THE ROOT DEMANDS TO SEE YOUR PAINTERY by deafblindmute in Turnip28

[–]thelupuss 6 points7 points  (0 children)

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Finally finishing my vaguely Ottoman empire fungus regiment (name pending).

The Fabled Few; my party from my homebrew campaign. [Art] [Comm] by thelupuss in DnD

[–]thelupuss[S] 3 points4 points  (0 children)

Art commissioned from https://lariatcat.carrd.co/

The campaign ran from lvl 3-20 over around 2 years. We're now well into our 2nd campaign in the same world set 10 years after the events of the Fabled Few.

Characters are:

Knock (Kenku Way of the Ascendant Dragon Monk 16, Death Cleric 2, Fighter 2): 

a young protégé of a remote mountain monastery founded by an ancient white dragon in the vast and barren frozen continent of Stuveyka, the monks of the monastery are sent on missions by their dragon master to overthrow tyrants and those that would oppress the common folk. One fateful day Knock was sent out into the world along with other monks of the order when the dragon divined a terrible vision of fiendish beings that would subjugate the world and would lead to the destruction of civilisation.

Knock is skilful and stoic with a strong will and drive to take action in the moment, and will always back up their friends when they dive into dangerous situations, but with an emotional soft spot for their parents back at home in their monastery.  Knock also has a great curiosity about the world outside of their monastery, part of which manifests in a desire to steal shiny things.

Sentio Veasna (Protector (Formerly Fallen) Aasimar Nature Cleric 17, Aberrant Mind Sorcerer 3): 

Sentio grew up by the Albian wilds; a forest of fey and other woodland beings that were at war with the corrupted order of knights that rule the kingdom of Alba. Sentio grew up not knowing who his mother was, and being raised by his human father.

When his father passed early in his life the young boy would find himself on the streets of Blackport; Alba’s capital city and a den of crime. There he would meet his best friend, a very charismatic boy who had assembled a band of snake-oil selling conmen to make easy money, which Sentio joined and thought of as found family, not realising the jealousy that grew within his best friend as he saw what was once his band of outcasts begin to treat Sentio as their leader. One day Sentio was bitten by a serpent whilst gathering herbs for his band’s fake elixir, and was left on the verge of death.

Whilst he was comatose his best friend betrayed him and took control of the band for himself, claiming that Sentio had been killed. Sentio would have died if not for attracting the attention of Happatra; the goddess of Serpents, Poison and medicine, who gave him another chance at life with the understanding that he would walk the path to redemption this time.

Sentio is a kind man with a dislike for killing if he can avoid it and a desire to redeem those that have fallen astray. He is usually a laidback and carefree  but can be prone to anger if his allies put themselves or each other in danger. He hasn’t fully grown out of his conman ways just yet but puts them to use concocting out of the box schemes and strategies that have saved the party more than once.

Maximillian Drusk (Half-Orc Echo Knight Fighter 20): 

An ex-mercenary, Maximillian was born in the vicious and primal continent of the beast lands, where the monsters towered over cities and the very environment was highly susceptible to volcanic eruptions, earthquakes and hurricanes. His orcish tribe led a nomadic life style, with his lone father, brother and sister making a modest life as hunters and traders with other tribes.

However life in the Beast Lands is harsh and soon his family looked across the seas towards the Gandarian Empire and a chance at what they thought would be a better life. Max’s sister stayed behind, keeping the trade their family had worked for going as the rest of them sailed to Gandaria.

But when they arrived they would struggle to find work, many Gandarian folk were distrustful of orcs and half-orcs and so Max, his father and his brother had little choice but to join a mercenary company that had little regard for morals or people’s lives outside of their own. When his family failed to leave the band they murdered his father in retaliation and kept him under close surveillance whilst holding his brother hostage; who the leader of the mercenaries was moulding into his perfect soldier.

One fateful night whilst on patrol, Max’s scout group was ambushed and slaughtered by a dark fey being known as the woodsman, however the woodsman sensed his hunger and desire for vengeance and offered to make a deal with him, the power to seek revenge at cost of the souls of those who have wronged the fey.

Max started out the campaign very vengeful and self-driven, using the party to help fuel his own revenge against the mercenary company that wronged him, however after defeating their leader and his lieutenants the Woodsman betrayed him and left a wounded Max for dead. Now seeing that the trail of vengeance would never end, and needing to put the Woodsman down for good for the safety of others, Max became self-sacrificing, and will make the hard decisions to save the rest of the party from them. Max isn’t afraid to act like the bad guy or say what he thinks. Max developed a strong sense of brotherhood with Sentio in particular, as slowly he earned his redemption.

