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Campaign Recap: Three Years of Annihilation

2023.06.02 14:09 WarrenTheHero Campaign Recap: Three Years of Annihilation


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I've been running ToA for a group of friends for about 3 years now and we're finally coming up on the final fight and I just wanted to gush a little about what they've been through during that time. We started before Covid on an every-other-week basis, took some time off at the beginning of the pandemic, and only in the last couple months did we switch to weekly, which is why it's taken us so long. It's also taken so long because I was committed to running by the book: survival checks each day to navigate, track rations, track bug repellant, random encounters, tropical storms. I also implemented Gritty Realism from the DMG, where resting overnight in the jungle was only a Short Rest and they'd have to dedicate an entire day of building out a semifortified camp to rest for the entire next day before breaking it down and continuing. It slowed down progress but I think overall the players like that they were forced to be survivalists.
Early on, the adventurers Nyx (tabaxi monk/warlock), Orynn (gnome wizard) and Ivory (tiefling bard) were hired by Syndra Sylvane to stop the Death Curse. This wouldn't turn out too well, as Nyx was slain in session three or so by a critical Yellow Musk Creeper hit. The party, now featuring human archer-warlock Folsom, hired out the guides River and Flask to explore Camp Righteous, and hired some Flaming Fist soldiers (Gwen and Jean) to delve into the jungle again, finding the goblin city of Yellyark along the way, wherein Gwen barely held the line against the Goblin Boss chieftain and established herself as a badass, before the party yeeted (yote?) the city far into the jungle, but not before acquiring an amulet which they subsequently matched with its Shield Guardian.
The party's next expedition was inspired by a seer in Port Nyanzaru, who told Folsom to seek the sage of Orolunga. They were joined by Inete, who wanted the party to take her to the Aldani Basin to pursue visions of sinister wizards there. They hired Azaka Stormfang to guide them, on the condition that they first stop by the Firefinger to recover her lost artifact, a nearly fatal encounter that included Ivory breaking a leg as he fell from partway up the tower. From there, they met Artus Cimber also on his way to Orolunga, but parted ways afterwards as they headed to the Aldani Basin, briefly meeting Valindra Shadowmantle in the floating Heart of Ubtao where they say from a distance a wrecked skyship. After rescuing the crew of the Star Goddess, they came across and saved another adventuring party, led by a wealthy but not-suited-for-a-jungle mage named Lucas. Taking on all of these extra adventurers strained their supplies to the limit, and it was only through Folsom's foraging that they managed to avoid starvation on their way back to the Port. They also encountered Camp Vengeance, but when forced into service by the master of the camp, the party used Lucas's magical might to decimate the camp before fleeing.
In the city, Lucas told them of his quest to map out routes to Orolunga and Nangalore. Having already mapped out Orolunga, they agreed to find a route to Nangalore for him while he stayed in the port and finalized the deal and bought supplies. Heading into the jungle again, with Inete joining them as her relationship with Orynn slowly grew, the party met a Shadar-Kai Barbarian named Cormag as he was fleeing a T-Rex, and he joined them on thier way to Nangalore. However, Zalkore proved a terrible threat, and petrified both Cormag and Folsom. In the aftermath of the battle against the Medusa, Cormag's sister Amasha, led by the lizardfolk ranger Qyzen Fess, arrived, just barely too late for the siblings to reconnect. The party found their way to Kir Sabal, where they defended the inhabitants from Gargoyles and used the Dance of the Seven Winds to return to Port Nyanzaru.
In the port, they met with the dwarven guide Musharib who offered to take them to his ancestral home of Hrakhammar, offering some of the forge's riches if they help him rid it of the fire newt threat within. They made a deal with their friend Lucas to meet them in Shilku Bay after a few weeks and set off, eventually freeing Hrakhammar for the Albino Dwarves, allowing them to once more establish a proper community on the peninsula.
They met Lucas and his new ship in Shilku Bay to return to Nyanzaru, where they decided to finally use the knowledge gained at Orolunga to find Omu and stop the Death Curse. It was during this time that Orynn decided to retire from adventuring life; the stresses and trauma he suffered in the jungle too much for the poor gnome, he sought therapy and a quieter life with his now-official girlfriend Inete. Similarly, Amasha decided to stay in the city to research ways to un-petrify her brother. To replace them, Lucas hired two new crew members: Lucky In the Dark, a tabaxi swashbuckler, and Tiger's Eye, an elderly Dwarven Sorcerer. Their names never got confusing, I promise. They were also approached by a young half-elf calling herself Xandala, hoping the party might take her to reunite with her father Artus Cimber, if they ever came across him. Sailing down to Shilku Bay once more, their ship was attacked and boarded by pirates, whose storm-mage thwarted Tiger's Eye's long-range fireballs. In the brawl that ensued, Lucky was able to best Captain Laskilar in a (mostly) one-on-one duel, claiming his magical cape for himself. It was not very long after arriving in Shilku Bay that the party, with the information from Saja N'Baza of Orolunga that they discovered the grand ruined capital city: Omu. Now knowing were to go, they returned to Port Nyanzaru for the last time to resupply before venturing into the heart of evil.
This is when Ivory finally departed the group as well, though their friend from the mainland, a Travel-Domain Cleric called Ezra, was in town and recommended to join the expedition to avenge her dog who was slain by the Death Curse. Lucas also hired an additional healer, a priest of Torm named Undril Silvertusk. They were once again accosted as they sailed south, by Captain Al-Saryak, defeating him and his crew as well. During this time, Lucas and Xandala also began to grow close. Traveling across the Valley of Lost Honor, they were scouted and chased by Tsindelor, the Red Dragon of Wyrmheart Mine, and Lucas was forced to offer it all of his gold and treasure to appease it so they could escape.
Omu was difficult. They me a wily old scribe, abandoned by his former employers, named Orvex, and using his knowledge began to slowly conquer various puzzles and traps across the city, collecting Puzzle Cubes for an unknown purpose. This conflict soon put them at odds with a Red Wizard, and while he was slain, he promised the group there more of his people who would crush them. They also had several close encounters with a vast beast, called the King of Feathers, and before long knew they had to hunt him down or be hunted themselves. They confronted him at his amphitheater lair, where they found the rest of the Red Wizards were also trying to slay the magical dinosaur. Rather than putting their differences aside, a great three-sided melee broke out between the party, the Wizards, and the King, eventually leaving the party as the last ones standing. However, Tiger's Eye's heart began to give out, and he returned to the ship in Shilku Bay. It was during these explorations of Omu that an Assassin Vine struck an isolated party member, capturing and killing the beloved Flaming Fist Gwen, who had been with the part for so long. They also found a den of Kobolds under the marketplace, slaying all but one, and telling the survivor that his people were "based" before forcibly recruiting him into the party. Snirbo the Kobold would be given lessons from Lucky on the basics of swordplay, though he was never very good at it. After taking control of the Grung tribe at Nangnang's Shrine, the party found a human knight, ensorcelled by a Nyanzaru guide; a Yuan-Ti in disguise. After being freed, Gilderoy Gleamleaf opted to join the party in their quest, as it was the same as his own: destroy the Soul Monger and end the Death Curse.
In time, they found their way into the back entrance of the Fane of the Night Serpent, the home of the Yuan-Ti of Chult and the lair of the warlord Ras Nsi. The party launched several expeditions into the temple, slaying snakes and freeing prisoners. Ezra and Qyzen soon realized there were too many prisoners to accompany them, but they would be unable to fend for themselves, and escorted them back to the ship. Among the prisoners, two were capable combatants, a Goliath infused with the ancient powers of his giantkin people named Manuyemo, and an elf Chronurgist Wizard named Osmanthus. The expeditions in and out of the Fane were at times disastrous, with both Osmanthus and Undril being captured, and Snirbo being turned to stone, but after Manu was able to beat the Yaun-Ti champion Sekelok, not very many of the remaining Yuan-Ti were serious threats, beyond their ability to consistently Suggest Gilderoy. Within the Fane, the party found a gravely wounded and misbegotten Artus Cimber and his friend Dragonbait, both robbed of their gear including the legendary Ring of Winter. The final confrontation with Ras Nsi, the new wielder of the Ring, was incredibly difficult, as he was able to use the Ring's Wall of Ice to isolate party members to strike with his magical sword. After some very close calls, he was forced to retreat through a teleportation pad. Learning how the pads functioned, several party members were teleported to random parts of the dungeon, before Lucas accidentally found himself face-to-face with the warlord. The sounds of the fight that followed drew the party to Ras Nsi's hidden chambers, where in the moment of all involved being severely weakened, Xandala finally sprung her trap, *Fireball*ing the room to claim the Ring for herself. Unfortunately, it wasn't quite enough power, and some party members survived to stop her and save their friends from bleeding out.
Opting for mercy for this person they thought was their friend, they let Xandala live, though this far south, she had no choice but to continue to assist the party, or else brave the jungle alone and surely die. As various other teammates handled the Ring, they were all tempted to violence until it found itself back within Artus's grasp. As thanks for freeing him and Dragonbait and returning the Ring, he decided to help the party through the upcoming Tomb of the Nine Gods.
With all Puzzle Cubes from the Red Wizards and Ras Nsi in hand, the party finally entered the Tomb of Annihilation.
It was not easy. Artus became cursed very early on, removing his ability to regain hit points and slowly sapping his life, forcing him to stay out of most fights as the party battled Tomb Guardians and Dwarf-Wights. They found the administration office of the Tomb run by Withers, who was unable to escape and slain, Gilderoy claiming his amulet.
While no part of the Tomb was pleasant, the first tragedy of the Tomb was during the fight against the invisible beholder Belchorz, who turned Lucas to stone. This was not easy for the group, and especially not for Xandala. It was also around this time that the party started suffering nightmares in the Tomb, even protected by Tiny Hut spells, with some of them losing maximum HP and unable to recover during Long Rests. The second tragedy was on a lower level, when Gilderoy entered a secret room and snuffed out a candle. He was teleported out of the room and never seen again, though we know he was ground to nothingness along with all he was wearing and carrying.
Pressing on, the party found a throne Room and a hidden sarcophogus with a fine necklace atop it. Giving the necklace to Jean to appease the spirit of Nangnang possessing him, he put it on, activating its curse and becoming the center of an 8th-level *Fireball,* disintegrating immediately and awakening the Zombie T-Rex hidden below the room. After slaying the beast, it disgorged a curious sight: A spore-infested Firbolg calling itself Cousin Klemba, who had been disintigrated in the tomb years earlier, but by a 1-in-a-billion magical chance, its spores managed to survive and reconstitute inside the flowery gut fauna of the T-Rex. Activating the second trap in Napaka's sarcophogus room really put a damper on the party's mood, and they decided to avoid all distractions and recover the last of the Skeleton Keys without exploring any more rooms than strictly necessary.
At the bottom of the Tomb, they finally came head-to-head with the Hags who had been tormenting them: the Sewn Sisters Baggy Nanna, Peggy Deadbells, and Widow Groat, each accompanied by two Wraiths. The fight was brutal, perhaps the most difficult so far, as the Hags used very effective Hold Person spells to lock down the gorup as the Wraiths began to critically hit them, reducing max HP and inflicting massive damage. All the while, the Hags were able to counter most of the party's spells while phasing in and out of the Ethereal. Widow Groat even managed to acquire one of the Skeleton Keys, but was slain by Keshma al-Wazir, a dao genie that was indebted to the party after being freed by them, before Groat could escape to the Ethereal plane.
Now, with all of the Hags dead, the party might be able to have their first complete and uninterrupted Long Rest in the Tomb, before opening the Skeleton Gate and confronting, at long last, the Soul Monger.
This Sunday, we're meeting in person again for the finale. I've been constructing a 3D version of the final fight, and a custom scuplt of the Atropal inspired by ideas on this sub. I'm gonna kill them all.
submitted by WarrenTheHero to Tombofannihilation [link] [comments]


2023.06.02 06:14 zartes Convergence Manifesto - I've run most of it. I have notes

at the start of the year, I decided I wanted to run a campaign for some friends, and to save myself some effort, I thought I would run a pre-written game. I looked up Eberron adventures, and the convergence manifesto looked like it would suit the quick, very-slightly-casual-ish campaign I wished to run. While I haven't finished the campaign yet, I want to write out some thoughts about it.
WHAT FOLLOWS WILL SPOIL THE CONVERGENCE MANIFESTO CAMPAIGN. DON'T READ IF YOU INTEND TO PLAY IT.
ALSO, PARTS OF THIS MIGHT NOT MAKE SENSE IF YOU HAVEN'T READ OR RUN THE ADVENTURES BECAUSE I'M BAD AT EXPLAINING THINGS.
To start with, I'd like to say that some of my criticisms of the campaign are probably problems with me. I have focus issues, and I'm a picky perfectionist, and to be fair to all the writers involved, they have done better jobs than I would in their shoes.
A note on my group: our party consisted of a human wild magic sorcerer (ex-skycoach driver), human wizard (aundairian expatriot), a gargoyle barbarian (used the rules for a Hadozee), an eladrin eloquence bard, and a goblin rogue (retired Conquerer champion looking for something new to do)
The Campaign As a Whole:
The premise of the Convergence manifesto is that Nigel Faurious, Provost of Morgrave university, wants a bunch of relics that are each attuned to one of Eberron's planes. Each adventure is a mission to some location on Khorvaire to retrieve or create such an item.
Each of the adventures is written by a different author, and as a result I think they vary pretty wildly in quality.
Adventure 1: Fired and Forgotten.
Synopsis: PCs go through hazing ritual to join adventuring guild in Sharn, get sent to pick up bespoke Fernia-linked magic item from a forge in the Cogs, discover forge has been shuttered due to warforged workers protesting - they have to convince the owner to be less of an ass. Then Daask show up.
This one was good! A strong start. Everybody enjoyed the hazing ritual, and I decided to use the optional NPC with the aberrant dragonmark manifesting (for reasons I'll explain further down). The warforged union situation was a very good introduction to what is special and different about the Eberron setting. This might be an issue with me as GM, but I found that the PCs dealt with the non-combat parts of the adventure VERY easily through use of skills and illusions, never thought about leaving the immediate vicinity of the forge (and thus missed some content), and I felt kind of bad having the forge owner not immediately cooperate in the face of 20+ results on Persuasion and Intimidate.
The daask Ettin bruiser being toned down for a bunch of level 1s was a very nice touch, but throwing that at the players right after the fight with the mephits made that bit rough.
Adventure 2: Live Another Day
Synopsis: PCs get air-dropped into Droaam so they can find a hidden valley with an Irian manifest zone, so they can charge up a crystal. On the way they may encounter some ogres, have to navigate a hidden set of tunnels, and then on arriving discover a clan of harpies is living in the valley, as they are persona-non-grata in Droaam. When Droaam monsters follow the PCs into the valley, they have to fight them off before the harpies will let them complete their mission
So, slight issue with this one, probably unique to my party - the adventure calls for a lot of Survival rolls for the overland travel and nobody in my party had survival. They were a bunch of city-slickers. Seemed a little odd the adventuring guild picking the party to do this.
While the adventure was somewhat rail-roady, it at least makes sense in that the PCs are following in the footsteps of a prior explorer. My main issue was the last portion - once the PCs get to the valley, there will ALWAYS be Droaamite monsters on their heels. Firstly, this discounts the possibility that the party had been religiously using Pass Without Trace or doing other things to make them untrackable. My party didn't, but a party with a ranger and/or druid might have. Secondly, the fight as written is a bit boring. It's two Gnolls. Two gnolls shouldn't be a threat to a clan of harpies. Once the gnolls are dead, three goblins show up. After that, two half-ogres show up. You can optionally add some more scenes fighting gnolls and chasing anything trying to get away. I revamped the fight a bit by making all of these fight scenes one long drawn-out battle with reinforcements arriving, and I re-contextualized the Harpies wanting the PCs to fight the monsters without their help - the Harpies could probably run rings around the ground-based humanoids, but the Harpies both thought this was the PCs fault they were here, and didn't want to show themselves in case any stragglers got away to report on the Harpies' presence.
Weird thing my party did: when they encountered the ogres at the start of the adventure, the group came up with a plan to pretend to be fellow Droaamite monsters if they failed to sneak past - they then snuck past the ogres without any issue, and were disappointed that they couldn't use their disguises... so they used them when the encountered the harpies, not knowing the harpies were enemies of Droaam. This very nearly turned into a combat situation, but the bard managed to talk everybody down and explain why they had been lying.
Adventure 3: Rime or Reason
Synopsis: Nigel sends PCs to Icewhite island to get a Risia macguffin after another expedition failed to return. They have to contend with a blizzard, find a tower of ice in the middle, and defeat ice monsters, a puzzle/trap, the possibly backstabby survivors of the failed expedition, and then deal with the tower collapsing once they find the item.
Some parts of this one were good - my party really seemed to enjoy trying to find a solution to get through the blizzard despite their lack of survival skill proficiency. Two of the casters were constantly casting prestidigitation to keep the Constitution 8 rogue from succumbing to hypothermia, and even then it was a bit touch and go.
Now, I had some issues with the ice tower as presented. First, the adventure says it's an ancient dwarven ruin, dating back to when the dwarves came down from the Frostfell. Personally, that didn't make great sense to me - why would you willingly make a building in a risian manifest zone? The whole of Icewhite island is freezing cold, and the manifest zone is worse.
Second problem - there is door, with a puzzle. The puzzle is so easy that I worked out the answer the instant I looked at the handout at the back of the adventure, before even reading the description - there are four columns of symbols (a book, scroll, wand, potion - again, not terribly dwarf-y?), and each symbol rotates a certain number of octagonal faces from one row to the next, and you just have to make the last row match the pattern. If you mess it up, it will spring a trap that will potentially either tickle the PCs a little, or cause a TPK if they're messed up from any prior fights because anybody reduced to 0 HP by the trap is frozen solid until freed by greater restoration, which no PC at this level of adventure will have.
Third problem - the tower is only four storeys tall. As described, it more cube-shaped than tower shaped. Also, as described, a PC with misty step standing on the shoulders of another PC of above average height could potentially teleport to the top of the tower and avoid 50% of the adventure content.
Fourth problem - the top of the tower is described as a garden made of icy plants... which doesn't make sense with Risia's canonical loathing of life.
my fixes: I changed the backstory of the tower, rather than being a dwarven relic, it was an Aundairian Magical Congress research facility, set up during the war to try to draw weaponizable power out of the Risian manifest zone - a wizard tower felt more right than a dwarven one. I then changed the solution to the puzzle - the symbols still had to be rotated, but what columns they were in had to be swapped, to represent the Congress sharing magical knowledge. I had the other expedition that was there explain they had tried the obvious solution and it hadn't worked. I also made the tower taller, mostly as an aesthetic thing, and so that the stand-on-shoulders-and-teleport trick only got the party Eladrin up to a balcony, rather than the roof. I kept the set-piece of the tower collapsing, saying that the magic the Aundairians had been trying had kept the manifest zone coterminous and removing the macguffin broke the spell holding the ice tower together.
Adventure 4: Living Legend
Synopsis: the party goes to Darguun, hunting a legendary hobgoblin hero. They get to see the fact that bugbears take slaves, follow a guide to a Thelanis manifest zone, and undertake several trials to prove they are worthy of claiming the hero's weapon to bring back.
So... the premise is cool. The execution is anything but
Even setting aside the fact that some parties might get entirely side-tracked by fighting slavers, the issue I had was that the trials in the adventure didn't seem to really key into the fact that Eberron goblinoids are supposed to have some different and interesting cultural mores.
The trials aren't bad, per se, but they don't feel goblin-y at all.
Worst of all, though, there is a Hobgoblin you encounter during the trials who is one of the Dhakaani fallout-vault people who is set on passing the trials to claim the weapon herself. As written, she is quite easy to befriend, will readily tell the PCs that she is from a hidden vault of survivors of the goblinoid empire, and if they DO befriend her, doesn't leave the room she's in despite the fact she's here for the same cultural relic the PCs are. WHICH FEELS INSANE. Every bit of canon and kanon lore I've encountered about the Dhakaani suggest that they distrust non-Dhankaani at best, and outright loath them at worst, and are trying to keep their presence secret. She should be either fighting to the death or keeping her origin secret then betraying the PCs, or not here at all.
Between the un-goblin-ish trials, and the insanely cooperative yet unhelpful NPC, this one needed the most fixing to satisfy my tastes. As I didn't have the time and brain juice to do that before the session, I decided to skip this adventure, and have the PCs collect a Thelanis macguffin as part of the later adventurer where they go to a Feyspire (adventure 12: Lost in Dreams).
Adventure 5: Perfect Timing
Synopsis: PCs get on a lighting rail intending to jump off it as it goes over a bridge, so they can appear in Daanvi to acquire the macguffin. twist: there's emerald claw terrorists on the train, and one of them has stolen the thing the PCs need to get into Daanvi, intending to go himself. Once in Daanvi, it's a race against the Emerald Claw guy to fill out all the paperwork to get the macguffin first
So, over-all, this one is really good. The premise is good. Situation is hilarious. It's very Eberron
Minor issues: the train has SO MANY COMBAT ENCOUNTERS. the PCs start at one end, and have to fight their way to the other, with one fight in every single train car, one of which is purely due to a misunderstanding. It took two sessions to get through the train half of the adventure, and that is with me having skipped two of the fights. In hindsight, I would have maybe also varied the stats of the enemies a bit more.
Also, while I comprehend the drama of having the thief jump out of train with his accomplices during a fight, this presumes the PCs don't kill every single one of his accomplices. I had to pull some shady DM shenanigans to get the guy out of the train in one piece, and give him new allies to help in the final battle at the end of the paperwork race.
My players enjoyed this one a heap, but one did comment that he thought it should have come later in the campaign, as it was such a departure from the others.
Adventure 6: Night's Gambit
Synopsis: PCs have to infiltrate Fort Bones in Karrnath and steal a mabaran macguffin from under the nose of the military there.
Another really good one, although not without it's issues. The adventure presents interesting characters in the form of the fort's up-tight commander and relatively chill head necromancer, a timeline of what they will be up to at various times of day, and has options of all kinds of approaches: sneaking in, joining up with what is basically the Karrnathi Foreign Legion, or acting as bodyguards for a visiting inspector. I loved that it gave all these options.
my only complaints were that the timeline was a little hard to make sense of as presented, and the map of the fort seemed... a bit too small and simple for the facility as it's described. I feel like you'd expect one of Karrnath's most important border forts to be at least a two-storey building (I fixed that by describing the fort's upper levels as being still under construction after the last time it was sacked).
How my party handled it: so, my group aren't terribly sneaky on the whole. They also do not look like adventurers - to glance at, they are a Gargoyle, the hottest and floweryest elf you've ever seen, a depressed cab driver, the least magical aundairan wizard ever, and a goblin grandmother. So they couldn't really sneak in, wouldn't blend in as recruits, and I felt wouldn't really be the kind of people the inspector would hire as bodyguards....
...so they decided to BE the inspector. Eladrin lady was the inspector herself, gargoyle got dressed up as weird undead bodyguard, aundairian wizard was silent note-keeper, grandmother was a servant, and cabbie became the coach-driver. The group arrived a day early ("surprise inspection"), and were given a tour of the fortress. They executed everything perfectly. In the end, the only fight they had was an ambush on the necromancer in his own bedroom at 3am, wherein they beat him senseless, put him to sleep with a spell, and healed him back to full HP, so when he woke up in the morning he had no physical proof that anything had happened and was questioning his own sanity. They even fashioned a replica of the macguffin (it's a conqueror piece - the goblin rogue had her own set, which the wizard imbued with some necromantic energy), so the alarm wasn't raised for several hours after the PCs had left the fort.
Adventure 7: The Silvered Edge of Twilight
Synopsis: PCs go to Thaliost to pick up a Lammanian macguffin from a silver flame priest - when they get there, it's been stolen. They do some investigating, track the theives to the railway station, and chase them down to the Eldeen reaches where they fight Ashbound druids and lycanthropes.
Kind of middling adventure - nice premise, but very railroady. For starters, there's an NPC (who I edited out) who gets sent with the PCs for all of the investigation portion who basically seems to exist to keep them on track and/or provide lore about Thaliost and also to force them into a fight they might otherwise be able to avoid. Even outside of that, the investigation seemed a bit being-led-by-the-nose, although maybe that came down to how I was running it.
The issue, for my run at least, was once they were on the train. As written, the PCs need to track down the missing item on the train - it's written with there being a few red herrings as to who might be the thief, but it's a magic item. I have never seen a group of PCs who didn't have access to detect magic, so my PCs just bypassed all the red herrings with a single spell.
Next, there is supposed to be a set-piece fight where the were-tiger with the item jumps off the train, and leaves here were-rat minions to fight the PCs. I can't really criticise the adventure writer for not forseeing what my PCs did: the eladrin bard walked scootched up to the were-tiger, went "hey, I gather you're a nature-themed terrorist? I am too! I hate civilization. Can I tag along and then borrow your item when you're done with it? Also are you single?" and then rolled a 27 for persuasion.
The PCs came along and jumped the lycanthropes a day later. To be fair, the adventure never explained how the were-tiger was supposed to get to the final battle before the PCs as she jumped off a moving train and is slower than it is.
Adventure 8: The March of Madness
Synopsis: PCs go to an ancient dungeon in the Shadow Marches, go on a vision quest before being allowed inside by the druid guardian, and then have to contend with/repair the wards inside the dungeon before they can get their Xoriat macguffin. Depending on how it plays out, they may or may not end up accidentally killing an ancient orcish guardian inside the dungeon, and may or may not be betrayed by an insane warlock.
The adventure is very solid, great even. The map that comes with it is... very uninspiring, so I re-mapped the dungeon and added a bit of extra flavour to one room (there's a weird trap that doesn't make much sense, so I made it a weird manigest zone effect rather than a deliberate thing), but that is basically the only changes I made. 4.5 stars!
Adventure 9: Weathering the Storm
Synopsis: PCs get sent to the Lazaar principalities to receive a Kythri macguffin that is being imported. Ship doesn't arrive, investigation leads to sky pirates, which in turn leads to an attack on a skyship.
So, again, really nice premise. Some issues with the execution, though - see, the synopsis in the adventure itself makes reference to the Chaos Fleet, a concept introduced in 4th edition, where there was a pirate fleet in the principalities that were basically Davy Jones' crew from Pirates of the Carribean, if they went all elemental-y rather than all fish-y.
Except, the Chaos Fleet never actually show up in the adventure at any point. All the opposition in the adventure is Wind Whisperer pirates. ALL of it. Literally, it's only the one statblock for everybody except the final boss.
my fixes: when the PCs are inspecting the wreck of the vessel that had their macguffin on it, rather than Wind Whisperers returning to the scene of the crime, I had a Chaos fleet ship turn up chasing the scent of the macguffin that they were lusting after - I used weirds from the Ravnica book, and some mephits. After that, I fed the PCs info of sightings of Chaos Fleet ships chasing after a skyship in the heart of a storm - the Chaos guys I described as not usually a threat because they're terminally incapable of cooperating with each other, but this was concerning because the Wind Whisperers seemed to be trying to use the macguffin to draw all of them into their wake and then force them into Regalport.
In the adventure as written, then PCs are airdropped onto the macguffin-holding skyship with some friendly Regalport sailors to help them (and to keep the fight against the Wind Whisperers manageable). I gave the wind whisperers some more variance in statblocks (scounts, thugs, deck wizards from ghosts of saltmarsh), and had the ship under attack by elementals at the same time, rather than give the PCs allies.
I also had the aberrant dragonmarked NPC from adventure 1 show up in Regalport, saying she had been given a grant by Nigel to continue her studies somewhere other than Sharn.
Adventure 10: At Death's Door
Synopsis: PCs sneak into the upper level of the Lair of the Keeper to get a Dolurrh macguffin while the (alleged) Keeper is out having a meeting with some minions. It's a dungeon crawl.
This is the best one. Almost every encounter can be fought or talked through (with varying difficulty). The Rakshasa is great. The demon and the bodak are great. The Orcs are great. I loved it. No fixes. No notes. 5/5 stars.
Further Adventures:
This is as far as we've gotten at time of writing. I'm currently gearing up to run A Heart in Mourning, and am running into some of the same issues as Rime or Reason - the adventure site feels too small, the approach to it a bit too rail-roady due to being a tower, combined with the fact it doesn't really feel like it's Shavarath-ish enough. Also, ending with a collapsing tower seems repetitive at this point.
I need to read Lost in Dreams in more detail. It looks complex, so I'll report back on that one.
As for the last adventure - a read-through revealed some really neat set-piece fights and the stupidest twist I've ever \***ing heard of*. As written, the adventure reveals that Nigel Faurious has secretly been... a gnome woman from zilargo who the PCs have never heard of and who wants revenge on Sharn for her sons dying in the War.
...What???
I at least have a fix for that: Nigel Faurious is... actually Nigel Faurious. Nothing secret going on there. He came to Morgrave university in his 20s in hopes of studying to help his fiancé - the fiancé had an aberrant dragonmark that meant they would create spontaneous manifest zones temporarily. One day they had a bad flare-up, and got killed by a mob, just like the NPC nearly is in adventure 1. After that Nigel as spent the last 20 years trying to reverse-engineer the manifest-zone creation effect with the intention of destroying the city that killed the love of his life.
------
Thanks for reading all this way, I know this has been a really long post. I appreciate the effort.
submitted by zartes to Eberron [link] [comments]


2023.05.29 19:08 Proletlariet Donnie 12

Donatello

Donatello is the fellow, has a way with machines
Many years ago, four baby turtles and a man named Hamato Yoshi were mutated in the sewers of New York City. These turtles became the Teenage Mutant Ninja Turtles, taught the way of the ninja by Yoshi, also known as Master Splinter. Donatello is the brains of the outfit, with a keen mind and tendency to over-analyze the situations he finds himself in. He has a big crush on his human friend, April O'Neil. He serves as the inventor of the team, creating weapons and vehicles to help his brothers in their war against the alien Kraang and the Foot Clan's master, the Shredder.
Feats will be marked with the season and episode number (i.e. S2E14).

