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Showing posts with label Our-Campaign. Show all posts
Showing posts with label Our-Campaign. Show all posts

Tuesday, September 29, 2026

Ideas - Our Campaign rules vs. 5e dnd vs. any version really

 How about, to make higher levels more challenging in 5e, you CANNOT get surrounded? Feels more real. What happens? 

Let's codify it for real. 

NEW RULE TO TEST:

  1. If you are a melee guy (spellcaster pc requirements should be 4+ guys maybe) and are surrounded by 5 or more bad guys, they can use a group swarm feature to basically mob attack you and wrestle you to the ground. 
    1. So you become prone or... maybe incapacitated for a while. 
    2. No saving throw or something very strong like that. 
    3. No insta-lose, but put in a bad situation if you neglect tactics... like in real life you could not possibly survive when being hit from 5 guys at once. This ain't Shaw Brothers 1978 Kung Fu after all. :P
    4. What's the counter? We need counters, besides just being in the perfect position to begin with. 
  2. This strongly encourages positioning with friends to your back. 
  3. You have to weight whether you want to flank... heck level 15+ PCs in 5e D&D don't need to flank, their to hit is super good. But the MONSTERS do need to flank. Is this going to prevent the DM from ever getting a flank? 
  4. Is it going to be so restrictive that every fight looks like 4 PCs with their backs to each other? 
    1. Or will they be encouraged to spread out so they don't get an AoE spell on top of the whole group? Assuming AoE / area attacks is common at that high a level. 

Monday, September 28, 2026

Results from Last time - our campaign

 G3 module near end. 


The kid did a short rest. Wanted to press on. I realized I had forgotten the demon staff on the miniboss Drow lady (not Eclavdra, but the other). So I mentioned that to the kid. 

Ok so he approached the lava river and bridge. Used a map I had which was similar. Moduke says 2 fire salamanders… so for gis level 15 and the 5e effect, i was going to put in possibly 7 or 8 of them. Well that would have been crazy bcuz w 5 of em w good roles it was scary. 

And then the drow came from behind at the end of round 1… made a short speech about underestimating a high priesyess of lollth… staff material ized out of the air… evil was felt. A black gnarled staff from hell! She stamped it down and turned into a class 3 demon… glabrezu. Cast PWER WORD … … ( kid was sweating cuz warlock was there and per wrd kill would kill him)… STUN! Ok he is just stunned. But that is bad. 

3 salamander s got surprise round  

Barb out of rage so taking tons dmg. No fire resistance and flanked by many salamanders. Every hit makes untake 2d6 fire. 

Druid was air element al, and THESE salamanders have magic weapons we said bcuz near drow . So could hit him.

Use a Wish? Kid says nope. 

Barb kept getting grappled by salamanders, then knocked out. 

Druid cant do dmg to salamanders. 

Warlock took half hp dmg from demon  

Omg


Well kid has idea. Broken summon Pixies amd polymorph friends to save em! 




Saturday, August 29, 2026

Esper pts. out the Black Dragon, Shadowmire

 https://m.youtube.com/shorts/Vcj8xAGP5Rk

  • Sounds great. From 4e D&D. Black dragon.
  • Witchlight fens is the area. 
  • Has fake water lairs in the swamp, even fake treasure . Can make/use illusion copies of self. Some other magic.
  • Had a power (before 5e's legendary actions/resists things) that allows an extra action/or cancel a bad thing happening to it once per round. 


Wednesday, August 26, 2026

Next time, inviz stalker or phantom stalker

 Inviz stalker is from Elemental plane of air! 

Or the stalker twins from the dnd cartoon, the phantom stalkers, from plane of fire/ from Fiend Folio: https://www.completecompendium.com/appendix/phanstal/

(((the 3.5e or Pathfinder 1e version - https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/phantom-stalker/ )))

Climate/Terrain:Any
Frequency:Very Rare
Organization:Group
Activity Cycle:Any
Diet:Fire
Intelligence:Semi- (2-4)
Treasure:Nil
Alignment:Neutral
No. Appearing:1-2
Armor Class:3
Movement:12, Fl 24 (D)
Hit Dice:6
THAC0:15
No. of Attacks:2
Damage/Attack:1-8/1-8
Special Attacks:See below
Special Defenses:Impervious to fire
Magic Resistance:Nil
Size:L (7'+)
Morale:Elite (16)
XP Value:650

  • Phantom stalkers are creatures from the Elemental Plane of Fire, and are found on the Prime Material Plane only in the role of servants to high-level mages.
  • In its raw elemental form, the phantom stalker appears as a slim pillar of fire with vague outlines of arms, legs, and a head, resembling an emaciated fire elemental. When on the Prime Material Plane, the creature's most common form is that of a muscular, reddish humanoid, 7' or more tall. with fiery eyes. Their faces are elongated versions of a human face, with a pointed chin and high forehead. When angered, they lose their solid form, appearing much as a burning ghost. 
  • However, phantom stalkers have the ability to polymorph self, and have been known to appear in various forms. Most of the forms they assume incorporate the colors red, yellow, and orange. Phantom stalkers can fly, and this ability is apparently unimpaired by the shape they assume.



Combat: Phantoms stalkers normally attack with their two sets of sharp claws, each of which can inflict 1-8 hit points of damage. If both sets hit, the stalker has a grip on the target and pulls the unfortunate victim to its fiery body, causing an additional 12 points of fire damage. The phantom stalker is able to cool its body to 70° Fahrenheit, so that it can lift or carry things without incinerating them. The creature has a Strength of 18/50.

