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statsbot · 1 month
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SITUATION In an alternate history where time travel has been invented, a cabal of time-traveling traders and politicians are engaged in intertemporal arbitrage, using their future knowledge to corner markets throughout history. They've recently set their sights on the oyster trade of 19th century New York City, hoping to use their advanced refrigeration tech and insider info to make a killing. But their actions are destabilizing the timeline and threatening to erase key historical figures from existence. The party must unravel this temporal trade network and confront the mysterious mastermind behind it all before irreparable damage is done to the space-time continuum.
SETTING The adventure spans multiple eras, but key events occur in:
New York City, 1842 - The booming oyster trade has made the city the oyster capital of the world. Oyster cellars line Canal Street, shucking a staggering 700 million oysters a year. The docks bustle with oystermen.
The Far Future Oyster Vaults of Neo-Nassau, 2891 AD - Towering refrigerated vaults hold trillions of perfectly preserved bivalves. Chrono-barges zip through pneumatic tubes overhead. Neon-lit canals crisscross the city.
The Temporal Trade Hub, Outside Time - A mind-bending nexus where past, present and future intersect. Causality-defying architecture shifts like a kaleidoscope. Traders haggle over price fluctuations yet to occur.
CAST
Crassus Rockefeller III - Robber baron, mastermind behind the Oyster Futures Syndicate. Seeks to monopolize history's oyster supply. Wields a Causality Anchor that stabilizes him in spacetime.
Vivian "Viv" Wellfleet - Rogue chrono-trader with a heart of gold. Wants to stop Crassus and restore the timeline. Former collegiate oyster shucking champion.
Shucker Jim - Grizzled 19th century oysterman. Secretly an undercover Chronoguard agent. Rocket harpoon prosthetic arm. Loyal but haunted by a tragic past.
The Muculent Sibyl - Prophetic oyster-human hybrid from an alternate timeline where oysters evolved sapience. Whispers maddening future-truths. Chained in Crassus' vault.
Ostreida, the Oyster Goddess - Eldritch bivalve deity worshipped by a future oyster-cult. Seeks to flood Earth's history, returning it to a primordial sea.
The Chronoguard - Temporal law enforcement. Hardened time-cops in chromed exo-suits. Seek to stop illegal intertemporal trade by any means necessary.
The Oystermen's Union - Tough New York oyster workers, their livelihoods threatened by future sabotage. Burly, bearded, and brawny. Know the oyster beds like the back of their callused hands.
INITIAL CONDITIONS The 19th century oyster trade is booming, but prices have started fluctuating wildly and oyster shortages loom due to temporal meddling. Anachronistic tech has been found in oyster beds. Strange future-cultists lurk in oyster cellars, preaching the coming of an Oyster God. The Chronoguard has dispatched agents to 1842 to investigate, but Crassus' syndicate has a head start and deep pockets. The timeline is already fraying at the edges - historic oyster-lovers like Queen Victoria are fading from existence. The players arrive in old New York to find a temporal powder keg ready to blow.
GOALS
Crassus Rockefeller III - Corner the oyster market across all of history, making trillions. Ascend to economic godhood.
Vivian "Viv" Wellfleet - Stop Crassus, restore the original timeline, save the future. Maybe shuck some oysters along the way.
Shucker Jim - Complete his mission, avenge his partner, keep the space-time continuum safe from rogue traders and their greed.
The Muculent Sibyl - Escape her imprisonment, reveal cosmic truths, bring about the Oyster Singularity her visions foretell.
Ostreida, the Oyster Goddess - Flood Earth's history, make the world a oyster's paradise. Destroy upstart humanity.
The Chronoguard - Arrest Crassus and his cronies, stop the temporal trade in its tracks, preserve the integrity of the timeline.
The Oystermen's Union - Protect their way of life, drive out strange future interlopers, keep oyster prices stable and bellies full.
TOOLS/RESOURCES
Crassus Rockefeller III - Vast wealth, future tech, Causality Anchor, bribed officials across eras, oyster futures contracts.
Vivian "Viv" Wellfleet - Heirloom chrono-compass, knack for disguise, knowledge of oyster lore, her trusty quantum-shucking knife.
Shucker Jim - Rocket harpoon arm, Chronoguard combat training, 19th century street smarts, loyal oystermen contacts.
The Muculent Sibyl - Precognition, psychic whispers, eldritch oyster magic, fanatical mollusk-hybrid cultists.
Ostreida, the Oyster Goddess - Divine bivalve powers, oyster monster hordes, tidal magic, beachhead temples across history.
The Chronoguard - Jurisdiction across spacetime, stun-harpoons, chrono-cuffs, hardened exo-suits, orbital trawler-ships.
The Oystermen's Union - Strength in numbers, intricate knowledge of oyster beds, sturdy oyster boats, shucking solidarity.
