himself, that is, not turned toward God but toward himself, despising others. This is the passion of vainglory spoken of by Evagrius Ponticus and St. John Cassian.
Vainglory is difficult to pin down, to identify clearly, because unlike the other passions it does not hinder our progress toward God but rather corrupts it, perverting our efforts to lead them to another end altogether than originally intended. The one who is vainglorious cannot see his own faults. The Pharisee does not lie in his prayer, he is indeed not like other men, he is not even like us, who most certainly do not do a good job at praying regularly, fasting weekly and giving away a tenth of our goods. But it is not up to himself to point that out.
Not only that, but he purposefully shows off his piety and good works, making himself well seen in the Temple. The Pharisee believes himself to be close to God, thinking himself righteous because of his works. The Publican believes himself to be far from God, being conscious of his sins. He does not even dare to come near, but remains prostrated afar off. And yet, the invisible reality of the situation is altogether different! Therefore we learn that the love of God is greater than our virtues, because the former could justify the Publican but the latter couldn't help the Pharisee.
So, the reality of our condition is often not at all what we ourselves perceive. This is why we pray the Jesus Prayer, "Lord Jesus Christ, Son of God, have mercy on me, a sinner," praying it hundreds, perhaps even thousands of times as in The Way of a Pilgrim. It is a constant reminder of the truth of our condition, one we often forget about or do not see, namely, that we have been chased out of Paradise. We must humble ourselves, not to fall into self-hating abasement but to become truly conscious of what we are: sinners.
The Publican, when he went down to his house, was justified; his mindfulness of his sin outweighed the virtues of the Pharisee. Like the Pharisee, we must go within ourselves, in body, soul and spirit, yet unlike him, not to be blind about our surroundings but rather to convert ourselves, to see our evil and repent of it. Conversion is what is meant by the Publican going down to his house. We must make war against vainglory in its two forms: carnally, the concern with the judgment others will have of us based off the image we convey, which is a lie; spiritually, the delusion that we are better than others, closer to God than others, on any basis. Rather, we must consider ourselves to be sinners, to be small before God and others, even when our sin is not evident to us yet.
With today the Pre-Lenten Triodion, the four weeks of preparation before the great fast, begins. Today's theme of the Pharisee and the Publican furnishes us with the first and greatest weapon in spiritual warfare: humility. It is the first of the virtues. Every other weapon given us by the Church—prayer, fasting, charity, in all their forms...—is there to humiliate, to crush, to tame our body and soul so that we may become conscious of our true situation.
On another note: Yesterday, a child was baptized into the Church. Baptism has three aspects:
  • The familial one. When a parent gets their child baptized, they consecrate it to God, asking for the Holy Spirit to fall upon the child.
  • The communal one. Baptism is how one enters a community. Christ, by getting baptized in spite of needing no repentance, let Himself be initiated into the community of mankind, identifying completely with us so as to save us.
  • The divine one. Through baptism we become adopted children of God, and He gives us the necessary means to wage war on His behalf against the demons and the passions, such as vainglory.
Also, today was the commemoration of the New Martyrs and Confessors of the Russian Church. These saints were persecuted in communist Russia, which some say produced more Christian martyrs than any other country in any other time did. When we read the saints, their writings and their lives, let us be mindful that they lived in a particular place and time; there is no single and universal method to become a saint, but every Christian has their own story. A saint becomes one in a particular place and time, and the criteria needed to become a saint depend therefore of the context and the individual. So, let us not try to outright mimic the saints, but let us rather be inspired by their example and learn from their experience of Christ.
submitted by InternetTraumatized to Christianity [link] [comments]


2023.02.05 09:11 TexasPancakes Beginner's Guide To Creating Characters for DnD 5e with ChatGPT and Stable Diffusion (Automatic 1111)

Beginner's Guide To Creating Characters for DnD 5e with ChatGPT and Stable Diffusion (Automatic 1111)
By chance, I bumped into this sub and saw u/CuyahogaRiver 's version of creating AI-generated characters. I was working on my own workflow the previous night (which was very entertaining). His version can be found here: LINK. So I figure I would share my workflow on how I create NPCs and PCs with a specific art style. Maybe I can give something back to the interwebs :).
I'll give a couple of examples below of the characters I generated and then I'll describe my workflow.

Examples:

Description of the examples:

  1. The Image: The image was created by Scale Diffusion based on the description created by ChatGPT.
  2. Description Below the Image: The complete description of the character and its game stats generated by ChatGPT.
Example 1:
https://preview.redd.it/foafw36tq9ga1.png?width=1536&format=png&auto=webp&s=d6d7e7909ef12844070be69c0dd6aef52b1daa1e
(The description and stats below were generated before I improved the prompt for ChatGPT, the second character's description is using the prompt that I'm sharing with you that you can use to get a few more details about your character's profile.)
Meet Althea Windwhisper, a female wizard of the Elvish race, born and raised in the city of Waterdeep. Althea has piercing green eyes and a sharp jawline, with long, flowing silver hair that cascades down her back. She stands at a tall and slender 5'8, with delicate hands that are constantly in motion as she casts spells.
Althea is a quiet and reserved person, preferring to spend her time reading and researching in her tower in Waterdeep. Despite her reserved nature, she is fiercely intelligent and has a wicked sense of humor. She is also a proud and loyal member of the Emerald Enclave, a group dedicated to preserving the balance between nature and civilization in the world of Faerun.
Growing up, Althea was raised by her mother, the Elvish sorceress, Kaela Windwhisper, and her father, the human wizard, Aric Windwhisper. Her parents instilled in her a love for magic and the knowledge that it should be used for the greater good. This is something that Althea has always held close to her heart, and she has dedicated her life to using her powers to help those in need.
Throughout her life, Althea has made many friends, including the half-elf rogue, Lyra Thornblade, and the human bard, Roland Songsmith. She also has a close relationship with her mentor, the human wizard, Leif Grimblade, who has taught her everything she knows about magic.
Althea's family lineage can be traced back to the great Elvish sorcerers of the past, and she is proud of her heritage. She has always felt a strong connection to the magic of the world and has worked tirelessly to hone her skills and become the best wizard she can be.
Growing up, Althea's life was filled with adventure and danger. From battling fierce beasts in the Underdark to stopping evil wizards from destroying the world, Althea has seen and done it all. However, despite her many adventures, what currently drives her in life is her desire to help others and make a positive impact in the world.
As a wizard, Althea has the following 5e stats:
- Strength: 8
- Dexterity: 12
- Constitution: 12
- Intelligence: 18
- Wisdom: 14
- Charisma: 14
In this intricately detailed stable diffusion prompt, we see Althea sitting regally on her throne, surrounded by the books and scrolls of her extensive library. The room is filled with a warm glow from the many magical runes and sigils etched into the walls, reflecting the powerful magic that Althea wields. Her eyes are closed in deep concentration as she communes with the spirits of the dead, seeking guidance and knowledge for her next spell. The intricate details of her Elvish features, her flowing silver hair, and her wizard robes are captured in stunning detail by artists such as Greg Rutkowski and Artgerm.
Example 2:
https://preview.redd.it/7jbahyp3s9ga1.png?width=1536&format=png&auto=webp&s=4b4188fef3e9b3a1cfa3ba59952cf90e1ff1015c
Name: Ryanna Shadowhand
Sex: Female
Class: Sorcerer
Race: Half-Elf
Age: 28
Weight: 128 lbs
Facial features: Ryanna has a delicate, angular face with sharp cheekbones and a strong jawline. Her eyes are a deep emerald green, and her hair is a rich, dark brown that falls in loose waves to her waist. Her skin is a light olive color with a few freckles scattered across her cheeks. What the body looks like: Ryanna is tall and slender, with long, lithe limbs and a narrow waist. She moves with grace and fluidity, always appearing to be in control. Her hands are thin and long-fingered, and her feet are delicate and small. She often wears long, flowing robes that accentuate her curves and highlight her elegance.
Personality: Ryanna is a quiet and reserved person, preferring to keep to herself and observe the world around her. She is deeply intuitive and has a strong sense of justice, which often leads her to make difficult decisions. Despite her reserved demeanor, she is fiercely independent and is not afraid to speak her mind.
Affiliation: Ryanna is affiliated with the Order of the Eternal Flame, a group of sorcerers who believe in the power of magic to bring peace and justice to the world.
Friends/Family: Ryanna has a few close friends, including the bard Riven Tuneheart and the wizard Aric Moonstone. She also has a younger sister named Azura Shadowhand.
Family Lineage: Ryanna's mother was a human sorceress, while her father was an elven wizard. Both of her parents passed away when she was young, leaving her to be raised by her grandparents.
History: Ryanna was born in the city of Baldur's Gate and grew up in a family of powerful sorcerers. She was trained in the art of magic from a young age and showed a natural talent for it. Despite the loss of her parents, she remained dedicated to her studies and became a powerful sorcerer in her own right.
Currently Drives: Ryanna is driven by a desire to make the world a better place, using her magic to help those in need. She is also driven by her need to learn more about magic and to constantly improve her skills.
DnD 5e Stats:
- Strength: 8
- Dexterity: 14
- Constitution: 12
- Intelligence: 16
- Wisdom: 10
- Charisma: 16
Stable Diffusion Prompt: A close-up portrait shot of Ryanna Shadowhand, the half-elf sorcerer, seated on her throne. Her hair falls in loose waves around her shoulders, and her eyes are deep and emerald green. The room is filled with the light of a thousand candles, casting a warm and inviting glow on her face. Ryanna's robes are long and flowing, accentuating her curves and highlighting her elegance. Her delicate hands rest on the arms of the throne, and her eyes are distant, as if she is deep in thought. The walls of the room are adorned with intricate carvings of arcane symbols and runes, and the floor is covered in a plush carpet. In the background, there is a large bookshelf filled with ancient tomes and scrolls. Painting by artists such as Greg Rutkowski and Artgerm.

