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#30. Skeletons as fire hazards.
aldemaroromero · 1 year
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sillovn · 1 year
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Cheat Sheet: Hybrid Sorcery
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So you want to play a hybrid sorcerer? Here is a quick overview. (X) - more Cheat Sheets
This series started as a reference for planning my ER characters, and also as notes for spell types. Ive tried to keep this info dense and not just list things you can pull from a wiki/build tool.
As always, I recommend the following for detailed math and specifics...
Build and Inventory Planner by sovietspaceship
Glintstone Staff math by Chrightt
Magic Schools Overview
Death
Stat: INT+ FTH min - Rancorcall (16 int, 14 fth) max - Explosive Ghostflame (42 int, 30 fth)
The most stat intensive magic school with few practical uses. Main strength is throwing out persistent homing projectiles (ie. being annoying in PvP). Besides this, Death spells are slow acting and deal very little damage.
Fia's Mist is a source of Deathblight. Only 1 other spell (Death Lightning) also has this.
Tibia Summons can be blocked by obstacles (the skeletons spawn where an invisible projectile lands).
Lava
Stat: high INT + low FTH min - Magma Shot (19 int, 10 fth) max - Rykard's Rancor (40 int, 18 fth)
The only fire damage sorceries, spells are slow acting and leave lingering damage effects. This school is very weak, if you need fire damage projectiles - consider using throwing pots instead.
Magma Shot, Roiling Magma are "magic grenades", manual aim works better than locking on.
Gelmir's Fury, Rykard's Rancor focus on flooding areas with damage hazards. They are also (arguably) less useful.
Claymen/Bubble
Stat: INT + ARC min - Oracle Bubbles (19 int, 15 arc) max - Great Oracular Bubble (25 int, 18 arc)
Only 2 spells, send out bubbles that drift slowly and explode on contact. Very efficient damage per FP but very slow acting; treat these less like ranged missiles and more like environmental hazards that you can prepare a fight with.
Oracle Bubbles are very weak, leaving Great Oracular Bubble as the 1 real spell in this school.
Great Oracular Bubble has similar damage to Comet, and works somewhat like a slow-motion version of it.
Both spells are found early, with no boss kills needed.
Aberrant
Stat: FTH min - Briars of Punishment (21 fth) max - Briars of Sin (24 fth)
Has many strange properties; FTH-only requirement, inflicts bleed and costs life to use.
very low fp cost, also surprisingly fast cast speed.
damage improved by many sources. Staff of the Guilty (+20%), Alberich's Armour (+6% per piece).
despite appearance, deals magic *not* physical damage.
Glintstone Staff Breakdown
Spell scaling comparison is vs. 60 INT on Academy Glintstone Staff (~304). In short, +50 points in damage stat given most classes stat with ~10 stat base.
Prince of Death
INT/FTH staff, has the most damage given infinite levels (80 INT/FTH). However, stat scaling is low up until ~60 INT/FTH. Consider for NG+, poor choice otherwise.
226 scaling at 35/35 or 40/30
Gelmir
INT/FTH staff, more usable than the above, but still very weak. This staff is drop-only and *very hard* to farm.
248 scaling at 40/30 or 35/35
Albinauric
The only hybrid staff with reasonable damage, scales Arc>Int. However! you still need INT for spell requirements; take note, even if high ARC + low INT looks good on paper.
293 scaling at 40/30 or 45/25
Guilty
Pure FTH staff, drop-only. Large school bonus (+20% damage for Aberrant spells).
271 scaling at 60 fth
Closing Thoughts
Hybrid sorcery is difficult to work with. And with good reason.
Sorcery is *very focused* on 'long range + magic damage'. The hybrid schools don't improve/widen your strategic options. Additionally, the most usable hybrid spells also tend to be the low req. ones.
Sorcery requirements overwhelmingly ask for INT and lots of it. Even if damage seems good, having less INT limits your arsenal.
Hybrid staves tend to have low damage
All this to say; 'INT+ splash stat' is the most reasonable build for (most) hybrid sorceries.
For example: 15 Fth lets you use 3 of 4 Gelmir spells. For most characters, that is ~5 levels. Additionally, school bonuses only need the staff *equipped*. In this case, you could Off-Hand a Gelmir Staff and cast with an Academy Glintstone for much more damage.
The 1 noteworthy exception? Aberrant spells. The staff damage is pretty decent with a *very large* school bonus. At reasonable levels, dual-wield Guilty Staves is the most damage (for Aberrant spells specifically and nothing else).
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thecreaturecodex · 2 years
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Whirlbones
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“Bone Devil” © Brian Williams
[From the Fighting Fantasy book Trial of Champions. Obviously, “bone devil” is taken in D&D and its derivative properties; I had to come up with a different name. The original didn’t actually have any wind based abilities, which seemed a shame. So I added some.]
Whirlbones CR 5 CE Undead This creature is a skeleton, held in shape but only partly articulated, in a column of swirling wind. Small twisters emerge from its eye sockets, and its bones rattle together in the gusts.
A whirlbones is a malevolent undead created when a mortal is killed by the wind. This could include victims of hurricanes or tornadoes, those that shipwrecked in windstorms, or those that were pushed to their death by mundane or magical gusts. Whirlbones hunger for the hearts of their victims, and hunt living prey, preferring sapient victims. They can be found anywhere, although are more common in areas of high wind.
A whirlbones at rest resembles a mere pile of skeletal remains, and they often lay quiescent in order to ambush prey. When they spring to life, their gaze can paralyze their victims, and the whirlbones can get down to the business of feasting on hearts. If a whirlbones is unable to paralyze all its foes, it relies on hit and run attacks, maintaining as much distance as it can while blasting away with hammering gusts of wind. They are smart enough to use their wind blasts to push enemies into hazards or over ledges if these are present in the terrain.
Whirlbones have little use for treasure, except as bait for curious victims. They prefer small items, like coins or gems, that they can carry easily from one place to another. Whirlbones rarely remain in one place for long, unless they are commanded by a spellcaster to serve as a guardian. They resent such treatment, and more than one necromancer has been killed by their whirlbones minions after getting careless.
Whirlbones        CR 5 XP 1,600 CE Medium undead (air) Init +4; Senses darkvision 60 ft., Perception +12 Defense AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural) hp 52 (8d8+16) Fort +4, Ref +6, Will +7 DR 10/bludgeoning; Immune cold, electricity Defensive Abilities cloak of winds Offense Speed 30 ft., fly 50 ft. (good) Melee 2 claws +10 (1d4+2) Ranged wind blast +10 (4d6+2 bludgeoning plus knockdown) Special Attacks gaze Statistics Str 14, Dex 18, Con -, Int 11, Wis 13, Cha 14 Base Atk +6; CMB +8; CMD 22 Feats Deadly Aim, Flyby Attack, Point Blank Shot, Weapon Finesse Skills Disguise +13, Fly +19, Perception +12, Stealth +15 Languages Auran, Common Ecology Environment any land or underground Organization solitary or storm (2-6) Treasure incidental Special Abilities Cloak of Winds (Su) A whirlbones is surrounded by a layer of wind that grants it a 30% miss chance against all physical ranged weapons, such as bolts, arrows, alchemical weapons or bullets. Rays or oversized projectiles (such as a catapult shot) do not suffer this miss chance. A whirlbones is not affected by magical or mundane wind effects, and can fly in even tornado-force winds without penalty. A control winds effect can suppress this ability for its duration, if the caster succeeds in a caster level check against the whirlbones’ Hit Dice. Gaze (Su) Range 30 ft.; save Will DC 16; effect paralyzed 1d4+1 rounds. A creature paralyzed by a whirlbones’ gaze may attempt to make another Will save each round as a full round action to shake off the effect. The save DC is Charisma based. Wind Blast (Su) As a standard action, a whirlbones can fire a gust of wind at a target within 60 feet. Treat this as a ranged attack. A creature struck takes 4d6 points of bludgeoning damage plus the whirlbones’ Charisma modifier, and must succeed a DC 16 Fortitude save or be knocked prone and pushed back 5 feet. The save DC is Constitution based.
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wickedsrest-rp · 2 years
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NAME: Will-o’-the-wisp
ALSO KNOWN AS: Ignis fatuus
RARITY: ★☆☆☆☆
THREAT LEVEL: ★★☆☆☆ | Just don’t follow them; it’s fine. Right? Likely to lead people astray or into the maws of other monsters.
HABITAT: Most often seen near bodies of freshwater, and especially at night or when there’s fog. They’re common sightings in swamps, bogs, and wooded areas. Mossthorn Bog is full of them.
DESCRIPTION: Will-o’-the-wisp are atmospheric “ghost” lights frequently seen over swamps, bogs, or in wooded areas. They draw travelers off the safe path and bring them towards danger. Many people who followed will-o’-the-wisps are never seen or heard from again. There’s speculation that the will-o’-the-wisp are the souls of people who died in the woods and were never able to find their way out. However, if they are ghosts or spirits, it doesn’t explain why ordinary human beings are able to see them and why mediums are no better at detecting them than anyone else. However, kitsune can control will-o’-the-wisps, and are unaffected by them.
ABILITIES: Something about the way the will-o’-the-wisp moves is able to compel people to follow it, even if they normally wouldn’t. This often leads to people following them into danger, whether that’s the deepest part of the bog or right into the jaws of the hungry monster. Interestingly, wisps are charged with magical energy. While kitsune are most adept at tapping into them, spellcasters and others can use them as a magic source when they’re nearby. Of course, this isn’t without risk.
WEAKNESS: If someone is aware of what they’re looking at and knows it would be dangerous to follow a will-o’-the-wisp, they won’t be affected as strongly by the compulsion, and should be able to break away from it. Kitsune are completely immune.
OTHER VARIANTS:
Ignis kaboomus: These wisps look like any other at first glance, but once they draw someone in close, they don’t lead them astray – they simply explode. The barrage of flame can be a hazard to anyone nearby, and also sets off other nearby wisps. Some kitsune keep these around and use them like explosives when the situation calls for it. 
Dying light: Containing a bright sunset palette within its flames, dying lights are beautiful sights to behold. Unfortunately, if you see one, it’s a sign that you’re either about to die, or will have a very close brush with death in whatever the swamp the wisp is in. Dying lights are sometimes seen as forces of good in the world, providing a warning of danger to come. Seeing one is still sure to give anyone chills if they know what it is, though. Some believe that dying lights are psychopomps that guide people into the afterlife, and as such they should be followed.
Enenra: These wisps take the form of a compressed orb of smoke rather than an eerie flame. Said to be seen only by those who are “pure hearted” (the meaning of which is always left vague), enenra are actively malevolent, floating toward its victims and forcing themselves to be inhaled. Sometimes they will choke their victims from the inside, killing them; other times they may reside inside of someone, giving them breathing issues until the wisp is magically removed.  
Onibi: It’s no wonder that their Japanese name translates to “demon fire”. Onibi are blue or white balls of flame that appear in clusters ranging from 20-30 fireballs, floating at around eye level. Anyone who wanders too close will end up swarmed by all of them, and in grave danger as the onibi siphon away the life force of the victim. If someone stares into an onibi they’ll see the faces of those who had their life completely drained by the fireball, and may even hear their dying words. Onibi are made when a person or animal dies nearby, but they themselves are not the ghosts of the dead.
Žiburinis: Originally described in Lithuania, these will-o’-the-wisps take the shape of fiercely glowing green skeletons, spectral in nature. The skeletons beckon people to follow them, drawing them into underground caverns and mines rather than into the swamp or other dangers. Their appearance is said to precede a death, which is, well, often true despite not being prophetic. Kitsune may have some extra fun controlling these rare wisps, feeling skeletons are upgrades from the usual orbs and flames.
(Art credit: Oxeren on dA)
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the-ashen-gm · 3 years
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Four 9th-level spells to grant the strength of Lords [Dark Souls 5e]
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[Image ID: Lord Gwyn hefting a bolt of lightning like a javelin. End ID.]
Sunlight Spear
9th-level evocation
Casting Time: 1 action
Range: Self (1000 foot line)
Components: V, S
Duration: Instantaneous
You hurl a spear made of sunlight in a line that is 1000 feet long and 5 feet wide, originating from yourself. Each creature in the area must make a Dexterity saving throw, taking 15d6 radiant damage and 15d6 lightning damage on a failed save and half as much on a successful one.
