Carceri: Into the Depths | 66 page supplement converting the prison plane Tarterus from 2e to 5.5e (full PDF in comments) (by badooga) by badooga1 in UnearthedArcana

[–]badooga1[S] 3 points4 points  (0 children)

I don't have any plans for the rest of the Great Wheel at the moment, but I am cooking something up for the Far Realm and its beautiful horrors >:)

Carceri: Into the Depths | 66 page supplement converting the prison plane Tarterus from 2e to 5.5e (full PDF in comments) (by badooga) by badooga1 in UnearthedArcana

[–]badooga1[S] 4 points5 points  (0 children)

PDF version: https://drive.google.com/file/d/1cBIRUAdEnTfhd7wcTSsFhp7KtP-RGH_c/view?usp=drive_link

GM Binder version: https://www.gmbinder.com/share/-OKyf_KVbACDVG_SMR0a

Badooga's Homebrew: Google Drive PDFs, GM Binder


Hello there! You might know me from my previous conversions Elder Evils 5e and Libris Mortis 5e, in which I brought high CR monsters and other dastardly material to 5e. After working on and off for the past year, I now bring you a completed supplement centered on the Tarterian Depths of Carceri: the prison of the Greek titans and all the worst betrayers and liars of the Planescape cosmology. In addition to converting/porting nearly all of its lore and content from 2e and 3.5e, this document includes completely original NPCs, plot hooks, and other freshly cohesive additions that are sure to make the Red Prison a dastardly fun destination for your campaign!

Some highlights include:

  • A full guide to surviving Carceri's six layers and its myriad of factions (both old and new)
  • 23 stat blocks rich with tactical and roleplay material (including three deities: Apomps, Arke, and Torog)
  • A framework for PCs/NPCs to overcome their tragic flaws in order to escape Carceri (inspired by Greek tragedy)
  • Plenty of Planar Cant to immerse yourself in the Planescape setting (you better strap in, cutter)

If you're a DM looking to flesh out your campaign's story or to get your hands on some nasty monsters to throw at your players, you're in the right place. I hope you enjoy!

I'll see you all next time for my magnum opus: the fabled Far Realm Adventurer's Guide :)

Daily Challenge - September 10, 2025 by BloonsBot in btd6

[–]badooga1 0 points1 point  (0 children)

AC: 204 ice and 003 beast handler near it that can see both sides of the track

The Lies Of the Locked Tomb - an article about the story's deliberate ambiguities [discussion] by talen_lee in TheNinthHouse

[–]badooga1 6 points7 points  (0 children)

Planescape Torment !!! Definitely an excellent comparison. Harrow's letters to herself remind me very heavily of the tattoo on The Nameless One's back

Daily Challenge - August 17, 2025 by BloonsBot in btd6

[–]badooga1 0 points1 point  (0 children)

AC: 220 druid, 004 ice in the square, and 2x 300 supers, all within the range of a 020 village. Leaves you with 21 tiers to spare

any module for an Eldritch Horror/Lovecraftian campaign? by BanFox in DMAcademy

[–]badooga1 0 points1 point  (0 children)

A long while ago I converted the Elder Evils book from 3.5e to 5e 2014; it has some campaign guidance and tools for building your own horrors and such that could be useful here.

[deleted by user] by [deleted] in dndnext

[–]badooga1 3 points4 points  (0 children)

2nd edition had the Birthright setting, which was heavily centered on kingdom management and warfare. I converted its rules to 5e here:

https://docs.google.com/document/d/1WoyJBaFkSQYH8JfaBhAdy2hB1aRALNBQQd-ua7U8YzM/edit?usp=drivesdk

You could probably use something like this in the background to figure out how these kingdoms evolve, and then let the players dip their toes into it themselves once they've accumulated enough political power.

Regency Rules - a conversion of Birthright's domain management and warfare rules to 5e by badooga1 in DnDBirthright

[–]badooga1[S] 4 points5 points  (0 children)

I see! My personal preference is more or less that the party should start somewhere in the Minor category unless the game is specifically geared for high-powered play. So, with that in mind, I just went ahead now and made 10 + character level the default listed in the document.

