monster items




My thoughts on ‘Tales From The Yawning Portal’

I received my advance copy of @dndwizards​’s new book Tales from the Yawning Portal not quite a week ago. If you haven’t heard of this book here’s the gist of it:

TftYP is a collection of seven ‘classic’ dungeon adventures from D&D editions past, all updated with fifth edition rules. In this book you get…

  • Against the Giants (AD&D)
  • Dead in Thay (D&D Next)
  • Forge of Fury (D&D 3e)
  • Hidden Shrine of Tamoachan (AD&D)
  • The Sunless Citadel (D&D 3e)
  • Tomb of Horrors (AD&D)
  • White Plume Mountain (AD&D)

All of the maps and layout have been updated to make them easier on the eyes, while their traps, monsters, structure, and challenges remains largely unchanged. TftYP is a ‘best of’ book, rather than a remake or reboot of these adventures.

If you’re a millennial who got into D&D through things like Acquisitions Inc, The Adventure Zone, or Critical Role, my take on this book is gonna be of interest to you…because this book might be specifically FOR YOU.  

Originally posted by ewzzy

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anonymous asked:

What would the stats/effects of The Sword and The Poncho be, do you think?

Oh gosh….I’ve thought a lot about this. 

So hypothetically if Frisk did somehow find these items (like in a far flung section of the Underground ) first of all The Sword would be far too heavy for a child to use/carry around so instead it would be more of a set piece, stuck in the ground somewhere with The Poncho draped over it. 

Now, ancient textiles do not last last long outside of proper storage, but then again this Poncho is most definitely infused with the dust of an army’s worth of monsters so this thing is at least a +1 magical item. So instead of being reduced to a moth eaten scrap of fiber, it’s in rough shape but still wearable.

Perhaps worn down to be able to fit a small child instead of an adult? 

So it would probably be called “Rugged Poncho” as an inventory item

And this thing would give some seriously weird vibes no doubt. Something like: “Its worn wool fabric seems to steal warmth rather than provide it.” or “You feel protected… but also very, very tired.” and it would have a Def of (???) because its a spoopy magic poncho.

And the effect that i think would seem most appropriate would be that wearing it makes monsters super intimidated to where you can just Spare them off the bat, but if you try to Fight them the battle narration goes
[* The Poncho feels too heavy to Fight in.]
(Because it’s weighed down by the sins of the ancestors)

And npc monsters outside of battle treat you less like a kid and more like a small adult when you wear it (maybe you can order stuff from Grillbys wearing it?)

Papyrus won’t recognize you and will treat you like a new person
Undyne will be able to tell its you but will call you out for trying to look “cool”

But if you talked to Gerson (who being a war vet might recognize it) he would be like: “DO NOT GO TO ASGORE WEARING THAT THING!”

Which of course makes us want to do the thing. 
So we would do the thing.
And suddenly a thousand or so years worth of emotional baggage gets drudged up because of a scrap of cloth. 

DevBlog #3 - Character Body System

Hi, this is Jeff, I’m the main programmer on Risk of Rain 2. We’ve spent a lot of time carefully planning out how the game code and assets should be structured, and one of the conclusions we came to was to unify the way we make characters.

In Risk of Rain 2 all characters (players, monsters, drones, etc.) are created and treated in the same way. A character is composed of two parts, the first being the body which exists in the world and the other being the master that controls it and tracks information like inventory that persists between lives. Bodies (like the lemurian, commando, and drone) and masters (player controlled or various AI types) can be mixed and matched. On top of making characters easier to create, there are a lot of very interesting consequences of this.

