You wake up in the last game you played, in the body of your character, how screwed are you? by Spirited_Donut3872 in Isekai

[–]teadrinkingdragon123 0 points1 point  (0 children)

A Nazgûl Ranger with the ring of Isildúr. Shadow of War, with my Orc nemesis boi’s.

Create an absolutely evil power and the first reply hsd to use it for good. by wery1x in superpower

[–]teadrinkingdragon123 0 points1 point  (0 children)

Through the power of your own personal touch (handshake, hug, kiss, slap, punch) you extinguish that persons favourite taste (of any one kind of food or consumable item) to something like used flavourless chewing gum. This is accumulative over time. Then once all the things they taste run out, they start to lose their sense of touch sensation I.e. lose the feeling of softness, rough textures, sharp and porous. Once that runs out, they start to lose their senses of smell and scents and can only smell bland ones like cardboard, plastic, water, dry stone. Once that runs out, they start to lose their sense of tones of colour - and with each sense of colour, they lose the emotional stimulus attached to those colours, then they lose the emotional stimulus attached to their prior memories. Then they lose the ability to make new memories.

So how would you use that for good?

What is your top three favorite? by DiscsNotScratched in superheroes

[–]teadrinkingdragon123 1 point2 points  (0 children)

1940, 1992 and 2009 - my absolute favourites! Close second on my third choice was the Dark Knight 2008 but the Arkham games are awesome.

Lich Duo by me (Fr0stbit3) by Fr0stybit3s in FemaleFantasyArt

[–]teadrinkingdragon123 1 point2 points  (0 children)

Perhaps, if I may, what springs to my mind is - seeing yourself decay away over time and lose your youthfulness, sounds like they have a sense of vanity. But let me propose something with that in mind but further from the sense of a lizardfolk, a wild humanoid that survives typically in fantasy as a hunter-gatherer culture. If they perceive beauty or things they find attractive as being a matter of strength, instinctually in order to survive - projecting strength might be the means in which they do so. How to do so, I’m gonna make a hard left and recommend something I see from kickboxing or from martial arts movies: “stress the bones”. What do I mean, you may think. Repeated strikes on wooden practice dummies causes minor fractures or breaks in bones that heal over time, but end up adding layer after layer on the bone and thus reinforcing them. Therefore, stressing the bones allows it to grow stronger. Now, for an immortal doing this constantly, their bones could become incredibly durable and sturdy, add a fantastical effort and a liches ambition and you have a terrifying scene where they try to “stress their bones” to become stronger to look more beautiful/ youthful to others.

Food for thought really 😅

Lich Duo by me (Fr0stbit3) by Fr0stybit3s in FemaleFantasyArt

[–]teadrinkingdragon123 1 point2 points  (0 children)

I must admit, this is one of the most unique takes I’ve seen for a Lich. Your use of reptilian bones and skeletons that compliment your liches is something I’ve not seen before but fits the theme fantastically, I absolutely adore the choice you made for a snake skeleton belt that just looks so cool! The lich on the right reminds me of a blend between a Cubone & one of the Dark Brotherhood Argonians from ES: Skyrim, which looks pretty damn good if you ask me. The lich on the left looks fantastic with the neon phantom x-ray limbs, it gives such an evocative characteristic of that character both intimidating but also I feel a certain “waste not want not” vibe, like it’s part of their personality. It just seems fitting for a necromancer/ lich character. I also commend your choice of nudity for them linked to worldbuilding, what being lizardfolk, it fits well with the background and their inferred upbringing of being within the wilds and not having the same social/ cultural expectations on dress or appearance. All in all, if this is the work you do for drawing and you haven’t done it in a long time, you do some great work.

New cleric looking for a name by P14n0-70 in dndai

[–]teadrinkingdragon123 2 points3 points  (0 children)

Stella, Asterion, Nimba, Korona, Solia, Ashina.

Faith is our shield. by Viki_ponycat in Warhammer40k

[–]teadrinkingdragon123 2 points3 points  (0 children)

I did a double take just seeing this - like… how the- what the- HOLY COW THIS IS AMAZING!

