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#magic mouth
chronivore · 2 months
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What that tongue do 👀
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dnddiary · 2 years
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Puzzles: 2nd Edition
I have been trying to write this post for three weeks. Just haven't had time between work and school 😭.
But now that I have more than six seconds to string together here’s my second attempt at a puzzle post.
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All three of these puzzles are spins on the "locked door" scenario that you can set up instead of the standard "need key...find key" equation.
Puzzle 1: Hidden Ooze
You know what everyone loves? Gelatinous Cubes. You know what everyone hates? Six Gelatinous Cubes at once.
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Okay, so I'm being over-dramatic. We're going to make some modifications to the creature stat block to make this more of a puzzle encounter than a combat encounter, but there is an element of danger to it.
The Set-up: The adventuring party enters a large chamber made of stone. At the far side of the room is a large, ornately carved, circular slab. It looks as though it can swing inward, but does not respond no matter how hard it is pushed.
There are no sconces, torches, or lamps in the room. Sun light streams through a hole in the ceiling, which is surrounded by what looks like an enlarged stone iris. The walls are bare except for a large lever on the right wall.
In the center of the room are six stone cubes the size of a Small creature.
The Puzzle: As your party explores the room they find that the door won't open no matter what they do and a DC 10 Investigation check reveals that three sections of carvings, each a perfect circle, in the door are missing. The six cubes have no special properties and are just six cubes of solid stone. Pushing, pulling, or lifting one requires a DC 20 Strength check.
Most adventuring parties would explore the room first BEFORE pulling the lever, but when they do the stone iris in the ceiling closes (taking six seconds to completely close) plunging the room into darkness.
Now is a good time to review the rules of dark vision. While many DMs play as though dark vision provides normal sight in darkness RAW states dark vision allows characters to treat non-magical darkness as dim light. Dimly lit areas should be treated as lightly obscured, incurring disadvantage on Perception checks relying on sight. If you do not play with these rules this will be a much easier puzzle for your players, but hopefully still fun and engaging.
While the room is in complete darkness any of your party members able to see in the dark will notice that the cubes are gone and, if they succeed on a DC 15 Perception check, will notice that six transparent cubes are in their place. The gelatinous cubes are not immediately hostile to the party but will become so if touched, targeted, or manipulated. In three of the cubes are suspended three circular stone tablets that can be inserted into the exit door as keys. You could choose to reveal this information after the first Perception check or require an additional DC 10 Perception check for the player to identify which type of object the cube is holding. If you're feeling generous you can put gold, treasure, or other loot inside of the remaining three cubes.
The party must figure out how they intend to retrieve the three stone tablets. The cubes are only gelatinous while in darkness, under any light (sunlight, torches, magical light, etc.) they revert to stone cubes. Because of this, any party member who doesn't have or can't obtain dark vision through some means would be engaging in combat blinded. If the party does not want to fight the cubes to the death then they can attempt to pull out the stone keys by succeeding on a DC 12 Strength check and incurring 3d6 acid damage upon a success.
I've gone looking for spells that can help in this scenario and found the following:
Mage Hand/Telekinesis: succeed on the Strength check to remove the object without taking damage
Stoneshape: reshape the stone cubes to allow access to the objects inside.
These are just a few examples and I, personally, reward creativity.
Modifications: To make this puzzle harder increase the size of the cubes to medium, meaning most party members will need to be cautious of being engulfed. As small cubes the party only has to worry about small members being pulled in, so it's a game of keep away with the Gnome. Additionally you can increase the number of cubes for added difficulty.
To make the puzzle easier, don't follow the rules of dim light, allowing your players to make their Perception checks without disadvantage. For a lower level party you could also choose to halve all damage the cubes incur because of their smaller size.
Puzzle 2: Musical Doors
This one doesn't require musical aptitude, but it does require a way to play musical notes. If you don't have an instrument like a toy piano or something you can download apps that turn your phone into a keyboard.
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The Set-up: Your players enter a small cluttered room. Clearly this room was owned by someone who never liked to throw anything away. The nature and description of the clutter is up to you, but the room should not be larger than a 30-ftx30-ft square. On the other side of the room is an archway, but no door. An inscription on the wall reads "harmony opens the way."
The Puzzle: When your players reach the center of the room they simultaneously trigger nine different Magic Mouth spells (and we are being liberal with an interpretation of this spell). When triggered, nine items within the clutter sprout magical mouths and all begin to emit a musical tone.
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Choose which note each mouth emits so that they combine in an unpleasant, cacophanous way. Choose the major notes D, G, and B for three of the mouths and pick the rest at random, though it'll sound worse if you throw in some sharps and flats. Play all the notes simultaneously for your players and let them choose what to do next.
What you want the party to do is search the room. A DC 10 Investigation check will have them find a note tucked away with a command word. This command word stops and starts the magical mouths one at a time when spoken directly at them. The aim of this puzzle is for the party to silence all mouths except the ones emitting the notes D, G, and B, forming a G major chord. I would recommend taking notes about which item is emitting which musical note to help keep track of what notes to play for your players. When they play the correct chord a door magically appears, letting them progress.
Modifications: do you have a certifiable Mozart in your group? Increase the difficulty by putting multiple chords together in the initial phase and making the group isolate them separately (i.e. silence all the mouths except the G major chord, then silence all the mouths except the D minor chord). If you do this, give some indication of progression as each chord is completed. For instance, when they complete the first chord a doorway magically appears but it still won't open until the second chord is isolated.