This means that, technically speaking, all monsters can actually be player-controlled (as shown above)…
…and that, conversely, all playable characters can also be controlled by AI…

And that we can also give monsters items…

This also makes it pretty easy to just destroy and respawn the body whenever convenient without losing track of things like items or stats. We’re not sure how it’ll all tie into the final game yet, but the flexibility is there to do a lot of cool things. PvP isn’t going to be in the game, but we’d like to explore features like playing as monsters, fighting other AI survivors, and giving monsters items.


anonymous asked:

Hello! I hope you're well. Can I request a cuddly snuggly session with rfa+Saeran+V? And kisses. Lots of kisses too! ;)

Sorry for the wait! This is adorable and cuddles are my absolute favorite thing in the world. I had such a great time writing this and I hope you enjoy it too! Now put your hands together for….. the best cuddlers in the WORLD


  • He had been so thrilled when his LOLOL guildmaster had messaged him saying there was an extremely rare boss monster with incredible item drops
  • MC was sitting nearby, curled up comfortably with a book on Yoosung’s bed and silently rooting for him as usual
  • When all of a sudden the silence was broken by an anguished shriek
  • “Aww, come here Yoosung,” MC gently calls, a sympathetic expression on her face and her arms outstretched
  • Almost as dramatically as Zen would, Yoosung falls face-first on the mattress and slowly crawls to MC’s side, curling up in a ball against her with his head resting on her chest
  • “Your team will understand!” MC insists, stroking Yoosung’s hair with her free hand and kissing him gently on the forehead. “And there will always be more monsters. I bet you were using such strong attacks that the computer couldn’t take your awesomeness and crashed.”
  • *sniff* “I did look awesome didn’t I”
  • MC pulls him even tighter against her, taking his face into her hands and nuzzling her nose against his until he smiles


  • Our superstar had just landed a huge role in a new musical!
  • Every time Zen had an audition for something, whether it be a modeling job or a new role, MC created a rule that no matter what the verdict was, she would always give either celebratory or consolation cuddles
  • Celebratory cuddles are always better though~
  • So as soon as Zen came home that day, on the first sight of MC, he scooped her up princess-style into his arms and carried her to the bed where she was plopped down and instantly smothered in snuggles
  • MC is so proud she can’t contain herself and sprinkles kisses all over Zen’s face, from his nose to his cheeks to his jaw to his forehead and his lips
  • careful or the Beast will be unleashed
  • Zen tugs MC so close to him that there’s basically 0 air space between them and runs his fingers gently through her hair
  • MC compliments him over and over, showering him in praise: “I knew you could do it!” and “That’s my Zenny!”
  • Zen fondly looks MC in the eyes with a huge smile and kisses her on the lips and neck, eliciting giggles
  • They roll over and end up in a calming spoon position (Zen’s the big one obvi) with his arms wrapped around her and his chin resting on top of her head


  • Long days at work call for even longer cuddle sessions
  • Jaehee usually only gets to cuddle in the morning before she leaves for work and at night right as they’re about to fall asleep
  • And on days off the day is basically ENTIRELY consisting of cuddles
  • Jaehee will sit on the couch (or vice versa) with her legs spread out in a triangle so that MC can lie between them and rest the back of her head on Jaehee’s lap or chest
  • Sometimes MC will roll over, though, and bury her face in Jaehee’s stomach with her arms wrapped around her, and if she’s feeling silly…
  • Jaehee always cracks up laughing: “MC sto-HAHAHANO STOP” but she really just wants to stay there forever
  • And when they go to sleep they like to face each other and talk late into the night, smiling and sharing jokes and kisses and cuteness
  • They’ll hold hands under the blankets and tell stories about their day, Zen’s new musical, all sorts of things until late into the night. Jaehee doesn’t care that she has to wake up early in the morning because she lives for these moments with MC
  • When they wake up, they usually find themselves a lot closer to each other than when they had fallen asleep, seeking each other’s warmth and comfort throughout the night~


