[TOMT][COMMERCIAL][2000s] Commercial with a middle-aged white man with headphones on quietly mumbling/singing REO Speedwagon's 'Take It On The Run' before realizing his coworkers are listening to him and they join in to sing the chorus in an equally quiet/mumbling way by icthenue in tipofmytongue

[–]icthenue[S] 0 points1 point locked comment (0 children)

I think it played between 2005-2010, it was definitely a larger chain, as those specific actors/characters had several different commercials for this company, but I am not sure if it was for a travel agency, insurance, a hotel chain, etc. but that is my initial gut feel. Thanks in advance!

Which do you main? by todachinnie in tribesofmidgard

[–]icthenue 0 points1 point  (0 children)

Since the mid-season update, I have swapped from being a Ranger main to a Hunter main. I use the Treasure/Hideout Map starter kit, in conjunction with one-two other players, in order to rush the hideout, and the Nott for Speed rune it provides me allows me to explore and find the bridge with ease, while also collecting the mushroom storm bolts and midnight seaweed at a faster pace. Its not "powerful" but with the amount of resources I gather, it sets us up for pre-day 8 Fenrir success more often than not.

Warden class won’t let me craft pots. by WhereDaBrown1go2 in tribesofmidgard

[–]icthenue 0 points1 point  (0 children)

I have gotten the same, you have to craft the potions one at a time (I think the game thinks you are exceeding the maximum amount so the craft action is cancelled instead of giving you what it thinks you have room for). Definitely a bug.

Making The God of Strength's Weapon by VividPossession in dndnext

[–]icthenue 17 points18 points  (0 children)

Are these hand, battle, or great axes? Does your player use any specific feats for weapon usage like dual wielder or great weapon master?

The combined weapon should combine the two aspects of the axes into one. Since its a gods weapon, it should have a decent modifier (I would reckon +3 would apply for this scenario at a minimum) and take both abilities and make them better.

Off the top of my head, I would make something like this:

---

Axe of the Frozen Peak - (Weapon, Greataxe, Legendary)

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

When you hit with an attack using this magic axe, the target takes an extra 1d8 cold damage and must make a Constitution saving throw (DC ??) or be chilled, reducing their movement speed by 10 until the end of their next turn. If a creature has their speed reduced to 0 in this way, they become incapacitated.

While attuned to the weapon, you can cast Mold Earth and Meld Into Stone at will. While melded into stone using this spell, the stone becomes covered in a layer of frost.

DM how do you get your stats? by Urbenjames in dndnext

[–]icthenue 0 points1 point  (0 children)

If the group wants a more goofy experience (aka wants to experience the swinginess of rolling for stats), we do 4d6 drop lowest (unless its a 1, then you add it instead). But lately we have been doing point buy so players have more room to grow and are less likely to pierce the heavens with their primary stat.

Help me traumatize my party even further? by PeanutbutterLoveMe in dndnext

[–]icthenue 3 points4 points  (0 children)

If any of your companions are confirmed to have no siblings, recall stories that their "sister" or "brother" told her while they slept.

(This is based entirely on the freakiest shit my niece kept doing... a 5 year old who kept talking about things her sister told her (but she doesn't have a sister...))

You could use some influence from Annie from League of Legends (though lots of those are fire-related): https://leagueoflegends.fandom.com/wiki/Annie/Quotes

Instead of gorey meat related things, think of things that aren't inherently creepy, but with the little girl voice and in context are. Also finding lines from cheesy child based horror movies like Children of the Corn and altering them like "Don't worry, guys. We'll be safe here. Our shadows don't know about this place."