If the creature is a dragon, the spell ignores immunity and resistance to any of the damage types it deals. Furthermore, a dragon that fails the saving throw loses its natural AC until it finishes a long rest and has its flying speed reduced to 0 until the end of its next turn.
Cleric spell
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[Image ID: Seath the Scaleless, a crystal dragon, raising his head menacingly. End ID]
Crystal Dragon's Breath
9th-level evocation
Casting Time: 1 action
Range: Self (120 foot line)
Components: V, S
Duration: Instantaneous
You unleash a spray of crystal energy in a 120 foot line that is 10 feet wide, originating from yourself. Each creature in that line must make a Dexterity saving throw, taking 16d10 force damage on a failed save, or half as much damage on a successful one. Furthermore a creature that fails the saving throw by more than 5 is petrified, becoming a statue of dark crystals. At 0 hit points, the petrified creature shatters.
Sorceerer, warlock, wizard spell
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[Image ID: the Bed of Chaos, a hulking plant monster with a fiery head. End ID.]
Chaos Storm
9th-level transmutation
Casting Time: 1 action
Range: Self (30 foot radius)
Components: V, S
Duration: 1 round
You summon forth demonic fire and lava from the earth that engulfs the area around you in a 30 foot radius. Creatures in the area must make a Constitution saving throw or take 18d10 fire damage and be knocked prone, or half as much damage and not knocked prone on a successful save. Objects and plant creatures fail the saving throw automatically and take maximum damage.
The ground in this area remains hazardous until the end of your next turn: creatures other than you that start their turn there or enter the area for the first time take 2d10 fire damage.
Bard, druid, sorcerer spell
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[Image ID: Gravelord Nito, a mass of skeletons looming in the dark. End ID.]
Gravelord Greatsword Dance
9th-level conjuration
Casting Time: 1 action
Range: Self (30 foot radius)
Components: V, S
Duration: Instantaneous
You strike the ground, briefly disturbing the rest of a god of the dead. Each creature within 30 feet of you must make a Dexterity saving throw. On a failed save it takes 30d6 slashing damage and is knocked prone, or half as much damage and not knocked prone on a successful save. Non-undead creatures reduced to 0 hit points by this spell are bisected, their souls consumed by the god of the dead, and their skeletons added to the god's army in the underworld.
Cleric, warlock spell
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judgemark45 · 3 years
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Battleship USS West Virginia underway in the Pacific, circa 1944. Severely damaged by Japanese torpedoes at Pearl Harbor, USS West Virginia returned to service in October 1944. When the Japanese surrendered on September 2, 1945, she was in Tokyo Bay, a symbol of the resilience of the United States Navy. By all accounts, she shouldn’t have been there. She had suffered damage beyond any expectations her designers had. But she was an American warship, a fulfillment of Alfred T. Mahan’s ideas of power projected around the world. Her salvage and repair were a feat of engineering and determination. A phoenix rises from the ashes, but USS West Virginia (BB-48) rose from the waters of Pearl Harbor to contribute to the defeat of the Japanese empire.
Pearl Harbor was shallow, and on December 7, 1941, West Virginia was moored outboard of USS Tennessee (BB-43) at Ford Island in 40 feet of water. As the Japanese attack began, West Virginia, her port side laid bare, became an easy target for enemy torpedoes. The first two struck simultaneously, at 7:55 a.m, as General Quarters sounded. Men poured from hatchways as she began to list. A third explosion rocked the battlewagon. Spotter planes atop main turrets were aflame when a massive explosion on USS Arizona (BB-39) sent chunks of steel flying into the air. Moored nearby, pieces as large as five inches rained down on West Virginia. Gun crews fired on approaching enemy aircraft, adding to the cacophony of the first day of a new war.
Torpedoes ripped into her hull below the waterline and bombs fell from enemy aircraft, one causing the sections of the superstructure to collapse. As fires broke out, the ship’s damage control parties fruitlessly attempted to extinguish them. All hands not severely wounded were at work, fighting fires, manning guns, or assisting with damage control. Up on the bridge, the ship’s commanding officer, Captain Mervyn S. Bennion, had been mortally wounded in the abdomen by an explosion. Mess Attendant second class Doris Miller helped pull sailors through oil and water, up to higher decks not awash as West Virginia began to settle on the bottom. Miller assisted with moving the wounded Bennion, and even though he’d had no instruction in the weapon’s use, manned a machine gun, firing at incoming Japanese planes.
Eventually the order to abandon ship was given. As the wounded were loaded into whaleboats and other small craft, others either crossed over to Tennessee, or dove into the oil-covered water, swimming to Ford Island. When the crew was finally accounted for, there were two officers, including her commanding officer Bennion, and 106 enlisted men killed. Numerous others were wounded, and some would need months to recover from the attack. West Virginia, known by her crews as “Wee Vee” would need much longer.
The damage inflicted in a matter of minutes took over two years to repair. To say the Japanese attack on Pearl Harbor on December 7, 1941, left West Virginia crippled is understating the true extent of the damage. In an official report of ships damage at Pearl Harbor, West Virginia hardly sounds worth repairing:
“West Virginia sank at her berth as a result of four or five aircraft torpedo hits and at least two bomb hits. The vessel rests on a hard bottom with all spaces flooded up to two or three feet below the main deck. Most of the damage from torpedoes is in the midship area, which is badly wrecked both below water and above water. A large bomb passed through the foretop and the boat deck and apparently exploded near the port side on the main or second deck. This explosion caused considerable wreckage and a terrific powder and oil fire, which burned out the whole area and extended to the foremast structure up to and including the bridge. A second bomb hit the top of turret III and passed through the 6-inch top. The nature of the penetration indicated defective material. This bomb did not explode but caused damage to the slide of the left gun. Recently another torpedo hole, and parts of the torpedo, have been located aft under the counter. The steering engine room appears to be wrecked and the rudder is lying on the bottom.” Her salvation was due to the actions of one man, which resulted in West Virginia remaining upright at her moorings, unlike USS Oklahoma (BB-37), which capsized. Lieutenant Commander John S. Harper, the damage control officer aboard West Virginia, quickly initiated counterflooding, keeping the battlewagon upright. As a result, West Virginia was found to be drawing 50 feet 6 inches forward, and 40 feet 10 inches aft, compared to her usual draft of approximately 30 feet. The midship area was considerably damaged, and the oil fire, which had burned for 30 hours, caused extensive damage to the upper works. The hull crinkled as the ship settled on the bottom, and one torpedo had knocked the rudder off. Despite the damage, the decision was made to salvage the ravaged ship, modernize her, and return her to service. Salvage was undertaken in several stages. Patches had to be placed on holes in the hull by divers. These patches were made as cofferdams, which were large wooden structures braced with steel and attached to the ship by divers. Special concrete that would harden in water was then poured into sections around the cofferdams, sealing the bottoms and making them watertight. With the major holes patched, 800,000 gallons of fuel oil, all projectiles and other supplies were removed from the ship to reduce weight. As water was pumped out of the ship, salvage crews began to work through compartments, removing the remains of 66 trapped sailors. Marks on a bulkhead in one compartment indicated three sailors survived there for 16 days. With access to food and water, they held on until the breathable air ran out.The work was done in earnest, performed by naval and civilian personnel and a skeleton crew of sailors and marines which remained attached to West Virginia. Specialists from various companies arrived in Pearl Harbor to break down and repair equipment such as electrical panels and the steam-driven turbine engines which powered West Virginia. Seventy tons of fresh meat had been aboard Wee Vee when she sank, all of which the crew removed via 10 gallon cans. Crews took care to wear rescue breathing apparatus or monitor the air quality as they cleaned compartments. Those containing large stores of paper were some of the most hazardous to empty, as the decaying paper gave off noxious gasses.
On May 17, 1942, West Virginia was once again floated. The first step in her recovery was done, and she was moved to Drydock #1 at Pearl on June 9. Her draft had improved to 33 feet, just barely allowing her to enter the drydock. There, repairs were made to the hull to make it watertight once again. Machinery and other equipment were removed and either repaired at Pearl or marked for later installation stateside. The oil residue left behind had to be removed from surfaces. At the time of the attack, West Virginia still had her original cage masts, both of which were removed in Pearl. Some guns were repaired so the ship could defend itself on the trip home. Crew spaces were cleaned up and returned to a usable state, and while the enlisted galley had burned, the officer’s galley was repaired and put to use for the entire crew. The ship was safely floated again after just three months, but work on the ship continued pier side until April 1943. On April 30, after more than a year of work on temporary repairs, West Virginia was stabilized, repaired, and ready to make the journey to Bremerton, Washington, for final repairs and outfitting.
In early July 1944, over two and a half years after the attack at Pearl Harbor, West Virginia began her sea trials from Puget Sound Navy Yard, Bremerton, Washington. She had been at the yard in Washington for over a year undergoing permanent repairs and modernization. The ship that took to the seas in July 1944 looked nothing like the old battlewagon that had been a target of the Japanese attack. Equipped with updated radar and fire-control equipment, she was ready to unleash the power of her 16-inch main battery on the enemy who had sidelined her years before.
Her first opportunity to exact her toll on Japanese forces came on October 19, 1944, as Wee Vee bombarded targets in Leyte, Philippines, flying the same flag which had been hoisted on that fateful Sunday in December. The next day, she covered landing forces there, providing fire as needed. What might be her crowning achievement came on October 25, when she participated in the battle of Surigao Strait. In what was to be the last engagement of battleships in history, West Virginia opened fire on an enemy ship, firing 16 salvos from her main battery. When the smoke cleared, the target was discovered to be the Japanese battleship Yamashiro, which sank in minutes. Though West Virginia’s captain let the crew claim credit, the damage had been inflicted by five battleships, plus cruisers, firing on the Japanese ship and making it a group effort which sank her.
After her triumphant engagement at Surigao, West Virginia continued her tear across the Pacific, supporting the landings at Mindoro, Luzon, Iwo Jima, and finally, Okinawa. After spending years in dry docks and shipyards, West Virginia put in 223 days in battle, where she shot down eight would-be Kamikazes and assisted with 12 others. Her number came up on April 1, 1945, when one successful Japanese pilot plowed his aircraft into Wee Vee, killing four sailors and wounding 23. But after Pearl, one enemy aircraft was akin to a mosquito bite, and she stayed in the action. On August 31, 1945, West Virginia steamed into Tokyo Bay. A Japanese harbor pilot had come aboard to navigate the battlewagon to her berth. Five members of the ship’s crew, all musicians, were transferred to USS Missouri (BB-63) to augment the band which would play at the official surrender ceremony.As the Japanese delegation boarded Missouri on September 2, West Virginia lay in harbor some distance away. She was the only survivor of the Pearl Harbor attack present in Tokyo Bay that morning. (The cruiser USS Detroit (CL-8), had also been present at Pearl, but received no damage.) As the most important ceremony of the war got underway, West Virginia had no role in the somber occasion. She lay silently, ghastly in the distance, a triumphant reminder of how Japan had gambled and lost.
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awindinthelantern · 4 years
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D&D encounter idea #491:
A spectral carriage races past your Players in the witching-hours of the night:
Encounter may only happen within one hour before or after midnight.
The carriage may only be heard, seen, or perceived in any way of the Players once it enters within 60 feet (18 m) of it, if Players are travelling or encamped within 20 feet (6 m) of the road, or within 100 feet (30 m) of it if encamped farther than 20 feet from the roadside, unless True Seeing, Detect Undead, or See Invisibility are activated, in which case the carriage may be perceived up to half a mile away.
Roll a d6: on even numbers, a dog’s barking can be heard up to a minute beforehand, the animal invisible until the coach is within range. On odd numbers, there is silence.
If True Seeing or See Invisibility are not active, the carriage appears jet-black, and is pulled by a team of four equally jet-black horses, with a shadowy, indeterminate occupant inside, and a jet-black hound-dog with ruby-red eyes chasing ten feet behind it. If True Seeing or See Invisibility are active, an X-ray–like vision of the carriage and animals is revealed, with coach a framework of human ribs and limb-bones, and the animals and occupant inside horrible skeletons with rotten bits of flesh on their bones.
