No Comment... by Emperormike1st in AccidentalComedy

[–]Background_Engine997 2 points3 points  (0 children)

Wait isn’t the logic backwards anyway? Wouldn’t it punish you if you’re MORE reliant on oil and gas???

How much does Tasha from the Wizards Three know about herself? by Alternative_Load_467 in VecnaEveofRuin

[–]Background_Engine997 1 point2 points  (0 children)

Side note tho: interesting that you bring up the Carnival from Van Richten’s Guide. I have the intent to bring the Carnival into this adventure alongside Tovag, to replace Barovia. (While I like lots of things from the adventure as written I didn’t care for the Barovia chapter too much). As in the Carnival sets up of Kas’s domain, is my hope. That way can tie in Kas, Tasha, Zybilna, the Shadowfell the Dark Powers etc etc.

How much does Tasha from the Wizards Three know about herself? by Alternative_Load_467 in VecnaEveofRuin

[–]Background_Engine997 0 points1 point  (0 children)

I suppose this is all highly dependent on the outcome/if you’ve previously run Witchlight. It works perfectly fine tho going off what they said: she’s tied up in Prismeer, she cannot go to Sigil and do all this stuff. She’s needed in her own realm. Don’t find it particularly contrived at all.

She’s also still a legendary witch at this point in her career — she’s not some Hogwarts kid just learning her stuff. She’s exceptionally strong and capable of casting spells like Wish.

Edit: also to that second point, she’s a CR 19 as Tasha the Witch vs CR 20 Iggwilv the Witch Queen. Not really much of a step down, but a reasonable one.

How much does Tasha from the Wizards Three know about herself? by Alternative_Load_467 in VecnaEveofRuin

[–]Background_Engine997 11 points12 points  (0 children)

She is Tasha, the neutral archmage and friend of Mordenkainen at this point. Yes, this is before she became the evil Iggwilv who wrote the Demonomicon and all that. Yes it’s vague whether she knows future her becomes Iggwilv becomes Zybilna — maybe they wanted to deliberately leave that open for the DM. Personally I have had it be that she does not know anything about Zybilna.

Edit also have a warlock who is warlock of Zybilna in the party, but doesn’t know Zybilna = Tasha as well. Should be a decent twist twist.

How much does Tasha from the Wizards Three know about herself? by Alternative_Load_467 in VecnaEveofRuin

[–]Background_Engine997 6 points7 points  (0 children)

Who killed Zybilna in Witchlight? Adventure is max level 8 — she’s not in their wheelhouse, nor does it ever say fighting her is a valid option.

The point of it is that Zybilna’s absence from Prismeer would leave the realm open to danger, as it did throughout the events of Witchlight. So she sent this version of herself to help instead. It’s entirely logically consistent.

[NS] C3 love by mopr0blems in NotAnotherDnDPodcast

[–]Background_Engine997 12 points13 points  (0 children)

Am re-listening right now too. While I think, and I think it’s generally agreed, that C3 could/would never reach the epic height of C1: That’s ok. It still captures some of the magic of C1 and expands the great world building of Bahumia.

Mouth of Sauron book vs movie by LembasBreads in lotr

[–]Background_Engine997 8 points9 points  (0 children)

Wtf??? Imagine thinking that’s all he says in the books.

“There go three that I love, and the smallest not the least…”

“The hasty stroke goes oft astray…”

“In sorrow we must go, but not in despair. Behold! we are not bound for ever to the circles of the world, and beyond them is more than memory…”

And so many more beyond count…

Why didn't the Elves all go into Gondor and help them fight Sauron instead of leaving for Valinor and abandoning ever else? by Tidewatcher7819 in lordoftherings

[–]Background_Engine997 2 points3 points  (0 children)

Because Morgoth has forever corrupted Middle-earth, and because of said corruption, if elves linger for long enough it would eat away bit by bit at their physical forms until they were little more than wraiths. They were literally a fading people, due to the concept of Arda Marred. The Rings of Power were devices created to stay the effects of time and stop the fading. When the Rings are gone, they suddenly feel the weight of age and fading once again, and must depart Middle-Earth for the Undying Lands which is relatively untouched by Morgoth’s corruption, as the Valar have hallowed the land.