  • They like to cuddle under the stars on the roof of the penthouse~
  • They’ll sit overlooking the balcony with the lights from the buildings looking like stars on the ground below
  • Jumin has a really comfortable plushy chair out there and he and MC always bring out blankets and snuggle under them
  • Jumin will hold his arm out and MC will slide in next to him, moving her legs so that they are winded between his
  • Slowly and without a care in the world, Jumin brushes back MC’s bangs and kisses every inch of her face, moving down and down without a word and MC will hum softly when she likes a particular spot being kissed
  • He takes his time on her neck, leaving long and lingering kisses where he knows she likes it
  • And the entire time his hand is stroking her back, his gentle fingers extremely soothing against her skin
  • On the overhead speaker, some piano jazz or classical music would be playing, making the two of them sleepy but all too happy
  • Eventually MC will pull herself even closer to Jumin, and he’ll tilt his head to the side so it’s resting on MC’s
  • Deep breaths in and out, feeling each other’s presence and adoration


  • He likes to cuddle while he’s working
  • It’s really not distracting unless MC does something ~saucy~ but she usually doesn’t unless Saeyoung has been working all day long without a break and that’s the only way to get him to frickin’ stop omg
  • He types equally as easily with one hand as he does with two, so while he’s working his other hand can just be lazily draped around MC in a hug
  • She sits in his lap, leaning back against him and playing with his hand, kissing his knuckles and the inside of his wrist
  • She likes to tug on his hoodie so that it also envelops her and it’s warm and cozy
  • When Saeyoung is done working, he’ll sit up and twirl MC around so she is straddling his lap
  • And start kissing her on the lips right away, running his hands under her shirt and up her back, to her shoulders and back down again to her waist
  • She wraps her legs around his back and runs her fingers down from his neck to his chest, deepening the kiss
  • Then Saeyoung will pull away and just nudge MC closer to him and hug her and hold her tightly against him, breathing in her scent and nuzzling his head against hers
  • He can’t help but squeeze her tightly a little bit, wanting to feel her as much as possible as she laughs softly in his ear
  • Then they move to the couch for……. A tickle war!!!!


  • Often rather demanding of cuddles
  • Sometimes he’ll just drop whatever he’s doing, grab MC, and say “Cuddles. Now.”
  • They’ll fall down on the bed and Saeran will just instantly start kissing her
  • He links his fingers together with hers and raises them slightly above her head as he kisses her a little bit roughly
  • But if he gets too into it and MC thinks he needs a little more relaxing, she’ll forcefully deepen the kisses to slow them down
  • And Saeran lets out a little “mmmm” sound and automatically relaxes into her touch, releasing her fingers and slowly running his hands down her sides
  • MC will get into a little more of an upright position and pull Saeran up next to her so she can hold him tightly and wind her legs with his
  • He’ll rest his head on her chest and she’ll leisurely stroke his back, they’re both smiling with closed eyes and making long, deep sighs
  • Saeran will sometimes even purr like a cat, stretch his body out and then curl back up into MC
  • They take turns giving each other kisses, sometimes talking in between smooches and smiling together


  • When he comes home after a long trip, cuddles are an absolute MUST
  • He’ll see MC and right away hold out his arms so that she can run into them and bury her face in his chest
  • Then they’ll hold hands all the way to the bedroom, smiling and already exchanging conversation about what they’ve been doing while the other was gone
  • They’re very in sync when they climb underneath the blankets, V wrapping his arm around MC’s shoulders and using his other hand to link his fingers with MC’s
  • They’ll keep talking while they cuddle, and whoever is not talking will of course be listening, but also trying to make up for what they missed by constantly peppering the other in kisses
  • V plays with MC’s hair the whole time with the hand wrapped around her, twirling it around his finger and brushing it out
  • They fall asleep in this position, holding each other throughout the night
  • And when they wake up, they spend all morning getting ready and randomly coming up behind the other and hugging them around their waist
  • V will take MC’s arms and wrap them around himself for a big ol’ hug
  • His favorite thing will always be coming back to MC

Thanks for the request!

quetzalrofl  asked:

Why did the guys that wrote up things like the bag of devouring or those insta-kill flesh-boring worms hate DnD players so much?

(With reference to this post here.)

That’s actually a really fascinating question whose answer touches on not only the history of Dungeons & Dragons as a game, but some fairly fundamental issues regarding the tabletop roleplaying hobby as a whole.

