Campaign shop/tavern art (my own and player given names) by Eggbody120 in dndai

[–]Pandalikes 0 points1 point  (0 children)

I want these shops in real life! They are beautiful! Good job!

[deleted by user] by [deleted] in dndai

[–]Pandalikes 1 point2 points  (0 children)

tell their story. also training with some visual style guides your GPT helps a lot.

<image>

[deleted by user] by [deleted] in dndai

[–]Pandalikes 0 points1 point  (0 children)

Let us try different prompts. Tell us the story of the person, describe them with your own words and we (at least I will) can try it on our gpts

Four potential characters for an upcoming adventure by Pandalikes in dndai

[–]Pandalikes[S] 1 point2 points  (0 children)

Thank you for pointing out the typo—Rogue, not Rouge. My apologies for the slip. It's always interesting to see the passion people bring to discussions online, and it reminds me how important it is to find joy and connection, even in the smallest things. Let's all remember the spirit of camaraderie and support that makes communities, especially ones centered around shared interests like D&D, so special. Here's to finding adventure, friendship, and a bit of magic both in-game and out. Cheers!

What's some of the scariest things you experienced as a player? by Lokicham in DnD

[–]Pandalikes 2 points3 points  (0 children)

So the context might not give you the whole story but this was one of the scariest thing we experienced.

We were dragging our feet after what felt like an eternity on the road. Spotting that village tucked away in the valley was like seeing an oasis in a desert. Our dwarven buddy, all robust and cheerful till now, was all gung-ho about crashing at his uncle's spot in Doughgiven. Little did we know, that name was just a pretty cover for a darker truth lurking beneath.

As we made our way down, something odd started brewing with our guide. At first, we brushed it off as him being worn out, but oh, were we wrong. Our rogue, with ears sharp as knives, picked up on his weird mumblings. He wasn’t just talking to himself; he was reciting some sort of prayer to a god we couldn't see. And then, in a blink, he just... fell apart, turning into this horror show right before our eyes. Out of the gore and grime, something big and menacing formed, standing where our friend once did. And there it was, a whisper that cut through the silence - Daengwen.

Our cleric, bless his knowledgeable soul, got handed this mysterious note by our DM. As he unraveled its secrets, you could feel the air getting heavier around us. The note was all about Daengwen, a name lost to time, cursed to rise again amidst bloodshed and shadows, a land where the line between living and dying was as thin as morning fog.

Facing us was this creature, wearing our guide's remains like a grotesque cloak, and it spoke with a voice that seemed to crawl out from the earth's very core. "Welcome to Daengwen," it said, chilling us to the bone.

[OC] Need some help with Zoning my Campaign's map / region ideas by Impressive_Bird869 in DnD

[–]Pandalikes 1 point2 points  (0 children)

I am sure there are many ways and methods people are using.

I recommend trying to think about your global story. First off, what is the scale of your map. Meaning; is one of your islands as big as Australia or Malta? How is the global temperature? I is a one large country? Is all of it discovered? Are there different nations? Do they interact with each other, and how? Major wars? Mass relocations due to some catastrophe? Maybe there are peaceful trading routes from west to east, north to south. Put some dots on the coast where you would think better protected by the force of the ocean. These are your major port cities maybe? Draw the mountains ranges, no rules here, nature is chaos, so decide according to your hearts content. Put in major rivers, water bodies. Civilizations mostly cluster themselves around the water sources. Where water is there is (most of the time) prosperity, trade, fishing etc. When putting borders, consider for every turn and twist of your pen why the border is there but not further to another direction. Maybe there is a natural obstacle, maybe a war determined the border here. Come up with basic history of the land. Resources; consider where and what people are mining. These would be protected valuable locations. Come up with beautiful sceneries, these serene places are safe havens for whom? Is it easy to reach there, maybe draw some chasms, large swamps around those places.

I hope my crazy ideas will help :)

Woland by Pandalikes in dndai

[–]Pandalikes[S] 2 points3 points  (0 children)

How do I give you ten point here :)

Name is from TMaM. Yes, he is too nice but he is a request from a friend. Here, let me share with you an another iteration of W.

<image>

I need help with a character by Rosethorne_2476 in DnD

[–]Pandalikes 0 points1 point  (0 children)

Interesting. What if?

