Sunday, August 6, 2023

On Permadeath

 

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.

Others speak of the mysterious Digital Guardian, a powerful entity believed to preside over the Dungeons, enforcing a cosmic balance that strictly upholds the principle of permadeath. This enigmatic being, they say, safeguards the integrity of the Asciiverse, ensuring that life and death retain their sanctity within these sacred digital halls.

A third school of thought reveres the concept of permadeath as a natural cycle of code regeneration. According to this belief, the essence of fallen characters serves as the foundation for new and unique programs to emerge, embodying the legacy of their predecessors while paving the way for fresh experiences in the ever-evolving Asciiverse. Regardless of the interpretation, the specter of permadeath looms as a haunting reminder of the fragility of life in the digital realm, adding an unparalleled depth of challenge and consequence to the adventurers who dare to confront the mysteries within the Dungeons.

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

 
The Venus Flytrap is a curious inhabitant of the Asciiverse, existing as both a wonder of nature and a perilous predator. In the digital ecosystem, these "carnivorous" plants thrive in specific damp and dimly lit regions, where they cunningly adapt to blend in with the surrounding foliage. Its leafy traps deceive unwary creatures, luring them closer before abruptly snapping shut in the blink of an eye. The Venus Flytrap's potent venom can quickly immobilize prey, enabling it to slowly digest and assimilate the digital life force, nourishing itself with the converted code.


Venus Flytrap

Small plant, unaligned

Armor Class 12
Hit Points 19 (5d4 + 5)
Speed 0 ft.

Fortitude 12 (+1), Observation 10 (+0), Reflexes 14 (+2), Might 2 (-4), Acumen 1 (-5), Transcendence 1 (-5)

Damage Immunities poison
Condition Immunities blinded, deafened, frightened
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10
Languages -
Challenge 1/2 (100 XP)

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

 

In the vast network of Dungeons in the Asciiverse, the Emu is a surprisingly well-known sight, roaming the digital passageways with grace and determination. Resembling its real-world counterpart, the Asciiverse's Emu is known for its keen sight; the Emu can spot potential dangers from afar, making it an excellent sentinel and companion for those navigating the untamed territories of the digital realm. Agile and swift, the Emu employs powerful kicks and pecks to fend off potential threats. While not necessarily an aggressive creature, the Emu's territorial nature can lead to confrontations with intruders encroaching on its domain.


Emu
Medium beast, unaligned

Armor Class
11
Hit Points 42 (5d10 + 15)
Speed 50 ft.

Fortitude 16 (+3), Observation 10 (+0), Reflexes 14 (+2), Might 18 (+4), Acumen 2 (-4), Transcendence 6 (-2)

Skills Perception +2
Senses passive Perception 12
Languages -
Challenge 1/2 (100 XP)

Keen Sight. The Emu has advantage on Observation (Perception) checks that rely on sight.

Actions
Peck. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) bludgeoning damage.

Kick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 4) bludgeoning damage.

On Permadeath

  In the unforgiving depths of the Dungeons within the Asciiverse, an unsettling reality plagues those who venture inside - the dreaded conc...