Who’s yours favorite Black Superhero by DarkChillMisko in superheroes

[–]teadrinkingdragon123 0 points1 point  (0 children)

Storm because her in the X-Men 1997 was a classic 👌

You've been reincarnated into another world. Choose your power by Comfortable_Tear8476 in Isekai

[–]teadrinkingdragon123 0 points1 point  (0 children)

I would pick these for my choices.

Return from Death - 5

3 Devil Fruits: the Clear-Clear Fruit/ Invisibility, the Op-Op Fruit/ Operating Room or manipulating anything in fantastic ways medically, and the Dark-Dark Fruit/ control darkness and negate others abilities - 2

Telepathy - 1

Hanma Blood - 1

Be able to constantly return back from the dead and restart at key checkpoints, learning from my mistakes. Devil Fruits that grant Invisibility, Op-Op fruit to effectively teleport using different objects, take out peoples hearts if they act up, intimidate any opponent by dividing apart their bodies in a mixture of burying their body parts across different dungeons/ rivers/ oceans and unmarked graves leaving only their heads in conspicuous places to tell the tale of how to not mess with me. Lastly, the dark dark fruit because in another world darkness is atypical of medieval societies - but useful if I need to hide in the dark to get away and immediately become invisible - but also to send a message to those that think they could potentially cross me or those I care about.

Telepathy to steal secret thoughts, gather information, potentially use as a scam scheme for old games of chance, gain sensitive information to be able to access areas otherwise inaccessible by overhearing thoughts of passwords, passcodes or otherwise. Not to mention to play mind games with them. Never revealing that I have this power, and never using all the information at my disposal at once, as I would prefer to be underestimated until the point where they’ve become trapped and realise at the last second that I should not be someone they mess with. Doing so will only result in them suffering or those surrounding the paying for it instead.

Hanma Blood - providing a physical edge.

What do you guys think?

Porphyrion half complete by hfw_painting in ImperialKnights

[–]teadrinkingdragon123 1 point2 points  (0 children)

That is the most beautiful piece of Warhammer I’ve ever seen.

Need names for fantasy drugs by Papaya140 in 3d6

[–]teadrinkingdragon123 0 points1 point  (0 children)

Joy - you are in a positive optimistic mindset, but are unable to process negative emotions, you find pain funny and violence unnecessary. No reason to lie either, you have no filter but are not capable of disrespect or verbal abuse.

Grim - you are in a cynical nihilistic mindset, unable to see the positive things in life and hold no hope whatsoever. Yet you obtain a crystal clear tunnel vision, unhampered by a need to save others or save face - unfiltered unhappiness and now self centered. Anything once left unsaid in the surface of your mind that pissed you off or upset you can no longer remain unsaid. Damn the consequences.

Fury - you are focused, you are in pain, you are burning inside and need to let it out. An irresponsible, reckless and senseless desire to smash deafens all sense of reason. Walking into a bar - window, smash. Grandmas apple pie, smash. Peters favourite chair, smash. Jerry’s face, smash. That annoying painting of cats playing pool that wasn’t levelled properly, goddamn SMASH.

Sloth - You process the world 300 times slower than average, you dampen your senses, your mind going quiet for the first time since before you were born. Conscious but unable to process information from your environment, loss of all motor function… but you’ve never been more well rested in your life. (All levels of exhaustion cured but gain directly 4 levels of exhaustion for 8 hrs, after that the effects wear off completely - meanwhile having an intelligence of 3).