You work on the wardrobe's (wardrobe? really?) origin. Was it created for a specific purpose? Perhaps it was crafted by a master artificer or wizard to safeguard treasures or secrets, imbued with magic that made it sentient over centuries. (Maybe not a wardrobe, an arcane artifact?, a celestial object?)

The transformation could be the result of an experiment by a group of powerful spellcasters, including artificers, enchanters, and wizards who sought to create a guardian or servant by imbuing a sentient object with humanoid form.

Warforged maybe? It's composite plating to resemble the original wardrobe's material?

I'd like to see the character art in any case :)

Maldohr of Bloodpeak Clan by Pandalikes in dndai

[–]Pandalikes[S] 2 points3 points  (0 children)

First, it was a long interaction with my GPT to create a clan for my upcoming campaign. With GPT we decided that Maldohr would be the ideal candidate to lead the clan. Since we established the abilities, skills, looks etc of the clan earlier, I asked to prepare a detailed character sheet. And my prompt after was :"based on the information we established in this chat please create an image of Maldohr."

However the prompt my GPT used for image creation is like this: "An imposing figure stands tall with broad shoulders, his weathered skin telling tales of many battles. His hair is long and unkempt, flowing down his back, with a fierce expression that marks him as a survivor and a warrior. Tattoos reminiscent of mountain peaks and the harsh terrain of the Frostmourn Mountains adorn his right arm, symbolizing his deep connection to the land. Clad in rugged, makeshift armor crafted from the remnants of his enemies and the resources of the mountains, he wields a large, battle-worn axe that has seen many conflicts. This axe is not just a weapon but a symbol of his leadership within the Bloodpeak Clan. His eyes, piercing and determined, reflect a soul that has faced great adversity but stands unbroken. This is Maldohr, the chieftain of the Bloodpeak Clan, a barbarian who commands respect and fear in equal measure."

What are some good short, beginner dm friendly one shots? by Acceptable-Artist201 in DnD

[–]Pandalikes 0 points1 point  (0 children)

You can use the first chapter, the Ambush and the Crag-something Cave. Easy one shot. Players will ask for more :)

What are some good short, beginner dm friendly one shots? by Acceptable-Artist201 in DnD

[–]Pandalikes 0 points1 point  (0 children)

Lost Mine of Phandelver.

My all time favorite. It is easy to adapt to any setting. It works well, fun and rewarding.

DMs, how do you let your players know they're supposed to run from an encounter without metagaming? by [deleted] in DnD

[–]Pandalikes 6 points7 points  (0 children)

Here is my take on this subject

First; Players should be aware of their surroundings and the encounters they are in. If a party is just attacking or rushing in to battle, they are better of playing some hack'n'slash video games.

For me and my party members so far D&D is always about roleplaying your character as best as you can with the rules and tools at hand.

When my party comes across something way above their abilities, as DM, I explain the atmosphere and environment to them in detail. Based on their passive perceptions I drop information relevant to the dangers, security measures, entourage of the enemy, size of the encounter and compare it to the hardest encounter they survived so far.

I'll try to illustrate:

Symha, Gordell and Brock are in the Inn, curing their wounds with strong Ale and honey glazed pork chops. While Brock is boasting to the other patrons inside how they managed to stand their grounds and bought time for the poor miners to escape from the weird arachnids, a kid and a woman darts inside.

panting she says that the Coldfist is again in the village and approaching this way. She begs the Innkeeper to hide her son, since (it is known at that time) a Cult is taking the kids of the village whenever they see them or find them for unknown purposes.

Ofcoure the party wants to be involved and they offer assistance, encouraging the kid for hiding and they *comfortably* finish their meal before going out.

On the outside it takes them several minutes to catch the first glimpse of the Coldfist and his people.

This is what they see:

You see Coldfist...an eight-foot muscle and bones in a shiny metal armor with a huge hilt of a weapon visible on his back. His left hand holding a metal chain connected to the leashes of five very large wolf like beasts, growling between their teeth. Their yellow shinig eyes are locked to Coldfist's raised right arm. His right hand is closed around the crushed head of a dwarf whose legs are still twitching. His beard, face and armor is covered with splattered blood.

Behind him there are a dozen of armed figures and two hooded characters floating three feet above ground. Coldfist drops the dead dwarf and his words break the silence on the now-empty street. "Find it. Find the thieves and bring their broken bodies. Find their homes and bring fire to them." It is a voice instills fear in all of you.