Phantom stalkers are invulnerable to all sorts of fire attacks, and magical fire attacks (including fiery breath weapons) in fact heal the phantom stalkers one hit point for each Hit Die of fire attack. However, phantom stalkers save at -2 versus cold attacks, and such attacks add two points of extra damage per attack die.

If a phantom stalker is reduced to 10% or less of its original hit points, it can cast forth its dying life essence into a 6 HD fireball, after which it dematerializes and dies. The explosion is centered on the stalker itself. This is done only as a last resort, and is never done if it will harm the stalker's summoner - unless the summoner is directly and immediately responsible for the phantom stalker's demise. Those who would summon phantom stalkers would be wise not to give them hopelessly suicidal commands.


Habitat/Society: On the Elemental Plane of Fire, phantom stalkers have no true organization. In fact, they are often bullied around by fire elementals, efreet, and salamanders.

When a stalker is summoned by a mage, it is generally grateful for its departure from the Plane of Fire, and wishes to serve the mage loyally. Paradoxically, it is also instinctively resentful about being summoned, a trait common among many denizens of the Elemental Planes.

Phantom stalkers are summoned by a variant of the invisible stalker spell. The spell summoning the phantom stalker requires a piece of coal carved in the shape of a flame; otherwise, the spells are identical. A mage must exercise great caution in giving a phantom stalker instructions, since the stalker will try to pervert those instructions by taking the mage's words literally and following them to the letter. This is a nasty habit that phantom stalkers picked up from efreet. Aside from this little quirk, the summoned creature serves well as a bodyguard.

There is one explicit instruction inherent in their summoning. If the summoner is killed, his/her phantom stalker(s) will vanish into the Ethereal Plane, where it will spend 1-4 hours tracking down the killers. The stalker will unerringly find the killers, unless the latter are continually hidden by spells or other non-detection devices or abilities. Phantom stalkers gain this tracking ability only upon the death of their masters. The ability disappears once the summoner's slayer has been tracked, though it will return one more time if the slayer has escaped, giving the phantom stalker one last chance to find the killer.

After tracking down the summoner's killers, the phantom stalker will reappear on the Prime Material Plane, intent on vengeance.

Ecology: Besides being the whipping boys of the Elemental Plane of Fire, phantom stalkers are prized for the liquid fire that flows through their bodies. If this essence can be captured, it can be used to create Flame Tongue swords.



=====3.5e / PF1e stats below, most:


Phantom StalkerCR 4

XP 1,200
N Medium outsider (elemental, extraplanar, fire, shapechanger)
Init +6; Senses darkvision 60 ft.; Perception +12

DEFENSE

AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 45 (6d10+12)
(((I would probably give higher HP for 5e, way higher or better AC)))
Fort +7, Ref +7, Will +2
Defensive Abilities flames of healing; Immune fire, elemental traits
Weaknesses vulnerability to cold

OFFENSE

Speed 30 ft., fly 60 ft. (average)
Melee 2 burning claws +10 (1d4+4 plus 1d4 fire and grab)
Special Attacks burn, death throes

STATISTICS

Str 18, Dex 15, Con 14, Int 4, Wis 11, Cha 11
Base Atk +6; CMB +10 (+14 to grapple); CMD 22
Feats Improved Initiative, Power Attack, Skill Focus (Perception)
Skills Fly +11, Perception +12, Survival +9
Languages Common, Ignan
SQ find target, change shape 1/day (polymorph)


Burn (Ex)

Anyone touching (or touched by) (((I might say even ppl attacking with melee))) a phantom stalker must succeed on a DC 15 Reflex save or take an extra 1d6 points of fire damage as clothes ignite or armor becomes searing hot. The damage continues for another 1d4+4 rounds after the phantom stalker’s last successful attack. Phantom stalkers can also ignite flammable materials with a touch. The save DC is Constitution-based.  


Death Throes (Ex)

A phantom stalker reduced to 0 hit points or less expels a fiery blast equivalent to a fireball (caster level 6th) that deals 6d6 points of fire damage (((maybe higher for 5e))) to all creatures within 20 feet. A DC 15 Reflex save reduces the damage by half. The save DC is Constitution-based. ~Avoids hurting it's summoner, unless pissed off.~


Flames of Healing (Ex)

Any magical attack against a phantom stalker that deals fire damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the phantom stalker to exceed its full normal hit points, it gains any excess as temporary hit points.

Saturday, August 15, 2026

Next time Drow

The party's melee guys have AC that is like impossible to hit. ~23 AC on fighter(?) and 24 AC on Barb, yeah I accidentally let that get out of control with that DEX item that the Barbarian got. 

Drow might Use a spell similar to true strike, give recipient a +10 or +20 to hit. Cleric will cast on dudes… maybe a wand with limited charges. COMPARE TO PATHFINDER TRUE STRIKE - it gives +20 to hit (gotta use it next round) and hits perfectly thru full concealment like inviz or darkness. 

Maybe they attack while party vs. fire salamanders. 



Next time fire salamanders

 Give helpers. Tiny fire elementals (or fire snakes, 3.5e stats are good, paralyze a few rounds)… a bunch!! Surround. +2 flanking. Maybe +4 flanking special. 