The Workflow:

1) Priming ChatGPT to build prompts for Stable Diffusion:

Since ChatGPT was trained on data up until September 2021, it isn't aware of how Stable Diffusion works. After reading this article, I used the prompt on that site (which I copied for your convenience below) to get ChatGPT to create prompts for Stable Diffusion. You will have to remember that there are limitations in ChatGPT on how it can "remember" the history of your conversation only up to a certain portion of your conversations, so if you do notice that it isn't generating prompts like it used to, just feed it the primer prompt again.
Primper prompt I used:
Stable Diffusion is an AI art generation model similar to DALLE-2.Below is a list of prompts that can be used to generate images with Stable Diffusion:
- portait of a homer simpson archer shooting arrow at forest monster, front game card, drark, marvel comics, dark, intricate, highly detailed, smooth, artstation, digital illustration by ruan jia and mandy jurgens and artgerm and wayne barlowe and greg rutkowski and zdislav beksinski- pirate, concept art, deep focus, fantasy, intricate, highly detailed, digital painting, artstation, matte, sharp focus, illustration, art by magali villeneuve, chippy, ryan yee, rk post, clint cearley, daniel ljunggren, zoltan boros, gabor szikszai, howard lyon, steve argyle, winona nelson- ghost inside a hunted room, art by lois van baarle and loish and ross tran and rossdraws and sam yang and samdoesarts and artgerm, digital art, highly detailed, intricate, sharp focus, Trending on Artstation HQ, deviantart, unreal engine 5, 4K UHD image- red dead redemption 2, cinematic view, epic sky, detailed, concept art, low angle, high detail, warm lighting, volumetric, godrays, vivid, beautiful, trending on artstation, by jordan grimmer, huge scene, grass, art greg rutkowski- a fantasy style portrait painting of rachel lane / alison brie hybrid in the style of francois boucher oil painting unreal 5 daz. rpg portrait, extremely detailed artgerm greg rutkowski alphonse mucha greg hildebrandt tim hildebrandt- athena, greek goddess, claudia black, art by artgerm and greg rutkowski and magali villeneuve, bronze greek armor, owl crown, d & d, fantasy, intricate, portrait, highly detailed, headshot, digital painting, trending on artstation, concept art, sharp focus, illustration- closeup portrait shot of a large strong female biomechanic woman in a scenic scifi environment, intricate, elegant, highly detailed, centered, digital painting, artstation, concept art, smooth, sharp focus, warframe, illustration, thomas kinkade, tomasz alen kopera, peter mohrbacher, donato giancola, leyendecker, boris vallejo- ultra realistic illustration of steve urkle as the hulk, intricate, elegant, highly detailed, digital painting, artstation, concept art, smooth, sharp focus, illustration, art by artgerm and greg rutkowski and alphonse mucha
I want you to write me a list of detailed prompts exactly about the idea written after IDEA. Follow the structure of the example prompts. This means a very short description of the scene, followed by modifiers divided by commas to alter the mood, style, lighting, and more.
IDEA: Write your idea here
After this ChatGPT will provide you with the prompts you need for Stable Diffusion like the ones in the examples section of this tutorial.

(Thanks again to u/R33v3n for reminding me about this)
u/R33v3n actually reminded me of ChatGPT not being aware of Stable Diffusion, which I'm glad he did or you guys would probably be spinning your wheels asking what you are doing wrong. I wanted to also quote part of his comment to include the article he mentioned that also has some good information that you can use:
" If you're interested to test how it changes your results, though, you can "prime" ChatGPT by giving it exemples of actual prompts, so that later on it makes its own in a similar format, including more keywords for medium, style, composition and artists. This tutorial gives exemples of doing it that way. "

2) Create the character:

With this prompt ChatGPT will create character descriptions like the examples above. Feel free to change any of the parameters to suit your needs, but I stopped adding parameters at 15 just because I got tired of changing the numbers each time I added an item (I can already hear your suggestions on multiple ways I could have made it easier for myself, but ultimately the reason was: laziness). For example, if you feel like you need a specific type of character just change that parameter. Need a random Wizard who is in his 60s and funny? Add 'funny' or 'has a sense of humor' to the first line of the request like so: "I want you to create a funny random intricately detailed....", then change the "Random" word in class from "Random" to "Wizard", then paste that in ChatGPT and it will generate a random funny Wizard.
I created the characters you saw above in the example section in ChatGPT using this prompt:
I want you to create a random intricately detailed description of a DnD character with their own first and last name, always using first and last names for all people involved in the character's life, using the real name of cities and towns used in Faerun, using the following parameters:
1. Name
2. Sex = Random
3. Class = Random
4. Race = Random
5. Age = Random
6. Weight = Random
7. Facial features
8. What the body looks like
9. Personality
10. Affiliation if any using lore from the DnD world in Faerun
11. First and last names of friends, families or any other known affiliates that have been in their life or are currently involved in their life
12. Descriptive family lineage
13. Detailed history of their life growing up
14. What currently drives them in their life
15. DnD 5e stats that can be used in the game
then create an intricately descriptive stable diffusion prompt that describes the character, their detailed facial features, and their environment in detail that best suits the character using the description that you created about them. Then include this at the end of the description: ", Painting by artists such as Greg Rutkowski and Artgerm"
(just copy the prompt above when using it in ChatGPT)

"I need more stats, I need more stats than that!"

You might be wondering why the stats are a bit, lacking. Well, don't fret cause ChatGPT is familiar with the rules of all the versions of DnD all the way up to 5e according to the answer I received. So ChatGPT will be able to create a complete character sheet for you upon request.
Check this out:
https://preview.redd.it/glcmgbls0aga1.png?width=931&format=png&auto=webp&s=503f15e0caeda7bba60bca3db2c74e9d1d945d2d
So When I asked it " can you make a stat block for a sorcerer who rules a fort of dead skeleton guards and zombies for DND 5e "
It came back with this:
Sure! Here's a stat block for a Sorcerer who rules a fort of dead skeleton guards and zombies in DND 5e:
Name: Necromantia the Unseen
Race: Human
Class: Sorcerer (Necromancer)
Level: 10 Alignment: Lawful Evil
Attributes:
  • Strength: 8 (-1)
  • Dexterity: 12 (+1)
  • Constitution: 14 (+2)
  • Intelligence: 18 (+4)
  • Wisdom: 10 (+0)
  • Charisma: 18 (+4)
Armor Class: 14 Hit Points: 60 (8d6 + 24) Speed: 30 ft.
Saving Throws:
  • Constitution +5
  • Charisma +7
Skills:
  • Arcana +7
  • Insight +3
  • Intimidation +7
  • Religion +7
Spellcasting:
  • Spellcasting Ability: Charisma
  • Spell save DC: 15
  • Spell attack bonus: +7
Spells Known:
  • 1st Level (4 slots): Mage Armor, False Life, Command, Ray of Enfeeblement
  • 2nd Level (3 slots): Ray of Frost, Hold Person, Animate Dead
  • 3rd Level (3 slots): Animate Dead (Mass), Speak with Dead, Vampiric Touch
  • 4th Level (3 slots): Death Ward, Shadow of Moil, Dimension Door
  • 5th Level (2 slots): Raise Dead, Animate Object
Equipment:
  • Spellbook
  • Quarterstaff
  • Necromancer's Robes
  • Obsidian Stone (focus)
Special Abilities:
  • Spellcasting: Necromantia can cast spells from the Sorcerer spell list and use his Obsidian Stone as a spellcasting focus.
  • Command Undead: Necromantia can command undead creatures as a bonus action and has advantage on all Charisma (Intimidation) checks made against undead creatures.
  • Fort of Dead Skeleton Guards and Zombies: Necromantia has a fort filled with undead creatures that he commands and controls. These creatures are immune to charm and frightened effects and will defend Necromantia to the death.
Description: Necromantia is a tall and gaunt human with pale skin and dark, piercing eyes. He wears a dark, hooded cloak that hides his face in shadows, and carries a gnarled quarterstaff at his side. He is a master of the dark arts and commands a fort filled with dead skeleton guards and zombies, which he uses to intimidate and control his enemies. Despite his fearsome reputation, Necromantia is a cunning and calculating individual, always seeking to expand his power and influence.

Now we are cooking!

See there you go, now you should have a good workflow on how to start generating characters and their descriptions with ChatGPT, next we bring those characters to life.

3) Generating Images:

Ok so this part gets a little involved but it's not bad if you follow the video links I shared, and to be quite honest I don't have the time or patience right now to break that down in words. So I'm going to give you guys two amazing video links that I used that helped me get my Automatic 1111 (Stable Diffusion) installed properly and how to use "models" to generate the images I showcased above.
1.) I used this video to install Automatic 1111 which is an open-source (FREE) UI tool that uses Stable Diffusion to build images, Olivio explains the entire process in detail with clear instructions throughout the entire video. With his video, he will show you how to install it and automatically keep it updated. The best part is that it's only 7 minutes and 51 seconds long. Not bad right? Ok here is the link: LINK
2.) Next is installing the latest model to your Automatic 1111, the 2.1 model. Sebastian also has an amazing video that explains how to add the latest model of Stable Difusion 2.1 to your Automatic 1111. The reason I'm sharing how to install this model is that I used what he taught me to install the actual model that I am using and sharing it with you to generate the characters you saw in the example. The process of installing a model is quiet simple (once you follow the instructions), it's a matter of downloading a file and moving it into the proper folder. He explains it in the video. Here is the link: LINK,

The model that is used to generate the images

WARNING: The link for the model's page might show some NSFW images in the gallery of what others have created. But I have provided the direct link to the file below to possibly make your life a little easier.
This is the link to download the model directly without going to the site: Model Download Link
Below is the link to the model's page:
Here is the link to the model's page that I am using for the images you saw in the examples section: https://civitai.com/models/4823/deliberate

Want to know more about models?

In case you want to know more about models and what they are used for, here is a beginner's guide that explains the models for Stable Diffusion: LINK

"I don't want to bother with installing models, let's keep going".

In case you don't want to go down that road of installing another model, here is what I generated using the Stable Diffusion 2.1 model from Sebastion's link on step two, keep in mind you can keep generating images till you see something that you like:
(Image was upscaled and then I used a screenshot to add it here, using the Hires.fix I explain later)
https://preview.redd.it/eu10u4as6aga1.png?width=1106&format=png&auto=webp&s=1edc1abef63f22a30c9d83035b138b3a2c5559d0

Ok, everything is installed, now what?

Ok so by now you should have a basic understanding of how to open Automatic 1111 (Stable Diffusion) to generate images and maybe even switch between models. So here are the settings that I'm using that will generate the images you saw in the example's section:
You can start using these settings to get the results I came to above, or you can explore and create your own approach :). Just remember to always set the width and height to a minimum of 768 for both! Any lower than 768 on either the width or height and I can't guarantee that you will produce something you will like. Why you ask, well I don't know exactly but it has to do with the model and how it was trained I'm assuming, I really didn't read too deeply into the models and their intricacies (shrugs), maybe you will find an answer if you dig deep enough.
Ok first open Automatic 1111 by clicking on the webui-user.bat file. Once it's open you will see the prompt section, the first section is where the prompt goes, here is where you add what ChatGPT created for the "Prompt" section (see the image below after the negative prompt in blue), which is the last part of the character description text that was generated.
Prompt section:
The top section of the prompt is what the program will use to generate the image, and the bottom section which is also known as the "Negative Prompt", will be what NOT to include when generating the image.
Until you get a good idea of how to play with the negative prompt, use what I'm using. It will give you the same image "Style" that I'm generating and something to get you started. It's got a bunch of good stuff in there that is generally used around the community to generate good images, so you can't go wrong.
Negative prompt:
((disfigured)), ((deformed)),((extra limbs)), (((duplicate))), ((mutilated)), [out of frame], extra fingers, mutated hands, ((poorly drawn hands)), ((poorly drawn face)), (((mutation))), (((deformed))), ((ugly)), blurry, ((bad anatomy)), (((bad proportions))), ((extra limbs)), cloned face, (((disfigured))), out of frame, ugly, extra limbs, (bad anatomy), gross proportions, (malformed limbs), ((missing arms)), ((missing legs)), (((extra arms))), (((extra legs))), mutated hands, (fused fingers), (too many fingers), (((long neck))), modern clothes