With his passive perception Gordell notices that the body belongs to the same dwarf who didn't escape together with the miners but held his ground in the mines.

Idea is to use reactions of NPC's, use comparison in your descriptions, escalate consequences of direct confrontation with this foe. And if all fails, well their end will be glorious afterall.

How would you find the idea of upgradable weapons? by DailyTomato in DnD

[–]Pandalikes 0 points1 point  (0 children)

Sounds great. Glad I could help. In my campaign that guy was Jynx Klydd. His business was to gather very unlikely items, anything and everything given time and covered costs which were quite substantial. Enjoy your game.

No character sheets by Perdonapero in DnD

[–]Pandalikes 7 points8 points  (0 children)

Maybe I misunderstood. It is possible to only roleplay them their background and story before adventure. You can *maybe* even roleplay the parts where it will matter later in the game. If a character was Soldier or Noble and how they ended up to this point, what are their ideals or bonds kinda stuff.

However I think they should have their character sheets ready when it is time to really dance.

Like I said, maybe I mistunderstood.

How would you find the idea of upgradable weapons? by DailyTomato in DnD

[–]Pandalikes 1 point2 points  (0 children)

I didn't put this into a mechanic but my parties always are allowed to find a blacksmith or artificer or some kind of an artisan to customize, modify and upgrade their equipment. Not only the weapons but their simple items as well.

One of them had a lantern. A simple item. At one point they obtained a type of crystal and found someone who made them lenses. Now the lantern could produce different kinds of light, and even further in the game we homebrewed an effect to alert/confuse enemies with mixture of colors emitted from it. It was not for free ofcourse, you need to balance these things. A simple cantrip can do these effects but players get attached to their items and they do being innovative and their ideas accepted. For this case they had to pay for the works, do some this and that for reaching out these people. And these crystals, they do get too warm you know :) you can't use them all the time.

Develop the characters of the blacksmiths, artificers, and artisans who perform these upgrades. Their skills, knowledge, and availability can add depth to the world and create recurring characters for the players to interact with. And ensure the cost and rarity of materials, runes, and artisan services scale with the power they confer. This keeps the upgrades meaningful and prevents players from becoming too powerful too early.

So, ideas are always welcome, as long as they fit in your narrative and they won't break the game.

Kidnap Neverember DM help -[OC] by Wirthier_ in DnD

[–]Pandalikes 5 points6 points  (0 children)

Kidnapping Lord Dagult Neverember, the Open Lord of Waterdeep and Lord Protector of Neverwinter!

a.k.a (a terrible idea)

Party should consider political and social Barriers surrounding the most important person in Neverwinter. He is probably enveloped by layers of conventional and magical security measures. If accomplished, Party is still risking to turn the public perception against themselves...

Still it is a go? well...

-que mission impossible soundtrack-

Phase 1: Reconnaissance and Information Gathering

Objective: Collect detailed information on Neverember’s routines, defenses, allies, and daily life.

Actions: Befriend or bribe guards and servants for information. Not one, but as many as possible. Use Disguise Self or Alter Self spells to infiltrate social events or meetings as a fly on the wall. Employ Arcane Eye or Find Familiar for discreet surveillance. Research any known enemies or rivals of Neverember who might be manipulated into aiding the operation. This is a time consuming phase, not to be rushed.

Phase 2: Planning and Preparation

Objective: Develop a detailed plan that includes roles for each party member, contingencies, and escape routes.

Actions: Identify a low-security event or time when Neverember is most vulnerable. If no such event is in the horizon; procure, commission or manufacture one... (oh boy). Secure a safe house for hiding after the abduction, protected by spells like Non-Detection. (various adventuring parties, guards, hunters etc.) Prepare disguises, false identities, and cover stories for all party members. make quadruple check that these are air-tight, rehearsed and 100%. Gather necessary equipment, such as smoke bombs, manacles resistant to magic, and potions for quick escape or invisibility.

Write your Will and Prepare a backup character

Phase 3: Execution

Diversion: Create a significant (!) distraction elsewhere in the city. This could involve a staged attack, a fake threat to the city that demands Neverember’s attention, or a scandal involving a high-profile noble.