If sensing, the carriage and entourage exhibit a powerful necromantic aura.
If Players are encamped, any attempt to chase after the coach will be thwarted by its speed and their time spent returning to the road. If overtaken while on the road, any attempt to catch up or keep pace will be thwarted by its unearthly speed, as the carriage always manages to be about twice as fast as the fastest rider among the PC group.
By traveling to the nearest town or village, a mile or so off, and asking around, they may find out about the local noble family that used to rule over the area, and the Duke/Duchess who was the last of their family to rule the fiefdom before it was abolished centuries ago (gender may be left to DM’s discretion). Legend holds they were an inhumane ruler who did unspeakable acts, and though they were executed by the nation’s monarch for their crimes, the punishment was not enough, and their very soul is punished for eternity by the gods for their sins by riding from the ruins of their manor home to the ruins of the ancient local castle at every midnight, and there must pluck a single blade of grass which grows from the hill at the castle’s base. This they must do every night until the hill is barren, and only then may their soul be at peace. The townspeople most likely to be forthcoming are the old regulars at the local inn & tavern. A persuasion check of 12 or higher is recommended, unless a Player offers to buy a pint of ale for a local.
Lore also holds that seeing the deathly procession is an ill omen, and anyone who’s seen it has suffered misfortune, illness, or even death. The Players may heed or laugh this off at their leisure, but afterword roll a d8 for three-quarters of the group at random (DM’s discretion) to decide which misfortunes befall them (one Misfortunes Roll per PC per Day/Long Rest): ◦ 1: No misfortune befalls them. ◦ 2: They’re prone to injury, and suffer disadvantage on 1d4 Athletic or Acrobatic checks or saves, DM’s choice. ◦ 3: An item disappears from their possession. ◦ 4: They are tormented by nightmares, unable to complete a night’s Long Rest, and suffer a point of exhaustion. ◦ 5: No misfortune befalls them. ◦ 6: They have a run-in with a falling pot, runaway cart, or similar hazard, and must succeed a DC 14 dodge or be injured by it (number of HP removed on a fail is scaled to hazard) ◦ 7: They feel a pervading sense of being watched, and suffer disadvantage on all checks requiring concentration. ◦ 8: Animals become strangely wary of them, and require success on an Animal Handling check of 14 or higher or they avoid the Player for that day.
Normal spells such as remove Curse have no effect on the bad luck which the Players experience, unless they leave the region entirely, as the dark magic of the area is too strongly tied to the land. The only cure is to venture toward the old, ruined castle and seek out the Ghost Lord at midnight and destroy it.
Difficulty rating of Ghost Lord suggested between Levels 4 and 7, with an appropriate number of hit points accordingly.
The Ghost Hound acts independently of its ghostly master, and receives its own Initiative slot, but is unconditionally loyal to them, and is immune to any Command or Effect that would have it attack them.
During its turn the Ghost Lord may choose to: 1. attack with its ghostly rapier, which deals 2d8 necrotic damage in addition to 1d10 piercing damage. 2. emit a psionic scream or rage that deals 2d10 psychic damage on a Player’s Dexterity Fail, or half as much on a Dex Save. 3. psychically loosen some stones from the crumbling walls of the castle, and send them falling onto players, who must make a Dex Save of 12 or higher or suffer 2d4 bludgeoning (crushing) damage.
Any successful melee attack against the ghost makes deals 1d6 necrotic damage to the Player in turn.
The ghost-hound on its turn may deal 2d4 slashing damage with its claws or 1d10 piercing damage with its bite. If it bites a player, it deals 1d6 burn damage in addition to piercing. [Note: as a modified hellhound, the ghost-hound does not possess Fire Breath.] Additionally, the player is Restrained by the ghost-hound’s bite, loses their turn, and must succeed on a strength check of 12 or higher to free themselves.
LEGENDARY ACTIONS: The Ghostly Lord has 3 Legendary Actions, and 4 total use-slots, but may not use any one action more than twice: 1. Lay of Land: Tied to its ancestral home in its undeathly curse, the Ghost Lord may emit a wave of necrotic energy in a 40-foot radius around itself, which deals 4d8 (or 3d10) necrotic damage on a Wisdom fail, or half as much on a Save (DC 16). 2. Master of the Castle: The Ghost Lord may pull down a large column or entire wall upon the Players, who take 3d10 bludgeoning damage on a Dex fail, or half as much on a Save (DC 12). If a wall is brought down (not a column), any Players within 10 feet of its base automatically fail the Dex Save and are dealt full damage. 3. Dread Procession: The Ghost Lord may send their carriage crashing into 1 or more Players, provided they are fighting in an area a carriage could reach (outside the castle proper, or inside the great hall if entry bridge is intact). Speed 50 feet per found. Carriage and horses deal 4d8 bludgeoning damage on a Dex Fail or half as much on a save (DC 16).
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brownstonearmy · 4 years
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2020-07-12: The Butt of a Joke (Part 4)
July 30 (Thursday Early Afternoon)
We begin this encounter with a wiggly white ooze launching forth from the outhouse and looking to make an easy meal of adventurers. Lucky takes things in an unexpected direction by tossing another corpse out of the portable hole to use as bait. A zombie corpse is waaaay easier to digest than some 10th-level adventurers with lots of fighting spirit in their hearts. The Wentenbocker Wiggler takes the bait.
Combat erupts with a bang (literally) as Spleenifer unleashes a barrage of thunderous smites on the creature. Spleenifer was hoping for some tithes in the outhouse, but an ooze without a clearly-defined digestive pathway is an affront to all that is holy. She makes those hits hurt. Deep within the translucent body of the ooze, a large chest of treasure is just barely visible.
Meanwhile, Disco uses their Vicious Mockery to insult the ooze and give it disadvantage. Do you know how talented you have to be to hurt an ooze with just your words? That's how talented Q/Disco is.
Lucky throws another zombie corpse, trying to lure it away from the party. The sound of vigorous fiddle playing fills the chamber as the ooze is pulverized into an inanimate pile of ectoplasm. Disco conjures up another round of dancing lights, this time in the shape of a humanoid and directs it in the direction of the sounds.
A undead fiddler with a longbow on his back appears in the light. He looks just like the skeleton guy from One Piece, because the dungeon master was unfamiliar with the source material and was just looking for cool pictures of undead musicians. Anyway, as the fiddler plays, words begin to form on the floor of the chamber. The words demand treasure. Specifically the treasure chest that just emerged from the guts of the Wentenbocker Wiggler.
Disco tries to impress the fiddler with their own musical prowess. Although the undead fiddler doesn't sway the fiddler from his demand of treasure, it does acknowledge Disco as a worthy musician. Lucky is starstruck by the abilities of both musicians.
The fiddler puts down his instrument and nocks an arrow in his bow to show he means business. Spleenifer asks (because you already know she was going to ask) how the fiddler's bowels work. He sighs, gets his fiddle back out and plays again. As he plays, the phrase "My bowels move with sounds of music" appears on the floor.
A group of zombies emerge from the darkness to haul away the treasure chest while Spleenifer and the fiddler have their weird conversation. If undead poop will get the party to give up the treasure, the fiddler is more than willing to leave a tithe for Spleenifer. But Disco has decided that the time for talking is over and the time for setting zombies on fire is just about to begin.
Disco conjures up a mighty fireball that explodes on all the undead. Remember that cryptic warning about fire from the last session? Well, the burst of heat triggered some hazardous mold on the other side of a wall that grows if exposed to heat. Spleen's Shield of Missile Attraction causes it to exclusively hit her with a solid punch of cold damage. The good news is that now all the zombies are dead.
Only the fiddler remains standing. He makes a break for the chest. Disco tries another round of Vicious Mockery on him, but is unsuccessful. The fiddler wraps his bony hands around one handle of the treasure chest. Lucky grabs the other handle on the chest and casts Thunder Step to induce SSSF (Sudden Sonic Skeleton Failure) in the fiddler. Coins pour out of Lucky's ears as she teleports away, this time with a new wild surge effect. Everything yellow looks more brown than anything else.
More looting of bodies happens. And looting of chests. The chest contains the astral diamond the party was looking for, along with some other goodies. Spleenifer scrapes up some of the frosty mold from the fireball explosion and dumps it into the Void of the Mysterious Outhouse. This does not go as planned.
The outhouse begins to sizzle and smoke. The chains holding it begin to lose their hold. A seemingly-invincible craphouse rockets into the ceiling and leaves a square hole in its bid for freedom on the surface.
Weirder things have happened to the party, so they keep exploring the dungeon. A sealed-off side room contains several valuable art objects, which Lucky snatches away with another Thunder Step. Additional exploration in a different part of the dungeon leads the party to another rotating puzzle message thingy, except this one is missing the rotating bit.
They found a similar-looking piece of stone that appears to match some of the markings on the door. After several minutes of investigation to determine the passphrase to open the door, they crack the code. The adventure concludes for the evening with the party armed with a mysterious phrase:
"We pray to the name no one remembers to forever hold this poison."
Stay tuned next time for more!
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All-Stars -Story Mode- CHAPTER 15 Pt. 5
After a long absence of the story, I am now posting this part finally after I finished up this and been sitting there just collecting dust. Do enjoy this part. ^^
P.S: I had noticed some mistakes on this part so I edited just in case you are going to point it out.
Part 4
Part 6
-Meanwhile, with the Group of Survivors in Fallen City, at the Exit of the Caves-
A light at the end of the Caves, Werner is one of the ones who saw it as he said “Zhe end of zhe Caves, ve’re nearly at zhe exit of zhe Caves.” to Cuphead, Mugman, Frisk, Bendy and Radec.
“Good! I’m getting too tired of this bulls@#4t already.” P!Dempsey said as he kept padding with P!Takeo’s help as they are close to U!Richtofen who is the only one padding while U!Nikolai had passed out drunk.
Bruno had been silent since his teammates had been taken, Sniper had happened to row by with Scout and Demoman when he noticed him, so he asked “Mate, are you alright?”
“I was barely alright, Austrian.” Bruno barely answered, “I am still worried for my allies, Scarlett, Shaw and annoying Mexican, Diego. If what Knight said about them being in the different universe then…” he continued but Scout cut him off as he said “I missed Miss Pauling too! But hey, I’m pretty sure they will be fine!”
“Just ignore him laddie,” Demoman said as he shook his head, “He is our version of the Annoying Mexican, Bruno.” he humored.
Bruno smiled as he shook his head and said “Expect he had million words carumed into one mouth.” as Scout had overheard this conversion and yelled “Hey!” making Sniper and Demoman laughed.
Colonel Radec had been focused on the Cave’s walls for any Hallow creature so he can give his men or his worst enemies to know so they wouldn’t be in a valuable state again. Frisk had looked at the river as they drifted away in their memories of the Underground once again.
"Tra la la. Did you ever hear the old song coming from the sea?"
They giggled as they recalled the lines the River Person had quoted whenever they took the boat ride to any part of the Underground, on the line for Alphys, to visit the Skeleton Brothers and others that became their friends.
Radec had heard them laughing and looked over to them to which Frisk noticed and looked back at him. “What are laughing about, Human? He asked as he does acknowledge that he was STILL trapped within the blob of ink that Bendy had him in.
>[Something I remembered.]<                              [None of your business.]
                                        >[Something I remembered.]
“Remembered something?” he said after Frisk answered, “Human child like you had laughed after you remembered something funny?” he asked, Frisk nervously nodded as they did remembered when they first met Undyne while on the way on Hotland.
*You asked him why he thought of that…. *Along with the reason why he and them are here.
Radec remained quiet for a moment, then looked at them once more and answered “I had been serving as Scolar Visari's personal bodyguard for the Second Extrasolar War and he had trusted me with his life. When one groups of our own had discovered power beyond belief and reconsion on this planet, he had first turned his attention towards this and uses it an ‘obertinuity’ to win the war against the UCN, ISA and ICSA.” as he looked at them while Cuphead, Mugman, Trace and Bendy looked over to with judgemental looks.
“Power, all men would do everything to get it and they will receive it. Children like you are too young to hold it” he continued as he is aware the judgemental looks he is receiving and Cuphead walking towards him, his finger tip glowing and ready to fire with eyes burning with reconizible anger.