Prompt and Negative Prompt Section
In this section, just copy the settings I have here, as you learn more about Automatic 1111 and its features you can expand and explore to your heart's content. But for now, I just want to give you a good foundation to produce some results like in my example, and get you started in creating characters. From here you can learn more if you wish by searching YouTube, there are a lot of amazing people there that can teach you more in-depth information regarding its features and how and when to use them. At this point, you are ready to generate the images. But stick with me, I have a quality-of-life tip that will make this workflow easier and quicker in the future.
Sampling Settings
Optional Tip: If you have the time to wait (cause depending on your system, higher resolution images WILL take more time to render than with the initial settings I used) you can click the small "Hires.fix" button to the opposite end of "Restore Faces" as shown below to create images with the quality that I showed you in the examples section. I don't even change any of the settings, so feel free to experiment when you have the chance and share your results if you wish.
https://preview.redd.it/3sk889uw3dga1.png?width=517&format=png&auto=webp&s=9d2fa78aac1751a83c9951d539dcad477744a0a3
Quality-Of-Life Section:
Once you have duplicated all of those settings let me show you a trick I just learned as I was writing this that will speed up filling in all those settings, this way all you have to do is paste the prompt that ChatGPT gave you and then save your image and not have to set these settings manually every time you want to quickly create a character image.
  1. Generate your image- Once you have the settings that I showed you above or any that you want to save, make sure you generate at least one image first by clicking the big ol' orange "Generate" button on the top right section of Automatic 1111.
  2. Save your image - Once you have an image you are happy with, click the "Save" button right below the image. This will open a section below that button that will have a blue "Download" word for you to click on. Click the "Download" link and it will automatically download the image to your default browser directory where you download everything from your browser. (I'm using Chrome on Windows 10 and my default download folder is where it goes.) Now you saved your image! Hazah!
  3. Copy the description summary of the image - Right below the link you used to download your image you should see a section that looks like this with a whole bunch of words and numbers. This is all the information the program used to generate your image:
Image Prompt and Settings
Highlight everything in that section except the part where it says "Saved" and copy it (Ctrl + C or right-click and select "Copy"), then go to your prompt section again and delete both sections. Then paste what you copied into the top prompt section only (Ctrl + V or right-click and select "Paste"). Should look like this:
https://preview.redd.it/ev3ter5rjaga1.png?width=2877&format=png&auto=webp&s=b9eea2751097ed1b987db7925d4187995d076bee
Now for the fun part of saving all your settings so you can use them again later (if you find a better method please add it to the comments and I'll update this guide when I can)
  1. Click the floppy disk icon (yes, I'm showing my age, and so have you if you knew what I meant by floppy disk), the icon is where the red arrow is pointing on the image below.
Floppy Disk
2) A prompt will pop up in the middle top section of the page allowing you to give this style a name, use something like "DnD Character Theme" or whatever you want to name it. Then click "OK". Now all the settings you used to create your image are now saved in Automatic 1111.
https://preview.redd.it/0rh5ltkisaga1.png?width=586&format=png&auto=webp&s=1b3968e3877a6f521b0cd45600ba0e75413313f5
3) After you click OK, click the blue icon to refresh the Styles list (you can use this method every time you save a style to make sure it really was saved).
https://preview.redd.it/eok11db3uaga1.png?width=509&format=png&auto=webp&s=b79b7ef7c0aa06ab76b094fd2009f8d3c54ed182
Then click the "Styles" dropdown box (the box to the left of the blue box you just clicked) and you should see the style name that you just saved show up on the list.
4) How to recall your settings: When you reopen Automatic 1111 again all you have to do is repeat step 3 above and click on your saved style. You should see the name of your style added to the styles box with an x on the left end of the name like below (as shown in image A below). After that, click on the little clipboard that the red arrow below in image A is pointing to and this will populate your settings on the top prompt section like in image B below.
After that just click on the first blue icon with the white arrow pointing downward and to the left, the blue arrow below on image A points to the icon. This will load the settings that you saved before. Now you are ready to copy and paste your new prompt into the top prompt section and then click "Generate".
This process to me became really easy after a while since all I had to do was keep a separate tab open for ChatGPT and then another one for Automatic 1111 (Stable Diffusion). So if I need a new character on the fly I would go and just switch tabs as I needed to.

A. Load your settings

B. Settings populated in prompt from saved \"Style\"

I hope some of you guys find any of this information helpful. I tried to be as descriptive as possible keeping in mind even those that might find something like this too complicated. It really isn't complicated once you get started. Take care y'all :)

https://preview.redd.it/rdkezwnu6dga1.png?width=523&format=png&auto=webp&s=514d51206e8d40ab712e2a99d0798976d15ab055

submitted by TexasPancakes to dndai [link] [comments]


2023.02.05 09:04 BlackguardRogue What spells have the "wrong" level?

I'm not saying that TA actually gave any spells the wrong level literally. But what I mean is that, based on their impact in combat, some spells are obviously too powerful for the level you get them at. This is mostly due to the AI, of course. For example:
Spike Growth: Should be LV 3, maybe 4. Let's face it, it trivializes most encounters for a while.
Hypnotic Pattern: Definitely too good for LV3. It's usually a good bit better than Banishment, which is LV4. It could really be LV5, even 6 considering how it fares in lots of late battles.
Wall of Fire: I would say at least 5. It doesn't obscure vision like in tabletop, and the AI either kamikazes themselves or stays back and lets you pick them off.
Greater Invisibility: This one's tough to gauge because it's obviously broken. Unless it's been updated recently, most enemies will simply never target you. I guess I'd have to say 5 or 6, but I never use it because it doesn't work properly.
Entangle: The TA version should maybe be at least LV 2 because it affects enemies a lot. It's interesting that the UB mod nerfed it to match actual 5e, requiring only an initial save. That's a big difference if you've set up a good chokepoint.
As I've already had a number of playthroughs, I find myself wanting to make my own house rules for when I can use OP spells. I just think it makes combat more enjoyable if the challenge is preserved somewhat. Maybe if you're power gaming you prefer to spam OP options, and that's fine, but I find the game less mentally stimulating if it's always too obvious what the best move is.
Also, there are many sucky spells that should have a lower level, but maybe I wrote enough for now.
submitted by BlackguardRogue to CrownOfTheMagister [link] [comments]


2023.02.05 08:15 Sir_Rule [Art][OC] Bearded Rider. My dwarven artificer NPC.

[Art][OC] Bearded Rider. My dwarven artificer NPC. submitted by Sir_Rule to DungeonsAndDragons [link] [comments]


2023.02.05 05:13 Lioneriod Builders beware - I made a list of all shown talents/perks on leaked gameplay so you can plan your builds early

For your calculations:
HogwartsInsider said that the max level is 40, but your first 4 levels don't give any points, so you got:
36 talent points total (supposedly)
Each talent takes 1 point
Total talent perks to choose: 48
Points are limited (it's in the introductory description of the Talents Menu)
And yes, no respec according to HogwartsInsider

Number of perks per tree:

Spells tree:

Level 5
Level 16
Level 22

Dark Arts tree:

Level 5
Level 16
Level 22

Core tree:

(Not wand's core, more of a "general improvement" kind of core haha)
Level 5
Level 16
Level 22

Stealth tree:

Level 5
Level 16
Level 22

Room of Requirement tree:

No more perks missing!
Level 5
Level 16
Level 22

Edit: Better organization
submitted by Lioneriod to HarryPotterGame [link] [comments]


2023.02.05 03:21 Storms_Wrath The Human Artificial Hivemind Part 315: Investigative Measures