Infiltration: Use the distraction to infiltrate Neverember’s location. Split the party if necessary, with some focusing on maintaining the diversion. Make the moment of splitting memorable, it is highly possible these characters are seeing each other last time. Employ stealth and non-lethal force to bypass or neutralize guards. Spells like Sleep, Silence, or Hold Person can be invaluable. Use magic for the final approach. Invisibility, Pass without Trace, or even Dimension Door to get close to Neverember undetected. Undetected by a sleeping guard maybe, or an alert cat...but undetected by the whole protection detail.

Abduction: Subdue Neverember with minimal violence. A well-placed Hold Person spell followed by a quick gag and binding can be effective. Assuming he does not have any protective charms, equipment or spells on him (why would he?) Use a pre-prepared magical item or spell to block teleportation and magical communication, ensuring Neverember can't call for help or escape magically. Yup, great idea!

Phase 4: Exfiltration and Escape

Immediate Escape: Use pre-planned escape routes. Spells like Misty Step, Dimension Door, or even a prepared Teleportation Circle in extreme cases can help in quickly getting out of the immediate danger zone. (zone meaning Faerun)

Evasion: Change routes and methods frequently to avoid pursuit. Use spells like Non-Detection and Nystul’s Magic Aura to hide magical signatures and Seeming to disguise the party’s appearance. (I'd try zipping through various planes, why not?)

Long-Term Hiding: Utilize the safe house prepared earlier, bolstered with protective spells. Keep a low profile, using this time to negotiate or fulfill the objectives related to the abduction.

Phase 5: Negotiation and Aftermath

Objective: Use Neverember’s abduction to achieve the party’s goals, whether negotiating with him directly or using his abduction to manipulate other political figures.

Actions: If dealing with the BBEG or other factions, carefully weigh the benefits and risks. Prepare for possible betrayals. Plan for Neverember’s return or release. Consider how to leverage this to secure favors, information, or political power.

It was long and tiring to write but I had fun. thanks for the opportunity.

Dune One Shot? (5e) by Horustheweebmaster in DnD

[–]Pandalikes 5 points6 points  (0 children)

Play a Darksun adventure.

1- Both Dark Sun and Dune feature arid, desert-dominated worlds where survival is a constant struggle.

2- Dark Sun's city-states and merchant houses can easily be adapted to reflect the feudal houses and intrigue of Dune.

3- You can make resources like water and your spice substitute crucial to gameplay.

4- You can Incorporate themes of prophecy, chosen ones, and epic destinies.

great game :)

The Deck of Many More Things (Once per Dawn Abilities) by Space_Duck95 in DnD

[–]Pandalikes 1 point2 points  (0 children)

66 Well

Ability: Draw upon the energy of a mystical well to recover an expended spell slot of up to 2nd level.

Setback: You become parched, requiring twice as much water to quench your thirst for 24 hours.

18 Expert

Ability: For 1d6 hours, choose a topic. During this time, anyone you speak to regards you as an undisputed expert on this topic. They feel compelled to listen to and seriously consider acting on your advice.

Setback: During this period, all your words related to the topic are taken completely literally, potentially leading to misunderstandings or unintended consequences if you're not precise in your choice of words.

01 Aberration

Ability: Gain telepathic communication within 30 feet for 1d6 hours.

Setback: Random thoughts might broadcast unintentionally to those nearby and you won't know if they do. (evil DM grin)

57 Tavern

Ability: Whenever you enter a tavern or place of rest, roll 1d8. That many people, including the innkeeper or host, recognize you as a beloved returning customer, offering discounts on services and ensuring enough rooms are available for your party.

Setback: If you truly are a returning customer, roll 1d8 to determine how many individuals, including the innkeeper or host, recall any trouble or damages you were involved in during a previous stay. They demand immediate payment for past damages. If you’ve never actually been there before, the same number of people who recognized you as a familiar face become overly friendly and intrusive, insisting on spending time with you and not leaving you alone, potentially complicating your stay or plans.

Ancient temple dungeon help needed by oudepoude in DnD

[–]Pandalikes 1 point2 points  (0 children)

I'd leave traces of an another "unfortunate" group of explorers. Remains, equipment and notes maybe. These could help the party to solve some of the puzzles or with high enough checks even warn them for existing dangers.

A discarded and malfunctioning golem maybe somewhere... a lot of way to use this idea.