He grabbed his red strap and growled “And was that the reason you wanted us to be joined with that crazy-” but he was cut off by Radec who forcefully snapped at him “And we will achieve that when we have you both recaptured along with the others and finding that wolf then soon that power and victory for my people and my people alone! Not you or them.” yet he only receives another judgemental glares from Cuphead, Mugman and Bendy but not Frisk, they had known that humans can be judgemental as well.
*You had remained silent until finally you asked…
“Why do you think that power could matter to victory?”
“I don’t,” he excused, “Visari wanted it then, they, even you know that we would matter, if I fail then Helghan Empire will be ashamed to me and the consequences of failure would be very much depends on me by the Visari himself.” he explained, Frisk felt pity for him but it doesn’t change their thoughts on him though.
“We’re here!” Gordon yelled out from ahead of them, making others looked up ahead and saw light glowing brighter and revealed to be the outside of the Caves, leads into the park of Fallen City.
“Vait.” Werner said, getting Cuphead, Mugman and Frisk’s attention as they looked at him, “Do understand zhat I’d have to take Trace back to her family. I von’t be here vhen you get back if you decided to.”
The three looked at each other as Bendy turned into his second form and then stands over Radec and then picked him up, then they looked at Werner and said “Yeah, we understand.”
Werner nodded in agreement along with Trace as the boats ahead of them had docked and their rowers begin to dismount.
They reached the shore and docked it, they all began to dismount their boats with the Helghast but they and Radec haven’t made any admits to escape or fighting due their number had suffered to a vulnerable amount, there were 70 then with their attack, it was reduced to 30 and when the outbreak happened after the gate keeping the zombies out was blown to pieces, it was once again reduced to 7 Helghasts; 6 troopers and 1 Colonel.
They are surrounded by their enemies as they walked over to the rocks and had them all sit down on their knees with their hands on the back of their heads, Bendy had carried Radec over and then places him with them.
“Well, ain’t this bloody peachy then…” Sniper began with a grumble, looking at them as he adjusted his sunglasses a little bit before placing his hands in his pockets. “Now there’s just seven of you left, but I think there’s quite a lot of you to go.” he continued as Radec turn his head to the Austrian man.
“Wait until the rest get here with the Third Helghan Army and seeing you all of you executed for threatening us.” One Helghan soldier spoke up with courage in his voice, Radec glared at his soldier as he yelled “Private! Keep silent.” as the soldier looked at his superior and then said “Yes sir.” after a long silence.
Irritated, P!Dempsey walked up to Colonel Radec and then grabs him by the collar in a feral manner and bombarded “What makes you think that here, in this f@#ked up city so you can boss us around like you are still under authority?!” as he shook him a bit.
“I didn’t, Visari is our authority and only we are loyal to him, never to betray him.” Mael Radec answered calmly, that clearly got P!Takeo’s attention and his face was lit in anger, “Are you blinded by your own loyalty?” he said as he turned around to face the Colonel with the angered expression.
“Having brought here with little notice before you will realize that your leader had unknowingly sent you all to die at the hands of demons that will eat your soul and bodies or he had knowingly did that because you all knew that you can endure anything even death.” he spoke with a tone of someone who had been betrayed as he and the Helghast soldiers looked at him with both anger and confusion that he speaks against Autarch like that.
Takeo was looking at them before turning his head away from them before walking ahead. U!Richtofen walked over to them and gave a pitiful look, “I vould love to see how all of you had your humane traits changed vhile on an hazardness planet you’re lived on but vhat ISA you are talking about, I hope zhat zhey vill let me do zhat.” he said with an insidious grin on his face.
Something about the Nazi’s grin had send chills down Radec’s back, this man is a sociopathic doctor in this version of Dr. Edward Richtofen he had ever met, they then heard a groaning from the far left of them, making everyone raised their weapons once more and looked around.
Cuphead and Mugman stood protective in fount of Frisk, Bendy growled as looked at the direction as Ultimis Nikolai had finished up his vodka, he had found a gas can with fuel still filled in it and he refills the bottle with it, putting in a cloth into the opening of the bottle and readies the lighter.
Erron stood by with both revolvers ready as Gordon looked at something at Bendy’s back, it’s a crowbar but not just a crowbar, it was HIS crowbar. He quickly walked to Bendy and then pulls it out of his back, Ink Bendy didn’t seem to mind or/and feel what Freeman did, he just scratched his back like a flea had bitten him.
They were ready for a horde of zombies come out but one detail had happened to be chased by them as a middle-aged man, appearty at age 55, with dark brown hair with little white coming in, light orange/brown eyes with barely shaved facial as he carries a portable camera and wore a brown backpack, dark gray dress shirt, army green coat, navy blue jeans with a bloody bandage on his left leg and black casual shoes.
He is wielding a baseball bat with barbed wire wrapped around it, he ran for his life as he looked back and saw one zombie attempted to grab him but he just reared back and hits it with it, unlike the damage of a normal bat, with the damage point of the barbed wire baseball bat, it took a chunk of flesh from the sides of a zombie’s face.
“Take that!” He yelled as he finishes it with a second blow before continuing running, he noticed them ahead of him and he freils his arm around as he yelled “Hey! Help!” and does the trick for him.
Primis Dempsey points the gun at him, making him stop as he held his hands up while he yelled “Wait!-” but to his surprise, the Marine ordered “Move!”
He moved out of the way for one of the dead running up behind him and he opened fire on it, making it fell down on the ground and died just inches from reaching him. Sniper, Soldier, U!Richtofen and P!Takeo joined in and fired a lot of bullets at them.
Bruno walked over, the Hammer of Valhalla in his hands, he then slams the ground with it and making it quake under their feet and causing the horde stumble and then fall onto the ground.
“Heavy! Now!” Bruno yelled as Heavy hurryingly ran up to the action and then using his minigun, Sasha who he had named, opened fire on the horde and killing them all till they are nothing but a pile of dead bodies laying on where they stood.
Heavy panted as he lowered his gun with the barrel had smoke coming out of it as he muttered “Heavy’s getting too old for this.” while he looked at the pile of bodies on the ground. They looked over to the man they had just saved and then Scout said “I guess there are more people like here.” as he looked at him.
“And a freelance photojournalist who had covered wars and zombie outbreaks, I didn’t guess you guys had saved my a#4… And what’s doing this by blurring out the swear words, it is working. The name’s Frank West.”
“Freelance?” Bruno questioned to the named middle-aged man before him, making Frank looked at him as he holds his camera by the lens near upper chest level, “Yeah, you know, going into the quarantine zone alone, with no crew to me back up and just being on your own when you’re like me.”
“I had a friend that’s a weather specialist back on the Isles where me and my brother lived.” Cuphead said as he looked up to the man, who looked back down to him. “Trust me, kid, if you were me, it will take more than bad weather in history that can take you out of this world permanently if you are not…”  he was saying when he looked at Ink Bendy who is looking back at him with Gordon and Erron as Frank finished with “Too careful.” while he lets go of his camera and readies the bloodied up bat for defense.
The three was doing the same but Primis Takeo interfined as he got between them and maintained “Do not attack each other, we are all in this and we must solve it before it could get any worse, West-san, is it?” while looking at him.
“I can agree but not without getting a full cover of this first and I don’t know what roleplay forum you’re in, could be a lot more serious about this and it’s Frank West, thanks.” he said as he looked at him and felt like he’s familiar to him for a strange reason.
“I am serious.” P!Takeo relented, before turning to the three and said “Stand down.” as he looked at them. Erron, Gordon and Ink Bendy looked at each other for a moment before Ink Bendy transformed back into his normal form while Frank took pictures of this with his camera, Gordon had gotten his crowbar back and he puts it away on his back and Erron placed his revolvers back in their hoisters as he said “Alright Takeo, you’re the boss.”
“Takeo huh?” Frank said, after finishing up his taking his shots and tilted his head with curiosity, “You’re the leader of the group, Tak?” he asked again. P!Takeo was going to say something when U!Richtofen spoke up as he walked over to the photojournalist, “I am zhe leader of zhis group und I vill be able to answer your questions on zheir behalf!”
“Richtofen…” P!Dempsey said, shaking his head while U!Nikolai looks at the cocktail and then the lighter. Frank West looked at the Doctor with his eyebrows raised, he wasn’t sure if this man is their leader or just self-proclaimed himself as one and maybe one of the Psychos he had often encountered.
“I uh, I appreciate that one of your own had saved my neck from these zombies. But do you know that there’s an Umbrella Corps already in the area, looking for survivors and wiping out many of those things they can find.”
*A part of you wanted to believe Frank on that part, you hoped that this Corps could rescue everyone here, if they survived the outbreak of course.
“Umbrella Corps?” P!Dempsey questioned as he looked at him, along with U!Nikolai who was hardly paying attention to the conversion. “a former pharmaceutical company that gotten a pretty bad wrap in Raccoon City Incident along other incidents happening after that, now been reinstated and seemingly reformed mercenary group trained to deal with bio attacks that had been the results of bio-genetic engineering.” West answered as he looked at the rest of the group and to the captured Helghasts before concluded “I’m just surprised that they haven’t rescued you guys yet but that’s why I still can't wrap my head around one thing.”
“Oh, vhy is zhat you zhink zhat vay?” U!Richtofen chuckled as he turned away from him for a moment. Frank simply shuffled around before saying “Well, I had found a tunnel that had been blocked off with their tents left abandoned for anyone. Ether those zombies got ‘em or something else did and if it was an outbreak, this city would’ve stayed quarantine for a while until the situation is taken care of and this virus, I wasn’t sure if those wasps had something to do about it but I had encountered dogs that looked like they didn’t escaped forest wildfire, it’s too crazy.”
U!Richtofen only let a “Heh.” from his lips before turning his gaze back to the man before him with his multicolored eyes and answered “Almost as if… One element from zhe table had something to do vith zhis?” “Well no, I think maybe?” Frank said as he knew this man wasn’t right in the head, Doctor wasn’t done as he walked over to him and questioned “How much do you know about zhis, Mister Vest?” as Frank is stepping away from him to keep a healthy distance from him.
“I know when I left the safehouse to find more information about what really happened here, this story that I am covering, it may be a bigger story of the century- hell, maybe bigger than my career that has ever been before.” he answered as U!Richtofen had grinned with Bruno and P!Dempsey looking over to them, unsure if they are needed if U!Richtofen decided to be primitive towards Frank West.
“You should get the hell out of this city while you still can,” Erron said as he stepped up to the two men, “If you had gotten that story, then get out of here while you still can.”
“Hey, I am not going to abandon this one, I’ve covered wars, ya know!” Frank insisted, Erron and U!Richtofen looked at each other with defeat before U!Richtofen sighing “Alright Mister Vest, if it is your death vish zhen go ahead.”
“Thanks General,” Frank replied, with a thumbs up, U!Richtofen nodded with a smile as he had often been called “Major General Edward Richtofen” rather than Doctor but he didn’t mind it. He had turned around as he took his hat off for a moment and started to walk back to the Helghasts but Frank then said “Hey,”
U!Richtofen turned back and looked at him but he was confused on what he said next.
Frank asked “Have we’d met before?” as others around him looked at him in confusion.
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[Drawn by Meaghan “Icefir” Halter]
Others are looking at him with confusion, U!Richtofen is looking at him with confusion as well but soon rebound with a smile, putting his hat back and said “I am sorry but you’ve mistaken zhe Doctor for someone else.”
Frank looked at him for a few more moments before looking at P!Dempsey, P!Takeo and U!Nikolai then turning back to the German. “Is memory fogging up to you, old timer?” Scout asked as he placed his bat on his shoulder. “Who are ya calling “Old timer?” kiddo, I can still fight while covering this story.” Frank West said but then felt pain on his back for a little moment before maintaining his composure.
They heard a sight rattling from where they had come from, making everyone raised their weapons once more as they all turned to look at the cave and seeing a small pebble rolled out of the cave.
*Something is in the Caves... *Or was it someone in there…?
“What is that…?” Demoman asked as his eye glows yellow once more while others took a few steps back, Cuphead and Mugman’s fingertips are glowing a little bit at the entrance of the Caves. Waiting for something to come jumping right out at them.
They listened, nothing, they waited, nothing and something or someone coming out; nothing.
