Search This Blog

Monday, February 10, 2025

1e dnd info site, and Fafnir and Mousr, Nehwon Mythos

Https://www.1eonline.info/4ddg/nehwon.htm


Dont forget Eric of Melnibone

Online MapTool, play with others too.

UPDATe; Owlbear Rodeo might be best. SIMPLEST, and mostly free. And ... dont have to buy a bunch of modules that you are stuck with. Just do rules and monster stats outside it.  


https://www.reddit.com/r/MapTool/comments/ialkpr/need_some_advice/

If all you want is a battlemap, and you manage initiative and HP on your own (like you would in person), you don't need to mess with macros at all.   

     Yes. It is. Very much so. I tried both initially and found them terribly confusing. Then I came across this guy's youtube channel and it just clicked. Maptool is simple (save for macros, I still don't get those). It's easy.

https://www.youtube.com/playlist?list=PLD4i-ngGs9thEXoHaxzRqD0b3zWcmpAOn

I watched a handful of the videos (about light, fog of war, vision blocking layer, tokens, etc.) and felt competent enough to start DMing right then.   


>>It depends on what you want from it, and what you're willing to put into it.

The biggest advantage for Roll20 is that because it runs in a browser, it "just works" without much in the way of technical knowledge.

MapTool, on the other hand (assuming by "online" you mean remote players), requires you to set up some form of port forwarding on the server. This can be simple, and often is, using the "Use UPnP" setting when you start the server. But not all routers support that, or work right with it, so sometimes you have to do it the hard way.

Other than that, the most basic functions, share a map, and drop some tokens on to push around, isn't much different than any other VTT. Where MapTool really shines is the macro language, which can do pretty much anything if you put enough effort into it. If you play a popular game, like D&D, there's a good chance someone has built a framework for it that you can download and use without too much effort.

But if you want to customize it, you have to learn the macro language, which is complicated, not very intuitive if you have no programming experience, and can be very, very frustrating. However. . .

The other place MapTool really, really shines is the support community. The forums and the Discord channel are both very welcoming of newbies, even newbies with stupid questions they've answered a million times already, and they are genuinely helpful. (And the devs are frequent participants, so if you run across a bug, they'll get it fixed quickly.)

So the answer is, if you're willing to put some effort into learning how to do stuff more complicated than "map, tokens to push around," MapTool is a good choice because you can do almost anything. But it can be a steep learning curve, so it requires some effort.   

Sunday, February 9, 2025

OSR means (D&D related)

 See wikiped

Captcorajus has good yt.


See his “rpg retro review:the lost city” … quite good review.  Enjoyed the info on ppl remaking old modules to be 5e compatible. 

Undead Druid Siabrae - The Time after Next or more - our Campaign

https://www.patreon.com/monkeydm

https://www.reddit.com/r/DungeonsAndDragons/comments/ts5no7/siabrae_undead_druids_that_master_necromancy_and/#lightbox

https://pathfinderwiki.com/wiki/Siabrae

What about... they mention 6th level spells minimalhttps://pf2.d20pfsrd.com/creature-family/siabrae/

SUPER VERSION here, like a fullfledged LICH STYLE: https://2e.aonprd.com/Monsters.aspx?ID=1898


NOte; CR must be over 12 b/c arch druid is 12. 
While I admittedly have trouble gauging CR, as part of their lore I imagined a powerful entity being brought back against their will might suffer a power loss, which is why I removed the options for 8th and 9th level spells, and the loss of being able to wildshape might drop the CR a little overall.




----OUR STUFF, STORY, SPEECH, ETC.

> Did the 3 gems for winnery rly come from the druids? He, the Siabrae, says "stolen".

>>> ‘Insight check… lying?

>He wants gems back just to make more Gulthias trees stronger (tree blights). PERHAPS... he wanted the gems out there with the ravens for a while to be tested for a while b/c it would actually grow the GEMS  power. Now the GEMS are MATURE, so now he wants them back. 