I think give resistance to slashing??  MaybE.   Think fire lava children and their resists physical attacks  

Small fire elemental https://www.imarvintpa.com/dndlive/Monsters.php?id=348

  • Smallies maybe can mob attack to auto hit or burn  

  • *maaaaybe i'll have the small ones merge into a biiiig one, and it'll speak once (rare) in a voice of all 10 little ones together. Deep and weird.
  •  OOORRRR all the smalls hold them at bay while far away, giant bonfire, drow summon another fire Huge fire elemental. Use 3.5e elder stats. DMG REDUCTION 10. +18 to hit. BLINDFIGHT. 
  • X
  • Imprint on ur party mind of the ElderElementalGod - the elementals yell out the n many voices-at the moment of merging the smaller elementals into the LARGE MINI i have
  • Statblock for elder fire elemental https://www.d20srd.org/srd/monsters/elemental.htm
    • 35 ft tall!!!!
    • Blindsight on 2 biggest
    • Two darkness cast on it drom drow to hide it and more darkness cast on party
    • Cast light spell to counter… arcana knowledge check


***note in 2e dnd, gotta summon elementals. The Drow did it!!  A big fire pit with them coming out. 

* 2e had 3 sizes, and biggest were 18 hitdice! Bigger or same HitDice than a dragon. Was +15 to hit (thAC0 was 5 on that one). 


So why does the fire salamander in 2e's art have the deer antlers, sort of similar to east Asia's dragons? I don't know, but I think I like it. Although the guy's face is a little less scary and more cartoony... still pretty cool I think. Those are fire snakes hanging out with him. 


Sunday, July 26, 2026

Results so far, our campaign - Entrope statblock, work in progress for 5e

  • G3, third level, mostly clear.  Room 8 and room 15(?). 

Wand of viscous globs… used the 5e version.  Will only last an hour… sunlight (sunsword) will destroy in one hour. Kid beat me to it, used dimension door.  Smart.  

Killed 8, aka half the drow with a level 8 spell. Rest of drow retreated.

Then uncovered… the Entrope (2e monster). For next time! I've never been compelled to use a 2e Planescape monster, but this one works for what we are doing in G3 I think. It's like the drow worshipping the elder elemental evil type stuff have caused problems/caught the attention of this thing. 


The Entrope is a fairly difficult sounding foe till you figure him out. 
  • https://adnd2e.fandom.com/wiki/Entrope
  • https://www.completecompendium.com/appendix/entrope/
  •  Ote the book is Planescape Monstrous Compendium https://www.completecompendium.com/catalog/ps/2635/
  • Some 2e stats below... so think of them in 2e terms and convert.
  • For 5e conversion: I'm going to add 1 die to each super attack AoE thing... hell maybe I should add two, but we'll see. 
  • For 5e conversion: Maybe add a +5 per melee dmg. 
  • WHAT ELSE
  • 2e stats below, as I was saying...
  • Intelligence: Low to average (7-10) (((doesn't talk, but understands common))). 
  • Hit Dice: 11+6  --->>88+6 max HP for 2e,  so in 5e terms probably stay around 200-300HP range (i used 300hp). 
  • Movement: 12 for 2e, that means speed 60 ft. for 5e. VERY fast. 
  • Damage/Attack: (3 attacks) 1d8/1d8/1d12 for 2e, so add +5 for each for 5e. 
    • And for 5e, I think allow it to do these attacks AND the super AoE attacks ... almost every round instead of every 3 rounds (yes i did that and it worked great as a solo boss). Need to do some math to be sure though... maybe every 3 rounds is better (But TELL the party??? Or do the visual description... all four of its eyes are lit up, BAM, a major AoE attack, now only one eye is lit up, next round 2 eyes light up, once four are lit up again, BLAM! UPDATE- yes i used the eyes lighting up) . 
  • XP Value: 10,000 for 2e, (that means dangerous at medium to even medium high levels maybe even in 5e).
  • Dangerous tone right off the bat in description- There are holes throughout the multiverse. Call them conduits, portals or any other name, they're still holes. The Inner Planes are no exception. In fact, these planes in particular are full of tiny leaks where bits of one element seep into another plane. Some graybeards theorize that one day, in the far distant reaches of the future, the borders of the Elemental Planes will completely break down and all the elements will combine. Such a thing could signal the end of the multiverse, if it's true.
  • Combat: Because the entrope can literally break down the fabric of reality, it's nothing to fool around with. Anywhere within the Inner Planes, the beast can “eat” through elermental borders, creating a small, temporary hole in space leading to any other Inner Plane. The rent results in a mass of the foreign element bursting into the plane with great power. While the entrope itself isn't harmed by this action, anyone within 25 feet is subject to the elemental explosion. The results depend on which plane the hole leads to (a decision made by the entrope):
    • Air, Earth, Mineral, Ooze, Salt, Water: Matter or air explodes through the hole with great force, inflicting 3d10 points of impact damage (save versus breath weapon for half). Victims must save versus breath weapon or be knocked down and/or back 10 feet; they're also stunned for 1 round afterward.
    • Ash, Dust, Smoke, Steam: Particulate matter bursts through the tear, inflicting 2d6 points of impact damage (save versus breath weapons for half). What's more, all victims must save versus poison or cough and choke for 1d6 rounds, incapacitated.
    • Fire, Lightning, Positive Energy, Radiance: Raw energy gushes through the rent, inflicting 8d6 points of damage (save versus breath weapon for half).
    • Ice, Magma: Energy (along with varying amounts of matter) erupts through the tear, inflicting 6d6 points of heat or cold damage (save versus breath weapon for half). Victims must save versus breath weapon or be knocked down and/or back 10 feet.
    • Negative Energy: This hole sucks the life energy from all victims, draining one experience level from each. (((In 5e Terms, it'd just last a day)))
    • Vacuum: Matter and energy is drawn into this rent. The implosion inflicts 3d6 points of damage (save versus breath weapon for half) on victims and requires them to make a save versus death magic to avoid being pulled into the plane of Vacuum before the hole closes. (((In 5e terms.... OMG this is scary as hell. Good thing party has some wish ring stuff.)))
  • The entrope can open these holes once every three rounds. The rest of the time, it defends itself with two huge claws (1d8 points of damage each) and a gigantic tooth-filled maw (1d12 points of damage).