“Maybe…. Maybe it was nothing.” Erron said as he lowered the revolvers down a little bit but kept his eyes trained on the Caves entrance still. Then, they all heard another sound clattered loudly from behind them, they all quickly turned to see what it was and without thinking, they began to open fire on it.
The barrels of their guns were red hot and smoking after firing bullets at whatever it was, Frisk had their eyes covered as they opened fire at it, they had seen enough blood for today, scratch that- they had enough seeing blood for a lifetime.
They had gone through Genocide Route after Genocide Route to know enough to see how a person can kill another person. They all kept their eyes on the wall that was riddled with bullet holes they made, waiting for something to come out but once again, nothing.
“Dang…” Scout finally babbled from the rush of fear as he looked at the wall, “This whole zombie crap can get ya in a rush of adrenaline!” he proclaimed as he lowered his scattergun while P!Dempsey raised an eyebrow.
“Best to get used to it,” The Corporal said as he puts his pistol away, “In this outbreak, you will feel all the adrenaline going through you.”
“Mate, I had a lot of adrenaline going through me already.” Sniper added as he places the SMG away as well. “Bendy,” U!Richtofen said as he looked over to the Ink Demon who looked back at him.
“Pick up zhe Helghast Colonel und make sure none of zhem vill make get away.” he ordered, Bendy nodded as he walked over to Radec once again and then picks up the Colonel, then growls at the Helghast soldiers, making them stand up and then walked slowly in an orderly line with Heavy, Soldier, Sniper and Demoman watching them with eyes of a hawk.
To those who are wondering what they had just shot at, it was a zombie, unharmed after it hid from behind the wall after gunfire is heard.
It may be your average zombie but this one is…… different.
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[Digitally drawn by Meaghan “Icefir” Halter]
This zombie is a female, her eyes are different colored; her left orange and the right one is red. She wore a light grayish blue tank top, navy blue hoodie with a tear with the bite mark exposed and olive green pants.
Like most of the walking corpses, she had pale skin and looked much like her kind but if you encountered a zombie like her, she’s not entirely like her kind. She is, strangely, aware of the environment around her and human emotions.
She simply stood there, shaking like a leaf, lucky that none of the bullets didn’t hit her and killed her right away. She regained her composure and then steadily ran away.
-Somewhere outside the city…-
A group of animal-like humanoid creatures, a woman that appeared to be human with blanket covering most of her back and body and blindfolded. The animal-like humanolds consists a white cat with small bottle tied around his neck a red coat with a blue patch snitched on left sleeve, a middle-aged german shepherd dog with a SWAT clothing and bullet-proof vest with shoulder pads, a fox with Japanese kimono-like warrior clothes, Elderly white ferret with a cowboy hat and old-west clothing, bay cat whose fur-hair is green that is fading into red and wearing that appears to be general’s clothes, lime green and white cat with purple hair with a button-up hoodie with the sleeves and wore bandages and a jackrabbit whose fur is white and gray with a ponytail tied as his ears looked like they were torn off and then sewed back on due to the stitches they had, he wore a hat, trench coat with sleeves rolled up, pants that had the same but different shades of gray.
For the woman they are carrying on a makeshift stretcher, she is clutching onto a unique flower in her hand, a red Amaranth flower, she said nothing as the white cat and white-gray jackrabbit are ones carrying the stretcher as they walked.
“Two weeks…” the German Shepherd dog said under his breath, looking at the Fallen City with his two crimson red eyes as he places the sledgehammer with what appeared to be a car battery attached to it onto his left shoulder. “We had managed to escape with the Angel for two long weeks.” he continued as he felt a paw placed on his right shoulder, making him looked at the lime green cat who is wearing a smile on her face.
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[Digitally drawn by Meaghan “Icefir” Halter]
“We are just halfway towards the Land of The Daybreak! You should be happy that we are almost there.” she said as she winked to him, the jackrabbit looked over to the two with eyebrows raised.
“I shouldn’t say that when tasks given seemed just too easy now.” he said as he supports himself and the strencher as his hands are getting tired from carrying the woman on it.
“That was I was thinking, Lois.” The German Shepherd agreed, looking at at the Jackrabbit with the cat removing her paw from his shoulder and looking at him as well. The lime cat scoffs and said “Says the former con artist who made each biggest con too easy than any others that had ever seen.”
Lois rolled his golden yellow eyes as he shakes his head, “And that came from a thrillseeker who took a long falls to death like you, Zoy.” he scoffed back as others seemed amused towards this.
She rolled her eyes in vex, she then looked at the German Shepherd and said “Why did you think this is too easy for us, Brütal?”
Brütal said nothing as he looked at Fallen City once again, “I just heard stories that Humans and Monsters had once lived in that city, in a time long before our time, this city had a different name before it was known and famous for being the home of the Undead. Long before they took off into the stars for a new home, leaving our first ancestors behind to look after it.”
White cat’s ear twitches when he heard Brütal said it, “Are you referring to the Legend of Broken?” he asked looking over his shoulder to the German Shepherd dog.
“Of course.” Brütal answered as he looked at the white cat whose eyes are golden but only had one blue pupil on the right eye. Lois and White cat then found a nice flat rock for them to place the woman on, they walked over to it and then gently rests her on it, “Thank you…” the woman said softly, white cat looked at her with a confused look and said “for what?”
“For helping me... We’re getting closer now.” she said with a soft smile, the white cat smiled back as he looked at her, “Danil!” Bay cat said his name, he looked over and see everyone sitting down for a temporary break. “I think it’s my turn to watch the angel now.” the white ferret said in an old western accent as he got up and then walked over to the two, patted Danil on the shoulder before sending him to join the group.
“Thanks Stöne.” Danil said as he walked to the group, Stöne nodded as he stood protective of the Angel they kept calling the woman as, in truth it may be crazy but that’s what the blanket is for, to hide her wings to avoid unwanted attention.
“To remind what our parents told us about the Day of Broken Wraith, Broken was once human and lived her life with a puzzling disorder that slowly delayed her development in life yet it had made her the perfect target for sociality.” Brütal began the story with hand gestures after he rested the Battery Hammer against a ruined car, “She was taunted, tormented and been wronged as an unwanted runt of litter. Then one day, she was fed up of Monster Race and her own kind, she ran towards the hidden temple of Mt. Ebott against her stepfather’s wishes and broke the crystal of mystical power to control and manipulate each universe.”
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[Full body of Broken but what she really look like will be revealed soon in chapter parts of chapter 15]
“Like playing god, she caused many disasters to happen in the city she once called home and one of them being a zombie outbreak after a star of 115 fell from the skies, the city has fallen so very hard and painful. Like that, she had her vengeance on those who hurt her but most of them were just innocent bystanders who have done nothing wrong. Her heart and soul corrupted now as she decided that not enough so she plunged the world into an era of chaos and mayhem but there’s a plan B for both races to survive and that is to leave the planet they called home in advanced shooting stars that will take them across the galaxy in search for a new one.” Brütal retelled this tale to his allies.
“With Humans and Monsters soaring across the universe after being exiled, Broken was satisfied to have the whole world to herself as she thought she was finally rid herself of the “scums” that are the bane of her life, but there’s one thing that has not yet count on; Lightium, the element that created us, brought Crystallines back from imprisonment of the galaxies and Broken released her Hallows to take over these lands. Yet, we all still talked about one day she will be bored and bring north these gods, demons, heroes and villains known as “All-Stars” into this world from their own. Having them fight each other for survival or for glory if one team or sole survivor of the confect had survived long enough through it. They will be rewarded with riches and power beyond all reality.” he concluded with a sigh, Lois’s ears twitched as he heard the last part of the tale, he spoke “How do we know if the Angel had been an All-Star that we’re helping out then?”
“We are not sure about it, we only know that she had accidentally fallen out of grace high above.” Brütal answered with his eyes closed, “And that is the reason why we have to return her to it, to erase these seven sins off of our hands for forgiveness.” Danil interjected as he stands up on his two legs, looking over to the red bay cat and said, “Right, Zolen?”
“Of course you are right, Danil, right, Ren?” Zolen looked over to the now named fox. Ren nodded when Stöne said “I am worried if that part of the tale would come true sooner than later. I can’t remember when..” before placing his paw on his forehead, “I can’t remember when my real name is when…” that Lois quickly realized this and yelled “His memory is going again!”
Zolen ran over to him and said “You’re Stöne, Papa!” with her german side coming out of her, “S-T-O-N-E. Stöne!!”
“Was that my first or last name?” Stöne questioned with his paw removed from his forehead, looking at his adopted daughter with confusion. “We don’t know, we just know that your name is Stöne” Ren added as she looked at them. “I guess you’re right but I do remember when… Father Raji had found her.”
“That’s it!”
“That’s when the Angel had came to us!” Danil said after Zolen had pointed it out that her adoptive father had correctly remembered his memory. “When Danil had came to our home after he claimed he was a traveler, Father Raji had came to us with the Angel out of fear that god-fearing folks from the town will kill after mistaking her as a Fallen Angel and asked us to get her back to Heaven where she came from. Then you four came along after Father Raji said that we can be relieved of our sins against the Gods of the Old World.”
“If we survive long enough to get that goal,” Lois added, “I just want to get back to my life that is normal, not this and right now!”
“Shut your trap, Lois, you had been a pain in the butts of everyone on this crazy journey.” Brütal threaten him with his weapon raised after picking it off. The Jackrabbit’s ears fell downward again with fear when Danil entered in to defend him by saying “He may be annoying but he could still be useful if there other worst Furthers like him, even ourselves that are only wanted to be forgiven for all we had done!”
“Shut your mouth before you’ll say something you might regret, Kitty boy!" Brütal threaten again as his attention to Danil instead. “Enough!” Zolen barked out with her teeth bared with annoyance and angered.
“We are all in this one! I know that this time it’s not normal and we’re now fugitives of our kind, I know that we are carrying an Angel but it doesn’t mean we can take our frustrations out on each other for it.” Zolen reasoned to them, Brütal lowered the hammer a little as he listened to her with the others who calmed down after they all looked like they were ready to get into argument themselves.
“We are all tired and cranky without a home for us to protect us, to hide us from the outside world of this.” Zolen spoke with understanding, “But we had to keep walking to get the Angel back up there and we have to still cling onto hope even though it had been crash but if it’s going to kill then we’ll just fight for our lives.” she finished as she got out a shotgun and then pumps it back, ready to be used.
Lois sighed “This is it, oh boy… I was right about this trip is going to be long.” as he placed his forehead and shakes his head in sorrow.
“Best get use to it,” Brütal jeered, “It wasn’t my first rodeo on journeys.” as he got up with his hammer, putting it on his shoulder once again after getting his well rested break. He looked at the group and said “Break is over, we have to continue on now.” before turning and then walking ahead.
Danil and Lois then goes back to the stretcher with the Angel still sitting on it and then they lift it up with little trouble and then continued to head for Fallen City. “Should we be aware for Untotens while we were carrying the Angel?” Lois unconsciously asked out of his thoughts, Brütal turned his head to the jackrabbit and answered, “We will take care of it, there are little research about their weaknesses are and use them to our advantage.”
“That’s what I worried about, I don’t want blood anywhere on me.” Lois added as his ears had folded down again.
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thedarcydichotomy · 5 years
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So how’s everyone else’s day going? It’s 12:15am for me, and the fire alarm has been going off in my building for the past 30 minutes, and the building over the courtyards has been going for 1 hour. None of us are on fire, but the smoke from the hundreds of fires in NSW is so thick it’s setting all the alarms off, and the kind of skeleton crew of firefighters ACT has left (because so many have gone to NSW to help) has so many calls like this right now, they can’t get to every where that is having this problem tonight in anything like a timely manner (the firefighters are the only ones with the codes/keys whatever to turn off the building-wide alarms, so they have to attend every single alert in person).
So, y’know, my state is the only state NOT currently on fire in Australia, but we are a very very long way from being unaffected. And i don’t mean a late night alarm interrupting anyone’s sleep, I mean the smoke levels making our air more than 10 times the levels deemed hazardous, i mean the firefighters who are being run ragged even without having blazes to battle. 
I don’t think i need to tell anybody that this is a scary time for any of us here in Australia.