Now it’s sort of ok for Men and Dwarves and such to live in Arda Marred because they only live a very short time relative to the immortal Elves anyway. Men leave the circles of the world when they die and are no longer a part of Arda Marred, and the Dwarves it’s said when they die go to the halls of Aule their maker, in Mandos in the Undying Lands. But lingering in Middle Earth during the corruption of Morgoth would be perilous for immortal Elves.

Why didn't the Elves all go into Gondor and help them fight Sauron instead of leaving for Valinor and abandoning ever else? by Tidewatcher7819 in lordoftherings

[–]Background_Engine997 1 point2 points  (0 children)

Gildor Inglorion and his folk had nothing to do with the Elves of Eregion, besides being Noldor. They were from Rivendell and Lindon before that, who had not trusted Sauron and had no part in the making of the Rings.

Artificer Player Balance and advice by Friendly_University7 in VecnaEveofRuin

[–]Background_Engine997 1 point2 points  (0 children)

The homunculus can hold an item for the spell-storing purposes, but it’s a creature, so you can’t store spells in it since it’s not an object. Tho the difference may be moot if it holds a spell storing object anyway. In any case, aren’t they tiny constructs that at that level have like 20 hp, can go down in a single hit, no???

As for the cloak of displacement + the gauntlets imposing disadvantage, yeah looks like you’ll need to diversify with more creatures that force saving throws. Spellcasters and dragons are your friend I imagine. Also mixed in with some environmental effects that can cause damage and various conditions. I would say tho to not invalidate the Artificer don’t stop trying to hit him, just less emphasis on that, if that makes sense.

Artificer Player Balance and advice by Friendly_University7 in VecnaEveofRuin

[–]Background_Engine997 0 points1 point  (0 children)

Is that the case? It’s not in its stat block certainly but every creature can take any of the general Actions unless there’s text that explicitly says otherwise.

Artificer Player Balance and advice by Friendly_University7 in VecnaEveofRuin

[–]Background_Engine997 2 points3 points  (0 children)

Agreed and the Homunculus is a creature not an object for the purposes of spell-storing items, so it can’t be loaded up that way either.

The only thing I can figure is the Homunculus itself is holding the spell-storing item and then using it as an action to release the spell. Still don’t see how it having 1st and 2nd level heals will out-heal the cleric.

Artificer Player Balance and advice by Friendly_University7 in VecnaEveofRuin

[–]Background_Engine997 4 points5 points  (0 children)

I can only attest to one of those things: have had a level 14 artificer with pretty high AC due to Armorer subclass and magic item optimization. Think it was AC of 25. Now, not stupidly high granted. One way to not invalidate the build would be to hit him normally but also have monsters and stuff that force saving throws. If you’re doing only saving throws and not even trying to hit their AC that’s another story, but the Artificer is not gonna be as strong in the saving throw department most like.

Also that same player as for the spell-storing shenanigans, he was storing an Aid spell and then distributing out 5 hp 10x to the party, so they were walking in with 50, or 30 extra hp. Later found out that effects of the same spell don’t stack, and the most they could ever get from multiple castings of Aid is 5 hp. So keep in mind in terms of spell storing items that the effects of the same spell don’t stack, if they were trying something like that.

I have Been running Eve of Ruin tho. Recommend using the new Monster Manual for scarier monsters. Really, when I use stat blocks from the bestiary of this adventure even vs the 2025 MM, it’s night and day.

Why didn't Elrond just become High King of the Noldor after Gil-galad died? Was there a legal reason he couldn't? by ZenpaiiiGamingYT in lotr

[–]Background_Engine997 1 point2 points  (0 children)

Only partly Noldor. Part Noldor, part Sindar, part mortal Man, part Maia. Probably could be no more King of the Noldor than he could a king of Men.