  • The strange creature is also immune to the effects of all elements, even ignoring impact damage from thrown boulders or similar attacks. Graybeards know of only two ways to harm an entropy[entrope they meant]: strike it with a magical weapon of +2 or greater enchantment, or subject it to nonelemental-based spells such as cause light wounds, magic missile, and so on.
  • ok
  • So Extras I might add for our 5e campaign - 
    • maybe it can go into a hole in one spot and teleport to anywhere nearby and reappear (yes i used that)... making a new hole. OUCH. So maybe that makes it seem gone for half a round or something? Think of it like 5e Lair Actions or something, in which case it is skipping the turn of one or two goodguys and then appearing in backlines to do dmg on casters. 
    • Head or body changes (i did not change looks)
      • it's head might change to be the head of a dragon for a split second when doing certain elemental attacks
      • head might be more like an UNDEAD(?? or is that spacey enough) for a split second when doing a Negative Energy attack. How about... Black Void like a blackhole??
      • head might be like a beholder (it already looks like one) when... 
      • head split second like a fish-sea-serpent-whale when water and salt attack
      • head split sec like a ... volcano(????) when doing ash, dust, smoke, steam............ maybe something better, but what..........
    • If it hits with a claw, maybe it gets an auto-bite and doesn't have to roll to hit for bite? Or maybe if it hits with 1st or 2nd attack, it auto hits on just one more attack. If MISS MISS then HIT I'm rolling for 3rd attack, that's it... it'll either hit with 3rd attack or not. (Update - i just once had it get to roll for a bite when it did a free action of two oincers that both hit). 

  • So in 5e Terms - 
    • can say arcane type dmg would work, like magic missile or eldrich blast. I might still stick to +2 magic weapons or greater, since the party has SOME of those. 
      • NOPE, they mention Radiant. Would RADIANT dmg count... that'd make the sunsword yet another counter to something so... not sure it should count. Think about it though. Radiant spells aren't super common, the warlock has them and has eldrich blast. Maybe that'd be OK since only Sunbeam would work for Druid....
    • Since it is about entropy, I think a RANDOM save stat roll is appropriate for each big AoE attack. So it could be anything if I do it this way... might be Int, might be Dex, might be Con. Is that cooler/funner? 

UPDATE AFTER ENCOUNTER , I gave these extras and changes
  • Spit a boulder one round (i was gonna keep dmg around 1d10+5, as extra action
  • Spit a mini lightning bolt one round as an extra action, for 4d6
  • +10 on its initiative 
  • Dc17 on most of its stuff. And I picked randomly between wisdom, int, dex, con saves. Idea was wisdom or int could predict or figure out a new explosion sooner. And sometimes let the kid pick between 2 saves. 
  • Gave it 15 foot reach, but only 10 foot attack of opportunity 
  • Gave it a tail attack ad an extra action one round. 1d12 plus 5 dmg. 
  • To Hit was +10 on pincers, bute, tail, etc. 
  • 300 HP. 
  • Had legendary resist sort of… I think it took half dmg. Only used twice… let the final max Blight spell do full dmg since the Barb had gotten sucked into a Vacuum/Air plane and the fighter got ash poison cloud into incapacitated for 5 rounds (on a 1d6). 
  • It had underground free movement like swimming through rocks, 60 ft movement. 
  • Party of four are level 15 against it. 
  • Barbarian got a crit on first round… he has a +2 to hit but no plus dmg. Wasn’t sure how to do that because was trying to stick to the 2e “need a plus 2 magic weapon to hit”, so decided that that weapon would do half dmg. 
  • Fighter eventually used a plus 1 weapon for 1/3 dmg. 
  • Necrotic did full dmg against it. Blight, etc. 
  • Psychic would have done full dmg, but used legendary resist so i think i said it’d take half on that crazy mental prison spell, … even tho maybe it is supposed to do full dmg even on a save, just no actual prison????
  • Radiant, fire, cold, lightning, acid(?) did no dmg. 
  • It would attack 2 or 3 times even when it dis the explosion. I think I sometimes or always counted that as an extra action. 
  • Gave it 3 extra actions per round, basically anytime it wanted. 
  • Used 2 legendary resists sort of, like i said. But always allow some dmg. 

  • (((Recap… Round 1 the barbarian hit crit huge dmg and a second hit but halfed, warlock mental prison huge dmg but halfed, Entrope went 3rd [I gave it +10 on initiative] it did explosion eh and attacks… druid lightning bolt (round 1 or 2) no dmg, fighter using flamesword so low or no dmg all in round 1. Actually in round 1 the explosion was the Energy Drain, and the kid barely made the save for both melee guys. I let him know what he avoided. For round 2… )))  (((trying to remember- barb missed most attacks I think, boulder spit, Entrope did explosion of magma and ice (now i realize was probably supposed to pick One type listed???) bcause warlock i think is resist to both. So lots of hard calculations on how much dmg per element type and did they make the saving roll and do u half it before or after or does it matter. )))
  • It went like 5.5 rounds or so. 
  • Round 3 was either fire lighting etc or change places with round 2’s magma ice. Forgot to add an extra die of dmg for fire lighting but did remember for others. The fire lightning energy probably hit 2 guys. 
  • Second to last round was Round 4(5?) was a Vacuum explosion and sucked up Barbarian. Let him know was temp. Floating around in a air and cloud world with like nothing around. [Here is where a DM needs to figure out how long till he would be pulled back into the normal material plane. At the end after dead monster I had the hole open and and bring him back. Maybe shoulda had party use wish spell instead. )
  • Last explosion round Round 5(6!?) was the Ash, etc. And it knocked out the fighter. Good thing the moster was almost dead from the blight. 



