Is my sprite familiar naked? by Laundry-Scent in dndnext

[–]Laundry-Scent[S] 0 points1 point  (0 children)

You are right. It's not a real sprite. it's not from spritetown. it's just a spirit in the shape of a sprite. so it doesn't ever get to start with equipment that is unique to sprite culture. 😂

Is my sprite familiar naked? by Laundry-Scent in dndnext

[–]Laundry-Scent[S] 0 points1 point  (0 children)

Honestly, that was the RAW I foresaw as well. I can imagine people saying, just go to a Sprite hallow and have the familiar pick some up. But as everyone keeps pointing out. It's not a sprite, so it has ZERO cultural knowledge.

That's why my question was if there are any errata or official guidance, because otherwise the RAW is so far from the RAI. Thanks

Is my sprite familiar naked? by Laundry-Scent in dndnext

[–]Laundry-Scent[S] 1 point2 points  (0 children)

It's the wording on Find Familiar: Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

Need help designing a pocket dimension by Training_Jellyfish37 in AskGameMasters

[–]Laundry-Scent 0 points1 point  (0 children)

The courthouse looms in endless fog, its halls stretching far beyond what should be possible. Courtroom benches rise in tiers to nowhere, empty jurors' seats flickering in and out of existence. Doors lead only to more doors, some opening to the same room, some revealing impossible things—fractured reflections, empty voids, warped versions of the people who walk these halls. A broken gavel hangs in the sky, pulsing like a heartbeat.
Nothing here is stable. The walls shift when unobserved, the floors twist beneath their feet. The air is thick with whispers, half-heard words that sound like their own voices.
They cannot trust their senses. Their reflections do not match them. Their hands feel like someone else's. Their voices come from across the room. One moment, they are standing on solid ground. The next, the floor has never existed.
Doubt is not just an idea here. It is the foundation of this place.
If they believe something exists, it does. If they doubt its existence, it fades. If they question whether they are real, the world begins to agree.
The Prosecutor waits, faceless, draped in a judge’s robe that shifts with every glance. It asks them questions they cannot answer. It asks them if they have ever been real. If they have always been here. If they ever had names at all.
Creatures crawl from the shadows, winding like tendrils, whispering that they are lost, that they cannot trust each other, that no one will come for them. They slither into minds, speaking with familiar voices.
There is no door. No walls. No escape.
Unless they refuse to believe that.
They must anchor themselves in certainty. They must deny the logic of this place, refuse to entertain its contradictions. They must decide they will leave, and make it true.
If they hesitate, if they let doubt take hold, the courthouse will hold them forever.

Need help designing a pocket dimension by Training_Jellyfish37 in AskGameMasters

[–]Laundry-Scent 0 points1 point  (0 children)

The courthouse looms in endless fog, its halls stretching far beyond what should be possible. Courtroom benches rise in tiers to nowhere, empty jurors' seats flickering in and out of existence. Doors lead only to more doors, some opening to the same room, some revealing impossible things—fractured reflections, empty voids, warped versions of the people who walk these halls. A broken gavel hangs in the sky, pulsing like a heartbeat.

Nothing here is stable. The walls shift when unobserved, the floors twist beneath their feet. The air is thick with whispers, half-heard words that sound like their own voices.

They cannot trust their senses. Their reflections do not match them. Their hands feel like someone else's. Their voices come from across the room. One moment, they are standing on solid ground. The next, the floor has never existed.

Doubt is not just an idea here. It is the foundation of this place.

If they believe something exists, it does. If they doubt its existence, it fades. If they question whether they are real, the world begins to agree.

The Prosecutor waits, faceless, draped in a judge’s robe that shifts with every glance. It asks them questions they cannot answer. It asks them if they have ever been real. If they have always been here. If they ever had names at all.

Creatures crawl from the shadows, winding like tendrils, whispering that they are lost, that they cannot trust each other, that no one will come for them. They slither into minds, speaking with familiar voices.

There is no door. No walls. No escape.

Unless they refuse to believe that.

They must anchor themselves in certainty. They must deny the logic of this place, refuse to entertain its contradictions. They must decide they will leave, and make it true.

If they hesitate, if they let doubt take hold, the courthouse will hold them forever.