Physicals

Strength

Bo
Naginata
Lifting/Throwing
Other

Durability

Blunt
Energy
Heat
Electricity
Other

Speed/Agility

Reaction/Dodging
Movement
Agility

Skill/Misc

Combat
Stealth
Accuracy
Hacking
General

Gear

Standard Weapons
Space
Misc

Inventions

Metalhead

A robot made by Donatello by reverse-engineering a Kraang droid and adding his own modifications.
Physicals
Weapons/Gadgets

Misc

submitted by Proletlariet to u/Proletlariet [link] [comments]


2023.05.29 19:07 Proletlariet April 12

April O'Neil

April O'Neil was a normal high school girl, or so she thought. When she and her father were kidnapped by the alien Kraang species and rescued by the Teenage Mutant Ninja Turtles, April's entire life was turned upside down. Finding out that she possessed psychic powers as a result of the Kraang experimenting on her family, she began training under Master Splinter, joining him and the turtles in their war against the Kraang and the Shredder.
Feats will be marked with the season and episode number (i.e. S2E14).

Physicals

Strength

Striking
Throwing

Durability

Blunt
Other

Speed/Agility

Reaction/Dodging
Movement/Agility

Skill/Misc

Accuracy
Combat
General

Psychic Abilities

The Sol Star is a crystal that the alien Aeon species gifted April that enhanced her psychic powers.

Telepathy

With Sol Star
Without Sol Star

Telekinesis

With Sol Star
Without Sol Star

Psychic Shields

Misc

With Sol Star
Without Sol Star
submitted by Proletlariet to u/Proletlariet [link] [comments]


2023.05.29 19:05 Proletlariet Splinter 12

Hamato Yoshi, aka Master Splinter

"Remember, my son: everything you know I have shown you, but I have not shown you everything I know"
Hamato Yoshi was the master of the Hamato ninja clan in Japan when his entire life was turned upside-down. When the love of his wife, Tang Shen, came between them, Yoshi's old friend/rival Oroku Saki attacked him, accidentally starting a fire that killed both Tang Shen and Yoshi's daughter, Hamato Miwa. With nothing left for him in Japan, Yoshi left for New York City, where he purchased some baby turtles and was mutated alongside them. These turtles became the Teenage Mutant Ninja Turtles, taught the way of the ninja by Yoshi, also known as Master Splinter. When Saki, now going by the moniker of the Shredder, discovered Yoshi was alive, he traveled to New York to put an end to their rivalry once and for all.
Feats will be marked with the season and episode number (i.e. S2E14).

Physicals

Strength

Striking
Blades
Lifting/Throwing
Other

Durability

Blunt
Other

Speed/Agility

Reaction/Dodging
Movement
Agility

Skill/Misc

VS Shredder
Combat
Pressure Points
Accuracy
Spiritual Abilities
General

Weapons

submitted by Proletlariet to u/Proletlariet [link] [comments]


2023.05.29 16:17 Piratedad83 [USA-CO] [H] Playstation Games: PS1, PS2, PS3, PS4, PSP [W] Paypal

Hey all! Thinning out some of my collection. Happy to post pics of anything that you might be interested in. Shipping is $5 for the first game or 2, and then goes up from there.
Also! Feel free to check out my Nintendo games post here:
https://www.reddit.com/GameSale/comments/13n6q9v/usaco_h_nintendo_games_and_consoles_nes_snes_n64/
And my Sega and Xbox games post here:
https://www.reddit.com/GameSale/comments/13dxcl4/usaco_h_sega_and_xbox_games_genesis_dreamcast_og/
PS1 (CIB unless noted)
Army Men: Sarge's Heroes (Disc Only) $5
Army Men: World War - Team Assault $10
ATV: Quad Power Racing $5
Ball Breakers $5
Bowling $3
Brave Fencer Musashi (Case and Disc) $80
Breath of Fire III (PAL) $45
Cool Boarders 3 $5
Crash Bandicoot 2: Cortex Strikes Back $15
CTR: Crash Team Racing $20
CTR: Crash Team Racing (Disc Only) $10
Dragonball Z: Ultimate Battle 22 (Disc Only) $5
Driver (Sealed) $50
Dune 2000 (Disc Only) $10
Final Fantasy Tactics $80
Final Fantasy VII $45
Final Fantasy VII (Case and Disc) $35
Final Fantasy VIII $20
Final Fantasy Anthology GH (New/Sealed) $45
Final Fantasy Chronicles $40
Frogger $10
Gekido: Urban Fighters (Disc Only) $20
Gex 3: Deep Cover Gecko (Disc Only) $10
Gran Turismo $15
Gran Turismo 2 $15
Grand Theft Auto 2 (Disc Only) $5
Gunfighter: The Legend of Jesse James $10
Herc's Adventures $125
IHRA Drag Racing $3
Knockout Kings $5
Lunar 2: Eternal Blue Complete (Big Box, Jewel case and discs, Hardcover manual, Omake Box w/map and character cards $200
Madden NFL 2004 $10
Metal Gear Solid $45
Metal Gear Solid (Case and Disc) $40
MLB: Pennant Race $3
Monopoly $3
Namco Museum Vol. 1 $5
Namco Museum Vol. 1 (Disc Only) $3
Namco Museum Vol. 3 (Disc Only) $5
Nascar 99 (Disc Only) $3
Need For Speed: High Stakes (Disc Only) $5
Need For Speed: V-Rally $10
Nuclear Strike $10
Oddworld: Abe's Oddysee (Case and Disc) $15
Parappa the Rapper (Disc Only) $50
Parasite Eve $75
Patriotic Pinball $5
Rally Cross 2 $5
Return Fire (Longbox) $45
Road Rash 3D $5
Shockwave Assault (Disc Only) $10
Spec Ops: Covert Assault $5
Spec Ops: Stealth Patrol $3
Spyro: Ripto's Rage (Disc Only) $5
Star Wars: Masters of Teras Kasi (Disc Only) $5
Street Racer $10
Stuart Little 2 $5
Suikoden II $275
Syphon Filter 2 (Case and Disc) $5
Syphon Filter 3 $15
The Game of Life $10
The King of Fighters '95 (Disc Only) $25
The King of Fighers '99 $20
Thousand Arms (Case, manual, game) $175
TNN Motor Sports: Hardcore 4x4 $3
Tom Clancy's Rainbow Six: Rogue Spear $10
Tomb Raider II $10
Tomb Raider II (Disc Only) $5
Tony Hawk's Pro Skater 2 (Disc Only) $5
Triple Play 2000 $5
Vanishing Point (Disc Only) $5
Warhawk (Long Box) $20
World Soccer Winning Eleven '97 (Disc Only) $3
Worms Armageddon (Case and Disc) $15
You Don't Know Jack: Mock 2 (Disc Only) $3
PS2 (CIB unless noted)
Ace Combat 4: Shattered Skies (Case and Disc) $5
Adventures of Jimmy Neutron: Jet Fusion $10
Alvin and the Chipmunks (Case and Disc) $5
Army Men: Sarge's Heroes 2 (Case and Disc) $10
ATV Offroad Fury 2 (x2) $5
Battle Racing Ignited: Burnout Dominator $10
Battlefield 2: Modern Combat (Disc Only) $4
Black $10
Blitz: The League (Case and Disc) $5
BMX XXX (Case and Disc) $20
Call of Duty 2: Big Red One (Case and Disc) $5
Call of Duty 2: Big Red One (Disc Only) $3
Call of Duty: Finest Hour $5
Call of Duty: Finest Hour (Disc Only) $3
Call of Duty: World at War Final Fronts (Disc Only) $5
Celebrity Deathmatch (Disc Only) $5
Commandos Strike Force (Case and Disc) $5
Contra: Shattered Soldier (Disc Only) $10
Cool Boarders 2001 $5
Crouching Tiger, Hidden Dragon $5
Crazy Taxi $10
Dave Mirra Freestyle BMX 2 $10
Delta Force: Black Hawk Down $5
Devil May Cry (Demo Disk) (Disc Only) $10
Devil May Cry 3: Dante's Awakening (Special Edition) (Disc Only) $5
Disney Sing It: Pop Hits $3
Dragonball Z: Sagas $15
Duel Masters (Limited Edition) $5
Enter the Matrix (x2) $5
Enthusia: Professional Racing $15
Escape from Monkey Island (Disc Only) $5
Eye Toy Demo Disc (Disc Only) $5
Eye Toy: Operation Spy (Sealed) $5
Eyetoy: Antigrav $3
Fifa 07 (Disc Only) $3
Fight Night 2004 (Disc Only) $3
Ford Mustang: The Legend Lives $3
Gadget Racers $10
Game Shark 2: Official Cheat Codes For Splinter Cell (Disc Only) $20
Gauntlet: Dark Legacy (Case and Disc) $20
God of War (Disc Only) $7
Gran Turismo 3 $3
Grand Theft Auto III $10
Grand Theft Auto III (Disc only) $5
Grand Theft Auto: Vice City $10
Grand Theft Auto: Vice City (Case and Disc) $5
Grand Theft Auto San Andreas (Disc Only) $5
Guitar Hero II (Disc Only) $5
Guitar Hero III: Legends of Rock (Disc Only) $5
Guitar Hero: Aerosmith (Disc Only) $4
Heroes of the Pacific $5
Hitman: Contracts (Disc Only) $3
Ico (Disc Only) $10
Jak 3 (Case and Disc) $10
Jax X: Combat Racing $10
Legaia 2: Duel Saga $20
Lego Star Wars: The Video Game (Case and Disc) $5
Lemony Snicket's A Series of Unfortunate Events $5
Lord of the Rings: The Two Towers $5
Lord of the Rings: The Two Towers (Disc Only) $3
Lord of the RIngs: Return of the King $10
Mace Griffin: Bounty Hunter $5
Madden 06 $5
Madden 2005 (Disc Only) $2
Mafia (Disc Only) $5
Max Payne $10
Max Payne (Disc Only) $4
Medal of Honor: Frontline $5
Metal Gear Solid 2: Sons of Liberty (Disc Only) $5
Metal Gear Solid 3: Snake Eater (Disc Only) $7
Metal Gear Solid 3: Subsistence $45
MLB 2K5 (Disc Only) $2
MLB 2K7 (Sealed) $5
MLB: The Show 08 (Disc Only) $2
MX: World Tour featuring Jamie Little $3
MX: World Tour featuring Jamie Little (Case and Disc) $1
Naruto: Ultimate Ninja (Case and Disc) $5
Naruto: Uzumaki Chronicles 2 (Disc Only) $5
Nascar Thunder 2003 $5
NBA 2K2 (Disc Only) $2
NBA Live 06 (Case and Disc) $5
NBA Live 07 $3
NBA Live 2004 $3
NCAA 06: March Madness $5
NCAA Football 2002 (Disc Only) $2
Need for Speed: Hot Pursuit 2 $10
Need for Speed: Pro Street $10
NFL Game Day 2003 Demo Disc (Disc Only) $5
NFL Head Coach (Case and Disc) $5
NFL Street (Case and Disc) $10
NHL 2002 (Disc Only) $2
NHL 2004 (Disc Only) $2
Over the Hedge $5
Pirate's of the Caribbean: At World's End (Manual and Disc) $5
Primal DEMO DISC (Disc Only) $10
R: Racing Evolution $10
Ready 2 Rumble Boxing: Round 2 (Case and Disc) $5
Resident Evil Soutbreak: File #2 (Disc Only) $30
Rockband (Disc Only) $3
Rockband Track Pack: Volume 2 (Disc Only) $5
Scooby-Doo! Unmasked (Disc Only) $10
Shrek 2 $10
Shrek the Third $5
Silent Hill 3 $200
Singstar 80s $5
Singstar Pop $5
Singstar Pop Vol. 2 $5
Sled Storm $10
Sly Cooper and the Thievius Raccoonus (Disc Only) $10
Smuggler's Run $5
Smuggler's Run 2: Hostile Territory $10
Socom: U.S. Navy Seals $5
Socom: U.S. Navy Seals (Case and Disc) $3
Socom: U.S. Navy Seals (Disc Only) $2
Spyhunter $10
Spyro: Enter the Dragonfly $10
Syphon Filter: Omega Strain (Disc Only) $3
Tekken Tag Tournament (Disc Only) $5
Terminator 3: Rise of the Machines (JAP) $10
The Fast and the Furious $10
The Godfather $15
The Simpsons: Road Rage $10
The Sims $5
The Spongebob Squarepants Movie $10
Tiger Woods PGA Tour 2003 (Disc Only) $2
Tiger Woods PGA Tour 2004 $5
TimeSplitters $20
TimeSplitters 2 $20
Tom Clancy's Ghost Recon $5
Tom Clancy's Ghost Recon (Disc Only) $3
Tom Clancy's Splinter Cell $5
Tony Hawk's Pro Skater 3 $10
Tony Hawk's Underground $10
Top Gun: Combat Zones (Disc Only) $3
Twisted Metal Black (Disc Only) $7
Up (Case and Disc) $5
Wallace & Gromit: The Curse of the Were-Rabbit (Disc Only) $5
World Championship Poker $3
World Rally Championship (Disc Only) $5
Wreckless: The Yakuza Missions $5
WWE: Smackdown vs Raw 2009 (Disc Only) $3
WWE Smackdown: Here Comes the Pain (Case and Disc) $30
PS3 (CIB unless noted)
Alien: Isoloation (Nostromo Edition) $10
Alpha Protocol (Case and Disc) $7
Assassin's Creed $10
Assassin's Creed II $5
Assassin's Creed III $5
Assassin's Creed IV $5
Assassin's Creed: Brotherhood $5
Assassin's Creed: Ezio Trilogy $5
Batman: Arkham Asylum $5
Batman: Arkham City $5
Battlefield 3 $3
Battlefield 3 (Limited Edition) $5
Bioshock $5
Borderlands 2 $5
Call of Duty: Black Ops $10
Call of Duty: Black Ops II (Case and Disc) $10
Call of Duty: Ghosts $5
Call of Duty: Modern Warfare $5
Call of Duty: Modern Warfare 2 $5
Call of Duty: Modern Warfare 3 $5
Command & Conquer: Red Alert 3 (Ultimate Edition) (Disc only) $10
Dark Sector (Disc only) $3
Dark Souls $10
Demon's Souls (Case and Disc) $20
Dirt $10
Dishonored $5
DJ Hero $5
Elder Scrolls IV: Oblivion (Case, Disc, and map) $5
Elder Scrolls V: Skyrim $3
Elder Scrolls V: Skyrim (Legendary Edition) $10
Farcry 3 $5
FEAR 2 $10
Fifa 11 $5
Fifa 12 $5
Fifa 2010: World Cup South Africa $5
Final Fantasy XIII $10
Final Fantasy: XIII-2 (Case and Disc) $8
God of War III $10
God of War: Ascension $30
Gran Turismo 5: Prologue (Disc only) $3
Grand Theft Auto IV $10
Grand Theft Auto V $10
Grand Theft Auto V (Disc only) $5
Guitar Hero 3: Legends of Rock $10
InFamous $10
Killzone 3 $5
Kingdoms of Amalur: Reckoning $10
L.A. Noire $5
Lair $10
Lego: Harry Potter: Years 5-7 $10
Lego: Jurassic World $10
Little Big Planet (Game of the Year Edition) $10
Little Big Planet: Karting $10
Lost Planet 2 $10
Madden 07 $5
Madden 08 $5
Madden 09 $5
Madden 10 $3
Madden 11 $3
Madden 12 $3
Madden 13 $5
Madden 25 $5
Mass Effect 2 (Disc only) $3
Midnight Club: Los Angeles $10
MLB 13: The Show $5
Mortal Kombat vs. DC Universe $10
MX vs. ATV: Reflex (Case and Disc) $5
MX vs. ATV: Untamed $10
NBA 2K11 $5
NBA Live 08 (Case and Disc) $3
NBA Street: Homecourt $20
Need For Speed: Carbon $15
Need for Speed: Most Wanted (Case and Disc) $8
Need For Speed: Undercover $10
Plants vs. Zombies: Garden Warfare (Case and Disc) $5
Red Dead Redemption: Undead Nightmare $10
Resistance 2 $5
Rockband 2 $5
Saints Row 2 $10
Saints Row 3 $5
Skate 2 $10
Skylanders: Spyro Adventures (Disc only) $5
Sleeping Dogs $5
Sniper: Ghost Warrior $5
Soul Calibur V $10
Sports Champions $3
SSX $10
The Ico & Shadow of the Colossus Collection $15
The Last of Us $10
The Sims 3 $5
Ultimate Marvel vs. Capcom 3 $10
Uncharted 2: Among Thieves $5
Uncharted 3: Drake's Deception $5
Uncharted: Drake's Fortune $10
White Knight Chronicles (Disc only) $5
PS4 (CIB unless noted)
Battlefield 1 $5
Borderlands 3 $10
Call of Duty: Black Ops IIII $10
Call of Duty: WWII $10
Dark Souls III (Disc Only) $5
Destiny $5
Fallout 4 (Case and Disc) $5
Final Fantasy XV (Disc only) $3
Madden 17 (Case and Disc) $3
Marvel Spider-Man $10
Minecraft (Case and Disc) $15
Minecraft Dungeons: Hero Edition (New/Sealed) $20
NBA 2K16 (Case and Disc) $3
Sniper Elite 3 (Disc only) $4
Star Wars: Battlefront 2 (Case and Disc) $5
The Hunter: Call of the Wild 2019 $20
The Order 1886 $10
Titanfall 2 (Case and Disc) $5
Tropico 5 $10
UFC 3 $5
PSP (CIB unless noted)
Final Fantasy $20
God of War: Chains of Olympus $25
Spider-man 2 (Movie) (Disc only) $5
Steamboy $5
submitted by Piratedad83 to GameSale [link] [comments]


2023.05.28 12:52 jonathanwickleson Xianxia is truly one of the genres of all time

I HAD JUST ESTABLISHED A FOUNDATION BACK THEN, EARLY IN THE MORNING ONE DAY, I WAS ORDERED BY MY MASTER TO GO DOWN THE MOUNTAIN AND PRACTICE. SOON AFTER DEPARTING, I MET A DEMONESS TIGER SPIRIT WITH 4 HIGHER REALMS WITHIN THE NASCENT SOUL STAGE. I FELT THAT DOING BATTLE WITH THIS FORMIDABLE FOE WOULD GREATLY HELP MY CULTIVATION. AFTER ALL, PURE UNBOUNDED YANG WAS UNIQUE THROUGHOUT THE WORLD, I HAD TO RELY ON MY YOUTHFUL VIGOR TO PUT UP A STRUGGLE. AND BARELY ENOLIGH, I MANAGED TO SLAUGHTER HER. UNEXPECTEDLY RIGHT THEN, A DEMON TIGER SPIRIT WITH A THOUSAND YEAR OLD CULTIVATION BASE HAD ARRIVED WHEN THE KILLING WAS DONE. ONLY THEN DID I REALIZE THAT THESE 2 TIGER DEMON SPIRITS WERE CLOSE PARTNERS. THERE WAS NO ESCAPE, SO I HAD TO GIVE IT MY ALL. TO MY SURPRISE HOWEVER, THIS THOUSAND YEAR OLD MALE TIGER HAD PREVIOUSLY BEEN IN A FIGHT WITH AN IMMORTAL CULTIVATOR AND WAS SERIOLISLY INJURED. IT HAD SENSED THAT THE DEMONESS TIGER HAD BEEN KILLED BY ME AND DESPERATELY TRIED TO AVENGE HER. I ENTERED A STATE OF PANIC, DURING WHICH A TALISMAN SWORD DIRECTLY STRUCK ITS MOST VULNERABLE SPOT. NEW WOUNDS GAVE POWER TO OLD WOUNDS, AND ALTOGETHER, THE THOUSAND YEAR OLD TIGER HAD DIED, I EXTRACTED THE INTERNAL ALCHEMY OF THE 2 DEMON TIGER SPIRITS, AND TOOK THE OPPORTUNITY TO SEIZE THE MALE TIGER'S LAIR. IN ADDITION TO TREASURES APLENTY, I HAD DISCOVERED AN ELDER TRAPPED IN THE LAIR, WHO WAS NONE OTHER THAN THE IMMORTAL CULTIVATOR WHO HAD FOUGHT THE MALE TIGER BEFORE. ALTHOLIGH HE HAD INJURED THE DEMON TIGER, HIS IMMORTAL YIN AND YANG WERE IN DISARRAY, HIS NASCENT SOUL WAS RUINED AND WANiNG, AND HIS BODY WAS ON THE VERGE OF DESTRUCTION DOWN TO HIS LIMBS. IF I HADN'T ACCIDENTALLY FOUND AND RESCUED HIM, HE WOULD'VE BEEN DECIMATED BY THE TIGER AND DIED WITHOUT DIGNITY. THE ELDER KNEW HE WOULDN'T LIVE FOR LONG, SO HE PASSED HIS REMAINING CULTIVATION BASE DOWN TO ME, AND FROM THAT POINT, DISSOLVED. SO BY NIGHT, I RETURNED TO THE MOLINTAIN FOR DINNER, ALREADY BEING IN THE NASCENT SOUL STAGE!
submitted by jonathanwickleson to MartialMemes [link] [comments]


2023.05.26 21:33 XmassCthulhu One Page Dungeon (first attempt!)

One Page Dungeon (first attempt!) submitted by XmassCthulhu to onePageDungeon [link] [comments]


2023.05.26 05:26 EntrancedForever Some old DLC stage ideas I thought up a year ago to go with some fighters (and echo fighters). Keep in mind, I did not make these with competitive play in mind, I'm more focused on just having fun in Smash. Let me know what you think, or which ones are just completely broken.

submitted by EntrancedForever to SmashBrosUltimate [link] [comments]


2023.05.15 23:00 Sirxi Mounting Revamped : Improved rules for mounting (includes 11 custom mounts !)

Hey there ! I'm Axel, aka BigDud, a passionate DM who produces all kinds of third party content for your enjoyment.
I come to you again today with rules for mounting !

The problem to solve

Simply put, I personally think the current implementation of mounted combat and mounting in general is lackluster : they're hard to understand, hard to use, and just as importantly, pretty boring.
From my experience, mounts aren't used very frequently, and when they do, they lack the cool factor that I want to see in them. The Lord of the Rings (to take a classic example) has plenty of amazing scenes of mounted combat, or moments that use mounts to improve the epic factor. Remember Gandalf scaring off the Nazgûls as he rides across a field on his mighty steed ? The mûmakil trampling through the ranks of men, or the Nazgûls attacking Theoden's army on the Pelennor Fields ? I definitely do !
This is what we want for our mounts.