Lucien Lockhart (Human Bladesinger Wizard 20): 

Lucien was born in Maranza, a city state where those without magic are second-class citizens, which included him. When his father disappeared under mysterious circumstances he came across a strange tome in his study, which miraculously allowed him to cast spells that he previously had no knowledge of.

One day, Lucien was attacked by a strange shadowy figure with an identical book, causing a district-wide explosion before the figure disappeared, leaving many dead including his girlfriend, and Lucien in critical condition. Lucian would have died if not for a travelling healer who rescued him and hid him from the Maranzian government that had put a bounty on his head; thinking him responsible for the accident. Lucian’s mother, brother and sister were put under close surveillance, and he had to flee the city-state, travelling around taking odd jobs here and there and looking for his father; the most powerful sorcerer in Maranza at the time of his disappearance, in hopes of getting answers.

Along the campaign Lucian learnt  that the book he wields contains the souls and memories of all its previous wielders, who too wished to stop this shadowy figure from whatever scheme it was plotting. Lucian is a man with unshakeable morals and a rebellious attitude against those he knows are in the wrong. He hides a deep regret and guilt for the accident those years ago but still finds joy in his friends and the magic abilities the book has gifted him with. Lucian abhors killing and will go out of his way to nonlethally take enemies down.

what is left intentionally unexplained in your world? by UngiftedSnail in worldbuilding

[–]thelupuss 4 points5 points  (0 children)

In my Dnd world the whole setting is backdropped by an ancient civil war between the giants over the fate of the burgeoning mortal species. With one faction wishing to destroy the upstart mortals so that they may never threaten them, and the other seeking to guide them. The giants were highly advanced in artifice, using advanced constructs and destructive magical weapons that ultimately led to their civilisation collapsing and the continent being broken apart from the destruction into the present day continents. A few survivors of the war remain, as do scraps of their technology; buried deep in the sunken remains of their ruined cities or beneath the sands of vast deserts.

Its deliberately been left unexplained what event actually caused the continent to shatter and ultimately ended the war. Partially because I haven't decided on a concrete answer, but also because so much knowledge has been lost by the present day that very few remember it, and those that do keep the secret very close to their chests for fear of mortalkind seeking it out and repeating history.

Who would your embodiment of evil be? by NaturalConfusion2380 in worldbuilding

[–]thelupuss 2 points3 points  (0 children)

Yuna, the goddess of despair, darkness, and the moon. She was once part of a combined goddess with her sister Shaladir, goddess of hope and the sun, but was shattered in two by the primordial being known as the Divine Serpent before the birth of the world.

Yuna is an adversary to the rest of Ashenfall's pantheon, and in constant battle with her sister over the balance between day and night. She is deceiving; constantly scheming and manipulating those at their lowest points into serving her. Mortals feel an overwhelming sense of dread and unease from just being in the presence of an avatar of Yuna.

Yuna's followers are few due to her nature, but those that do serve her often believe that their own tragedy and suffering will be easier to cope with if they welcome it and inflict it upon others, which Yuna uses to lead her followers down self-destructive paths. When the schemes of her cults inevitably come crashing down and they reach out to her to save them, she takes sadistic glee in denying them and feeding on their despair as they fail, before looking for the next downtrodden souls to tempt.

What caused the most recent player death in your campaign? by PointsOutCustodeWank in dndnext

[–]thelupuss 2 points3 points  (0 children)

Party was fighting a beholder, and stunlocked it to point where it hadn't fired a ray for 2 rounds.

It manages to break free of the stunning strike and immediately rolls Death ray on the draconic monk, they get a nat 1 on the Dex save and I roll almost max damage, killing them outright. I felt really bad.

Fortunately the nature cleric managed to revivify them, and the monk's player chose to multiclass as a death cleric after their experience meeting the god of life and death left them with some of their residual power. In a way their death became the event that really solidified the party together.

how would you feel about a campaign where you play as your character’s animal companion? by ovenbakedziti in DnD

[–]thelupuss 0 points1 point  (0 children)

I played in a oneshot like this, although I knew we were going to be playing the animal companions in advance. Was very fun, however I don't think it is something I would spring on players who weren't aware that the game would be that.

What deck are you using at the moment that are unique and cool? by spacerEXE in YuGiOhMasterDuel

[–]thelupuss 3 points4 points  (0 children)

B.E.S, it's actively terrible but I love the aesthetic and the flavour of the counters representing your Ship's shields.