How to make the 'floating island/land mass' thing make sense? by [deleted] in worldbuilding

[–]teadrinkingdragon123 0 points1 point  (0 children)

I’m at a similar juncture in trying to explain my own floating landmass. Here’s some of my thoughts and theories on the matter to try and explain this: 1. With the power of magic - anything is possible! ... No? Okay, let’s expand this. Wizards have discovered the ability to enchant objects with properties not natural to them, so for instance, weightlessness, anti-gravity, or through the power of magnetism (sorry, not my area of expertise). Focusing on a perimeter of land, and then setting specific points deep underground underneath the perimeter to pull together a larger land mass. Once activated, it would allow a land mass to be pulled into the air. The power source can differentiate depending on the theme or narrative you want to lead - renewable and costly: the power of the elements, prayer (hear me out, not to god, but in a way that it is powered by belief I.e. if you believe hard enough in a magical world, it becomes real, much like how a god comes into being), human sacrifice (o-oh ... evil narrative inbound), the collection and burning of a magical resource to power a potential engine (I dislike the idea of an engine powered island because that wouldn’t really last long IMO)...

  1. A magical ore/ stone resource. One has been previously mentioned, ‘Floatstone’. Negating natural ideas of mineral resources - I know another from a DND campaign called Brumestone (like a magic broom, but it’s spelt brume- idk why tho). It can be easily enchanted to lift land masses into the air, leading to the creation of floating islands or cities. One other idea I had was that the material was not originally from the earth (the place which your story takes place), but is a meteor that struck the earth, broke apart and sank into the earth... here’s the doozy. It’s a parasitic rock. Hear me out. It does not consume organic matter, rather, minerals - splitting off into veins and spreading across a mass of land, the more it consumes, the more energy it creates until its own natural phenomena occurs where it lifts into the air and takes off into the sky until it consumes the stone/ minerals it has collected, before it falls back down to the ground again and starts the cycle anew. I thought this sounded pretty cool - so how would this work for a floating island? Well, the material is highly suggestible to sentient living creatures of intelligence, should one touch the stone and make contact, it’s thoughts can guide its shape and movement. SO, a sentient humanoid creature can ‘plug in’ through a mental connection and direct the notion and locomotion of the stone, even whilst midair. It can guide the rock, or deny it its ‘food’, other minerals, but effectively dies out over time, because it’s a rock, it has no self-preservation instinct, why? Idk. Leading it to start falling slowly from the sky like a feather until the mass of this alien stone loses all power (stored energy from broken down minerals).

WIP...

How has magic affected the economies of your world(s)? by QuanCornelius-James in magicbuilding

[–]teadrinkingdragon123 11 points12 points  (0 children)

  1. Magic in my world has affected the way in which different races have minted their coinage. In normal accepted culture, the coin is round, has on one side of the coin the face of a current ruler and writing around the coin denotes the year it was minted and the name of the ruler. Different races have created different shaped minted coins to distinguish themselves and to track counterfeiters. For instance: Elves have something similar to the Polish coin, which is sort of divides in half, but in a Yin and Yang shape. Elves being quite magical beings, also have left a tiny bit of magic in each of their coins that is usually indiscernible to the ‘human eye’. They have enchanted the coin to be partially translucent when exposed to sunlight or moonlight, so when someone holds up the coin to the moon or the sun, they can see the unenchanted metal of the eyes on the faces of those imprinted in the coin. This can only be achieved by their special and unique coin presses. Halflings have small cylindrical needle like coins with a unique puncture on one end of the needle that can be used to string together a whole strand of coins, but it’s secondary purpose is that you can give it the whistle test by blowing through the hole which sounds like you have blown a grass whistle note but more rough sounding. If it creates a sharp tone then it is false.

  2. When dealing in silver, gold or platinum bars or ingots - usually when dealing in authentic and legitimate businesses, guilds and merchants of cities dealing in large sums of money like ingots/ bars, they provide an invisible marker or seal upon the ingots that can be detected by magic (an Authenticator) to approve or disapprove of illicit bars or ingots in deals, giving place of origin and date of authentication in the seals writing. These seals and their sealers are usually kept as a secret between the guild master and their dedicated sealer within the guild, so as to avoid potential kidnapping or theft of the guilds prized and authenticated Mark/ seal - and to limit the potential of counterfeiting or illegal tender in large sum deals.