Design goals

What are the goals of this revamp then ? There are three factors to take into account :

My solution

To fix those problems, I did a few things :
Through my testing, I've found that this feels a lot easier to run, and you can end up with some really cool mounts that feel like an actual part of your character rather than tacked-on statblocks.
Without further ado, here are the rules, and 11 mounts I made just for you (and myself) !

I had to remove the Donkey mount to fit everything in the post. If you want to see everything, I highly recommend checking out the PDF for a better layout, some cool art, and to have everything in the same place.

You can find the PDF here : Mounting Revamped

And the art of the PDF here : Mounting Revamped - Art

For the mods : All art is made by myself using Midjourney, GIMP and Krita.
Aaaaand here's the text below :

Mounting Rules

Why use a mount?

It's not infrequent for adventurers to have to travel long distances during their perilous journeys. During exploration, they might need to reach the tall peaks of freezing mountains ; during combat, they might need to charge a distant foe to eliminate them quickly.
While most adventurers have means to do so by their own powers, these means are often either difficult to use or limited in their scope, with most of them additionally costing some kind of resource to use. In some cases, adventurers might need a solution to allow them to move without spending these precious resources, and must resort to a solution as old as time : using other creatures as mounts.

What can be a mount ?

Many creatures can act as such a mount, from horses to elephants to magical creatures like griffons and hippogriffs. Depending on the setting of your campaign or adventure, each creature might be more or less difficult to acquire ; in some, even trained horses might be a pricy luxury, while in another, normal citizens might run their errands on their bonded dragon.
In general, a creature needs to fit three criteria to be able to be used as a mount :

Requirements

To be used as a mount, a creature must :

Mounting and dismounting

During your turn, you can get on your mount if it is within 5 feet of you, or dismount it. Doing so costs an amount of movement equal to half your speed. You can't mount or dismount a creature if you don't have enough movement left or if your speed is 0. You can choose to mount or dismount a creature at any point during your turn, regardless of the amount of movement it has used.
For example, you can have your mount approach 20 feet on your turn, climb on it, and have it move an additional 30 feet before dismounting again. You can also take your action to dash, move your normal movement range, climb on your mount, have it move 50 feet, then dismount.
Movement and falling prone
If an effect moves your mount against its will while you're on it, you must succeed on a Dexterity saving throw (the DM will tell you the DC depending on the circumstances) or fall off the mount, landing prone in a space within 5 feet of it. If you're knocked prone while mounted, you must make the same saving throw.
If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it.
Attacks of opportunity
If you or your mount provoke an attack of opportunity while you're mounted, the attacker can target either you or the mount with the attack.

Mounted actions

While you're mounted, your mount acts on your turn, copying your initiative. You can control your mount even on the turn that you mount it.
You can use your mount's movement at any point during your turn, partially or in its entirety ; in addition, as a free action during your turn, you can direct it to take one of the following actions :
As an action, you can additionally direct your mount to take the Attack action, as well as any other appropriate actions for the type of creature they are.
Mounts

I. Mundane Mounts

Many tales have been told of heroes and villains soaring through the skies on the backs of mighty griffons, terrifying dragons and other strange creatures, fighting in grandiose battles that no ordinary soldier would survive.
Fewer are told about mounts of lesser importance and rarity, those not born from a lair but from a stable but wise men know the world could not do without them.

Riding Horse

Riding horses are the quintessential mounts in both the real world and fantasy worlds, widely used by adventurers, merchants, and messengers alike. Bred for centuries to provide a comfortable ride and carry heavy loads over long distances, these horses are fast, reliable, and able to traverse a wide variety of terrain.
Their easy handling and docile nature make them popular among riders of all skill levels, while their speed and agility make them ideal for courier missions, scouting, and even battle.
Various breeds of horses have, over time, acquired certain characteristics that make them different from each other, while still keeping an array of similar traits. For example, mountain horses tend to have thicker fur and be slower than those used on the coast, but tend to be sturdier and more tolerant of rough weather.

Maneuvers

Due to the multitudes of different species of horses, as well as the variations of their training and uses, riding horses have access to several maneuvers.
When you acquire a riding horse, choose one of the following maneuvers. Your horse gains access to that maneuver. You can spend two weeks of downtime training your horse to gain access to another maneuver from this list.
Emergency pick-up
The riding horse moves up to half its speed, picks up a willing Medium or smaller creature on its back, then moves up to half its speed again. During this maneuver, other creatures have disadvantage on attacks against the riding horse and its mounted creatures.
Evasive movement
The riding horse starts running in a quick and unpredictable manner. Until the start of the rider's next turn, ranged attacks against the rider and the horse are made at disadvantage.
Dash and spring
The riding horse moves up to its speed, then makes a jump up to 25 ft in length and 8 ft in height. If it would take falling damage as a result of that jump, the damage is reduced by 2d6.

Riding Horse

Large Beast, unaligned
  • Armor Class 10
  • Hit Points 13 (2d10 + 2)
  • Speed 60 ft.
STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2)

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Warhorse

Warhorses are the backbone of the cavalry, essential to any military force that seeks to dominate its enemies on the battlefield. Trained from birth for combat, they are bred for strength, endurance, and courage.
Contrarily to other horses, warhorses are made for combat : they are taught to remain calm in the midst of chaos, to charge through crowds of enemy soldiers, and to ignore the noise and confusion of battle to deliver devastating charges that can easily turn the tide of battle by themselves. Due to the requirements of training and bonding with their masters, warhorses are generally very expensive mounts to obtain, but remain loyal companions until their lives end, by the blade on the battlefield, or from old age after many long campaigns.

Maneuver

Charge !
The riding horse picks up momentum, moving up to its speed in a straight line. Each Medium or smaller creature on its path must succeed on a DC 14 Strength saving throw or be knocked prone and take 11 (2d6+4) bludgeoning damage.

Warhorse

Large Beast, unaligned
  • Armor Class 10 (higher with barding)
  • Hit Points 25 (4d10 + 3)
  • Speed 60 ft.
STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2)

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

II. Exotic mounts

A step up from the normality of horses, ox and donkeys, exotic mounts are creatures that are not often tamed, requiring significant risk in their capture or having particular traits that make them difficult to create a bond with.
From elephants to various other giant creatures, they generally have unique abilities that make them powerful assets for travel, combat, or infiltration ; some exotic mounts even offer benefits for crafters or artisans.
In most places, exotic mounts are considered symbols of status, showing either financial wealth or extraordinary skill. Due to their uniqueness and the danger they often bring with them, not all exotic mounts are seen favorable in villages and cities.

Elephant

Of massive size and strength, elephants are often used as mounts in warmer climate regions to transport goods from one place to another. They are highly intelligent and can be trained to perform a variety of tasks from pulling carts or siege engines to charging into battle as battering rams.
In battle, they are capable of trampling through enemy lines and creating a path for their allies. They are often outfitted with armor or spikes on their tusks, making them even more formidable opponents that prove to be a danger to even some of the most ferocious magical creatures. However, their size can also be a disadvantage : they struggle to fit in tight passages, and essentially cannot be hidden from sight, making them easy to spot across natural landscapes.

Maneuvers

Elephants can not only be used as mounts, but can also help their masters with other tasks like moving heavy weights or triggering simple mechanisms.
Assistance
The elephant executes a simple command, moving a Large or smaller object up to 30 ft,, or activating a mechanism.
Swiping trample
The elephant charges forward, using its tusks to clear a path. It moves up to its speed in a 25 ft. wide straight line (with the elephant in the middle), making a Gore against each creature in the line. Creatures hit by the attack are knocked back 10 ft. in the opposite direction of the attack. Creatures directly in the path of the elephant must succeed on a DC 16 Strength saving throw or be knocked prone and take 22 (3d10+6) bludgeoning damage.

Elephant

Huge Beast, unaligned
  • Armor Class 12 (natural armor, higher with barding)
  • Hit Points 76 (8d12 + 24)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 17 (+3) 3 (-4) 11 (+0) 6 (-2)

Actions

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.

Sabertooth Tiger / Giant Tiger

Sabertooth tigers and other large felines are uncommon but formidable mounts, usually only seen with heroes that have proven their connection to nature such as rangers and druids. They can be very difficult to tame, but their ferocity and agility make them highly prized by experienced riders.
They're generally used to hunt prey or engage in hit-and-run attacks during battles, taking advantage of their speed and sharp claws ; while they are not as strong as other large animals like elephants, their maneuverability make them a valuable asset on the battlefield to quickly eliminate important targets.
Despite their fearsome reputation, large tigers can be loyal and affectionate to their riders, forming strong bonds with them over time. However, their predatory instincts can never be fully suppressed, and riders must always be cautious when approaching potential prey, lest they want their death on their conscience.

Maneuvers

Pouncing flurry
The tiger pounces onto a target within 20 ft. The target must succeed on a DC 14 Strength saving throw or be knocked prone. The tiger then makes one bite attack and two claw attacks against the target.

Sabertooth Tiger

Large Beast, unaligned
  • Armor Class 12 (higher with barding)
  • Hit Points 52 (7d10 + 14)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 3 (-4) 12 (+1) 8 (-1)

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Giant spider

Found in the dark depths of caves or directly in the underworld, giant spiders and other insectoid mounts of large size are usually reserved for those with few preservation instincts.
Their ability to climb walls, spin webs, and inject deadly venom in their prey makes them extremely valuable creatures for stealthy expeditions in dark and confined places like caverns and underground cities ; however, their appearance and the sounds they emit can make them repulsive to many, causing them to be forbidden in most above-ground settlements at best, and hunted down at worst. They also lack the speed to maneuver quickly above ground.
While some arachnids can become loyal companions, most retain some level of treachery, and only remain allies until they feel threatened or provoked.

Maneuvers

Enweb
The spider shoots web towards a target within 60 ft. They must make a DC 13 Dexterity saving throw. On a failure, they are restrained by webbing (escape DC 13). Huge or larger creatures are not restrained, but have their speed slowed by half instead.
You cannot use this maneuver two rounds in a row.
Inject Venom
The spider moves half its speed towards a creature that's restrained or from which it is hidden, then makes a Bite attack against them. If the target is reduced to 0 hit points by this effect, the target becomes stable, as well as paralyzed for the next hour.

Giant Spider

Large Beast, unaligned
  • Armor Class 14 (natural armor)
  • Hit Points 26 (4d10 + 4)
  • Speed 30 ft., climb 30 ft.
    STR DEX CON INT WIS CHA
    14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3)
  • Skills Stealth +7
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and 9 (2d8) poison damage. }}

Giant Bat

A unique and fearsome mount, usually used by tribes of the underworld or roamers of the darkness such as vampires. Their speed and agility makes them ideal for navigating treacherous terrain, like forests and caves, in which their echolocation senses allow them to identify obstacles before they come up.
Evidently, giant bats have the ability to fly, giving them a distinct advantage in avoiding danger on the ground. However, they require a skilled rider to handle their flight, as their sharp turns and sudden dives can disorient even the most experienced adventurer.
Moreover, just like spiders or other generally repulsive creatures, they are unwelcome in cities : their diet consists mostly of insects and small creatures, which unless well-trained, -- which most aren't, -- tends to cause frequent accidents with unwatched pets and, in some terrible circumstances, small children.

Maneuvers

Fly-by
The bat flies up to half its speed towards a creature and makes a bite attack against it. It then flies up to half its speed again without provoking attacks of opportunity.
The bat's rider can take actions at any point during this maneuver.
Deafening Screech
The bat lets out a high-pitched sonic screech to disorient nearby creatures. Each creature within 30 ft. of the bat must make a DC 13 Constitution saving throw or be disoriented until the end of their next turn. While disoriented, creatures must remove 1d6 from attack rolls and ability checks they make.
The rider has advantage on this saving throw. You cannot use this maneuver two rounds in a row.

Giant Bat

Large Beast, unaligned
  • Armor Class 13
  • Hit Points 22 (4d10)
  • Speed 10 ft., fly 60 ft.
STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 11 (+0) 2 (-4) 12 (+1) 6 (-2)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.

Giant Boar

These fierce and powerful beasts are usually only used by tribal warriors with a connection to nature, or by ill-intentioned bandits with few choices remaining.
Much larger and stronger than horses or other mundane mounts of that caliber, giant boars are powerhouses on the battlefield, able to not only gore enemies with their sharp tusks, but also execute near-unstoppable charges through enemy ranks. In some circumstances, giant boars have even been seen used as living battering rams against crude fortifications.
Their training and taming requires both a skilled hand and the patience of a saint, as they are notoriously stubborn and difficult to control. Most often, an abundance of food is used as treats to get a boar to follow orders, but this type of conditioning doesn't usually last long : with their acute sense of smell, giant boars can detect food from miles away, and will simply leave if they find their efforts aren't rewarded enough.
Despite their gruff exterior, giant boars can be loyal and affectionate, but only to those they consider their own : for that reason, they're generally raised from birth by their future masters. When such a master is in danger, giant boars are extremely protective ; tales talk of some who fought for several days in a row, protecting their wounded friends until their enemies gave up, or the last drop of blood left their body.

Maneuvers

Charge
The giant boar charges in a straight line up to its speed until it reaches the end of the movement or collides a Large or larger creature or object. Each creature in its path must make a DC 13 Strength saving throw or be knocked prone and take 7 (2d6) slashing damage and 7 (2d6) blugeoning damage. Objects take double damage from this maneuver.
Unrelenting Protector (passive)
While its master is unconscious as a result of falling to 0 hit points, the giant boar postures protectively around them, blocking any potential attacks. Any attack made against the master is instead made against the giant boar, and the giant boar gains resistance to all damage as long as the master is unconscious.
If its master dies, the giant boar goes on a rampage, fighting until its death or the death of all its enemies. While rampaging, if it would be reduced to 0 hit points, it instead makes a DC 13 Constitution saving throw. On a success, it is reduced to 1 hit point instead.

Giant Seahorse

Rare and exotic, only found in the depths of the ocean and near tropical archipelagos, seahorses are one of the only aquatic mounts able to be ridden by species without water-breathing.
Just like land horses, seahorses are mostly used as transport mounts to traverse the ocean quickly ; while they can be used in combat, they are both fragile and terribly equipped for offense, making them a choice usually reserved to skirmishers and stealthier combatants.
Seahorses are relatively simple to train : their diet of small crustaceans and other sea creatures makes finding food for them a walk in the aquapark, while their temperament makes them docile and gentle.
They are incredibly agile swimmers, able to navigate through tight spaces with ease, and are almost silent due to their large dorsal fin. In addition, they can temporarily increase their mobility by releasing gas from their swim bladder, giving them a burst of speed to escape from predators or disappear in patches of coral.

Maneuvers

Gas Burst
The seahorse releases a burst of gas from its swim bladder, propelling it forward up to twice its speed. During this movement, attacks are made at disadvantage against the seahorse and its mounted creature.
You cannot use this maneuver two rounds in a row.

Giant Sea Horse

Large Beast, unaligned
  • Armor Class 13 (natural armor)
  • Hit Points 16 (3d10)
  • Speed 0 ft., swim 40 ft.
STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 11 (+0) 2 (-4) 12 (+1) 5 (-3)
  • Skills Stealth +6
Mimicry. The seahorse has advantage on Stealth checks while in its home environment.

Actions

Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. }}

Magical Mounts

Even rarer than exotic mounts, magical mounts are creature which not only are difficult to find, but also tend to be extremely dangerous and infused with magic. They are creatures of legend and myth, set apart from their mundane counterparts by their unnatural abilities and origins.
These mounts are often associated with the stories of great heroes, epic battles and adventures beyond the mortal realms ; they're not only symbols of one's power, but also of one's inner traits. Indeed, most of these magical creatures are highly intelligent, and do not follow a master unless they have chosen to do so.
The process of obtaining such a magical mount almost always involves great feats of strength and courage to intimidate or impress the beast, but none of it can work without a great deal of trust between the master and the mount.

Pegasus

These mythical winged horses are the subjects of many legends and stories, repeated by children with the hope of learning enough to one day ride one themselves.
Recognizing only those pure of heart and noble of spirit, pegasi are symbols of good ; they only carry those who intend to provide their help to those in need, and those who would fight for peace and happiness.
These creatures are highly intelligent and tend to associate themselves with a rider depending on their personality. While they cannot talk, they communicate telepathically with them, creating a bond with them as friends rather than a master and their mount. Loyal and brave, they will fight fiercely in times of danger, but are also very proud and willful : they will not hesitate to rebel against a rider they feel is unworthy.
Those lucky enough to ride a pegasus are seen as heroic figures themselves, highly respected and admired by their peers for their purity of heart.

Maneuvers

Wing Gust
The pegasus moves half its speed, then flaps its wings. Each creature in a 30 ft. cone emanating from the pegasus must succeed on a DC 14 Strength saving throw or be knocked back 15 ft. and take 18 (4d8) bludgeoning damage.
You cannot use this maneuver two rounds in a row.
Healing Presence
The pegasus releases a burst of holy energy towards all creatures of its choosing within 15 ft. They regain 4d8 hit points and are cured from non-magical poisons and diseases.
Once you've used this ability, you cannot use it again until your mount's next long rest.

Pegasus

Large Celestial, chaotic good
  • Armor Class 12
  • Hit Points 59 (7d10 + 21)
  • Speed 60 ft., fly 90 ft.
    STR DEX CON INT WIS CHA
    18 (+4) 15 (+2) 16 (+3) 10 (+0) 15 (+2) 13 (+1)
  • Saving Throws Dex +4, Wis +4, Cha +3
  • Skills Perception +6

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Griffon

Beaked and covered in fur, griffons are majestic creatures living on the tallest mountain peaks and in distant, secluded valleys. They possess the body of a lion, the head and wings of an eagle, and the grace and power of both.
Contrarily to most other creatures used as such, a griffon is a warrior's mount. They can move with incredible speed, often used to dive on their prey from above, and are ferocious combatants that can scare off even the most dangerous of creatures ; according to the stories, some griffons have even repelled the attacks of small dragons and young rocs. They are most often used as mounts for elite squadrons of expert warriors, as quick modes of transportation through dangerous regions, or as scouts, sent by themselves to look for signs of trouble.
Griffons vary in intelligence, generally being quick-thinking creatures while retaining a mostly animal behavior. The ones that are tamed are usually the smartest of the bunch, those who show signs of understanding when communicated with, and can be approached. Taming a griffon is a daunting task that requires skill, patience, but most of all, the power to resist them. Indeed, the bond between a griffon and its rider is formed through mutual trust and respect : a griffon will never accept a rider it deems weak. However, once such a bond is formed, and a griffon has accepted a rider, their bond is lifelong.
Griffons are rarely seen around cities, except for specialized groups allowed to mount them. Their nature as predators, as well as the potential danger they present, makes most parents and farmers jumpy. Moreover, many farms near mountains have had their livestock devoured by griffons in the past, and do not trust the creatures even supervision.
Seeing a mounted griffon in a city or nearby one usually means one is close to seats of power or something so valuable it really needs the protection.

Maneuvers

Dive Bomb
The griffon moves up to its speed directly upwards, then dives downwards towards a creature within 200 ft, making a beak attack against it. On a hit, the creature takes an additional 1d8 piercing damage for each 20 ft of altitude the griffon dove during the attack (up to a maximum of 10d8).
After you use this maneuver, the griffon's speed is halved until the end of your next turn. You cannot use this maneuver two rounds in a row.
Eagle's Gaze
The griffon uses its incredible eyesight to spot any creatures that are visible, even behind partial cover. It makes a Perception check with advantage, ignoring the cover bonuses to stealth of half cover and three-quarters cover.
Until the end of your next turn, when the griffon uses Dive Bomb, it has advantage on the attack against any spotted creatures.

Griffon

Large Monstrosity, unaligned
  • Armor Class 12
  • Hit Points 59 (7d10 + 21)
  • Speed 30 ft., fly 80 ft.
    STR DEX CON INT WIS CHA
    18 (+4) 15 (+2) 16 (+3) 2 (-4) 13 (+1) 8 (-1)
  • Skills Perception +5
  • Senses darkvision 60 ft., passive Perception 15
Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The griffon makes two attacks: one with its beak and one with its claws.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Pyroscales (aka Pyroscale Gekkos)

Pyroscale Gekkos are born in volcanic and fiery lands, where they've adapted to the extreme heat and rugged terrain. According to the stories, they are born from the very essence of molten earth, as hybrids between beasts and elementals.
They are very large creatures, generally around 20 ft long, 5 ft tall and 10 ft wide. Their appearance matches that of lizards, their scales shimmering with fiery hues, ranging from a deep crimson to a vibrant orange that becomes brighter around the stomach and the mouth.
In their natural environmments, they are omnivores : they feed off volcanic minerals, charred vegetation, and the occasional prey that wander foolishly into their molten territory. They consider everything their prey, and are quite fierce in defending their homes, for good reason : pyroscales need to maintain their warmth or perish.
Contrarily to many other cold-blooded reptiles, pyroscales are naturally heated from an internal fire that they must feed to keep going. Studies on their life expectancy have shown that pyroscales are potentially immortal if they can sustain their heat, but quickly fade away when that is taken away. As such, they are completely unable to live in frozen climates unless other sources of heat are present, like natural hot springs or more magical phenomenon.
Pyroscales are extremely difficult to tame, both because of their size, physical abilities, and temperament. Only a handful of tribes possess the technique necessary to approach pyroscales with respect and earn their neutrality ; only a few within those tribes are able to create a bond with the beasts. Indeed, their process of taming involves intricate rituals conducted within their homes -- usually volcanoes --, a fearless handling of fire, and an incredible physical resilience. Even then, the most skilled of trainers bear many scars of their hard-earned connection with the fiery beings.
Once such a connection is established, though, pyroscales are formidable mounts, able to single-handedly defeat dozens of soldiers and scare off the toughest beasts, sometimes even young dragons. Their body emanates a constant heat, unbearable for the untrained, and they can unleash devastating torrents of fire or spit large balls of molten rock at their enemies. Their scales are tough, and they regenerate quickly when in contact with heat ; this makes them not only powerful creatures, but also durable ones.
In spite of that, and mostly actually because of their abilities, pyroscales are complicated to manage and seen negatively by most. Their instincts, as well as their nature, makes them nuisances to most environments but their own. When misused, they can set fires to forests, burn miles of fields, devour heds of cattle and sheep and melt the roads on which they travel. As such, while they are a form of prestige and a show of strength, they also mark those who mount them as irresponsible, foolish individuals.

Maneuvers

Heated Body (passive)
The pyroscale's body always emanates intense heat around it. Each creature or object (not being worn or carried) starting its turn within 5 ft of the pyroscale takes 1d4 point of fire damage, apart from its rider.
In addition, the pyroscale's body gains a point of heat whenever it takes 10 or more damage from a single attack, spell or effect, and when it successfully kills a creature. It can have a maximum of 4 points of heat. Heat decreases by various amounts when using maneuvers (see below), and by 1 at the start of each of the rider's turn if it did not increase during the last round.
For every point of heat, the heated aura's damage increases by 1d4 (up to 5d4 total). At heat 3 or above, the pyroscale automatically ignites flammable objects within 10 ft of it.
Glob Lob (Costs 1 heat)
The pyroscale moves up to half its speed, then lobs a thick molten glob towards a target within 60 ft. They must make a DC 15 Dexterity saving thrown, taking 3d6 bludgeoning and 3d6 fire damage on a failure, and half on a success.
When you use this ability, the pyroscale's heat decreases by 1.
Molten Hail (Costs 4 heat)
The pyroscale moves up to half its speed, then unleashes a hail of molten globs over a 15 ft wide circle, up to 60 ft away from it. Each creature within the area must make a DC 15 Dexterity saving throw. On a failure, they take 6d6 bludgeoning and 6d6 fire damage, and are set on fire. On a success, they take half damage and are not set on fire.
Creatures on fire take 1d10 fire damage at the beginning of their turn. A creature can extinguish the fire on themselves or another creature with an action.
When you use this ability, the pyroscale's heat decreases by 4.

Pyroscale Gekko

Huge Monstrosity (Lizard), unaligned
  • Armor Class 15 (natural armor)
  • Hit Points 123 (13d12 + 39)
  • Speed 40 ft., climb 40 ft., swim 30 ft.
    STR DEX CON INT WIS CHA
    19 (+4) 16 (+3) 17 (+3) 4 (-3) 13 (+1) 11 (+0)
  • Saving Throws Str +7, Con +6
  • Damage Vulnerabilities cold
  • Damage Immunities fire

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 19 (3d10 + 4) piercing damage and 15 (3d10) fire damage.

Asking for feedback and future content

I hope the system looks interesting to you and you enjoy the mounts !
I have big plans for the future, but I also want to get your feedback to see how you all feel about these new rules. Do you think they make it easier to run mounts ? Do you think they achieved the goals I set out to achieve ?
You might have noticed there are no rules on acquiring these mounts yet. I'm working on that ! I'll be posting a follow-up to this post in the coming week with rules for creating your own mounts, training new maneuvers, as well as tables about how each mount can be acquired and smaller sets of rules like feeding them and their social impact. Keep your eyes out of that !
Additionally, I'm wondering if you all would be interested in a larger compendium of mounts (I'm thinking 50 or so with the ideas I have in mind, from mundane to magical). It would likely be paid content (with previews) seeing the amount of work it would be, but I'd be glad to deliver if I see people are interested in it. Tell me in a comment if you are, or send me a DM directly !

Finally, let me plug the rest of my content :

You can find other adventures I made on my Gumroad, including 4 of my most recent adventures and other stand-alone encounters :

I also recommend checking out my Patreon ! I post content every single month including, for the past 6 months, a 30-40 page adventure complete with battlemaps, special magical items, custom boons, monsters, and much more. You get access to everything the moment you become a patron, so now's the moment to get value out of your purse (or your wallet if you're not a grandma). You even get access to all the adventures above !

That's it for now ! I'm looking forward to hearing your feedback and chatting with you.
Have a great day,
Axel / BigDud
submitted by Sirxi to DMAcademy [link] [comments]


2023.05.15 22:58 Sirxi Mounting Revamped : Improved rules for mounting (includes 11 custom mounts !)

Hey there ! I'm Axel, aka BigDud, a passionate DM who produces all kinds of third party content for your enjoyment.
I come to you again today with rules for mounting !