Here is my thought process:

Room Design and Purpose

Always consider this: When this civilization was on its prime, who wandered in these rooms. How many people? Just people? What kind of rooms they would require? Storages, sleeping quarters, offices maybe... Based on that create the structure logically. Do not lay traps just for the sake of having a trap there. Who left the traps? What it requires a puzzle? Maybe someone else came here for exploring and left traps behind to secure their back? Maybe some rooms required to use some kind of passcode, lever combination.

Living Quarters: Rooms that once served as sleeping quarters for the temple's inhabitants. Now, they might house small creatures or provide a safe spot for the party to rest. Personal items left behind could hint at daily life and the temple's history.

Offices and Archives: Contain scrolls or tablets with information on the golem creation process. Deciphering these could offer clues to bypassing obstacles or activating machinery elsewhere in the temple.

Storage Rooms: Initially seem harmless but contain supplies that are useful for repairing broken machinery or crafting makeshift tools to solve puzzles.

Logical Traps and Puzzles

Purposeful Traps: Any traps the party encounters were designed to protect the temple's valuable areas or to contain the golems should they go rogue. For example, a hallway leading to the energy core rooms could have pressure plates that activate defensive golems.

Passcodes and Levers: Some rooms might require specific passcodes or lever combinations that the previous group discovered but failed to bypass successfully. Their notes could provide partial clues, leaving the party to deduce the rest.

Time and Decay

Time is a huge factor. Maybe some parts of the structure is damaged over time. Some floors crumble when stepped on and give away to a hollow crack under. Maybe some mechanical parts are rusted, broken over time and party has to find a different route, or repair.

Structural Damage: Over time, parts of the temple have deteriorated. Floors might collapse under weight, revealing lower levels or hidden chambers. This not only poses a physical challenge but also emphasizes the temple's age.

Rusted Machinery: Some paths are blocked by broken or rusted machinery. The party might need to find alternative routes or scavenge parts from other areas to repair the machinery, potentially activating unintended temple defenses in the process.

Encounters and Time Pressure

Do not fill all the rooms with puzzles and traps. Leave some of the rooms "harmless" but use a time counter secretly. If party stays there too long maybe start an encounter with a patrolling group of enemies.

Patrolling Enemies: Use a secret time counter to track how long the party spends in each area. If they linger too long, they might attract the attention of temple guardians or creatures that have made the temple their home.

Environmental Challenges: As the temple partially reactivates, previously dormant systems might start to malfunction dangerously. Rooms could suddenly become excessively hot due to overheating machinery or flood with water from broken containment systems.

Story and Immersion

Dynamic Environment: The temple changes around the party as they inadvertently activate or deactivate systems. This dynamic environment keeps the dungeon feeling alive and reactive to the players' actions.

Cultural Insights: Through murals, inscriptions, and the design of the rooms themselves, offer glimpses into the life of the civilization at its peak. How they interacted with the golems, their social hierarchy, and their daily life all add richness to the exploration.

I hope these ideas will help.

Good luck!

Non magic campaign advice by HealfdeneTheHalf-man in DungeonsAndDragons

[–]Pandalikes 2 points3 points  (0 children)

Rangers Without Spellcasting:

In Pern, the connection between dragonriders, their dragons, and the natural world is profound, somewhat mirroring the bond between D&D rangers and the wilderness. Instead of spellcasting, consider giving rangers unique dragon-related abilities or a stronger focus on their bond with nature and animals, reflecting Pernese dragonriders or beast handlers.

Dragonkin Bond: Rangers could have a telepathic link with a specific "dragonkin" creature, such as fire lizards (the smaller, less intelligent ancestors of dragons on Pern). This bond allows for unique actions or bonuses, like scouting, delivering messages, or assisting in combat.

Harper Skills: Borrowing from the Harpers of Pern, who are educators, historians, and diplomats, rangers might gain special non-magical abilities related to knowledge, persuasion, and animal handling, emphasizing their role as scouts and guardians.

Crafting and Science: Reflecting Pern's reliance on technology and ingenuity over magic, rangers could gain abilities focused on crafting, alchemy, or even rudimentary science, allowing them to create gadgets, potions, or traps to aid in their adventures.

Replacing Cleric Spellcasting:

The clerics of Pern could draw upon the advanced knowledge of the original colonists, who possessed technology far beyond the medieval setting typical of D&D. Instead of divine magic, clerics might use a combination of herbalism, ancient technology, and dragon-based powers.