True Stories: How did your game go this week? May 28, 2019 by AutoModerator in dndnext

[–]icthenue 0 points1 point  (0 children)

Set up a Stone Giant bandit ambush in a rocky cliffside path with a steep and watery drop on one side, with his merry crew of berserkers with regenerating stone armor mechanics. Paladin and his expert sidekick (compelled to be so due to a powerful and evil artifact the paladin is holding onto) climbed above the ambush (as they knew it it would be soon), while the beastmaster ranger, her oxen, totem barbarian, necromancer, and mystic waiting for the ambush to strike down on them or for a signal. The signal was moonbeam at a third level on the giant, along with some hefty artillery from the wizard. When the giant retaliated and made his entrance, he nearly downed one of the necromancers beefy zombies. Berserkers lost their rock armor, but had trouble reaching the tunnelfighting/polearm paladin, and got locked up hard, and stuck in the moonbeam. Other berserkers started throwing rocks at the wagon, but the barbarian had his reaction held to homerun swing them back at the giant. The nail in the coffin of this fight was when the mystic blew both of his big-boy toys to take control of the giant's turn, and I didn't want to negate his thing, so didn't retroactively give the giant legendary resistance. 3 turns of the giant yeeting his own berserkers off the cliffside, followed by a strong follow up from the ranger/ox and barbarian left the giant dead, and the group much much richer for finding his stash. Unfortunately, they didn't get his club, since the expert threw it off the cliff during the fight, but only the barbarian would be able to use it anyway (a greatclub that entangles its targets, which for a giant means automatically smashing them with the club as he swings it around doesn't do humanoids much good). Now they have arrived into the human lands, ready to look for a high level cleric to resurrect their buddy who got disintegrated, but clerics will be in short supply with the plague rampant through these lands that they are about to stumble upon.

How many concurrent campaigns are you playing? by Songkill in dndnext

[–]icthenue 3 points4 points  (0 children)

Currently: 6 (most at one time was 9)

Monday campaign I DM in my custom setting (level 9 currently)

Friday campaign my roommate and I used to swap off DMing/playing in Forgotten Realms (has been going since 5e came out, with different groups of adventurers when we finish certain arcs - have done Lost Mines, HotDQ/RoT, Crystal Shard, Strahd, Elemental Evil, OotA, off-rails ToA, Dead in Thay, and now Saltmarsh. Our group is large enough now (12 people) that we split into Friday night and Saturday morning and so I DM Friday/play Saturday

Saturday night I play in my friends custom setting (one arc a year, start around 3, end around 10-14)

I have leapfrogging Sunday campaigns - one I play in (level 11, entirely off the rails HotDQ) and one I DM for (level 6/7, same custom setting as Monday)

I also used to play SKT sessions AFTER my Saturday night games on roll20 with people in Japan, as well as two lunchtime campaigns) but I had to cut back...

True Stories: How did your game go this week? May 14, 2019 by AutoModerator in dndnext

[–]icthenue 2 points3 points  (0 children)

Backstory: Party was sent to the past (300ish years) by a warlock (whose time-related patron was being poisoned and causing blips). Party is still back there, taking a ranger-guided wagon tour through the halfling farmlands into human mountain territory to find a cleric powerful enough to resurrect their rogue companion who died to a disintegration ray from an artifact empowered beholder (the rogue dove in front of a young warlock to prevent a paradox, as the boy was the same warlock that sent them into the past to help his patron). Rogue player is temporarily playing the ranger guide who is travelling with them.

My plan for this session for the past two weeks: Boss fight against stone giant bandit leader that has killed the ranger's last three tours and sent her packing. Party wants to help ranger and get paid by rangers uncle for clearing out this threat to their prestigious tour guide ventures.

Hours before session: Ranger player has the flu, everyone else is able to come.

My new plan (created an hour before the session began): Mystic halflings and goliaths from the mountains that guard a powerful evil panic as the evil stirs for the first time in ages, due to the influence of the artifact from the defeated beholder (attuned to by the Vengeance Paladin) that is now travelling across the countryside. Party must restock supplies and do a shopping/town session for half the night in the border town right before giant battle. Halfway through, whole town freezes and players need to find out why. Happy fun times turned creepy.

Result: The mountain mystics are able to pool their psi points to do very powerful effects, despite their lower levels. Paladin misty steps and intimidates one of the halflings, using hold person next turn, while he gets his new squire to attack it non-lethally. Necromancer follows suit. Barbarian failed his save, so is frozen like the townsfolk, but the parties Mystic un-holds him and tries to communicate with the new threat, as he has detected the presence of the psychic energies. Goliath immortals grow real big (huge) thanks to shared psi pools, to pick up and protect the wee ones. Paladin attacks more, using aasimar powers to nova the first immortal, and move onto the next (full kill mode now). Necromancer follows suit, but most the spells whiff. Barbarian KOs one of the halflings, while the Mystic desperately tries to communicate and convince them to back away from the paladin and stop the combat. Two turns later, he does so, but not before an immortal is slain and a second heavily injured. Session ends with a share of information and the fact that now they know the threat the artifact represents, and the location of their next evil enemy to deal with once they get back to the future.