Is your group fucking tone deaf? Make this puzzle easier by reducing the number of magical mouth spells that get triggered.
Puzzle 3: Legend of the Sun
The Set-up: The party enters a dark crypt with three Ornate stone sarcophagi lined up across the room. The door leading out of the room is blocked by a stone slab.
All three sarcophagi have a stone likeness carved into the lid. If the party inspects these likenesses they find that all three depict men in royal livery wearing a crown. All three coffins have inscriptions on them.
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The one on the far left of the room reads "Here lies the king of the rising sun."
The one on the far right of the room reads "Here lies the king of the setting sun."
The one in the center of the room reads "Here lies the king of the zenith."
On the walls of the room are depictions of the three kings riding on horseback under a bright sun. A DC 10 history check will reveal that all three kings are from the Sun dynasty who drew their power from the light of the Sun, while a DC 10 Religion check points out many symbols of Pelor, the sun god, lining the room.
The Puzzle: To unlock the door your players must shine a bright source of light (a torch or a spell that generates bright light) continuously down on each stone sarcophagus at the same time. For the king of the rising sun they must specify that they are shining it from the eastern side of the room, for the king of the setting sun it must be from the Western side of the room, and the king of the zenith must have it shine from directly above him. When all three light sources are shining at the same time the stone slab slides away, allowing the party to proceed.
Modifications: this is a very easy puzzle so there shouldn't be much need for simplifying it, but if your players are having difficulty they could attempt to glean hints through spells like augury or divination. Additionally a speak with dead spell can animate one of the king's bodies and the party can briefly question it.
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If you, instead, want to increase the difficulty you could require that each light be a specific color, orange for the rising sun, white for the zenith, and red for the setting sun or however you'd prefer. This would necessitate spells like the light, dancing light, thaumaturgy, or prestidigitation cantrips.
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egophiliac · 8 months
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another one that I'm not super happy with, but continuing to mess with it isn't going to help! so here he is! 🦇 there was a lot I was trying to get across in this one, so uhhhhh hopefully it reads.
we're almost out of unique magics now...just Ace (and maybe Grim?) left!
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faeriegirl · 8 months
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I believe in homu homu 💜
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aduckwithears · 1 month
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Haven't you fired a gun before?
Not as such...
Good Omens S2/Ep4
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ogbaze · 2 years
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[MUSIC]: Jazzy - Giving To Me Ft Magic Mouth
[MUSIC]: Jazzy – Giving To Me Ft Magic Mouth
Jazzy – Giving To Me Ft Magic Mouth Mp3 Download Fast rising and talented Nigerian music act, Jazzy come through with this brand new hit song titled “Giving To Me” featuring Magic Mouth. Listen And Download Below DOWNLOAD MP3
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View On WordPress
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iwriterobots · 6 days
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Hi! If you like robots and/or Magic: the Gathering, you should come watch this video I made where I am incredibly autistic about robots for 30 minutes!
youtube
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opioidbandit · 6 months
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My sons, they have every disease
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dapper-lil-arts · 3 months
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Finaly drew my ponysona fully! This is Bonbon, an earth pony that works as an underachieving artist in ponyville. literaly nothing else special about her exept her sour-ass personality lmao. Lives on her gf's flower shop and sells drawings and paintings from time to time. has a mean buck though (like mandy from grim adventures of billy and mandy lmao)
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jellysnail-draws · 10 months
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Um butterfly bog, anyone?
I literally love this mosquito looking goblin man
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bruciemilf · 2 years
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Jason: You're a bad dad lmao
Bruce, nodding sadly: I know. Dick told me that too, and -
Jason:
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Dragon age inquisition: Solas
I wonder how long it took the companions to notice Solas wields magic just a bit... differently?
Surely an apostate knows magic beyond the boundaries of a Circle? But even Dorian doesn't recognize some of his techniques, and the ones that he does are only described in ancient Tevene tomes.
Hmm... strange.
Acrylic ink, fineliner and gouache on paper.
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enbysev · 9 months
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severus is a better person than me, bcs he could've gone on his cute death eater mask and attire, sorted james and sirius' location, crucio them a bit before murdering them, and yet he never did. people like to talk about severus as though as if he was the worst human being in hp, but he never took actual revenge on the golden boys, or they wouldn't have lived past 18 if he did, duh.
"snape knew more curses when he arrived at school than half the kids in seventh year."
so what, sirius! did you ever die? were you damaged permanently? no???? then shut the fuck up! severus was supposed to be an expert on dark arts, surely had the means to do horrendous stuff with all his knowledge, and he still didn't, even after joining the death eaters he still had more regard for life than sirius did when he sent severus to the shrieking shack.
god, sometimes i wish severus was as awful as people think he was. the same guy who was worried for his soul if he killed the only person he appreciated, which was probably very fucking hard for him to do.
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soooooo. shes addicting
concept credit still goes to @pisoprano @blur0se and @asukiess, i just yap onto a page
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Big shout-out to the ocs and lore that depicts physical/appearance changes due to high concentration and uses of magic btw that shit is so cool. Whether your wizard's hair turns blue or straight up grows an extra arm due to the excessive amount of powerful magic they use everyday I eat that shit up. Bonus points if it's a rare/newly discovered condition or if your wizard is just straight up unrecognizable from arc 1 to arc 4. Bonus bonus points if the wizard gains a disability from it and has to learn to adapt to their new condition
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