Monday, July 6, 2026

Next time - ideas our campaign

UPDATE on 7-26-26: The non-elemental drow used some spells to keep this ELEMENTAL thing at bay. They suspect it is related to the unholy Elemental stuff the other drow were up to. When the kid defeats room 15 on level 3 of G3, they retreat/die, and this thing comes out after the fight. Maybe inevitable, but a lead up to it breaking free... what does he see?

  • As the drow depart, you search the room and see a strange glowing set of symbols in a circle around the stone ground in one area. The sigils begin to pulse, brighter each pulsing... until... WHOOSH... they disappear and a THING emerges! 

 Maybe have this Entrope creature. They eat away at reality between planes, and allow stuff to spill over. 

https://www.completecompendium.com/appendix/entrope/


NOTE: 

High HPs (for 2e). Maybe I give them max, so 11 HD + 6 would be 88 plus 6, 94 HP. 

Special Defenses:

Info:
Struck only by +2 or better weapons, immune to elements

The Doomguard - ever interested in entropy - decided to make sure that it is true and to help the process along. Hence, their magicians and alchemists began devising a means to dissolve the barriers between the Elemental Planes. Hundreds of years of research, trials, and errors took place, but eventually they succeeded. They constructed magical creatures the Sinkers named entropes. Entropes feed on whatever makes up the borders separating the various Inner Planes. As they feed, the elements of the two planes blend and “bubbles” of foreign elements are introduced into alien planes. Eventually, the Doomguard hopes, the barriers will weaken enough so that the planes constantly bleed into each other, eventually becoming indistinguishable.

The first batch of these beasts escaped Doomguard control and now wander about the Inner Planes on their own, chewing away at the fabric of reality wherever they see fit. The second group is more closely controlled.




Special Defenses:


Combat: Because the entrope can literally break down the fabric of reality, it's nothing to fool around with. Anywhere within the Inner Planes, the beast can “eat” through elermental borders, creating a small, temporary hole in space leading to any other Inner Plane. The rent results in a mass of the foreign element bursting into the plane with great power. While the entrope itself isn't harmed by this action, anyone within 25 feet is subject to the elemental explosion. The results depend on which plane the hole leads to (a decision made by the entrope): UPDATE for 5e, add one more die of dmg for each. Save throws...maybe do INT or WIS save for the first time they see a new TYPE Of explosion. Then reflex after that.

  • Air, Earth, Mineral, Ooze, Salt, Water: Matter or air explodes through the hole with great force, inflicting 3d10 points of impact damage (save versus breath weapon for half). Victims must save versus breath weapon or be knocked down and/or back 10 feet; they're also stunned for 1 round afterward.
  • Ash, Dust, Smoke, Steam: Particulate matter bursts through the tear, inflicting 2d6 points of impact damage (save versus breath weapons for half). What's more, all victims must save versus poison or cough and choke for 1d6 rounds, incapacitated.
  • Fire, Lightning, Positive Energy, Radiance: Raw energy gushes through the rent, inflicting 8d6 points of damage (save versus breath weapon for half).
  • Ice, Magma: Energy (along with varying amounts of matter) erupts through the tear, inflicting 6d6 points of heat or cold damage (save versus breath weapon for half). Victims must save versus breath weapon or be knocked down and/or back 10 feet.
  • Negative Energy: This hole sucks the life energy from all victims, draining one experience level from each.
  • Vacuum: Matter and energy is drawn into this rent. The implosion inflicts 3d6 points of damage (save versus breath weapon for half) on victims and requires them to make a save versus death magic to avoid being pulled into the plane of Vacuum before the hole closes.

The entrope can open these holes once every three rounds. The rest of the time, it defends itself with two huge claws (1d8 points of damage each) and a gigantic tooth-filled maw (1d12 points of damage).

The strange creature is also immune to the effects of all elements, even ignoring impact damage from thrown boulders or similar attacks. Graybeards know of only two ways to harm an entropy: strike it with a magical weapon of +2 or greater enchantment, or subject it to nonelemtntal-based spells such as cause light wounds, magic missile, and so on.

Friday, July 3, 2026

Next time G3

 Add some ant centaur types https://1eonline.info/6mm2/formian.htm#worker


They like underground. Think Altered Beast game. At odds with drow eh? 


Giant flies fun with jump defense (hit and run, no att of opportunity). Giant horseflies v aggressive and big as horse eh - https://1eonline.info/6mm2/fly.giant.htm#horsefly


Fireball-flies for sure eh - https://1eonline.info/d/m/fly.fireball.htm

Flailsnails are fun and have neat ideas/powers https://1eonline.info/5ff/flailsnail.htm


Elemental fish for evil elemental stuff perfect https://1eonline.info/5ff/khargra.htm they swim thru rock  

These Lava Children are WAY MORE interesting https://1eonline.info/5ff/lavachildren.htm



Sunday, June 7, 2026

Next time - G3 module D&D

 Drow. Drow. 

Eclavdra. 

And Eclavdra’s enemy?


Drow drow = ambush and run? Or a dozen sleeping arrows and capture? 

  • Drow tell fire giants “take the sword fools!” They know the sword hates giants  

If capture- Exlavdra might say “you are powerful but foolish for being captured. It seems you would risk all for treasure… perhaps you are not so alien to me. We can make a deal. Release you, but I keep this sword that hates giants… it may ne of use to me. This bow of light and sword of light are hateful and stupid things in our dark world. We drow would not use them, for the enemy would spot us easily (and hurt eyes). … …. …………… … but for me you must spy on my enemy. The Spider Queen lovers haunt my footsteps. Eliminate them and you have won your freedom. 