The problem to solve

Simply put, I personally think the current implementation of mounted combat and mounting in general is lackluster : they're hard to understand, hard to use, and just as importantly, pretty boring.
From my experience, mounts aren't used very frequently, and when they do, they lack the cool factor that I want to see in them. The Lord of the Rings (to take a classic example) has plenty of amazing scenes of mounted combat, or moments that use mounts to improve the epic factor. Remember Gandalf scaring off the Nazgûls as he rides across a field on his mighty steed ? The mûmakil trampling through the ranks of men, or the Nazgûls attacking Theoden's army on the Pelennor Fields ? I definitely do !
This is what we want for our mounts.

Design goals

What are the goals of this revamp then ? There are three factors to take into account :

My solution

To fix those problems, I did a few things :
Through my testing, I've found that this feels a lot easier to run, and you can end up with some really cool mounts that feel like an actual part of your character rather than tacked-on statblocks.
Without further ado, here are the rules, and 11 mounts I made just for you (and myself) !

I had to remove the Donkey mount to fit everything in the post. If you want to see everything, I highly recommend checking out the PDF for a better layout, some cool art, and to have everything in the same place.

You can find the PDF here : Mounting Revamped

And the art of the PDF here : Mounting Revamped - Art

For the mods : All art is made by myself using Midjourney, GIMP and Krita.
Aaaaand here's the text below :

Mounting Rules

Why use a mount?

It's not infrequent for adventurers to have to travel long distances during their perilous journeys. During exploration, they might need to reach the tall peaks of freezing mountains ; during combat, they might need to charge a distant foe to eliminate them quickly.
While most adventurers have means to do so by their own powers, these means are often either difficult to use or limited in their scope, with most of them additionally costing some kind of resource to use. In some cases, adventurers might need a solution to allow them to move without spending these precious resources, and must resort to a solution as old as time : using other creatures as mounts.

What can be a mount ?

Many creatures can act as such a mount, from horses to elephants to magical creatures like griffons and hippogriffs. Depending on the setting of your campaign or adventure, each creature might be more or less difficult to acquire ; in some, even trained horses might be a pricy luxury, while in another, normal citizens might run their errands on their bonded dragon.
In general, a creature needs to fit three criteria to be able to be used as a mount :

Requirements

To be used as a mount, a creature must :

Mounting and dismounting

During your turn, you can get on your mount if it is within 5 feet of you, or dismount it. Doing so costs an amount of movement equal to half your speed. You can't mount or dismount a creature if you don't have enough movement left or if your speed is 0. You can choose to mount or dismount a creature at any point during your turn, regardless of the amount of movement it has used.
For example, you can have your mount approach 20 feet on your turn, climb on it, and have it move an additional 30 feet before dismounting again. You can also take your action to dash, move your normal movement range, climb on your mount, have it move 50 feet, then dismount.
Movement and falling prone
If an effect moves your mount against its will while you're on it, you must succeed on a Dexterity saving throw (the DM will tell you the DC depending on the circumstances) or fall off the mount, landing prone in a space within 5 feet of it. If you're knocked prone while mounted, you must make the same saving throw.
If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it.
Attacks of opportunity
If you or your mount provoke an attack of opportunity while you're mounted, the attacker can target either you or the mount with the attack.

Mounted actions

While you're mounted, your mount acts on your turn, copying your initiative. You can control your mount even on the turn that you mount it.
You can use your mount's movement at any point during your turn, partially or in its entirety ; in addition, as a free action during your turn, you can direct it to take one of the following actions :
As an action, you can additionally direct your mount to take the Attack action, as well as any other appropriate actions for the type of creature they are.
Mounts

I. Mundane Mounts

Many tales have been told of heroes and villains soaring through the skies on the backs of mighty griffons, terrifying dragons and other strange creatures, fighting in grandiose battles that no ordinary soldier would survive.
Fewer are told about mounts of lesser importance and rarity, those not born from a lair but from a stable but wise men know the world could not do without them.

Riding Horse

Riding horses are the quintessential mounts in both the real world and fantasy worlds, widely used by adventurers, merchants, and messengers alike. Bred for centuries to provide a comfortable ride and carry heavy loads over long distances, these horses are fast, reliable, and able to traverse a wide variety of terrain.
Their easy handling and docile nature make them popular among riders of all skill levels, while their speed and agility make them ideal for courier missions, scouting, and even battle.
Various breeds of horses have, over time, acquired certain characteristics that make them different from each other, while still keeping an array of similar traits. For example, mountain horses tend to have thicker fur and be slower than those used on the coast, but tend to be sturdier and more tolerant of rough weather.

Maneuvers

Due to the multitudes of different species of horses, as well as the variations of their training and uses, riding horses have access to several maneuvers.
When you acquire a riding horse, choose one of the following maneuvers. Your horse gains access to that maneuver. You can spend two weeks of downtime training your horse to gain access to another maneuver from this list.
Emergency pick-up
The riding horse moves up to half its speed, picks up a willing Medium or smaller creature on its back, then moves up to half its speed again. During this maneuver, other creatures have disadvantage on attacks against the riding horse and its mounted creatures.
Evasive movement
The riding horse starts running in a quick and unpredictable manner. Until the start of the rider's next turn, ranged attacks against the rider and the horse are made at disadvantage.
Dash and spring
The riding horse moves up to its speed, then makes a jump up to 25 ft in length and 8 ft in height. If it would take falling damage as a result of that jump, the damage is reduced by 2d6.

Riding Horse

Large Beast, unaligned
  • Armor Class 10
  • Hit Points 13 (2d10 + 2)
  • Speed 60 ft.
STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2)

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Warhorse

Warhorses are the backbone of the cavalry, essential to any military force that seeks to dominate its enemies on the battlefield. Trained from birth for combat, they are bred for strength, endurance, and courage.
Contrarily to other horses, warhorses are made for combat : they are taught to remain calm in the midst of chaos, to charge through crowds of enemy soldiers, and to ignore the noise and confusion of battle to deliver devastating charges that can easily turn the tide of battle by themselves. Due to the requirements of training and bonding with their masters, warhorses are generally very expensive mounts to obtain, but remain loyal companions until their lives end, by the blade on the battlefield, or from old age after many long campaigns.

Maneuver

Charge !
The riding horse picks up momentum, moving up to its speed in a straight line. Each Medium or smaller creature on its path must succeed on a DC 14 Strength saving throw or be knocked prone and take 11 (2d6+4) bludgeoning damage.

Warhorse

Large Beast, unaligned
  • Armor Class 10 (higher with barding)
  • Hit Points 25 (4d10 + 3)
  • Speed 60 ft.
STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2)

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

II. Exotic mounts

A step up from the normality of horses, ox and donkeys, exotic mounts are creatures that are not often tamed, requiring significant risk in their capture or having particular traits that make them difficult to create a bond with.
From elephants to various other giant creatures, they generally have unique abilities that make them powerful assets for travel, combat, or infiltration ; some exotic mounts even offer benefits for crafters or artisans.
In most places, exotic mounts are considered symbols of status, showing either financial wealth or extraordinary skill. Due to their uniqueness and the danger they often bring with them, not all exotic mounts are seen favorable in villages and cities.

Elephant

Of massive size and strength, elephants are often used as mounts in warmer climate regions to transport goods from one place to another. They are highly intelligent and can be trained to perform a variety of tasks from pulling carts or siege engines to charging into battle as battering rams.
In battle, they are capable of trampling through enemy lines and creating a path for their allies. They are often outfitted with armor or spikes on their tusks, making them even more formidable opponents that prove to be a danger to even some of the most ferocious magical creatures. However, their size can also be a disadvantage : they struggle to fit in tight passages, and essentially cannot be hidden from sight, making them easy to spot across natural landscapes.

Maneuvers

Elephants can not only be used as mounts, but can also help their masters with other tasks like moving heavy weights or triggering simple mechanisms.
Assistance
The elephant executes a simple command, moving a Large or smaller object up to 30 ft,, or activating a mechanism.
Swiping trample
The elephant charges forward, using its tusks to clear a path. It moves up to its speed in a 25 ft. wide straight line (with the elephant in the middle), making a Gore against each creature in the line. Creatures hit by the attack are knocked back 10 ft. in the opposite direction of the attack. Creatures directly in the path of the elephant must succeed on a DC 16 Strength saving throw or be knocked prone and take 22 (3d10+6) bludgeoning damage.

Elephant

Huge Beast, unaligned
  • Armor Class 12 (natural armor, higher with barding)
  • Hit Points 76 (8d12 + 24)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 17 (+3) 3 (-4) 11 (+0) 6 (-2)

Actions

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.

Sabertooth Tiger / Giant Tiger

Sabertooth tigers and other large felines are uncommon but formidable mounts, usually only seen with heroes that have proven their connection to nature such as rangers and druids. They can be very difficult to tame, but their ferocity and agility make them highly prized by experienced riders.
They're generally used to hunt prey or engage in hit-and-run attacks during battles, taking advantage of their speed and sharp claws ; while they are not as strong as other large animals like elephants, their maneuverability make them a valuable asset on the battlefield to quickly eliminate important targets.
Despite their fearsome reputation, large tigers can be loyal and affectionate to their riders, forming strong bonds with them over time. However, their predatory instincts can never be fully suppressed, and riders must always be cautious when approaching potential prey, lest they want their death on their conscience.

Maneuvers

Pouncing flurry
The tiger pounces onto a target within 20 ft. The target must succeed on a DC 14 Strength saving throw or be knocked prone. The tiger then makes one bite attack and two claw attacks against the target.

Sabertooth Tiger

Large Beast, unaligned
  • Armor Class 12 (higher with barding)
  • Hit Points 52 (7d10 + 14)
  • Speed 40 ft.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 3 (-4) 12 (+1) 8 (-1)

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Giant spider

Found in the dark depths of caves or directly in the underworld, giant spiders and other insectoid mounts of large size are usually reserved for those with few preservation instincts.
Their ability to climb walls, spin webs, and inject deadly venom in their prey makes them extremely valuable creatures for stealthy expeditions in dark and confined places like caverns and underground cities ; however, their appearance and the sounds they emit can make them repulsive to many, causing them to be forbidden in most above-ground settlements at best, and hunted down at worst. They also lack the speed to maneuver quickly above ground.
While some arachnids can become loyal companions, most retain some level of treachery, and only remain allies until they feel threatened or provoked.

Maneuvers

Enweb
The spider shoots web towards a target within 60 ft. They must make a DC 13 Dexterity saving throw. On a failure, they are restrained by webbing (escape DC 13). Huge or larger creatures are not restrained, but have their speed slowed by half instead.
You cannot use this maneuver two rounds in a row.
Inject Venom
The spider moves half its speed towards a creature that's restrained or from which it is hidden, then makes a Bite attack against them. If the target is reduced to 0 hit points by this effect, the target becomes stable, as well as paralyzed for the next hour.

Giant Spider

Large Beast, unaligned
  • Armor Class 14 (natural armor)
  • Hit Points 26 (4d10 + 4)
  • Speed 30 ft., climb 30 ft.
    STR DEX CON INT WIS CHA
    14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3)
  • Skills Stealth +7
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and 9 (2d8) poison damage. }}

Giant Bat

A unique and fearsome mount, usually used by tribes of the underworld or roamers of the darkness such as vampires. Their speed and agility makes them ideal for navigating treacherous terrain, like forests and caves, in which their echolocation senses allow them to identify obstacles before they come up.
Evidently, giant bats have the ability to fly, giving them a distinct advantage in avoiding danger on the ground. However, they require a skilled rider to handle their flight, as their sharp turns and sudden dives can disorient even the most experienced adventurer.
Moreover, just like spiders or other generally repulsive creatures, they are unwelcome in cities : their diet consists mostly of insects and small creatures, which unless well-trained, -- which most aren't, -- tends to cause frequent accidents with unwatched pets and, in some terrible circumstances, small children.

Maneuvers

Fly-by
The bat flies up to half its speed towards a creature and makes a bite attack against it. It then flies up to half its speed again without provoking attacks of opportunity.
The bat's rider can take actions at any point during this maneuver.
Deafening Screech
The bat lets out a high-pitched sonic screech to disorient nearby creatures. Each creature within 30 ft. of the bat must make a DC 13 Constitution saving throw or be disoriented until the end of their next turn. While disoriented, creatures must remove 1d6 from attack rolls and ability checks they make.
The rider has advantage on this saving throw. You cannot use this maneuver two rounds in a row.

Giant Bat

Large Beast, unaligned
  • Armor Class 13
  • Hit Points 22 (4d10)
  • Speed 10 ft., fly 60 ft.
STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 11 (+0) 2 (-4) 12 (+1) 6 (-2)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.

Giant Boar

These fierce and powerful beasts are usually only used by tribal warriors with a connection to nature, or by ill-intentioned bandits with few choices remaining.
Much larger and stronger than horses or other mundane mounts of that caliber, giant boars are powerhouses on the battlefield, able to not only gore enemies with their sharp tusks, but also execute near-unstoppable charges through enemy ranks. In some circumstances, giant boars have even been seen used as living battering rams against crude fortifications.
Their training and taming requires both a skilled hand and the patience of a saint, as they are notoriously stubborn and difficult to control. Most often, an abundance of food is used as treats to get a boar to follow orders, but this type of conditioning doesn't usually last long : with their acute sense of smell, giant boars can detect food from miles away, and will simply leave if they find their efforts aren't rewarded enough.
Despite their gruff exterior, giant boars can be loyal and affectionate, but only to those they consider their own : for that reason, they're generally raised from birth by their future masters. When such a master is in danger, giant boars are extremely protective ; tales talk of some who fought for several days in a row, protecting their wounded friends until their enemies gave up, or the last drop of blood left their body.

Maneuvers

Charge
The giant boar charges in a straight line up to its speed until it reaches the end of the movement or collides a Large or larger creature or object. Each creature in its path must make a DC 13 Strength saving throw or be knocked prone and take 7 (2d6) slashing damage and 7 (2d6) blugeoning damage. Objects take double damage from this maneuver.
Unrelenting Protector (passive)
While its master is unconscious as a result of falling to 0 hit points, the giant boar postures protectively around them, blocking any potential attacks. Any attack made against the master is instead made against the giant boar, and the giant boar gains resistance to all damage as long as the master is unconscious.
If its master dies, the giant boar goes on a rampage, fighting until its death or the death of all its enemies. While rampaging, if it would be reduced to 0 hit points, it instead makes a DC 13 Constitution saving throw. On a success, it is reduced to 1 hit point instead.

Giant Seahorse

Rare and exotic, only found in the depths of the ocean and near tropical archipelagos, seahorses are one of the only aquatic mounts able to be ridden by species without water-breathing.
Just like land horses, seahorses are mostly used as transport mounts to traverse the ocean quickly ; while they can be used in combat, they are both fragile and terribly equipped for offense, making them a choice usually reserved to skirmishers and stealthier combatants.
Seahorses are relatively simple to train : their diet of small crustaceans and other sea creatures makes finding food for them a walk in the aquapark, while their temperament makes them docile and gentle.
They are incredibly agile swimmers, able to navigate through tight spaces with ease, and are almost silent due to their large dorsal fin. In addition, they can temporarily increase their mobility by releasing gas from their swim bladder, giving them a burst of speed to escape from predators or disappear in patches of coral.

Maneuvers

Gas Burst
The seahorse releases a burst of gas from its swim bladder, propelling it forward up to twice its speed. During this movement, attacks are made at disadvantage against the seahorse and its mounted creature.
You cannot use this maneuver two rounds in a row.

Giant Sea Horse

Large Beast, unaligned
  • Armor Class 13 (natural armor)
  • Hit Points 16 (3d10)
  • Speed 0 ft., swim 40 ft.
STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 11 (+0) 2 (-4) 12 (+1) 5 (-3)
  • Skills Stealth +6
Mimicry. The seahorse has advantage on Stealth checks while in its home environment.

Actions

Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. }}

Magical Mounts

Even rarer than exotic mounts, magical mounts are creature which not only are difficult to find, but also tend to be extremely dangerous and infused with magic. They are creatures of legend and myth, set apart from their mundane counterparts by their unnatural abilities and origins.
These mounts are often associated with the stories of great heroes, epic battles and adventures beyond the mortal realms ; they're not only symbols of one's power, but also of one's inner traits. Indeed, most of these magical creatures are highly intelligent, and do not follow a master unless they have chosen to do so.
The process of obtaining such a magical mount almost always involves great feats of strength and courage to intimidate or impress the beast, but none of it can work without a great deal of trust between the master and the mount.

Pegasus

These mythical winged horses are the subjects of many legends and stories, repeated by children with the hope of learning enough to one day ride one themselves.
Recognizing only those pure of heart and noble of spirit, pegasi are symbols of good ; they only carry those who intend to provide their help to those in need, and those who would fight for peace and happiness.
These creatures are highly intelligent and tend to associate themselves with a rider depending on their personality. While they cannot talk, they communicate telepathically with them, creating a bond with them as friends rather than a master and their mount. Loyal and brave, they will fight fiercely in times of danger, but are also very proud and willful : they will not hesitate to rebel against a rider they feel is unworthy.
Those lucky enough to ride a pegasus are seen as heroic figures themselves, highly respected and admired by their peers for their purity of heart.

Maneuvers

Wing Gust
The pegasus moves half its speed, then flaps its wings. Each creature in a 30 ft. cone emanating from the pegasus must succeed on a DC 14 Strength saving throw or be knocked back 15 ft. and take 18 (4d8) bludgeoning damage.
You cannot use this maneuver two rounds in a row.
Healing Presence
The pegasus releases a burst of holy energy towards all creatures of its choosing within 15 ft. They regain 4d8 hit points and are cured from non-magical poisons and diseases.
Once you've used this ability, you cannot use it again until your mount's next long rest.

Pegasus

Large Celestial, chaotic good
  • Armor Class 12
  • Hit Points 59 (7d10 + 21)
  • Speed 60 ft., fly 90 ft.
    STR DEX CON INT WIS CHA
    18 (+4) 15 (+2) 16 (+3) 10 (+0) 15 (+2) 13 (+1)
  • Saving Throws Dex +4, Wis +4, Cha +3
  • Skills Perception +6

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Griffon

Beaked and covered in fur, griffons are majestic creatures living on the tallest mountain peaks and in distant, secluded valleys. They possess the body of a lion, the head and wings of an eagle, and the grace and power of both.
Contrarily to most other creatures used as such, a griffon is a warrior's mount. They can move with incredible speed, often used to dive on their prey from above, and are ferocious combatants that can scare off even the most dangerous of creatures ; according to the stories, some griffons have even repelled the attacks of small dragons and young rocs. They are most often used as mounts for elite squadrons of expert warriors, as quick modes of transportation through dangerous regions, or as scouts, sent by themselves to look for signs of trouble.
Griffons vary in intelligence, generally being quick-thinking creatures while retaining a mostly animal behavior. The ones that are tamed are usually the smartest of the bunch, those who show signs of understanding when communicated with, and can be approached. Taming a griffon is a daunting task that requires skill, patience, but most of all, the power to resist them. Indeed, the bond between a griffon and its rider is formed through mutual trust and respect : a griffon will never accept a rider it deems weak. However, once such a bond is formed, and a griffon has accepted a rider, their bond is lifelong.
Griffons are rarely seen around cities, except for specialized groups allowed to mount them. Their nature as predators, as well as the potential danger they present, makes most parents and farmers jumpy. Moreover, many farms near mountains have had their livestock devoured by griffons in the past, and do not trust the creatures even supervision.
Seeing a mounted griffon in a city or nearby one usually means one is close to seats of power or something so valuable it really needs the protection.

Maneuvers

Dive Bomb
The griffon moves up to its speed directly upwards, then dives downwards towards a creature within 200 ft, making a beak attack against it. On a hit, the creature takes an additional 1d8 piercing damage for each 20 ft of altitude the griffon dove during the attack (up to a maximum of 10d8).
After you use this maneuver, the griffon's speed is halved until the end of your next turn. You cannot use this maneuver two rounds in a row.
Eagle's Gaze
The griffon uses its incredible eyesight to spot any creatures that are visible, even behind partial cover. It makes a Perception check with advantage, ignoring the cover bonuses to stealth of half cover and three-quarters cover.
Until the end of your next turn, when the griffon uses Dive Bomb, it has advantage on the attack against any spotted creatures.

Griffon

Large Monstrosity, unaligned
  • Armor Class 12
  • Hit Points 59 (7d10 + 21)
  • Speed 30 ft., fly 80 ft.
    STR DEX CON INT WIS CHA
    18 (+4) 15 (+2) 16 (+3) 2 (-4) 13 (+1) 8 (-1)
  • Skills Perception +5
  • Senses darkvision 60 ft., passive Perception 15
Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The griffon makes two attacks: one with its beak and one with its claws.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Pyroscales (aka Pyroscale Gekkos)

Pyroscale Gekkos are born in volcanic and fiery lands, where they've adapted to the extreme heat and rugged terrain. According to the stories, they are born from the very essence of molten earth, as hybrids between beasts and elementals.
They are very large creatures, generally around 20 ft long, 5 ft tall and 10 ft wide. Their appearance matches that of lizards, their scales shimmering with fiery hues, ranging from a deep crimson to a vibrant orange that becomes brighter around the stomach and the mouth.
In their natural environmments, they are omnivores : they feed off volcanic minerals, charred vegetation, and the occasional prey that wander foolishly into their molten territory. They consider everything their prey, and are quite fierce in defending their homes, for good reason : pyroscales need to maintain their warmth or perish.
Contrarily to many other cold-blooded reptiles, pyroscales are naturally heated from an internal fire that they must feed to keep going. Studies on their life expectancy have shown that pyroscales are potentially immortal if they can sustain their heat, but quickly fade away when that is taken away. As such, they are completely unable to live in frozen climates unless other sources of heat are present, like natural hot springs or more magical phenomenon.
Pyroscales are extremely difficult to tame, both because of their size, physical abilities, and temperament. Only a handful of tribes possess the technique necessary to approach pyroscales with respect and earn their neutrality ; only a few within those tribes are able to create a bond with the beasts. Indeed, their process of taming involves intricate rituals conducted within their homes -- usually volcanoes --, a fearless handling of fire, and an incredible physical resilience. Even then, the most skilled of trainers bear many scars of their hard-earned connection with the fiery beings.
Once such a connection is established, though, pyroscales are formidable mounts, able to single-handedly defeat dozens of soldiers and scare off the toughest beasts, sometimes even young dragons. Their body emanates a constant heat, unbearable for the untrained, and they can unleash devastating torrents of fire or spit large balls of molten rock at their enemies. Their scales are tough, and they regenerate quickly when in contact with heat ; this makes them not only powerful creatures, but also durable ones.
In spite of that, and mostly actually because of their abilities, pyroscales are complicated to manage and seen negatively by most. Their instincts, as well as their nature, makes them nuisances to most environments but their own. When misused, they can set fires to forests, burn miles of fields, devour heds of cattle and sheep and melt the roads on which they travel. As such, while they are a form of prestige and a show of strength, they also mark those who mount them as irresponsible, foolish individuals.

Maneuvers

Heated Body (passive)
The pyroscale's body always emanates intense heat around it. Each creature or object (not being worn or carried) starting its turn within 5 ft of the pyroscale takes 1d4 point of fire damage, apart from its rider.
In addition, the pyroscale's body gains a point of heat whenever it takes 10 or more damage from a single attack, spell or effect, and when it successfully kills a creature. It can have a maximum of 4 points of heat. Heat decreases by various amounts when using maneuvers (see below), and by 1 at the start of each of the rider's turn if it did not increase during the last round.
For every point of heat, the heated aura's damage increases by 1d4 (up to 5d4 total). At heat 3 or above, the pyroscale automatically ignites flammable objects within 10 ft of it.
Glob Lob (Costs 1 heat)
The pyroscale moves up to half its speed, then lobs a thick molten glob towards a target within 60 ft. They must make a DC 15 Dexterity saving thrown, taking 3d6 bludgeoning and 3d6 fire damage on a failure, and half on a success.
When you use this ability, the pyroscale's heat decreases by 1.
Molten Hail (Costs 4 heat)
The pyroscale moves up to half its speed, then unleashes a hail of molten globs over a 15 ft wide circle, up to 60 ft away from it. Each creature within the area must make a DC 15 Dexterity saving throw. On a failure, they take 6d6 bludgeoning and 6d6 fire damage, and are set on fire. On a success, they take half damage and are not set on fire.
Creatures on fire take 1d10 fire damage at the beginning of their turn. A creature can extinguish the fire on themselves or another creature with an action.
When you use this ability, the pyroscale's heat decreases by 4.

Pyroscale Gekko

Huge Monstrosity (Lizard), unaligned
  • Armor Class 15 (natural armor)
  • Hit Points 123 (13d12 + 39)
  • Speed 40 ft., climb 40 ft., swim 30 ft.
    STR DEX CON INT WIS CHA
    19 (+4) 16 (+3) 17 (+3) 4 (-3) 13 (+1) 11 (+0)
  • Saving Throws Str +7, Con +6
  • Damage Vulnerabilities cold
  • Damage Immunities fire

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 19 (3d10 + 4) piercing damage and 15 (3d10) fire damage.

Asking for feedback and future content

I hope the system looks interesting to you and you enjoy the mounts !
I have big plans for the future, but I also want to get your feedback to see how you all feel about these new rules. Do you think they make it easier to run mounts ? Do you think they achieved the goals I set out to achieve ?
You might have noticed there are no rules on acquiring these mounts yet. I'm working on that ! I'll be posting a follow-up to this post in the coming week with rules for creating your own mounts, training new maneuvers, as well as tables about how each mount can be acquired and smaller sets of rules like feeding them and their social impact. Keep your eyes out of that !
Additionally, I'm wondering if you all would be interested in a larger compendium of mounts (I'm thinking 50 or so with the ideas I have in mind, from mundane to magical). It would likely be paid content (with previews) seeing the amount of work it would be, but I'd be glad to deliver if I see people are interested in it. Tell me in a comment if you are, or send me a DM directly !

Finally, let me plug the rest of my content :

You can find other adventures I made on my Gumroad, including 4 of my most recent adventures and other stand-alone encounters :

I also recommend checking out my Patreon ! I post content every single month including, for the past 6 months, a 30-40 page adventure complete with battlemaps, special magical items, custom boons, monsters, and much more. You get access to everything the moment you become a patron, so now's the moment to get value out of your purse (or your wallet if you're not a grandma). You even get access to all the adventures above !

