#isthisanything — Public Fediverse posts
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A town taken over by barely disguised fast food and other chain stores, run by their mascots
---
The party meets a salesman. During his pitch, he tells the party of the town he came from most recently, how the majority of the townsfolk seemed muted while the 10% who ran the town and its shops seemed very outgoing and loud, personality-wise. Says he's been to that town dozens of times over the last decade, but only in the past few visits has he seen this trend.
He describes one specific person, the mayor of the town. Says from what he's heard, the mayor-to-be came to town, was around for three days or so, and then the former mayor abruptly stepped down and gave the role to the new guy. The salesman describes the new mayor as a short guy, nearly albino, huge nose, wears a sash and a crown of laurel leaves, tends to stutter. (Describing the Little Caesars mascot).
If pressed, the salesman could also describe any number of other newcomers to the town, each holding some sort of power in government or in social status:
* The tavern is run by somebody matching the description of Wendy from Wendy's. (Dave's Ales is the local watering-hole. Cute little girl behind the bar, bright red hair, always in pigtails. Serves the best Beef Squares you'll ever eat.)
* The local busker is a take on chester cheetah, of cheetos. (A tabaxi on the street corner, dark sunglasses to hide his apparent blindness, stark-white goatee and matching thinning, patchy coat. Plays a bass flute for money.)
* The jailer/sheriff is a thin veil over McGruff the crime dog. (A tall, well-postured gnoll-person always seen wearing a light tan overcoat. He doesn't seem to investigate crime or put anybody behind bars, but he is often seen out in public warning people to be more aware of their surroundings.)If the party chooses to go to the town to investigate, they'll see shops and townsfolk all slightly reminiscent of real-world mascots:
* The captain of the police force looks like Cap'n Crunch
* The town drunk is known to tricking people into asking for some punch to drink, and then hitting them.
* The sewers have been overrun with a singing, dancing mouse and his friends. (Chuck E Cheese)
* The fields to the north have been taken over by a Jolly Green Giant
* Mr Clean is a janitor...and so on.
As the party investigates, they discover that some of the original townsfolk have been run off by the changes, and those that remain have been hoodwinked into believing it's always been this way; even though these newcomers came in slowly and kicked out legitimate business owners, put them out of business or scared them off, that they've been here the whole time; they've been psychologically conditioned to accept the mascot ruling class via a magic artifact or a summoning gone wrong. (I haven't decided the mechanism yet, but something is making the townspeople believe this is normal, and finding and breaking it is the core of the resolution.)
The players can fix the problem in one or a combination of ways:
* reclaim the institutions one by one (city hall, sheriff, water supply, etc)
* Deprogramming residents by finding the source and destroying/fixing it.
* finding the original deeds and voiding contracts and exposing fraud to restore original ownership of businesses and political offices.
* Outright buying back properties from the mascots.Like many other "Is This Anything" posts, this isn't a completed story, but I'll probably come back to it to flesh it out a little bit at some point.
Thoughts?
#iTA #IsThisAnything #TTRPG #DnD #DnD5e #WorldBuilding
#TabletopRPG #DMing #HombrewDnD #GameMaster---
Possible mascots for inclusion:AUTHORITY FIGURE (boss, colonel, captain, mayor)
1. Colonel Sanders (KFC)
2. The Burger King
3. Little Caesar
4. Cap'n Crunch
5. Mayor McCheese
6. Chef Boyardee
7. Dave Thomas (Wendy's)TRICKSTER / CRIMINAL (scheming, mischievous, always after something)
8. The Hamburglar
9. The Noid (Domino's)
10. The Trix Rabbit
11. Bazooka Joe
12. Chester CheetahWHOLESOME / FRIENDLY (safe, warm, approachable)
13. Ronald McDonald
14. Wendy
15. Poppin' Fresh (Pillsbury Doughboy)
16. Sprout (Green Giant)
17. Betty Crocker
18. Mrs. Butterworth
19. Sun-Maid Raisin GirlHYPE BEAST / ENTHUSIAST (can't contain themselves)
20. Tony the Tiger
21. Sonny the Cuckoo Bird
22. Toucan Sam
23. Dig'em Frog
24. Lucky the LeprechaunCOOL GUY (detached, stylish, too good for you)
25. Jack (Jack in the Box)
26. Punchy (Hawaiian Punch)
27. M&M RedGENTLE GIANT / FRIENDLY MONSTER
28. Grimace
29. The Jolly Green Giant
30. The Michelin Man
31. Count Chocula
32. Franken Berry
33. Boo BerryANIMAL MASCOT (animal-primary, limited human personality)
34. Taco Bell Chihuahua
35. The GEICO Gecko
36. Bullseye the Target Dog
37. Geoffrey the Giraffe
38. Charlie the Tuna
39. Sugar Bear
40. The Energizer Bunny
41. McGruff the Crime DogEVERYMAN / RELATABLE REGULAR
42. Flo (Progressive)
43. Jake from State Farm
44. The Maytag Repairman
45. Cracker Jack Sailor Boy
46. M&M YellowTHREAT / CHAOS AGENT (unsettling, aggressive, or just wrong)
47. Mayhem (Allstate)
48. The Kool-Aid Man
49. Chuck E. Cheese
50. Early Grimace (was a villain before the rebrand)UNCANNY / LIMINAL (something is slightly off)
51. The Burger King (silent masked version)
52. Julius Pringles (disembodied mustachioed face)
53. Mr. Clean
54. Mr. Peanut
55. Snap, Crackle, and Pop -
A town taken over by barely disguised fast food and other chain stores, run by their mascots
---
The party meets a salesman. During his pitch, he tells the party of the town he came from most recently, how the majority of the townsfolk seemed muted while the 10% who ran the town and its shops seemed very outgoing and loud, personality-wise. Says he's been to that town dozens of times over the last decade, but only in the past few visits has he seen this trend.
He describes one specific person, the mayor of the town. Says from what he's heard, the mayor-to-be came to town, was around for three days or so, and then the former mayor abruptly stepped down and gave the role to the new guy. The salesman describes the new mayor as a short guy, nearly albino, huge nose, wears a sash and a crown of laurel leaves, tends to stutter. (Describing the Little Caesars mascot).
If pressed, the salesman could also describe any number of other newcomers to the town, each holding some sort of power in government or in social status:
* The tavern is run by somebody matching the description of Wendy from Wendy's. (Dave's Ales is the local watering-hole. Cute little girl behind the bar, bright red hair, always in pigtails. Serves the best Beef Squares you'll ever eat.)
* The local busker is a take on chester cheetah, of cheetos. (A tabaxi on the street corner, dark sunglasses to hide his apparent blindness, stark-white goatee and matching thinning, patchy coat. Plays a bass flute for money.)
* The jailer/sheriff is a thin veil over McGruff the crime dog. (A tall, well-postured gnoll-person always seen wearing a light tan overcoat. He doesn't seem to investigate crime or put anybody behind bars, but he is often seen out in public warning people to be more aware of their surroundings.)If the party chooses to go to the town to investigate, they'll see shops and townsfolk all slightly reminiscent of real-world mascots:
* The captain of the police force looks like Cap'n Crunch
* The town drunk is known to tricking people into asking for some punch to drink, and then hitting them.
* The sewers have been overrun with a singing, dancing mouse and his friends. (Chuck E Cheese)
* The fields to the north have been taken over by a Jolly Green Giant
* Mr Clean is a janitor...and so on.
As the party investigates, they discover that some of the original townsfolk have been run off by the changes, and those that remain have been hoodwinked into believing it's always been this way; even though these newcomers came in slowly and kicked out legitimate business owners, put them out of business or scared them off, that they've been here the whole time; they've been psychologically conditioned to accept the mascot ruling class via a magic artifact or a summoning gone wrong. (I haven't decided the mechanism yet, but something is making the townspeople believe this is normal, and finding and breaking it is the core of the resolution.)
The players can fix the problem in one or a combination of ways:
* reclaim the institutions one by one (city hall, sheriff, water supply, etc)
* Deprogramming residents by finding the source and destroying/fixing it.
* finding the original deeds and voiding contracts and exposing fraud to restore original ownership of businesses and political offices.
* Outright buying back properties from the mascots.Like many other "Is This Anything" posts, this isn't a completed story, but I'll probably come back to it to flesh it out a little bit at some point.
Thoughts?
#iTA #IsThisAnything #TTRPG #DnD #DnD5e #WorldBuilding
#TabletopRPG #DMing #HombrewDnD #GameMaster---
Possible mascots for inclusion:AUTHORITY FIGURE (boss, colonel, captain, mayor)
1. Colonel Sanders (KFC)
2. The Burger King
3. Little Caesar
4. Cap'n Crunch
5. Mayor McCheese
6. Chef Boyardee
7. Dave Thomas (Wendy's)TRICKSTER / CRIMINAL (scheming, mischievous, always after something)
8. The Hamburglar
9. The Noid (Domino's)
10. The Trix Rabbit
11. Bazooka Joe
12. Chester CheetahWHOLESOME / FRIENDLY (safe, warm, approachable)
13. Ronald McDonald
14. Wendy
15. Poppin' Fresh (Pillsbury Doughboy)
16. Sprout (Green Giant)
17. Betty Crocker
18. Mrs. Butterworth
19. Sun-Maid Raisin GirlHYPE BEAST / ENTHUSIAST (can't contain themselves)
20. Tony the Tiger
21. Sonny the Cuckoo Bird
22. Toucan Sam
23. Dig'em Frog
24. Lucky the LeprechaunCOOL GUY (detached, stylish, too good for you)
25. Jack (Jack in the Box)
26. Punchy (Hawaiian Punch)
27. M&M RedGENTLE GIANT / FRIENDLY MONSTER
28. Grimace
29. The Jolly Green Giant
30. The Michelin Man
31. Count Chocula
32. Franken Berry
33. Boo BerryANIMAL MASCOT (animal-primary, limited human personality)
34. Taco Bell Chihuahua
35. The GEICO Gecko
36. Bullseye the Target Dog
37. Geoffrey the Giraffe
38. Charlie the Tuna
39. Sugar Bear
40. The Energizer Bunny
41. McGruff the Crime DogEVERYMAN / RELATABLE REGULAR
42. Flo (Progressive)
43. Jake from State Farm
44. The Maytag Repairman
45. Cracker Jack Sailor Boy
46. M&M YellowTHREAT / CHAOS AGENT (unsettling, aggressive, or just wrong)
47. Mayhem (Allstate)
48. The Kool-Aid Man
49. Chuck E. Cheese
50. Early Grimace (was a villain before the rebrand)UNCANNY / LIMINAL (something is slightly off)
51. The Burger King (silent masked version)
52. Julius Pringles (disembodied mustachioed face)
53. Mr. Clean
54. Mr. Peanut
55. Snap, Crackle, and Pop -
A town taken over by barely disguised fast food and other chain stores, run by their mascots
---
The party meets a salesman. During his pitch, he tells the party of the town he came from most recently, how the majority of the townsfolk seemed muted while the 10% who ran the town and its shops seemed very outgoing and loud, personality-wise. Says he's been to that town dozens of times over the last decade, but only in the past few visits has he seen this trend.