>>> Ravens say was gift from ancient good druid ish type person. Could it be true… from this undead guy??? Maybe he was evil even back in the day and had this planned out. MAYBE he was more good/neutral back then, but as the undeath took him over, became further and further bitter and evil tendencies. Or maybe just crazy bad wants to beat Strahd, and sees others who aren't with his "tribe/followers" as expendable. 

-=-=-=-=

Undead druid = Siabrae, by name of 

https://momlovesbest.com/druid-names

  • Goran (Slavic) = mountain main/highlander
  • Ludomir (Slavic) = bringer of peace
  • Milorad (slavic) = graceful joy / care
  • Radomir (slavic) = peaceful
  • Radovan, slavic = joyful one
  • Stanimir, slavic = to become a world (mir also means peace/glory)
  • Maroš (Slavic) = War-like; Pronunciation: MAH-ros
  • Thrandrok or Thranric or Thrindagna, or Coldagnan or Caldagnon or Metchnic 
  •  .... the Fallen or ... the Known ... the Ancient ... the Knower ... the Just ... the Righteous ... the Damned ... the Blightbringer ... of the Land ... of the Oak ... of the Moss

 

 

https://static.wixstatic.com/media/863d89_5caac5cee366480aa03e09cc7b38edd0~mv2.png/v1/fit/w_1000%2Ch_1000%2Cal_c/file.png

 

A giant sphere of energy, (invul to attacks, blocks sound) invisible from afar, is detectable here… only just. Within it you see but cannot hear what is going on. 

 

Blights kneel all around him. They do not move.  

 

He floats in the air… skulls all around under, hanging from tree.  Sixkly greenish glowing power exudes from him, flowing into the tree.  

 

As you approach, he comes out of the trance… his eyes having rolled back into his head now peer at you.  The gaint energy sphere (immune to attacks) wavers amd changes.  

 

Miniboss speech “Who dares tresspass here??! No one, especially the vampire, may see or hear the ULTIMATE GULTHIAS rituals in this sacred place…. Wait… wait… what have you done? You have destroyed my newest creations, the [tree blights!!!]. Fools!!. Strahd believed we serve him, but in time, in TIME he could have been challenged and destroyed.  

(he looks up at the sky, gestures across the woods)..

Soon we would have had enough POWER… an complete army of powerful Blighted Plant Monsters. I could have been ruler once again!!! No matter, with the Gulthias tree and MY POWER growing stronger every year, we will rebuild in time. 

Perhaps… 

(He looks your way…)

yes perhaps there is another way.  ..You are strong… join me NOW and we can defeat Strahd together! Do this… or perish.“ 

(3 other druids and 6 berserkers appear from woods.)

 

Plus my miniboss has-

    • 140 HP
      • takes 35 from fireball
      • takes X from melee. 
      • DC knowlege check 10, 15,20… give info about his resists and stuff.  But nobody knows ALL.  Druid has plus 7 for knowledge.  
    • Radiant dmg heals ((he is both … nature, plant.. likes light.. 
    • and undead, protect from necro/poison))
    • Except BLIGHT SPELL? Does normal dmg.  
    • resist slash, bludg, (and radiant heals) (super BARKSKIN)
    • weakness fire, cold… takes 150%
    • immune lightning (sham mound heals from).  Immune sickness??? -> does sickn radiance heal him but makes nauseated?
    • Pierce and force do normal dmg. 
    • Maybe his phylactery style thing is actually FIVE GEMS, 3 of which he gave to the wereravens to have them power up and grow. 2 of his leftover gems(or whatever items) are kept safe so he never dies (like a standard lich/like Voldemort).  

 

LEGEND of wereravens. Their ancestors told of story… a powerful being, (undead druid) that stood in lightning storms w no dmg hands in air.  Stood on those Yesterhill rocks.  

 

 

Side creatures that protect him: Shambling MOUND(s)??? Blighted shambling mound??

Wood woads??? The other ones were already corrupted, so they musta been blighted too.  



He can scape to cave for free. Deep in cave

To kill him maybe, gotta chase him down (although when killed i like the "turns to dust" roll to see if he comes back or my 5 GEMS = Phylactery stuff). 