That's it for now ! I'm looking forward to hearing your feedback and chatting with you.
Have a great day,
Axel / BigDud
submitted by Sirxi to DnDBehindTheScreen [link] [comments]


2023.05.14 00:31 Jivitz Dragonflight S2 Mythic+ Tips

Hey /CompetitiveWoW. Been having a blast learning all the new season 2 dungeons. Have seen a couple threads pop up and figured I'd do a repeat of last season.
Post was super useful for everyone in our m+ community and hopefully everyone here learned something new from it as well. So just like last time, post it here and I'll update all the tips up here so we have one centralized spot for some Season 2 Mythic+ tips to assist in timing some keys.
What are some lesser known tips or tricks for dungeons that everyone has found running keys so far?
Brackenhide Hollow
Underrot
Neltharus
Uldaman
Halls of Infusion
Vortex Pinnacle
Freehold
Neltharion's Lair
Updated as of 05.18.2023 - 9a ET
submitted by Jivitz to CompetitiveWoW [link] [comments]


2023.05.12 16:38 KAYD0S Warhammer Primarch Secret Lair Cards

With Archaon and Ghazghkull having Secret Lair cards of previously existing Legendaries I thought I’d try and do the same for each of the Primarchs. I’m aware they’d have to have Primarch in the creature type like Magnus and Mortarion but I thought it’d be fun nonetheless.

  1. Lion El’Johnson - Rafiq of the Many. The main reason being he’s a knight that hits hard and his whole isolation and being independent fits well with Exalted. Bant colours aren’t perfect but can work
  2. X
  3. Fulgrim - Killian, Ink Duelist/Elbrus, the Binding Blade. Fulgrim was the only Primarch I had trouble with and while Elbrus works for the Laser Blade it can’t be a commander. I went with Killian (Flavour text works replacing Dean with Emperor) as a Voltron focused WB deck worked well with Fulgrim. Open to other suggestions, however.
  4. Perturabo - Graaz, Unstoppable Juggernaut. He’s the siege guy so I couldn’t really see much else fitting. Colourless also seems fitting.
  5. Jaghati Khan - Urabrask the Hidden. Makes your things fast and your opponent's things slower. Pretty straightforward
  6. Leman Russ - Wulfgar of Icewind Dale. He’s a Gruel barbarian with melee who makes your whole team hit harder.
  7. Rogal Dorn - Doran, the Siege ToweArcades, the Strategist. I feel Doran fits better colour-wise but Dorn had to be a toughness matters style deck. Arcades works better for the duality with Perty
  8. Konrad Curze- Vela the Night-Clad. Giving your creatures Intimidate is the closest thing to giving them all Fear. Marrow-Gnawer felt too narrow.
  9. Sanguinius - Gisela, blade of Goldnight/Aurelia, the Warleader. RW Angel that hits hard. Take your pick
  10. Ferrus Manus- Chishiro, the Shattered Blade. The Iron Hands are all about upgrading the flesh so a commander focused on buffing modified creatures felt the best fit despite the colours.
  11. X
  12. Angron - Moraug, Fury of Akoum. Mono-red extra combats. World Eaters incarnate.
  13. Roboute Guilliman- Grand Arbiter Augustin IV. He had to Azorius and Arbiter felt like the closest thing to a bureaucrat commander we have. Plus making everyone pay their "taxes" seems too fitting.
  14. Mortarion - N/A
  15. Magnus - N/A
  16. Horus - Tazri, Beacon of Unity. Horus had to be 5c and Tazri feels right thematically as: Cleric=Lorgar, Magnus=Wizard, Angron=Warrior, Konrad=Rogue etc. (Yes I’m aware Magnus the card isn’t a Wizard but it still works thematically)
  17. Lorgar - Jerren, Corrupted Bishop. Mad religious figure trying to summon demons
  18. Vulkan - Nahiri, The Lithomancer. Making soldiers and creating equipment for them just feels more like Vulkan as it’s about others first and foremost. Also being a perpetual felt like warranting a planeswalker card.
  19. Corvus Corax - Yuirko, the Tiger’s Shadow/Satoru Umezawa. What says stealth tactics and infiltration more than Ninjutsu cards?
  20. Alpharius/Omegon - Lazav, The Multifarious/Lazav, Dimir Mastermind. I realise a partner pairing would be the neatest way of going about them but Lazav (either one)becoming other creatures and assuming their identity is just too perfect. Dimir as well
submitted by KAYD0S to mtg [link] [comments]


2023.05.11 19:18 vitahunter [US] [H] NA and EU Digital game codes PS4/PS5/PSVR2/Switch/Xbox [W] Paypal

All the games I am selling are digital codes.
Xbox :

PS4/PS5/PSVR2 (codes are NA - US region unless specified otherwise) :
Nintendo Switch (codes are NA - US region unless specified otherwise) :
Want :
Paypal F&F (prices negotiable especially if you take multiple games)
submitted by vitahunter to GameSale [link] [comments]


2023.05.10 23:21 EmergencyMammoth7755 Chapter 1 portal in Xanathar guild hideout

I'm so excited! My PC's were told to ignore everything they think about splitting the party. If they feel like going somewhere but others' don't, you do you for this session.
Well, 3 of my 7 players chose to jump into the portal that goes one way to Xanathar's Lair. The other 4 accounts noanied Floor out of the sewers and will have an encounter in the streets on their way back to the yawning portal.
To make this work, I had all players roll up a back up character at the beginning of the campaign. These backups were at the yawning portal in the beginning.
Players that jumped into the portal were immediately apprehended by animated armor and brought before Xanathar. Xanathar explained how they have trespassed and need to pay a price.
He is making them fight each other in an arena until one of them is dead. He is using the mind flayer to read their minds and learn all about them and their loved ones. If they refuse to fight, their loved ones will pay.
As an extra kicker, each player will be given an advantage in the fight. The Ranger, who is a lion tamer named Sigfriedo, is given winged boots and there will be a tiger to control in the pit. The plasmoid monk is getting an Edritch tattoo and there will be a steel cage to use in the ring (to avoid melee hits), the gnome bard is her ng a ring of spell storing with Bigsby's hand on it. Change after is started on level 2 as well.
There is also a poo golum confined in the middle of the pit cause, why not.
submitted by EmergencyMammoth7755 to WaterdeepDragonHeist [link] [comments]


2023.05.10 01:24 Felrich96 Jumanji: Heart of the Jungle

Character Creation: Players could create their own custom characters, choosing from a variety of classes. The character creation system could also allow players to customize their appearance, including hair and eye color, skin tone, and clothing.
Open World: The open world of the game could be vast and immersive, featuring different biomes such as forests, deserts, and mountains. There could be various towns and cities scattered throughout the world, each with their own quests and storylines. The open world could also be filled with dangerous creatures and monsters, making exploration a perilous task. Players could encounter random events as they explore, such as ambushes or treasure hunts.
Dungeons and Bosses: The game could feature various dungeons, each with their own unique theme and challenges. These could range from ancient ruins to dark catacombs. Each dungeon could have multiple levels, with traps, puzzles, and enemies to overcome. At the end of each dungeon, players could face a challenging boss battle, which would require all of their skills and resources to defeat.
Endgame Goal: The endgame goal could be to defeat the main antagonist of the game, who is trying to use the Jumanji game to take over the world. Players would have to complete various quests and storylines throughout the game, which would lead up to the final confrontation with the antagonist. The final battle could be an epic, multi-phase encounter that requires all of the player's skills and resources to win. Once the main antagonist is defeated, players could enter a New Game Plus mode, which would allow them to continue playing with their existing character and progress.
Classes: Based on the Jumanji movie alone, here are some classes that could be added to the game:
  1. Explorer - an expert in navigating and surviving in the wilderness. Their strengths could include endurance and tracking skills, while their weakness could be a fear of tight spaces.
  2. Archaeologist - skilled in ancient artifacts and knowledge. Their strengths could include the ability to decipher ancient languages and uncover hidden treasures, while their weakness could be a tendency to get distracted by their research.
  3. Zoologist - an expert in animal behavior and biology. Their strengths could include the ability to tame and train animals, while their weakness could be a fear of insects.
  4. Aviator - a skilled pilot who can navigate the skies. Their strengths could include aerial combat and navigation, while their weakness could be a tendency to get airsick.
  5. Treasure Hunter - a master of finding valuable items and artifacts. Their strengths could include the ability to locate hidden treasures and decipher clues, while their weakness could be a tendency to be greedy.
Each class could have unique abilities and skills related to their profession, such as the Explorer being able to find hidden paths or the Archaeologist being able to unlock ancient doors. Their strengths and weaknesses could also be tied to their profession, such as the Zoologist being better at dealing with animals but weaker against insect-like monsters.
The endgame goal could still be to defeat the main antagonist, but the story could revolve around discovering and unlocking the secrets of Jumanji, with each class contributing their unique expertise to uncover the mysteries.
Plot: The game is set in the world of Jumanji, an ancient and mysterious jungle filled with dangerous creatures and magical artifacts. The player takes on the role of an adventurer who is magically transported into the game world through a mysterious Jumanji game cartridge.
As they explore the world of Jumanji, they discover that the game is being controlled by an evil sorcerer named Zathar. Zathar was once a great adventurer like them, but his obsession with power and knowledge led him to seek out the secrets of Jumanji. In his quest for power, he discovered a powerful artifact known as the "Heart of Jumanji," which gives its owner control over the game world.
Zathar used the Heart of Jumanji to take over the game and its inhabitants, turning the once-friendly NPCs into his loyal minions and unleashing dangerous creatures throughout the world. He plans to use the power of the Heart to take over the real world, enslaving humanity and ruling as a god.
The players must embark on a quest to defeat Zathar and recover the Heart of Jumanji. They must navigate through treacherous dungeons, defeat challenging bosses, and unravel the secrets of Jumanji. Along the way, they will encounter various NPCs who will help them in their quest, such as the wise old sage Nigel, who has knowledge of the Heart of Jumanji's location, and the mysterious Ruby Roundhouse, who can teach them new skills.
In the end, the players will face Zathar in a final battle, where they must use all of their skills and teamwork to defeat him and save both Jumanji and the real world.
Throughout the game, the players will have to overcome various obstacles, such as Zathar's minions and dangerous creatures that inhabit the game world. They will also have to utilize each character's strengths and weaknesses, such as the Explorer's tracking skills or the Zoologist's ability to tame animals.
Overall, the game will be a challenging and exciting adventure through the world of Jumanji, where players will need to work together and use their wits to save the day.
Game Title: Based on the plot and setting, a possible name for the game could be "Jumanji: Heart of the Jungle". This title references the Heart of Jumanji, which is the main objective of the players' quest, and the jungle setting, which is a key element of the game world. The title also implies a sense of danger and adventure, which fits well with the game's Dark Souls-inspired gameplay.
Weapons: The weapons in the game could be themed around the different adventurer classes, with each class having access to their own unique weapon types and abilities.
For example, the Explorer class could have access to a variety of melee weapons, such as machetes and spears, as well as long-range weapons like bows and blowguns. They could also have abilities like camouflage and stealth, which allow them to avoid detection and ambush enemies.
The Archaeologist class could have access to powerful artifacts like ancient swords and staffs, as well as magical abilities like summoning spirits and casting spells.
The Zoologist class could have animal companions that assist them in combat, such as tigers or eagles, and could have abilities like animal control and the ability to transform into animals.
The Aviator class could have access to specialized aircraft weapons like machine guns and missiles, and could have abilities like aerial maneuvers and evasive tactics.
The Treasure Hunter class could have access to rare and valuable weapons like golden guns and diamond-tipped arrows, and could have abilities like increased loot drops and treasure finding.
Additionally, there could be general weapon categories like swords, axes, and spears that all classes can use, but with different variations and abilities based on each class's strengths and weaknesses. The weapons could also have different rarity levels, with rarer weapons being more powerful but harder to find.
Overall, the game could feature a wide variety of weapons and abilities, allowing players to customize their playstyle based on their chosen class and preferred combat style. Levelling: Yes, the characters could level up as they progress through the game. Leveling up could occur by gaining experience points (XP) from defeating enemies, completing quests, and discovering hidden areas.
As the characters level up, they could gain new abilities and improve their existing ones. For example, the Explorer class could gain improved tracking abilities or more efficient stealth, while the Zoologist class could gain stronger animal companions or the ability to transform into more powerful animals.
Additionally, the characters could gain attribute points that they can allocate to improve their stats, such as strength, dexterity, intelligence, and vitality. These stats could affect various aspects of the gameplay, such as weapon damage, movement speed, and health.
Furthermore, the characters could unlock new weapon types and upgrades as they level up, allowing them to customize their combat style and improve their effectiveness in combat.
Overall, the leveling system could provide players with a sense of progression and accomplishment, as well as encourage exploration and combat throughout the game world.
Zones: 1. Jaguar's Lair: This zone is a dense jungle filled with jaguars, snakes, and other dangerous creatures. Players could explore ancient ruins and temples, finding valuable treasures and artifacts. At the heart of the Jaguar's Lair is a massive, maze-like temple filled with traps and puzzles that lead to a powerful artifact. The boss of this zone could be a giant, mutated jaguar.
  1. Dragon's Den: This zone is a mountainous region filled with dragons and other flying creatures. Players could explore caves and tunnels, discovering hidden treasures and ancient artifacts. At the top of the highest peak is a massive, dragon-infested fortress that holds a powerful weapon. The boss of this zone could be a massive dragon that players must defeat in an epic aerial battle.
  2. Scorpion's Nest: This zone is a desert wasteland filled with scorpions, vultures, and other dangerous creatures. Players could explore ancient tombs and ruins, discovering powerful magical artifacts and treasures. At the center of the Scorpion's Nest is a massive, underground tomb filled with traps and undead guardians. The boss of this zone could be an ancient mummy that comes to life to guard a powerful relic.
  3. Kraken's Depths: This zone is an underwater world filled with giant octopuses, sharks, and other sea creatures. Players could explore sunken ships and ruins, discovering valuable treasures and artifacts. At the bottom of the ocean is a massive, underwater fortress that holds a powerful magical artifact. The boss of this zone could be a massive, tentacled kraken that players must defeat in an epic underwater battle.
  4. Gorilla's Domain: This zone is a dense forest filled with gorillas, chimpanzees, and other primates. Players could explore ancient treehouses and ruins, discovering powerful magical artifacts and treasures. At the heart of the Gorilla's Domain is a massive, gorilla-infested castle that holds the Heart of Jumanji. The boss of this zone is Zathar, a powerful sorcerer who has taken over the castle and is using the Heart of Jumanji for his own evil purposes.
These zones could provide players with a variety of challenges and rewards, as well as unique environments to explore and conquer.
Endgame: At the end of the game, players would confront Zathar in his castle at the heart of the Gorilla's Domain. Zathar would use the power of the Heart of Jumanji to unleash a horde of powerful monsters and constructs against the players, but with their skills and equipment, they would fight their way through the castle, battling powerful bosses and overcoming deadly traps.
Once they reach Zathar, they would face off against him in an epic battle, using all of their abilities and equipment to defeat him. Upon Zathar's defeat, the Heart of Jumanji would lose its power and begin to crumble, causing the castle and all of its surroundings to fall apart.
In a dramatic finale, players would have to make a desperate escape, racing through the crumbling castle and avoiding deadly traps and obstacles. Finally, they would emerge outside of the castle, victorious and exhausted, with the world of Jumanji saved from Zathar's evil plans.
With the game complete, players would have the satisfaction of having saved the world of Jumanji and defeated its most dangerous foe. They would also have access to all of the game's rewards, such as powerful equipment, new abilities, and cosmetic items, allowing them to further customize their characters and continue exploring the world of Jumanji in new and exciting ways.
The destruction of the Heart of Jumanji would have a significant impact on the world of Jumanji. As the source of all magic and power in the world, the Heart of Jumanji had kept the balance between good and evil, maintaining order and preventing chaos from taking over.
With its destruction, the world of Jumanji would be thrown into disarray. The magical creatures and artifacts that had once been powered by the Heart of Jumanji would lose their power, becoming mere shadows of their former selves. The balance between good and evil would be disrupted, and the forces of darkness would rise up, seeking to take advantage of the chaos.
In the aftermath of the destruction of the Heart of Jumanji, players could explore the world of Jumanji anew, discovering new challenges and threats in a world that had been fundamentally changed. They would have to navigate the new balance of power, choosing whether to ally themselves with the forces of good or the forces of darkness, and working to restore order to a world that had been thrown into turmoil.
After Zathar is defeated and the Heart of Jumanji is destroyed, playing the game would be a very different experience. Without the source of all magic and power in the world, the world of Jumanji would be a more dangerous and unpredictable place, with new threats and challenges waiting around every corner.
Players would be free to explore the world of Jumanji at their leisure, discovering new areas, facing off against powerful enemies, and uncovering hidden secrets and treasures. They could continue to level up their characters, gaining new abilities and equipment, and further customizing their playstyle.
In addition to the regular content of the game, there could be new challenges and quests that arise as a result of the destruction of the Heart of Jumanji. For example, players might need to help restore order to a specific region of Jumanji, or track down dangerous artifacts that have been released from their magical prisons.
Overall, playing the game after Zathar's defeat would be a more open-ended and exploratory experience, with a greater emphasis on player choice and discovery. It would provide a new level of challenge and excitement, as players face off against new and unexpected threats in a world that has been fundamentally changed by their actions.
Good vs Evil: If a player chooses to be evil and bring chaos to all regions of Jumanji, the game would present a different ending than if the player chose to restore balance to all regions. In the former scenario, the player would embrace the power vacuum created by the destruction of the Heart of Jumanji, working to seize power and dominate the various regions of the world. As they wreaked havoc and destruction, they would face off against various powerful enemies who sought to stop them, culminating in a final battle against the forces of good.
If the player chose to restore balance to all regions, the ending would be more positive, with the player working to bring order and stability to the world of Jumanji. They would undertake a series of quests and challenges aimed at restoring the balance between good and evil, gaining powerful allies and artifacts along the way. Eventually, they would face off against a final boss who represented the greatest threat to the restored balance of Jumanji, and upon their defeat, the world of Jumanji would be restored to a state of harmony and balance.
In both scenarios, the ending would be influenced by the player's choices and actions throughout the game, as well as the characters and factions they chose to ally themselves with. The game would present a range of different endings, reflecting the complexity and richness of the world of Jumanji, and providing a satisfying conclusion to the player's journey through this dangerous and exciting world.
submitted by Felrich96 to gamedev [link] [comments]


2023.05.10 01:11 Felrich96 Jumanji: Heart of the Jungle

Character Creation: Players could create their own custom characters, choosing from a variety of classes. The character creation system could also allow players to customize their appearance, including hair and eye color, skin tone, and clothing.
Open World: The open world of the game could be vast and immersive, featuring different biomes such as forests, deserts, and mountains. There could be various towns and cities scattered throughout the world, each with their own quests and storylines. The open world could also be filled with dangerous creatures and monsters, making exploration a perilous task. Players could encounter random events as they explore, such as ambushes or treasure hunts.
Dungeons and Bosses: The game could feature various dungeons, each with their own unique theme and challenges. These could range from ancient ruins to dark catacombs. Each dungeon could have multiple levels, with traps, puzzles, and enemies to overcome. At the end of each dungeon, players could face a challenging boss battle, which would require all of their skills and resources to defeat.
Endgame Goal: The endgame goal could be to defeat the main antagonist of the game, who is trying to use the Jumanji game to take over the world. Players would have to complete various quests and storylines throughout the game, which would lead up to the final confrontation with the antagonist. The final battle could be an epic, multi-phase encounter that requires all of the player's skills and resources to win. Once the main antagonist is defeated, players could enter a New Game Plus mode, which would allow them to continue playing with their existing character and progress.
Classes: Based on the Jumanji movie alone, here are some classes that could be added to the game:
  1. Explorer - an expert in navigating and surviving in the wilderness. Their strengths could include endurance and tracking skills, while their weakness could be a fear of tight spaces.
  2. Archaeologist - skilled in ancient artifacts and knowledge. Their strengths could include the ability to decipher ancient languages and uncover hidden treasures, while their weakness could be a tendency to get distracted by their research.
  3. Zoologist - an expert in animal behavior and biology. Their strengths could include the ability to tame and train animals, while their weakness could be a fear of insects.
  4. Aviator - a skilled pilot who can navigate the skies. Their strengths could include aerial combat and navigation, while their weakness could be a tendency to get airsick.
  5. Treasure Hunter - a master of finding valuable items and artifacts. Their strengths could include the ability to locate hidden treasures and decipher clues, while their weakness could be a tendency to be greedy.
Each class could have unique abilities and skills related to their profession, such as the Explorer being able to find hidden paths or the Archaeologist being able to unlock ancient doors. Their strengths and weaknesses could also be tied to their profession, such as the Zoologist being better at dealing with animals but weaker against insect-like monsters.
The endgame goal could still be to defeat the main antagonist, but the story could revolve around discovering and unlocking the secrets of Jumanji, with each class contributing their unique expertise to uncover the mysteries.
Plot: The game is set in the world of Jumanji, an ancient and mysterious jungle filled with dangerous creatures and magical artifacts. The player takes on the role of an adventurer who is magically transported into the game world through a mysterious Jumanji game cartridge.
As they explore the world of Jumanji, they discover that the game is being controlled by an evil sorcerer named Zathar. Zathar was once a great adventurer like them, but his obsession with power and knowledge led him to seek out the secrets of Jumanji. In his quest for power, he discovered a powerful artifact known as the "Heart of Jumanji," which gives its owner control over the game world.
Zathar used the Heart of Jumanji to take over the game and its inhabitants, turning the once-friendly NPCs into his loyal minions and unleashing dangerous creatures throughout the world. He plans to use the power of the Heart to take over the real world, enslaving humanity and ruling as a god.
The players must embark on a quest to defeat Zathar and recover the Heart of Jumanji. They must navigate through treacherous dungeons, defeat challenging bosses, and unravel the secrets of Jumanji. Along the way, they will encounter various NPCs who will help them in their quest, such as the wise old sage Nigel, who has knowledge of the Heart of Jumanji's location, and the mysterious Ruby Roundhouse, who can teach them new skills.
In the end, the players will face Zathar in a final battle, where they must use all of their skills and teamwork to defeat him and save both Jumanji and the real world.
Throughout the game, the players will have to overcome various obstacles, such as Zathar's minions and dangerous creatures that inhabit the game world. They will also have to utilize each character's strengths and weaknesses, such as the Explorer's tracking skills or the Zoologist's ability to tame animals.
Overall, the game will be a challenging and exciting adventure through the world of Jumanji, where players will need to work together and use their wits to save the day.
Game Title: Based on the plot and setting, a possible name for the game could be "Jumanji: Heart of the Jungle". This title references the Heart of Jumanji, which is the main objective of the players' quest, and the jungle setting, which is a key element of the game world. The title also implies a sense of danger and adventure, which fits well with the game's Dark Souls-inspired gameplay.
Weapons: The weapons in the game could be themed around the different adventurer classes, with each class having access to their own unique weapon types and abilities.
For example, the Explorer class could have access to a variety of melee weapons, such as machetes and spears, as well as long-range weapons like bows and blowguns. They could also have abilities like camouflage and stealth, which allow them to avoid detection and ambush enemies.
The Archaeologist class could have access to powerful artifacts like ancient swords and staffs, as well as magical abilities like summoning spirits and casting spells.
The Zoologist class could have animal companions that assist them in combat, such as tigers or eagles, and could have abilities like animal control and the ability to transform into animals.
The Aviator class could have access to specialized aircraft weapons like machine guns and missiles, and could have abilities like aerial maneuvers and evasive tactics.
The Treasure Hunter class could have access to rare and valuable weapons like golden guns and diamond-tipped arrows, and could have abilities like increased loot drops and treasure finding.
Additionally, there could be general weapon categories like swords, axes, and spears that all classes can use, but with different variations and abilities based on each class's strengths and weaknesses. The weapons could also have different rarity levels, with rarer weapons being more powerful but harder to find.
Overall, the game could feature a wide variety of weapons and abilities, allowing players to customize their playstyle based on their chosen class and preferred combat style. Levelling: Yes, the characters could level up as they progress through the game. Leveling up could occur by gaining experience points (XP) from defeating enemies, completing quests, and discovering hidden areas.
As the characters level up, they could gain new abilities and improve their existing ones. For example, the Explorer class could gain improved tracking abilities or more efficient stealth, while the Zoologist class could gain stronger animal companions or the ability to transform into more powerful animals.
Additionally, the characters could gain attribute points that they can allocate to improve their stats, such as strength, dexterity, intelligence, and vitality. These stats could affect various aspects of the gameplay, such as weapon damage, movement speed, and health.
Furthermore, the characters could unlock new weapon types and upgrades as they level up, allowing them to customize their combat style and improve their effectiveness in combat.
Overall, the leveling system could provide players with a sense of progression and accomplishment, as well as encourage exploration and combat throughout the game world.
Zones: 1. Jaguar's Lair: This zone is a dense jungle filled with jaguars, snakes, and other dangerous creatures. Players could explore ancient ruins and temples, finding valuable treasures and artifacts. At the heart of the Jaguar's Lair is a massive, maze-like temple filled with traps and puzzles that lead to a powerful artifact. The boss of this zone could be a giant, mutated jaguar.
  1. Dragon's Den: This zone is a mountainous region filled with dragons and other flying creatures. Players could explore caves and tunnels, discovering hidden treasures and ancient artifacts. At the top of the highest peak is a massive, dragon-infested fortress that holds a powerful weapon. The boss of this zone could be a massive dragon that players must defeat in an epic aerial battle.
  2. Scorpion's Nest: This zone is a desert wasteland filled with scorpions, vultures, and other dangerous creatures. Players could explore ancient tombs and ruins, discovering powerful magical artifacts and treasures. At the center of the Scorpion's Nest is a massive, underground tomb filled with traps and undead guardians. The boss of this zone could be an ancient mummy that comes to life to guard a powerful relic.
  3. Kraken's Depths: This zone is an underwater world filled with giant octopuses, sharks, and other sea creatures. Players could explore sunken ships and ruins, discovering valuable treasures and artifacts. At the bottom of the ocean is a massive, underwater fortress that holds a powerful magical artifact. The boss of this zone could be a massive, tentacled kraken that players must defeat in an epic underwater battle.
  4. Gorilla's Domain: This zone is a dense forest filled with gorillas, chimpanzees, and other primates. Players could explore ancient treehouses and ruins, discovering powerful magical artifacts and treasures. At the heart of the Gorilla's Domain is a massive, gorilla-infested castle that holds the Heart of Jumanji. The boss of this zone is Zathar, a powerful sorcerer who has taken over the castle and is using the Heart of Jumanji for his own evil purposes.
These zones could provide players with a variety of challenges and rewards, as well as unique environments to explore and conquer.
Endgame: At the end of the game, players would confront Zathar in his castle at the heart of the Gorilla's Domain. Zathar would use the power of the Heart of Jumanji to unleash a horde of powerful monsters and constructs against the players, but with their skills and equipment, they would fight their way through the castle, battling powerful bosses and overcoming deadly traps.
Once they reach Zathar, they would face off against him in an epic battle, using all of their abilities and equipment to defeat him. Upon Zathar's defeat, the Heart of Jumanji would lose its power and begin to crumble, causing the castle and all of its surroundings to fall apart.
In a dramatic finale, players would have to make a desperate escape, racing through the crumbling castle and avoiding deadly traps and obstacles. Finally, they would emerge outside of the castle, victorious and exhausted, with the world of Jumanji saved from Zathar's evil plans.
With the game complete, players would have the satisfaction of having saved the world of Jumanji and defeated its most dangerous foe. They would also have access to all of the game's rewards, such as powerful equipment, new abilities, and cosmetic items, allowing them to further customize their characters and continue exploring the world of Jumanji in new and exciting ways.
The destruction of the Heart of Jumanji would have a significant impact on the world of Jumanji. As the source of all magic and power in the world, the Heart of Jumanji had kept the balance between good and evil, maintaining order and preventing chaos from taking over.
With its destruction, the world of Jumanji would be thrown into disarray. The magical creatures and artifacts that had once been powered by the Heart of Jumanji would lose their power, becoming mere shadows of their former selves. The balance between good and evil would be disrupted, and the forces of darkness would rise up, seeking to take advantage of the chaos.
In the aftermath of the destruction of the Heart of Jumanji, players could explore the world of Jumanji anew, discovering new challenges and threats in a world that had been fundamentally changed. They would have to navigate the new balance of power, choosing whether to ally themselves with the forces of good or the forces of darkness, and working to restore order to a world that had been thrown into turmoil.
After Zathar is defeated and the Heart of Jumanji is destroyed, playing the game would be a very different experience. Without the source of all magic and power in the world, the world of Jumanji would be a more dangerous and unpredictable place, with new threats and challenges waiting around every corner.
Players would be free to explore the world of Jumanji at their leisure, discovering new areas, facing off against powerful enemies, and uncovering hidden secrets and treasures. They could continue to level up their characters, gaining new abilities and equipment, and further customizing their playstyle.
In addition to the regular content of the game, there could be new challenges and quests that arise as a result of the destruction of the Heart of Jumanji. For example, players might need to help restore order to a specific region of Jumanji, or track down dangerous artifacts that have been released from their magical prisons.
Overall, playing the game after Zathar's defeat would be a more open-ended and exploratory experience, with a greater emphasis on player choice and discovery. It would provide a new level of challenge and excitement, as players face off against new and unexpected threats in a world that has been fundamentally changed by their actions.
Good vs Evil: If a player chooses to be evil and bring chaos to all regions of Jumanji, the game would present a different ending than if the player chose to restore balance to all regions. In the former scenario, the player would embrace the power vacuum created by the destruction of the Heart of Jumanji, working to seize power and dominate the various regions of the world. As they wreaked havoc and destruction, they would face off against various powerful enemies who sought to stop them, culminating in a final battle against the forces of good.
If the player chose to restore balance to all regions, the ending would be more positive, with the player working to bring order and stability to the world of Jumanji. They would undertake a series of quests and challenges aimed at restoring the balance between good and evil, gaining powerful allies and artifacts along the way. Eventually, they would face off against a final boss who represented the greatest threat to the restored balance of Jumanji, and upon their defeat, the world of Jumanji would be restored to a state of harmony and balance.
In both scenarios, the ending would be influenced by the player's choices and actions throughout the game, as well as the characters and factions they chose to ally themselves with. The game would present a range of different endings, reflecting the complexity and richness of the world of Jumanji, and providing a satisfying conclusion to the player's journey through this dangerous and exciting world.
submitted by Felrich96 to gameideas [link] [comments]