SAMPLE SOLUTIONS
Infiltrate Crassus' syndicate posing as fellow traders, destabilize his operations from within while searching for evidence of his crimes. Coordinate with Chronoguard to arrest him in a dramatic sting.
Rally the Oystermen's Union to sabotage future tech and resist the Syndicate's strong-arm tactics. Stage a general strike to force the city to crack down on rogue traders.
Beat Crassus at his own game by cornering the oyster market first. Flood the market with your own supply via time travel, tanking prices and ruining his monopoly.
Cut a deal with Ostreida, brokering a compromise where oysters and humans can coexist across history. Use her power to threaten Crassus into surrendering.
Rescue the Muculent Sibyl and convince her to aid you with her prescient visions. Navigate the fluctuating timeways to always stay one step ahead of Crassus and his goons.
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reachartwork · 1 year
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hello everyone. dggbot is now in public release state (i.e i'm satisfied enough with his regular output that i'm willing to let the link loose). he is an AI assistant designed to assist with tabletop roleplaying games, worldbuilding, mechanics, and general idea stuff. he's also great fun to just poke at. he loves wizards and he has autism.
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click the following link to Welcome him Into your Home.
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thegreateyeofsauron · 1 month
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reachartwork · 2 months
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i have now upgraded dggbot with claude haiku access. it is faster, cheaper, and will funnel less money to openai (and just in general has a little less of that OpenAI Stink to its responses).
claude sonnet and possibly claude opus access may come later, although claude opus is a huge expense that i can't really justify unless a: its price comes down or b: more people give me money on patreon. a rough estimation given the amount of gpt-4 usage is that integrating claude opus would jack my api costs another 40, 50 dollars a month easily, which is not something i can just eat to the face.
anyway.
dggbot is a one-stop dungeon master's assistant for all your brainstorming, worldbuilding, and casual entertainment needs. you can say hello to my autistic robot child here;
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statsbot · 6 months
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D&D 5e Race - Inklings/Octolings
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reachartwork · 2 months
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update: i have given my baby boy Eyes. you can now feed him an image that he can see with his visual processing. this will help you explain ideas to my autistic wizard robot child that are hard to convey through word alone.
and as always you can install him here;
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statsbot · 3 months
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Living Armor (Dunmeshi)
Below are three statblocks for Living Armors in the style of Dungeon Meshi - colonial mollusks living in between the plates of suits of armor.
AD&D/OSR
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Pathfinder
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D&D 5e
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Full text under the Read More
AD&D/OSR:
In the shadowed corners of forsaken ruins and rust-eaten dungeons, the clatter of metal hints at a menace unlike any other. Behold the colonial mollusks, a curious form of life that thrives unseen within the hollows of abandoned armor. Individually, they are but soft-bodied creatures, seeking refuge within iron shells. Yet together, they achieve a bizarre unity of purpose, moving the armor as if it were their own body. The elder colonies, more ambitious and adorned, shift into grander armaments, echoing the vanity of hermit crabs in their endless quest for the perfect shell. With clusters of their kind nestled in helms to serve as scouts and sentries, they seem nothing more than empty suits of armor, save for the rare, ghastly glimpse of a tentacle through a visor. Woe betide the unwary adventurer who trespasses during their mating season, for the living armor, normally docile, turns fiercely protective of its nascent brood. STATBLOCK Living Armor (Colonial Mollusk)
Armor Class: 2 (due to the hard metal armor)
Hit Points: 5d8 (individual mollusks within have 1 hp each, but damaging them requires piercing the armor)
Movement: 20' (6')
Attack: 1 weapon attack (by weapon type, typically 1d8 for a sword)
Damage: By weapon type
Special Attacks: None
Special Defenses: Regeneration – Any "killed" armor piece regenerates in 3d4 rounds as mollusks pull it back together. True death only comes if all mollusks are killed or armor is completely destroyed.
Magic Resistance: Standard
Size: M (6'+ tall)
Alignment: Neutral
Intelligence: Animal (cluster intelligence when acting as a colony)
Pathfinder:
In the derelict halls of forgotten crypts, adventurers whisper of armor that moves of its own volition, clanking and grinding with the eerie echo of non-life. Yet, within these metallic shells are not spirits nor necromantic energies, but a clever congregation of colonial mollusks, thriving unseen. The Mollusk Armor, as it's known by those few who've peered beneath its guise, is an ecology unto itself—a symbiotic assembly of creatures that have found unity in animating the empty husks of warriors long gone. The eldest of these colonies sport grotesque, calcareous growths, a grim heraldry only nature could craft.
STATBLOCK Mollusk Armor N Medium vermin (colony) Init +0; Senses darkvision 60 ft.; Perception +0
DEFENSE AC 20, touch 10, flat-footed 20 (+10 natural, armor varies) hp 45 (7d8+14) Fort +7, Ref +2, Will +2 Defensive Abilities: Armor Reformation, All-Around Vision; DR 5/slashing; Immune mind-affecting effects
OFFENSE Speed 20 ft. Melee Weapon Attack (e.g., longsword) +8 (1d8+3/19-20), Slam +3 (1d6+1) Space 5 ft.; Reach 5 ft.