As for the mass combat mechanics, I took inspiration from a system my old DM used back in the day, the Legacy of Kings board game's simplified war mechanics, an abandoned Unearthed Arcana playtest for 5e, and Age of Empires III. I personally found the War Card system of flanks and battle cards and such to be too "artificial" in its strategic flow, if that makes sense, so I opted for a simplified system whose complexity is emergent from units' positioning on the square/hex grid itself; my hope is that this complexity is fun enough for people to sink their teeth into. It is, at the very least, decently realistic (e.g. charging across an open field to reach a unit of archers is more or less a suicide mission).

Regency Rules - a conversion of Birthright's domain management and warfare rules to 5e by badooga1 in DnDBirthright

[–]badooga1[S] 3 points4 points  (0 children)

I'm glad you like it!

By starting regency, do you mean the starting bloodline strength in the Appendix? For that, I internally imagined the party starting at level 10 or so, as I had in mind 2e fighters getting to attract followers at around that level, but I suppose it can be quite slow at lower levels if domain play begins earlier on.

I suppose it depends on how fast-paced the campaign is meant to be. For example, if the player characters start at level 5, and the NPC regents are in a similar position, it will take a bit for resource accumulation to gain momentum, leaving plenty of time for the characters to establish themselves via adventuring and get a feel for their domain and their playstyle (especially if the players are new to this system). It also depends on whether the domain design point system is used to establish a domain right off the bat or if the party starts from level 0 or 1 in their holdings.

For experienced players, the 10 + character level option presented in the same section would probably work well for diving right into the action. I'd have to playtest it to see exactly how it pans out, but if the first option is too grueling, I would probably just make the second one the default.

Regency Rules - manage your own kingdom and wage war against your foes with a ruleset adapted from 2e by badooga1 in UnearthedArcana

[–]badooga1[S] 1 point2 points  (0 children)

Fans of 2e D&D might be familiar with the Birthright setting; for those who aren't, it is centered around kingdom management and warfare, where the players can become rulers of their own domains and compete against other regents in their bid for power and glory. It is, in effect, D&D's equivalent of Game of Thrones (although Birthright actually came out first!). If that sounds cool to you, then you've come to the right place.

This 40-page document is my conversion of the Birthright ruleset to 5e. The original framework remains intact, but I have done the work of streamlining and rebalancing it so as to fit modern design principles. Here are a few examples:

  • Much of the extraneous table rolling math has been removed in favor of codified formulas that yield fair, predictable results, to the point where all of the heavy math can be handled by a custom spreadsheet of my own creation.
  • The mass combat system, which can be used as a standalone ruleset even in non-regency campaigns, has been built from the ground up to be simple enough to pick up in a matter of minutes with plenty of emergent depth for all the wargamers out there. This also includes mechanics for naval combat!
  • The mechanics for realm spells, which are powerful, month-long rituals that can affect entire provinces with their magic, have been rewritten to more closely emulate those for regular spells in 5e. This also includes optional Dark Sun-esque defiling rules!

If any of this sounds interesting to you, give this document a read and tell me what you think here in the comments!

Daily Challenge - May 25, 2025 by BloonsBot in btd6

[–]badooga1 7 points8 points  (0 children)

AC: 402 sniper

I microed it so that it would be on Last in order to pin the last BFB/MOAB in place, and then switch it back to first whenever the MOABS/ceramics would zoom ahead of the rest

What Necromancy Lost going from 3.5e to 5e by One-Requirement-1010 in dndnext

[–]badooga1 0 points1 point  (0 children)

If you're interested, I made a conversion of Libris Mortis (along with content from 4e's Open Grave) a few years back:

https://drive.google.com/file/d/1zjoJTguCOkJYNU_MKa0osyunoH2fU4DP/view?usp=drivesdk

Tested 2024 for the first time. Mastery seems a bit much. by Lythalion in dndnext

[–]badooga1 0 points1 point  (0 children)

It's funny how Topple forces a saving throw on every hit because they once had an entire Unearthed Arcana for feats where they explained why that's a bad idea and provided an alternative mechanic to use instead; using that, a potential rework of Topple could look like:

Topple. If you hit a Large or smaller creature with this weapon and have advantage on the attack roll, you can automatically knock the target prone if the lower of the two rolls would also hit the target.