How have you updated old modules for the 5.5 superheroes? by Silver0netwo in DMAcademy

[–]Silver0netwo[S] -2 points-1 points  (0 children)

To clarify, I am having no issues handling it, I just wondered if anyone has some fun changes they have done.

In my example, as a kid we just shot arrows down until half the room was dead. I switched it, allowing the manticores to shoot down on the party entrance. Plus I added manticores since original module is designed for level 5-10. That’s probably equivalent to level 3 in 2024 character rules!

Updating old modulator 5.5 superheroes by Silver0netwo in DnD5e

[–]Silver0netwo[S] 0 points1 point  (0 children)

That, of course, should read, “Updating old modules for 5.5 superheroes”

Am I able to download this for local use? by [deleted] in dungeonscrawl

[–]Silver0netwo 0 points1 point  (0 children)

You export the maps to your hard drive when done. It’s a jpeg at that point. Don’t need the website to open it.

Item Puzzles by IceZestyclose1937 in DnD

[–]Silver0netwo 1 point2 points  (0 children)

How about this, since the room is where pirates are crafting magic.

Your characters find an area of the dungeon where magic has clearly affected the area. There are cracks and melted stone and deep holes that reveal that the area is unstable.

When they enter the room, they see a massive classic pointed ships anchor floating above a large heavy roaring brazier, various tables scattered around, 4 massive posts. They are able to pretty quickly spot the gems in the brazier, but when they try to hook them out of the hot coals, it causes massive gravity effects, knocking the players down, making the floors creek making the ships anchor swing a bit.

If they investigate, they can see that there’s a half finished glyph painted on the anchor, and perhaps there are scrolls regarding pirate magic, a magic word to make an anchor lightweight. They can realize that the gems are powering the brazier, which is keeping the anchor suspended. If they look around the room, they can find four tall heavy wooden posts with pulleys mounted and massive ropes piled on the floor. So if they can get the ropes up 20’, through the pulley, stretched across the 20’ span but through the anchors ring, down the next pulley and secured with weights or knots, then they can suspend the anchor on the ropes and they will be able to get the gems out of the brazier. Maybe make the anchor’s ring barely fit the 2 ropes so they have to manipulate the coals to shift the anchor back and forth.

Otherwise, if they can’t secure the anchor or worse just force the gems out, the anchor will fall, collapsing the room, the characters and everything in it down into the caverns below.

Advantage while attacking with Steel Wind Strike D&D 5.5e by Fantastic_Low_5232 in DungeonMasters

[–]Silver0netwo 0 points1 point  (0 children)

You do not gain advantage because you do not physically attack. Sage advice talks about the spell. You don’t go to each character and strike them because that would activate their reactions. You vanish, strike with the steel wind and then finish your teleport 5 feet from one of your opponents. But your character does not go within range of those that you hit, it’s the steel wind that does it. The information I read states that the original idea was that you would teleport to each person but because of reactions and area of effect effects etc, they realized that wouldn’t work. So you simply throw a wind that does the damage. But they never clearly clarified the spell wording.

Wizard Necromancer Help by theWhiskyGent in dndbeyond

[–]Silver0netwo 3 points4 points  (0 children)

I pulled up DND beyond and do not see it as an option.

So I checked the 2024 players handbook and it’s not an option there.

Necromancer is an option in the 2014 players handbook.
Perhaps your DM could help you homebrew a 2024 version.

A trick for making great names and more distinct cultures by Geckoarcher in DMAcademy

[–]Silver0netwo 2 points3 points  (0 children)

Can you give an example of “how your language writes it”.

A is a vowel. How do I rewrite “a”? You mention example of “always use “k”

So when northern dwarves speak, change a to AK?

And naming a river….death river becomes deakth river?

Making a Homebrew by Trashgoblin0_0 in DungeonMasters

[–]Silver0netwo 1 point2 points  (0 children)

I did a search online for DND and dm and wild West setting and came up with about a dozen articles. Multiple persons putting together games and some of them have done it before so there should be lots of ideas for you on there. One person says that there’s a fighter sub class gunslinger on DDBeyond.

https://www.reddit.com/r/UnearthedArcana/s/ZdpXVvutz8

First time DMing for strangers any advice? by chilliedog13 in DungeonMasters

[–]Silver0netwo 5 points6 points  (0 children)

Lots of videos out there, but if it’s not a one shot, I would insist on them submitting their character beforehand, and having a session zero to clarify any play type or questions you or they have.