He describes one specific person, the mayor of the town. Says from what he's heard, the mayor-to-be came to town, was around for three days or so, and then the former mayor abruptly stepped down and gave the role to the new guy. The salesman describes the new mayor as a short guy, nearly albino, huge nose, wears a sash and a crown of laurel leaves, tends to stutter. (Describing the Little Caesars mascot).
If pressed, the salesman could also describe any number of other newcomers to the town, each holding some sort of power in government or in social status:
* The tavern is run by somebody matching the description of Wendy from Wendy's. (Dave's Ales is the local watering-hole. Cute little girl behind the bar, bright red hair, always in pigtails. Serves the best Beef Squares you'll ever eat.)
* The local busker is a take on chester cheetah, of cheetos. (A tabaxi on the street corner, dark sunglasses to hide his apparent blindness, stark-white goatee and matching thinning, patchy coat. Plays a bass flute for money.)
* The jailer/sheriff is a thin veil over McGruff the crime dog. (A tall, well-postured gnoll-person always seen wearing a light tan overcoat. He doesn't seem to investigate crime or put anybody behind bars, but he is often seen out in public warning people to be more aware of their surroundings.)If the party chooses to go to the town to investigate, they'll see shops and townsfolk all slightly reminiscent of real-world mascots:
* The captain of the police force looks like Cap'n Crunch
* The town drunk is known to tricking people into asking for some punch to drink, and then hitting them.
* The sewers have been overrun with a singing, dancing mouse and his friends. (Chuck E Cheese)
* The fields to the north have been taken over by a Jolly Green Giant
* Mr Clean is a janitor...and so on.
As the party investigates, they discover that some of the original townsfolk have been run off by the changes, and those that remain have been hoodwinked into believing it's always been this way; even though these newcomers came in slowly and kicked out legitimate business owners, put them out of business or scared them off, that they've been here the whole time; they've been psychologically conditioned to accept the mascot ruling class via a magic artifact or a summoning gone wrong. (I haven't decided the mechanism yet, but something is making the townspeople believe this is normal, and finding and breaking it is the core of the resolution.)
The players can fix the problem in one or a combination of ways:
* reclaim the institutions one by one (city hall, sheriff, water supply, etc)
* Deprogramming residents by finding the source and destroying/fixing it.
* finding the original deeds and voiding contracts and exposing fraud to restore original ownership of businesses and political offices.
* Outright buying back properties from the mascots.Like many other "Is This Anything" posts, this isn't a completed story, but I'll probably come back to it to flesh it out a little bit at some point.
Thoughts?
#iTA #IsThisAnything #TTRPG #DnD #DnD5e #WorldBuilding
#TabletopRPG #DMing #HombrewDnD #GameMaster---
Possible mascots for inclusion:AUTHORITY FIGURE (boss, colonel, captain, mayor)
1. Colonel Sanders (KFC)
2. The Burger King
3. Little Caesar
4. Cap'n Crunch
5. Mayor McCheese
6. Chef Boyardee
7. Dave Thomas (Wendy's)TRICKSTER / CRIMINAL (scheming, mischievous, always after something)
8. The Hamburglar
9. The Noid (Domino's)
10. The Trix Rabbit
11. Bazooka Joe
12. Chester CheetahWHOLESOME / FRIENDLY (safe, warm, approachable)
13. Ronald McDonald
14. Wendy
15. Poppin' Fresh (Pillsbury Doughboy)
16. Sprout (Green Giant)
17. Betty Crocker
18. Mrs. Butterworth
19. Sun-Maid Raisin GirlHYPE BEAST / ENTHUSIAST (can't contain themselves)
20. Tony the Tiger
21. Sonny the Cuckoo Bird
22. Toucan Sam
23. Dig'em Frog
24. Lucky the LeprechaunCOOL GUY (detached, stylish, too good for you)
25. Jack (Jack in the Box)
26. Punchy (Hawaiian Punch)
27. M&M RedGENTLE GIANT / FRIENDLY MONSTER
28. Grimace
29. The Jolly Green Giant
30. The Michelin Man
31. Count Chocula
32. Franken Berry
33. Boo BerryANIMAL MASCOT (animal-primary, limited human personality)
34. Taco Bell Chihuahua
35. The GEICO Gecko
36. Bullseye the Target Dog
37. Geoffrey the Giraffe
38. Charlie the Tuna
39. Sugar Bear
40. The Energizer Bunny
41. McGruff the Crime DogEVERYMAN / RELATABLE REGULAR
42. Flo (Progressive)
43. Jake from State Farm
44. The Maytag Repairman
45. Cracker Jack Sailor Boy
46. M&M YellowTHREAT / CHAOS AGENT (unsettling, aggressive, or just wrong)
47. Mayhem (Allstate)
48. The Kool-Aid Man
49. Chuck E. Cheese
50. Early Grimace (was a villain before the rebrand)UNCANNY / LIMINAL (something is slightly off)
51. The Burger King (silent masked version)
52. Julius Pringles (disembodied mustachioed face)
53. Mr. Clean
54. Mr. Peanut
55. Snap, Crackle, and Pop -
Meet Lucky.
Lucky is an ancient archfey trickster bound to a cursed artifact known as the Lucky Charms, which consists of seven magical tokens. For centuries, mortals repeatedly captured him and stole his magic piecemeal. The modern image of a jovial cereal mascot is a degraded folk memory of this older entity. Each charm represents a fragment of his true name, split apart by the original binding ritual. Having finally reclaimed all seven tokens, he is whole for the first time in millennia. He is not evil in a cosmic sense, but his prolonged humiliation has left him furious and eager to end the game.
The centuries of being hunted have made him manic, theatrical, and unhinged. He initiates conflicts with theatrical flair before turning completely cold. His expressions of joy are authentic, but they mask profound murderous intent. He references his own mascot iconography with the bitterness of someone weaponizing an insult. He is no longer fleeing and actively seeks confrontation.
Upon encountering adversaries, he spreads his arms wide, allowing the seven tokens to orbit him. Presenting a smile composed entirely of teeth, he recites his opening monologue. He lists hearts, starts, horseshoes, clovers, blue moons, pots of gold, rainbows... and then he stops, looks directly at his targets without changing his expression... "AND YOU'RE ALL GONNA DIE!"
Lucky resides in a collapsed, rainbow pocket dimension that is both beautiful and rotting. The environment features optional gravity, color that bleeds away from surfaces near his true form, and failed escape routes that loop directly back to the entrance. In combat, he functions as a trickster controller utilizing escalating chaos and burst damage. His legendary actions and passive auras are tied to the seven tokens. As he loses health, more of these charms activate. Adversaries can attempt to weaken him by using a high-difficulty contested action to catch and attune to individual tokens.
Attacks directed at him force a luck save. Failures on this save grant him advantage on his subsequent turn. He also utilizes a lair action called Pot of Gold, which teleports him and blinds targets with a burst of golden light. Resolving the encounter permanently requires bargaining with him by acknowledging the abuse he suffered. The true conclusion involves breaking the binding ritual rather than defeating him in combat. Destroying his physical form without releasing the binding merely resets the cycle, guaranteeing that another individual will eventually find the box.
---
**Lucky, The Last Charm**
*Medium Fey (Archfey), Chaotic Evil***Armor Class:** 19 (natural armor)
**Hit Points:** 285 (30d8 + 150)
**Speed:** 40 ft., fly 40 ft. (hover)| STR | DEX | CON | INT | WIS | CHA |
| :---: | :---: | :---: | :---: | :---: | :---: |
| 16 (+3) | 22 (+6) | 20 (+5) | 18 (+4) | 16 (+3) | 24 (+7) |**Saving Throws:** Dex +12, Int +10, Wis +9, Cha +13
**Skills:** Acrobatics +12, Deception +13, Perception +9, Stealth +12
**Condition Immunities:** Charmed, Frightened, Poisoned
**Senses:** Truesight 120 ft., passive Perception 19
**Languages:** Common, Sylvan, Telepathy 120 ft.
**Challenge:** 22 (41,000 XP) | Proficiency Bonus: +7***
**The Seven Tokens.** Lucky is bound to seven floating magical fragments representing his true name. At the start of combat, all seven tokens are active. As Lucky's hit points cross specific thresholds, tokens shatter or hyper-charge, changing his auras and available legendary actions. While active, each token grants a passive benefit:
* *Hearts:* Allies within 30 feet have advantage on death saving throws. Lucky gains temporary hit points equal to damage dealt by legendary actions.
* *Stars:* Lucky can cast *Misty Step* as a bonus action without expending a spell slot.
* *Horseshoes:* Ranged attack rolls against Lucky have disadvantage.
* *Clovers:* Lucky adds a +2 bonus to all saving throws.
* *Blue Moons:* Dim light within 60 feet of Lucky becomes magical darkness for enemies.
* *Pots of Gold:* When Lucky hits with a spell or attack, he deals an extra 14 (4d6) radiant damage, manifesting as a blinding flash of golden coins.
* *Rainbows:* The ground within 30 feet of Lucky is treated as difficult terrain for enemies.**Luck Drain.** When a creature hits Lucky with a melee attack, that creature must make a DC 21 Wisdom saving throw. On a failure, Lucky absorbs a fraction of their fortune; he gains advantage on his next attack roll or saving throw.
**Legendary Resistance (4/Day).** If Lucky fails a saving throw, he can choose to succeed instead.
**Magic Resistance.** Lucky has advantage on saving throws against spells and other magical effects.
### Actions
**Multiattack.** Lucky makes three attacks: two with his *Spectral Cereal Shards* and one with his *Fey Step Strike*.
**Spectral Cereal Shards.** *Melee or Ranged Spell Attack:* +13 to hit, range 60 ft., one target. *Hit:* 15 (2d6 + 6) force damage plus 10 (3d6) psychic damage.