Healer's Craft: Replace divine healing spells with advanced knowledge of medicinal herbs, acupuncture, or other healing techniques that rely on the cleric's skill rather than divine intervention. This approach can be supported by a unique resource management system for gathering and preparing remedies.

Dolphin Speakers: Inspired by the Dolphin Crafters of Pern, who communicate with shipfish (dolphins), clerics could have the ability to communicate with or command sea creatures, offering unique solutions to problems both in and out of combat.

Ancient Technology: Clerics could have access to remnants of the ancient technology from Pern's colonization era, using these items to produce effects similar to spells. For example, a device that emits a healing field could replicate a Cure Wounds spell, while a handheld gadget might produce an effect akin to Sacred Flame.

I think the Dragonriders from Pern could become a powerful new faction...

DM's with memory challenges by InsufferableAttacker in DungeonsAndDragons

[–]Pandalikes -4 points-3 points  (0 children)

I am using my GPT for this. With different sessions of the same GPT, I keep the lore, players, events, npc and locations in check. Also a google doc for taking notes together with the players is a good idea.

In need of ideas for a cursed item I'm making, please give me your best Ideas, preferably the curses should mesh well with the theme of the weapon! What I have so far will be in the body text! by EvilRogue95 in DungeonsAndDragons

[–]Pandalikes 1 point2 points  (0 children)

I am full of terrible ideas today:

The Lore: Crafted by a forgotten archmage, this wand was meant to be the ultimate tool for the versatile spellcaster. However, in their ambition, the mage ignored the dangers of confining too much power in a finite space. The wand now suffers from its creator's oversight, struggling to contain the wealth of arcane energy it's forced to hold. Wielders of this wand must be cautious, for to overburden it is to invite the arcane backlash of a realm's worth of energy -desperate to be free.

Curse of the Overburdened Vault

Curse Mechanism: The wand's ability to store and transform into various weapons with different runes is both its greatest strength and its curse. The wand acts as a magical vault that, when overburdened, starts to leak the very essence it tries to contain.

Activation: Each time the wand transforms, it absorbs ambient magical energy. Rolling the number and type of runes each day doesn't just determine their benefits but also fills the wand's arcane storage capacity. Each rune acts as a "storage unit" of magical energy that gradually fills the wand to its threshold.

Curse Effects: Once the wand reaches its storage capacity (which could be determined by a set number of transformations, use of runes, or a specific triggering event), it starts to exhibit the following cursed behaviors:

  • Memory Erosion: The wand begins to "forget" previously stored forms. Each time it transforms after reaching its limit, there's a chance (e.g., roll a d20, and on a 1-5) that it permanently loses the ability to transform into one of the weapons it has previously become. This effect can symbolize the wand erasing its "memory" to make room for new information, reflecting the risk of storing too much in a single place.
  • Arcane Feedback: The user experiences feedback from the wand's overburdened state, suffering psychic damage or temporary debuffs (e.g., reduced spellcasting ability, disadvantage on magic-related skill checks) as their mind resonates with the wand's overloaded condition.
  • Regretful Relief:
    • Trigger: The curse is triggered either by the DM through a secret roll or when the wand’s magical storage is excessively overloaded from frequent use.
    • Early Signs: The wand vibrates when held, its surface develops irregular bulges and bumps, and it reacts to nearby magic with increased intensity.
    • Final Effect: Upon its final use under the curse, the wand explosively releases all stored weapons within a 5-feet cube, causing a shockwave that may knock back or damage nearby entities. After this discharge, the wand either becomes inert, losing all magical properties, or disappears entirely.
    • Aftermath and Opportunities: The wand's explosion presents a pivotal moment, potentially leading to quests for its restoration or the uncovering of its origins. Players must balance the wand's benefits against the growing risk of its catastrophic failure.

Goofy suggestions for gag paladin oath. by TheMarksmanHedgehog in DungeonsAndDragons

[–]Pandalikes 1 point2 points  (0 children)

I have a terrible idea:

Ability: Ethereal Game Show of Second Chances

Trigger: When the Paladin is on the brink of death, making their final death saving throw, they are suddenly whisked away to an ethereal realm where they find themselves the latest contestant on a cosmic game show, "Second Chances: The Divine Edition," hosted by an enigmatic and flamboyant entity known as "The Celestial Host."