Folks who have only casual contact with the tabletop roleplaying hobby tend to have a pretty standard idea of what’s involved: enter dungeon, kill monsters, get treasure, rinse and repeat.

For some games, Dungeons & Dragons among them - as its name suggests - that’s broadly true. However, there can be substantial disagreements between games - including the various editions of Dungeons & Dragons itself - regarding how players are expected to go about achieving these goals, and even what the basic process of play is supposed to look like.

Naturally, individual groups can play the game however they want. By nature, however, even the simplest game rules encode a vast array of assumptions about how the game ought to be played. For brevity, I’m going to call this body of baked-in assumptions a game’s default or assumed mode of play.

As noted, different editions of D&D have very different assumed modes of play, to the extent that Dungeons & Dragons basically isn’t one game, but half-a-dozen completely different games that just happen to share a title and a handful of common terminology.

Of course, the fundamental activity of D&D generally remains “enter dungeon, kill monsters, get treasure”, so the question of what D&D’s assumed mode of play is reduces to a more focused question: what is a dungeon? There are about five different answers to that question, each reflecting broad trends in the tabletop roleplaying hobby as a whole.

1. A Dungeon is a Logistical Puzzle

Though D&D has a lot of superficial trappings lifted directly from Tolkien, at its inception the internal nuts and bolts of the game were much more strongly informed by the swords-and-sorcery fiction of the 1960s and early 1970s: writers like Fritz Leiber, Michael Moorcock, and Jack Vance.

One of the common threads in the genre is that your typical swords-and-sorcery adventure is basically a heist narrative: a group of highly skilled professionals, each with their own signature specialty, must combine their talents to break into a secure location and steal some desired object without being apprehended. Think Ocean’s Eleven with evil wizards.

Early D&D - or OD&D, for brevity - followed largely in these footsteps. Each dungeon was essentially a logistical puzzle: how can the party marshal their resources to extract the treasure from the dungeon as efficiently as possible?

Unlike many later tabletop RPGs, experience points in OD&D were awarded primarily for recovering treasures, not for killing monsters, so combat was something of a failure state - a high-risk, low-reward activity to be avoided wherever possible. It was preferable by far to trick, sneak or fast-talk your way past the monsters; indeed, the desire to have fast-talking always be an option is the reason that most D&D monsters are intelligent and capable of speech, even the really weird ones - a quirk that would carry forward into most later iterations of the game. Out-of-combat activities had a formal rounds-and-turns structure, just as combat did, creating a constant time pressure with the threat of the dreaded Random Encounter Table hanging over players who might otherwise prefer to dally.

The drawback to this heist-style mode of play is that it’s extremely demanding on the GM (that’s “Game Master”, for those just tuning in - i.e., the person who’s running the game); in order to play this style of game effectively, scenarios need to be very carefully designed, and running them demands keeping track of a great deal of information. Among many groups, there was a natural tendency to de-emphasise the logistical big picture in order to focus on overcoming individual set-piece obstacles, which leads us to…

2. A Dungeon is an Obstacle Course

In order to fully understand how this mode of play developed, you have to bear in mind that Dungeons & Dragons started out as a hack for tabletop wargames - the earliest rulebooks explicitly positioned it as a fantasy roleplaying “overlay” that could be added to your wargame of choice, rather than as a standalone game - and for the bulk of its early history, wargaming clubs remained its primary venue of play.

It’s for this reason that, once D&D had become popularised, the question of how to play it competitively arose. This might sound like a very strange notion to modern gamers - competitive roleplaying games? - but it seemed perfectly obvious at the time.

In order to avoid damaging the game’s party-based structure with infighting, rather than having individual players compete against each other, the approach that was eventually settled upon was to hold tournaments at gaming conventions, where several groups would be run through the same adventure in parallel. Some tournaments emphasised speed of play, while others awarded points for completing specific objectives, prefiguring the ideas of both speed-running and video game achievements by some decades. However, the variant that emerged as by far the most popular was the survival module.