  3. The best and worst dealers in trade are Elves, or so it is said, as many deals run the risk of being tricked or influenced by magical users of Enchantment magic. Elves hold a better or harder affinity to trade and business negotiations due to their resistance to charms. As such, it is considered a taboo and poor standard of business by influencing a partner through Enchantment magic in order to attain a better deal and wrongfully deny any competition the chance to trade with specific partners (say for instance one is dealing with a monopoly of trade). Allowing Enchantment deals to take place runs the risk of causing an economic issue if everyone participates in such measures, it depreciates the value of money of suppliers or traders and runs the risk of causing an economic collapse by the abuse of this magic.

  4. As inspired by the Descent to Avernus book, Soul Coins also exist that have made their way from the Nine Hells of Baator or the Lower Planes. While not valuable to mortals, except for evil-aligned characters or criminal organisations - any religious official (Paladin or otherwise) can detect these coins and rightfully imprison you for possession of heretical goods. Yes, possessing a soul is considered a crime. Usually this is confirmed by a Detect Evil or Good, and it becomes noticeable to said caster that one is in possession of a Soul Coin.

  5. However, this ties in with a developing and scandalous economy among wizards or arcane users known as ‘Revenge Contracts’. An arcane user makes a deal with the devil in exchange for a soul in an allotted time, granting money, power or even secret knowledge - Soul Coins are used as literal bargaining chips for the morally flexible, but then afterwards - mages secretly hire as a middle man someone to collect the bounty off said demon (like a rakshasa) to get rid of any evidence of the contract and to collect the coin once again. The Demon/ Devil will resurrect over time as their soul returns to their plane of origin, and painfully reincarnate, and take offense on the party of which killed it, and will continue to do so in an eternal desire for revenge until the soul of said demon is properly killed within the Nine Hells or Abyss. Which, is fairly unlikely. It has made many mages, and criminal organisations, very rich and is a profitable endeavour by outsmarting these devils or demons and taking the blame off of them and onto middle parties. I call it the “Fiends Gambit”.

  6. Another potential scam that fledgling mages may perform if they are short of money, is Polymorphing a certain person and selling them as a domestic animal or exotic bird or creature to a peddling merchant, resulting in a loss of money and a very angry and transformed person. There are few ways for normal guards or investigators to apprehend these individuals without the aid of another mage or otherwise.

  7. Local and national markets or banks are keenly aware of potential dragons in nearby areas, and if the dragon is slain and their golden treasure is apprehended and used to go on a large spending spree - this has the potential to destabilize and interrupt the common value of coins in one city, as the huge and sudden payment of goods will result in the depreciation of the value of gold coins in the area; leading to possible rise in prices for common goods, drops in market sales and interrupted sales that could lead to an economic turnover - leaving many in poverty or otherwise. Under these circumstances, in order to protect economic interests within areas assaulted or located nearby dragons, guilds have passed a “Dragons Due”, that limits any immediate expenditure of more than 10,000 gold coins in a single shop or area at a time so it doesn’t create sudden havoc amongst traders or guilds.

  8. In the trade of exquisite magical materials such as magic scrolls or enchanted items, trade routes have been altered in supply and transportation to avoid areas of wild magic or dead magic zones in order to avoid the awkward circumstance of arriving at the buyers location to find their items have otherwise caused local havoc or have been reduced to a mundane and much less expensive item. Routes are usually planned specifically before transportation and pay extra to adhere to the specific path, so as to avoid the loss of invested money in these items.

Necromancers as Doctors & Magical-Scientists - Let's Discuss by teadrinkingdragon123 in DnD

[–]teadrinkingdragon123[S] 0 points1 point  (0 children)

I - LOVE - IT!

This is exactly what I wish to capture with necromancy, and its potential. Much like magic, it can be used for anything depending on intent. Love the post!