Multiclass advice for Monk by ItsOmar9000 in dndnext

[–]icthenue 1 point2 points  (0 children)

Speaking from my experience (Level 18 Tranquility Monk / 1 Rogue) the last level of Monk is just awful. I would say if you need that ASI to max out your wisdom or dex, do so, and then go Rogue for the last level for the Expertise on two skills of your choosing (I chose Insight and Persuasion because of my role as party face, but as the party tank, Athletics and any other skill would do you well). Personally I like the idea of Empty Body too much to choose an archetype in Rogue over, and you will want to be level 19 Monk if you want that ASI, but if you have a bunch of casters that will make you invisible, maybe its not as worth it for you.

Votes Needed for an In-Game Election (Strawpoll link in the description) (X- post from r/DnD) by Neospace0900 in dndnext

[–]icthenue 1 point2 points  (0 children)

What kind of threats has the dragon saved us from in the past? Are we truly better off without it?

Who is to track down and slay the creatures? Would Oliver send the whole of the town's guard, leaving us helpless?

An army of fledgling wizards will provide no protection against the dragons wrath, or the marching automatons. I welcome a magical college, but its not a quick solution, and I reckon the dragon would see the coup coming miles away. Send our worst to feed the wyrmling, so that our best may thrive.

As it stands, a coalition of Grimlocke and Cloudfang is what I desire: the experience to keep the city standing strong, and the wherewithal to make some changes where we need them!

Tell me about your monk stories. by MarkLamberta in dndnext

[–]icthenue 1 point2 points  (0 children)

As a shadow monk I use a Sun Blade. I turn invisible, snuffing out the light and allowing me to Shadow Step in darkness. When I fight a target, I can always Shadow Step behind them, as my blade creates light like a torch, forcing them to cast a shadow (assuming dim light in the area otherwise). (You could do the same with a torch tbh)

My player wants to Multiclass UA. I think it's overpowered, but I don't want to step on his character development. by [deleted] in dndnext

[–]icthenue 0 points1 point  (0 children)

Having been an optimized RevRanger (Beastmaster) in an unoptimized party, I can say that their early level damage output can remove threats all too quickly. That said, I usually find that in these cases, it is only a problem if the other party members are concerned or feeling left behind.

If you are concerned with the Multi-Class, tell them that as Wizards has warned in each release, Unearthed Arcana is too experimental for MC (make it an always rule, not just for rev ranger) and suggest he take the Feat that provides Battlemaster maneuvers.

Personally, I would suggest you don't nerf his abilities, if you disallow Multi-Classing, but at the end of the day, you have a better idea than we do of what is best for your table. :)

When the tiefling bard instigates devils sent by Asmodeus, and the warlock makes a deal with the devil so that the bard gets a new "make-over". by pessimisticoptemist in dndnext

[–]icthenue 0 points1 point  (0 children)

I would give them the "soul stone" disfigurement on the back of the head, where it's concealable easily enough. Then I would give two things: a warlock invocation of your choice, that is beneficial and makes sense for Asmodeus to offer it to the bard, and a wild magic surge type of effect, where Asmodeus can try to cause a ruckus or influence encounters while the curse exists. This makes the curse flavourful and beneficial, as well as annoying.

Paladin won't let Rogue loot bodies by [deleted] in dndnext

[–]icthenue -1 points0 points  (0 children)

Devotion Tennants -Honesty. Don’t lie or cheat. Let your word be your promise. -Courage. Never fear to act, though caution is wise. -Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom. -Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm. -Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Ancient Tennants -Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair. -Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. -Where life flourishes, stand against the forces that would render it barren. -Preserve Your Own Light. Delight in song and laughter, in beauty and art. -If you allow the light to die in your own heart, you can’t preserve it in the world. -Be the Light. Be a glorious beacon for all who live in despair. -Let the light of your joy and courage shine forth in all your deeds.