**Fey Step Strike.** Lucky teleports up to 30 feet to an unoccupied space he can see and makes one melee weapon attack (+12 to hit, reach 5 ft., one target). *Hit:* 18 (3d6 + 6) slashing damage, and the target must succeed on a DC 20 Constitution saving throw or be blinded until the end of its next turn.
**Catch a Token (Recharge 5-6).** A creature within 10 feet that can see Lucky can attempt to snatch one of his orbiting tokens. The creature must use its action to make a contested Dexterity (Acrobatics) check against Lucky's spell save DC (21). If the creature succeeds, the token is pulled away, deactivating that token's passive aura and legendary action until the end of Lucky's next turn, after which it returns to orbit.
### Bonus Actions
**Prismatic Leap.** Lucky moves up to his speed without provoking opportunity attacks, leaving a trail of shimmering, acidic residue in his wake. Any creature that enters or ends its turn in that space takes 10 (3d6) acid damage.
### Reactions
**Uncanny Parrying.** When a creature Lucky can see hits him with an attack, Lucky adds 6 to his Armor Class against that attack.
### Legendary Actions
Lucky can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Lucky regains spent legendary actions at the start of his turn.
* **Token Pulse.** Lucky channels the active energy of his tokens, forcing all creatures within 20 feet to make a DC 21 Dexterity saving throw, taking 14 (4d6) force damage on a failed save, or half as much damage on a successful one.
* **Glimmering Shift (Costs 2 Actions).** Lucky forces a target he can see to make a DC 21 Wisdom saving throw. On a failure, the target is teleported up to 30 feet to a space of Lucky's choice and rendered incapacitated until the end of its next turn.
* **Shattered Memory (Costs 3 Actions).** Lucky invokes the collective trauma of his millennia of imprisonment. Each enemy within 60 feet must make a DC 21 Wisdom saving throw or become frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on a success.#DnD #DnD5e #DungeonsAndDragons #TTRPG #Worldbuilding #DnDHomebrew #DMing #GameMaster #TTRPGCommunity #DnDPlotHook #isThisAnything
-
Meet Lucky.
Lucky is an ancient archfey trickster bound to a cursed artifact known as the Lucky Charms, which consists of seven magical tokens. For centuries, mortals repeatedly captured him and stole his magic piecemeal. The modern image of a jovial cereal mascot is a degraded folk memory of this older entity. Each charm represents a fragment of his true name, split apart by the original binding ritual. Having finally reclaimed all seven tokens, he is whole for the first time in millennia. He is not evil in a cosmic sense, but his prolonged humiliation has left him furious and eager to end the game.
The centuries of being hunted have made him manic, theatrical, and unhinged. He initiates conflicts with theatrical flair before turning completely cold. His expressions of joy are authentic, but they mask profound murderous intent. He references his own mascot iconography with the bitterness of someone weaponizing an insult. He is no longer fleeing and actively seeks confrontation.
Upon encountering adversaries, he spreads his arms wide, allowing the seven tokens to orbit him. Presenting a smile composed entirely of teeth, he recites his opening monologue. He lists hearts, starts, horseshoes, clovers, blue moons, pots of gold, rainbows... and then he stops, looks directly at his targets without changing his expression... "AND YOU'RE ALL GONNA DIE!"
Lucky resides in a collapsed, rainbow pocket dimension that is both beautiful and rotting. The environment features optional gravity, color that bleeds away from surfaces near his true form, and failed escape routes that loop directly back to the entrance. In combat, he functions as a trickster controller utilizing escalating chaos and burst damage. His legendary actions and passive auras are tied to the seven tokens. As he loses health, more of these charms activate. Adversaries can attempt to weaken him by using a high-difficulty contested action to catch and attune to individual tokens.
Attacks directed at him force a luck save. Failures on this save grant him advantage on his subsequent turn. He also utilizes a lair action called Pot of Gold, which teleports him and blinds targets with a burst of golden light. Resolving the encounter permanently requires bargaining with him by acknowledging the abuse he suffered. The true conclusion involves breaking the binding ritual rather than defeating him in combat. Destroying his physical form without releasing the binding merely resets the cycle, guaranteeing that another individual will eventually find the box.
---
**Lucky, The Last Charm**
*Medium Fey (Archfey), Chaotic Evil***Armor Class:** 19 (natural armor)
**Hit Points:** 285 (30d8 + 150)
**Speed:** 40 ft., fly 40 ft. (hover)| STR | DEX | CON | INT | WIS | CHA |
| :---: | :---: | :---: | :---: | :---: | :---: |
| 16 (+3) | 22 (+6) | 20 (+5) | 18 (+4) | 16 (+3) | 24 (+7) |**Saving Throws:** Dex +12, Int +10, Wis +9, Cha +13
**Skills:** Acrobatics +12, Deception +13, Perception +9, Stealth +12
**Condition Immunities:** Charmed, Frightened, Poisoned
**Senses:** Truesight 120 ft., passive Perception 19
**Languages:** Common, Sylvan, Telepathy 120 ft.
**Challenge:** 22 (41,000 XP) | Proficiency Bonus: +7***
**The Seven Tokens.** Lucky is bound to seven floating magical fragments representing his true name. At the start of combat, all seven tokens are active. As Lucky's hit points cross specific thresholds, tokens shatter or hyper-charge, changing his auras and available legendary actions. While active, each token grants a passive benefit:
* *Hearts:* Allies within 30 feet have advantage on death saving throws. Lucky gains temporary hit points equal to damage dealt by legendary actions.
* *Stars:* Lucky can cast *Misty Step* as a bonus action without expending a spell slot.
* *Horseshoes:* Ranged attack rolls against Lucky have disadvantage.
* *Clovers:* Lucky adds a +2 bonus to all saving throws.
* *Blue Moons:* Dim light within 60 feet of Lucky becomes magical darkness for enemies.
* *Pots of Gold:* When Lucky hits with a spell or attack, he deals an extra 14 (4d6) radiant damage, manifesting as a blinding flash of golden coins.
* *Rainbows:* The ground within 30 feet of Lucky is treated as difficult terrain for enemies.**Luck Drain.** When a creature hits Lucky with a melee attack, that creature must make a DC 21 Wisdom saving throw. On a failure, Lucky absorbs a fraction of their fortune; he gains advantage on his next attack roll or saving throw.
**Legendary Resistance (4/Day).** If Lucky fails a saving throw, he can choose to succeed instead.
**Magic Resistance.** Lucky has advantage on saving throws against spells and other magical effects.
### Actions
**Multiattack.** Lucky makes three attacks: two with his *Spectral Cereal Shards* and one with his *Fey Step Strike*.
**Spectral Cereal Shards.** *Melee or Ranged Spell Attack:* +13 to hit, range 60 ft., one target. *Hit:* 15 (2d6 + 6) force damage plus 10 (3d6) psychic damage.
**Fey Step Strike.** Lucky teleports up to 30 feet to an unoccupied space he can see and makes one melee weapon attack (+12 to hit, reach 5 ft., one target). *Hit:* 18 (3d6 + 6) slashing damage, and the target must succeed on a DC 20 Constitution saving throw or be blinded until the end of its next turn.
**Catch a Token (Recharge 5-6).** A creature within 10 feet that can see Lucky can attempt to snatch one of his orbiting tokens. The creature must use its action to make a contested Dexterity (Acrobatics) check against Lucky's spell save DC (21). If the creature succeeds, the token is pulled away, deactivating that token's passive aura and legendary action until the end of Lucky's next turn, after which it returns to orbit.
### Bonus Actions
**Prismatic Leap.** Lucky moves up to his speed without provoking opportunity attacks, leaving a trail of shimmering, acidic residue in his wake. Any creature that enters or ends its turn in that space takes 10 (3d6) acid damage.
### Reactions
**Uncanny Parrying.** When a creature Lucky can see hits him with an attack, Lucky adds 6 to his Armor Class against that attack.
### Legendary Actions
Lucky can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Lucky regains spent legendary actions at the start of his turn.
* **Token Pulse.** Lucky channels the active energy of his tokens, forcing all creatures within 20 feet to make a DC 21 Dexterity saving throw, taking 14 (4d6) force damage on a failed save, or half as much damage on a successful one.
* **Glimmering Shift (Costs 2 Actions).** Lucky forces a target he can see to make a DC 21 Wisdom saving throw. On a failure, the target is teleported up to 30 feet to a space of Lucky's choice and rendered incapacitated until the end of its next turn.
* **Shattered Memory (Costs 3 Actions).** Lucky invokes the collective trauma of his millennia of imprisonment. Each enemy within 60 feet must make a DC 21 Wisdom saving throw or become frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on a success.#DnD #DnD5e #DungeonsAndDragons #TTRPG #Worldbuilding #DnDHomebrew #DMing #GameMaster #TTRPGCommunity #DnDPlotHook #isThisAnything
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Meet Lucky.
Lucky is an ancient archfey trickster bound to a cursed artifact known as the Lucky Charms, which consists of seven magical tokens. For centuries, mortals repeatedly captured him and stole his magic piecemeal. The modern image of a jovial cereal mascot is a degraded folk memory of this older entity. Each charm represents a fragment of his true name, split apart by the original binding ritual. Having finally reclaimed all seven tokens, he is whole for the first time in millennia. He is not evil in a cosmic sense, but his prolonged humiliation has left him furious and eager to end the game.
The centuries of being hunted have made him manic, theatrical, and unhinged. He initiates conflicts with theatrical flair before turning completely cold. His expressions of joy are authentic, but they mask profound murderous intent. He references his own mascot iconography with the bitterness of someone weaponizing an insult. He is no longer fleeing and actively seeks confrontation.
Upon encountering adversaries, he spreads his arms wide, allowing the seven tokens to orbit him. Presenting a smile composed entirely of teeth, he recites his opening monologue. He lists hearts, starts, horseshoes, clovers, blue moons, pots of gold, rainbows... and then he stops, looks directly at his targets without changing his expression... "AND YOU'RE ALL GONNA DIE!"
Lucky resides in a collapsed, rainbow pocket dimension that is both beautiful and rotting. The environment features optional gravity, color that bleeds away from surfaces near his true form, and failed escape routes that loop directly back to the entrance. In combat, he functions as a trickster controller utilizing escalating chaos and burst damage. His legendary actions and passive auras are tied to the seven tokens. As he loses health, more of these charms activate. Adversaries can attempt to weaken him by using a high-difficulty contested action to catch and attune to individual tokens.