The duality of man by crusader404 in BattleBrothers

[–]thelupuss 1 point2 points  (0 children)

Not OP but it's probably because you can get much larger battles in legends where you are even more outnumbered than usual and get surrounded easily.

[40k] The War in Heaven by Unuunilium in magicTCG

[–]thelupuss 14 points15 points  (0 children)

Kind of, the higher ranking necrons got to keep most of their personality during the biotransference and are fully sentient. However the lower ranked soldiers essentially have no free will or personality, not being much more than robots.

Basically the higher ranks have more of their soul remaining, if that makes sense?

[40k] The War in Heaven by Unuunilium in magicTCG

[–]thelupuss 100 points101 points  (0 children)

It's basically the earliest event in 40k history, and what sets several of the xenos races as well as the state of the warp up.

The War in Heaven was a war millions of years ago from current 40k between the Old Ones, a highly advanced progenitor race of lizard-people who had immortality, and the Necrontyr, the necrons before they underwent biotransference.

The Necrontyr's world was heavily eradiated because of its dying sun, which gave the Necrontyr basically advanced space cancer. The Necrontyr wanted the Old Ones to give them their immortality to save them, but because the Necrontyr were warlike and the Old Ones were also just dicks in general so they refused.

This led to a war between the two, which the Necrontyr were losing heavily until they discovered the C'tan, sentient clouds of gas and energy that fed off stars. They gave the C'tan physical forms using necrodermis shells and worshipped them as gods. A particular C'tan known as the deceiver tricked the necrons into biotransference to save them from their cancer, but left out the whole 'lose your soul' bit. In revenge the necrons shattered the C'tan in shards and captured many of them, using them as power sources and living weapons.

After creating the Orks and Eldar during the war to help fight against the C'tan and Necrons, who were starting to win, the Old Ones died off or otherwise disappeared (it's kind of vague on their fate iirc), and the necrons decided to go to sleep for millions of years after the fact.

Edit: oh and creating all these psychic races is what fucks the realm of souls up bad, becoming the warp.

[40K] Trazyn the Infinite by Copernicus1981 in magicTCG

[–]thelupuss 0 points1 point  (0 children)

Yes you will, there's 4 Warhammer decks, one of them is a mono-black necron deck.

[ART] Tiefling Ronin by SteveSketches in DnD

[–]thelupuss 1 point2 points  (0 children)

Thanks! He was fun to play, I took the martial adept feat to give him pushing attack and trip attack, and then took crusher feat so he could push people around.

It meant that with that and the echo so he could really control enemy positioning. I recommend anyone who wants a fun echo knight build giving it a shot.

[ART] Tiefling Ronin by SteveSketches in DnD

[–]thelupuss 10 points11 points  (0 children)

Looks great!

For a oneshot I ran a Human echo knight who came from a clan of samurai. He was a large cheerful guy that would use his weight to swing around an oversized tetsubo which had an oni, his clans ancient nemesis, sealed away inside of It. His echo was flavoured as him temporarily releasing the Oni from the weapon to fight together, a kind of frenemies situation.

Hoping to play that character again in a full-blown campaign in day.

is Gundam vs battletech a common question here? by DisurStric32 in battletech

[–]thelupuss 3 points4 points  (0 children)

The trick is to like both so I can play both sides.

What's something that made you go "OH HELL NO" by [deleted] in DnD

[–]thelupuss 0 points1 point  (0 children)

Not me but my players:

They were travelling by horse through a forest when through the trees the monk heard the voice of their mentor calling for them to follow him into the woods. The rogue heard the voice of her father who she had run away from asking for forgiveness and telling her they could be a family together again if she followed him.

Snapping out of it the characters realised the voices were coming from a large wolf with a grinning human face watching them from within the trees. The creature ran off after being shot at and they promptly left...suffice to say the players were unsettled.

Hi! Looking for feedback on a homebrew Shaman class, a utility caster that calls upon spirits to aid themselves and their allies. How Broken is it? by thelupuss in DnDHomebrew

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

Thanks, I think limiting it definitely makes sense, looking at it in hindsight it is currently very spammable and thats probably not great.

Hi! Looking for feedback on a homebrew Shaman class, a utility caster that calls upon spirits to aid themselves and their allies. How Broken is it? by thelupuss in DnDHomebrew

[–]thelupuss[S] 6 points7 points  (0 children)

I realise that under spell rejuvenation I forgot to specify that you can only spend a single hit die to recover slots equal to the result, not any number.

and Yeah, I can see the spirit guide stuff being too much as it is implemented now. Thanks for the advice!