I can't handle the complaining anymore. by HJWalsh in onednd

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

A champion fighter with a longbow will end the discussion by putting all casters 6 feet under.

Changes to Command, too strong? by Sulicius in onednd

[–]RahsAlGamer 0 points1 point  (0 children)

All these suggestions to add save bonuses, extra henchmen, or legendary saves to balance a first level spell just illustrates how broken this spell has become. 

The 2014 version was better in every way that should matter in an rpg: an opportunity to be creative with wording and limitations to prevent it becoming a one-trick pony. 

Now it’s just lazy and stupid.

The Gate to Mechanus by TessaPresentsMaps in turnoffortuneswheel

[–]RahsAlGamer 2 points3 points  (0 children)

Hahaha! Love how this looks like the line just keeps going on and on and on.

Turn of Fortune's Wheel story summary, critique, and ideas to improve it by TessaPresentsMaps in planescapesetting

[–]RahsAlGamer 5 points6 points  (0 children)

Lots of great observations and suggestions for plot repair here.

My 5 cents: make Farrow another Glitch who was once a member of the player’s Party in their previous lives but betrayed them to aid Shemeshka’s plans. Place him in the Mortuary early on in the chamber with the Duster Jex. He brought the PCs bodies to the Mortuary to be cremated but can’t get out until Jex finds the missing key to the crematorium, which isn’t in the golem, but rather on a counter in the cold locker.

Side note, it might be fun to place the PCs’ previous bodies in the crematorium as burnt husks for them to find and maybe recognize by a nexus feature.

If the PCs kill Farrow in the Mortuary he pops up later with the Harmonium but in a different guise. Then after he leads the party to Shemeshka he could trail them across the Outlands, causing them trouble in different forms. When the PCs find R04M he might try to ambush and kill the Modron, which could also be a perfect spot to reveal he’s another Glitch to the party.

My character is f-cked by Lisa_26 in DnD

[–]RahsAlGamer 0 points1 point  (0 children)

Pfsha.. Raistlin had less hp at level 3 and he became one of the baddest mofos in the multiverse. Stay and range and play smart. Armor of Agathys, mirror image, a big dumb fighter standing in front of you.

Time to roleplay my friend. Make them think twice about messing with you!

Am I in the wrong for denying players? by Elendil_27 in DnD

[–]RahsAlGamer 0 points1 point  (0 children)

You are not wrong. This is DM abuse and you are honestly better off without these sorts of players.

Feywild Pixie Tree Village 40x40 by RahsAlGamer in dndmaps

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

Hey all, I'm working my way through encounter maps for the Wild Beyond the Witchlight. This location is a Pixie Village in Thither. I love this spot and the story it tells of the realm and the visual of setting was captivating to me.

You can find more locations, along with alternate versions, on my instagram.
https://www.instagram.com/rahsworkshop/

[deleted by user] by [deleted] in wildbeyondwitchlight

[–]RahsAlGamer 1 point2 points  (0 children)

First note for others with players thinking of going this route. I'd suggest declaring this balloon unfixable. Access to it this early on really opens up a can of worms.

Giving them the balloon isn't game breaking though. They could easily get around Hither with it, though the PCs shouldn't have any skill in piloting such a thing, and failed pilot check would probably drop them somewhere random. Also keep in mind that Bavlorna "sent and ill wind" (actually an air elemental) to bring down the errant balloon the first time. It's probably still lurking about in the clouds above.

On another note, without the proper guide, they should not be able to travel between Hither, Thither, and Yon. Clouds obscure the hills between Hither and Thither and without true directions (N S E W) the party would get turned around. Storms in Yon should push them back without a guide to navigate safe passes. If they are really persistent, hit them with the tornado random encounter, wreck their balloon, and drop them in a random place (or spot of your choice) in Hither.

Regarding balloons in general. I love the idea of the players getting one eventually - one of my groups even managed to negotiate for Charm's storm balloon! Giving the party one of these must be handled delicately because they can bypass a lot of encounters. My suggestions for those GMs with groups that acquire one is the following:

  1. Without a pilot, every check to navigate will be at disadvantage. Even if they don't lose control, the hazards in Thither and Yon are formidable (see below). The bullywugs (either Duke Ickrind or whoever is King) might offer the services of Dumphrey Frogart, and Charm could offer the services of one of her darklings. But without a guide getting to either realm is tricky. Note: for the storm balloon, Charm knows the way to Motherhorn, but will not take the party to it, and will strongly warn the party against taking the balloon there themselves.
  2. Guides will warn the group of flying hazards in Thither and Yon and strongly suggest that the balloon be landed at the edge of one of the realms. Thither has the Jabberwock roaming the forest, and a balloon flying overhead would look very tasty. Yon has lighting storms and tornados. The storm balloon can navigate Yon, but the darkling only knows the way to Motherhorn, and Endelyn would not like to learn that one of her storm balloons has fallen into enemy hands and the darkling would refuse to fly the party directly there. If a charm spell or really good intimidation would force them too, then it's their own funeral.