Attacks directed at him force a luck save. Failures on this save grant him advantage on his subsequent turn. He also utilizes a lair action called Pot of Gold, which teleports him and blinds targets with a burst of golden light. Resolving the encounter permanently requires bargaining with him by acknowledging the abuse he suffered. The true conclusion involves breaking the binding ritual rather than defeating him in combat. Destroying his physical form without releasing the binding merely resets the cycle, guaranteeing that another individual will eventually find the box.
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**Lucky, The Last Charm**
*Medium Fey (Archfey), Chaotic Evil***Armor Class:** 19 (natural armor)
**Hit Points:** 285 (30d8 + 150)
**Speed:** 40 ft., fly 40 ft. (hover)| STR | DEX | CON | INT | WIS | CHA |
| :---: | :---: | :---: | :---: | :---: | :---: |
| 16 (+3) | 22 (+6) | 20 (+5) | 18 (+4) | 16 (+3) | 24 (+7) |**Saving Throws:** Dex +12, Int +10, Wis +9, Cha +13
**Skills:** Acrobatics +12, Deception +13, Perception +9, Stealth +12
**Condition Immunities:** Charmed, Frightened, Poisoned
**Senses:** Truesight 120 ft., passive Perception 19
**Languages:** Common, Sylvan, Telepathy 120 ft.
**Challenge:** 22 (41,000 XP) | Proficiency Bonus: +7***
**The Seven Tokens.** Lucky is bound to seven floating magical fragments representing his true name. At the start of combat, all seven tokens are active. As Lucky's hit points cross specific thresholds, tokens shatter or hyper-charge, changing his auras and available legendary actions. While active, each token grants a passive benefit:
* *Hearts:* Allies within 30 feet have advantage on death saving throws. Lucky gains temporary hit points equal to damage dealt by legendary actions.
* *Stars:* Lucky can cast *Misty Step* as a bonus action without expending a spell slot.
* *Horseshoes:* Ranged attack rolls against Lucky have disadvantage.
* *Clovers:* Lucky adds a +2 bonus to all saving throws.
* *Blue Moons:* Dim light within 60 feet of Lucky becomes magical darkness for enemies.
* *Pots of Gold:* When Lucky hits with a spell or attack, he deals an extra 14 (4d6) radiant damage, manifesting as a blinding flash of golden coins.
* *Rainbows:* The ground within 30 feet of Lucky is treated as difficult terrain for enemies.**Luck Drain.** When a creature hits Lucky with a melee attack, that creature must make a DC 21 Wisdom saving throw. On a failure, Lucky absorbs a fraction of their fortune; he gains advantage on his next attack roll or saving throw.
**Legendary Resistance (4/Day).** If Lucky fails a saving throw, he can choose to succeed instead.
**Magic Resistance.** Lucky has advantage on saving throws against spells and other magical effects.
### Actions
**Multiattack.** Lucky makes three attacks: two with his *Spectral Cereal Shards* and one with his *Fey Step Strike*.
**Spectral Cereal Shards.** *Melee or Ranged Spell Attack:* +13 to hit, range 60 ft., one target. *Hit:* 15 (2d6 + 6) force damage plus 10 (3d6) psychic damage.
**Fey Step Strike.** Lucky teleports up to 30 feet to an unoccupied space he can see and makes one melee weapon attack (+12 to hit, reach 5 ft., one target). *Hit:* 18 (3d6 + 6) slashing damage, and the target must succeed on a DC 20 Constitution saving throw or be blinded until the end of its next turn.
**Catch a Token (Recharge 5-6).** A creature within 10 feet that can see Lucky can attempt to snatch one of his orbiting tokens. The creature must use its action to make a contested Dexterity (Acrobatics) check against Lucky's spell save DC (21). If the creature succeeds, the token is pulled away, deactivating that token's passive aura and legendary action until the end of Lucky's next turn, after which it returns to orbit.
### Bonus Actions
**Prismatic Leap.** Lucky moves up to his speed without provoking opportunity attacks, leaving a trail of shimmering, acidic residue in his wake. Any creature that enters or ends its turn in that space takes 10 (3d6) acid damage.
### Reactions
**Uncanny Parrying.** When a creature Lucky can see hits him with an attack, Lucky adds 6 to his Armor Class against that attack.
### Legendary Actions
Lucky can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Lucky regains spent legendary actions at the start of his turn.
* **Token Pulse.** Lucky channels the active energy of his tokens, forcing all creatures within 20 feet to make a DC 21 Dexterity saving throw, taking 14 (4d6) force damage on a failed save, or half as much damage on a successful one.
* **Glimmering Shift (Costs 2 Actions).** Lucky forces a target he can see to make a DC 21 Wisdom saving throw. On a failure, the target is teleported up to 30 feet to a space of Lucky's choice and rendered incapacitated until the end of its next turn.
* **Shattered Memory (Costs 3 Actions).** Lucky invokes the collective trauma of his millennia of imprisonment. Each enemy within 60 feet must make a DC 21 Wisdom saving throw or become frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on a success.#DnD #DnD5e #DungeonsAndDragons #TTRPG #Worldbuilding #DnDHomebrew #DMing #GameMaster #TTRPGCommunity #DnDPlotHook #isThisAnything
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CW: 🔞 nsfw text
"are you fucking that nerd again for test answers dude 😭"
"Lol, nah." and he already came inside him and they're cuddling before Sunburst has to go to class
#is-this-anything -
CW: 🔞 nsfw text
"are you fucking that nerd again for test answers dude 😭"
"Lol, nah." and he already came inside him and they're cuddling before Sunburst has to go to class
#is-this-anything -
CW: 🔞 nsfw text
"are you fucking that nerd again for test answers dude 😭"
"Lol, nah." and he already came inside him and they're cuddling before Sunburst has to go to class
#is-this-anything -
CW: 🔞 nsfw text
"are you fucking that nerd again for test answers dude 😭"
"Lol, nah." and he already came inside him and they're cuddling before Sunburst has to go to class
#is-this-anything -
CW: 🔞 nsfw text
"are you fucking that nerd again for test answers dude 😭"
"Lol, nah." and he already came inside him and they're cuddling before Sunburst has to go to class
#is-this-anything -
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Topographical 3d printed scale model of the local watersheds and blue sand to make a tactile demo of how rain follows the mountains
#is-this-anything -
CW: NSFW text
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The party meets a salesman. During his pitch, he tells the party of the town he came from most recently, how the majority of the townsfolk seemed muted while the 10% who ran the town and its shops seemed very outgoing and loud, personality-wise. Says he's been to that town dozens of times over the last decade, but only in the past few visits has he seen this trend.
He describes one specific person, the mayor of the town. Says from what he's heard, the mayor-to-be came to town, was around for three days or so, and then the former mayor abruptly stepped down and gave the role to the new guy. The salesman describes the new mayor as a short guy, nearly albino, huge nose, wears a sash and a crown of laurel leaves, tends to stutter. (Describing the Little Caesars mascot).
If pressed, the salesman could also describe any number of other newcomers to the town, each holding some sort of power in government or in social status:
* The tavern is run by somebody matching the description of Wendy from Wendy's. (Dave's Ales is the local watering-hole. Cute little girl behind the bar, bright red hair, always in pigtails. Serves the best Beef Squares you'll ever eat.)
* The local busker is a take on chester cheetah, of cheetos. (A tabaxi on the street corner, dark sunglasses to hide his apparent blindness, stark-white goatee and matching thinning, patchy coat. Plays a bass flute for money.)
* The jailer/sheriff is a thin veil over McGruff the crime dog. (A tall, well-postured gnoll-person always seen wearing a light tan overcoat. He doesn't seem to investigate crime or put anybody behind bars, but he is often seen out in public warning people to be more aware of their surroundings.)If the party chooses to go to the town to investigate, they'll see shops and townsfolk all slightly reminiscent of real-world mascots:
* The captain of the police force looks like Cap'n Crunch
* The town drunk is known to tricking people into asking for some punch to drink, and then hitting them.
* The sewers have been overrun with a singing, dancing mouse and his friends. (Chuck E Cheese)
* The fields to the north have been taken over by a Jolly Green Giant
* Mr Clean is a janitor...and so on.
As the party investigates, they discover that some of the original townsfolk have been run off by the changes, and those that remain have been hoodwinked into believing it's always been this way; even though these newcomers came in slowly and kicked out legitimate business owners, put them out of business or scared them off, that they've been here the whole time; they've been psychologically conditioned to accept the mascot ruling class via a magic artifact or a summoning gone wrong. (I haven't decided the mechanism yet, but something is making the townspeople believe this is normal, and finding and breaking it is the core of the resolution.)
The players can fix the problem in one or a combination of ways:
* reclaim the institutions one by one (city hall, sheriff, water supply, etc)
* Deprogramming residents by finding the source and destroying/fixing it.
* finding the original deeds and voiding contracts and exposing fraud to restore original ownership of businesses and political offices.
* Outright buying back properties from the mascots.Like many other "Is This Anything" posts, this isn't a completed story, but I'll probably come back to it to flesh it out a little bit at some point.
Thoughts?
#iTA #IsThisAnything #TTRPG #DnD #DnD5e #WorldBuilding
#TabletopRPG #DMing #HombrewDnD #GameMaster -
The party meets a salesman. During his pitch, he tells the party of the town he came from most recently, how the majority of the townsfolk seemed muted while the 10% who ran the town and its shops seemed very outgoing and loud, personality-wise. Says he's been to that town dozens of times over the last decade, but only in the past few visits has he seen this trend.
He describes one specific person, the mayor of the town. Says from what he's heard, the mayor-to-be came to town, was around for three days or so, and then the former mayor abruptly stepped down and gave the role to the new guy. The salesman describes the new mayor as a short guy, nearly albino, huge nose, wears a sash and a crown of laurel leaves, tends to stutter. (Describing the Little Caesars mascot).
If pressed, the salesman could also describe any number of other newcomers to the town, each holding some sort of power in government or in social status:
* The tavern is run by somebody matching the description of Wendy from Wendy's. (Dave's Ales is the local watering-hole. Cute little girl behind the bar, bright red hair, always in pigtails. Serves the best Beef Squares you'll ever eat.)