2023.05.07 16:22 Best-Independent5276 friendly neighborhood Spiderman season 1

First this is my Spiderman universe inspired by spiderman the animated series,Batman brave and the bold and spiderman the new animated series it's earth 28 a complete new one
Ep 1. Mary and richard
A young Peter Parker discovers that his father, shield agent Richard Parker's study, has been burgled. Peter's parents gather hidden documents, take Peter to the home of his Aunt May and Uncle Ben, and mysteriously leave. Richard records a video message to explain his disappearance. He and his wife Mary Parker try to flee aboard a private jet that is hijacked by Albert malik. The jet crashes, killing the couple. We see Peter with his class and his teacher Curt Connors. Cut to a spider biting a hand THE END
Ep 2. The bite
On a school trip, high school junior Peter Parker visits a Columbia University genetics laboratory with his friend Harry Osborn and his crush Gwen. Then him,harry and flash the to kill a spider with his teacher curt Connors trying to stop thenbut There, the genetically engineered "super-spider" bites him, and he passes out Peter finds he is no longer near-sighted and has developed spider-like abilities: he can shoot webs out of his wrists and has quick reflexes, superhuman speed and strength, and a heightened ability to sense danger. Brushing off his Uncle Ben's advice that "with great power comes great responsibility", Peter considers buying a car to impress Gwen stacy. THE END
Ep 3. Death
Flash bullies Pete as he reads a book about raven croft institute. After school during a wrestling match a thief robs the promoter's office, Peter allows him to escape. Moments later, he discovers Ben was carjacked and killed. Peter pursues the carjacker, only to realize it was the thief he let escape. The thief flees but dies after falling out a window. Meanwhile,He also builds mechanical web-shooters out of wristwatches to attach to his arms/wrists. And is now spiderman. he gets a job at the daily bugle . J. Jonah Jameson, publisher of the Daily Bugle newspaper, hires Peter as a freelance photographer since he is the only person providing clear images of Spider-Man. Upon discovering that Oscorp's board plans to oust him to sell the company to Quest, Harry's dad Norman assassinates them. Jameson dubs the mysterious killer the "Green Goblin." With Randy agreeing. THE END
Ep 4. Chameleons hunt
We have kingpin hire chameleon and kraven the Chameleon is using his "multi-pocket disguise vest" to infiltrate a defense installation in the Lark Building at the edge of New York City. Later that night, while mulling over the defense plans he has stolen, he hears about Spider-Man's visit to the Fantastic Four's headquarters. He deduces that Spider-Man has no legitimate way to earn a living and must be short of money. So he pretends to be spiderman. Guards think Spider-Man is the Chameleon in disguise, forcing Spider-Man to flee. He departs, rueful of the way things never seem to turn outright. Chameleon is pushed out of a window accidentally by a guard killing him. We see Peter swinging to school. THE END
Ep 5.fantastic
We see doctor doom attacking Brooklyn bridge spiderman swings in fighting him while Reed is accused of purposely exposing the Fantastic Four to cosmic rays. So Peter fights Reed for a moment until they soon find out that the paper has been altered by Dr. Doom who plans to open another dimension. the 4 put aside their differences and fight doom and during the fight doom calls a friend named namor and spiderman stops namor and the 4 fight doom meanwhile some random guy is hit with namors trident and falls in the ocean before Peter can save him and namor is arrested with reed giving his number saying call him if he needs a new suit THE END
Ep 6.lizard
We see Peter watching a window and we follow Connors' superior Otto Octavius demanding Connors begin human trials immediately. Connors refuses to rush the drug-testing procedure and puts innocent people at risk. Otto fires Connors and decides to test his serum at a Veterans Administration hospital. In an act of desperation, Connors tries the formula on himself. After passing out, he awakens to find his missing arm has regenerated. Discovering that otto is on his way to the hospital, Connors goes to intercept him. Meanwhile Peter's school is on a trip to Williamsburg bridge and. By the time connors gets to the Williamsburg Bridge, he has become a violent humanoid reptile. Spiderman is stopping a robbery and calling Gwen when he hears a roar and he tells Gwen to get Connor's special antidote.THE ENd
Ep 7 cure
Gwen gets the antidote, which Peter disperses, restoring Connors but not before the Lizard fatally wounds Captain Stacy. Before his death, Captain Stacy asks that Peter avoid Gwen to keep her safe. Peter does so, Connors thanks Spider-Man for his help, and they all decide to keep silent about the fact that Connors was the Lizard, as he had no control over what he did while in that form. Returning to a furious Jameson as Peter Parker, when Peter offers him the pictures (Which he said he bought off a guy) Jameson dismisses them as fakes and tears them up. He then tells Parker that this dud of a trip to the Williamsburg bridge is coming out of his future pay. THE END
Ep 8. Breakup
Peter's in class chatting with friends answering questions and Ned talks a lot. We see Peter break up with Gwen then outside police pursue escaped convict Flint Marko, who visits his wife and sick daughter before fleeing. Falling into an experimental particle accelerator that fuses his body with the surrounding sand, he gains the ability to control and reform his body with sand, becoming Sandman. he's on a rampage And then an injured man named Mysterio,a superpowered individual, arrives to defeat the sandman and succeeds Marko then explains that he's doing this for his Peter forgives Marko, allowing him to escape. Peter and Harry reconcile before Mysterio dies from his injuries. Sometime after mysterios funeral, Peter visits Gwen Stacy at the jazz club, he explains everything to her THE END
Ep 9. Rampage
Gwen calls Peter but he says he's busy and we see Spider-Man and apprehends criminal Aleksei Sytsevich. Along with some goons. We see Spiderman helping people and him going to school then Randy Robertson says to Pete that there's a prison breakout and to get a pic Sytsevich, who escaped from prison. Equipped with an electromechanical suit of armor, Sytsevich dubs himself the "Rhino" and rampages through the streets. Spiderman swings by and they fight with Jonah Jameson hating on him yelling insults but Spider-Man trips and flips Rhino onto his head knocking him unconscious for the police to arrest him.The next day, Pete is going to school on his bike, flash Thompson notices his new ride and makes fun of him. Pete comes home and is reminded that he’ll be meeting Anna Watson’s niece, Mary Jane soon and to not miss dinner with the Watsons. THE END
Ep 10. Meeting
Peter is walking around with captain Stacy seeping in his mind then electrical engineer Max Dillon accidentally shocks himself and falls into a tank of genetically-engineered electric eels. They attack him and he mutates into a living electric generator. Dillon wanders into Times Square, accidentally causes a power outage, and is stopped by Peter with gwen. Dillon is taken to the Ravencroft Institute, where he is studied by German scientist Dr. Ashley kafta. Spider-Man and Max eventually find each other near a warehouse and begin another battle. Spider-Man eventually lures Max inside the building and uses the generator inside and maxs electro-magnetic suit to destroy the spores completely before they are too far deep to be helped. Finally, Peter goes home and meets Mary Jane and her famous first words are "Face it tiger...you just hit the jackpot!"with Gwen behind her looking furious. We see a image from the Mysterio mask saying sending the .. THE END
  1. Avengers
We see rama tut crash into the modern era of Earth-28. Appearing just outside of the orbit of planet Earth and crashes down a and he attacks the avengers with them getting a call from fury saying we have a new man named captain America and tony and cap talk and the avengers struggle then Spiderman gets a call from fury saying avengers need help they fight and be joins in As Rama-Tut attempted to flee back to his native 30th century, his vessel was caught in a time storm and he was forced to veer into GALACTUS who swallows him whole. Later spiderman declines an invitation from Stark to join the Avengers full time THE END
Ep 12. Daredevil
Spiderman Is framed on the news with Jameson being the one to report it and Peter runs into a building and spider-Man is attacked by Daredevil who believes that Spider-Man helped Richard Fisk frame Peter. As they fight several guards rush in and begin to shoot at them. Spider-Man and Daredevil manage to take out several of the guards. However, two guards activate a bomb to destroy any evidence against the Kingpin. As Spider-Man and Daredevil run away the bomb explodes, and large falling debris falls on top of them.Inside the burning building Daredevil is able to keep debris from falling on him and Spider-Man by holding it up with his billy club. Daredevil and Spider-Man then crawl out from under the debris and go to get the data disc that could prove Peter Parker's innocence before it gets destroyed in the fire. When black cat took the evidence and brought it to Jameson and others. We see Peter being reaccepted to school. THE END
Ep 13. Death or not
We see A Goblin following spiderman home, he picks up his name on a microphone and learns his true identity. The Goblin confronts him outside and begins his attack on Peter Parker. Pete fights to prevent Aunt May from knowing the truth but Goblin soon knocks Pete unconscious and wraps him in a steel alloy cable. As he is taken to the Goblin’s lair, Pete struggles against his bonds. Since he’s confident in destroying Spider-Man, then spiderman kicks the glider and goblins mask fall off harry doesn’t know where he is or why he’s in costume. Not wanting to destroy his reputation or Norman's feelings, he’s quickly changed out of his costume for the police to take him to a hospital. Pete rushes home and Dr. Satka has just sedated Aunt May. Aunt May begins to take care of Pete’s “fever” and Norman visits his son in the hospital. doc ock is in the background THE END
Ep 14. A shocking story
We see on the news that electros suits were stolen.Peter Parker walks to The Daily Bugle to sell The electro pictures when he’s met by Norman Osborn. Normon tells Pete his son and flash is getting an apartment closer to school and invites Pete to move in with harry.Spider-Man hears reports of tremors near the school and he confronts The Shocker inside. After battling and dodging vibration blasts and falling concrete, Spider-Man finally webs up the vibro-shock thumb triggers and knocks out The Shocker. He takes pictures of the capture and returns home ready for the big move for Aunt May and himself. When Peter finally moves out of Aunt May's home and reaches the new apartment, he’s shocked at the size but also an odd feeling of depression and weariness that Peter can’t place. With flash laughing at him. THE END
Ep 15. Black cat
Spiderman is investigating with Ned Leeds on the black cat then Doing some investigating of his own, Peter learns that Walter Hardy has been locked up in prison for the past few decades and is terminally ill. Realizing that the Black Cat plans on breaking him out of prison, Spider-Man goes there to prevent it from happening. Outside of Hardy's cell, Spider-Man is attacked by the Black Cat. While the two fight it out, Boris and Bruno work to blast Walter free from his cell. Spider-Man is caught in the blast and left buried under a pile of rubble. As the alarms sound, the femme fatale tells Spider-Man that this is what happens when you let a black cat cross your path.The two end up not only in a physical battle, but in one of the morality of leaving a man to die in prison without his family. During the fight, the Black Cat has the upper hand over Spider-Man due to his injury. However their fight sends the Cat off a roof top and Spider-Man grabs her with his bad arm, preventing her from falling into the rapids below. However the pain is too much and he has to let go, sending the Cat plunging into the water below, seemingly to her death. Going back to the Hardy home to tell them of the tragedy, he finds Mrs. Hardy crying over the body of the recently passed Walter Hardy and decides to live and let be. Returning to his own apartment, he finds a voicemail waiting for him. THE END
Ep 16. Rise of the spot
a former MIT scientist working for the Kingpin, Dr. Jonathan Ohnn was assigned to reproduce the radiation levels of the superhero Cloak to find a way to artificially mimic his powers. Working late one night, he succeeded in creating a solid black circular portal. In doing so, however, the drain on the city's power became so great, a blackout washed over the city, causing the portal to shimmer and destabilize. Fearful of losing a once-in-a-lifetime opportunity, Ohnn stepped into it. The shock of the transition caused him to pass out. Peter leaves Gwen and Felicia who discover each other and are arguing and he goes to the lab. Peter finds ohnn who has black spots all over him and pale skin.he puts his hand on one of the spots but his hand comes out on a different side of him. Peter screams as a few heroes come out of the spot. THE END
Ep 17. Defenders The heroes that came out of the spot are the defenders which are cloak, Dagger,daredevil,moon knight,Luke cage,iron fist and Jessica Jones they talk as the spot wakes up and attacks the heroes and we see inside the spot a bunch of weird alternate universe but then the spot beats the defenders. But cloak has Luke Cage fall on the spot hurting him and Spiderman arrests him. Later that night at a warehouse green goblin talks to his spy inside Kingpin's organization on the phone. The spy tells Greengoblin about the spot and how the Kingpin made him. Greengoblin swears that he will eventually break out of the spot and will use it to once again take over Kingpin's organization. THE END
Ep 18 around new York
We have Peter visiting his friend's iceman and human torches apartment but there's a note saying that they're not here and for Peter to take care of it.we have a montage of Peter taking care of the house until Gwen and aunt may come over. They all have a movie night until iceman and human torch come home. Gwen,Peter and may leave THE END
Ep 19. Renew her vows Rushing to his apartment.Spider-Man arrives just in time to see that his teacher is about to get married to Aunt May. Peter is in shock but they throw a party later Gwen decides it's time to leave the party because she figures that Peter is not coming back. When Betty tries to get her to talk about how she feels about Peter, she says that she can't bring herself to love Peter, and that she cares about him too much to allow herself to do that. When Betty presses for more of an explanation, she tells her to leave it for another day and departs. But they get a call that Peter's in a hospital with Ned and the doctors have taken a look at him, they inform Peter that Ned has been exposed to a harmful dose of radiation. THE END
Ep 20. Wade and Peter We have Deadpool shooting up the hospital when Peter suits up and saves everybody including Ned. Police pull up but Deadpool soundly defeats the cops attacking him.otto octavius attacks the hospital with Bob the hydra agent showing up helping deadpool but Spiderman and Deadpool stop Otto Octavius.which surprises both Deadpool and Spider-Man. Deadpool and bob leave, and Spider-Man begrudgingly lets Deadpool go But first he asks Deadpool why he talks to a random wall but Deadpool hushes him and says goodbye to the camera. THE END
Ep 21.sinister six
Peter hears Green goblin stole Gwen and aunt may. His first location is controlled by Mysterio and green goblin to attack the wall-crawler. Green goblin has a speech ' the world hates heroes no matter who or how you help they will all eventually hate you just you wait. Spider-Man easily defeats Mysterio and the green goblin flies away . The next clue is set ablaze, but Spider-Man recovers its contents with his web-fluid. His next battle is against Sandman, sealed in an airless room. Spider-Man defeats Sandman with his superior lung capacity. Next, he battles doctor octavius in a lab and defeats him as well, gaining the location of green goblin, who has been holding Gwen and May hostage. May, completely oblivious to her situation, believes they are normons houseguests. electro and shocker show up double teaming on Peter unmasking him revealing it to may then Peter nearly beat down sees green goblin kill Gwen by throwing her off a bridge THE END
Ep 22. Effects Peyer cradles the lifeless body of Gwen until he realizes that she is dead. The Goblin taunts him saying that "she was dead before your webbing reached her! a fall from that height would kill anyone before they struck the ground".the next day we see Gwens memorial at Peter's graduation and she had a speech on a usb then Flash goes to Peter consoling him apologizing. Later Spider-Man battles the Green Goblin in the warehouse, determined to bring him to justice. However, during the fight, the Goblin's glider is reactivated and when the Goblin tries to impale Peter with it, he only succeeds in impaling himself when Spider-Man dodges out of the way. With the Goblin apparently dead, Spider-Man finally getting what he vowed earlier that day, finds Osborn's death a hollow victory. When the authorities can be heard coming, Spider-Man decides to leave, unaware that Octavius is watching in the shadows. When Peter finally returns home to his apartment, he finds only Mary Jane there waiting for him. She tries to console Peter, who lashes out at her condolences, mocking her usual carefree nature and tells her to leave. However, Mary Jane decides to stay and comfort Peter regardless.THE END
Ep 23.no more Peter quits being Spider-Man, returns to his normal life, and attempts to reconcile with Mary Jane. He also finally confesses to Aunt May the truth about Uncle Ben's death. Aunt May forgives him, but the rise in the city's crime rates worries black cat. Ned Leeds and his fiancee Betty Brant discover that their Peter has gone missing.we see water filling up in a room of water Spider-Man creates an airtight web bubble so that he and Jameson can breathe while the rest of the room floods.Figuring his captives to be dead, harry osborn has the water drained, and Spider-Man goes on the attack.he hesitated because he's harry so he leaves Jameson and harry alone. Peter arrives at his apartment only to be told by flash that his Aunt May is ill. Rushing to Aunt May's house, he is told by Anna Watson that May was calling for Peter, but she has been put in a coma now and is sleeping peacefully.so spiderman is officially no more THE END
submitted by Best-Independent5276 to Spiderman [link] [comments]