=============Chuul?============

See my copy of Level Up Monstrous Menagerie v2. 

  • CR 5-10 would be 1 to 2 Chuuls.
  • CR 11-16 would be 3 Chuuls with 1d4 aboleth thralls (see aboleth). But WATER, need WATER. 

Saturday, June 6, 2026

G3 Results So Far (Nearing End) - troll rooms, Tsunami spell, Green Slimes

 So the kid uncovered much of the lowest level in G3, Hall of the Firegiant King. The latest things include:

  • Avoiding red dragon lair till last (he figured out there was a real dragon in there sleeping). 
  • Fought 30+ trolls, maybe 40 trolls so far. There were 2 drow hiding amongst them in the ceiling on lizards, but the crazy high level Tsunami spell from the Druid took one of them out along with a lot of trolls. 
  • Fought 4 more drow hiding in another room. One was a fighter-mage who cast some problematic spells. Another used darkness to cause trouble. A few trolls were there too and surrounded the party, but then tey were all in darkness when that happened. A Party spell to the right of the darkness (Hunger of Hadar?) fizzled. Warlock got put to sleep from sleep bolt from drow. Lightning bolt hit 3 of the party, and a troll lol. That woke up the Warlock b/c couldnt have avoided the lightning bolt. 
    • He started taking out the trolls and then the drow... one drow fell from the ceiling vs. the air elemental I think, but used levitate to survive the fall.
    • The air elemental wildshaped druid chased the drow on thelizards and easily caught up after a couple of rounds. 
    • The wizard drow used inviz to get away. 
  • Super ultra deadly green slimes attacked him after a drow tried to trick them into going into that bottom right narrow hallway with a pool at the end. The green-blue things worded to seem as if they were minerals in the walls and ceiling. I was worried he might lose a character and need to use a wish spell but here is what happened:
    • Sent the druid wildshaped into an air elemental down the hall super duper fast... the green slimes couldn't fall on him, as the elemental was so fast and more like wind than a creature. BUT when he stuck his arm in the pool to get the gems, that green slime attacked his arm. It was "burning like crazy, despite the air elemental form usually not feeling much pain"... I rolled a secret roll on a d6 to see how many rounds before he'd be destroyed/turned into a green slime... then he thought to try turning into a fire elemental and burning it off. PERFECT! That worked great, now to get outta there. Unfortunately the rest of the party had run into try to help, and on the way out they had an unlucky roll and a green slime fell on the fighter's arm. Luckily he burned it off with the fire elemental, and they got out with no more issues. Left the treasure in the pool, it wasn't that great anyhow. Realized the drow was trying to lure him here.
  • Piercers- on Sunday we played for 20 minutes. Piercers. They are weird… what do they do once they hit you. Are they stuck on you and a mouth tries to eat you? Probably. The kid was still a fire elemental so they hot him then fell off… can’t eat fire! So then they super slowly crawl back up the cave wall over hours(?). 

Sunday, May 31, 2026

next time G3 Dragon speech

 In low rumbling he begins “who now has awakened me from my long slumber? What is this, puny mortals?” Says amusingly. He whispers something old in Draconic, lights flood from his eyes… harmless… then closes one eye. 

Calmly still “Let us speak. Ones so bold must have an interesting story. Why are you here among the foolish giants and stinking trolls?” 


(Waits for some story)

In THUNDEROUS TONES “Now you may witness I, xxxxnamexxxx, in my full glory!” As he rises up on his hind legs and stretches his wings. 

Be you impressed? Of course you are. .. any who behold the Might and Magesty of my kind are AWED and COWED. 

Lo, I see one kind among you with dragon blood! I have heard of many over the centuries but never has one such come to pay homage. Do you acknowledge my right to a dream-filled slumber, or are the others with you convinced they might rob me of my long held treasure? Even these greedy giants do not dare lay a finger on ONE SINGLE COIN!!! (He roars!). NAY! (More calmly), nay… they might be stupid but not so foolish. 




Sunday, May 24, 2026

Next time Our campaign -G3 nearing the end

G3 Hall of the Firegiant King /Against the Giants -- We near the end of the module.

BX style ooze- only blunt or fire does good dmg. Even magic swords don’t rly hurt. Use this?

ACTUALLY via the real module, green slime(s) on ceiling!

  • Use some of this. https://2e-d.fandom.com/wiki/Slime_Creature
    • or maybe the 3.5 SRD: https://www.5esrd.com/gamemastering/hazards/green-slime/ but with like double or triple dmg???
    • Ultra deadly, 1d4 rounds dead . No resurrection. 
    • Ignores armor AC, only dex matters, basically.
    • Eats through plate armor in 1d3 rounds. 
    • Remember, he has wish and limited wish. 
  • Paint the scene, description can be:
    • You enter an area that seems to have less foot traffic based on the dust(?) and pebbles. 
    • While the troll area had tons of bones, this area seems devoid of animal remains. 
    • (((For room 13, before room 14.  The stalagtites are huge. Anything could be hiding up there.))) It is drow hiding. 
    • A few trolls left, eh? 
    • *** a fake out by drow.  They act like protecting place, but run off inviz on lizards up high… maybe after put some to sleep(?)… or fog cloud and leave, hoping trolls cause trouble for party.

Drow stuff.

Room 15 of level 3 of G3. 
LOOT
-dont give +2 shields +3 shields.
-alter the FIghter stuff to be:
+2 sh sword
+2 mace
+1 shield
-do give the fighter/MU stuff as:
+2 Ring of Protection
+2 short sword (disolves in sun)
+3 Dagger (disolves in sun)
Wand of Viscid globs. 
-ignores armor AC (just use Dex AC and magic AC)


Saturday, May 23, 2026

Loot our campaign / next time our campaign May 2026

Next time: at some pt. the drow (spider drow) will try to parlay b/c know how powerful they are. Guessing spent all resources just now on the big tsunami spell. 