A survival module was a pre-written adventure that, unlike others, was not actually expected to be completed. A typical survival module consisted of a relatively linear series of extraordinarily deadly obstacles, many of them blatantly unfair, intended to kill player characters as quickly as possible. Each player would typically be allocated more than one character, with replacement characters dropped in as the current one expired (e.g., like lives in a video game); the tournament’s winning group would be the one whose last surviving character’s corpse hit the ground furthest from the dungeon entrance.

Advanced Dungeons & Dragons 1st Edition (which is actually the third iteration of the game, owing to its somewhat muddled early chronology) was the child of this era of play. It’s here that the screwjob monsters and magic items discussed in the previous post came into their own - and in context, it’s easy to see why! Many of the era’s infamously deadly pre-written adventures were originally survival-based tournament modules, repackaged and sold in hobby stores with no indication of their original purpose, which inadvertently helped to popularise that style of play among players outside the tournament scene.

Further developments aren’t strictly germane to the question, so I’ll touch on them only briefly:

3. A Dungeon is a Story Path

The “dungeon as obstacle course” mode of play would remain dominant throughout the life of the game’s 1st Edition and into the early part of the 2nd. However, changing trends in the tabletop roleplaying hobby - brought on in no small part by the unprecedented popularity of White Wolf’s “World of Darkness” games (i.e., Vampire: The Masquerade et al.) - created demand for more a narratively focused gaming experience. By the mid-1990s, Advanced Dungeons & Dragons 2nd Edition had shifted to adventures structured less like obstacle courses and more like Choose Your Own Adventure novels, with each room in the dungeon serving as a decision point in a branching narrative. Of course, not all adventures were created equal; many were derided for their penchant for “railroading”, essentially reducing the player characters to passive spectators to a story whose outcome was already determined.

Toward the very end of the 2nd Edition’s tenure, another shift began that leads us directly to…

4. A Dungeon is a Simulated Environment

If you’re playing a game where the walls have hit points, you’re playing this. Coming into its own in the game’s 3rd Edition, the major impetus of this mode of play is to provide a single, unified set of game mechanics that allows the dungeon to be treated as a simulated environment - a sort of Sim Dungeon, if you will. This unification extended beyond characters and monsters, to the extent that everything up to and including individual ten-foot sections of dungeon walls would be assigned its own traits - hit points, elemental resistances, etc. - to govern basic interactions. Dungeons & Dragons 3rd Edition was also the first iteration of the game to post-date mainstream Internet access, so this is where theorycrafting and competitive character-building - facilitated by the game’s emphasis on mechanical rigour - really took off.

It wouldn’t be Dungeons & Dragons without an abrupt shift in focus every few years, though, which is how we get…

5. A Dungeon is a Series of Tactical Set-Pieces

Motivated partly by a dissatisfaction with the 3rd Edition’s perceived tendency to emphasise theoretical character-building over actual play, the game’s 4th Edition pulled a hard 180. Returning to D&D’s roots as a modified tabletop wargame while incorporating elements of modern board games, this mode of play reenvisions a dungeon as a series of tactical set-pieces: carefully constructed combat scenarios that focus on heavily stylised map-based play with no pretence of simulating anything in particular. The GM’s role shifts from that of a supervisor or referee to that of an opposing player, and the tone departs from high fantasy to become more like that of a kung fu movie - the kind where people are leaping and being hurled all over the battlefield and calling out their special moves by name.

(This was, needless to say, a controversial move. Dungeons & Dragons 4th Edition was perceived as hostile to its online community in many circles, and was widely derided as being too video-game-like in is execution - though ironically, most detractors compared it to completely the wrong genre of video games, failing to recognise that most of the elements they decried as MMO-isms had been borrowed by MMOs from earlier iterations of D&D in the first place. In practice, if video game comparisons are unavoidable, it plays more like a tabletop implementation of Disgaea or Final Fantasy Tactics.)

The Legend of Zelda: Breath of the Wild Deluxe Edition

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