2023.05.02 02:43 lbabinz [Microsoft] Weekly Digital Xbox Game Sale

Item Price MSRP % Off History*
7th Sector $7.79 $25.99 70% off New Lowest
A Fold Apart $6.49 $25.99 75% off Matches low
A Knight's Quest $3.19 $31.99 90% off Lowest price $1.59 on 2023-1-24
Adventures Of Pip $4.49 $14.99 70% off Lowest price $2.99 on 2020-11-3
Aeternoblade $2.99 $14.99 80% off Matches low
Aeternoblade 2 $5.19 $25.99 80% off New Lowest
Agelos, Aggelos, Aggellos, Agelloss, Aggelloss, $2.84 $18.99 85% off New Lowest
Air Guitar Warrior Gamepad Edition $2.99 $14.99 80% off Lowest price $1.49 on 2022-10-4
Amazing Princess Sarah $3.24 $12.99 75% off Lowest price $2.27 on 2021-8-24
American Fugitive $5.19 $25.99 80% off Matches low
Ancestors Legacy $18.19 $51.99 65% off Lowest price $12.99 on 2022-12-27
Anodyne $0.99 $9.99 90% off Matches low
Aragami $3.74 $24.99 85% off Matches low
Arise $10.39 $25.99 60% off Matches low
Armello $4.49 $14.99 70% off Matches low
Armello - Complete Edition $13.49 $44.99 70% off Matches low
Asdivine Hearts I & Ii $10.39 $25.99 60% off New Lowest
Baldurs Gate $19.19 $63.99 70% off Lowest price $9.59 on 2022-3-29
Blair Witch $9.74 $38.99 75% off New Lowest
Blast 'em Bunnies $1.99 $19.99 90% off Matches low
Blue Fire $10.39 $25.99 60% off Matches low
Bonkies $1.99 $19.99 90% off New Lowest
Call Of Duty®: Black Ops Cold War - Cross-gen Bundle $35.99 $89.99 60% off Matches low
Call Of Duty®: Vanguard - Cross-gen Bundle $44.99 $89.99 50% off Matches low
Cannon Brawl $2.99 $9.99 70% off Lowest price $1.99 on 2022-9-6
Chasm $7.99 $19.99 60% off Lowest price $5.99 on 2022-12-6
Chromagun $5.24 $14.99 65% off Lowest price $3.74 on 2022-3-8
Chronus Arc $7.59 $18.99 60% off New Lowest
Church In The Darkness $3.89 $25.99 85% off New Lowest
City Of Brass $1.99 $19.99 90% off Matches low
Color Symphony 2 $0.99 $9.99 90% off Matches low
Cook, Serve, Delicious! 2/3 Bundle!! $9.59 $31.99 70% off Matches low
Crash Bandicoot™ 4: It’s About Time $26.39 $79.99 67% off Matches low
Cruz Brothers $4.28 $12.99 67% off Lowest price $1.29 on 2021-1-26
Deep Sky Derelicts $7.99 $31.99 75% off Matches low
Demon's Tilt $7.79 $25.99 70% off Matches low
Depth Of Extinction $5.99 $19.99 70% off New Lowest
Donut County $5.09 $16.99 70% off Matches low
Door Kickers: Action Squad $3.79 $18.99 80% off Matches low
Double Cross $5.19 $25.99 80% off Matches low
Dragon's Lair Trilogy $10.39 $25.99 60% off Matches low
Drawful 2 $3.99 $9.99 60% off Matches low
Ducati - 90th Anniversary $1.34 $13.49 90% off Matches low
Element Space $9.59 $31.99 70% off New Lowest
Enter The Gungeon $7.59 $18.99 60% off Matches low
Etherborn $7.69 $21.99 65% off Matches low
Everreach $3.19 $31.99 90% off New Lowest
Feist $3.99 $9.99 60% off New Lowest
Fell Seal: Arbiter's Mark $11.69 $38.99 70% off Matches low
Fernz Gate $7.59 $18.99 60% off Matches low
Fightn $9.09 $25.99 65% off Matches low
Four Sided Fantasy $2.99 $9.99 70% off Lowest price $1.99 on 2020-1-21
Furi $5.99 $19.99 70% off Matches low
Fury Unleashed $6.49 $25.99 75% off Matches low
Gladiator $4.19 $13.99 70% off Lowest price $3.49 on 2022-3-8
Graveyard Keeper $7.99 $19.99 60% off Lowest price $5.99 on 2020-11-3
Guilt Battle Arena $1.27 $12.79 90% off Matches low
Gunscape $5.99 $19.99 70% off Lowest price $1.99 on 2020-7-7
Help Will Come Tomorrow $5.19 $25.99 80% off Matches low
Horizon Chase Turbo $3.99 $19.99 80% off Matches low
House $11.19 $27.99 60% off New Lowest
Icewind Dale And Planescape: Torment $19.19 $63.99 70% off Matches low
Ion Fury $11.19 $31.99 65% off Matches low
Jalopy $7.59 $18.99 60% off Matches low
Legend Of The Tetrarchs $9.49 $18.99 50% off Matches low
Legendary Eleven $3.74 $14.99 75% off Lowest price $2.99 on 2022-9-27
Legrand Legacy: Tale Of The Fatebounds $2.59 $25.99 90% off Matches low
Lichtspeer $2.55 $12.79 80% off New Lowest
Lifeless Planet: Premier Edition $3.99 $19.99 80% off Matches low
Lord Of The Rings: Adventure Card Game (the) $10.39 $25.99 60% off New Lowest
Lost Ember $10.19 $33.99 70% off Lowest price $8.49 on 2022-9-27
Lumines Remastered $5.99 $14.99 60% off Matches low
Macrotis: A Mother's Journey $4.49 $14.99 70% off Matches low
Maldita Castilla Ex - Cursed Castile $4.79 $11.99 60% off Lowest price $3.59 on 2021-8-24
Maneater $20.79 $51.99 60% off Lowest price $18.19 on 2021-7-6
Marvel's Guardians Of The Galaxy $23.99 $79.99 70% off New Lowest
Megaquarium $9.29 $30.99 70% off Matches low
Motogp™19 $5.09 $33.99 85% off Matches low
Mulaka $1.99 $19.99 90% off Matches low
Munchkin $12.79 $31.99 60% off Matches low
Mutant Year Zero: Road To Eden $21.99 $54.99 60% off Matches low
Mutant Year Zero: Road To Eden $17.59 $43.99 60% off Matches low
My Friend Pedro $6.49 $25.99 75% off Matches low
My Memory Of Us $5.19 $25.99 80% off Matches low
N++ (nplusplus) $5.99 $14.99 60% off New Lowest
Neverwinter Nights: Enhanced Edition $19.19 $63.99 70% off Lowest price $9.59 on 2022-3-29
Nexomon $10.39 $25.99 60% off New Lowest
Orcs Must Die! 3 $13.99 $34.99 60% off New Lowest
Out Of The Box: Xbox Edition $4.99 $19.99 75% off New Lowest
Owlboy $9.99 $24.99 60% off New Lowest
Panzer Dragoon Remake $3.19 $31.99 90% off Matches low
Path Of Motus $1.89 $18.99 90% off Matches low
Pawarumi $7.99 $19.99 60% off Lowest price $7.59 on 2021-8-24
Pc Building Simulator $5.74 $22.99 75% off Matches low
Phantom Trigger $4.74 $18.99 75% off Matches low
Pharaonic $4.79 $15.99 70% off Matches low
Pig Eat Ball $3.79 $18.99 80% off Matches low
Pillars Of Eternity Ii: Deadfire $19.24 $76.99 75% off Matches low
Pixel Heroes: Byte & Magic $0.99 $9.99 90% off Matches low
Planet Of The Eyes $1.99 $9.99 80% off Lowest price $0.99 on 2021-6-22
Pool Nation Fx $3.83 $12.79 70% off Lowest price $2.96 on 2019-7-9
Pool Nation Snooker Bundle $4.79 $15.99 70% off Lowest price $3.67 on 2021-1-19
Pumped Bmx Pro $2.24 $14.99 85% off Matches low
Pure Chess Grandmaster Edition $4.37 $12.49 65% off Lowest price $3.74 on 2023-1-10
Pure Pool $3.49 $9.99 65% off Matches low
Rememoried $5.69 $18.99 70% off Lowest price $3.79 on 2019-11-5
Rico $5.99 $19.99 70% off New Lowest
Ride 2 $3.99 $39.99 90% off Matches low
Riftstar Raiders $7.99 $19.99 60% off Matches low
Rogue Legacy $2.99 $14.99 80% off Matches low
Screencheat $4.49 $14.99 70% off Lowest price $3.74 on 2023-2-14
Shalnor Legends: Sacred Lands $2.55 $12.79 80% off Lowest price $1.27 on 2020-4-21
Shoppe Keep $2.59 $12.99 80% off Matches low
Siegecraft Commander $5.99 $19.99 70% off Lowest price $3.99 on 2020-7-14
Slay The Spire $12.79 $31.99 60% off Matches low
Snakeybus $4.49 $14.99 70% off Matches low
Sniper Elite 4 Digital Deluxe Edition $16.49 $109.99 85% off Lowest price $10.99 on 2022-2-8
Snooker 19 $16.09 $45.99 65% off Matches low
Snooker Nation Championship $3.83 $12.79 70% off New Lowest
Stab Stab Stab! $4.22 $12.79 67% off Lowest price $3.83 on 2023-1-10
State Of Mind $2.49 $24.99 90% off Matches low
Steampunk Tower 2 $4.47 $12.79 65% off Matches low
Steel Rats $2.55 $12.79 80% off Lowest price $1.27 on 2022-11-1
Stellatum $5.11 $12.79 60% off Matches low
Strange Brigade Deluxe Edition $11.99 $79.99 85% off Lowest price $7.99 on 2022-4-22
Submerged $1.99 $19.99 90% off Matches low
Super Tennis Blast $4.74 $18.99 75% off Matches low
Super Toy Cars $1.99 $9.99 80% off New Lowest
Super Toy Cars 2 $4.74 $18.99 75% off Matches low
Supermash $2.59 $25.99 90% off Matches low
Symmetry $3.59 $17.99 80% off Matches low
Tetris Effect: Connected $20.79 $51.99 60% off New Lowest
The Crew® 2 $13.99 $69.99 80% off Matches low
The Final Station $5.69 $18.99 70% off Lowest price $4.74 on 2021-10-12
The Forbidden Arts $3.79 $18.99 80% off Matches low
The Jackbox Party Pack 2 $9.99 $24.99 60% off Matches low
The Occupation $15.59 $38.99 60% off Matches low
Thehunter: Call Of The Wild $10.49 $34.99 70% off Matches low
Thumper $5.39 $26.99 80% off Matches low
Ticket To Ride $10.39 $25.99 60% off Matches low
Trail Makers $11.69 $38.99 70% off New Lowest
Trulon $1.99 $19.99 90% off New Lowest
Ty The Tasmanian Tiger Hd $15.99 $39.99 60% off New Lowest
Ty The Tasmanian Tiger™ 2: Bush Rescue™ Hd $15.99 $39.99 60% off New Lowest
Tyd Wag Vir Niemand $2.55 $12.79 80% off Lowest price $1.91 on 2021-6-8
Valfaris $9.59 $31.99 70% off Matches low
Valley $1.89 $18.99 90% off Matches low
Vambrace: Cold Soul $7.99 $31.99 75% off Matches low
Vasara Collection $5.11 $12.79 60% off Lowest price $1.27 on 2020-6-2
Void Bastards $11.99 $39.99 70% off New Lowest
Vosaria: Lair Of The Forgotten $2.55 $12.79 80% off Lowest price $1.27 on 2020-4-21
Warsaw $4.99 $24.99 80% off Matches low
Weird West $20.79 $51.99 60% off New Lowest
Where The Water Tastes Like Wine $5.19 $25.99 80% off New Lowest
Wizard Of Legend $4.79 $15.99 70% off Matches low
Worlds Of Magic: Planar Conquest $8.69 $28.99 70% off Lowest price $7.24 on 2020-12-1
Wwh $0.49 $2.49 80% off New Lowest
Wwht $2.59 $12.99 80% off New Lowest
X-morph: Defense $3.99 $19.99 80% off Matches low
Xenon Valkyrie+ $0.99 $9.99 90% off Matches low
Yaga $7.99 $31.99 75% off Matches low
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2023.05.01 18:34 OctoJova Every Disneyland Fact: New Orleans Square

Preface
Welcome once again to the "Every Disneyland Fact" series. This post will have all the facts I could find about New Orleans Square, the first land added to Disneyland after its opening. New Orleans Square is my absolute favorite land in the entire park, so this fact list in particular was so much fun to research. I hope you enjoy!
In case you missed last weeks post on Frontierland, you can head to that list by clicking here.

New Orleans Square

  1. New Orleans Square was the first new land added to Disneyland, at a cost of about 18 million dollars. Without adjusting for inflation, this land cost more to build than the entirety of the original Disneyland as well as the United State’s Louisiana Purchase. Much of the land’s funding came from the success of Walt Disney’s Mary Poppins film.
  2. New Orleans Square is specifically modeled after the French Quarter of the real New Orleans, which is defined by its intricate cast-iron balconies. The time-frame of New Orleans Square is circa 1950-1960.
  3. There are certain props that can be found behind the ironwork of the balconies in New Orleans Square that clue guests in on the occupations of those living in these homes. Some of these include masks and spiritual items belonging to a fortune teller, the easel of a painter, and music stands for a group of musicians.
  4. On the balcony to the left of the Pirates of the Caribbean queue, you will notice the initials of Walt Disney and Roy Disney built into the iron work. While much of this balcony is blue, these two initials are detailed in bright gold.
  5. On Front Street, the section of the land located near the train station which houses the bathrooms, you may hear voices being emitted from the houses that surround you. Listening closely, you’ll hear residents of New Orleans Square practicing voodoo on those seeking to cure ailments, such as hiccups.
  6. The keen eyed guests who visit the land may notice that there is a significant amount of rust lining the buildings and ironwork in the square. Almost none of this rust is authentic, instead having been painted on by Imagineers.
  7. There are six fire insurance plaques around New Orleans Square which people once put up on their houses to let firemen know that they had insurance for if their house ever happened to catch fire. Four of these plaques are authentic originals brought in from New Orleans.
  8. United States, French and Spanish flags are strewn about the square. These are the three countries that have occupied the land that the real New Orleans exists today.
  9. There is a ship mast erected atop show buildings behind the square’s facades. There are conflicting stories as to why this mast exists, though the common consensus is that it is there to remind visitors that New Orleans is a port town.
  10. The infamous Club 33 resides in New Orleans Square. Club 33 refers to an exclusive restaurant open only to paid members and was once the only place in Disneyland that sold alcohol. The entrance was once a decorated door next to the Blue Bayou, crowned by a sign reading “33.” This door is no more than a façade now, with the club’s entrance having been moved to a non-discrete blue door across from La Masquerade d’Orleans.
  11. Another elite dining experience is that of 21 Royal, a private restaurant located directly above the Pirates of the Caribbean ride. This experience includes park hopper passes, a 7 course meal, valet parking at the Grand Californian Hotel, and exclusive entertainment after dinner.
  12. Near the current Club 33 entrance is a new shop named Eudora’s Chic Boutique, a clothing shop inspired by the film, The Princess and the Frog. The shop features dresses and other accessories made by Princess Tiana’s mother, Eudora. This store also makes reference to Tiana’s love of cooking and dream to open her own restaurant. Sitting on a shelf, covered in cans of coffee, is a tin labeled with a sticker that reads, “Restaurant Fund."
  13. The Mlle Antoinette’s Parfumerie shop was fully designed by Lillian Disney herself, with the chandelier that hangs in the middle of the shop being a gift from Walt to Lillian. The beautiful paintings on the mirrors inside the shop were commissioned from Glendora von Kessel by Lillian. Unfortunately, Glendora passed away before completing these paintings, with Imagineer Dorothea Redmond stepping in to finish them.
  14. There is a very large tree planted between Fantasyland and New Orleans Square whose purpose is to block the view of the Matterhorn when guests are in the latter of the two lands. Walt Disney did not want guests to be able to see the Matterhorn in the new land, as it would break the illusion of being in New Orleans. His solution was to plant a tree in the shape of the mountain to hide it.
  15. At the Disneyland Railroad station in New Orleans Square there is a small telegraph cable office that is emitting the clacking sound of a telegraph. This sound is a paraphrased portion of Walt Disney’s opening day speech turned to morse code. When decoded, the message reads: “To all who come to Disneyland, welcome. Here age relives fond memories of the past, and here youth may savor the challenge and promise of the future.”
  16. Along the rivers of America, there is a small, bricked-off archway that has the year 1764 carved at the top. This arch was originally meant to be a small passageway leading from the Haunted Mansion to Tom Sawyer's island, where guests would then discover a small pirate’s lair at the end.
  17. Tangentially related to the previous fact, there lies an old anchor embedded in a flower bed near Café Orleans that supposedly belonged to the legendary pirate, Jean Lafitte. This pirate has many references across the park, including Lafitte’s Tavern on Tom Sawyer Island and the “Lafitte’s Landing" sign in Pirates of the Caribbean. It is said that Jean Lafitte was meant to be a character that connected the stories of the Haunted Mansion, Pirates of the Caribbean and Pirate’s Lair on Tom Sawyer Island.
  18. The Blue Bayou restaurant, found at the very beginning of the Pirate’s of the Caribbean ride, was originally going to have a show and theater that accompanied it. Walt denied the idea, stating that the food should be the restaurant’s main attraction. Somewhat related, the menus of the Blue Bayou come with a short story about the restaurant.
  19. As is the case with many of the classic Disneyland rides and attractions, Marc Davis was the lead designer for the Pirates of the Caribbean ride. His wife, Alice Davis, was the costumer for all the pirates. Alice grew worried that the costumes would begin to wear out because of the animatronics’ servos and oil, then asking if she could make two pairs of clothes for each pirate. This request was denied due to budget concerns, but Alice went ahead and created two costumes for each animatronic anyway. A few months after the ride’s opening, a small fire damaged some of the costumes. Luckily, Alice had those spare costumes on hand. Because of this incident, the park now has three backup costumes for each pirate in the Pirates of the Caribbean.
  20. There are two skeletons within the Pirates of the Caribbean that are playing chess with one another. The Imagineers of the ride set up their game so that it is impossible for either of the players to win.
  21. One of the most famous rumors regarding this ride is that, at one point, every skeleton found on the ride used to be made of real human bones donated to Disney by UCLA. They were eventually replaced with fake bones with the exception of the skull on the captain’s bed, which is now the only real skull on the ride. The legitimacy of this claim is disputed, but the rumor persists nonetheless.
  22. The skull that speaks to guests during their ride is voiced by Xavier Atencio, the composer of “A Pirate’s Life for Me” and writer for all of the pirates’ dialogue. He also wrote the lyrics to “Grim Grinning Ghosts” for the Haunted Mansion.
  23. In the 2018 update to the Pirates of the Caribbean, a scene was added that includes a clever illusion of a skeleton transforming into a living pirate. This effect unofficially canonized the idea that the ride shows the lifecycle of a pirate in reverse. The ride begins with the dead corpses of past buccaneers and transitions into scenes of live pirates and villagers.
  24. Over the years, the Pirates of the Caribbean has gone through several changes in attempts to censor the ride’s more controversial themes. The pirates being chased by the women originally had the interaction reversed, and the pirate boasting about his treasure map instead held a woman’s underwear, with said woman hiding naked in a barrel nearby. Most famous, of course, was the bride auction scene changing to include the new character, Redd the pirate.
  25. Redd is one of three animatronics who originate from the ride to have a name. The others are Carlos, the mayor being dunked into the well, and Old Bill, the drunken pirate talking to the cats by the bridge.
  26. In the prison scene, there is a pirate whistling at a dog that holds keys to his cell. This pirate uses the exact same face mold as two ghosts in the Haunted Mansion. One is blowing out the candles in the ballroom and the other is playing the bagpipes in the graveyard scene.
  27. The chair that Jack Sparrow sits in at the very end of the ride is one that was used as a prop in the Haunted Mansion movie.
  28. After exiting the ride, look towards the shop, Pieces of Eight. Inside is a chandelier above the cash register that holds a figure of a monkey dressed as a pirate. This monkey is nicknamed “Jack,” and served as a direct inspiration for a monkey that appears in the Pirates of the Caribbean films.
  29. Now outside the shop, look into one of its windows to see a voodoo doll that is meant to represent Captain Jack Sparrow.
  30. Sitting between Pieces of Eight and the entrance to Port Royal is Fortune Red, a pirate who sits in a glass booth that will offer guests fortunes and stories for a quarter. Both Fortune Red and Esmerelda on Main Street are connected through the Play Disney Parks app, which allows guests to obtain new collectable fortunes and stories for free from both characters once per day.
  31. The exterior façade of the Haunted Mansion was completed in 1963, during which it remained empty for 6 years until 1969, where it finally opened to the public. This was due in part to the fact that Walt was busy participating in the 1964-65 New York World’s Fair. During this time, there was a sign outside of the mansion that read “Notice! All Ghosts And Restless Spirits / Post-lifetime leases are now available in this HAUNTED MANSION … for reservatlons send resume of past experience to: Ghosts Relations Dept. Disneyland / Please! Do not apply in person.” If anyone asked further of what was going on with the mansion, they were told by staff that Walt Disney was out collecting ghosts.
  32. Outside the Haunted Mansion is a white funeral hearse. This vehicle is meant to have a phantom horse pulling it, considering that the girdle is floating in place. Apparently you are able to hear the sound effect of a horse's whinny play from the hearse, though I’ve yet to confirm this.
  33. As is done all over the park, the mansion’s façade is built using forced perspective, with every floor built smaller and smaller so it appears that the mansion is taller than it actually is.
  34. Imagineers originally wanted the Haunted Mansion’s exterior to be old and dilapidated, but Walt did not want any of his park to appear dirty or run-down. He famously said, “We’ll take care of the outside and the ghosts can take care of the inside.”
  35. The Haunted Mansion was the first ride in the park that was opened without the guidance of Walt Disney himself. He was there to review some of the early concepts and vignettes, though he never got to see the finished attraction. On that note, Pirates of the Caribbean was the last ride to open in which Walt personally oversaw.
  36. Two Imagineers took over the design of the Haunted Mansion following Walt’s death in 1966, being Mark Davis and Claude Coats. The former had imagined the Haunted Mansion as more lighthearted and fun, while the latter wanted more horror and dark tones. As a compromise, they decided to combine both their ideas, with Coats designing the first half of the ride and Davis designing the latter half.
  37. The stretching room within Disneyland’s Haunted Mansion is actually an elevator that brings guests down to the hall of portraits. In Walt Disney World, the stretching room stretches upward. The reason for this difference is that in Disneyland, the Haunted Mansion’s showroom is actually underground, running right underneath the Disneyland Railroad. Space is less of an issue at Disney World so no underground showroom was needed.
  38. In the hall of portraits, you will see windows with lightning and rain shining through. If you look very closely in the second window, you may be able to see a disco ball. It is there to achieve the rain effect.
  39. Prior to the Ghost Host, the original plan was to have a raven provide the narration for the ride. This idea was, of course, eventually scrapped, but that raven can still be seen scattered throughout the ride. There are five in total.
  40. In the endless hallway, look towards the second door on the left of the hall. That, unlike all the others, is a real door that Cast Members use to access the ride’s show scenes.
  41. The organ in the ballroom of the mansion is the same organ that was used in the 1954 Walt Disney film, 20,000 Leagues Under the Sea.
  42. As guests look over the balcony at the ballroom scene, they will see ghostly projections of the previous residents of the mansion. These figures are made using the “Pepper’s Ghost” effect, which utilizes a series of mirrors to reflect images hidden from the guest's view. All of the actual animatronics that guests see are located directly beneath the balcony.
  43. Madame Leota, the head within a crystal ball in the séance room, is voiced by Eleanor Audley - voice of the Evil Stepmother in Cinderella and Maleficent in Sleeping Beauty. The head within the ball is modeled after Imagineer Leota Toombs, who is also the woman that Madame Leota got her name from.
  44. The book that Madame Leota reads from, on top of containing the speech that you hear the medium speak on the ride, includes a passage that says, “Kree Kruh Vergo Gaba Kalto Kree,” which translates to “A Spell to Bring to your Eyes and Ears one who is Bound in Limbo.” These words were taken from the 1968 Disney film, Blackbeard’s Ghost, in which the incantation was used to summon the pirate’s spirit.
  45. In addition to the previous fact, the book that Madame Leota reads is opened to page 1313, the same number as Disneyland’s street address.
  46. Many people assume that the singing bust that has been separated from its stand is none other than Walt Disney. In reality, the bust depicts Thurl Ravenscroft, legendary Disney voice actor who is the baritone voice you hear during the ride’s song, “Grim Grinning Ghosts.” You can hear his voice in many other Disney rides and films such as Pirates of the Caribbean and Alice in Wonderland. He was also the voice actor for Tony the Tiger and singer of “You’re a Mean One, Mr. Grinch.”
  47. The Hitchhiking Ghosts you become acquainted with at the end of the ride have official names. They are named Ezra (the tall, skeletal ghost), Gus (the bearded ghosts sporting a ball and chain), and Phineas (the stout ghost with a top hat and carpet bag).
That concludes this newest fact list. As always, I would love to know any facts or secrets that I may have missed. New Orleans Square is definitely one of the more compact and detailed lands in the park, so I have no doubt that are things I missed. Thanks in advance!
Next week's post will be on Critter Country. I will warn everyone now, that list is going to be pretty short, as there isn't a whole lot going on in that land. (I personally think Disney is going to remove it soon, but that's just me.) Because of this, I may do a double post and include Toontown next week as well. Stay tuned!
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2023.04.30 23:21 TheSmogmonsterZX The Daughter that Follows - Chapter 24 - The Splintered - Clan Part 2