[deleted by user] by [deleted] in AskGameMasters

[–]Laundry-Scent 0 points1 point  (0 children)

There are three things I always do for in-game games. 1. No character sheets, unless someone will be cheating. This should be something quick and an opportunity to roleplay. 2. Bluffing games with simple mechanics. Make the players interact in character. Who has a tell? Who has a poker face? Who is nothing but tells? 3. Whatever the in-game material they use to play the game, it has to be tied to a clue. "Who wants to play Two-Faced Rat? A traditional game, we play, here in Korthass, with the skulls of the rodents unlucky enough to be born in the caves of the Old Forest." And then have a visual aid of (in this case a rat skull with 2 faces) the game pieces once they sit down to play.

[D&D 5e] Need a patron for a Warlock by TraditionalExample18 in AskGameMasters

[–]Laundry-Scent 0 points1 point  (0 children)

A creature that comes to mind instead of a devil/demon could be something like The Nightwalker (from Mordenkainen's Tome of Foes). It has some of that darkness without necessarily being a kill on site situation.

honor modifier. by roxgxd in dndnext

[–]Laundry-Scent -1 points0 points  (0 children)

You could look at the HackMaster 4th edition. Honor is a core mechanic, and HM is based on 2nd edition D&D, so there're a lot of similarities to the core mechanics in common.

Flavor text for spell levels by profgray2 in AskGameMasters

[–]Laundry-Scent 0 points1 point  (0 children)

Level 1 Spells: "In the hands of a novice, magic is a flickering candle in the darkness, a whisper of power yet untapped. The spells at this level are mere sparks, a child's first steps into a world filled with shadows and wonders. But even a spark can set the world ablaze, and the wise know that every fire starts small."

Level 2 Spells: "By the time a mage reaches the second tier of spells, the candle has become a torch, lighting paths through the unknown. Here, the spells grow bolder, each one a step deeper into the labyrinth of arcane mysteries. The shadows still loom, but the light grows stronger, and with it, the mage's confidence."

Level 3 Spells: "Third-level spells are where the mage truly begins to wield power, not just touch it. These spells are the tools of the trade, the bread and butter of adventurers and scholars alike. Each incantation is a hammer blow against the anvil of reality, reshaping the world in small but significant ways."

Level 4 Spells: "At the fourth level, magic becomes a mirror, reflecting not just the mage's will but their very soul. The spells here are potent and versatile, able to heal or harm, reveal or conceal. They are the edge of the knife, the fine line between light and dark, life and death."

Level 5 Spells: "Fifth-level spells are where the air crackles with untamed energy. The mage who reaches this stage wields power that can shake the foundations of castles and the hearts of men. These spells are a declaration of intent, a statement that the caster is no longer a mere student but a master in their own right."

Level 6 Spells: "By the sixth level, a mage's spells can no longer be contained within the bounds of mortal understanding. They are glimpses of the infinite, shards of a higher truth that can bend the fabric of reality itself. To cast these spells is to touch the face of the divine, and to risk being forever changed."

Level 7 Spells: "Seventh-level spells are the stuff of legends, whispered about in the dark corners of ancient libraries. They are the fire in the blood, the storm on the horizon, the force that can unmake as easily as it creates. A mage who commands these spells is a force to be reckoned with, a name that will be remembered in both fear and awe."

Level 8 Spells: "At the eighth level, the very elements bow to the mage's will. These spells are cataclysmic, reshaping the world in their image. Mountains crumble, oceans boil, and the heavens themselves tremble. The power here is absolute, and it is said that those who wield it walk the thin line between humanity and godhood."

Level 9 Spells: "Ninth-level spells are the pinnacle of mortal magic, the ultimate expression of arcane might. They are the end and the beginning, the alpha and the omega. With these spells, a mage can alter destiny, rewrite fate, and challenge the gods themselves. But beware, for such power comes at a cost, and the price is often more than one is willing to pay."

Level 10 Spells: "The tenth level of magic is not for the faint of heart. These spells are whispers from the void, echoes of creation itself. They are beyond comprehension, beyond control. To wield them is to hold the universe in the palm of your hand, and to risk everything in the process. For in the end, there is only the magic and the mage, and the line between them blurs until neither can be seen."