* The local busker is a take on chester cheetah, of cheetos. (A tabaxi on the street corner, dark sunglasses to hide his apparent blindness, stark-white goatee and matching thinning, patchy coat. Plays a bass flute for money.)
* The jailer/sheriff is a thin veil over McGruff the crime dog. (A tall, well-postured gnoll-person always seen wearing a light tan overcoat. He doesn't seem to investigate crime or put anybody behind bars, but he is often seen out in public warning people to be more aware of their surroundings.)If the party chooses to go to the town to investigate, they'll see shops and townsfolk all slightly reminiscent of real-world mascots:
* The captain of the police force looks like Cap'n Crunch
* The town drunk is known to tricking people into asking for some punch to drink, and then hitting them.
* The sewers have been overrun with a singing, dancing mouse and his friends. (Chuck E Cheese)
* The fields to the north have been taken over by a Jolly Green Giant
* Mr Clean is a janitor...and so on.
As the party investigates, they discover that some of the original townsfolk have been run off by the changes, and those that remain have been hoodwinked into believing it's always been this way; even though these newcomers came in slowly and kicked out legitimate business owners, put them out of business or scared them off, that they've been here the whole time; they've been psychologically conditioned to accept the mascot ruling class via a magic artifact or a summoning gone wrong. (I haven't decided the mechanism yet, but something is making the townspeople believe this is normal, and finding and breaking it is the core of the resolution.)
The players can fix the problem in one or a combination of ways:
* reclaim the institutions one by one (city hall, sheriff, water supply, etc)
* Deprogramming residents by finding the source and destroying/fixing it.
* finding the original deeds and voiding contracts and exposing fraud to restore original ownership of businesses and political offices.
* Outright buying back properties from the mascots.Like many other "Is This Anything" posts, this isn't a completed story, but I'll probably come back to it to flesh it out a little bit at some point.
Thoughts?
#iTA #IsThisAnything #TTRPG #DnD #DnD5e #WorldBuilding
#TabletopRPG #DMing #HombrewDnD #GameMaster -
The party meets a salesman. During his pitch, he tells the party of the town he came from most recently, how the majority of the townsfolk seemed muted while the 10% who ran the town and its shops seemed very outgoing and loud, personality-wise. Says he's been to that town dozens of times over the last decade, but only in the past few visits has he seen this trend.
He describes one specific person, the mayor of the town. Says from what he's heard, the mayor-to-be came to town, was around for three days or so, and then the former mayor abruptly stepped down and gave the role to the new guy. The salesman describes the new mayor as a short guy, nearly albino, huge nose, wears a sash and a crown of laurel leaves, tends to stutter. (Describing the Little Caesars mascot).
If pressed, the salesman could also describe any number of other newcomers to the town, each holding some sort of power in government or in social status:
* The tavern is run by somebody matching the description of Wendy from Wendy's. (Dave's Ales is the local watering-hole. Cute little girl behind the bar, bright red hair, always in pigtails. Serves the best Beef Squares you'll ever eat.)
* The local busker is a take on chester cheetah, of cheetos. (A tabaxi on the street corner, dark sunglasses to hide his apparent blindness, stark-white goatee and matching thinning, patchy coat. Plays a bass flute for money.)
* The jailer/sheriff is a thin veil over McGruff the crime dog. (A tall, well-postured gnoll-person always seen wearing a light tan overcoat. He doesn't seem to investigate crime or put anybody behind bars, but he is often seen out in public warning people to be more aware of their surroundings.)If the party chooses to go to the town to investigate, they'll see shops and townsfolk all slightly reminiscent of real-world mascots:
* The captain of the police force looks like Cap'n Crunch
* The town drunk is known to tricking people into asking for some punch to drink, and then hitting them.
* The sewers have been overrun with a singing, dancing mouse and his friends. (Chuck E Cheese)
* The fields to the north have been taken over by a Jolly Green Giant
* Mr Clean is a janitor...and so on.
As the party investigates, they discover that some of the original townsfolk have been run off by the changes, and those that remain have been hoodwinked into believing it's always been this way; even though these newcomers came in slowly and kicked out legitimate business owners, put them out of business or scared them off, that they've been here the whole time; they've been psychologically conditioned to accept the mascot ruling class via a magic artifact or a summoning gone wrong. (I haven't decided the mechanism yet, but something is making the townspeople believe this is normal, and finding and breaking it is the core of the resolution.)
The players can fix the problem in one or a combination of ways:
* reclaim the institutions one by one (city hall, sheriff, water supply, etc)
* Deprogramming residents by finding the source and destroying/fixing it.
* finding the original deeds and voiding contracts and exposing fraud to restore original ownership of businesses and political offices.
* Outright buying back properties from the mascots.Like many other "Is This Anything" posts, this isn't a completed story, but I'll probably come back to it to flesh it out a little bit at some point.
Thoughts?
#iTA #IsThisAnything #TTRPG #DnD #DnD5e #WorldBuilding
#TabletopRPG #DMing #HombrewDnD #GameMaster -
The party meets a salesman. During his pitch, he tells the party of the town he came from most recently, how the majority of the townsfolk seemed muted while the 10% who ran the town and its shops seemed very outgoing and loud, personality-wise. Says he's been to that town dozens of times over the last decade, but only in the past few visits has he seen this trend.
He describes one specific person, the mayor of the town. Says from what he's heard, the mayor-to-be came to town, was around for three days or so, and then the former mayor abruptly stepped down and gave the role to the new guy. The salesman describes the new mayor as a short guy, nearly albino, huge nose, wears a sash and a crown of laurel leaves, tends to stutter. (Describing the Little Caesars mascot).
If pressed, the salesman could also describe any number of other newcomers to the town, each holding some sort of power in government or in social status:
* The tavern is run by somebody matching the description of Wendy from Wendy's. (Dave's Ales is the local watering-hole. Cute little girl behind the bar, bright red hair, always in pigtails. Serves the best Beef Squares you'll ever eat.)
* The local busker is a take on chester cheetah, of cheetos. (A tabaxi on the street corner, dark sunglasses to hide his apparent blindness, stark-white goatee and matching thinning, patchy coat. Plays a bass flute for money.)
* The jailer/sheriff is a thin veil over McGruff the crime dog. (A tall, well-postured gnoll-person always seen wearing a light tan overcoat. He doesn't seem to investigate crime or put anybody behind bars, but he is often seen out in public warning people to be more aware of their surroundings.)If the party chooses to go to the town to investigate, they'll see shops and townsfolk all slightly reminiscent of real-world mascots:
* The captain of the police force looks like Cap'n Crunch
* The town drunk is known to tricking people into asking for some punch to drink, and then hitting them.
* The sewers have been overrun with a singing, dancing mouse and his friends. (Chuck E Cheese)
* The fields to the north have been taken over by a Jolly Green Giant
* Mr Clean is a janitor...and so on.
As the party investigates, they discover that some of the original townsfolk have been run off by the changes, and those that remain have been hoodwinked into believing it's always been this way; even though these newcomers came in slowly and kicked out legitimate business owners, put them out of business or scared them off, that they've been here the whole time; they've been psychologically conditioned to accept the mascot ruling class via a magic artifact or a summoning gone wrong. (I haven't decided the mechanism yet, but something is making the townspeople believe this is normal, and finding and breaking it is the core of the resolution.)
The players can fix the problem in one or a combination of ways:
* reclaim the institutions one by one (city hall, sheriff, water supply, etc)
* Deprogramming residents by finding the source and destroying/fixing it.
* finding the original deeds and voiding contracts and exposing fraud to restore original ownership of businesses and political offices.
* Outright buying back properties from the mascots.Like many other "Is This Anything" posts, this isn't a completed story, but I'll probably come back to it to flesh it out a little bit at some point.
Thoughts?
#iTA #IsThisAnything #TTRPG #DnD #DnD5e #WorldBuilding
#TabletopRPG #DMing #HombrewDnD #GameMaster -
The party meets a salesman. During his pitch, he tells the party of the town he came from most recently, how the majority of the townsfolk seemed muted while the 10% who ran the town and its shops seemed very outgoing and loud, personality-wise. Says he's been to that town dozens of times over the last decade, but only in the past few visits has he seen this trend.
He describes one specific person, the mayor of the town. Says from what he's heard, the mayor-to-be came to town, was around for three days or so, and then the former mayor abruptly stepped down and gave the role to the new guy. The salesman describes the new mayor as a short guy, nearly albino, huge nose, wears a sash and a crown of laurel leaves, tends to stutter. (Describing the Little Caesars mascot).
If pressed, the salesman could also describe any number of other newcomers to the town, each holding some sort of power in government or in social status:
* The tavern is run by somebody matching the description of Wendy from Wendy's. (Dave's Ales is the local watering-hole. Cute little girl behind the bar, bright red hair, always in pigtails. Serves the best Beef Squares you'll ever eat.)
* The local busker is a take on chester cheetah, of cheetos. (A tabaxi on the street corner, dark sunglasses to hide his apparent blindness, stark-white goatee and matching thinning, patchy coat. Plays a bass flute for money.)
* The jailer/sheriff is a thin veil over McGruff the crime dog. (A tall, well-postured gnoll-person always seen wearing a light tan overcoat. He doesn't seem to investigate crime or put anybody behind bars, but he is often seen out in public warning people to be more aware of their surroundings.)If the party chooses to go to the town to investigate, they'll see shops and townsfolk all slightly reminiscent of real-world mascots:
* The captain of the police force looks like Cap'n Crunch
* The town drunk is known to tricking people into asking for some punch to drink, and then hitting them.
* The sewers have been overrun with a singing, dancing mouse and his friends. (Chuck E Cheese)
* The fields to the north have been taken over by a Jolly Green Giant
* Mr Clean is a janitor...and so on.
As the party investigates, they discover that some of the original townsfolk have been run off by the changes, and those that remain have been hoodwinked into believing it's always been this way; even though these newcomers came in slowly and kicked out legitimate business owners, put them out of business or scared them off, that they've been here the whole time; they've been psychologically conditioned to accept the mascot ruling class via a magic artifact or a summoning gone wrong. (I haven't decided the mechanism yet, but something is making the townspeople believe this is normal, and finding and breaking it is the core of the resolution.)
The players can fix the problem in one or a combination of ways:
* reclaim the institutions one by one (city hall, sheriff, water supply, etc)
* Deprogramming residents by finding the source and destroying/fixing it.