First Previous Wiki
Kashaunta walked into a hall filled with several hundred other Elders. This time, there were no attendants present. This meeting was to be secret since it pertained to such an important topic. Purple and black banners hung from the ceiling, accentuated by the yellow glow of shiels around the entrances. They hid the meeting from view and from any eavesdropping of the outside world. Psychic suppressors, reality anchors, and quantum link suppressors were all employed in abundance here. She didn't feel the pressure on her own mind due to her training, but others did.
"Tell us why you have called us here, Elder Kashaunta," an Elder said. Her implants told her everyone's names, but she didn't care enough to remember them anyway.
She clacked her jaws twice to get everyone's attention. The heads of the room turned to gaze at her. She knew who her friends were and who her foes were here. Kashaunta simply smiled.
"My friends, I welcome you to-"
"Shut up and get to it, Kashaunta," an Elder spat, clearly irritated. Sounds of discontent at his rudeness spread. She sighed.
"Alaris, if you did not want to come to this meeting, then you should have stayed home."
"I am here to disprove the drivel that you will spout."
Kashaunta frowned. "Ten thousand units to the first person to punch him five times in the face."
After a series of corraling actions and wrangling hostile groups, she began again. A hologram appeared, showing the mindscape. The Source's bones jutted up into the sky, energized with some type of energy.
"This is a reading that some of our readers around the Sol Alliance found. They were ordered by me to record the sequence of events that I'm about to show you."
Kashaunta played the scene. Humans moved about, Brey and Gaia attacked the psychic golem, and then a new human champion did the same. However, many in the room knew who it was. Penny Balica, the human who had come to humiliate Yasihaut with the Servant. Eventually, the video ended with Penny's attack on the golem.
Her arms were angled to her sides, pushing psychic energy out at high speeds. She was circling around the inside of the dome of psychic energy the Source had made. Long red wings extended from her back, glowing with power. A helmet with a sharp blade, almost to a molecular level, rested atop her head. It would have been sharper if the mindscape actually had atoms making up its matter.
Penny slammed through the head of the golem, unleashing a series of explosions of psychic energy and landing on the ground. The energy filling her drained slowly as a Servant, Gaia, Brey, and the hivemind's avatars leaned over her.
"Why is there a Servant there? Our intel suggested that the Servant was guarding a piece of the Source's bone."
"There is a second Servant now," Kashaunta said. The discovery had been made by observing the psychic battle. Stealth units sent into the hivemind's city proved that the second one existed. At one point, it had even smiled at the spying Sprilnav commandos directly. What was the dismaying thing about that was that there were about eighty walls between them at the time.
Kashaunta had an idea of how powerful that Servant was, and the numbers were grim. It would have been able to kill Penny, Phoebe, Gaia, the hivemind, and Brey with a thought. It was hiding its energy well but not well enough to evade the most advanced sensors in the galaxy. Perhaps that was the point.
"Judging from the psychic signature, this is the one. This is who Narvravarana first met before their meeting with the Source."
Stony silence followed. "So this Servant knows the full story of it all, then."
"It is likely."
"That is very bad. We should kill it."
"The Source is not inert, as we had hoped," Kashuanta said. "This barrier proves it. This shows that it can still retaliate against attack. Especially within such a domain, the Servant could inflict devastating damage. We don't know if it can power up from this. We should not try to find out."
"So we leave it and the Alliance to their own matters, hoping they will destroy each other?" an Elder asked.
"This Servant will likely not attack the Alliance. Penny, yes, the same Penny in the video, managed to befriend it, according to reports."
"What's her body count now? Nilnacrawla, Equisa, and two Servants? What is going on here?"
"Penny is... not what we expected," Kashaunta admitted. "Assassination was previously being considered, but with the shield and the possibility of the Servant interfering, we should not. The Servant has even allowed itself to take a name, and goes by Rimiaha."
"So this... Rimiaha is not a threat? Despite its knowledge?"
"Yes."
"And what of the golem itself?" an Elder asked. "The existence of one is of great concern. The Westic Empire did not have access or permission to use that technology."
"I am uncertain as to who leaked it to them, but it is being investigated," Kashaunta said.
"Sure it is. You are trying to find the perfect enemy to string up on treason charges, to further your own power."
"Why do you say that? This is a serious meeting. Take your conspiracy theories and shove them into the hole left in your soul because your parents never loved you, Alaris," Kashaunta replied.
He stood up, fury on his face. His claws went to his sword's sheath, and he assumed an indignant pose. His exaggerated anger almost made her sigh but did make her roll her eyes.
"You dare to-"
She flicked a sword to his neck. "You had better keep that wagging tongue of yours shut. Deal with the politics later. I have the money to buy you into slavery and make you scrub the toilets of entire planets. Don't cross me."
Kashuanta looked around the room. "As for the rest of you, I promise that an investigation will be conducted. This will include a series of Arbiters, Authorities, and Elders being dispatched to the relevant portions of the galaxy. I will ensure that barriers to our efforts are smoothed or eliminated, from within and without."
Murmurs spread across the room. Of course, Kashuanta wouldn't do anything that would cause a war with the Source. But if she needed to trample over the Westic Empire to get her information, so be it. But she didn't plan on being gentle with the Alliance either. She'd be happy to give Brey a headache over this. But the Sprilnav in the room were more than happy to do the same to her.
"On the behalf of the Galactic Interest Group, we demand to be included in your investigation," a group of Elders said, wearing green sashes on their arms and legs. Their leader stared at her defiantly, knowing that he was too powerful for her to threaten. There were too many Elders here to get anything done. That was why she hated treason reports. Especially concerning knowledge that only high-level Authorities or Elders would be privy to. Perhaps whoever had done this simply wanted to annoy her.
Kashuanta did wonder if Yasihaut was responsible. She always was a little too inflamed about the rules, particularly around AI. But that same fanaticism would keep her from even considering something like this. Plus, Yasihaut probably wouldn't be willing to risk having her body cloned into increasingly cancer-ridden and deformed bodies, with her mind being transferred to them and being subjected to intense strain and pain. If she recalled the reports from other experiments, the experience was similar to experiencing a billion times the pain of having every single nerve in the body inflamed. The punishment was made to be so horrible that no one would even think of violating the treason rule.
The potential to allow alien species to get their claws on Sprilnav technology was a very serious threat. She'd had to hide her own regrettable interactions with Brey on the matter but had also only given up trivial technology, far below even the classified limit. Phoebe would innovate, as she always did. But her efforts would produce nothing like the devastation that psychic golem technology could unleash. An extermination team, an investigation team, and a bruiser team would have to be set up, requiring an irritating amount of political capital that she'd pass the cost off to someone else. And here the political Elders were, ready for their chance to fall into her spell.
The only issue was the sheer number of them. They all bore distinct signs of their political affiliation, be it hats, robes, tattoos, or even body modifications.
"On the behalf of the People's Interest Party, we demand..."
"On the behalf of the Toast Karil Council, we request..."
"On the behalf of the..."
"On the behalf..."
Kashaunta sighed deeply. She hated politics.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
"What are our losses?" Cartoro Davis asked Phoebe. She pulled up a hologram, showing all the various types of ships in the Alliance. The bars were blue, and portions of them turned red, showcasing the ships destroyed. A smaller piece showed yellow, which was the ships that could be salvaged.
"Around 30% of the battlecruisers, 40% of the cruisers, and 60% of cruisers, carriers, and frigates. 45% on the fighters, likely due to the psychic battles at the end. After subduing the minds of the Wisselen actually on the ships, it became much easier to battle the fleet. I already managed to capture the dreadnaughts before they were able to cut apart our fleet. However, this battle was close, even in real space. A communications failure in the Anvil nearly got Fleet Commander Maaruunaa and his escort killed by being out of position when we went on the defensive. I'm still trying to figure out what caused that.
In addition to that, had the dreadnaughts made it to Earth, even just one of them, they could have broken the shields from the power of their shots. Even with all my upgrades, their weapons are powerful. There's some kind of feedback effect that happens on larger shields that makes it so flat upgrades aren't enough. I'll look into it in the future. Project Dawn was a success, and continuing to expand the array of ships and satellites aiding it will be useful. Automated drone warfare from me was somewhat of a success, but psychic suppression had an outsized effect on me that I am still trying to quantify and isolate," Phoebe listed.
"Plus all of that, there's also the issue of the planet cracker. I can't use that thing for its purpose."
Cartoro Davis frowned. Phoebe knew that he was either disappointed or simply tired from fearing for his life. In the bunkers, especially the ones in the mindscape, things hadn't looked good for a while. Without Penny's abilities, they would all have died. Phoebe was trying to come to terms with that. Death was something she was acutely aware of. She actively tried to stave it off. But had Humanity failed here, she had no backup plan. Nothing to save her.
She couldn't just build a ship to launch herself away, either. People would know. Phoebe felt trapped. Ri'frec had been worried too, and she was starting to think that the battles would be never-ending.
"You were able to miniaturize the Charon-class guns, correct?" Council Director Davis asked. He seemed to wince at the equivalency as if he knew that it was false.
"Yes. I'm not sure if this is the same."
"It doesn't have to be. Scan it, simulate it, whatever. Use all your capabilities and skills to figure out how this thing works and how to replicate it. A weapon that powerful would be a useful addition to our three new dreadnaughts. You don't have to use it on planets, either. Find a few small asteroids, or fire it at a star with no planets around it. There's lots of applications to the Wisselen's weapons, if we can just find them."
Phoebe nodded. She already knew that, but it was nice to have another person confirm that her ideas seemed solid. She watched from several other planets as preparations were underway. Already many ships from the Defense Fleet had split off, either from the main Sol fleet or the smaller Acuarfar ones. Even the Dreedeen were helping out, taking the colonies near Keem under their protective umbrella. She was glad that she'd acquiesced to Fyuuleen's requests for manufacturing to begin in the Keem system alongside the Sol system all those years ago.
Her decisions had borne fruit now, ensuring that every colony in the region would at least have some protection. The colonies that were too far out were being shielded and evacuated. Behind the shields, powerful FTL suppressors would help to slow down the approaching fleets, delaying them from being able to reach and destroy their targets.
"How goes the main Westic Empire fleet? I have reports saying that Brey's power stopped briefly, allowing them to gain a few light hours more of ground during the battle."
"That is true. It will still be years before they can reach us, though," Phoebe replied. "Her abilities are truly extraordinary. I wish that our studying of them had borne more fruit before now, but sadly, it hasn't. I don't think that there'll be any new breakthroughs soon. Equisa's given us all that she was allowed to, which was both a lot and a little. Civilization requires so many parts that even the framework is still difficult to actually construct and use properly for some of the newest factory designs. I have continued to integrate and upgrade Wisselen tech that we are able to understand. The issues with reverse engineering are that making copies as good as the original takes a lot of work, even for me or the hivemind's scientific collective."
"I'm not disparaging your efforts, Phoebe," Cartoro said, waving a hand passively. "I'm just asking the questions that are necessary, is all."
"I get that," Phoebe said. "I seem to just be under a lot of stress. Nothing the hivemind's therapists can do about that one."
"What of the hivemind's efforts on wanderer technology? How is that coming?"
"Good, really. There are a lot of rules that they're teaching related to the quantum mechanics of the universe. Their single goal, it seems, is to annoy and confuse those who are trying to solve them."
Phoebe sighed and showed the routes of cargo from the various planets. Lately, a sort of industry similar to trucking combined with cargo ships the size of skyscrapers had been set up. Many of them had waited outside the Sol system during the battle, only to flood into all the ports afterward to dump their goods. More of them were starting to wait outside other star systems in anticipation of the coming battles.
"These are an issue as well. Luckily, we weren't stupid enough to create colonies that aren't able to produce enough food and water to feed their populace. However, without imports of metals, many of them will not be able to continue the ambitious construction projects like shipyards and the like. Already, we've had to redesign many of the old buildings to account for large aliens like the Guulin and the Acuarfar. This will put a damper on our production. As we both know, the only way for the Alliance to survive is to keep our growth exponential."
"Then we shall worry about it later," Cartoro said. He received a message on his communicator. he tapped back a response and then turned to him.
"There's been a terrorist attack on Luna. Bombed a building near the government offices, trying to make it fall down. Luckily, the tethers to the roof did their jobs and held it up."
"Any groups suspected to be responsible?" Phoebe asked, sifting through Luna's networks to learn more about the incident. She watched eighty news channels, local and national, all at once, taking in the information. The large skyscraper was now hanging from the ceiling of the lava tube, firefighter drones and crews whizzing around it in the hazy and smoky air. They were spraying chemical fire retardant into the burning lower floors of the skyscraper, as well as pulling people out and flying them away to medical personnel stationed nearby.
The fire was on twenty floors, burning and scorching the blue paint of the main steel frame. A severed section of the skyscraper showed where the bomb had gone off, near the fifth floor. Video footage showed that it had been a drone that had delivered the bomb. Specifically, a Penetrator drone, an old military type from before the Alliance. Phoebe entered the camera network, pulling up the surveillance footage to track the drone back to its original emergence point. She sent the relevant data to the police using a direct official hotline reserved for such high-level information.
"There's a small Lurave Empire terror wing about. Separatists, perhaps, or more likely, just trying to weaken Empress Izkrala. They're funded by warlords that Izkrala couldn't put the boot down on. The Wings Of Fury, I think they're called. It's one of the reasons why that Empire still isn't in the Alliance, even if Izkrala runs it from the top," Cartoro said. He began to move away. "I really do need to go now."
"Do you want me to take care of it?"
He shook his head, anger flashing in his eyes. "Trust me, we'll be sending in the very best. We'll continue this conversation later, if you wish."
"Of course. Do what you need to do, Council Director," Phoebe said. She knew that the people responsible would be hunted down. Likely by Luna's super soldiers since their suits' scent-tracking abilities were so powerful. Someone was about to have a very bad day. And they deserved it.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Dilandekar reviewed the results of the Teegarden Plan. It was still in progress, but so far, it had been an incredible boon for the Knowers. High-speed rail networks linked many of the largest cities and were either under construction or inspection between the smaller cities. Debris from the war had been cleared away to make way for new housing.
Production lines free of pollution, education systems on coding, manufacturing, house building, economics, political theory, physics, biology, science, mathematics, chemistry, and genetic modification to the fungus that made it grow larger and take less time to grow, all while drawing more nutrients from the soft rock around it all came together to form the foundation of a true interstellar society.
Dilnadekar expected the Knowledge to be particularly powerful. After all, it was in the very name of his species. He saw a man brushing the fur of a younger Knower. Likely one of the orphans that the adoption program was meant to take care of. He'd been worried that the humans would treat the Knowers differently, like their pets, but they had been delighted to take them in. They were respected as a sapient species. The other people in the Alliance didn't belittle the Knowers based on their initial development level.
It was something that was alien to him yet welcome all the same. He'd gotten some hugs from humans himself occasionally, and they were nice. The way their fingers gripped fur was soothing. From what his economic theorists were suggesting, the economic investments of the Alliance were modeled off an old plan to rebuild the Earth region of Europe after Humanity's Second World War. The focus on development moved money mostly into the Alliance's companies, but with the added benefit of generating wealth for the Knowers as well.
He couldn't implement a basic income as some Earth nations had, but everyone had access to clean food, water, and air now. That alone had caused his approval rating to tick even higher, despite the victorious war. Well, victorious battle. It was dangerous to think that the war against the Wisselen was over. They would keep coming. Enemies like them always did.
"Is there really nothing we can do for the nearby colonies?" Dilandekar asked the nearest Resarcher. He had a meeting with the High Researchers later to discuss options to deal with the incoming Westic Empire fleets. Luckily, they were small in comparison to the ones that attacked the Sol system. Well, overall, their numbers were greater, but they were spread across a wide array of colonies and worlds. The only world that wasn't going to be attacked was Earth.
Dilandekar was confident that Izkrala would defend her territory. His diplomatic talks with her, despite her status as an antagonistic party to him, had assured him of that.
"No. We wouldn't be able to counter the fleets that the Wisselen are sending out even with the protection of one planet. We don't Know if they have more of those monsters in reserve. Penny's not able to defend us this time. If one of them shows up, we're all dead," the Researcher said grimly.
"You don't believe Equisa's promise to protect the Alliance from such threats?"
"She's a Sprilnav. We've been told countless times by the Alliance not to trust them. Asking us to trust her is the height of hypocrisy."
"You do Know that not every species is a monolith? The very idea of an entire species being evil doesn't make sense."
"Even the Wisselen?"
Dilandekar fixed the Researcher with a searching gaze. These questions seemed engineered to get a rise out of him. He noticed that the Researcher was standing in such a way as to conceal something below his hindquarters. Likely a camera of some kind. Irritating.
"Even them. Yes, their government is evil and I hate them. Yes, the soldiers who committed crimes against sapience deserve execution. But I will not go to their worlds and kill their civilians, burning children on pyres or bombing hospitals. For those are the actions of an evil people, and we are better than them."
"You are supposed to be against the Wisselen," the Researcher said.
Dilandekar stared at him again. "Are you seriously saying that wishing to dismantle their government and kill every soldier who shot a child, violated a female, or ran the fighting camps we found is not against them? I am drawing the line at killing children and non-combatants. If you are seriously suggesting that I kill children, then I will take action to remove you from your command.
The agreement we signed with the Alliance stipulated directly that our armed forces were to avoid targeting children or civilians and that those within them who did so were to be subjected to tribunals and court proceedings. If they were to hide a nuclear bomb among children and there was no way to disable it without killing them all, then the calculus would change. But I will not have the blood of children on my paws for needless reasons."
"They killed our children."
"A crime which all responsible shall pay for. Tell me, Researcher. If I had a child and you killed them, would it be right for me to kill your child in exchange? Two wrongs don't make a right. If you want genocide, then go find one of the virtual reality space colonization games the Alliance has made. If you want to be an actively contributing member of society, then you will not ask me to kill children. And yes, I Know you have a camera on you," Dilandekar said.
"So this is your official position?"
"Yes. You advocate for killing children, and you lose the support of my coalition. We are not animals."
The Researcher walked away. One of his guards turned to Dilandekar. "I'm sorry about that."
"Don't be. You didn't see a bomb or something to kill me in some fashion, only a camera. I'm sure that Researcher was trying to gauge my support for a resolution he has tried to pass."
"Hmm. You have clamped down on the military to prevent them from getting bad ideas, right?"
"I have," Dilandekar said. "We should be safe from our high command going rogue when we get to more battlefields."
Dilandekar Knew that most nations didn't give their guards such free reign to talk with their leader. He had the view that if they were professional, they could do their jobs while also using their intellect to benefit him. After all, the program for them had made sure that only the smartest, strongest, and most perceptive Knowers made it through. Fostering a positive relationship with his guards would also help to keep them in his sphere of influence.
He did his best to control them all, but there would always be methods for others to communicate with them that he was unaware of. Better to get them on his side in the first place rather than fighting someone else for them afterward. Dilandekar had his personal shield up at all times, though. He wasn't stupid.
But just having them talk to him spared him many headaches. Especially when it came to dealing with politics, some of them had very good ideas on how to deal with the gradually crystallizing political parties of the Knowers. Whether or not they were being fed it, the information didn't matter to him. If they had an idea, and it was a good one, he'd entertain it. Even the Wisselen had things like free healthcare. So the worst of politicians could still make good suggestions sometimes.
He entered an administrative building, going through all the security measures to ensure that he wasn't being mind-controlled or something. Dilandekar and the rest of the Knowers had been subjected to panic earlier by the thought of that being possible. The situation with the old Secretary Manning from Luna proved that it was possible.
Dilandekar pulled a communicator from his bag. He put on a helmet that augmented reality, showing him details that were invisible to the normal eye on the screen. But that was the goal. The view showed him a small screen in which an array of ships were visible.
Some of them were heading toward the Known World. Others were going to random colonies of the Alliance.
"I have an idea. Call up the wanderers," Dilandekar said.
Next
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2023.02.05 03:11 Gold_templar Necromancer that guy gets the party to turn on me and gets me kicked