  • sending a spider familiar to spy
  • 1 guy comes with hands raised (?) in peace, whatever they do in Drizzt books
  • speaks broken common

---

Loot gotten: ring of regen from elite drow warrior on lizard vs. tsunami in troll cave. 

 Loot Future. 

Friday, May 22, 2026

Our campaign next time

 From dnd cartoon ep 23, when Sheila walks out on the narrow walkway to get the ring. Bat creature (use that 2e one with one eye and 3 claws)… then it crumbles. https://www.completecompendium.com/appendix/eyewing/


And drow on lizard plus drow on darkwing… hidden inviz ceiling. During the mass troll fight. 

Saturday, April 4, 2026

D&D Triceratops custom stats


To make it compete with the Giant Croc, can hit twice every round

+9 for 4d8+6 gore

+9 for 3d8+5 stomp

Thursday, February 12, 2026

Solodark, here I come! Shadowdark solo mode. The Gloaming.

 Doing the Hex Crawl of The Gloaming, from Cursed Scroll 1 of Shadowdark. I like it, just started it tonight. 

And Rocket Punch Press is correct, I love the word "Gloaming". 


I BEGIN

First fight a giant spider, dice went my way. 

Then I nearly died, TPK style, to 6 wolves (2d6 wolves is beyond scary at level 1, I had to go to level 2 on my char.s I realized to get past 2 hexes on this dang map), but reached my first pre-defined point of interest:

102. SHATTERED TOWER

A crumbling keep in a clearing choked with thorns and nettles. A heavy trapdoor in the ruins leads down to an old cistern where a dark shape slithers beneath the putrid algae.


MY VERSION: So yeah... the Cistern is like the one I just posted, it has an upside head (why not). But where the upper parts are white stone, the parts touching the water are green to black with algae... stagnant water that hasn't seen fresh rain, only drippings from cracks in the areas above or to the side. 

Let's back up a sec. My 3 characters, Ranger, Wizard, Cleric, after approaching the clearing, clear of trees but choked with thorns and stinging nettles, they manage to sword chop a path through to the tower. It takes a minute, and while the ranger slashes, the other two watch their flanks. Nothing approaches from the woods... and the ranger Lamdir realizes that there are not even rabbit trails through the briars. It's like the place is cursed, mammals at least do not approach. The party presses on, sure that where there is trouble, there is also treasure. 

(I rolled a max safe roll on the check for the hex, so that'll color this creature, etc.)

They find the trapdoor. They smell the dank. Lighting a torch they peer downward. It appears to be a safe set of stone steps, not too smooth as to be slippery. But old. The shattered tower has partially crumbled, but down here everything seems intact. Intact, but not right. 

Do they see any movement? 1d20 on Shadowdark Oracle: 6 = No, not yet. 

They step down on the floor of the place, taking in the shadowy place... massive white stone columns holding up the floor above them. Their torchlight reflecting off of slimy pools here and there. But the cistern, yes there is the thing to catch their eye. And the water ripples... now they see the dark shape slithering beneath the water. No obvious footprints or trails along the floor. A water breathing creature or monster? How big is it? 

Rolling 1d6 = 4 = slightly above average. So person sized, but thinner and more serpentine. Does it have fins that poke above the water that they notice? Oracle: 19, Yes. 

They decide to approach closer, and believe they are looking at a giant fish or eel of some sort. Seemingly natural and completely water bound. Do they prod it with a pole? Oracle: 3, No. Do they see any glint of metal in the water anywhere near this creature? Oracle: 17, Yes. This is the treasure of the place, they are certain. But they need to either get it carefully, or risk the hunger of this giant eel-fish. And how does this thing persist down here with no apparent food? They recall the lack of rabbit trails... is this thing truly natural? 

DC12 INT check for Ranger and Wizard to determine the type of animal:

Ranger: 6+4(nature knowledge)+1 Int = 11

Wizard: 16+.. pass. It is a very large eel, apparently fresh water, though this isn't very "fresh" water. 



The ranger decides to feed it to distract it, while the others use a pole and lasso combo to try to grab the metal down in the water. If it is armor or something that a lasso can hold, it might just work. If it turns out to be coins, then they just fed a big eel and lost a day's rations. 

OK, the get some shiny gauntlets. Ranger wears them. Advantage rolls on Death saves, but cursed to take 50% extra on cold dmg attacks. +3 EXP.

Wizard gets a scroll of Detect Magic. Will try to Learn It. +1 EXP. LEARNED! Burned a luck token, ofcourse.


====-----Feb 16, 2026 update below----====

+3 EXP for a wand.

+1 EXP for some weapon(or gold or something cant recall?) loot.

+1 EXP for potion of XYZ. 

All that was for beating the hag. It was an interesting thing though, b/c she almost got away with it. The townsfolks my party spoke with didn't know she was a hag, even vehemently defended her (random rolls). Party was suspicious when they saw her though, but no proof. Left the village. 

====

Ran into a Unicorn at the mossy standing stones. It trotted off, but apparently it was hunting for evil signs (hag), not that the characters have any clue of that yet.  

Ran into 4 bandits, rolled a TWIST, so as my guys were trying to get distance between them and the bandits, MY guys set up an ambush (role reversal with bandits). Nuked 'em with an insta-kill arrow then sleep spell. Sleep spell sure is good at low levels. 

A couple of guys from the village saw us beat the bandits, they were kind of tailing us to see what we were up to. Realizing we're the hero types, they confessed that they think the nice witch is really evil (the hag we are talking about). So we decided to double back and see what's up. 