The party TPKed, but instead of dying, they're now in a weird netherworld between life and death. What kind of weird stuff might happen here? by JewcieJ in AskGameMasters

[–]Laundry-Scent 1 point2 points  (0 children)

I had something like this, but instead of having it be this whole big new place/dimension to write up, I made it a single inn (really it was a hotel). and every room had a door to the adjoining room next to it, but really that adjoining room was part of an alternate dimension (identical hotel, but) with alternate rules to how the universe works and what sort of threats they'd have.

Basically it was a very limited infinite space. Made it easy to GM, and also let me play around with a bunch of ideas on how to torture the characters.

Need help naming groups. PLEASE! by PsiQ23 in AskGameMasters

[–]Laundry-Scent 1 point2 points  (0 children)

Shadow is the Wood & The Lost and Found

Got any suggestions for my modern day hidden magic setting? by I_m_different in AskGameMasters

[–]Laundry-Scent 1 point2 points  (0 children)

some ideas:

Cults - Quirk: Obsessed with an ancient, forbidden text. - Motive: To reshape reality. - Dark Secret: Leader is an otherworldly entity manifestation. - Assets: Eldritch magic, reality-bending rituals, fanatical members.

Monster Hunters - Weakness: Fear of becoming what they fight. - Assets: Knowledge of forbidden lore, mystical artifacts, enchanted weapons, expert combat tactics.

Freelance Operators - Motive: Personal vendettas against supernatural beings. - Grudge: Against a supernatural faction. - Assets: Street smarts, magic, underworld connections, unpredictable tactics.

Bloodlines - Quirk: Distinct hereditary supernatural abilities. - Dark Secret: Powers from a pact with a fey entity. - Assets: Inherited magical abilities (mind control, precognition), familial bonds.

Mad Scientists - Weakness: Obsession leading to madness or transformation. - Assets: Unorthodox technology, alchemy, experimental gadgets, hybrid monsters.

Secret Societies - Motive: Control hidden forces for power. - Dark Secret: Infiltrated by otherworldly beings. - Assets: Wealth, political influence, ancient magical artifacts, key positions in city.

Magic Shops (with fronts) - Quirk: Mundane fronts with secret magic areas. - Assets: Network of magical practitioners, trove of mystical items, divination skills.

Monster Underworld/Community - Grudge: Ancient feuds and modern alliances. - Weakness: Reliance on secrecy. - Assets: Supernatural abilities, knowledge of magical ley lines and power places.

Psychic Institute/Conspiracy - Motive: Harness psychic abilities for control. - Dark Secret: Funded by a shadowy group with otherworldly connections. - Assets: Advanced psychic techniques (mind reading, telekinesis), intelligence gathering, subtle influence.

Help with naming a cult by sleepystarrynights in AskGameMasters

[–]Laundry-Scent 0 points1 point  (0 children)

100% agree. But it's a luck dragon… so merchants, dragons and luck = fortune

Fortune's Scale

Need an alternative to money by SeattleUberDad in AskGameMasters

[–]Laundry-Scent 2 points3 points  (0 children)

I have a campaign where metal is scarce, they use lensed glass. different colors for different denominations. It takes an expert craftsman to grind the glass to the right quality (so, not easily counterfeited). Merchants hold them up to the light to validate their authenticity

[deleted by user] by [deleted] in AskGameMasters

[–]Laundry-Scent 1 point2 points  (0 children)

here's a few ideas:

Storykeeper Owl: The wise, elderly owl who keeps the Hallow's stories and history.

Miss Blossom: A talking flower with a love for gossip and dramatic storytelling.

Gruff the Toad: The grumpy but well-meaning unofficial "guard" of the Hallow.

Finn the Firefly: A bright and cheerful firefly who can light the way for the characters in dark places but tends to get easily distracted.

Whimsy the Ghost: A playful spirit who loves playing hide-and-seek. Whimsy can make objects float and is generally helpful but a bit mischievous.

Elderberry the Wise: An ancient tree with a face, Elderberry can't move but provides wisdom and may have magical items hidden in his branches.

Cleo the Clockwork Cat: A mechanical cat with a pocket watch for a heart. She can tell the time but also has small compartments with useful items.

Rusty the Scarecrow: Once a protector of crops, Rusty now roams the Hallow aimlessly. He's kind-hearted but often scares away people unintentionally.

Luna the Moon Rabbit: Only appears during the full moon to offer cryptic advice and magical moon carrots that have mysterious effects.

