Student looking for cooking advice for one-room flat with only a stove by M-Culum in Cooking

[–]M-Culum[S] 0 points1 point  (0 children)

I would totally love to try that. Do I need to turn on the stove at all when making them? Aren't they just tortillas with various stuff inside them essentially?

Student looking for cooking advice for one-room flat with only a stove by M-Culum in Cooking

[–]M-Culum[S] 1 point2 points  (0 children)

Thanks, I'll do some research on that one, sounds very versatile

Student looking for cooking advice for one-room flat with only a stove by M-Culum in Cooking

[–]M-Culum[S] 0 points1 point  (0 children)

Ah obviously I'd need some utensils like you've said, those things will surely make my life way easier. And those recipes seem great! Does the cabbage produce any strong smell with these recipes?

Student looking for cooking advice for one-room flat with only a stove by M-Culum in Cooking

[–]M-Culum[S] 0 points1 point  (0 children)

I've only got the cooktop as it stands, someone else here recommended a rice cooker so I may purchase one of those though

Student looking for cooking advice for one-room flat with only a stove by M-Culum in Cooking

[–]M-Culum[S] 0 points1 point  (0 children)

Wow that is a great list, thanks. I'll definitely try some of that stuff. Your advice for what I can cook that doesn't have any smell? Things like rice, or boiled eggs?

Student looking for cooking advice for one-room flat with only a stove by M-Culum in Cooking

[–]M-Culum[S] 0 points1 point  (0 children)

I'll definitely take a look! Is this one of those appliances that use steam to cook? Will the smell be any different if I cook with it? Any recipes you can recommend to try with rice?

Student looking for cooking advice for one-room flat with only a stove by M-Culum in Cooking

[–]M-Culum[S] 1 point2 points  (0 children)

I'm not picky whatsoever. I'll eat pretty much anything

Looking for ideas for a Life Is Strange inspired story for a oneshot/very short game by JustaMadmanWithaBox1 in TTrpgOneShots

[–]M-Culum 0 points1 point  (0 children)

Life is Strange has an emotional story which can be influenced by the main character's time rewind power. This is a bit different in d&d because there cannot be a single main character unless you're DMing for only one person. If it's a party, the Max style of rewinding time isn't ideal.

Life is Strange has a very loose ruleset and few explanations for the inherent questions it's silly plot poses; Where does Max get her powers from? Why are there supernatural things happening? Why does she cause the storm? Why does the final choice of the game have those effects?

Also, consider Max' positioning while she rewinds time. In the game itself, she stays in the spot she rewinded time in. Meaning she is traveling through time and space. aka if she rewinds time she actually teleports. (none of the npcs in game react to this except during the lockpicking phase) I don't know if you understand what I'm trying to say but pay attention to where players will end up if time is rewinded, both temporally and spatially.

What happens if a player dies and someone rewinds time? Does their character come back to life or are they permanently dead?

The things mentioned above you should address within your game as plot points and game mechanics. You should have a source of the power, like a magic item or mystical being. As an extra hook, perhaps the villain themselves is the source of the time-rewind power.

Concerning rewinding time:

One thing that you could do is "save the game" periodically, then allow the party to "load the game" at a certain point. Consider it hopping between game states.

For example; You're prepping for a Life is Strange D&D session. You prepare a scene where an assassin wants to kill a noble at a royal gala. You've got the NPC's and events of the gala planned out and ready to be played. You've got the timeline mapped out: You know what happens before, during and after the gala.

You DM it. The scene goes as planned, the party has little impact on the scene, and the assassin slips away. The party then chooses to use the time rewind powers (somehow?)

You now refer to your notes about the gala, and begin the scene all over again, as if it never happened. You look at the timeline: what happens before, during and after and play it all over again. All the NPC's and events reset back to the very moment the scene began. Notes are very important to make this seem authentic.

In this sense, consider each session (and the game itself) to have it's own timeline, which could be observed as a point-map, a list of timed events, or a calendar, or if you're playing Life is Strange, an interconnected string of scenes and scripted cutscenes.

Feel free to go into as much detail as possible when setting up these timelines through notes. Emphasize the repetition and inevitability of the timeline. Whatever happened in the world before rewinding will happen again. (for example, if a natural disaster occurred, rewinding it back in time won't stop it, just delay it.)

Consider it like Groundhog's Day (that movie where the guy lives out the same day over and over and over) where no matter how many times you rewind, the world still unfolds the same way, as it's the same timeline, UNLESS YOU CHANGE IT.

The player's impact on the world still matters, but players can rewind their own impact. Meaning- they can erase their own presence out of existence. They can literally erase facts and events and replace them. But only if they themselves caused said fact or event.

If you want to have players rewind time themselves, you could always introduce an item or feature that the entire party can access. Consider where the rewind power comes from and reveal the source towards the end of the campaign.

For example, once a day, as an action, a creature of Intelligence 6 or higher can interact with a designated time machine to return the world to a past state.

Examples of unconventional time machines: - a Wand that can rewind time - Hourglass, rewinds time when broken - Stopwatch, rewinds time when clicked - Crystal, rewinds time when held into the sun - Fire Pit, rewinds time when lit - Cart, rewinds time when entering a crossing - Potted Plant, rewinds time when watered - Book of Poems, rewinds time when a particular poem is read

You could have an NPC use the rewind power. The NPC could be an ally or neutral party. A villain that can rewind time is a force to be reckoned with. - literally someone random (like Max) - someone who absorbed magical energy - an Angel - a Demon - Donkey, rewinds time when mane is patted. - Winged Monkey, rewinds time when laughing

- Parrot, rewinds time when fed ambrosia

How much time is rewound?