Throwaway since I am very active on Reddit
We met up on an LFG discord for 5e and all agreed to play, the important characters are the cleric, paladin (me) and the that guy, the necromancer. I am going to try and keep it simple by just using everyone’s class as their names
So we meet up for our session 0, the GM introduces us to her well written world. I will not go too far into detail but it had a focus on the forces of good vs the forces of evil.
But the GM made a mistake here in my opinion, she encouraged everyone to keep secrets about their character, and emphasized that she would be weaving them into the story.
Not to spoil the surprise but the wizards secret was they practiced necromancy, I think the dm should have outright denied the character, as necromancy is evil and it would have inevitably lead to character conflict. But they somehow did not see an issue with it.
Now to explain my character and hopefully give more context as to why it all fell apart.
I was playing Aurum Lux (that’s Latin for golden light), Paladin of the holy light. I made it his quest to vanquish all evil from the realm, his secret is that he was a deva, sent by the gods to bring the world back to the light, but his mortal body was too weak to harness his full power.
The cleric was part of the same order as my paladin, meaning that her and I already started off on a good foot, but unfortunately my time with the forgo ended before I could find out much about her backstory.
The game started at level 1, and it was good fun, over the next few months there were no issues. but it seems that guy was just biding his time.
Once we hit level 5 he struck. We were attacked by a solitary ogre on our way to kill a green dragon that was attacking the nearby town.
We kill it with no issue, but as I am ready to move on, the necromancer asked us to wait. He informs us he can make the dragon fight easier
I press him, asking why he didn’t think to tell the party earlier, he blows me off with a nothing sandwich of an answer, saying “i did not have the means to do so until now, but I ask that you trust I have everyone’s best interests in mind…”
I gave him the benefit of the doubt, since I knew the dragon was going to be hard. He prepares a ritual. Once it ends, the ogre gets back up, reanimated as a zombie.
I was mad, not just mad but fuming. Firstly an ogre zombie for a group of level 5 characters was way too overpowered, secondly see my above explanation as to why necromancy should not have been allowed.
This is where I made a mistake, Aurum was extremely holy, and upon seeing someone he thought was a friend violate them natural order, he tries to apprehend him, ready to escalate this into combat. While I was wrong doing this, I’m my defense, everyone knew about his character and lawful good nature.
I tell the cleric that she needs to help me capture him, and take him back to the church. That way he can repent or be served a proper sentence, but what surprises me is she refuses.
She goes to his defense, saying that our church has no explicit ban on the undead, and that the necromancer is clearly using them as a tool to destroy a greater evil.
This lead to an argument, going back and forth between myself and the cleric and necromancer.
Eventually I asked the dm directly, “is necromancy, and the undead evil?”
She shakes her head and says “Depends on the method and reason, you can bind souls into bodies unwillingly, or program a synthetic pattern to act like a soul. But necromancy isn’t evil for evils sake”
I argued, it has the ability to bind your soul to your body after death. That is evil, and that we had no idea if the necromancer did that or not.
The argument continued, now with the dm joining against me, I was completely ganged up on.
We called it for the night, and in the morning I was kicked. I am hurt, I am mad.
I cannot believe they took his side over mine. I was relatively popular among the group until this, I hope I find a group I can get along with, but there was something special about that one that I’m going to miss.
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2023.02.04 17:54 Zorothegallade I'm Fixing Throne of Night, Part 12 of ?? - Dammerhall Environs, part 2

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How do you do, fellow players/DMs. After a lot of work, the third and final part of the first half of book 3 is complete. This includes 9 additional locations to explore and two main army battles to gain entrance to Dammerhall. The next part is going to be big: while I had the Kickstarter map to place locations and references so far, we never had an official map of Dammerhall, which is why I elected to make one from scratch in Inkarnate. It has already been uploaded into the Drive document for your viewing pleasure.

H - Karthus’ Lair

This mithral mine has recently breached into the cave that Karthus, the underworld dragon (See Part 7) inhabited until he was chased off. The mine is still operational, and staffed by a contingent of slaves who indefatigably keep picking away at the new veins of mineral that were unearthed after the dragon fled. They are adept at navigating the mine, and when defending it gain a +2 bonus to their DV from this tactical advantage.
Hazzuk-Mun slave horde ACR 5
XP 1,600
CE Medium army of 100 Hazzuk-Mun slaves
hp 17
DV 15 OM +5
Special darkvision
Speed 4(flight); Consumption 2
If Karthus is with the PCs, he fights ferociously to reclaim his lair, automatically dealing 1d4 damage per battle phase to the slaves.
The mine is a labyrinthine, anthill-like structure clearly built to strip the earth of all minerals rather than carefully prospect and extract them. At the bottom of the main shaft is a recently-dug tunnel that opens up into a large cave partially flooded by magma: this is Karthus’ former lair. All of his treasure has been seized by the Hazzuk-Mun.
Treasure: The mine has 2 BP worth of minerals and metals.
Karthus’ reaction: If by now Karthus is indifferent to the PCs, he reclaims his lair as well as the mine and seizes the treasure, only accompanying the PCs until he can retake his hoard from Hazzuk. If he’s at least friendly or made so via diplomacy, he agrees to let them claim the mine for their kingdom in exchange for the minerals. If he’s helpful, he allows them to keep both.