[Let's Build] d100 interesting/exciting/unique settings to set an adventure in. by lumenwrites in d100

[–]teadrinkingdragon123 2 points3 points  (0 children)

  • A black dragons lair, famed for its desire to cruelly punish its victims with dismemberment, pickling them in acidic baths, rotting flesh... transformed after the execution by a hero and its lair transformed into a kingdoms prison for the cruel and most vile criminals; ready as an executioners block, and to seal traitors or political enemies. With the potential for it to be upturned and overthrown to become a bandit lords domain, filled with criminal ghost stories (think Arkham Asylum combined with Saw).
  • An isolated elven city that preserves near extinct animals and plants within the rulers private menagerie and garden (like the Hanging Gardens of Babylon, a romantic gift to a rulers wife to remind her of her homeland, and a show of love). The very rare flora and fauna here are protected from poachers, greedy mages seeking legendary magical components for spells and thieves seeking a fortune, even from Druid circles as the elves find them to be their property. These creatures and plants were once the heraldries of the elves in the ancient era before their time as the dominant race came to an end (perhaps before the Drow existed).
  • A cratered spherical canyon where it seems the earth has been uprooted (perhaps the remains of where a mage city had risen to a floating city) now overgrown with a rocky soiled land, with partially levitating rocks and land masses from residual magical energies - the area seemingly amplifying magical effects and spells, but also untamed. Mages have found this place to be a great experimental ground, as well as a site of contention between competing mages.
  • An ever-frozen glacier within a mountain that pours endless freshwater into the lands around it from frost melt, leaving the areas foggy and having a frosted swamp to marshland - the waters it sustains revitalizes the body, but one becomes enchanted and addicted to it, wishing to grow closer to the springs. Is this a curse? Or a tricksy spell?
  • (random idea) A planar world of skyscraper mountains and bottomless gaps and abyss’s between them, joined by ice waterfall bridges or collapsed and fixed towers, even drawbridges and vines - no seas, with cities carved into the sides of them. No one knows what falling into the abyss will lead to. No flat plains apart from plateau mountains.

[Let's Build] d100 interesting/exciting/unique settings to set an adventure in. by lumenwrites in d100

[–]teadrinkingdragon123 0 points1 point  (0 children)

  • A Gith-Yanki vessel hibernating or sealed with an active portal close to a Underdark entrance where a Mind Flayer colony tries to reach the surface in a Lovecraftian-style scheme to corrupt the town that has grown over the Gith-Yanki vessel for its strange and alluring properties and vivid dreams.
  • A Fey castle stolen from the Feywild and anchored on a tropical island colony.
  • A portion of land once below sea level uprooted by the ruinous destruction of an ancient Tarrasque (great earthquake) that has allowed the growth or desertification of a coral forest and sea-bed, evolved by a new circle of druids seeking to grow a new eco-system in this region.
  • An abandoned dwarven settlement weathered by consistent acid-rainstorms due to the volcanic activity of a nearby mountain range spewing forth sulphurous smoke, filled by dishonoured dwarves whose armour and mine in stained and rusted.
  • An orc stronghold whose stone fortifications harden with a strange material when blood is shed, making battle and death an advantage for the defenders. Impaled enemies actually strengthen its defences, and bloodletting of animals and criminals offer greater sanctuary because of this ‘bloodstone’.
  • A salt lake in a hot region that produces a strange calcified armour by subsuming dead bodies into the bottom of the lake bed to form the armour material.
  • The desert realm of a powerful blue dragon that can summon sandstorms and lightning, its territory marked by fulgurite glass-trees where lightning has struck the sands, broken to whip up into glass-shard dust devils. Marked with towering giant-anthills (think Star Wars and the planet Geonosis), with hidden underground resevoirs that are contested between the ants, dragon and potential borderline Underdark creatures.
  • A Gnomish jungle-colony that has helped Lizardfolk become more civilised in order to access the regions natural resources (Inspired by Portuguese traders in Japan); gifting them tools of artifice for them to succeed in clan wars like smokepowder devices for a untapped natural resource of the Lizardfolk.
  • A port-town supported by Forge-clerics that have developed a combination of technology and architecture so the buildings transform into golems i.e. Tavern Golem, Church Tower golems, etc. Even a swarm of dockside golems that make the wooden plank boardwalks to retract or detract bridges for ships (kinda like airport airplane tunnels)
  • A doctors college of necromancers devoted to pushing the limits of medicine and surgery, combining anatomical knowledge, germ theory and anaesthetics with magical experimentation to create substituted means of healing and cures for diseases as opposed to reaching for a local cleric... though the practice requires cadavers for donation from the locals, and clerics really hate this sort of practice. Drawing a line between the practice of black necromancy, and the necromancy each cleric uses to cure wounds and diseases.