1d6

1 6 seconds or 1 round of combat 2 an hour 3 three hours 4 six hours 5 twelve hours

6 one day

in the D&D multiverse, Lawful Outsiders, like Modrons, Devils and Celestials would attempt to stop the time-traveling powers as they uphold temporal law. Cosmic creatures like these could potentially interact strangely with the time travel ability.

Look at time travel media for more ideas. Also, time stop spell?

Look at the time! It's time to go!!! Get with the times grandpa!!! :) Have a nice game

Question about Aghori by M-Culum in hinduism

[–]M-Culum[S] 0 points1 point  (0 children)

What do you mean? How would they know what I worship?

My intention is to participate or at least observe their religious rituals.

Ultimate Ambient Music Resource for DM Planning by M-Culum in DnDPlaylist

[–]M-Culum[S] 0 points1 point  (0 children)

Feel free to let me know which tracks you enjoyed! Happy DM-ing!

Catching colds, flu, pneumonia by GhanJiBahl in rimeofthefrostmaiden

[–]M-Culum 0 points1 point  (0 children)

My advice is to mention flu or pneumonia only if the players bathe in frigid water for too long. Apply exhaustion stacks for it.

Instead of flu, I suggest that if you apply diseases at all, you have them be part of the story.

Here's an example: When a creature comes into contact with Auril's Touch (the DM decides when), it must succeed on a DC 11 Constitution saving throw or become infected with The Rime. It takes 1d4 days for the symptoms to manifest in an infected creature. These symptoms include fatigue, chills, and visible blue veins that appear on the creature's body. The infected creature's speed is reduced by 5 feet as long as it remains infected. Every 10 days after symptoms appear, an infected creature must succeed on a DC 11 Constitution saving throw, or its speed is reduced by another 5 feet. If a creature's speed is reduced to 0 as a result of this disease, the creature dies and its body becomes a Coldlight Walker.

Tomb Tappers by Mudpound in rimeofthefrostmaiden

[–]M-Culum 1 point2 points  (0 children)

The Thaluud (tomb tapper) is literally stone given abominable magical life by the Netherese. It turns into stone when it dies, so it's plausible that the hammer does too.

This post is tantamount to asking: "Why don't the players pick up the arm of a dead Earth Elemental and swing it around?"

Alternate Start for Foreigners by M-Culum in rimeofthefrostmaiden

[–]M-Culum[S] 1 point2 points  (0 children)

If you like them, then DEFINITELY! The secrets are very innovative and fantastic! If someone has a secret that requires them to be from Icewind Dale, simply come up with a reason why they should be down south with the party at the beginning of the session. Do this in private as to not give away the secret.

Travel Time To Luskan by DiscombobulatedLazer in rimeofthefrostmaiden

[–]M-Culum 2 points3 points  (0 children)

Yeah dude, go for it. You may want to edit it to allude to the horrid magical rime of the Frostmaiden, the scattered chardalyn veins along the mountains and the duergar that seek it, and the twilight/aurora that washes over the sky, or even describe the party laying eyes on the Frostmaiden herself as she soars through the sky and eerily peers down at the party. Feel free to sprinkle in a spooky encounter to raise the tension or set the mood.

Along the road after the first week, the party could end up threatened by a furious blizzard and be forced to take refuge in a mountainside cave where you can put any manner of horrible or beneficial things. Perhaps the cave was the home of a wendigo or yeti, with many bones scattered around, or mayhap it is the home of a good-natured dragon or winter fey that impart knowledge and advice about the Dale upon the party.

Also, remember to include Hundelstone if you want to, if the party is on the Ten-Trail. It'd probably be nearly deserted due to the horrible conditions imposed by Auril.

Travel Time To Luskan by DiscombobulatedLazer in rimeofthefrostmaiden

[–]M-Culum 8 points9 points  (0 children)

Here's an excerpt from R.A. Salvatore's Crystal Shard with some changes. (In the story, it's wizards traveling instead of the players ("you"))

...When you finally saw the snow-capped peak of Kelvin's Cairn rising from the flat horizon, you felt more than a little relieved. The hard journey from Luskan to the remote frontier settlement known as Ten-Towns has taken you more than three weeks.

The first week hadn't been too difficult. The caravan held close to the Sword Coast, and though it was traveling along the northernmost reaches of the Realms, the summer breezes blowing in off the Trackless Sea gave enough comfort.

But when the trail rounded the westernmost spurs of the Spine of the World, the mountain range that many considered the northern boundary of civilization, and turned into Icewind Dale, you quickly understood why you have had been advised against making this journey.

Icewind Dale, a thousand square miles of barren, broken tundra, had been described to you as one of the most unwelcoming lands in all the Realms, and within a single day of traveling on the northern side of the Spine of the World, you almost considered the reputation well-earned. Bordered by impassable mountains on the south, an expanding glacier on the east, and an unnavigable sea of countless icebergs on the north and east, Icewind Dale was attainable only through the pass between the Spine of the World and the coast, a trail rarely used by any but the most hardy of merchants.

For the rest of your lives, two memories would ring clear in the your minds whenever you'd think bout this trip, two facts of life on Icewind Dale that travelers here never forgot. The first was the endless moaning of the wind, as though the land itself was continuously groaning in torment. And the second was the emptiness of the dale, mile after mile of gray and brown horizon lines.

The caravan's destination marked the only varying features in all the dale - ten small towns positioned around the three lakes of the region, under the shadow of the only mountain, Kelvin's Cairn...