I - Pass of The Twin Colossi

Colossal stone statues, depicting a male and a female dwarf wearing royal garments, each with a circular crown on their heads, loom over this huge cavern from the top of a steep cliff. A wide ramp climbs up the cliff, linking the road below with one above.
This massive cave, split into two by a 30 foot high cliff, is the greatest defense of Dammerhall from attacks coming from the Azathyr. The High King’s Road is 60 feet wide here, enough to let the largest carts and wagons come and go, but barely giving enough space for ten men to stand shoulder to shoulder - and the dwarven defenders stationed here would rain death upon them before they had a chance to emerge from the tunnel.
The most striking feature of this area is, however, its namesake: two massive statues rising 60 ft above the cliff, depicting High King Borengar and his consort Arenda, the rulers of Dammerhall at the time of its construction.
The two statues are no mere monuments: artillery emplacements had been made from the top of their heads and shoulders, with the crowns serving as battlements for the defenders. Dwarves of the ancient kingdom would often invoke “King’s Crown” or “Queen’s Crown” when wishing protection from misfortune upon themselves or each other, though not all of them know the idiom stemmed from the protective function of the two gigantic statues.
For dwarves and drow alike, a simple scouting mission should be enough to determine this is a strategic location that would be trivial to hold with a scant few dozen men, making a direct assault a difficult proposition at best and a doomed endeavor at worst.
There are currently two armies guarding the pass:

Hazzuk-Mun slave horde ACR 5
XP 1,600
See page 83

Hazzuk-Mun army ACR 6
XP 2,400
CE Medium army of 100 Hazzuk-Mun soldiers
hp 27
DV 16 OM +6(ranged)
Resources ranged weapons
Special darkvision
Speed 4(flight); Consumption 2
Despite not being much more numerous than other armies the PCs may have fought in the past, these have several advantages that will make them much more dangerous to fight head on. Wise PCs should come up with the idea to sabotage at least part of the pass’s defenses before moving in to attack. While they certainly cannot hope to clear out the defenders themselves, disguises, invisibility and flight should be easily accessible means of infiltration for a 10th or 11th level party. The area is teeming with Hazzuk-Mun, but the slaves and soldiers are fairly busy and inattentive, and rarely have a chance to spare the PCs more than a passing glance. You can represent that by having PCs not need to roll Stealth or Bluff to stay hidden or inconspicuous for 1d6x10 minutes from their last success as long as they aren’t engaging in suspicious behavior such as tampering with the siege engines.
The following list of the features of the Pass includes its defenses and the ways PCs could sabotage them.
Gurnir’s intervention: High King Gurnir is entrenched in Dammerhall as he has been for two centuries, and while his ghost cannot be permanently destroyed so long as he isn’t put to rest, he knows acting rashly would lead to reprisals from Hazzuk upon his city and undead subjects. Therefore, he usually lays low. However, he makes use of his forebear’s visage spell to peer through the few works of art still depicting the royal family that haven’t been defaced by the Hazzuk-Mun: King Borengar’s statue is one such depictions. While he can’t do much to directly aid Explorer PCs, if he sees a dwarven army fight to take the Pass he animates the statue, making a loud proclamation over the clamor of battle:
“The saviors of Dammerhall are upon us! Behold and despair, vile usurper Hazzuk, as they break down your doors and tear my subjects from your yoke. The kingdom of dwarves lives yet, and its rebirth at the hands of heroes, long over its due, is now at hand!”
On the other hand, his reaction to an army lead by drow storming the Pass is one that exemplifies his undying, bitter spite:
“I look, Hazzuk, and I laugh at the grotesque twists of our fate. It is not my kin’s hand that has come to liberate Dammerhall, but the vile hordes of the dark elves, come to crush the last vestiges of my kingdom. Let them come, I say! I will get to watch you tear into each other and rot in the streets before the last defender of Dammerhall falls!
If Gurnir praises the Explorers, armies of dwarves they command gain a +2 bonus to OM for the remainder of battle as they are spurred on by the late king’s words. Gurnir leaves after a few minutes, unwilling to let his attention focus on a single place for more than necessary, occupied as he is overseeing the necropolis. He doesn’t stay long enough for the PCs to engage in conversation with him at any rate.
Conquest: If the Pass of the Twin Colossi is captured, it counts as a settlement with two Watchtowers and two Barracks. If the Colossi are still standing after the battle, they provide a +2 bonus to the kingdom’s Stability; for Explorers only they also provide a +3 bonus to Loyalty as two symbols of dwarven greatness have come back into the hands of their legitimate heirs.

J - Rest Stop (CR varies)

The road passes through a vast cavern with several ruined stone buildings flanking it. The cave’s floor and walls are riddled with large holes, each rimmed with the telltale signs of corrosion.
This used to be a rest stop along the High King’s Road, where merchants and adventurers would rest and trade before resuming their travels towards Dammerhall or, rarely, through the Seventh Gate.
In the two centuries after the fall, this area has become infested with ankhegs, giant ant-like vermin capable of secreting acid from their mandibles. The Hazzuk-Mun sometimes make use of this place as a hunting ground to procure ankheg meat: broiled in its own body acid it has become a prized delicacy for Hazzuk and his followers.
If PCs come here alone, they encounter 2d6 ankhegs every 10 minutes as they crawl out of their nests, which should quickly make it obvious that their numbers are overwhelming for a small party. Additionally, there’s a 50% chance there’s also a group of 1d4 Hazzuk-Mun soldiers currently hunting in the area.
The only way of clearing the area is by taking down the 200 adult ankhegs currently nesting in one fell swoop. Doing so will lure out their queen - a gigantic, voracious monster capable of melting armor and flesh alike with her strengthened acid. She joins the battle after the second Melee phase, after which PCs can have their army attack her or step in to personally fight the monster (if they do, 1d4 ankhegs arrive every second round of battle to protect their queen unless their army has already been routed or destroyed). Award XP accordingly depending on the method they employ.
Being able to burrow and use hit-and-run tactics from their lairs, the ahkhegs gain a +2 OM and DV bonus from terrain advantage. These bonuses are already factored in their statblocks.

Ankheg CR 3
XP 800 each
hp 28 (Pathfinder RPG Bestiary pg. 15)

Hazzuk-Mun soldiers CR 6
XP 3,200 each
Page 75

Ankheg brood ACR 5
XP 2,400
N Medium army of 200 ankheg
hp 27
DV 17 OM +7(ranged)
Special darkvision, tremorsense, breath weapon, grab, burrow
Speed 2; Consumption 2

Ankheg queen ACR 2
XP 600
N Fine army of 1 ankheg queen
hp 11
DV 14 OM +4(ranged)
Special darkvision, tremorsense, breath weapon, grab, burrow
Speed 2; Consumption 2

Ankheg queen CR 10
XP 9,600
Unique ankheg
N Huge magical beast
Init +3; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +14
Defense
AC 21, touch 7, flat-footed 21 (+15 natural, -1 Dex, –2 size)
hp 115 (10d10+60)
Fort +12, Ref +6, Will +4
Offense
Speed 30 ft., burrow 20 ft.
Melee bite +15(3d6+9 plus 1d8 acid and grab)
Space 15 ft., Reach 10 ft.
Special Attacks spit acid, swallow whole(3d6 bludgeoning plus 2d6 acid damage, AC 17, 11 hp)
Str 22, Dex 8, Con 21, Int 2, Wis 13, Cha 6
Base Atk +10; CMB +18; CMD 28 (35 vs. trip)
Feats Toughness, Weapon Focus(bite), Ability Focus(spit acid), Power Attack, Improved Critical(bite)
Skills Climb +14, Perception +14
Spit acid The Ankheg queen’s acid spit is a 60-foot line of acid that deals 8d6 acid damage to targets struck (Reflex DC 21 to halve). Unlike common ankhegs, she doesn’t lose the additional acid damage of her bite attack and can use this ability at will, though she must wait 1d4 rounds after using it to use it again.
Treasure: Although most of the valuables left in the area after it was abandoned have been plundered by looters or ruined by the ankhegs’ acid, a DC 30 Perception check while surveying the area retrieves a +2 true mithral breastplate pinned under a collapsed building. Furthermore, the acid of the ankhegs can be harvested in a day’s work, providing 2 BP’s worth of potent alchemical reagents.
Conquest: If the hex is claimed, there is enough space to found a settlement here. The road is ruined by decades of ankheg excavation, so the improvement needs to be rebuilt, however the ruins can be salvaged for enough materials to halve the BP cost of constructing Taverns, Inns, Shops, Trade Shops or Smithys, up to six buildings in total. If a settlement is founded, one of the colonists automatically finds the armor indicated in the Treasure above and delivers it to the PCs the month after.

K - Sahuagin Outpost(CR 9)

A steady sound of dripping moisture comes from the sides of this poorly-maintained section of the road.
The eastern wall has partly collapsed in this part of the tunnel. The deeper end of the small alcove that has resulted from the cave-in has been fully submerged by cave water dripping from above, creating a pool that’s 8 feet deep at the far end.
The pool sports a small niche that rises just barely above the water level. The flooded portion of the cave counts as aquatic terrain. The water is murky and reduces visibility to 5 feet to those submerged inside it.
Creatures: While they disdain venturing far into Dammerhall’s territory, a group of sahuagins from the Sunless Coast has taken up residence here, watching the comings and goings of Hazzuk-Mun’s movements to and from the coast on their monthly true mithral deliveries. This group of sahuagins is made up of lazy bullies who harass anyone passing by for food and baubles, expecting the meek slaves to comply. They don’t expect passersby to fight back, giving them a -4 penalty to their Initiative check if attacked by the PCs.

Sahuagin marauders(6) CR 4
XP 7,200(1,200 each)
Sahuagin ranger 3
LE Medium monstrous humanoid
Init +4; Senses blindsense 30 ft., darkvision 60 ft.; Perception +10
Defense
AC 21, touch 14, flat-footed 17 (+2 armor, +4 Dex, +5 natural)
hp 42 (5d10+10)
Fort +7, Ref +10, Will +6
Offense
Speed 30 ft., swim 60 ft.
Melee spear +10(1d8+6/x3), bite +4(1d4+2) or 2 claws+9(1d4+4), bite+9(1d4+4)
Ranged net +9 touch(entangle) or spear +10(1d8+6/x3)
Special Attacks blood frenzy, favored enemy(animals +2)
Str 18, Dex 18, Con 14, Int 12, Wis 15, Cha 11
Base Atk +5; CMB +9(+11 to drag); CMD 23(25 vs drag)
Feats Great Fortitude, Exotic Weapon Proficiency(net), Power Attack, Endurance, Improved Drag
Skills Climb +10, Intimidate +6, Perception +10, Stealth +12, Survival +10, Swim +20
SQ combat style(Two-handed weapon), track, wild empathy +3, favored terrain(aquatic +2)
Languages Aquan, Aklo; speak with sharks
Combat gear potion sponge with potion of cure moderate wounds
Other gear masterwork spear, leather armor, 2 nets
TACTICS
During combat The sahuagins cast their nets at PCs, trying to drag them into the water to hamper their movements and attempt to drown them. Once out of nets, they attack the closest PC with their spears and bites.
Morale If reduced to 10 hp or less, a sahuagin retreats to the deep end of the pool to heal, then waits for the PCs to enter the water to attack them again. If the PCs leave after that, they regroup and try to attack them from behind.
Treasure: The niche in the side of the cave is a small cubby-hole two feet in depth where the sahuagins keep several trinkets they mugged off the passing slaves, amounting to 13 true mithral coins, a set of four silver chalices worth 150 gp each, three pieces of smoky quartz worth 10 gp each, and a small brass flask with a potion of fly inside.