Gibbering mouthers and gelat cubes in way. Embrace all life and death and cosmic, so these ooze and cosmic nasties hanging in cave is OK with the Siabrae (he's probably controlling them somehow).
  • Let's make Gelatinous Cube traps, you fall into?
  • Should the Gibberings be near the Gel.Cubes or what? 
    • Incr. difficulty but no deadly
    • How many Gibberings? 
      • You can have the monsters effect each other if you want, but not too much. OLD WAY they dont. 
    • Gibbering is CR 2, 67 HP. Complex, look it up. New version less complex. 
      • Aberrant Ground = 10 ft radius, dc10 str. check. Zero move if stuck, try again nxt rnd. 
      • Att = +2 bite, 5d6. 
        • Deadly absorb (DC 10 str chk), knock prone, If prone and if HP= 0 then u die/absorbed/melted away or smoething. (((notice old version just did CON dmg each round, not insta kill, but that was regardless of HP)))
      • Blinding Spittle fun (recharge 5-6) 15 ft. Each round of current version if charge is up. 
      • Gibbering = u go crazy
      • OLD VERSION AT https://www.realmshelps.net/monsters/block/Gibbering_Mouther
      • OLD VERSOIN BETTER Gibbering (Su): As soon as a mouther spots something edible, it begins a constant gibbering as a free action. All creatures (other than mouthers) within a 60-foot spread must succeed on a DC 13 Will save or be affected as though by a confusion spell for 1d2 rounds. This is a sonic mind-affecting compulsion effect. A creature that successfully saves cannot be affected by the same gibbering mouther's gibbering for 24 hours. The save DC is Charisma-based.
      • OLD VERSION: Ground Manipulation (Su): At will, as a standard action, a gibbering mouther can cause stone and earth in all adjacent squares to become a morass akin to quicksand. Softening earth, sand, or the like takes 1 round, while stone takes 2 rounds. Anyone other than the mouther in that area must take a move-equivalent action to avoid becoming mired (treat as being pinned).
      • Gibbering mouthers endlessly feed on and regrow their own amoeboid bodies—amorphous heaps roiling with eyes, teeth, and strange organs. These mind-bending terrors sing and scream, laugh and cry with a cacophony of voices ranging from disturbingly unnatural to shockingly familiar. They exist only to feed and to unleash their disdain for reality, their many maws dripping with otherworldly spittle. (I love this description.)

 

----NOTEABLE POWERS via d20pfsrd.com ... might be close to what I want, says level 6 spellcasting minimal. See red

A siabrae is an abomination. A skeletal druid or wild witch, with bones the texture of stone and antlers of rock rising from their rough skulls, they’re people who have willingly paid the ultimate price to protect the natural world. It rarely goes well for them.

With desperate prayer and a gory blood sacrifice, the druid becomes a siabrae, taking the corruption of the land into themself and binding both together, so they might survive and fight monsters in nature’s service. A small few are able to use their newfound power to save their lands, and so the ritual’s legend grows. Much more often, the druid becomes a twisted guardian of something past saving, the land they protect a macabre parody of healthy nature. Most siabraes are proud and bitter, obsessed with duty and branding their living brethren as cowards and traitors.

  • Increase the spellcaster’s level by 1 and change their statistics as follows.
  • Increase spell DCs and spell attack rolls by 2.

A siabrae gains the earth and undead traits and becomes evil. Siabraes lose all abilities that specifically come from being a living creature of their original kind.

A siabrae gains the following abilities.

