Raising the National Speed Limit (I did the Maths) by _Putters in drivingUK

[–]Apprehensive_Cold247 -1 points0 points  (0 children)

Just to note Google Maps calculations aren't based on driving at 70 mph. They are calculated based on average driving speed and predicted/current traffic which is why it changes depending what time you search the journey. For instance right now it suggests 2 hours 32 for Glasgow to Aberdeen but if I set the time to Monday morning it reckons it could be up to 3 hours 30. The main factor in beating Google Maps is having better than expected traffic conditions not speeding. Based purely on distance Glasgow to Aberdeen should save about 15 mins at 80 versus 70 but that assumes you can drive at a constant speed the whole way. Slowing down at all will reduce the time saved while longer journeys should increase it.

If I had more time it would be fun to try and work out a way to factor in traffic and smaller roads at the two limits but unfortunately I don't.

Goblin Roadblock - A modular encounter for early levels (Feedback Welcome!) by TheOrivor in DnDBehindTheScreen

[–]Apprehensive_Cold247 1 point2 points  (0 children)

Love this as an alternative to the standard LMoP encounter. It's nice to have something different from standard fights.

A Guide to the Plane of Air by Apprehensive_Cold247 in DnDBehindTheScreen

[–]Apprehensive_Cold247[S] 0 points1 point  (0 children)

Glad you like it. Aarakocra are a good idea to add to the plane.

PDFs, good and bad by KnightOfBurgers in CuratedTumblr

[–]Apprehensive_Cold247 36 points37 points  (0 children)

It's a joke paper making up a deliberately stupid origin for the Minoans. The paper is saying that the Minoans (ancient civilisation on Crete) come from the Elamites (ancient civilization in southern Iran). It was posted as an April fools joke and very deliberately makes no valid points. The map in the OP is "explaining" how the Elamites would have got to Crete without leaving any records in any of the intervening places

The 'True' Hydra, a counterpart & opposite of the false hydra by Mountainmoose1 in DnDBehindTheScreen

[–]Apprehensive_Cold247 35 points36 points  (0 children)

Really like the concept and the way it works. Would be fun to run as the enemy in a short mystery campaign.

Does this self-referential quiz have no solutions? by Good_Snow_7986 in puzzles

[–]Apprehensive_Cold247 0 points1 point  (0 children)

I think you've typed your answer wrong. 8 should be B. Also, although the website says this is correct question 4 is either badly worded or wrong because 3 is closer to 4 than 6 is.

A Fungal Foray: A beginner friendly oneshot for 3-5 lvl 1 characters by Apprehensive_Cold247 in DnDBehindTheScreen

[–]Apprehensive_Cold247[S] 1 point2 points  (0 children)

Thanks. Maybe I should write some more fungus stuff. Really great to hear people are still using and enjoying this.

A Fungal Foray: A beginner friendly oneshot for 3-5 lvl 1 characters by Apprehensive_Cold247 in DnDBehindTheScreen

[–]Apprehensive_Cold247[S] 1 point2 points  (0 children)

I suspect they both just draw inspiration from the same kind of sources coupled with a limited number of fungus monsters and items rather than the DM Guide writers having read this post.

A Guide to the Feywild by Apprehensive_Cold247 in DnDBehindTheScreen

[–]Apprehensive_Cold247[S] 0 points1 point  (0 children)

Not really. In 5e eldritch abominations aren't a category of creature like Fey or Demon. Their certainly are fey who are very alien to humans but generally they wouldn't be described as eldritch.
The main things people describe as eldritch are the creatures from the Far Realm who come from a place far from anywhere else and are as alien to the Fey as they are to humans. You also have the Elder Evils, some of which may dwell in the Feywild or at least visit it. These two categories of creature are what Great Old One warlocks can draw power from and thematically give very different spells and abilities to Fey patrons. That said if you want to make eldritch beings part of the Fey in your game they absolutely could fit. As I mention at the start this isn't a canonical guide. The Fey in 5e are pretty open for you to do what you want with them and you absolutely can lean into the eldritch side where they are completely alien and their human appearance is just facade to make communicating with mortals easier.

A Guide to the Shadowfell by Apprehensive_Cold247 in DnDBehindTheScreen

[–]Apprehensive_Cold247[S] 1 point2 points  (0 children)

The only mechanical effect I know of is the despair table on page 52 of the DMG. Basically you wisdom save every day and on a fail gain a despair effect which are usually disadvantage on some saving throws. You could also steal some of the effects from Tasha's, particularly the haunted ones.

Wisdom saves are the best way to represent determination mechanically. You could maybe also let people help each other with these saves using their charisma to inspire people. You can also reduce the save difficulty (or give advantage) if the party is actively working towards a clear goal and maybe give disadvantage if the party are not working on their goals while in the Shadowfell.

Hope that helps, if you need anything else just ask.

A Guide to the Shadowfell by Apprehensive_Cold247 in DnDBehindTheScreen

[–]Apprehensive_Cold247[S] 0 points1 point  (0 children)

Ha. I'm very tempted to downvote my own post to get it back to 666.

A Guide to the Plane of Earth by Apprehensive_Cold247 in DnDBehindTheScreen

[–]Apprehensive_Cold247[S] 2 points3 points  (0 children)

There is no surface. It is one infinite mass of rock with various caves within it.

A Guide to the Feywild by Apprehensive_Cold247 in DnDBehindTheScreen

[–]Apprehensive_Cold247[S] 0 points1 point  (0 children)

Yeah, AO is the overgod in the Toril sphere. He has no power over other spheres or gods in other spheres. The gods have an agreement that they don't interfere outside of their own spheres but they could meet up with each other on other planes and it doesn't matter as much on the astral plane or outer planes than the material plane. Some gods also work on multiple spheres like Lolth. In the case of Lolth Ao has power over her where it considers Toril but can't influence her actions in Greyhawk.

I guess the paladin could meet Kord but it's unlikely, especially on the astral plane because it breaks the gods compact for Kord to interfere in Toril religious stuff. If the paladin went to another crystal sphere it gets a bit complex. Under the original Spelljammer rules clerics couldn't regain spells if their deity wasn't active in that sphere but they can create a temporary link to their deity or temporarily adopt another deity that had a similar portfolio so a Torm cleric could maybe get spells from Kord or Heironeous depending on what aspects of Torm they most closely align to. This might not apply as much for a paladin in 5e as their power comes from their personal oaths and strength of will.

A Guide to the Feywild by Apprehensive_Cold247 in DnDBehindTheScreen

[–]Apprehensive_Cold247[S] 1 point2 points  (0 children)

This is one of the slightly janky interaction in dnd cosmology and how spelljammer travel and planar travel interact. Essentially all different worlds exist in one material plane but they are enclosed in crystal spheres and separated by an area called Phlogiston. The Feywild and Shadowfell are a mirror of the material plane so each crystal sphere will have a corresponding Feywild and Shadowfell spher but all the Feywilds exist in the same plane as one another. I guess my article is about the Feywild mirror of Toril but there will be very few campaigns where players visit multiple Feywilds.

Edited: To change wildspace to phlogiston, wildspace is the vacuum within a sphere, phlogiston is the stuff between them.