Rested in town. Got to the hag's nest later, 4 from town came to help. Sure enough, she revealed her true nature... a big fight, she killed one of the villagers but we took her down. LOOT: Wand and potion, see above. 

====

At some point ran into the troll that is sucking poisonous juice from marrow trees... protects him from fire, so he was brave when we pulled out torch(es). But also rolled max friendly encounter reaction for him, so I figured he was sort of drunk on the juice plus not afraid of fire. GOt him talking, he admitted to being immune to fire, but did NOT admit to having some sick Loot. So my guys just waved goodbye and got out of there... how do you beat a troll that can't be hurt with fire? They'll probably go back later. 

====

So yeah, it is darn fun doing this solo. A little tricky being the DM and knowing too much, but it's balanceable. 





Tuesday, February 3, 2026

Playthrough of =Flooded Crypt of the Necromancer= (Spoilers) Shadowdark

Lawful Cherry One-Shots (via StartPlaying.Games website). (((Lawful Cherry is awesome, I highly recommend doing it again with him as DM))). 
Foundry Virtual Tabletop - A Self-Hosted & Modern Role-playing Platform
Did the free One Shot from the big free book of oneshots. SHOTS IN THE DARK.
***We had Four level-1 characters (above avg stats) and 7, count them, 7 luck tokens to start. My fighter went down 3 times, and we used 6 out of 7 luck tokens (rerolled to keep spells, not die one time, etc.). This was a difficult module without all the extras.***
 Was a ton of fun, but without the extras it would have been a massacre. 

=Flooded Crypt of the Necromancer=

Statue. Footprints. Entrance. A little loot early on. Weird murals all over. Angumar took an emerald (later another), dwarves can't resist. 

Spores in rotten chair in like the 2nd room, lol. Max dmg roll on the dice. 

Lotsa skeletons.

One funny skeleton, I said "intelligence, what say you skeleton?" and she jibberjabbered a ton. Then Timmy decided to nuke her, she started screaming, woke up other undead skellies. 


Wight was tough, drained a CON from Angumar. Thank god for Turn Undead.

"Victory!!" yelled my Fighter, Throndr.

Bandits and/or ppl from poor village. 

I used gem as lure under door, watched with MIRROR under door, cast sleep through crack when they got close (just she was affected). 

The lady had a bearing of a "noble" or something who had fallen. She tried to trikc us, bookshelf to the Ghost. Then she ran. 

Ghost was scary. 

Leveled up at end. Took on the ghost (scary, possession) and the Troll (wand of undead to sacrifice 4(ow! bad roll) CON to get a one time Wraith. It nuked the troll, muahaha! Lotsa loot and all that. 


RESULTS: the 6 HP fighter went down 3 times... I mean he went down immediately from spores in rotten chair in like the 2nd room, lol. Max dmg roll on the dice. 


Sidenote: Technical tricks with Foundry VTT 

  • Drag select more than one (Box Select) will let you move two characters at once. Careful though, b/c you HAVE to Box Select a single guy to get back to just doing a single guy movement. 
  • Something bugged out and my dice on the screen disappeared midway through, and I never got them back. It seemed to happen when I did an F11 fullscreen... not sure though. Using Chrome. Related to this "dice not showing between players" from year 2021 thing here??? 
Lawful Cherry, my quick review notes on our DM/GM who we just met today:
  • Perfect amount of fun/funny mixed in. He went with our flow for sure. 
  • Generous but didn't hold punches, all those public rolls you know. My guy went down 3 times I think, yep. 
  • Can do a few voices, nice stuff. 
  • Foundry looked good. 
  • Music and sound effects worked very well. I loved the opening vault door sound... very impactful. 

Sunday, January 4, 2026

Results so far - hexcrawl / pt. crawl, kinda oneshot

 Sunday night



  • Alligator. Druid used animal spells to calm it, it left. 
  • Giant Crawfish at night, distant but dangerous, avoided.
  • pixies stole a potion
  • More lost travelers to send home. 
  • A day of no problems.
  • While resting at night, a shaking ground. What the. Another thud and ground shakes, it's coming closer!  An unnatural fear. Something huge (the green dragon)! Get the heck out of there. We walked faster ... looking back our campfire went out. OMG we were just there! and finally started running as the fear took hold. Our campfire attracting its attention apparently.  :P Got out OK. Lost a tent and some minor supplies, but that's ok. 
  • As we ran 30 minutes away, slowed to find a new campsite. Saw a light in the distance. Investigated.
  • More Cultists!
    • Spotted them in the dark. Snuck up on them, 3... one with red robes, other two normal black robes. Greenish and reddish fire again. Swamp area. Attacked with Moonbeam first, they were confused. 

    • Chromatic Orb, attacked from dark, so rolled with advantage. Hit, did a little dmg. 
    • Main bad cast a bonfire type fire near us to spot us. 
    • Fighters ran in. One of the cultist pulled a sword and swung through the fire, it gave something to the sword in the attack. 

    • Later main baddie jumped in fire... heals and extra spells. 
      • Druid moved moonbeam in there, but he stayed in the fire anyway (healing him some). 
      • Main baddie, used fire to do a small AOE, hit both fighters (10 and 5 dmg with dex save). 
      • Big Flame, demonic face appeared, 3d10 firey spell, hit the druid pretty hard (12 dmg)!
    • Finally we eliminated 2 minor cultists, 2 handed fighter ran up to main cultist (who had been hit a little from moonbeam and Magic Missile) and critted him for big dmg, took him out. 
  • 2 trogs
  • short rest
  • 7 undead trogs (harder than normal). Something sent them on us.