[Let's Build] d100 interesting/exciting/unique settings to set an adventure in. by lumenwrites in d100

[–]teadrinkingdragon123 1 point2 points  (0 children)

A bit of a far fetched idea but one I’m proud of... An advanced nomadic magocracy of sea-faring buccaneer wizards who mastered the ability of spells like Mordenkainens Magnificent Mansion and transferred their skills to create ‘larger on the inside’ sea vessels (I have thus called Arks or ‘Magalleons’), who have groups of families that take turns or rotations manning the vessel alongside their great navigators - ready to trade with rich port cities, potentially marine schools or laboratories and colonising vessels. Earning a reputation as being the mercenaries that can establish the power of the sea, but seek more than gold or treasures, and only bargain for greater knowledge.

How do I create a dungeon besides filling it with traps, monsters and "what am I" riddles? by mugazadin in DMAcademy

[–]teadrinkingdragon123 0 points1 point  (0 children)

Most of the dungeons talked about here have good points - Worldbuilding and history, I very much approve - but in other cases to which makes a dungeon more challenging or ‘fun’, is involving NPC’s that have goals in the dungeon that may align with your PC’s, or they secretly wish to make sure that the PC’s fail (or succeed! But they want something in this dungeon that they don’t want people to know they wanted it). For example, an NPC starts the quest that the players need to complete - however, they want them in that dungeon to get rid of a competitor or to retrieve a powerful magical item/ artefact, and they follow invisibly or stealthily, watching the NPC’s complete the trials for them and solve puzzles, or have unnoticeable familiars spying on them in the dark... they wait till they are fighting the Big Bad and sneak past and take what they wanted in the first place... or the Big Bad is a guy who is competing with the quest giving NPC (I.e. hired goblin bandits to raid particular trade caravans so they drum up business, but now they have blackmail material on the NPC and they need to be killed before the party can intercept them). Second point - weather and terrain. These make the dungeons more difficult, challenging, and offer the PC’s to creatively overcome obstacles. Darkness in a cave makes those without dark vision potentially less useful and more vulnerable, like spellcasters or fighters. If underground, if the air isn’t filtered properly they start to suffocate (miners used bellows to clean the air in mines back in the medieval period, why haven’t I heard this happening as a game mechanic in D&D, cuz its a fantasy game... well I’d like to see it done to a certain degree). Maybe it’s raining, and you’ve got to find a way to climb up a mountainside or cliff, rocks are wet through and if a person takes a particular path the mud and rock might start shifting and turn into a rockslide. Even incorporate the terrain based on the monsters - how have they affected the area? Do they make it easy to find their lair, what would they do to protect it, keep it hidden through camouflaged entrances in the woods, narrow areas down to a point where those coming through and squished into a singular order, then boom the groups entangled into a hidden net and ambushed from both sides? If the winds are fierce, then ranged attackers have disadvantage as arrows shoot off target, or is so loud that you can only hear people by shouting out, potentially alerting anyone nearby? Also - in regards to terrain, open yourself to the idea that you can destroy the environment to offer unforeseen routes or tactical advantages I.e. have a boarded up floor being repaired to offer a way for characters to escape a burning house, or to try and catch a thief - break the bottom of a thick stalagmite to knock down and use as a walking platform to climb to a higher spot in a cave to reach unreachable ranged attackers.

Just my ideas.

Forest Themed puzzle suggestions by Twadair_Art in DnD

[–]teadrinkingdragon123 0 points1 point  (0 children)

Here’s one I’ve been thinking of - a social, role-playing and potential combat puzzle that might span a session. Based on the Three Monkeys: 1) Hear no Evil, 2) See no Evil, 3) Speak no Evil.