L - The Sunless Coast

The sound of rushing tides echoes off the walls of this cave. A vast, inky ocean stretches as far as the eye can see. When the water recedes, a forest of long, sharp stone spikes can be seen poking from underneath.
This location connects to the Sea of Knives and to the Sunless Seas as a whole. The powerful waves and perilous stalagmites forming the reefs should discourage anyone from attempting to cross the sea by boat or swimming. Should anyone be so bold or careless to attempt to do so, they must succeed at a DC 25 Swim or DC 35 sailing check each turn or be thrown on the reef by the waves, resulting in them and their vessel taking 8d6 piercing damage.

M - The Fourth Gate(CR 10)

This massive stone gate has been carved out of volcanic rock and decorated with obsidian runes embedded in the stone. The air is hot and brings with it the metallic tang of burning rock.
The Fourth Gate guards one of the most valuable assets to Dammerhall: a stable portal to the Elemental Plane of Fire. This gate opens into an inconspicuous cave once used by criminals and smugglers from that plane to stow away to the Material Plane, while daring adventurers from Dammerhall would sometimes embark on perilous expeditions in that plane in search of treasure and glory. Since the gate closed, however, things have been quiet here, though a group of stragglers has taken residence in the surrounding caves. Here and there, some pools of lava ooze out of the ground, drawn out by the proximity to the gate: they’re very shallow, but anyone stepping in them takes 8d6 fire damage per turn. A camp made up of three tents and a smithing area has been erected around one of these pools.
Creatures: Days before Dammerhall was sealed, a group of azer slaves fled the Plane of Fire through here seeking freedom from their mistress, a cruel salamander taskmaster called Ssirika Charred-Dust.
Ssirika was able to recapture her slaves, but by the time she marched them back to the gate it had already been permanently sealed. Furious, she impotently attempted to damage the legendary construction for months before giving up. She has long since been forced to rely on trading with the Hazzuk-Mun to survive.
There are twenty azer slaves in the camp, of which 6 are in the smithing area at one time: all of them are chained to 100-pound rock balls to prevent them from escaping: this limits their speed to 5 feet and gives them the entangled condition. They are considered noncombatants if attacked.
As an evil slaver, Ssirika is unlikely to come to an understanding with Explorers: in fact, she blames the dwarves for building the gate that sealed her away from the Plane of Fire and will attack immediately. Overlords, though, can convince her to join them as an ally if they can convince her they are out to oust the Hazzuk-Mun from the region. If she is made at least Friendly (she is initially Unfriendly to Overlords), she will even agree to sell them her slaves for 10,000 gp; she lowers the price to 8,000 gp if made Helpful.
Treasure: Scattered around the camp are the equivalent of five sets of masterwork blacksmithing tools, as well as 2 BP in tools, weapons and armor from the latest batch crafted by Ssirika and the slaves.
Azer slaves: If the azer are freed from Ssirika, they pledge themselves and their services to their liberators. If directed or escorted to one of the PCs’ settlements, they will build a functional Smithy in it in a month’s time. The same happens if they are bought or captured and ordered to work for the PCs.
The Gate: Once Dammerhall has been reclaimed, the gate opens again and the rift becomes accessible. Possible escapades into the Plane of Fire are not contemplated in this adventure, but at your discretion it may lead to planar visitors such as efreeti and fire elementals visiting or attacking the PCs’ kingdom.

Azer(6) CR 2
hp 15 (Bestiary 2 pg. 39)
TACTICS
During Combat Most azer run and hide, as they have little hope of even harming their mistress. If they see the PCs fight her, however, they will help them however they can, aiding another to boost their attack rolls, giving them flanking opportunities or dragging them out of the lava pool.

Ssirika Charred-Dust
CR 10
XP 9,600
Female advanced salamander brawler(strangler) 4
CE Medium outsider (extraplanar, fire)
Init +4; Senses darkvision 60 ft.; Perception +26
Defense
AC 25, touch 14, flat-footed 22(+9 natural, +4 Dex, +2 natural enhancement)
hp 162 (12d10+96)
Fort +18 Ref +14 Will +10
DR 10/magic; Immune fire
Weaknesses vulnerability to cold
Offense
Speed 20 ft.
Melee unarmed strike +20/+15/+10(1d8+7 plus 1d6 fire) or
unarmed strike +18/+18/+13/+13/+8(1d8+7 plus 1d6 fire) and tail slap +14(2d6+3 plus 1d6 fire and grab)
Space 5 ft., Reach 5 ft. (10 ft. with tail)
Special Attacks constrict (2d6+10 plus 1d6 fire), strangle(+2d6), heat, sleeper hold 1/day(DC 19)
Str 24, Dex 19, Con 26, Int 18, Wis 21, Cha 15
Base Atk +12; CMB +19(+28 to grapple); CMD 33(38 vs grapple,immune to trip)
Feats Improved Unarmed Strike, Iron Will, Improved Grapple, Skill Focus(Perception), Weapon Focus(Unarmed strike), Two-Weapon Fighting, Improved Two-Weapon Fighting, Double Slice
Skills Appraise +16, Acrobatics +19, Craft(blacksmithing) +15, Craft(armorsmithing) +15, Intimidate +17, Knowledge(dungeoneering) +19, Knowledge(planes) +19, Perception +26, Sense Motive +19, Stealth +19 Racial Modifiers +4 Craft (armorsmithing, blacksmithing, and weaponsmithing)
SQ Brawler’s cunning, martial flexibility(5/day), maneuver training(grapple +1), practiced strangler
Languages Common, Ignan, Abyssal, Infernal, Undercommon, Draconic
Combat gear potion of resist cold, potion of cure serious wounds(2)
Other gear amulet of natural armor +2, purse with 58 mithral coins, 115 gp and 250 sp, key to the azers’ fetters
TACTICS
Before Combat Ssirika uses her martial flexibility to acquire the Greater Grapple feat. Her statblock already includes the bonuses from the feat.
During Combat Ssirika tries to fight around the lava pool, hoping to grab a victim and drag them inside of it, pummeling enemies with her fists while constricting and strangling them. She drinks her potion of resist cold if she notices her enemies dealing cold damage with spells or weapons.
Morale If brought below 16 hp, Ssirika surrenders, offering her slave stock in exchange for her life.

2825 - The Third Gate(CR 11)

The huge gate has been carved out of black, polished stones. Ominous figures of lanky humanoids adorn the sides. A small dilapidated fort has been erected in front of it, its walls still closing off access to the portal.
This gate once led to a deeper layer of the Azathyr, inhabited by the cruel and sadistic derro of the underworld. Heroic bands of dwarves and their allies would venture into forays into derro territory to repel them, hoping to expand their kingdom deeper underground: the flal of Dammerhall unfortunately put a stop to those dreams.
Creatures: Though impervious to attacks, the gate is far from airtight. After it was sealed, a trio of gaseous creatures rose from a mixture of spilled alchemical concoctions and the unquiet spirits of the dead of the last skirmish, forming three deadly hungry fogs that seeped through the seams in the gate and killed the fort’s guards, which later reanimated as undead soldiers. These creatures are now haunting the area, attacking anything living on sight.

Advanced hungry fogs(3) CR 7
hp 73 (Bestiary 3 pg. 152)

Undead guards(6) CR 2
hp 17 (stats as a forsaken soldier, page 64)
TACTICS
During Combat The undead guards fight from inside the hungry fogs, relying on them for healing and concealment.

A4 - The Second Gate

This is the gate that leads to the Taaryssia environs. It will be further discussed in Book Four.
Dammerhall Environs random encounter table

d% Encounter Avg. CR
1-8 2d4 ankhegs 7
9-16 1d4 Hazzuk-Mun slaves 7
17-24 1 greater shadow 8
25-35 2d6 forsaken soldiers 8
36-43 1 titan centipede 9
44-53 1d4 bulettes 9
54-61 1d6 chimerae 10
62-71 2d4 Hazzuk-Mun soldiers 11
72-81 1 graveknight 11
82-89 1 carnivorous crystal 11
90-95 1 purple worm 12
96-100 1 roper 12

Sieging Dammerhall

Once the PCs have taken the Pass of the Twin Colossi, Hazzuk starts to seriously consider them a threat. Unfortunately for him, the dragon hasn’t waged a large-scale war ever since he took Dammerhall 200 years ago, and his skills as a military commander are rather rusty. He musters all the forces he can spare to defend the Great Gate, hoping to sally out and crush the invaders back in one fell swoop.
Hazzuk understands that the Pass of the Twin Colossi is too much of an asset to let the enemy keep possession of it, but also knows that it gives them a great advantage, and so long as there are armies stationed at the Pass he will hesitate to move out.
If the PCs haven’t yet neutralized the enemy forces at the Silo or Karthus’ Lair, Hazzuk will call back everyone currently in service, summoning a Medium army of Hazzuk-Mun slaves as reinforcements to support his forces for each site still not cleared, whether the PCs attack Dammerhall or he assaults the Pass. Of course, if the PCs decide to attack right after taking the Pass, he may not even have the time to call in those reinforcements.
Hazzuk’s Forces
Hazzuk ‘s forces make their stand at the Great Gate of Dammerhall, supported by ten animated guardians that Hazzuk successfully took control of during his reign. Only if he grows impatient enough or he manages to pull reinforcements from the outskirts of Dammerhall does Hazzuk give the order to attack the Pass instead.
The Great Gate’s siege engines and fortifications grant the defenders of Dammerhall a +2 bonus to their OM and DV if fought there.

Hazzuk-Mun slave horde ACR 5
XP 1,600
See page 83

Hazzuk-Mun army ACR 6
XP 2,400
See page 85

Stone Guardians ACR 5
XP 1,600
N Diminutive army of 10 stone golems
hp 27
DV 25 OM +8
Special darkvision, construct traits, significant defense, spell resistance, mindless
Speed 2; Consumption 2
Notes +3 OM from special abilities.
Development: After defeating the last defenses of Dammerhall and gaining access to the Great Gate, the city falls into turmoil. High King Gurnir seizes the opportunity to have his undead servants move on the offensive, while the remaining Hazzuk-Mun fighters hold the line at the Royal Garrison and engage the undead in multiple skirmishes in the streets. At the same time, the psychopomps led by Lady Dirge attempt to intercept those parties of undead, eager to return those stolen souls to the Great Beyond. Yet Hazzuk, ignorant of the psychopomps’ nature and blinded by arrogance, gives the remaining defenders of the city orders to attack those outsiders on sight, taking them for just another invading force. This sparks a brutal three-way conflict that is unlikely to resolve itself in the short term without the PCs stepping in to tip the scales. The exploration of the great dwarven city and eventual confrontation with the draconic tyrant will be detailed in the following parts.
submitted by Zorothegallade to Pathfinder_RPG [link] [comments]


2023.02.04 13:25 Cal_knower Infrared Anti-Theft Powder.