  • Darkvision
  • Tremorsense (imprecise) 60 feet
  • Negative Healing (((compare to my heal by Radiant dmg)))
  • Rejuvenation (primal, necromancy) When a siabrae is destroyed, they can attempt a DC 10 flat check (they automatically succeed if they’re standing on blighted or diseased terrain, and automatically fail if they’re standing on sacred ground). If the flat check succeeds, the siabrae’s body crumbles to dust and absorbs into the earth. After 1d10 days, the siabrae’s body reforms from a mass of unworked stone large enough to create a new body; this stone is in a random location within 1d10 miles of where the siabrae was destroyed. The siabrae emerges from the stone with a peal of thunder, though without any of their gear.
  • Immunities death effects, disease, paralyzed, poison, unconscious
  • Resistances fire 20, physical 15 (except magic bludgeoning)
  • Speed The siabrae gains a burrow Speed equal to their land Speed and the earth glide ability (see below).
  • Blight Mastery Any of the siabrae’s spells or effects that would normally be restricted to affecting animals can also affect undead animals. Furthermore, any animals the siabrae takes the form of or summons appear to be diseased, malnourished, or even dead and rotting. (This doesn’t affect their statistics.)
  • Earth Glide The siabrae can Burrow through any earthen matter, including rock. When it does so, the siabrae moves at its full burrow Speed, leaving no tunnels or signs of its passing.
  • Miasma (auradisease, primal) 20 feet (((so shambl mound stands 20 ft away??))), DC equal to the siabrae’s spell DC – 4. A creature that enters the aura or begins its turn there becomes sickened 2 on a failure (or sickened 4 on a critical failure). An animalfey, or plant that rolls a failure gets a critical failure instead. Regardless of the result of the saving throw, the creature is temporarily immune to the siabrae’s miasma for 1 minute.
  • Stone Antlers The siabrae grows a pair of stony antlers or horns from its head, which give it an antler attack that deals 1d6+2 bludgeoning damage for every 3 levels and inflicts stony shards. If the siabrae wishes, they can keep these antlers while polymorphed, using the normal statistics of the stone antler attack.
  • Stony Shards (curse, earth, incapacitation, necromancy, primal) Tiny shards break off the siabrae’s antlers when they attack, lodging in the target’s wounds and inflicting a terrible curse. A creature damaged by a siabrae’s stone antlers Strike must succeed at a Fortitude save against the siabrae’s spell DC – 4 or become clumsy 2 for 1d4 rounds on a failure. If the creature critically fails, or fails while already clumsy 2 or greater, the creature is petrified.



----NOTEABLE POWERS I LIKE FROM PATHFINDER SUPER LICHish VERSION

MOVEMENT
Speed 25 feet, burrow 25 feet, earth glide
>>>Turn into 30 ft move, 30 ft. burrow-move for 5e.

MELEE
Melee [one-action] stone antler +28 [+23/+18] (magical), Damage 5d6+12 bludgeoning plus stony shards
>>>Turn into MULTIATT (can do one attack with horns as a charge magic dmg, can do one or 2 att with hands(unarmed strike, claws grow instantly)/handheld weapons)
+9 to hit/+9 to hit (magic dmg), hands/weapons = 2d6+4, Charge dmg w/ antlers= 5d6+4 bludg plus stony shards(?).

SPELLS
Primal Prepared Spells DC 41, attack +33; 8th earthquakemask of terrorpolar ray7th chain lightningeclipse burstfinger of death6th flesh to stone (×2), tangling creepers5th cloudkillcone of coldtree stride4th freedom of movementrusting graspsolid fog3rd earthbindwall of thornswall of wind2nd spider climbwater walkweb1st longstriderpass without traceventriloquismCantrips (8th) dancing lightsdetect magicproduce flamesigiltanglefootDruid Order Spells DC 41, 3 Focus Points; 7th wild morphwild shape (any form from animal formelemental forminsect formpest formplant shape, or soaring shape)
Blight MasterySteady Spellcasting If a reaction would disrupt the siabrae's spellcasting action, the siabrae attempts a DC 15 flat check. On a success, the action isn't disrupted.Stony Shards (primalcurseincapacitationnecromancy) DC 37
>>>Turn into:
Level 6 spells max? (but level 6 spells [AKA Druid level 11] is required to turn into one of these in pathfinder so consider that, and it then bumps your level to one higher [so Druid level 12 minimal]). 


>>>LEGEND ACTIONS:
XXXX
-maybe cast 3rd or lower spell as bonus action~ compare to strahd and see. 