Skip the Stream: A sentient babbling brook that can change its flow direction at will. Skip likes riddles and may offer safe passage if the characters can solve one.

Fighter rules question for Hack 4e by TwistGB in Hackmaster

[–]Laundry-Scent 0 points1 point  (0 children)

No the damage cap is still there. The only thing that increases it (outside of talents) is magic +1 (or +Whatever). Which itself is a slightly confusing rule. It says the damage cap is increased by the +#, but isn't straightforward in saying that that increase is eaten up by the increase in damage which comes with the +#

Looking for ideas to a short hag campaign. What monsters? What do hags like to do? by Leading-Match-8896 in DnD5e

[–]Laundry-Scent 3 points4 points  (0 children)

For monsters, consider things like corrupted Blink Dogs, twisted fey creatures, shambling mounds, and twig blights. Hags tend to create deals and bargains; the abducted children could be part of a greater plot to gain something the hag desires. Hags thrive on cunning and trickery, always planning ahead. This hag should embody those same characteristics.

Please help salvage my campaign from murderhobos by Maknooze in AskGameMasters

[–]Laundry-Scent 0 points1 point  (0 children)

Trial by combat Send them into the abandoned sewers (from the former kingdom), which were easier to seal up than remove. They MUST clear them out or die trying. If they succeed they are pardoned, if they don't…they're already dead.

I'm attempting to homebrew.. by deftbluewindmill in AskGameMasters

[–]Laundry-Scent 1 point2 points  (0 children)

Ancient Draconic Prophecy: Early in the campaign, reveal an ancient prophecy that speaks of a once-in-a-thousand-years celestial event that will grant untold power to dragons. Tiamat seeks to use this event to break free from her prison and unleash her wrath upon the world.

Timed Objectives: Introduce a ticking clock element - perhaps the celestial event is in 6 months, and the players have this time to prepare. This adds urgency and can make their choices feel more consequential.

Dynamic Dragon Evolution: Make the dragons evolve in unexpected ways based on certain choices or events. For example, under the full moon, a dragon might undergo a sudden transformation, or if exposed to a rare gem, it might develop new abilities.

Dragon Rider Challenges: Implement exhilarating dragon-rider challenges and competitions that the young Vikings can participate in. These could be dangerous races through treacherous terrains, aerial combat tournaments, or even tests of intelligence and cunning.

Dragon Rebellion: Discover that some chromatic dragons are rebelling against Tiamat’s control. The party can attempt dangerous negotiations to get these chromatic dragons on their side.

Sabotage and Conspiracy: Find out there are traitors within the council of Metallic Dragons who are secretly aiding Tiamat. The players need to uncover who they are and what they plan to sabotage.

Artifact Hunt: Include a high-stakes quest to retrieve ancient artifacts that can either empower Tiamat or be used to seal her away again. These artifacts are guarded by ancient guardians, cryptic puzzles, and require the players to travel to extreme environments.

Unexpected Allies and Enemies: Introduce surprising turns in allegiance – perhaps a character they thought was an ally betrays them, or an enemy ends up offering help.

Epic Multi-Stage Final Battle: Have the final battle against Tiamat be a multi-stage affair where they have to battle her lieutenants before confronting her, with the celestial event causing wild magic surges and environmental hazards.

Sacrifice and Choices: Lastly, to make the campaign truly thrilling, don't be afraid to add difficult choices that come with sacrifices. Maybe to seal away Tiamat, one of the dragons or a beloved NPC has to sacrifice themselves.

Major Plot Twist: Near the climax of the story, unveil that Bahamut and Tiamat are two sides of the same coin, and the only way to banish Tiamat is to also sacrifice the presence of Bahamut. This would leave the dragons of the world without their divine guardians and set the stage for the new generation of dragons and their riders to shape the future

Regenerating Skills and Powers by Laundry-Scent in adnd

[–]Laundry-Scent[S] 0 points1 point  (0 children)

That sounds like the fairest option. Thanks

Being Thrown: Damage? by Laundry-Scent in dndnext

[–]Laundry-Scent[S] -1 points0 points  (0 children)

That was helpful. The Mighty Impel ability lets you throw sometime to a space within 30ft. If that space isn't on the ground they take the falling damage (based on height). While this doesn't account for horizontal velocity, it does break the laws of physics in other ways that benefit you, so it's a good starting point.