A few years ago we had kids stealing locomotive horns to sell to dudes in big trucks before the horn kits were widely available online. It was so bad our county Sheriff put some kind of powder all over those things and the theives glowed under IR for weeks. They put pics on the news it was all over their hands, face and body. I imagine there were obvious hand/foot prints left at the scene visible under IR too, had to of been. This did result in arrests and I know they were using it to bust diesel theives during the pandemic as well. I live in Central California and our sheriff's offices have entire ag-theft units who have utilized this technology with great success.
Looks like you can buy this shit on Amazon now. It's probably messy as fuck(under IR, supposedly invisible to naked eye) but for those that get chicken coops or dog food stashes raided this could be a tool for discovery. That shit gets everywhere and you could probably easily track a perp running from your barn into the woods if you sprinkled just a bit on the ground around your food source.
This is an extremely fine powder that is IR reactive/detectable, not an active IR source like game cams that these creatures seem to be able to detect. So totally different just to head that discussion off. Not sure about a smell that could be detected by humans or other animals with greater scent detection.
This is just a suggestion and probably better than my idea of "gifting" smothered peanut butter on shrooms or LSD to get these fuckers to show themselves lol.
submitted by Cal_knower to bigfoot [link] [comments]


2023.02.04 12:34 TheDivineAlligator Campaigns: "start small" or "start big"?

For the purposes of this argument:
"Start small" means "doing low-stakes, small-scale, seemingly unrelated adventures, mostly revolving around provincial intrigue, until it organically leads to something more grandiose".
"Start big" is "the very first adventure, regardless of level, is high-stakes, rather epic, and makes abundantly clear what the campaign is about".
In my 20+ years as a DM, I've consistently noticed that "start big" makes for more lengthy, successful, and involved campaigns. Bringing on the BIG STUFF even on low levels = FUN. Every campaign that I've begun with "rats in a cellar", "orcs in a hole", or "fetch my cow" quests, with distant promises of Greater Things to Come, petered out very quickly.
Different strokes, obviously. If we take a look at the official WotC 5e lineup, many adventures that started big (Tiamat, Dragon Heist, Storm King's Thunder) tend to be messier and worse-received. In contrast, some of them start small (looking at you, Icewind Dale) and aren't so well regarded.
So, what's your opinion on the matter? Do we start with a fight against cattle-rustling kobolds in Podunk, Sword Coast, fallen celestials raining from the heavens, or something in between?
submitted by TheDivineAlligator to DnD [link] [comments]


2023.02.04 11:08 Safaiwale2 How To Find Best Bird Netting Services In Delhi

How To Find Best Bird Netting Services In Delhi

https://preview.redd.it/dzr78ia515ga1.jpg?width=512&format=pjpg&auto=webp&s=adf2d3826b8fc84262ffcc1e2a827a07d8d4a3c1
A complete guide about How to get Rid of Pigeons
One common problem that is faced by a lot of people is about how they can get rid of pigeons from balconies, roofs as well as other kind of industrial facilities.
Pigeons can cause a lot of health hazard as well as inconvenience. Besides this, pigeon feces can be corrosive and it can even pass through concrete or steel.
So, in this blog, we would discuss about how to get rid of pigeons using different methods. Let us have a look:-
What are the problems that are faced by pigeons?
· Disease
Pigeon can drop carry disease which includes cryptococcosis, histoplasmosis and psittacosis. All these diseases can be life-threatening as well as dangerous for the people who tend to have certain kind of conditions. These include weakened immune systems or asthma.
· Food Contamination
In agricultural or rural areas, the pigeons can contaminate the foods that are meant for human consumption and livestock.
· Fall and Slip Risk
It is generally seen that people tend to gather in doing a certain behavior which is known as roosting. This can cause the defecating of the structure where they are present.
Besides this, the dropping that is left by pigeons is quite slippery. Hence, the areas such as decks, walkways and porches as well as various areas can become quite difficult to walk by foot.
This can in turn cause a lot of problem for commercial and residential properties.
· Damage to the buildings
Generally, it is seen that pigeon feces can be very acidic and it can cause significant damage to siding, buildings, landscaping and vegetation.
· Blocked drainage and gutters
If pigeon nests are present in downpipes or gutters, then it can cause flooding, backup as well as other kind of damage.
· Risk of Fire
When the pigeons build of the nest that can block flues or chimneys, then buildup of various poisonous gases can happen that can increase the risk of fire.
So, if you are facing any kind pigeon problem in your property, then it is important that you act properly.
Further, the longer that you wait, the more you have to go through costly repairs as well as irreversible damage.
How to get rid of pigeons from the Balcony?
· Netting
Nylon bird netting can turn out to be quite effective for the balcony that tend to have eaves and pitches that tends to be attractive for the pigeons.
It is hung vertically on the side of the building. Further, with bird netting, birds can be prevented from perching on the surface or roof of the building. So, when it comes to pigeon control, it is recommended that you use 50 mm gauge net.
This option tends to have virtually invisible appearance and it is quite effective and non-lethal to prevent perching and roosting.
The downside is that it can be time-consuming to maintain and hang.
· Deterrents
Are you looking to remove the pigeons without even hurting them, and then you can make use of deterrents.
Deterrents such as stainless steel wires, wire coils as well as spikes are considered as low-profile additions which prevents the birds from roof perching.
So, if you are looking out for the best results, then get it installed on a flat surface where the pigeons can easily land which includes flashing, roof drip edges and caps.
The various benefits of this method is that it is effective, easy to install, low-profile and non-lethal.
The only downside is that it can prevent the pigeons from perching on particular kind of surface. But, you can’t keep them away from the property completely.
· Parallel Wires
If you wish to keep the pigeons away from the balcony, then it is important that parallel wires are run across the structure. This would prevent the pigeons from landing or nesting on the surface.
Moreover, parallel wire can be installed on your own or a professional pigeon control company such as Safai Wale can do it on your behalf.
It is a very affordable, effective and low-profile method but it can sometimes be very difficult to install.
· Bird Gels
Bird gels are basically a kind of sticky gels that can be placed on the roof such that pigeons are deterred.
The part is that gels won’t trap the pigeons but it can create a sensation that birds may not like. In this way, they don’t like to land on the roof or balcony.
So, if you are low on budget, then you can use this method as it can turn out to be very affordable and effective.
The downside is that it would need regular replacement and it may not to be easy to install in roofs that are steeply-pitched.
· Decoy Kites
In these methods, decay bird images that are shaped like a kite are fixed on the balcony.
So, basically what happens is kites tend to fly in wind and in the process it prevents the pigeons from landing on the balcony.
This is an effective methods but it may not work if you have a lot of pigeon population.
This method is non-toxic, affordable, humane and effective.
· Lasers
With lasers, the movement of pigeons can be deterred. Lasers are activated by motion. So they flash once the pigeons lands on the roof. Hence, it discourages and starling them from doing roosting.
It is humane and non-toxic for the pigeons. The reason is that they can become downside to the lasers over a span of time.
· Falconry
If you are looking out for a natural way to deter the pigeons, then you should consider hiring professional falconer.
Falconers make use of live prey birds such as falcons and hawks in order to scare the pigeons away.
In this, the bird handlers leave the falcons in particular area that is infested by pigeons. This lets the pigeon know that the predator has occupied the area. In this way, pigeons would move away and perhaps not come back.
It is a very humane, effective and non-toxic method. Likewise, it may not be available in all the areas.
Final Verdict
If you are looking to get rid of pigeons, then above are some of the techniques and tools that you can potentially use.
However, you should hire a professional such as Safaiwale if the problem is too difficult for you to handle.
In this way, you would save a lot of energy and time as compared to DIY methods.
Besides this, they would have access to various tools and equipment through which you can remove them effectively and humanely.
So, connect with us to know more the services that we offer.
Choose Safaiwale as your helping partner
If you want the best bird netting service at your doorstep in Delhi? Then you don’t need to worry, you can immediately contact Safaiwale, who comes to your place at your chosen time and do the bird netting work as per your requirement and complete at the estimated time. Safaiwale always provide the best professional bird netting services as they have the best netting types of equipment and has expertly trained professional team which gives 100% satisfaction to the customers. The rates of Safaiwale is also very affordable.
Safaiwale do the background verification of their employees in order to take care of your security.
You can call the Safaiwale and mail for any inquiry and visit the website for all the information: https://safaiwale.in/
Contact Number: 9910377347
submitted by Safaiwale2 to u/Safaiwale2 [link] [comments]


2023.02.04 09:21 TheTreeNextDoor [Online][5e] Sandstone and Ether, Okara city of Progress

Okara, a city of powerful mages, artificers, and innovation. A city built for progress, research, and understanding of the ever growing powers available to mortals. Carved in the walls of a massive canyon in the Uktara desert, with a rushing river of pure arcane ether flowing below, the city stretches from cliffside to cliffside with arcane floating bridges and mechanical cable cars connecting the vast array of workshops, libraries, guilds, and other secrets. Merchants and archaeologist rush to the city for the massive trade throughout here, bringing in goods and artifacts from all over the Greater Yvelin. Ran by an elected tribunal of powerful elite, the city runs amok with corruption and deviancy. With the ever growing research and power swelling throughout the city, something is bound to go amiss, it’s only a matter of when. Will you be able to keep with this pulsing city, or will you and all of Okara crumble into the ether below.
Hello everyone, I am Zane(He/him), a forever DM who is getting back into running D&D after a couple year hiatus.
I am looking to find 3-5 players for the group, able to meet Sat or Sun from 4-8 PST
Running mainly on discord with combat done through Roll20.
Willing to help out a couple of newcomers but would prefer to have a couple experienced players in the party
The campaign is going to be RP heavy with intermittent combat, in a homebrew world of my own. The timespan is as long as the players are enjoying it, I am willing to keep adding to the world and continuing the campaign.
18+ LGBTQ friendly only
We will be starting at level 5 and I will hopefully schedule out individual session 0s to flesh out characters within the world, and give out specific information and items based on characters that were created
Please either comment below or direct message me the following:
Name
Age
Pronouns
Experience with D&D 5e
What is the biggest thing you want when playing D&D?
If you’ve played, describe one of your favorite D&D moments.
Give me a short description of an idea for a flavorful character, this doesn’t have to be your final character design I just want to get a grasp on your character creation ideas. If you have any questions on how a character would fit within the world or about the world itself feel free to ask as well, and I would love to answer.
submitted by TheTreeNextDoor to lfg [link] [comments]