>>>LAIR ACTIONS:
XXXX

>>>LEGEND RESIST- the Gulthias tree (with it's gem) is giving him power back as needed. Maybe branches of it break off if he uses legend RESISTor lair action. 


----

Pathfinder link says:

  1.  Siabrae is an Irish word meaning "ghost" or "phantom". See síabair on Wiktionary.
  2. Siabraes1 are powerful ex-Green Faith druids who willingly transformed themselves into blighted undead by performing a ritual at the heart of necromantically empowered standing stones.2

    Appearance

    A siabrae resembles a petrified skeleton with white orbs for eyes and a pair of stony antlers on its skull.23


IDEA vs STRAHD: 

tried to protect their land from the encroachment of the Worldwound by absorbing the corruption into themselves, in the process transforming themselves into siabraes.2

As of 4713 AR they continued their fight against the [[[Strahd???]]] demons, but were also filled with bitterness and hatred for all living creatures and viewed living druids as cowards, believing that the Green Faith had to die so the truth and glory of the Stonewilds could emerge.2



THE SUPER VERSION HERE:  

Source Book of the Dead pg. 145
Perception +31; darkvisiontremorsense (imprecise) 60 feet
Languages AkloCommonDraconicNecrilSylvanUndercommon
Skills Acrobatics +24, Athletics +28, Crafting +26 (can craft magic items), Intimidation +24, Nature +33, Religion +29, Stealth +26, Survival +31
Str +6, Dex +4, Con +6, Int +4, Wis +9, Cha +2
Items staff of nature's vengeancescroll of true seeing


AC 36; Fort +28, Ref +24, Will +31
HP 218 (negative healing, rejuvenation); Immunities death effects, diseaseparalyzedpoisonunconsciousResistances fire 20, physical 15 (except magic bludgeoning)
Miasma (auradiseaseprimal) 20 feet, DC 37


Speed 25 feet, burrow 25 feet, earth glide
Melee [one-action] stone antler +28 [+23/+18] (magical), Damage 5d6+12 bludgeoning plus stony shardsPrimal Prepared Spells DC 41, attack +33; 8th earthquakemask of terrorpolar ray7th chain lightningeclipse burstfinger of death6th flesh to stone (×2), tangling creepers5th cloudkillcone of coldtree stride4th freedom of movementrusting graspsolid fog3rd earthbindwall of thornswall of wind2nd spider climbwater walkweb1st longstriderpass without traceventriloquismCantrips (8th) dancing lightsdetect magicproduce flamesigiltanglefoot
Druid Order Spells DC 41, 3 Focus Points; 7th wild morphwild shape (any form from animal formelemental forminsect formpest formplant shape, or soaring shape)
Blight MasterySteady Spellcasting If a reaction would disrupt the siabrae's spellcasting action, the siabrae attempts a DC 15 flat check. On a success, the action isn't disrupted.Stony Shards (primalcurseincapacitationnecromancy) DC 37

All Monsters in "Siabrae"

NameLevel
Siabrae16

Siabrae

Source Book of the Dead pg. 144
A siabrae is an abomination. A skeletal druid or wild witch, with bones the texture of stone and antlers of rock rising from their rough skulls, they're people who have willingly paid the ultimate price to protect the natural world. It rarely goes well for them.

Druids and wild witches protect Golarion's environment from a host of threats—demonic invasions and undead horrors, otherworldly corruptions, and mundane greed and cupidity. Sometimes, they're tested beyond what they can bear, faced with forces they're incapable of defeating. Such a druid, seeing everything they have protected fall to destruction, might try the unthinkable. They might perform the ritual known as Welcome the Blighted Soul.

With desperate prayer and a gory blood sacrifice, the druid becomes a siabrae, taking the corruption of the land into themself and binding both together, so they might survive and fight monsters in nature's service. A small few are able to use their newfound power to save their lands, and so the ritual's legend grows. Much more often, the druid becomes a twisted guardian of something past saving, the land they protect a macabre parody of healthy nature. Most siabraes are proud and bitter, obsessed with duty and branding their living brethren as cowards and traitors.