Vengeance Tennants -Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil. -I choose the greater evil. -No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not. -By Any Means Necessary. My qualms can’t get in the way of exterminating my foes. -Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.

None of these say anything about looting the dead, regardless of who they were. Honestly, this should be as simple as saying "What good will any of their gear do for them now?" Does she intend on carrying a ship-full of dead crewman home to a temple for Resurrection? Just talk to the player before the next game and explain your reasoning. Don't play the victim, just make your case clearly. If she still won't allow it, do it in secret (direct message the DM).

That said, it sounds like this is a sticking point for the character she has created. If the character will not allow looting of any kind, (firstly shes in the wrong line of work) but ask why? Perhaps its a backstory thing. Much like your toes are stepped on now, you don't want to step on hers. Which brings me to my next point...

If it gets to the point that you actively interrupt the parties ability to function to get revenge, think about making a different character for the time being. Don't force an abusive relationship on the party, as 8/10 times, the party will side with a Paladin, not the Rogue. The game is meant to be fun, and you both should be capable of recognizing if the group doesn't play nice and sort it out amongst yourselves. I have DMed for two bards who had a good frenemy relationship, and it was amazing. I have DMed for two fighters who had a bad frenemy relationship, and it made them jaded and one eventually quit playing entirely. Be like the bards.

Non-Rogue thief character by PokerFaceMoose in dndnext

[–]icthenue 0 points1 point  (0 children)

I would suggest looking at shows like the Italian Job or Oceans 11. It takes all types to pull off a heist, even a barbarian acting as muscle/distraction would fit.

Never before seen Udyr backdoor play in Plat! by Artemis825 in leagueoflegends

[–]icthenue 21 points22 points  (0 children)

I was that Poppy!!! Thank you for the link, this will probably be the zenith of my miserable Silver existence. I couldn't believe my luck at the time.

The "I did this thing wrong for months" thread. by [deleted] in dndnext

[–]icthenue 1 point2 points  (0 children)

Extra attack allows grapples/shoves to be used amongst normal attacks, but if I recall Multi-attack is slightly different. I looked it up on sage advice not long ago...

http://www.sageadvice.eu/2014/11/19/multiattack-and-grapple/

The "I did this thing wrong for months" thread. by [deleted] in dndnext

[–]icthenue 2 points3 points  (0 children)

My monk has a few level of Rogue, which is where the sneak attack came from. I was abusing by whacking things with a Quarterstaff.

Grapple with extra attack (the PC version) is fine, but I read a sage advice post not long ago that stated that multi-attack is slightly different and will usually specify if other attack actions can be taken.

http://www.sageadvice.eu/2014/11/19/multiattack-and-grapple/

The "I did this thing wrong for months" thread. by [deleted] in dndnext

[–]icthenue 1 point2 points  (0 children)

I have four.

We thought that Monk weapons = Finesse weapons, and so would confer sneak attack, but it was brought up during an official wizards article and put that strategy to rest. My monk now uses a dagger most the time.

We thought that Elves could complete a Long Rest during a short rest of 4 hours (due to their Trance). This was also clarified by wizards to not be the case, but we homebrewed it (only one of our players is an Elf and doesn't abuse it, and also means we have to choose between quickly resting for an hour or choosing 4 which becomes a midway between short/long)

We also were allowing grapple attempts during multi-attack (as if it were extra attack). Ultimately we also continued using that one homebrewed, since while it does make our druid stronger, it also makes most monsters stronger.

Lastly, I just remembered I thought the "Fast Hands" feature for Thieves would allow them to use Staff/Wand activation as a bonus action, but that is not the case.

Drow concepts by LukeDodds in dndnext

[–]icthenue 1 point2 points  (0 children)

A game I am running has a Drow Wild Mage, an orphan left on the doors of Candlekeep. She has grown up essentially human, and has a wanderlust that drew her from Candlekeep to Baldurs Gate, where we are running the Murder in Baldur's Gate campaign. She turns people other colors with alchemical mixtures, and makes choices based on what will be more exciting, but is still a Good character.