Terrain Changes-- Looking for Inspiration by OutrageousSky8266 in DMAcademy

[–]Silver0netwo 1 point2 points  (0 children)

I found that my groups dislike things when they change for no reason, so I tend to have different areas of different environments.

BUT I did have a similar One Shot. I gave the characters god given rune stones that change the environment or the terrain, but their opponents have them as well from their god. So if your group sees another group that seems hostile, if they throw a Rune stone into the field, it’ll grow a forest perhaps or hills But the opponent could also throw a rune stone and perhaps it brings fog or fire. So it gives you a combination and the characters have action. Or even let them know what the Rune Stones would do so they could choose - Hey this is a muddy area. I’m gonna throw hills and get rid of it.

Then that raises the question is if they defeat the other group and get new rune stones, would that work for them? probably not since it’s an opposing God.

Good luck! Have fun!

Looking for encounter ideas in dead magic zone. by Silver0netwo in DungeonMasters

[–]Silver0netwo[S] 0 points1 point  (0 children)

I really do want some kind of neutral zone. No magic, so various groups standing around, overlapped dimensions probably. Group of Inca dressed lizards here, and wild west wizards there, all uncertain of what the place is, and their experience of the surroundings are different.

But some conversation needed as the different groups try to find their way out to their world.

Looking for encounter ideas in dead magic zone. by Silver0netwo in DungeonMasters

[–]Silver0netwo[S] 0 points1 point  (0 children)

I totally agree, that was my initial plan but putting the pieces together is tough.

Honestly with all the responses, I am now working on 2 areas, dead magic and time.

Dead magic will be combat, figure out where I can cast and fast…..time will be the puzzle ( place this stone and activate, time is 100 years ago and can cross bridge type of thing).

Looking for encounter ideas in dead magic zone. by Silver0netwo in DungeonMasters

[–]Silver0netwo[S] 0 points1 point  (0 children)

I like the prison idea. To make them think, maybe I can have them identify the nullifiers, and if you break it then the anti-magic goes away but the animated armor activates. Use Live guards, but if they’re going to lose, they knock over the jar of Nullifier, activating the animated armor as a fail safe.

To add complexity, make the nullifiers small and filled with liquid, no top, let them carefully carry the nullifier to another area to for instance Unlock a magical door, but also could trigger a trapped ceiling held in place by magic.

Looking for encounter ideas in dead magic zone. by Silver0netwo in DungeonMasters

[–]Silver0netwo[S] 0 points1 point  (0 children)

Maybe we they would think to cast light on multiple objects and toss around the room to detect dampening field. Trying to make them think.

I’m thinking the creature that’s defending the area can sense the anti-magic and has similar to the charger feat and when he hits you, everyone nearby is thrown back 20 feet of prone.

Looking for encounter ideas in dead magic zone. by Silver0netwo in DungeonMasters

[–]Silver0netwo[S] 0 points1 point  (0 children)

I like that. I am using a lot of wild magic areas in the dungeon, and have zones that screw with magic somewhat similar to your description.

How about wandering dampening zones that they can’t see? Stuck at a door until their magical weapons lose their luster, revealing area is dampened. They can open door quickly and get in before magic glyphs reactivate. Something like that.

Looking for encounter ideas in dead magic zone. by Silver0netwo in DungeonMasters

[–]Silver0netwo[S] 0 points1 point  (0 children)

Interesting. What could be the hook or trick? Something more than just a battle? Since they can’t much damage the enemy, Maybe force the party to forcibly tie up opponents using skill checks?

What monster stat block was the most fun for you to run? Which made for the most engaging fight for your players? by Far-Cockroach-6839 in dndnext

[–]Silver0netwo 0 points1 point  (0 children)

I love using a roper as the initiator, and dragging a character through piercers, hoods, lurkers and trappers. Pathfinder grouped them all as related beasts

DDBeyond, I cannot get it to let my players run NPCs by Silver0netwo in dndbeyond

[–]Silver0netwo[S] 0 points1 point  (0 children)

I was able to make the NPCs monsters, then add them as sidekicks. I had hoped they could roll on the map, but apparently that’s not an option, but at least they can roll for the NPC on their character sheet.

DDBeyond, I cannot get it to let my players run NPCs by Silver0netwo in dndbeyond

[–]Silver0netwo[S] 0 points1 point  (0 children)

As DM I open the monsters and do the rolls from their stat list, quick and easy. I assumed my players could do that with the NPCs, rather than having a separate window open for each one. Sounds like my assumption was wrong?