Creating a Siabrae

A siabrae can be made from any primal spellcaster as long as they have the ability to perform a ritual of undeath as the primary caster (which can usually be performed only by a spellcaster capable of casting 6th-level spells). To create a siabrae, follow these steps:

  • Increase the spellcaster's level by 1 and change their statistics as follows.
  • Increase spell DCs and spell attack rolls by 2.

Siabrae Abilities

A siabrae gains the earth and undead traits and becomes evil. Siabraes lose all abilities that specifically come from being a living creature of their original kind.

A siabrae gains the following abilities.

Darkvision
Tremorsense (imprecise) 60 feet
Negative Healing
Rejuvenation (primalnecromancy) When a siabrae is destroyed, they can attempt a DC 10 flat check (they automatically succeed if they're standing on blighted or diseased terrain, and automatically fail if they're standing on sacred ground). If the flat check succeeds, the siabrae's body crumbles to dust and absorbs into the earth. After 1d10 days, the siabrae's body reforms from a mass of unworked stone large enough to create a new body; this stone is in a random location within 1d10 miles of where the siabrae was destroyed. The siabrae emerges from the stone with a peal of thunder, though without any of their gear.
Immunities death effects, diseaseparalyzedpoisonunconscious
Resistances fire 20, physical 15 (except magic bludgeoning)
Speed The siabrae gains a burrow Speed equal to their land Speed and the earth glide ability (see below).
Blight Mastery Any of the siabrae's spells or effects that would normally be restricted to affecting animal can also affect undead animals. Furthermore, any animals the siabrae takes the form of or summons appear to be diseased, malnourished, or even dead and rotting. (This doesn't affect their statistics.)
Earth Glide The siabrae can Burrow through any earthen matter, including rock. When it does so, the siabrae moves at its full burrow Speed, leaving no tunnels or signs of its passing.
Miasma (auradiseaseprimal) 20 feet, DC equal to the siabrae's spell DC – 4. A creature that enters the aura or begins its turn there becomes sickened 2 on a failure (or sickened 4 on a critical failure). An animalfey, or plant that rolls a failure gets a critical failure instead. Regardless of the result of the saving throw, the creature is temporarily immune to the siabrae's miasma for 1 minute.
Stone Antlers The siabrae grows a pair of stony antlers or horns from its head, which give it an antler attack that deals 1d6+2 bludgeoning damage for every 3 levels and inflicts stony shards. If the siabrae wishes, they can keep these antlers while polymorphed, using the normal statistics of the stone antler attack.
Stony Shards (curseearthincapacitationnecromancyprimal) Tiny shards break off the siabrae's antlers when they attack, lodging in the target's wounds and inflicting a terrible curse. A creature damaged by a siabrae's stone antlers Strike must succeed at a Fortitude save against the siabrae's spell DC – 4 or become clumsy 2 for 1d4 rounds on a failure. If the creature critically fails, or fails while already clumsy 2 or greater, the creature is petrified.

Sidebar - Additional LoreThe Stonewild Sect

Once members of the Green Faith, the druids of Sarkoris fought as long and hard as anyone else against the invasion of demons that spewed forth from the Worldwound. When all hope was lost, a faction embraced the ritual to Welcome the Blighted Soul, becoming undead that lurk in the Stonewilds.

Over the years since Sarkoris's fall, these druids developed their own twisted version of the Green Faith, embracing undeath and horror as the ultimate truth of the world. Where most siabraes are solitary beings, the Stonewild Sect is an organized cult, still active in the Sarkoris Scar. For the moment, they resist Tar-Baphon as an interloper, despite their shared undeath, but they're certainly no friends to the living.

Sidebar - Related CreaturesUnnatural Allies

Few creations of nature are able to stomach working with a siabrae—their inherent miasma of wrongness is just too powerful. Most siabraes use undead as minions, particularly undead animals. Occasionally they ally with a sentient undead or loathsome fey, but these tend to be alliances of convenience.