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collectorscorner · 5 years
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xanth-the-wizard · 7 years
Text
Random Wilderness Encounters (1d100)
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Here’s a complete list of my Wilderness Encounters (#1-5)! After this I’ll be posting Random Town Encounters. If you guys want other environments let me know! (Ocean, Island, Mountain, Underworld, ???)
[1] A friendly stray dog appears, when asked to speak the dog has a lot to share [2] Materializing out of thin air, a magician appears claiming one of the party members is their long lost cousin. Surely this must be a mistake? [3] The sky above turns into a strange hue, birds begin flying in strange patterns in response [4] Copper sign on a large oak tree warns of a dangerous beast that hunts in the area [5] Strange traveling merchant appears selling exotic fish and unique magical spices. They’re desperate for loyal customers, surely this won’t be the last the party sees of them [6] There is a shift in the aura, the party have crossed into a large-scale summoning circle [7] A faint tune is heard, a pleasant and somewhat familiar whistling. But only half of the party can hear it [8] The trees appear to be sickly, covered in an acidic substance. The source of the infection lies deeper within the woods. It is hungry [9] Ruins of an abandoned town lie before you, only a few decades old. What awaits within the shadows? [10] A strange marketplace is stationed near a spring, all the merchants seem to be friendly but you can’t help but feel like something suspicious is going down… [11] The temperature drops to an insanely low degree almost immediately. Destroyed trees and earth lie ahead covered in ice crystals and blood [12] A carriage rides toward you in the distance, the driver smiles and waves. As they pass by, a tied up body wriggles and falls out of the carriage [13] Pointed plant spurs shower the party attaching to their clothes, they are difficult to remove and grow in size very rapidly [14] The aroma of baked goods floods your nose, it’s rich and enticing. A colossal sized monster is baking goods in a makeshift oven near a river [15] Goblins camping on a hill loudly argue about a dishonest game of cards. Looks like their betting pool is full of interesting treasure [16] Forest spirits glow and awaken as the party enters their domain. The spirits offer a safe way through the forest as long as they promise not to steal any of the enchanted flowers within [17] A wounded Minotaur rests against a tree slipping in and out of consciousness [18] Blessed by a beautiful night, the party gaze upon a shooting star. It glows brightly, increasing with size as it makes contact with the earth itself not too far away [19] Travel is pleasant until the party notices their packs seem to be lessening in weight [20] Twin travelers, no more than 6 years of age, approach the party lost and scared. They refuse to let anyone open up their knapsacks [21] A band of muggers attack the party, they are completely drunk and can barely hold a dagger [22] It seems you’ve stumbled onto the hidden base of an Alchemist, strange abominations infused with Chromatic Orbs guard the premise [23] “Huh. That’s weird, did that plant just move or was it just me?” [24] While scavenging for food, you stumble upon an adorable but frightened rabbit. Every time it sneezes it changes forms, starting with Owlbear [25] An abandoned grain mill provides some convenient shelter for the night. Inside the mill the party discover a complex mechanical endoskeleton, the rusted metal gears creak uneasily [26] Nearby, a crowd has gathered around a clay golem without a master. The crowd watches, enchanted as the golem paints masterpieces. The paint has a strange property… [27] Two Monsters are locked in combat, bloodied and breathing heavily. It seems their glorious duel is one of honor, maybe bet on a winner? [28] A Dragon flies overhead holding onto a hoard of gold and treasures. A sudden change in direction causes a piece of their treasure to fall [29] Dozens of fish with human legs crawl out of a lake. This school of peculiar fish seem to be on a mission [30] Rock music is heard in the distance followed by bouts of cheering, strange aromas fill the air. It seems you are approaching a Music Festival [31] You’ve wandered onto the premises of a camp for young Wizards. A Wizarding tournament is taking place and things get very dangerous, very fast [32] A cobblestone bridge stretches across a deep ravine. An Orc guarding the bridge demands you pay the toll, fortunately it is very small. After crossing the bridge you simply cannot remember where you are or where you’re going- Oh, a hey! A bridge! (And repeat) [33] A Mage stands in front of an unfinished tower. Upon seeing the party, they ask for assistance [34] A few hundred feet ahead, a strange house on wheels attached to two horses is parked on the side of the road. The house is somewhat destroyed but a sign on the roof is visible, “The Legendary Vagabond’s Sensational Creature Exhibit” [35] The ground below rumbles as a Monster emerges catching one of the party members in their teeth [36] In the center of the forest clearing, an abandoned field of flowers sway. These strange flowers are growing out the decayed body of a Dryad [37] A wild chicken jumps out of the bushes, it’s beak covered in blood. Surely this chicken is no threat, right? [38] Seated beside the river shore, an ethereal creature weeps. They reveal themselves as a Demigod with daddy issues [39] Hungrily, a non-traditional Chimera stalks the party. The beast is stitched together poorly [40] Inside the log of a fallen tree lies a poorly concealed treasure chest full of stolen loot. I’m sure nobody will mind if we take it? [41] Mysterious beasts occupy a dark hollow inside a hill, they want to play a bizarre game with promise of a grand reward [42] A sleeping Cyclops presents an awkward obstacle for the party, sleeping on the path. Nothing seems to be waking them and going around them is dangerous due to the environment [43] A nearby earthquake collapses the ground, revealing some glowing ore [44] Rotted flora is everywhere, upon further inspection this rot spreads out for miles [45] Wonderful! A village! Oh and everyone here is so nice… New mayors? Oh no, you must be mistaken! Oh, you’re certain? Well then [46] Lightning strikes the ground creating a dimensional rift. Certain conditions must have been met for this to have happened. Why not investigate? [47] Faint, indescribable sounds are heard from every direction. As you leave the dense foliage you discover beasts and Monsters of all types in cages. Welcome to the zoo [48] Little miss spider sips on some cider, eating her curds and whey. Along came the party, all powerful and hearty who scared miss spider away… You guys should probably apologize [49] A few tattered shacks sit beside the open road, nothing of interest is found within. The only thing to note is that they seem to be breathing… [50] Something straight out of Monster Factory is now stalking the party. Are they friend or foe? [51] A poet down on their luck bumps into the party. Did I mention they’re a Beholder? Let’s hope somebody can inspire this beast, or else [52] Just outside the village a group of angsty Bards are practicing their instruments. Their music is loud and dangerous, they don’t seem to understand a thing about Bardic magic [53] The coolest wizard you’ve ever seen dogsleds past your crew, spraying them with glittering ice. Did I mention it’s summer? [54] Just ahead, you see a ruined castle covered in moss and vines overlooking a quiet lake [55] Looks like a small creature has found its way into someone’s pack. This menace has eaten all of your rations and drank all of their booze! [56] YUCK! A swarm of bugs have gotten the best of your party. Fortunately, only one of you was bitten. Unfortunately, it looks like now they’ve developed a new, very unfortunate allergy [57] Blistering heat has rendered your whole party sweaty and exhausted, movement is quite difficult. I sure hope some baddies don’t show up right now [58] The unluckiest member of your party has their luck turned around, they found a precious jewel lodged in the dirt. They feel inspired [59] The unluckiest member of your party continues their trend of haplessness, they find a precious jewel lodged in the dirt. It whispers to them at night, haunting their dreams [60] After a hearty sleep the party awaken to find that they’ve been sleeping on top of a buried tomb [61] A large scale battle is taking place, bodies everywhere. Wait, this doesn’t seem to be a battlefield but a serious LARP session [62] Rusted weapons have been lazily discarded into a sunken pit. As the party approaches they discover this heap of weapons is actually somebody, or something’s collection [63] A drunken Necromancer attempts to impress the party by casting hazardous spells [64] Arrows fire at the party from behind. Someone’s been hired to take them out [65] For the past few hours you’ve felt as if someone has been watching you from afar. A Druid has been tracking your party. Outsiders are rare in this forest [66] A group Merchants are completely lost. Neither of them can remember anything from their past [67] Religious statues are placed haphazardly around the area, nothing is out of the ordinary until the sun goes down [68] Dozens of animated skeletons are exercising and doing some really intense yoga [69] Beside a babbling brook, a young cow drinks alone. They’re irresistibly adorable [70] An uneventful day of travel, the weather is calm the trees are- THUD! WHAT THE- The party leader has bumped into something invisible [71] All metal objects are intensely pulled toward an unknown source. Steel weapons and armor don’t stand a chance [72] It appears resting on that rock was quite the mistake. The stone rumbles and animates, grumpy and combative [73] Meditating on floating chunks of earth is a powerful looking Monk. They claim to have been awaiting the party’s arrival. The Monk issues a challenge, a test of strength [74] You’ve somehow stumbled onto a delightful Toad farm. Do you think a Witch lives around here or is there just a Toad enthusiast in these parts? [75] The morning sun stirs you awake to an unexpected scene. You and your friends have been tied up and kidnapped, seated in the back of a caravan. It smells oddly of pickled vegetables [76] A fishing contest is being held at the lake. The grand prize is a shockingly large sum of currency [77] It is a moonless night, travel is nearly impossible. As the party decide to sleep for the night, glowing is seen in the distance. When investigated the glowing creature is seemingly friendly and it attempts to guide the party through the night [78] Forest fairies are holding a festival for their gods, they invite the party to join [79] ACHOO! The pollen in the air is really strong… Wait… Are those trees growing or are we shrinking? Of course we’re shrinking! Why wouldn’t we be shrinking!? [80] In order to pass through this forest unharmed you must answer the goddess’s riddle. Unfortunately for the party she speaks a dead language, they hear only strange whispers [81] A group of Goblins attack! After giving them a good licking you run into them again. And again… And again. Maybe we should just make peace with these dorks [82] Introduce the most ridiculous NPC and have them stuck in some quicksand. Really let their character shine through, whether they are stupidly entertaining or horribly unbearable [83] A strange light glows in the distance on top of a mountain. Is this a sign of good fortune or something much more sinister? [84] A lone child plays the flute in the forest, they appear almost ethereal. It is a haunting melody [85] Shattered Gargoyles sit in an overgrown garden, a treasure chest lies among the rubble [86] Pick your favorite Cryptid and make them canonical to your world. Have the beast stalk the party for mysterious cryptic reasons. And yes, the Loch Ness Monster is an excellent choice [87] The forest clearing leads to a crystal clear freshwater lake. In the depths of the water something terrifying is waiting to be discovered [88] Two hyper intelligent, talking rabbits stop the party in their tracks. All they request are some books to read [89] A tree, twice as tall as the others appears to be growing… Weapons? (All of those are cursed, of course) [90] Next to the road, a group of Archaeologists are taking dirt samples. They’re convinced they will find some buried artifacts in the area. They are willing to pay a ridiculous sum of money if you give them some assistance, just as long as you keep this whole thing to yourselves [91] Resting through the night was very pleasant for the party leader. When they attempt to greet their comrades, they have found themselves in a bed a long ways away from their resting point [92] Dried up lake beds and decaying trees among a field of animal bones. You have reached the outside of a Necromancer’s circle [93] Orcs with a sense of humor attempt to prank the party. Their prank is perfectly harmless, it involves just a little bit of bottled unicorn piss [94] Travel is impossible on this moonless night. Unfortunately, sleeping until morning does not solve the situation, nighttime persists indefinitely [95] A colorful formation on the side of the mountain piques your interest. Inside lies the abandoned home of a giant and it is full of unique treasure. Let’s just hope something else hasn’t taken residence within the forgotten halls [96] Tons of bubblegum covers the roads, it is awful to travel through. The source of this mishap is a young Wizard with a sweet tooth [97] Crashed into the side of a plateau, a metallic construct with strange markings and glowing lights. Surely this isn’t an actual extraterrestrial? [98] While foraging for food, the party find a path of mushrooms leading into a dense Fungal Forest. Rare and undiscovered fungi grow within [99] The most obnoxious bard in the world joins the party at their campfire. They claim to be weak and in need of good company, offering booze to win them over. Did I mention this bard is an infamous necromancer on the run? Yeah, that might be important to know [100] Have you ever heard of the Adventure Zone? Well, Taako, Magnus and Merle have suddenly found themselves into your campaign. They are completely lost
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thecreaturecodex · 4 years
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Winterspawn
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Image by Steve Ellis, © Wizards of the Coast. Accessed at the Frostburn Art Gallery here
[Much like how the urskan are the D&D equivalent of the panserbjorn, these seem to be WoTC’s take on the White Walkers from A Song of Ice and Fire. To emphasize the connection, I gave them the create spawn SA (after having removed it from the icegaunt) and damage reduction (I figure Valyrian steel is basically adamantine, right?]. ]
Winterspawn CR 9 LE Undead This sallow-skinned humanoid is clearly dead but still moving. Crystals of ice limn its hair and skin and its eyes are pinpoints of blue. It wears scale mail armor and carries weapons seemingly crafted from ice.