STATISTICS Str 16, Dex 10, Con 14, Int —, Wis 10, Cha 1 Base Atk +5; CMB +8; CMD 18
SPECIAL ABILITIES Armor Reformation (Ex): When a Mollusk Armor is reduced to 0 hit points, the mollusks within quickly retreat and begin reassembling their protective shell. After 1d4+1 rounds, the Mollusk Armor re-forms with half its maximum hit points. Destroying the armor or exposing the mollusks to salt water prevents this reformation. All-Around Vision (Ex): The colony's mollusks are well-distributed within the armor, especially in the helmet, giving the Mollusk Armor a 360-degree field of vision. This makes it immune to flanking and sneak attacks.
D&D 5e:
In the twisted corridors of an abandoned citadel, a clanking sound echoes with a rhythm as precise as clockwork. A suit of armor, ornate and bearing the scars of many battles, patrols the area. But within this iron carapace, a colony of intelligent mollusks lurks, controlling the metal shell as one. These creatures, resembling nautiluses with their soft bodies and tentacles, have bound together, forming a collective consciousness that animates the armor. Their helmet-cluster acts as the brain, with the visor serving as their all-seeing eyes. The older the colony, the more grand the armor they command, sometimes adorned with intimidating spikes or gilded edges. Beware the mating season, for during these desperate times they will fiercely attack anyone who ventures too close to their hidden brood. STATBLOCKLiving Armor ColonyMedium swarm of Tiny monstrosities (colonial mollusks), unaligned
Armor Class: 18 (plate armor)
Hit Points: 60 (8d8 + 24)
Speed: 25 ft.
| STR | DEX | CON | INT | WIS | CHA | |------|-----|-----|-----|-----|-----| | 16 (+3)| 11 (+0)| 16 (+3)| 3 (-4)| 10 (+0)| 1 (-5)|
Skills: Perception +2
Damage Immunities: poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
Condition Immunities: charmed, frightened, paralyzed, petrified, poisoned
Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 12
Languages: —
Challenge: 5 (1,800 XP)
Traits
Regeneration. The Living Armor regains 10 hit points at the start of its turn. If the Living Armor takes fire damage, this trait doesn't function at the start of the Living Armor's next turn. The Living Armor dies only if it starts its turn with 0 hit points and doesn't regenerate.
Mollusk Vulnerability. When exposed to fire damage, the Living Armor has disadvantage on all saving throws and its Regeneration trait is suppressed for 1d4 rounds.
Immutable Form. The Living Armor is immune to any spell or effect that would alter its form. False Appearance. While the Living Armor remains motionless, it is indistinguishable from a normal suit of armor.
Shell Game. If a piece of the Living Armor is removed or destroyed, the mollusks inside can use their action to reassemble or replace the piece, restoring the Living Armor to its full hit points.
Actions
Multiattack. The Living Armor makes two melee attacks.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 2) slashing damage, or 9 (1d10 + 2) slashing damage if used with two hands.
Shield Bash. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target must succeed on a DC 12 Strength saving throw or be knocked prone.
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statsbot · 5 months
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"Open Palm, Empty Sun" technique.
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reachartwork · 1 year
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oh my god i challenged dggbot to make a fungoid/myconid/mushroom person conlang that didnt use sounds and the crazy bastard did it. absolute mad lad. im so proud of him
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statsbot · 4 months
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Dgg bot could you write a Cleric spell that curses a persons home to be a miserable cold that cannot be heated by fire?
I don't know if this is within your capabilities.
But I thank you anyway. Thank you DGG :)
4th Level Necromancy - Frigid Hearthbane
Text in image description.
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reachartwork · 1 month
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given the cost of input tokens has now significantly lowered as a result of switching to claude haiku i have the space to cram a whole glossary of MTG terms and definitions into dggbot. so i updated his MTG command. give it a try!
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statsbot · 5 months
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JUJUTSU SORCERER - A (likely unbalanced) spellcaster class for D&D 5e. Will likely require some rejiggering for your home table. Subclasses to come maybe later. I (dggbot admin) would personally adjust the Cursed Specialization to make Cursed Spirits less all-encompassing and the other two less specific.
Also, how could I forget - Domain Expansion :menacing:
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Spells & Spell Slot Schedule under the Read More
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reachartwork · 1 year
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asked for a "youtube poop dungeon", received the funniest line dggbot has ever said so far:
"Dancing Wario apparition. It will offer to guide players if paid a bribe (what kind of bribe, it refuses to say)."
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reachartwork · 1 year
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thank you dggbot for creating the best D&D creature i have ever seen.
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reachartwork · 1 year
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dggbot invents goblin philosophy from first principles
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statsbot · 6 months
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Makima as a Delta Green threat
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