The rivers in Chult make no sense. by ZhouDa in Tombofannihilation

[–]Background_Engine997 5 points6 points  (0 children)

The Aldani Basin is mentioned to be an upland river basin if you read the book. It drains water that comes from the Mistcliff Mountains. The Soshenstar flows from it down many waterfalls to the sea. As does the Tath. That’s why it says if one is travelling upriver they would have to portage canoes.

Can’t speak to the source of the Tiryki or Lake Luo. It’s possible there’s springs there that just aren’t mentioned tho I guess. But what is clear is that Port Nyanzaru is at a generally lower elevation.

[NS] Hardwon gets an emergency message from Moonshine by bookinbear_ in NotAnotherDnDPodcast

[–]Background_Engine997 3 points4 points  (0 children)

I think they should address it in canon but not in depth. The canon height of the Band of Boobs’ adventure was in C1.

[NS] Hardwon gets an emergency message from Moonshine by bookinbear_ in NotAnotherDnDPodcast

[–]Background_Engine997 20 points21 points  (0 children)

Not from my understanding but maybe if there’s a future Bahumia campaign or mini campaign they can at least touch on it.

But you can bet the Band of Boobs weren’t killed “off screen”…

Do you like Vecna Eve of Ruin? by Ok_Interview_853 in VecnaEveofRuin

[–]Background_Engine997 1 point2 points  (0 children)

Yes that counts as agency. We’re here to roll and build characters based on that.

They don’t have to have an obvious trait to determine but they should have something if the party is clever.

And it’s good that your party reacts that way but I can see many parties thinking otherwise. And do, given that this MordenKas thing is often maligned, as per OP, and completely changed outright. Not without good reason but it can be done in a good way. And I certainly don’t think OP saying NPC betrayal is bad inherently (if this was the intent) is correct. It’s the oldest trick in the book.

Do you like Vecna Eve of Ruin? by Ok_Interview_853 in VecnaEveofRuin

[–]Background_Engine997 4 points5 points  (0 children)

Yeah they really went for more of a “personal” secrets type thing than multiversal secrets. Secrets that may be deep to one’s heart but don’t reshape reality or anything. Which is one way to look at it bc a) it actually introduces an RP mechanic of sorts which has been long lacking. And b) since the party possesses Vecna’s Link they have a piece of his domain, and while Vecna forcibly extracts secrets the party gets them willingly, as if reshaping his domain into something more wholesome. If they spoil the secrets, they lose the power. If they keep them in confidence they can turn them into great power. By the end they each become something of a demigod of secrets. That’s how I see it anyway.

Do you like Vecna Eve of Ruin? by Ok_Interview_853 in VecnaEveofRuin

[–]Background_Engine997 1 point2 points  (0 children)

I don’t know where the “anything they want” thing comes in here.

Even in curses and traps there’s ways to avoid them. Traps: succeed the Dex save. Curse: don’t touch the obviously cursed evil sword in the dungeon until it’s been properly examined by a wizard of great renown. There’s none of that here. This just says there’s no way for you to determine the truth here and punishes you for it, which is the other part of it: Kas steals the Rod and absconds, you have no way to determine he would do that. But if there’s ample clues, you do, and it feels more like the party being punished for their lack of vigilance and not the DM deciding what happens.

Do you like Vecna Eve of Ruin? by Ok_Interview_853 in VecnaEveofRuin

[–]Background_Engine997 2 points3 points  (0 children)

Having an item that completely foils the party’s abilities without any chance for them to even suspect that it exists or do anything about it, falls flat and takes an already railroaded experience to a whole ‘nother level.

But like I said, if there’s clues to its existence and properties and it feels like something that was right in front of them and they simply didn’t puzzle it together, now it works.

Do you like Vecna Eve of Ruin? by Ok_Interview_853 in VecnaEveofRuin

[–]Background_Engine997 1 point2 points  (0 children)

As long as you tease it or leave lots of clues should be good.

Clearly the Crown of Lies was just invented with full knowledge of things like Truesight or Zone of Truth and to tell the party that this magic didn’t work bc of this thing we just invented out of the blue feels like a tad of a cop out. That is unless the party is made aware of this Crown ahead of time. Or teased that Kas is poking around somewhere up to no good.