* finding the original deeds and voiding contracts and exposing fraud to restore original ownership of businesses and political offices.
* Outright buying back properties from the mascots.Like many other "Is This Anything" posts, this isn't a completed story, but I'll probably come back to it to flesh it out a little bit at some point.
Thoughts?
#iTA #IsThisAnything #TTRPG #DnD #DnD5e #WorldBuilding
#TabletopRPG #DMing #HombrewDnD #GameMaster -
Is This Anything?
A USB-C dongle that adds storage to your phone but also has a pass-through charging port so you don't lose your one port. Low profile, shaped to sit flush against the bottom of your phone like it belongs there.
#iTA #isThisAnything #tech #android #concept #everydaycarry #gadgets
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Is This Anything?
A USB-C dongle that adds storage to your phone but also has a pass-through charging port so you don't lose your one port. Low profile, shaped to sit flush against the bottom of your phone like it belongs there.
#iTA #isThisAnything #tech #android #concept #everydaycarry #gadgets
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Is This Anything?
A USB-C dongle that adds storage to your phone but also has a pass-through charging port so you don't lose your one port. Low profile, shaped to sit flush against the bottom of your phone like it belongs there.
#iTA #isThisAnything #tech #android #concept #everydaycarry #gadgets
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Is This Anything?
A USB-C dongle that adds storage to your phone but also has a pass-through charging port so you don't lose your one port. Low profile, shaped to sit flush against the bottom of your phone like it belongs there.
#iTA #isThisAnything #tech #android #concept #everydaycarry #gadgets
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Is This Anything?
A USB-C dongle that adds storage to your phone but also has a pass-through charging port so you don't lose your one port. Low profile, shaped to sit flush against the bottom of your phone like it belongs there.
#iTA #isThisAnything #tech #android #concept #everydaycarry #gadgets
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Sid Meier's ffxiv 6
#chost #isthisanything #videogames -
Sid Meier's ffxiv 6
#chost #isthisanything #videogames -
Sid Meier's ffxiv 6
#chost #isthisanything #videogames -
Sid Meier's ffxiv 6
#chost #isthisanything #videogames -
Sid Meier's ffxiv 6
#chost #isthisanything #videogames -
Is This Anything?
Meet Dr. X. F. J. Widdershin, DMin, ThD, NWAR, MEM, MBA, J.D., LL.M., DVM, DC, DDS, BSYD, MD, PhD, DPT, EMD, EMT-P, RN, CRTT, DD, ASA, FSA, CAE, IAEE, PE, APSS, CMP, MS, (Ret.) (Vet.) (Esq.) And Notary Public!
The good doctor always seems to be right where he's needed, right when he's needed. The townsfolk will insist he's always been there, but the townsfolk across the county line say the same.
His tinctures work, his inventions function, even the snake-oil seems to have a potency to them. And that one thing the party has been needing to finish the collection? It's right there, for sale, right next to a bottle of rat poison and three loose trinkets from a board game.
And if the party needs to ask any follow-up questions? He's already packed up and gone. The townsfolk will swear they've never heard of him.
(And he'll also notarize anything. He has a stamp.)
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Do your players need a lead on that relic? The Doctor has one. Do they need an antidote before sundown? He mixed a batch this morning, funny they should ask. Do they need a reason to go left instead of right? He's got something for sale that'll sort that right out. Whatever your party needs to keep the adventure moving, Dr. Widdershin has it, has done it, or knows someone who has, and he's fully credentialed in all three. He's already set up in the next town! He's been expecting them!
#iTA #isThisAnything #DnD #TTRPG #Homebrew #NPC #Salesman #SnakeOil
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Is This Anything?
Meet Dr. X. F. J. Widdershin, DMin, ThD, NWAR, MEM, MBA, J.D., LL.M., DVM, DC, DDS, BSYD, MD, PhD, DPT, EMD, EMT-P, RN, CRTT, DD, ASA, FSA, CAE, IAEE, PE, APSS, CMP, MS, (Ret.) (Vet.) (Esq.) And Notary Public!
The good doctor always seems to be right where he's needed, right when he's needed. The townsfolk will insist he's always been there, but the townsfolk across the county line say the same.
His tinctures work, his inventions function, even the snake-oil seems to have a potency to them. And that one thing the party has been needing to finish the collection? It's right there, for sale, right next to a bottle of rat poison and three loose trinkets from a board game.
And if the party needs to ask any follow-up questions? He's already packed up and gone. The townsfolk will swear they've never heard of him.
(And he'll also notarize anything. He has a stamp.)
---
Do your players need a lead on that relic? The Doctor has one. Do they need an antidote before sundown? He mixed a batch this morning, funny they should ask. Do they need a reason to go left instead of right? He's got something for sale that'll sort that right out. Whatever your party needs to keep the adventure moving, Dr. Widdershin has it, has done it, or knows someone who has, and he's fully credentialed in all three. He's already set up in the next town! He's been expecting them!
#iTA #isThisAnything #DnD #TTRPG #Homebrew #NPC #Salesman #SnakeOil
-
Is This Anything?
Meet Dr. X. F. J. Widdershin, DMin, ThD, NWAR, MEM, MBA, J.D., LL.M., DVM, DC, DDS, BSYD, MD, PhD, DPT, EMD, EMT-P, RN, CRTT, DD, ASA, FSA, CAE, IAEE, PE, APSS, CMP, MS, (Ret.) (Vet.) (Esq.) And Notary Public!
The good doctor always seems to be right where he's needed, right when he's needed. The townsfolk will insist he's always been there, but the townsfolk across the county line say the same.
His tinctures work, his inventions function, even the snake-oil seems to have a potency to them. And that one thing the party has been needing to finish the collection? It's right there, for sale, right next to a bottle of rat poison and three loose trinkets from a board game.
And if the party needs to ask any follow-up questions? He's already packed up and gone. The townsfolk will swear they've never heard of him.
(And he'll also notarize anything. He has a stamp.)
---
Do your players need a lead on that relic? The Doctor has one. Do they need an antidote before sundown? He mixed a batch this morning, funny they should ask. Do they need a reason to go left instead of right? He's got something for sale that'll sort that right out. Whatever your party needs to keep the adventure moving, Dr. Widdershin has it, has done it, or knows someone who has, and he's fully credentialed in all three. He's already set up in the next town! He's been expecting them!
#iTA #isThisAnything #DnD #TTRPG #Homebrew #NPC #Salesman #SnakeOil
-
Is This Anything?
A D&D One-Shot that plays out like a Hallmark Christmas Movie.
In the town of Wickhollow, the wreaths go up a week before Solstice. The winter baking competition has been running since before anyone can remember. The mayor wears a sash. The candle in the window of the oldest house on the main road has been lit every Longest Night for several generations.
Someone in your party has been here before. They lived here, they loved here, they lost here. They left. They swore they'd never come back. But the town has welcomed them back with open arms.
Something is wrong this year. It's not a problem that can be solved by hitting it, but it is certainly the type of problem that will absolutely ruin the Longest Night celebrations if nobody does anything.
---
This is the idea of a one-shot that needs player and DM input to fully flesh it out.
What's wrong could be a family feud nobody will say aloud. It could be a recent loss that the town hasn't fully grieved yet. It could be a ritual nobody remembers how to perform. It could be the reason the hometown hero left in the first place, a wrong done to them that still sits unaddressed in the room.
One in the party is the "hometown hero" of sorts. They've returned to the town for the first time in years. Why they've returned could be a recent death in the family. It could be an old love to rekindle. It could be a letter with no return address that somehow found them anyway. It could just be that they were passing through; they swear they were only passing through.
The rest of the party are the quirky and lovable townsfolk. A chimneysweep, always covered in soot. A stablehand who can't escape the smell. An innkeeper who reserved the last room just for the "hero". The child who still believes all of it, completely, without irony.
The climax of the story is not driven by combat, but by a speech, a performance, a small act of community that the "hometown hero" could not have managed at session zero.
And it must start snowing right at the end. That is not a suggestion. The DM does not get a vote on this. It must start snowing.
#iTA #isThisAnything #DnD #OneShot #LongestNight #WinterSolstice #Hallmark
-
Is This Anything?
A D&D One-Shot that plays out like a Hallmark Christmas Movie.
In the town of Wickhollow, the wreaths go up a week before Solstice. The winter baking competition has been running since before anyone can remember. The mayor wears a sash. The candle in the window of the oldest house on the main road has been lit every Longest Night for several generations.
Someone in your party has been here before. They lived here, they loved here, they lost here. They left. They swore they'd never come back. But the town has welcomed them back with open arms.
Something is wrong this year. It's not a problem that can be solved by hitting it, but it is certainly the type of problem that will absolutely ruin the Longest Night celebrations if nobody does anything.
---
This is the idea of a one-shot that needs player and DM input to fully flesh it out.
What's wrong could be a family feud nobody will say aloud. It could be a recent loss that the town hasn't fully grieved yet. It could be a ritual nobody remembers how to perform. It could be the reason the hometown hero left in the first place, a wrong done to them that still sits unaddressed in the room.
One in the party is the "hometown hero" of sorts. They've returned to the town for the first time in years. Why they've returned could be a recent death in the family. It could be an old love to rekindle. It could be a letter with no return address that somehow found them anyway. It could just be that they were passing through; they swear they were only passing through.
The rest of the party are the quirky and lovable townsfolk. A chimneysweep, always covered in soot. A stablehand who can't escape the smell. An innkeeper who reserved the last room just for the "hero". The child who still believes all of it, completely, without irony.
The climax of the story is not driven by combat, but by a speech, a performance, a small act of community that the "hometown hero" could not have managed at session zero.
And it must start snowing right at the end. That is not a suggestion. The DM does not get a vote on this. It must start snowing.
#iTA #isThisAnything #DnD #OneShot #LongestNight #WinterSolstice #Hallmark
-
Is This Anything?
A D&D One-Shot that plays out like a Hallmark Christmas Movie.
In the town of Wickhollow, the wreaths go up a week before Solstice. The winter baking competition has been running since before anyone can remember. The mayor wears a sash. The candle in the window of the oldest house on the main road has been lit every Longest Night for several generations.
Someone in your party has been here before. They lived here, they loved here, they lost here. They left. They swore they'd never come back. But the town has welcomed them back with open arms.
Something is wrong this year. It's not a problem that can be solved by hitting it, but it is certainly the type of problem that will absolutely ruin the Longest Night celebrations if nobody does anything.