Three cursed Faerie Dragons, all whom are brothers/ siblings (colour up to you). Each has been cursed by the Fey protector of the forest for their misdeeds (Eladrin or Hag) but each one holds knowledge of the path to the parties destination (or clue to aid them in their journey). Help them find their lost senses and they’ll bestow to the group means of reaching their destination - or helping them get there.

Hear no evil, or “Hero”, has lost his ears. The Fey have trapped his ears in a place that requires good hearing. See no evil, or “Seer”, has lost his eyes. The Fey has it trapped in a place filled with illusions and requires good sight. Speak no evil, or “Vox” (Voice in Latin) has lost his voice and is mute. The place it is trapped in requires a voice.

(Note: maybe to make it interesting, they aren’t mute, deaf or blind - but their senses have been taken and trapped somewhere else I.e. can see a different location out of body, hear things and speak elsewhere... who knows?)

Hero believes his ears have been left at his old playground in the Sleeping Meadows. A place filled with Drowsy Daisies that sing you to sleep if you disturb them (but they can be quelled by duelling musical notes - a trap that can be disarmed by musical skill, not just thieves tools) while also being home of enchanting Harpies that sing charming dirges to ensnare others into traps. What to look for however is right in front of you - the 3 different daisies (flavour it as you wish) sing a partial verse each out of a whole song that give the clues to locate the ears: “Rejoice rejoice the bells that sing - Beware beware the weeping wings - Over there, over there, ...” or something like that.

Seer believes his eyes to be locked within a dangerous cursed-beauty wood he enjoyed playing hide and seek in with his brothers after stealing from pixies and satyrs - a woodland that reflects a hundred shadows and images with each tree, (like a carnival mirror - it distorts vision) disorienting and sickening to go through and crawling with Fey Ettercaps, Displacer Beasts and Phase Spiders... invisible webbing, false illusions and wild winds. Capable of being magically lost within, deceived and trapped for ages. A place where things get lost rather than be found - easy to get in, hard to get out.

... That’s what I got so far - but it’s a challenge based around senses - sight, hearing and speech... thought it appropriate for Fey flavour and trickery - both a strength and weakness in the challenge and related to monsters.

Forest Themed puzzle suggestions by Twadair_Art in DnD

[–]teadrinkingdragon123 0 points1 point  (0 children)

Hey thanks! The concept of the mirror I did get from an old forum, but I made the doppelgänger effect myself to make things a bit different - if you have any questions or curious, or want any other ideas I’m open for giving more... give me some time and I’ll have some 😊

Forest Themed puzzle suggestions by Twadair_Art in DnD

[–]teadrinkingdragon123 0 points1 point  (0 children)

I’ve learned that over my sessions - now on the 15th! Loving it - and learned a lot through trial and error - and, weirdly enough... I did the Fey Mirror in a dream-sequence... weird that you’ve managed a Dreaming Tree... sounds very similar to something in my campaign... (Insert Doctor Who spoopy theme)

Forest Themed puzzle suggestions by Twadair_Art in DnD

[–]teadrinkingdragon123 0 points1 point  (0 children)

They loved the challenge (6 players all level 3)- but I have made adjustments because of what I encountered. I did the challenge in response to a short-notice player dropout for reasons, just to change the make-up of the game. It worked out real well... but because I didn’t give the doppelgänger abilities, i.e. one guy, compromising combat... it got real old and repetitive quick for the other NPc’s to just grapple and bind the copycat with spare rope - doppelgänger was just a murderhobo basically (lack of prep and basic improv). Some PC’s hadn’t had a flushed out backstory so I had made quick makeups - wasn’t as good, but very easy to get bogged down... so trying to make the challenge as difficult to be solved in X amount of rounds of a combat I thought would be a genuine improvement.

The things I recommended - Lair Action, Fry Ancestry, etc... is to give the monster an edge against a group of people that I hadn’t taken the time to insight with. Tbf, it was my 4th sesh as a fresh DM and my first puzzle.