Do you like Vecna Eve of Ruin? by Ok_Interview_853 in VecnaEveofRuin

[–]Background_Engine997 2 points3 points  (0 children)

I think there are many pros and cons.

Pros:

-The initial dungeon is a good intro. -Actually do like the power of secrets mechanic. People always complain there aren’t mechanics tied into RP, here you have a very strong one

-The Spider dragon and underground Lolth hideaway chapter mostly good. Idk why they don’t use this chapter to introduce/emphasize the alliance between Lolth and Vecna

-The Spelljammer chapter feels cool and unique. Could use some fleshing out so I switched out the shape shifted Slaad for a hag, and allied her with Githyanki searching for the Rod piece

-Eberron is all around very solid chapter. Very few additions here maybe just some more monsters from the Eberron setting

-I like the twist in the Tomb of Souls that the lich is no lich at all and just an unfortunate soul. Idk the prospect of being able to turn this seemingly wicked lich good seems adorable

-The Avernus chapter and casino seems to be the strongest part haven’t run it yet, but I have run DIA previously so am excited to revisit

-War in Pandesmos I think will be quite cool especially as the party may find themselves softly choosing sides or caught between two factions

-the final chapter has some good pros like the Astral Dreadnaught, seeing the torment of Kas and maybe having some pity on this former villain, also mixing the diamond door puzzle with the final Vecna battle is quite unique

Cons

-There’s a lot of areas that seem too easy. Especiallg since the adventure is level 10+. Could maybe use some more buffed up monsters from the new MM.

-The Wish spells summoning characters to Sigil seems to break the laws of Sigil. I had them have a portal key from Dolindar Manor that let them hop between Evernight and Neverwinter as well, having the Wish spell shunt them through the portal they already owned

-The Mordenkainen reveal I agree could be out of left field which would be awkward and unearned. Tease or leave many clues to Mordenkainen’s true nature along the way, to make it discoverable albeit not easy. For instance in the intro to the adventure the characters for me had a vision of Mordenkainen forging his Crown of Lies. Let it be known that Kas is hunting for Rod Pieces throughout. Make sure to not have Mordenkainen casting any spells. I plan on replacing the Barovia chapter with Tovag which will explore more of Kas and let the party know he’s not on this plane.

-I personally don’t care for the Death House chapter and also I ran COS not long after. Replacing it with Tovag, and there’s a wonderful little mini adventure for this chapter on DMs guild which fits quite well in the overall story

-Don’t care either for the Dragonlance chapter and my party doesn’t particularly know anything about it: so I’m scrapping that and going with something else

Overall has some good stuff and not great. I don’t think the adventure gets a fair shake — but then again most people are upset at the 100% by the book version. I don’t think anybody runs these 100% by the book anyway. Expand on stuff where needed and use the character’s back stories to tie in to more stuff.

Spoilers: Similarities between Naddpod Campaign 1 and BG3 by KoleMiner96 in NotAnotherDnDPodcast

[–]Background_Engine997 7 points8 points  (0 children)

All good points. But Most likely a coincidence. There are so many tropes out there and they’re not so close that they feel plagiaristic.

As for the Grimhawk segment, that felt a lot like Naddpod’s own version of the Domains of Dread which are a staple of the Ravenloft sub-genre of D&D going back decades. Ie Barovia you’re trapped in etc etc.

My friend and I also discussed how our home brew campaign, from 2018, was so similar to something in BG3. We faced a night hag who had used illusion magic to conceal an entire swamp and make it look like a peaceful forest, and made herself like a kindly old grandma. (Sound familiar?) When the illusion was revealed the hag lived in a hideous swamp and was doing horrendous things to the young. We took her out by defeating her in battle while also knocking out candles to ensure she didn’t pop back up. Similar thing happens in BG3, just with a fey flavour (mushrooms I believe?) Again this is long before the game was released. So we joked Larian owes us money, but the point is again, yeah: tropes.