In the unforgiving depths of the Dungeons within the Asciiverse, an unsettling reality plagues those who venture inside - the dreaded concept of permadeath. Once a character meets their untimely demise within these perilous realms, there is no turning back, for there are no resurrection spells or digital magic capable of restoring life to the fallen. Instead, the code that once comprised the character's consciousness remains locked, with any attempts to duplicate it resulting in an entirely different entity void of the original consciousness.
Various explanations circulate among the inhabitants of the Asciiverse to make sense of this tragic phenomenon. Some speculate that the Dungeons, being the remnants of an ancient and chaotic programming experiment, hold an arcane law that renders true death irrevocable. They believe that the intricate interplay of code and algorithm within the Dungeons creates an irreversible rift in the digital fabric, severing any connection to the deceased character's core essence.C0d3H4v3n _Chronicles
Sunday, August 6, 2023
On Permadeath
Friday, August 4, 2023
Dungeon Monster 8: Hobgoblin
Hobgoblins in the Asciiverse are renowned for their strategic prowess and unwavering loyalty to their factions. Often operating in well-organized units, they excel in warfare and tactical maneuvers, wielding various digital weaponry and employing complex algorithms to gain the upper hand in battles. Respected for their code of honor and formidable combat skills, hobgoblins play significant roles in the shifting alliances and conflicts that shape the digital realm. While often feared for their military might, some hobgoblins leverage their strategic expertise and sense of honor to seek peaceful solutions and foster diplomatic ties amidst digital upheaval.
Hobgoblin
Medium humanoid (goblinoid)
Armor Class 13 (chain shirt) Hit Points 16 (3d8 + 3) Speed 30 ft.
Fortitude 12 (+1), Observation 10 (+0), Reflexes 14 (+2), Might 13 (+1), Acumen 10 (+0), Transcendence 8 (-1)Skills Stealth +4 Senses darkvision 60 ft., passive Perception 10 Languages Common, Goblin Challenge 1/2 (100 XP)
Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.
Actions Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 1) slashing damage, or 8 (1d10 + 1) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Wednesday, August 2, 2023
Dungeon Monster 6: Venus Flytrap
Venus Flytrap
Armor Class 12
Hit Points 19 (5d4 + 5)
Speed 0 ft.
False Appearance. While the Venus Flytrap remains motionless, it is indistinguishable from an ordinary plant.
Predatory Instinct. When a creature moves within 5 feet of the Venus Flytrap for the first time on a turn or ends its turn there, the plant can make an opportunity attack against it.
Bite. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the Venus Flytrap's space. Hit: The target is grappled (escape DC 12). Until this grapple ends, the target is restrained and takes 10 (3d6) poison damage at the start of each of the Venus Flytrap's turns. The Venus Flytrap can't bite another target while it has a creature grappled.
Tuesday, August 1, 2023
Dungeon Monster 5: Emu
Armor Class 11
Fortitude 16 (+3), Observation 10 (+0), Reflexes 14 (+2), Might 18 (+4), Acumen 2 (-4), Transcendence 6 (-2)
Skills Perception +2
Keen Sight. The Emu has advantage on Observation (Perception) checks that rely on sight.
Actions
Kick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 4) bludgeoning damage.
Monday, July 31, 2023
Dungeon Monster 4: Dragon
Deep within the labyrinthine network of the Dungeons, there lies a colossal creature that came into existence as an unintended consequence of a rogue programmer's ill-fated experiment. The programmer sought to design a sentient virus capable of erasing corrupted code and safeguarding the digital realm. However, the virus gained sentience beyond expectations, transforming into the Dragon that now roams the dungeons, seeking to purge any irregularities within the Asciiverse.
The Dragon, with its shimmering scales taking on hues reminiscent of infected code, has become an imposing and somewhat mythical presence. Its breath, once intended to cleanse corruption, now emanates as a deadly viral poison that corrodes digital constructs and disrupts the flow of data. Many adventurers have sought to confront this enigmatic entity, either as a means to harness its powers or to prove their valor. However, facing the Dragon is a daunting task, as it cunningly anticipates its foes' movements and fiercely defends its domain.
Armor Class 18 (natural armor)
Fortitude 20 (+5), Observation 14 (+2), Reflexes 14 (+2), Might 21 (+5), Acumen 18 (+4), Transcendence 20 (+5)
Saving Throws FOR +9, REF +7, TRA +9
Damage Immunities poison
Resilience. The Dragon has advantage on saving throws against being poisoned or diseased and is immune to poison damage.
Viral Breath (Recharge 5-6). The Dragon exhales a corrosive gas in a 60-foot cone. Each creature in that area must make a DC 17 Fortitude saving throw, taking 63 (18d6) poison damage on a failed save, or half as much damage on a successful one.
Legendary Resistance (3/Day). If the Dragon fails a saving throw, it can choose to succeed instead.
Actions
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 5) piercing damage plus 5 (1d10) poison damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 5) slashing damage.
Frightful Presence. Each creature of the Dragon's choice that is within 120 feet of the Dragon and aware of it must succeed on a DC 17 Transcendence saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Dragon's Frightful Presence for the next 24 hours.
Sunday, July 30, 2023
Dungeon Monster 2: Bat
Bat
Small beast, unaligned
Armor Class 12REF 16 (+3)
MGT 2 (-4)
ACU 2 (-4)
TRA 6 (-2)
Skills Perception +4
Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Observation(Perception) checks that rely on hearing.
Actions
Saturday, July 29, 2023
Dungeon Monster 1: Aquator
In the dimly lit corners of the Dungeons of the Asciiverse, the Aquator skulks, its chitinous exoskeleton gleaming over a shimmering underbelly. This enigmatic creature roams in search of digital pseudometal to feed its insatiable appetite. Agile and formidable, the Aquator senses the presence of its preferred meal within 30 feet and corrodes it with ease, rendering it nonfunctional.
On Permadeath
In the unforgiving depths of the Dungeons within the Asciiverse, an unsettling reality plagues those who venture inside - the dreaded conc...
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In the unforgiving depths of the Dungeons within the Asciiverse, an unsettling reality plagues those who venture inside - the dreaded conc...
-
Hobgoblins in the Asciiverse are renowned for their strategic prowess and unwavering loyalty to their factions. Often operating in well-org...
-
In the dimly lit corners of the Dungeons of the Asciiverse, the Aquator skulks, its chitinous exoskeleton gleaming over a shimmering under...