Disclaimer: Registered trademarks and copyrights are properties of their rightful owners. As this series jumps realities very often it is hard to track that info.
DM, the Digitalman, the Scion of Variable is a creation of my good friend who does not use Reddit and is used with permission.
The pokémon Riolu is © The Pokemon Company.
The Balances are unsustainably straining.
Evil rises to steal the power of Death.
A Dark God plots to smother Defiance.
A hero born of love now stands in their path.
Only now aware of the role she shall play,
The Daughter that Follows
Chapter 24
The Splintered Clan
Part 2
Anna was waiting with Raphael and Leonardo just out of sight on the edge of Mutant Town. She was watching the wall carefully, the Mechanimals were here and they were likely completely bent to Darkseid’s will now, it meant she couldn’t let her guard down in the slightest. The turtles were watching for their friends April and Casey, two normal humans fighting to help the turtles against the twisted methods of control.
“So, something you should know.” Raphael pushed the thought to Anna.
Anna looked at her friend curiously.
“Whatever they did to fix things, April and Casey ain’t married anymore. Somehow they managed to work it so they’re at least dating.” Raphael sighed and pointed to a break in the wall. “Should be here soon.” He whispered.
Anna nodded, slightly saddened by the news, but she was happy to know they were still together in some fashion. The two helped round each other out and Casey needed a responsible adult to watch out for him sometimes and April seemed to just be happy to have Casey around.
“Remember your friend with the wolf?” Raphael asked.
Anna nodded and remembered Hedrah Toketsu, the reality displaced ranger. She smiled and suppressed a giggle. “He got it to my dad.”
“Well that’s great, but Leo and I are the only ones that remember him.” Raph shifted. “Us and the Rat King.”
“The Rat King?” Anna rolled her eyes and suppressed another fit of giggles.
“Don’t laugh.” Leonardo chided her. “He’s some sort of deity. Nasty one to boot.”
Anna took a breath as she nodded and quickly felt two scared minds approach the area. She focused and found it was April and Casey. She motioned for the turtles to where she felt the minds and moved into darkness as they did so. Soon the sounds of footsteps made their way into the halls of the building that the three were occupying.
“Okay which of you idiots is here?” Casey hissed. “They got some new freaky guards we had to avoid.”
Anna pushed a sense of calm to them.
“Anna?” April whispered.
Anna pushed a powerful sense of happiness to them.
“Look, it’s great you’re back but we can’t stay long.” Casey looked down the stairs of the building. “We think one of them followed us. Big guy looks like a bear.”
“Polar Bear. They call him P.B. for short.” Anna whispered as she stepped out of the shadows.
April and Casey were quickly struck by her clear growth spurt and her new clothes. Anna was wearing a long coat colored a deep mahogany with heavy gray gloves. She wore a muted and toned down mask that had the features of a monkey and a tiger. She was also wearing black jeans but neither could make out her footwear.
“We can make it to the secondary meet.” Leo whispered, “Can you?”
“Not likely.” Anna explained, “If it’s Polar Bear he has their scents, likely ours too.” Anna looked down the stairs as well and focused to feel around a larger area.
The other four waited as they watched the psychic pause and then relax.
“He lost you, something overpowered your scent.” Anna sighed. “Something about anchovies?”
Casey chuckled. “Donnie made a scent masker bomb.”
“Ew.” Anna said flatly.
“Then it’s safe to talk?” Leo looked at Anna for a response.
“As far as I can tell.” Anna nodded. “He had Elephant with him but they were distracted by that bomb.”
“Well we got some interesting news.” April said, continuing to whisper. “That place you want to hit has some big stuff being moved in and out. Stuff we can’t actually track or confirm.” She handed Leo a series of pictures.
“Alopex said she would be coming back tomorrow, but she had to see what was in those.” Casey sighed. “On her own, like she usually does.”
Anna also looked the pictures over. She looked them over with a careful eye, unsure of who else from her list of enemies may be at work here. She noted the place had its own rough looking guard and pointed to them.
“Purple Dragons.” Raph practically spat in rage. “Pretty much a gang version of anti-mutant assholes.”
Anna nodded and continued to go over the pictures.
Then she stopped and handed them to Leonardo.
“Someone’s coming.” She pushed to the group. “April, Casey, stay with them.”
“Anna?” Leo questioned in a worried tone.
“Voltai.” Anna said as she leaped down the stairwell and dashed down and out.
She felt Greg’s mind come closer to her in proximity as she ran and she rounded a corner with a barrier enhanced clothesline right into the eel mutant’s throat. He dropped to the ground and began gagging. Raphael wasn’t far behind and round the same corner and drop kicked the mutant in the face, dropping him unconscious.
“Anna, what the hell?” Raph asked.
“He’s a friend.” Anna said. “And Darkseid has him controlled.”
“And what, you’re gonna free him?” Raphael asked.
“I’m going to try, it’s better to die than be a slave, especially to him.” Anna snarled.
Leonardo rounded the corner slowly and gave an understanding nod. “We have your back, do what you need to.”
Anna didn’t bother acknowledging Leo’s approval, she focused and physically felt around Greg’s brain. Her aura eventually found it. It was a small thing wired deep into the pain and pleasure centers of his brain. Slowly she drew her aura over it as close as she could comfortably do. Then she focused her aura to be destructive on the internal part of the barrier that she had made.
“Please don’t die.” She whispered to herself as she brought the aura collapsing into itself. Then slowly she used the smallest parts to drag the ashes it left behind down and out through his skull and out of his nose.
“Okay, that’s disgusting.” Casey winced.
“I’m not leaving the ashes in his skull.” Anna glared at Casey.
“Okay, that’s actually scary.” Casey shifted uncomfortably.
“So what do we do with him now?” Leonardo asked.
“I’d like to bring him back to Mutant Town, but it’s a wild card.” Anna said as she put a hand on his head and quickly pulled it back with a hiss. “Right, electric eel.”
“Who is he to you?” Leonardo asked as he kneeled down.
“The closest thing I had to a friend at home, but now he hates me.” Anna took a breath. “He blames me for this happening to him.”
“Was it the ooze?” Raphael asked.
“I don’t know.” Anna admitted. “It happened in our home reality.”
“We take him.” Leonardo said, “Donnie will check him further, but he stays restrained.”
Anna nodded. “Thank you.”
Leonardo nodded. “You worked fast. Henever had a chance.”
Anna just nodded as she made a gurney to carry Greg’s unconscious form.
“Let’s go.” April said as she pulled Casey back from the scene.
“You can’t.” Anna said flatly, “They know the path you used.”
“Shit.” April hissed.
“You’re with us then.” Leonardo assessed the situation. “You two know the drill.”
April nodded and shook her head.
Casey just looked around for a weapon.
Raphael smirked and handed him a pipe.
“It’ll do.” Casey grinned.
“Let’s try not to use it though.” Raph smiled. “Low and quiet.”
The two humans nodded.
The group then headed back to the Lair.
(T)(D)(T)(F)
Voltai awoke sometime later. He didn’t remember much, just that he and the others were here to watch for Anna. Then he lost his ability to breathe and something hit him hard. He looked around and found his arms were bound by heavy plastic manacles. He took another few moments to realize he had water and some food. He dove for the food immediately and downed the fish and rice as fast as he could, he didn’t even mind the vegetables mixed in.
“So you’re awake.” A voice from the door said.
“For what good it does me.” Voltai snapped. “Failure means death, once they realize I’m gone Darkseid will pop my brain with a pain overload.”
“No they won’t.” The voice said. “Your friend took the chip out.”
“I don’t have friends anymore.” Voltai snorted. “Got the Mechanimals all chipped because I fucked up. They have to hate me and the only other person I hate.”
“She don’t hate you.” The voice countered. “Saved your ass after I drop kicked you.”
Voltai stared at the door. “That...”
“Take your time.” The voice said. “Right now you’re recovering but we know you’re not exactly a friend to Anna so you’re kind of a prisoner.”
Voltai took a breath and focused. He desperately wanted to tear Anna Quain apart. She was the reason it all went to shit in his mind, it didn’t make sense for her to save him, but he also knew her powers would be one of the few things Darkseid couldn’t counter. He saw his only chance to save those that mattered to him and he hated himself for what he asked next.
“Can she save the others?” Voltai croaked out.
The voice didn’t respond for a time. “I think she wants to try and maybe we can help her, but we have our own goals.”
Voltai sighed. “Can I at least have the manacles off?”
“Not up to me.” The voice explained. “But I’ll see what I can do. If you need something; knock, we’ll hear.”
“Thank you.” Voltai sighed and slowly tried to fight back tears.
“Hey.” The voice said. “They your family?”
“Closest I got to one now.” Voltai sniffed.
“Then don’t fight the tears.” The voice said. “Be sad, be angry. Fight for’em, yeah?”
“Yeah.” Voltai said as he let some tears fall before he focused his own rage.
(T)(D)(T)(F)
“You definitely enhanced your skills.” Leonardo said as he made some tea for Anna and himself. “Who taught you?”
“Mostly I took what I learned from Zuko and used it to stay alive in those worlds that were hostile to me. Or where it was just survival of the fittest.” Anna sighed. “Sink or die learning style sucks. I’ve got a scar on my thigh from a plant that tried to eat me.”
Leonardo nodded as he listened. “And you’re used to working on your own or being the lead.”
Anna sighed. “Yeah, Rio, Hong Long and Mr. Chompy all tend to follow my lead.”
“You still have the phone thing?” Leonardo chuckled.
“He’s fun, adorable and keeps my music ordered.” Anna blew a raspberry. “Still need to get him a Nokia form.”
“I’d ask why, but Donnie collects because they’re hard to destroy.” Leonardo nodded. “So my question then is this, can you listen when someone gives you an order?”
Anna bit her lip and nodded. “May not like it or the person much after, depending on what happens, but I can.”
Leonardo took a sip of his tea and nodded back. “I’m not going to lie, Alopex’s information will determine how much help we need, but I feel we’ll need you and Rio.”
Anna paused and thought for a moment. “Rio would likely ignore you unless I tell her to listen.”
Leonardo rubbed his chin. “Makes sense, I remember the games. You needed badges.”
“What, they're not here anymore?” Anna asked in shock.
“Nope, we got similar games, but not pokemon. The big one is a mobile gacha game called, ‘Gacha-Man’.” Leo laughed, “Mikey hates it because it’s so addictive.”
The door to Leo’s room opened and Raphael entered.
“He’s awake.” Raph said as he sat with his brother. “He’s more worried about the others.”
Anna focused on the ground and smiled. “He’s still got his old heart.”
Leonardo nodded. “And?”
“He wants to know if he has to stay manacled.” Raphael took a cup of tea and bowed his head to Leonardo.
Leonardo remained silent then looked at Anna. “Can you see if he’ll behave?”
Anna nodded and stood up. “I’ll make sure he understands what happens if he gets violent.”
Leonardo nodded in approval and Raph handed her the key to the door.
Anna walked out and down the halls of what had once been a large church. It was currently the home for the Splinter Clan. Most of the first floor was a shrine and dojo, but the basement had been made into rooms, with two being made up as prison cells. The upper floors had become the main living areas. She made her way down and stopped briefly to watch Jennika teaching the students of Mutant Town their self defense classes. Mikey was helping her and guiding some of the younger students. She smiled and walked through the kitchen and grabbed two sodas.
She came to the door and she heard a small amount of thrashing. She knocked lightly.
“You back?” Voltai’s voice asked.
“Raph’s upstairs with his brother.” Anna said.
There was a heavy pause filled with anguish, terror and rage. Anna opened the door and saw the man she once knew as Greg positioned facing the wall.
“Come on, sit down.” Anna sat down against the door.
He slowly looked at her and sat down, leaning against the wall.
“Lemon-Lime, not Spoke, or whatever lame brand you had.” Anna telekinetically sat the can next to him.
“Sliced.” He grumbled as he opened it and managed to angle it to drink it.
“So do I call you Greg? Or Voltai? Or just another person hunting me?” Anna asked with tears in her eyes.
“You abandoned the world!” Greg hissed.
“I left to find my dad and if I hadn’t, I’d be dead or in a psy-9 Cell.” Anna countered. “I didn’t think I’d be gone that long.”
“I waited for four years!” Greg snarled, “I thought you were getting folks together! Then Gator tells me he saw you disappear!”
“I was going after my father.” Anna snapped.
Greg pulled back. “Whatever, everything I touch goes to shit.” He mumbled. “Right now I want to save the Mechanimals, they’re all I got left. Maybe I can convince them to help me take down the UCAS.”
“Even if they would, you can’t get back.” Anna said.
Greg rolled a yellow eye to look at her.
“They put up barriers, nothing in. Nothing out.” Anna sighed as she cracked open her soda.
“Not even the assholes you work with?” Greg gave a huff.
“Oh believe me if they wanted in, nothing the UCAS could make would stop them.” Anna laughed, “But you, me, the Mechanimals, we’re shut out.”
“So, what came to gloat?” Greg snapped.
“I came to tell my friend how sorry I am that he had to go through hell.” Anna said through a stream of tears she wiped away. “And because you want those off.” She pointed to the manacles. “You get those off, that means they’re trusting you not to hurt any of the kids here or any of the clan. You break that trust and you’ll be dead before you can blink.”
Greg finished his drink and crushed the can. “Generics always taste like shit.”
Anna chuckled.
“You should have stayed.” Greg hissed. “That opinion of mine won’t change.”
Anna tilted her head as she watched him mull his options over. She could feel his internal struggle, and she saw the gleaming light of a hero in his heart. She didn’t prod it though, she knew it had to be his own choice.
“I just want the Mechanimals back.” Greg sighed. “I’ll behave.” He rolled his eyes.
Anna smiled, “Good to hear. And if you do find a way to get back and they are willing to help. Maybe let me know.”
Greg snorted. “Yeah well first you have to save them. P.B. and Freya will be easier than Hare.”
“Freya?” Anna arched an eyebrow.
“She's liek a grumpy aunt who hates kids but likes spoiling them.” Greg shrugged. “She’s had a rough time, Darkseid’s cloning is traumatic and she doens’ want to come back if she dies. She and P.B. seem to have a thing going on.”
“They also don’t have, like, half their body in cybernetics.” Anna moved forward and unlocked the manacles.
Greg nodded. “Sort of, he fused the flight pack to her spine.”
Anna gasped. “Oh god.”
“She’s in constant pain unless he gives her painkillers and neural-suppressants.” Greg explained, “P.B. has had his brain pinched to make him more aggressive.”
“And Hare?” Anna asked.
“Bomb in his head. March Hare has his own body now, but he keeps that thing locked up.” Greg nodded. “And if Hare still isn’t threatened by a bomb in his head, the others still have one there too. Well pain spikers. Except Elephant, the bastard sold us all out for a new body and Darkseid’s help killing these things called ‘Gargoyles’.”
“Do you have dibs on him?” Anna asked.
“I think P.B. might.” Greg chuckled. “But that’s what he’s got on or in us. Think you can actually save them?”
Anna stood up and offered a hand. Greg hesitated but took it, his natural current sparked out, but Anna didn’t flinch.
“How...” He looked around.
“I’ve got a few tricks I picked up.” Anna grinned then became more somber. “I’ll need some help with Polar Bear, but I can get Dauber free.”
Greg looked at his once friend and closed his eyes. “I’m gonna trust you on this.”
Anna nodded. “Might have to take out Elephant, but I think most of us can live with that.”
Greg nodded with a wild grin. “I know I can.”
“All right, let me give you the tour, then we’ll talk to Leo and see if we can’t get you a guest room.” Anna smiled. “And you still haven’t answered my first question.”
Greg sighed. “I don’t even know anymore myself.”
Anna nodded, she understood where he was. “Just remember, always ask “Who am I and What do I want?” She then started the tour. Greg just looked at her in confusion.
\\\\
First
Previous /// Next
Anna was last with the turtles here, here, here, here, here, and here
SPOTIFY!
////
Wraith: Voltai was never meant to be a villain, was he?
S: I thought that was obvious.
Perfection: So where’s the incoming trauma?
S: That’s for me to know and you to worry about!
Wraith: P, what are the options?
Perfection: So many. Wait. Wait... Why does Little Blue have a higher than .5% chance to be the source?!
S: What’s the condition for evolution again?
Wraith: Oh for fucks sake...
S: This was setup so long ago.
Perfection: (inserts Falcon and Winter Soldier “Out of line” meme)
submitted by TheSmogmonsterZX to HFY [link] [comments]


2023.04.30 18:28 Piratedad83 [USA-CO] [H] Playstation Games: PS1, PS2, PS3, PS4, PSP [W] Paypal

Hey all! Thinning out some of my collection. Happy to post pics of anything that you might be interested in. Shipping is $5 for the first game or 2, and then goes up from there.
Also! Feel free to check out my Nintendo games post here:
https://www.reddit.com/GameSale/comments/12uo3yy/usaco_h_nintendo_games_and_consoles_nes_snes_n64/
And my Sega and Xbox games post here:
https://www.reddit.com/GameSale/comments/12r9dbv/usaco_h_sega_and_xbox_games_genesis_dreamcast_og/
PS1 (CIB unless noted)
Army Men: Sarge's Heroes (Disc Only) $5
Army Men: World War - Team Assault $10
ATV: Quad Power Racing $5
Ball Breakers $5
Bowling $3
Brave Fencer Musashi (Case and Disc) $80
Breath of Fire III (PAL) $45
Command & Conquer: Red Alert Retaliation (Disc Only) $10
Cool Boarders 3 $5
Crash Bandicoot 2: Cortex Strikes Back $15
CTR: Crash Team Racing $20
CTR: Crash Team Racing (Disc Only) $10
Dragonball Z: Ultimate Battle 22 (Disc Only) $5
Driver (Sealed) $50
Dune 2000 (Disc Only) $10
Final Fantasy Tactics $80
Final Fantasy VII $45
Final Fantasy VII (Case and Disc) $35
Final Fantasy VIII $20
Final Fantasy Anthology GH (New/Sealed) $45
Final Fantasy Chronicles $40
Frogger $10
Gekido: Urban Fighters (Disc Only) $20
Gex 3: Deep Cover Gecko (Disc Only) $10
Gran Turismo $15
Gran Turismo 2 $15
Grand Theft Auto 2 (Disc Only) $5
Gundam Battle Assault $35
Gunfighter: The Legend of Jesse James $10
Herc's Adventures $125
IHRA Drag Racing $3
Knockout Kings $5
Lunar 2: Eternal Blue Complete (Big Box, Jewel case and discs, Hardcover manual, Omake Box w/map and character cards $200
Madden NFL 2004 $10
Metal Gear Solid $45
Metal Gear Solid (Case and Disc) $40
MLB: Pennant Race $3
Monopoly $3
Namco Museum Vol. 1 $5
Namco Museum Vol. 1 (Disc Only) $3
Namco Museum Vol. 3 (Disc Only) $5
Nascar 99 (Disc Only) $3
Need For Speed: High Stakes (Disc Only) $5
Need For Speed: V-Rally $10
Nuclear Strike $10
Oddworld: Abe's Oddysee (Case and Disc) $15
Parappa the Rapper (Disc Only) $50
Parasite Eve $75
Patriotic Pinball $5
Rally Cross 2 $5
Return Fire (Longbox) $45
Road Rash 3D $5
Shockwave Assault (Disc Only) $10
Spec Ops: Covert Assault $5
Spec Ops: Stealth Patrol $3
Spyro: Ripto's Rage (Disc Only) $5
Star Wars: Masters of Teras Kasi (Disc Only) $5
Street Racer $10
Stuart Little 2 $5
Suikoden II $275
Syphon Filter 2 (Case and Disc) $5
Syphon Filter 3 $15
The Game of Life $10
The King of Fighters '95 (Disc Only) $25
The King of Fighers '99 $20
Thousand Arms (Case, manual, game) $175
Thrasher: Skate and Destroy $25
TNN Motor Sports: Hardcore 4x4 $3
Tom Clancy's Rainbow Six: Rogue Spear $10
Tomb Raider II $10
Tomb Raider II (Disc Only) $5
Tony Hawk's Pro Skater 2 (Disc Only) $5
Triple Play 2000 $5
Vanishing Point (Disc Only) $5
Warhawk (Long Box) $20
World Soccer Winning Eleven '97 (Disc Only) $3
Worms Armageddon (Case and Disc) $15
You Don't Know Jack: Mock 2 (Disc Only) $3
PS2 (CIB unless noted)
Ace Combat 4: Shattered Skies (Case and Disc) $5
Adventures of Jimmy Neutron: Jet Fusion $10
Alvin and the Chipmunks (Case and Disc) $5
Army Men: Sarge's Heroes 2 (Case and Disc) $10
ATV Offroad Fury 2 (x2) $5
Battle Racing Ignited: Burnout Dominator $10
Battlefield 2: Modern Combat (Disc Only) $4
Black $10
Blitz: The League (Case and Disc) $5
BMX XXX (Case and Disc) $20
Bully (Disc Only) $10
Call of Duty 2: Big Red One (Case and Disc) $5
Call of Duty 2: Big Red One (Disc Only) $3
Call of Duty: Finest Hour $5
Call of Duty: Finest Hour (Disc Only) $3
Call of Duty: World at War Final Fronts (Disc Only) $5
Celebrity Deathmatch (Disc Only) $5
Commandos Strike Force (Case and Disc) $5
Contra: Shattered Soldier (Disc Only) $10
Cool Boarders 2001 $5
Crouching Tiger, Hidden Dragon $5
Crazy Taxi $10
Dave Mirra Freestyle BMX 2 $10
Delta Force: Black Hawk Down $5
Devil May Cry (Demo Disk) (Disc Only) $10
Devil May Cry 3: Dante's Awakening (Special Edition) (Disc Only) $5
Disney Sing It: Pop Hits $3
Dragonball Z: Sagas $15
Duel Masters (Limited Edition) $5
Enter the Matrix (x2) $5
Enthusia: Professional Racing $15
Escape from Monkey Island (Disc Only) $5
Eye Toy Demo Disc (Disc Only) $5
Eye Toy: Operation Spy (Sealed) $5
Eyetoy: Antigrav $3
Fifa 07 (Disc Only) $3
Fight Night 2004 (Disc Only) $3
Final Fantasy X (Case and Disc) $5
Final Fantasy XII (Case and Disc) $5
Ford Mustang: The Legend Lives $3
Gadget Racers $10
Game Shark 2: Official Cheat Codes For Splinter Cell (Disc Only) $20
Gauntlet: Dark Legacy (Case and Disc) $20
God of War (Disc Only) $7
Gran Turismo 3 $3
Grand Theft Auto III $10
Grand Theft Auto III (Disc only) $5
Grand Theft Auto: Vice City $10
Grand Theft Auto: Vice City (Case and Disc) $5
Grand Theft Auto San Andreas (Disc Only) $5
Guitar Hero II (Disc Only) $5
Guitar Hero III: Legends of Rock (Disc Only) $5
Guitar Hero: Aerosmith (Disc Only) $4
Gun (Case and Disc) $5
Heroes of the Pacific $5
Hitman: Contracts (Disc Only) $3
Ico (Disc Only) $10
Jak 3 (Case and Disc) $10
Jax X: Combat Racing $10
Legaia 2: Duel Saga $20
Lego Star Wars: The Video Game (Case and Disc) $5
Lemony Snicket's A Series of Unfortunate Events $5
Lord of the Rings: The Two Towers $5
Lord of the Rings: The Two Towers (Disc Only) $3
Lord of the RIngs: Return of the King $10
Mace Griffin: Bounty Hunter $5
Madden 06 $5
Madden 2005 (Disc Only) $2
Mafia (Disc Only) $5
Max Payne $10
Max Payne (Disc Only) $4
Medal of Honor: Frontline $5
Meet the Robinsons (Case and Disc) $5
Metal Gear Solid 2: Sons of Liberty (Disc Only) $5
Metal Gear Solid 3: Snake Eater (Disc Only) $7
Metal Gear Solid 3: Subsistence $45
MLB 2K5 (Disc Only) $2
MLB 2K7 (Sealed) $5
MLB: The Show 08 (Disc Only) $2
MX: World Tour featuring Jamie Little $3
MX: World Tour featuring Jamie Little (Case and Disc) $1
Naruto: Ultimate Ninja (Case and Disc) $5
Naruto: Uzumaki Chronicles 2 (Disc Only) $5
Nascar Thunder 2003 $5
NBA 2K2 (Disc Only) $2
NBA Live 06 (Case and Disc) $5
NBA Live 07 $3
NBA Live 2004 $3
NBA Street $10
NBA Street 2 $30
NCAA 06: March Madness $5
NCAA Football 2002 (Disc Only) $2
Need for Speed: Hot Pursuit 2 $10
Need for Speed: Pro Street $10
NFL Game Day 2003 Demo Disc (Disc Only) $5
NFL Head Coach (Case and Disc) $5
NFL Street $15
NFL Street (Case and Disc) $10
NHL 2002 (Disc Only) $2
NHL 2004 (Disc Only) $2
Over the Hedge $5
Pirate's of the Caribbean: At World's End (Manual and Disc) $5
Primal DEMO DISC (Disc Only) $10
R: Racing Evolution $10
Ready 2 Rumble Boxing: Round 2 (Case and Disc) $5
Resident Evil Soutbreak: File #2 (Disc Only) $30
Rockband (Disc Only) $3
Rockband Track Pack: Volume 2 (Disc Only) $5
Scooby-Doo! Unmasked (Disc Only) $10
Shrek 2 $10
Shrek the Third $5
Shrek: Super Slam (Case and Disc) $5
Silent Hill 3 $200
Singstar 80s $5
Singstar Pop $5
Singstar Pop Vol. 2 $5
Sled Storm $10
Sly Cooper and the Thievius Raccoonus (Disc Only) $10
Smuggler's Run $5
Smuggler's Run 2: Hostile Territory $10
Socom: U.S. Navy Seals $5
Socom: U.S. Navy Seals (Case and Disc) $3
Socom: U.S. Navy Seals (Disc Only) $2
Spyhunter $10
Spyro: Enter the Dragonfly $10
SSX (Case and Disc) $5
Syphon Filter: Omega Strain (Disc Only) $3
Tekken 4 $15
Tekken 4 (Case and Disc) $10
Tekken Tag Tournament (Disc Only) $5
Terminator 3: Rise of the Machines (JAP) $10
The Fast and the Furious $10
The Godfather $15
The Simpsons: Road Rage $10
The Sims $5
The Spongebob Squarepants Movie $10
Tiger Woods PGA Tour 2003 (Disc Only) $2
Tiger Woods PGA Tour 2004 $5
TimeSplitters $20
TimeSplitters 2 $20
Tom Clancy's Ghost Recon $5
Tom Clancy's Ghost Recon (Disc Only) $3
Tom Clancy's Splinter Cell $5
Tony Hawk's Pro Skater 3 $10
Tony Hawk's Underground $10
Top Gun: Combat Zones (Disc Only) $3
Twisted Metal Black (Disc Only) $7
Up (Case and Disc) $5
Wallace & Gromit: The Curse of the Were-Rabbit (Disc Only) $5
World Championship Poker $3
World Rally Championship (Disc Only) $5
Wreckless: The Yakuza Missions $5
WWE: Smackdown vs Raw 2009 (Disc Only) $3
WWE Smackdown: Here Comes the Pain (Case and Disc) $30
PS3 (CIB unless noted)
3D Dot Game Heroes (Case and Disc) $40
Alien: Isoloation (Nostromo Edition) $10
Alpha Protocol (Case and Disc) $7
Assassin's Creed $10
Assassin's Creed II $5
Assassin's Creed III $5
Assassin's Creed IV $5
Assassin's Creed: Brotherhood $5
Assassin's Creed: Ezio Trilogy $5
Batman: Arkham Asylum $5
Batman: Arkham City $5
Battlefield 3 $3
Battlefield 3 (Limited Edition) $5
Bioshock $5
Borderlands 2 $5
Call of Duty: Black Ops $10
Call of Duty: Black Ops II (Case and Disc) $10
Call of Duty: Ghosts $5
Call of Duty: Modern Warfare $5
Call of Duty: Modern Warfare 2 $5
Call of Duty: Modern Warfare 3 $5
Call of Duty: World at War (Case and Disc) $5
Command & Conquer: Red Alert 3 (Ultimate Edition) (Disc only) $10
Dark Sector (Disc only) $3
Dark Souls $10
Demon's Souls (Case and Disc) $20
Dirt $10
Dishonored $5
DJ Hero $5
Elder Scrolls IV: Oblivion (Case, Disc, and map) $5
Elder Scrolls V: Skyrim $3
Elder Scrolls V: Skyrim (Legendary Edition) $10
Farcry 3 $5
FEAR 2 $10
Fifa 11 $5
Fifa 12 $5
Fifa 2010: World Cup South Africa $5
Final Fantasy XIII $10
Final Fantasy: XIII-2 (Case and Disc) $8
God of War III $10
God of War Saga $15
God of War: Ascension $30
Gran Turismo 5: Prologue (Disc only) $3
Grand Theft Auto IV $10
Grand Theft Auto V $10
Grand Theft Auto V (Disc only) $5
Guitar Hero 3: Legends of Rock $10
InFamous $10
Killzone 3 $5
Kingdoms of Amalur: Reckoning $10
L.A. Noire $5
Lair $10
Lego: Harry Potter: Years 5-7 $10
Lego: Jurassic World $10
Little Big Planet (Game of the Year Edition) $10
Little Big Planet: Karting $10
Lost Planet 2 $10
Madden 07 $5
Madden 08 $5
Madden 09 $5
Madden 10 $3
Madden 11 $3
Madden 12 $3
Madden 13 $5
Madden 25 $5
Mass Effect 2 (Disc only) $3
Midnight Club: Los Angeles $10
MLB 13: The Show $5
Mortal Kombat vs. DC Universe $10
MX vs. ATV: Reflex (Case and Disc) $5
MX vs. ATV: Untamed $10
NBA 2K11 $5
NBA Live 08 (Case and Disc) $3
NBA Street: Homecourt $20
Need For Speed: Carbon $15
Need for Speed: Most Wanted (Case and Disc) $8
Need For Speed: Undercover $10
Plants vs. Zombies: Garden Warfare (Case and Disc) $5
Red Dead Redemption: Undead Nightmare $10
Resistance 2 $5
Rockband 2 $5
Saints Row 2 $10
Saints Row 3 $5
Skate 2 $10
Skylanders: Spyro Adventures (Disc only) $5
Sleeping Dogs $5
Sniper: Ghost Warrior $5
Soul Calibur V $10
Sports Champions $3
SSX $10
The Ico & Shadow of the Colossus Collection $15
The Last of Us $10
The Sims 3 $5
Twisted Metal (Case and Disc) $10
Ultimate Marvel vs. Capcom 3 $10
Uncharted 2: Among Thieves $5
Uncharted 3: Drake's Deception $5
Uncharted: Drake's Fortune $10
White Knight Chronicles (Disc only) $5
PS4 (CIB unless noted)
7 Days to Die (Case and Disc) $10
A Way Out (Case and Disc) $15
Battlefield 1 $5
Battlefield 1: Early Enlister Deluxe Edition $5
Borderlands 3 $10
Call of Duty: Black Ops IIII $10
Call of Duty: WWII $10
Crash Bandicoot: N-Sane Trilogy (Case and Disc) $10
Dark Souls III (Disc Only) $5
Destiny $5
Fallout 4 (Case and Disc) $5
Fifa 17 $10
Final Fantasy VII Remake (New/Sealed) $15
Final Fantasy XV (Disc only) $3
Madden 17 (Case and Disc) $3
Marvel Spider-Man $10
Minecraft (Case and Disc) $15
Minecraft Dungeons: Hero Edition (New/Sealed) $20
NBA 2K16 (Case and Disc) $3
Plants vs. Zombies: Battle for Neighborville (Case and Disc) $5
Sniper Elite 3 (Disc only) $4
Star Wars: Battlefront 2 (Case and Disc) $5
The Hunter: Call of the Wild 2019 $20
The Order 1886 $10
Titanfall 2 (Case and Disc) $5
Tropico 5 $10
UFC 3 $5
Until Dawn (Case and Disc) $10
PSP (CIB unless noted)
Final Fantasy $20
God of War: Chains of Olympus $30
Spider-man 2 (Movie) (Disc only) $5
Steamboy $5
submitted by Piratedad83 to GameSale [link] [comments]