---
This is the idea of a one-shot that needs player and DM input to fully flesh it out.
What's wrong could be a family feud nobody will say aloud. It could be a recent loss that the town hasn't fully grieved yet. It could be a ritual nobody remembers how to perform. It could be the reason the hometown hero left in the first place, a wrong done to them that still sits unaddressed in the room.
One in the party is the "hometown hero" of sorts. They've returned to the town for the first time in years. Why they've returned could be a recent death in the family. It could be an old love to rekindle. It could be a letter with no return address that somehow found them anyway. It could just be that they were passing through; they swear they were only passing through.
The rest of the party are the quirky and lovable townsfolk. A chimneysweep, always covered in soot. A stablehand who can't escape the smell. An innkeeper who reserved the last room just for the "hero". The child who still believes all of it, completely, without irony.
The climax of the story is not driven by combat, but by a speech, a performance, a small act of community that the "hometown hero" could not have managed at session zero.
And it must start snowing right at the end. That is not a suggestion. The DM does not get a vote on this. It must start snowing.
#iTA #isThisAnything #DnD #OneShot #LongestNight #WinterSolstice #Hallmark
-
Is This Anything?
The Butterfly Festival
Every year, over the course of a fortnight, the city fills with butterflies. Millions of them. They blanket every surface, drift through every street, settle on every shoulder. They come for a few days, and then leave, continuing their migration and dispersing.
People come from all over to see the beauty. The festival that grew around their arrival is now the largest on the continent, with vendors, ceremonies, competitions, and tourists.
This year, something is different.
The butterflies arrived as expected, but something is off. The butterflies are... docile? Their bright colors are... muted? They seem... skittish around people. And when the fortnight ends, they don't leave. They stay, packed together, restless and dim. More keep arriving. The migration has stalled.
Nobody knows why. The festival mood curdles into unease.
---
Why this is happening can depend on the story you're telling:
1. Something blocks the migration path. A threat, a disaster, or a darkness lies ahead on their route. The butterflies are witnesses to something the players haven't found yet.
2. Something in the city is drawing them. An artifact, a ritual, a birth, a death. The butterflies are responding to a magical attractor the players may be connected to.
3. They are carrying something. Spores, a curse, fey larvae, encoded information. Someone is using the migration as a delivery mechanism, and the delay is intentional.
4. They are dying. Their colors fade a little more each day. Their death will trigger something - ecological, magical, or divine - and the clock is already running out.
5. Not all of them are butterflies. Most are, but something is hiding in the swarm, waiting.---
The cause is left open on purpose. Plug in whatever fits your current story, or let the players figure it out and surprise you.
#iTA #isThisAnything #dnd5e #DungeonsAndDragons #TTRPG #ttrpghooks #Worldbuilding #storyhook #butterflies #festival
-
Is This Anything?
The Butterfly Festival
Every year, over the course of a fortnight, the city fills with butterflies. Millions of them. They blanket every surface, drift through every street, settle on every shoulder. They come for a few days, and then leave, continuing their migration and dispersing.
People come from all over to see the beauty. The festival that grew around their arrival is now the largest on the continent, with vendors, ceremonies, competitions, and tourists.
This year, something is different.
The butterflies arrived as expected, but something is off. The butterflies are... docile? Their bright colors are... muted? They seem... skittish around people. And when the fortnight ends, they don't leave. They stay, packed together, restless and dim. More keep arriving. The migration has stalled.
Nobody knows why. The festival mood curdles into unease.
---
Why this is happening can depend on the story you're telling:
1. Something blocks the migration path. A threat, a disaster, or a darkness lies ahead on their route. The butterflies are witnesses to something the players haven't found yet.
2. Something in the city is drawing them. An artifact, a ritual, a birth, a death. The butterflies are responding to a magical attractor the players may be connected to.
3. They are carrying something. Spores, a curse, fey larvae, encoded information. Someone is using the migration as a delivery mechanism, and the delay is intentional.
4. They are dying. Their colors fade a little more each day. Their death will trigger something - ecological, magical, or divine - and the clock is already running out.
5. Not all of them are butterflies. Most are, but something is hiding in the swarm, waiting.---
The cause is left open on purpose. Plug in whatever fits your current story, or let the players figure it out and surprise you.
#iTA #isThisAnything #dnd5e #DungeonsAndDragons #TTRPG #ttrpghooks #Worldbuilding #storyhook #butterflies #festival
-
Is This Anything?
The Butterfly Festival
Every year, over the course of a fortnight, the city fills with butterflies. Millions of them. They blanket every surface, drift through every street, settle on every shoulder. They come for a few days, and then leave, continuing their migration and dispersing.
People come from all over to see the beauty. The festival that grew around their arrival is now the largest on the continent, with vendors, ceremonies, competitions, and tourists.
This year, something is different.
The butterflies arrived as expected, but something is off. The butterflies are... docile? Their bright colors are... muted? They seem... skittish around people. And when the fortnight ends, they don't leave. They stay, packed together, restless and dim. More keep arriving. The migration has stalled.
Nobody knows why. The festival mood curdles into unease.
---
Why this is happening can depend on the story you're telling:
1. Something blocks the migration path. A threat, a disaster, or a darkness lies ahead on their route. The butterflies are witnesses to something the players haven't found yet.
2. Something in the city is drawing them. An artifact, a ritual, a birth, a death. The butterflies are responding to a magical attractor the players may be connected to.
3. They are carrying something. Spores, a curse, fey larvae, encoded information. Someone is using the migration as a delivery mechanism, and the delay is intentional.
4. They are dying. Their colors fade a little more each day. Their death will trigger something - ecological, magical, or divine - and the clock is already running out.
5. Not all of them are butterflies. Most are, but something is hiding in the swarm, waiting.---
The cause is left open on purpose. Plug in whatever fits your current story, or let the players figure it out and surprise you.
#iTA #isThisAnything #dnd5e #DungeonsAndDragons #TTRPG #ttrpghooks #Worldbuilding #storyhook #butterflies #festival
-
Is This Anything?
Take Star Trek TOS and TNG episode plots, sand off enough of the sci-fi to pass as fantasy, and run them as D&D one-shots.
-
Is This Anything?
Take Star Trek TOS and TNG episode plots, sand off enough of the sci-fi to pass as fantasy, and run them as D&D one-shots.
-
Is This Anything?
Take Star Trek TOS and TNG episode plots, sand off enough of the sci-fi to pass as fantasy, and run them as D&D one-shots.
-
Is This Anything?
Take Star Trek TOS and TNG episode plots, sand off enough of the sci-fi to pass as fantasy, and run them as D&D one-shots.
-
Is This Anything?
Take Star Trek TOS and TNG episode plots, sand off enough of the sci-fi to pass as fantasy, and run them as D&D one-shots.
-
Meet Aldric.
He turned eighteen in the dark, which is how he would have
preferred to spend it -- quietly, without incident, without
anyone dying. He had gotten good at that. Staying small. Staying
away from the edges of things. He had watched his mother go
slowly and his father go suddenly and everyone else in between
go badly, and he had taken careful notes on all of it without
meaning to, and what the notes said was: it hurts, and it takes
a long time, and it means nothing about you except that it
happened.The god did not introduce itself. It did not ask. It told him
what he was going to do and it did not wait for him to agree and
it did not offer him anything for the trouble and when it was
done speaking the room was just a room again and Aldric was
still in it, alone, the same as he had always been except now there was a direction.He is not brave. He wants to be clear about that, in case
anyone is keeping track. He knows what swords do to bodies
because he has seen what smaller things do to bodies, and he is
not interested in finding out what the last part feels like from
the inside. But the god said go, and there is no one left to
stay for, and so he is going. Quietly. Terrified. One foot and
then the other, into whatever is waiting, which he is trying
very hard not to think about.---
Aldric is a Paladin who did not ask to be one, built along the
lines of Oath of Glory less because he believes in it and more
because something does, and has decided he's the vessel. He
looks like someone who has been bracing for bad news long enough
that it has become his resting posture -- cautious eyes, careful
hands, the kind of stillness that reads as calm until you know
what it actually is. In combat he fights like a person who is
acutely aware that damage is real, which makes him precise and
not particularly reckless, and which makes his Divine Smites
feel less like power and more like desperation with good timing.
At the table he is the one asking whether this is actually
necessary, and then doing it anyway, every time.#iTA #isThisAnything #DnD #TTRPG #CharacterIntro #Homebrew
#Paladin #OathOfGlory #DivineMandate #CharacterBackstory
#Trauma #NewAdventurer -
Meet Aldric.
He turned eighteen in the dark, which is how he would have
preferred to spend it -- quietly, without incident, without
anyone dying. He had gotten good at that. Staying small. Staying
away from the edges of things. He had watched his mother go
slowly and his father go suddenly and everyone else in between
go badly, and he had taken careful notes on all of it without
meaning to, and what the notes said was: it hurts, and it takes
a long time, and it means nothing about you except that it
happened.The god did not introduce itself. It did not ask. It told him
what he was going to do and it did not wait for him to agree and
it did not offer him anything for the trouble and when it was
done speaking the room was just a room again and Aldric was
still in it, alone, the same as he had always been except now there was a direction.He is not brave. He wants to be clear about that, in case
anyone is keeping track. He knows what swords do to bodies
because he has seen what smaller things do to bodies, and he is
not interested in finding out what the last part feels like from
the inside. But the god said go, and there is no one left to
stay for, and so he is going. Quietly. Terrified. One foot and
then the other, into whatever is waiting, which he is trying
very hard not to think about.---
Aldric is a Paladin who did not ask to be one, built along the
lines of Oath of Glory less because he believes in it and more
because something does, and has decided he's the vessel. He
looks like someone who has been bracing for bad news long enough
that it has become his resting posture -- cautious eyes, careful
hands, the kind of stillness that reads as calm until you know
what it actually is. In combat he fights like a person who is
acutely aware that damage is real, which makes him precise and
not particularly reckless, and which makes his Divine Smites
feel less like power and more like desperation with good timing.
At the table he is the one asking whether this is actually
necessary, and then doing it anyway, every time.#iTA #isThisAnything #DnD #TTRPG #CharacterIntro #Homebrew
#Paladin #OathOfGlory #DivineMandate #CharacterBackstory
#Trauma #NewAdventurer -
Meet Aldric.