Winterspawn are undead created from commanders that perished of exposure in the cold along with their troops. They are harsh taskmasters even in death, commanding armies of lesser undead to wage war. Greater undead may use them as functionaries and lieutenants. Winterspawn are obsessed with combat, and whenever they are not fighting perform drills and maneuvers and make tactics and plans for campaigns to come. They are skilled riders, and may command their forces from the back of frost drakes, chimeras or other coerced monstrous mounts.
No two winterspawn fight the same way, as each prefers the use of different weapons. These weapons, along with their signature scale mail armor, are crafted magically from ice. Winterspawn rarely fight alone—even a solitary winterspawn is likely to be accompanied by skeletons, zombies and/or frost wights. Winterspawn prefer to use their channeled negative energy to heal their forces, but keep some in reserve to slay wounded enemies and cause them to be animated as new wights.
Winterspawn advance by class level. Most prefer martial classes such as fighter or cavalier to improve their combat prowess. Some instead advance as clerics. In the depths of the Negative Energy plane, a winterspawn may become infused with evil potential and be transformed into a winterwight—such sites are coveted by winterspawn, who go to great lengths to find them and survive the hazards of such a journey.
Winterspawn     CR 9 XP 6,400 LE Medium undead (cold) Init +7; Senses darkvision 60 ft., Perception +14 Defense AC 23, touch 13, flat-footed 20 (+3 Dex, +6 armor, +4 natural) hp 114 (12d8+60) Fort +8, Ref +7, Will +10; channel resistance +2 DR 10/adamantine or obsidian; Immune cold, undead traits; Weakness vulnerable to fire Offense Speed 20 ft., 30 ft. unarmored Melee +1 frost bastard sword +16/+9 (1d10+7/17-20 plus 1d6 cold), slam +10 (1d6+3) or 2 slams +15 (1d6+6) Ranged +1 returning javelin +13 (1d6+6) Special Attacks channel negative energy (7/day, 6d6, DC 20), create spawn, frosty glance Spell-like Abilities CL 9th, concentration +13 3/day— elemental aura (DC 17, cold only), fire shield (chill shield only) 1/day—animate dead, desecrate Statistics Str 23, Dex 17, Con -, Int 11, Wis 14, Cha 19 Base Atk +9; CMB +15; CMD 28 Feats Command Undead (B), Exotic Weapon Proficiency (bastard sword), Improved Critical (bastard sword), Improved Initiative, Power Attack, Toughness, Vital Strike Skills Intimidate +17, Perception +14, Ride +9, Sense Motive +14, Stealth +9 Languages Common, telepathy 100 ft. (undead only) SQ ice armament, martial proficiency Ecology Environment any cold Organization solitary, pair or band (3-8) Treasure incidental Special Abilities Channel Negative Energy (Su) A winterspawn can channel negative energy as a 12th level cleric, and gains Command Undead as a bonus feat. The save DC is Charisma based. Create Spawn (Su) A humanoid killed by a winterspawn’s channel negative energy rises as a frost wight under the winterspawn’s control within 1d4+1 rounds. A winterspawn can control a number of frost wights equal to its Charisma modifier—wights in excess of this number are free willed. Damage Reduction (Ex) Weapons with a striking surface made primarily of obsidian overcome a winterspawn’s damage reduction. Frosty Glance (Su) As a move action, a winterspawn may deal 4d6 cold damage to a creature within 60 ft. (Fort DC 20 half). The save DC is Charisma based. Icy Armament (Su) A winterspawn can create magical arms and armor out of ice. It may make a weapon as a full round action or a suit of armor by taking 1 minute. Armor created in this fashion is always +1 scale mail. Weapons created in this fashion are +1 weapons, and can have another +1 weapon quality of the winterspawn’s choice (except for flaming). Weapons made in this fashion must be made primarily of metal, and cannot have intricate moving parts (like a crossbow or firearm). These weapons and armor have hardness and hit points as normal for their type, but their hardness does not apply to fire damage. A winterspawn may have no more than one suit of armor and two weapons created by this ability at a time. When a winterspawn is slain, these armaments evaporate in 24 hours. Martial Proficiency (Ex) A winterspawn is proficient in all simple and martial weapons, as well as light armor, medium armor and shields.
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alxfierro · 7 years
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Solangelo hc's
- it’s flirty bantering 24/7 - little to no physical contact at first - glaring when they steal each others food because yours tastes better but it ends up into laughing because you made eye contact too long - when people point out they Nico is smiling and random skeleton hand pops out of the ground and grabs onto there ankle just to scare them - canoe races. Not romantic dates. Races. - there teenaged boys yes there horny but no!! Physical!! Contact!! - like in the future yes but at the beginning it’s all a fun and games - I legit can’t see them making out until there 16 and even then its making out as in kissing longer than 30 seconds - and than it leads into wrestling and star gazing and trying to find a dick in the stars b/c there teenage boys vvhat do you want from them - Nico was raised to be against gays he had an internalized homophobia and is still weirded out by his desires until he remembers how great will is and will can’t possibly be wrong - like why would anybody ever not like will? He’s honestly pure sunshine? - they go skiing you can’t tell me otherwise - Nico’s got frail bones and he sprains them easily which is annoying -(it’s never an excuse to see will don’t ducking talk to me about lift up your shirt doctors orders or some shit) -(he honestly just had crappy bones ok he needs to drink more milk) -Nico’s always okay with will touching his shoulder or putting an arm around him - and he’ll fall asleep on him sometimes at sing along fire thingys (bonfires?) - will has this anxiety that his only talent is medicine and he can’t even save everybody? - And although everybody’s like your great at it!! He just thinks no I’m not my own brother died?? - Nico’s got a mood disorder and doesn’t really make it out of his way to talk to people, but he doesn’t really only talk to will either?? - the word boyfriend is still weird for him like,, he knows there dating and stuff and he’s cool with it but labeling it that it’s just weird for him - most of there time together is laying on nicks bed sucking on doctors office Lollipops - they randomly dance sometimes when Nico’s feeling down. - like they’ll close Nico’s cabin blinds and turn on heavy metal and just bounce on his bed and jump around - wills got that accent where certain words are said with it and others aren’t - Nico curses in Italian under his breath sometimes and that is how will learned Italian - suddenly vvhat Ciara says makes sense to him after hearing Nico enough - Jason doesn’t interrogate him and neither does percy and nobody is over protective of Nico anymore than they should be like - they barely see eachother since Jason is in California and percy is at home?? - Nico becomes better friends with the campers than he ever was with the seven - will wears his ski jacket ALL THE DAMN TIME - NICOS LIKE WE GET IT YOU CAN SKI A BLACK DIAMOND FUCK OFF ALREADY - AND WILLS LIKE YEAH WELL SHUT UP 🙃 - it’s all in good nature - let’s stop the doctors orders thing it’s just a joke they have nobody takes it seriously and if anybody at camp ever thinks they use it as an excuse well when Nico does cabin check he gives them a bad grade - like suck it you idiots - Nico wearing doctor stuff like gloves - putting water in doctor gloves and making hand turkeys together to decorate the hospital at thanksgiving - zombie doctors for Halloween - bisexual will is canon will - checking out other campers and getting jealous of the other - Nico making it known there together when someone try's to flirt with will - Nico legit having an agenda against paolo like we can't even understand him for all I know he's been asking you to marry him like he's not even that hot will wtf - will; yeah no your hotter - followed by tons of blushing and shut the fuck up will don't be so gay - Austin and Kayla and will are best friends and Nico just tags along - let Nico have friends his own age 2k17 - legit fighting while fighting monsters like ‘Will you can’t fucking ask the monster to stop attacking us’ ‘Well have you ever tried too’ ‘No I haven’t because I’m fucking sane’ And this is while Nico is stabbing it and will is standing there helpless because nonviolence unless it’s self defense (Nico: ITS FUCKING SELF DEFENSE ITS A MONSTER??) - will has a whole thing about violence because it just means more work for him - like when you were a teenager when did you ever go out of your way for more work?? - will having those no drug pamphlets and no sex ones from glee that Emma had - Nico reads them for a good laugh - idk autistic will / very high functioning - wearing flip flops while at the hospital even though it’s a safety hazard - wills scrubs are wearing baggy clothes and tank tops because he’s too lazy to find actual scrubs - there are no more lollipops when he tries to hand them out because Nico and Kayla fucking ate them all - Nico trying to spare with will but it doesn’t work so he does it with Kayla and she’s like meh - he gets so angry because he isn’t challenged and will just like - suck it up
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ciathyzareposts · 4 years
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Futurewar: Stuck in the Future
Remember in my last post, when I was worried that I might be playing Futurewar for months on end?  That this game would consume all of my free time and monopolise the blog, just like several other PLATO games have done before?  That the orange glow of PLATO would once more become the only warmth in my drab, grey life?  Well, nothing to worry about folks, because for now I’m done with Futurewar.
Unfortunately this doesn’t mean that I’ve completed the game.  I’m not even sure what completing the game entails, aside from making it all the way to the bottom of the underworld.  No, I haven’t finished it, but I have hit an impasse.  For whatever reason, the stairs down from level 7 (The Battle Zone) won’t let me pass.  When I enter, the game goes through its usual process of loading the next level, but then it just dumps me back in level 7.  So I’m stuck, with no way forward.  I’ve left a message in the game’s note files, and I see that the creators have responded to stuff there as recently as January.  There’s a good chance they might fix the problem, assuming it is a problem that needs to be fixed.  After all, it could be that there’s something I need to do (like maybe gain more experience points) to advance.  I don’t know, and I’m not going to keep playing just in case.  I’ll check back in on the game periodically to see if my question has been answered, and maybe one day I will have completed the game.  Today… is not that day.
LIES!!!
I managed to fully explore all of the human-occupied zones, as well as the War Zone and the Battle Zone.  There’s nothing particularly noteworthy to find in any of these levels, and I suspect that there won’t be any special encounters in the lower levels either, except perhaps at the very bottom.  All I found were hazards like radioactive waste and sewage, random encounters with mutants and robots, graffiti, and stairs leading down.  Even so, I was rather enjoying the process of mapping.  The levels are mostly quite open and not all that time-consuming to explore.  There are also no spinners, teleporters or darkness zones, so it’s a lot less frustrating to map than a lot of later games will be.  My only gripe on this score is that the Barbarian Zone wraps around, but the coordinates are off by one when you cross from one side of the map to the other.  I’ll put all of my maps below, so anyone who wants to can take a look.
American Zone
Guerilla Zone
Barbarian Zone
Martian Zone
Cyborg Zone
War Zone
Battle Zone
The game never ramped up in difficulty like I expected.  Once I found some armour, I was untouchable to all but a few enemies, and the vast majority of those that could hurt me were only doing 1 or 2 points of damage per hit.  There was just one enemy that I feared: Man-Beasts.  For some reason, while all of the other monsters were trivial, Man-Beasts could hit me for around 30 points of damage per blow.  At level 30 my current character Dutch has 169 hit points, and that doesn’t last long against a group of Man-Beasts. I learned to run away from them the hard way.  Thankfully, Man-Beasts are only found in the Cyborg Zone and the War Zone, so once I was done mapping those I never had to deal with them again.
The monsters I encountered can broadly be grouped into four categories: human soldiers, mutants, robots, and giant bugs/larvae.  (I guess there are skeletons too, but I can classify them as former soldiers if I want.)  It’s very much a charming hodge-podge of late 1970s pop culture.  The robots include R2-D2 and Cylons from Battlestar Galactica.  The mutants include one called an X-Man; the character from the X-Men that it most resembles is Cyclops, so I don’t feel too bad gunning down hordes of them.  The monster sprites (if they are sprites, I’m not sure how the graphics of PLATO work) look good, and some of them even have animations, moving their mouths and such.  That surely must be a first for a CRPG..