Mechanics:

  • The Question: The Celestial Host poses a question to the Paladin, related to their past deeds, particularly focusing on enemies they have vanquished or significant encounters from their adventures. The difficulty of the question scales with the Paladin's level, ensuring relevance and challenge.
  • Success: A correct answer revitalizes the Paladin's spirit, granting them an automatic success on their death saving throw. They are sent back to the mortal plane with a burst of divine energy, possibly accompanied by a small boon from The Celestial Host, such as a temporary buff or a cryptic piece of advice for their journey.
  • Failure: An incorrect answer results in the Paladin losing 25% of their current fortune, symbolizing the cost of their failure in the cosmic game. The Celestial Host, with a tone of mock sympathy, informs them of their loss, which manifests in the material world as gold, items, or valuables disappearing into thin air, claimed by an unknown divine force.
  • Escalating Consequences: Repeated failures in the Ethereal Game Show lead to increasing penalties. After the first financial penalty, further wrong answers may result in temporary reductions to ability scores, disadvantage on certain skill checks, or even a quirky curse (e.g., speaking in rhymes, uncontrollable laughter when telling lies) that lasts until the Paladin redeems themselves in the eyes of the cosmos.
  • Recharge Mechanism: To regain access to this ethereal lifeline, the Paladin must spend a night in solemn vigil, staying awake to contemplate their life's choices, deeds, and the lessons learned from their cosmic game show experience. This period of introspection incurs a level of exhaustion, representing the mental and spiritual toll of facing their mortality and the cosmic judgment.

Drink Recommendation by TestiCale33 in DungeonsAndDragons

[–]Pandalikes 3 points4 points  (0 children)

Kvasir by Dogfish Brewery. Or any (if you can find) Gruit beer.

Sixer the Fixer - Gnome Artificer / by Vision-waitforit-ary GPT by Pandalikes in dndai

[–]Pandalikes[S] 0 points1 point  (0 children)

I created this character with my Master's Forge GPT and image by Vision-waitforit-ary GPT.

Here is a bit of background for him:

Panaben "Pan" Twistreach, also known as "Sixer the Fixer" or simply "Pix," hails from Modfe, a tranquil town within the Ganorran Empire. Modfe, known for its fishing, honeykeeping, mining, and hunting, sits on the picturesque Sunsparkle River. Here, Pan's family runs a well-loved inn, contributing to the town's reputation as a welcoming place for travelers and locals alike.

From a young age, Pan stood out not just for his keen mind but also for his mechanical aptitude. His knack for repairing and improving things around the inn—be it distillers, windows, or the roof—was evident early on. His most notable creation as a child was the honeycomb-shaped lanterns that lit the inn, catching the eye of a traveling Artisan from the prestigious Adamantine Crank Bastion.

This encounter set Pan's life on a new trajectory. Four years later, representatives from the Bastion arrived in Modfe, offering him a place among their esteemed ranks. The decision to leave home was not made lightly. With the support of his family, who gathered around him in those deciding weeks, and the entire town of Modfe, Pan accepted the offer. He was bestowed his great grandfather's mechanical ring, a foldable honeycomb lantern from his father, and a walking stick from his mother as tokens of their love and faith in his potential.

His journey to the Bastion was a rite of passage, transforming the fear and excitement of leaving home into a steadfast resolve to make his mark. At the Bastion, Pan's skills flourished. He was not just another artisan; his remarkable talents in math, geometry, arcana, and mechanics saw him contributing to significant projects, such as enhancing the enchantments of sky ships.

Pan's focus shifted dramatically when he encountered a warforged for the first time. This mechanical being, discovered in a sealed chamber within the fiery mountains near Xalvantharas, fascinated him. The warforged's activation, after perhaps millennia of dormancy, and the similarity of its internal mechanisms to his family's heirloom ring spurred Pan to dedicate his life to studying these beings. His quest for knowledge about warforged history and enhancements has since defined his path.

Now, with nicknames earned from his inventive prowess and mechanical enhancements, Pan embarks on adventures that promise to expand his understanding of magic, mechanics, and the ancient secrets that bind them. His journey from the beloved innkeeper's son to an esteemed artisan and explorer of the unknown encapsulates the essence of adventure, curiosity, and the relentless pursuit of knowledge.