He turned eighteen in the dark, which is how he would have
preferred to spend it -- quietly, without incident, without
anyone dying. He had gotten good at that. Staying small. Staying
away from the edges of things. He had watched his mother go
slowly and his father go suddenly and everyone else in between
go badly, and he had taken careful notes on all of it without
meaning to, and what the notes said was: it hurts, and it takes
a long time, and it means nothing about you except that it
happened.The god did not introduce itself. It did not ask. It told him
what he was going to do and it did not wait for him to agree and
it did not offer him anything for the trouble and when it was
done speaking the room was just a room again and Aldric was
still in it, alone, the same as he had always been except now there was a direction.He is not brave. He wants to be clear about that, in case
anyone is keeping track. He knows what swords do to bodies
because he has seen what smaller things do to bodies, and he is
not interested in finding out what the last part feels like from
the inside. But the god said go, and there is no one left to
stay for, and so he is going. Quietly. Terrified. One foot and
then the other, into whatever is waiting, which he is trying
very hard not to think about.---
Aldric is a Paladin who did not ask to be one, built along the
lines of Oath of Glory less because he believes in it and more
because something does, and has decided he's the vessel. He
looks like someone who has been bracing for bad news long enough
that it has become his resting posture -- cautious eyes, careful
hands, the kind of stillness that reads as calm until you know
what it actually is. In combat he fights like a person who is
acutely aware that damage is real, which makes him precise and
not particularly reckless, and which makes his Divine Smites
feel less like power and more like desperation with good timing.
At the table he is the one asking whether this is actually
necessary, and then doing it anyway, every time.#iTA #isThisAnything #DnD #TTRPG #CharacterIntro #Homebrew
#Paladin #OathOfGlory #DivineMandate #CharacterBackstory
#Trauma #NewAdventurer -
Meet Aldric.
He turned eighteen in the dark, which is how he would have
preferred to spend it -- quietly, without incident, without
anyone dying. He had gotten good at that. Staying small. Staying
away from the edges of things. He had watched his mother go
slowly and his father go suddenly and everyone else in between
go badly, and he had taken careful notes on all of it without
meaning to, and what the notes said was: it hurts, and it takes
a long time, and it means nothing about you except that it
happened.The god did not introduce itself. It did not ask. It told him
what he was going to do and it did not wait for him to agree and
it did not offer him anything for the trouble and when it was
done speaking the room was just a room again and Aldric was
still in it, alone, the same as he had always been except now there was a direction.He is not brave. He wants to be clear about that, in case
anyone is keeping track. He knows what swords do to bodies
because he has seen what smaller things do to bodies, and he is
not interested in finding out what the last part feels like from
the inside. But the god said go, and there is no one left to
stay for, and so he is going. Quietly. Terrified. One foot and
then the other, into whatever is waiting, which he is trying
very hard not to think about.---
Aldric is a Paladin who did not ask to be one, built along the
lines of Oath of Glory less because he believes in it and more
because something does, and has decided he's the vessel. He
looks like someone who has been bracing for bad news long enough
that it has become his resting posture -- cautious eyes, careful
hands, the kind of stillness that reads as calm until you know
what it actually is. In combat he fights like a person who is
acutely aware that damage is real, which makes him precise and
not particularly reckless, and which makes his Divine Smites
feel less like power and more like desperation with good timing.
At the table he is the one asking whether this is actually
necessary, and then doing it anyway, every time.#iTA #isThisAnything #DnD #TTRPG #CharacterIntro #Homebrew
#Paladin #OathOfGlory #DivineMandate #CharacterBackstory
#Trauma #NewAdventurer -
Meet Fat Man and Little Boy.
You'll meet them at a bad inn or a good road, depending on your
luck, and they will immediately be too much. Fat Man laughs
before the joke lands and Little Boy finishes it before Fat Man
can, and somewhere in the middle of all that noise you'll
decide they're harmless. Most people do.Fat Man is broad and round and warm in the way of a hearth that
doesn't know it's burning too hot. He gestures when he talks,
which is always, and he has a laugh that arrives several seconds
before anything funny happens. Little Boy is long and narrow and
still, and watches everything with the patient attention of
someone who has learned that the world reveals itself if you
wait. They have been together long enough that their sentences
are a single thing split between two mouths.They're carrying something. They don't know what it is -- not
really. They were paid to move it, told it was fragile, told not
to open it, and they haven't, because they are, despite
everything, professionals. It is fragile. It is also the reason
the next three sessions go the way they do. By the time you
understand what they had, you will have already decided you
liked them. That's the point. That was always the point.---
Fat Man and Little Boy are comic NPCs built for early placement
and long shadow -- loud enough to dismiss, warm enough to trust,
and load-bearing in ways the party won't clock until it's loud.
Fat Man runs high Charisma and low Wisdom, all impulse and
infectious energy, a natural distraction. Little Boy is his
complement: high Perception, low everything the party might
think to check. Together they function as a delivery mechanism
for a plot device neither of them understands, and as a quiet
argument that the most dangerous things in a campaign are the
ones that make you smile first.#iTA #isThisAnything #DnD #TTRPG #CharacterIntro #NPC
#Homebrew #ComicRelief #PlotTwist #DungeonMaster #DMTools -
Meet Fat Man and Little Boy.
You'll meet them at a bad inn or a good road, depending on your
luck, and they will immediately be too much. Fat Man laughs
before the joke lands and Little Boy finishes it before Fat Man
can, and somewhere in the middle of all that noise you'll
decide they're harmless. Most people do.Fat Man is broad and round and warm in the way of a hearth that
doesn't know it's burning too hot. He gestures when he talks,
which is always, and he has a laugh that arrives several seconds
before anything funny happens. Little Boy is long and narrow and
still, and watches everything with the patient attention of
someone who has learned that the world reveals itself if you
wait. They have been together long enough that their sentences
are a single thing split between two mouths.They're carrying something. They don't know what it is -- not
really. They were paid to move it, told it was fragile, told not
to open it, and they haven't, because they are, despite
everything, professionals. It is fragile. It is also the reason
the next three sessions go the way they do. By the time you
understand what they had, you will have already decided you
liked them. That's the point. That was always the point.---
Fat Man and Little Boy are comic NPCs built for early placement
and long shadow -- loud enough to dismiss, warm enough to trust,
and load-bearing in ways the party won't clock until it's loud.
Fat Man runs high Charisma and low Wisdom, all impulse and
infectious energy, a natural distraction. Little Boy is his
complement: high Perception, low everything the party might
think to check. Together they function as a delivery mechanism
for a plot device neither of them understands, and as a quiet
argument that the most dangerous things in a campaign are the
ones that make you smile first.#iTA #isThisAnything #DnD #TTRPG #CharacterIntro #NPC
#Homebrew #ComicRelief #PlotTwist #DungeonMaster #DMTools -
Meet Fat Man and Little Boy.
You'll meet them at a bad inn or a good road, depending on your
luck, and they will immediately be too much. Fat Man laughs
before the joke lands and Little Boy finishes it before Fat Man
can, and somewhere in the middle of all that noise you'll
decide they're harmless. Most people do.Fat Man is broad and round and warm in the way of a hearth that
doesn't know it's burning too hot. He gestures when he talks,
which is always, and he has a laugh that arrives several seconds
before anything funny happens. Little Boy is long and narrow and
still, and watches everything with the patient attention of
someone who has learned that the world reveals itself if you
wait. They have been together long enough that their sentences
are a single thing split between two mouths.They're carrying something. They don't know what it is -- not
really. They were paid to move it, told it was fragile, told not
to open it, and they haven't, because they are, despite
everything, professionals. It is fragile. It is also the reason
the next three sessions go the way they do. By the time you
understand what they had, you will have already decided you
liked them. That's the point. That was always the point.---
Fat Man and Little Boy are comic NPCs built for early placement
and long shadow -- loud enough to dismiss, warm enough to trust,
and load-bearing in ways the party won't clock until it's loud.
Fat Man runs high Charisma and low Wisdom, all impulse and
infectious energy, a natural distraction. Little Boy is his
complement: high Perception, low everything the party might
think to check. Together they function as a delivery mechanism
for a plot device neither of them understands, and as a quiet
argument that the most dangerous things in a campaign are the
ones that make you smile first.#iTA #isThisAnything #DnD #TTRPG #CharacterIntro #NPC
#Homebrew #ComicRelief #PlotTwist #DungeonMaster #DMTools -
Meet Zagrea Afxbis.
Six generations ago, a young Tiefling named Urxikas Afxbis was playing dice in a loud bar and caught another player cheating. He called it out. There was a scuffle. The scuffle became a brawl. The brawl became a full-room catastrophe -- everyone involved, furniture flying, chaos wall to wall.
Everyone except the Green Hag sitting alone in the far corner.
Urxikas got thrown across the room and landed near her. Scrambling up, he stepped on her pack. Something inside shattered. She screamed. The whole bar went quiet.
She walked up to him slowly. Got close. And in a voice barely above a whisper, she told him exactly what she thought of him and every red-blooded, tail-dragging devilspawn that would come after him. Then she blew a handful of sand in his eyes and walked out.
That was six Afxbisses ago. The curse has been passed down faithfully through every generation. Uncontrollable magic. Skin that changes color every time a spell fires -- bright green after poison, bright red after fire, eight colors counted so far, possibly more to come. The Afxbis line has learned, generation to generation, how to ride the magic, how to keep it from swallowing them whole. The skin, they never figured out.
Somehow, Zagrea is a happy guy. Charismatic, warm, a little prone to exaggeration when he's telling stories. He finds joy in most things. Most people like him immediately.
But spend enough time with him and you'll see it -- something behind the eyes. Something that doesn't quite rest. He keeps moving because standing still was never really an option. He wasn't welcome most places, growing up. So he kept walking, kept adventuring, and somewhere along the way started looking for something that resembles peace.
He hasn't found it yet. His powers are getting stronger by the day.
---
Zagrea Afxbis is a tall Tiefling Sorcerer with almost no muscle to speak of, wearing colorful striped overalls and a cape long enough to wrap himself in -- both striped vertically in white, red, vermillion, orange, amber, yellow, chartreuse, green, teal, blue, violet, purple, magenta, and black. He attacks from range and relies on his arcane knowledge when his spells don't cooperate. He can will his bare hands to strike like a club, dagger, or handaxe, and can summon a vibrant shield of light from his own arms when pressed. He is a lifelong adventurer, a walking folk legend, and arguably the most colorful person in the room -- sometimes literally.
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