You can also hit CTRL-H during combat, and it brings up the complete stats of the monster you’re fighting.  I was tempted to go through and catalogue them all, but that would be a little too much work. I wouldn’t risk it against the Man-Beasts, anyway.
Scanning a pair of Slime-Mutants
The game has a wide variety of weapons and armour, but I only found a few of each.  For armour, I found baseball caps, bullet-proof vests, flak jackets and ballistic vests.  The ballistic vest seemed to be the most effective of those, but even the lowly baseball cap was enough to make me nigh-invincible on the levels I explored.  I found three types of weapons: clubs, rifles, and a sub-machine gun.  None of my characters were able to equip the club, and the rifle is just the default weapon that a new character starts the game with.  I was able to use the sub-machine gun though, and I was pleased to see that equipping a new weapon changes the look of the gun barrel at the bottom of the screen.  It even fires multiple bullets per attack.  Unfortunately, I found the sub-machine gun a little glitchy.  It kept defaulting back to the centre aiming position, and it wasn’t as accurate as the rifle.  I ended up switching back to the default weapon, and then that character died, so I don’t even have a sub-machine gun now. Weapons have been the hardest item pick-ups to come by.
I also found some other items that aid in exploration.  The first was a flashlight, which took me a little while to figure out.  In my last post, I’d mentioned that I was able to see the locations where there were encounters.  That doesn’t last; there are levels that are dark, and on those the encounter locations are hidden.  If you use the flashlight, however, you can see them, and it also lets you see more squares into the distance.
The other items I found were a metal detector and something called “super-hearing”.  The metal detector will tell you when there’s a mine on the square in front of you.  At first I thought that there was nothing I could do about these mines but avoid them, but eventually I tried shooting them.  Much to my surprise, it worked.  The super-hearing enhances an ability that you already have.  If you press shift-H, it brings up a display that shows what’s around you for about three squares in every direction.  With the super-hearing that range increases.  Unfortunately, both of these items stopped working for me after a while, and I’m not sure why.
Using my hearing. The o is me, the E is a base, the m’s are monsters and the x is a mine.
I’d been finding money after some encounters as well, but as of my last post I hadn’t worked out what it was for.  There are no shops, at least none that I encountered, so it seemed to be pointless.  An old D&D-head like myself should have worked it out faster, but eventually I twigged that the money you take back to base converts into experience points, at a rate of one experience per dollar.  If I ever doubted this game’s CRPG credentials, I have none whatsoever after figuring that out.
Aside from the occasional Man-Beast encounter, I hadn’t been discouraged in my mapping by combat, but I had been blocked by hazards such as sewage and radioactive waste.  Some of my first few characters had died after walking into them, so I was reluctant to try it again, but once I’d exhausted all other mapping possibilities I had to bite the bullet.  With enough Hits I was able to survive walking through them, and explore the areas I’d missed on my first pass.  There wasn’t really anything to find beyond them, but filling in my map was satisfaction enough.  There are still some infuriating areas that I can’t get to, because they’re blocked by pits or rubble.  Apparently I can get past those with a jetpack, but I never found one.  (Oh, and the squares that I thought were fire last time were actually rubble.  I blame that misconception on the game’s Help file, which mentions the former but not the latter.)
Here’s the current status of my character:
I gained a level while I was getting some screenshots for this post.
That’s about all I have to report on the game, I’m afraid, unless the current game administrators come to my rescue.  I’ve tried going down every set of stairs on the first seven levels.  I’ve tried falling down every pit.  I advanced myself to level 30 on the off chance that would unlock access to the lower levels.  None of that worked, which is a shame, because I’ve been enjoying the game.  I think I was appreciating having something to sink my teeth into.  As much as I complained about the length of time that the other PLATO games took to beat, something like that is a lot more satisfying than the string of one-post games I’ve been on lately.  I was getting into the challenge, and the tension of perma-death.  Perhaps I’ll be able to get back to it in time, but for now there’s nothing for to do but move on.  (I won’t assign a RADNESS Index just yet, though. It’s possible I’ll be back at Futurewar sooner rather than later.)
NEXT: My next game is Mystery House, the first of the adventure games on my Priority List.  I’ve also been replaying some of the earlier games from the blog, so expect some more back-tracking posts on those.  I’ll try to schedule those as a bonus, rather than as replacements for my now-standard Sunday/Wednesday posts.
source http://reposts.ciathyza.com/futurewar-stuck-in-the-future/
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Buy the best Hoverboards of 2018
Hoverboards are without a doubt the coolest new pattern in present day transport.
The cheap hoverboard (otherwise known as Self adjusting bike) has brought an eighties science fiction dream into the real world. Lamentably, despite everything you have to instruct yourself as a customer to shield yourself from a terrible buy.
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We've isolated the best drift sheets from the absolute hazardous to present to you our best ten rundown of the best hoverboard models of 2018!
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Official Halo RoverBoard Featured ImageRead User Reviews >>>>
At the point when the plan depends on the prevalent computer game Halo it's hard to discover something not to like. This Halo Rover Hoverboard is advertised as "indestructible" which appears genuine given the rock solid aluminum outline that backings the external edges. The Halo hoverboard is controlled by two 400W engines which turn vast 8.5 inch wheels to enable you to handle troublesome landscape.
The Halo self adjusting bike achieves a best speed of 10mph and can bolster weights of up to 256llbs without losing execution. The controlling is responsive and you can control the unit from a versatile application improving it one of the entertainers on our rundown.
Experts:
Exceptionally noteworthy execution from the double motors. It conveys a ton of weight and keeps running for up to ten miles
The rough development is satisfying on a more costly board this way.
It's quick with air-filled tires that make riding over knocks or shakes simple
High ground freedom implies you'll be eating significantly less landing area
The application interface is a standout amongst the most instinctive we've seen on a drift board. Particularly the choice to take full-control from your versatile.
CONS:
Not the best Range/miles per charge board we evaluated (somewhat better than expected @ 10 miles for every charge)
Cost may make this item a touch distant for a few.
2. Tomoloo Self Balancing Scooter – Best Value Hoverboard
Tomoloo Electric 2 Wheel Self Balancing Scooter - Featured Image
Read our Full Review >>>>
Tomoloo is a Chinese producer that entered the self-adjusting bike industry in 2013. Chinese items have a tendency to be somewhat quicker than their US partners and this item proceeds with that pattern. The best speed is around 10mph while the battery gives you a chance to ride for 12km. The double 300W engines are adjusted with the wheels by means of a motherboard.
Like Sagaplay there's a large group of preparing modes that are gotten to by means of an application. That same application has a heads up show for battery life, speed and cool highlights like light-appears. Those light-indicates are fitted into fire style LED boards over the board. It additionally accompanies unimaginably noisy blue-tooth speakers and backings a rider weight of 246llbs.
Masters:
The Bluetooth speakers specifically are to a great degree boisterous while the custom light settings will be awesome for kids.
It's a zippy bike that will beat most different items available.
The item is extremely well made. There's an aluminum edge to help the skeleton and underneath the board there's no free wiring. The board consents completely with US directions (UL22772).
For under $500, this bike can stand its ground against more costly items
3 diverse speed modes to enable you to sustain your aptitudes.
CONS:
There's a couple of issues in adjusting the motors. This prompts a rough ride on occasion. You'll need to physically reset the board to settle the issue.
The Bluetooth blending is overseen by a "voice-over" that uses the most extreme speaker volume which gets a bit of irritating after some time.
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It's only one out of every odd day that you see an individual transport gadget with a Silicon Valley post-check. San-Francisco's tech center point is home to the absolute most developed innovation on the planet. The Sagaplay F1 is America's putting forth to the self-adjusting bike industry. It utilizes double 250W that are intervened by gyroscopic sensors through a motherboard. This procedure brings about an extraordinarily smooth ride. It underpins an upper weight point of confinement of 220llbs and will take you up to an energetic 9mph. The board itself weighs only 22llbs with a different preparing mode to enable you to take in the ropes. After around ten miles you'll need to revive for a few hours.
Professionals:
The standing board is decent and wide with extensive, grippy control boards for your feet. This makes it simpler to ride, particularly for kids.
The consideration of preparing modules, which are controlled through your portable, is a pleasant touch. The learning modes constrain the best speed while lessening dealing with affectability. As you enhance you can release the board's full power.
This board has a pleasant passage level sticker price.
The client benefit group is US based and the board itself agrees to US directions.
The double engines have enough capacity to take you up mellow slopes (15 degrees) while the 22llb board is anything but difficult to bear after the charge is spent.
CONS:
As much as we preferred the idea of the preparation modes they haven't been aligned and in addition they could have been. At the lower levels, similar to the learning mode, the board vibrates a ton and expels the rider. You're in an ideal situation learning with the full yield which levels out the ride.
In spite of being sold as an off-road vehicle, the 6.5 inch wheels mean there sufficiently isn't ground leeway to ride on anything besides smooth cement.
The battery is somewhat fleeting. This displays an extra issue. Once the battery stop the bike loses control, even at higher paces. Watch out for the battery when your riding and don't ride underneath 5%
4. Swagtron T1 Hoverboard – Cheapest Self Balance Scooter
Swagtron T1 Hoverboard Self Balancing Scooter - Featured Image
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Swagtron have effectively taken a lions offer of the self-adjusting bike industry with the organization demonstrating sufficiently vigorous to deal with the bike drop out of 2016. The Swagtron Hoverboard T1 arrangement is a refreshed, wellbeing affirmed bike that is incredible as a kids' toy. A considerable measure of exertion has been put into a sheltered, smooth and durable ride.
The lithium battery is encased in a solid, shell which Swagtron call the Sentry shield. The best speed is a little slower than what we're utilized to yet has been relinquished to suit a steady ride. It keeps running at 8mph with an exceptional in-manufactured rigging framework to enable you to ride grades of up to 30 degrees. On the down inclines that same framework oversees capacity to keep you sheltered and upright.
Experts:
One of the most secure bikes available today. The licensed Sentry Shield innovation is exceptional to Swagtron items while the general ride is to a great degree smooth.
3 isolate learning modes which don't impact the dependability of the board, even at bring down velocities.
In the economy mode you can ride for up to 12 miles on a solitary charge which makes this a proper passenger vehicle
The Swag mark is magnificent and has been around for more than two decades. With that you can expect legit items nearby heavenly client benefit.
There's a moderate ceasing framework that gradually lessens speed as the battery keeps running beneath 5% forestalling excruciating patterns
CONS:
For a few people, the 8mph upper speed restrict just won't be sufficient. In case you're a speed evil presence you'd be in an ideal situation with the Tomoloo.
The T1 arrangement is a more established item and that shows. It's cost is low however the innovation is a
5. Epikgo Sport Balance Board – Most Powerful Self Balancing Scooter
EPIKGO SPORT Balance Board Self Balance Scooter
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The Epikgo sport is made for grown-ups and that is reflected in the cost. This is each inch a superior bike. The 33 lb mammoth is fueled by strong 400W engines that take you up to a speed of 9mph. Notwithstanding its thick form the Epikgo sport truly doesn't battle at all with grades or best speed.
It's fitted with extensive 8.5 inch tires that make it fit for going past smooth walkways and onto rougher surfaces like rock. The ground leeway is superb, while the development is tough and well made. It has IP56 water confirmation rating which implies you can fly through puddles freely and there's next to no to loathe about this item. The Epikgo Sport is a flat out mammoth with a great form.
Masters:
The measure of torque you get from the mix of bigger tires and 800W of engines is exceptionally amazing.
The most noteworthy entertainer on our rundown up until this point. I can just truly think about the smaller than expected segway as a conceivable contender to this item.
Enormous air-tires that let you ride over rock or knocks with no issues. The tires themselves are bolstered by strong aluminum wheel confines.
It keeps running for up to 10 miles on only a solitary charge which makes it a perfect passenger vehicle.
Completely wellbeing confirmed with powerful form.
CONS:
In the event that you do come up short on battery on street it's somewhat of a battle to convey this thing home. Gratefully, Epikgo do give a shoulder pack.
The board is publicized as a rough terrain board all things considered battles on earth tracks or unforgiving surfaces.
The cost nearly places it in the little segway classification.
These are the cheap hoverboards of2018
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