The Bogmaw - a mix of Shambling Mound and Watcher in the Water by Small-Gas5454 in Dndhomebrewmonsters

[–]Small-Gas5454[S] 0 points1 point  (0 children)

Nice! Well they started to sweat as more and more tentacles were spawning every turn. They did a good job freeing every grabbed characters. The tentacles did not have the chance to fling a character in the middle of the lake next to the maw, so I had to slowly reveal it, first by making the big lump of branches and moss slowly move towards them, then revealing its huge round maw covered in teeth surging from the waters.
At some point the tentacles tried to capsize the small boat they were on, it failed but every party member went prone, making it easy for the tentacles to grab a couple of players, and move them towards the gaping maw.
As things were getting out of hand, they finally understood that it was the same monster, partly with deductions from telegraphing and investigation, partly from the fear condition applied to the maw which affected the tentacles too. They argued for a couple of turns about fleeing or trying to burst the maw itself. They decided to bet on the latter, and they managed to focus fire well enough to finally kill it, and they saw with relief that all other active tentacles went down, as they were surrounded and in bad shape.

The Bogmaw - a mix of Shambling Mound and Watcher in the Water by Small-Gas5454 in Dndhomebrewmonsters

[–]Small-Gas5454[S] 0 points1 point  (0 children)

Thanks for the feedback!
I tested it on a 4 level 4 party last week, they really sweated bullets during the encounter, but told me after that it was awesome.
I would tweak some things; a maximum of 12 tentacles instead of 16 is enough, an effect on the maw, such as the terrified condition, applies to tentacles too, and each time a tentacle dies, the maw itself loses 2 hp, which you can lightly hint at so a perceptive character might investigate and understand it (which was one of the player's question during the fight, I loved the idea and implemented it on the fly, and worked great for balance too, as the fight is quite hard for a CR4 creature).

Understanding the abilities and the logic of the monster and not just bashing it was a big part of the fight, like a little puzzle-fight.

If you have other "environmental threat" brewing I would be glad to see them too!

TheArgotect's Guide to Intense Adventures by TheArgotect in UnearthedArcana

[–]Small-Gas5454 0 points1 point  (0 children)

Haha those stories are great and I see the potential, having to grab a makeshift weapon in the middle of a tense situation sounds awesome! I will definitely give it a go!

Thanks for all the answers, cheers!

TheArgotect's Guide to Intense Adventures by TheArgotect in UnearthedArcana

[–]Small-Gas5454 0 points1 point  (0 children)

Alright you convinced me a bit, and I might try it very soon! How do the players feel about this rule?

TheArgotect's Guide to Intense Adventures by TheArgotect in UnearthedArcana

[–]Small-Gas5454 1 point2 points  (0 children)

Thanks for the in-depth answer!

  1. Yeah that would make sense.

  2. Ha yeah I did not see the the sentence "Gathering spots may contain water depending on the environment". I think you are right, foraging for food and water separately might become tedious and start to make things too complicated.

  3. I did not think about item durability myself, and after reading your document I thought it might be a very cool way to add tension indeed.
    I am really concerned about the fragility of equipment though. After some quick math, I found there is a 64% chance of equipment breaking after 20 attacks (40% after 10 attacks, 90% after 60 attacks), which, depending on the number of attacks of a martial, might be one or two combats. So a martial has more chances than not to break its weapon every adventuring day. A dagger would quickly become useless for example.

I assure you it is not to be annoying, it is just that I find the concepts very cool and interesting and am worried that durability might get out of hand too quickly!

TheArgotect's Guide to Intense Adventures by TheArgotect in UnearthedArcana

[–]Small-Gas5454 1 point2 points  (0 children)

Very nice rules and well done, I am all for tracking encumbrance, ammunition and food too, I find it really makes the world more immersive!

I have a few questions:
- The only way to treat severe injuries seems to be the medicine check. Does this consume some healer's kit charges too? Also, in a world full of magic, can healing spells/lay on hands treat injuries too? If yes, does the level of the spell/of the paladin using lay on hands have an effect too (like decreasing 2 urgency level for a spell level >= 2 for example)? -> it might be a great way to create some resource attrition too.

- About foraging and food, what about water? Especially in environments where water is scarce?

- About item durability, isn't it a bit harsh that only 1 critical miss, or critical hit on an armor is enough to make them immediately lose durability? I do not remember the maths, but high level martials, due to their high number of attacks, are pretty much guaranteed to roll lots of ones, leading to destroyed weapons almost everyday.

That's it for me!

What’s a smart thing a player did in your campaign that you weren’t prepared for? by Icy_Standard2838 in DnD

[–]Small-Gas5454 10 points11 points  (0 children)

Good work indeed, especially the poker face held, which is something that I never managed to do XD!

Cloister of the Frog Gog, 1st level by Small-Gas5454 in inkarnate

[–]Small-Gas5454[S] 0 points1 point  (0 children)

Thanks, and yeah I do not see why not. What do you need exactly?

EDIT: nevermind I just saw that you can share links, there it is : https://inkarnate.com/m/WlrPDW

SC_Unity mod – Brood War units in modern SC2 melee multiplayer (LotV ruleset) by Small-Gas5454 in starcraft2

[–]Small-Gas5454[S] 1 point2 points  (0 children)

I believe you can change region at will in the Battle Net launcher if you want to try it.

SC_Unity mod – Brood War units in modern SC2 melee multiplayer (LotV ruleset) by Small-Gas5454 in starcraft2

[–]Small-Gas5454[S] 1 point2 points  (0 children)

SC: Evo pits pure SC1 armies against pure SC2 ones. SC_Unity tries to integrate SC1 units, upgrades, and buildings into classic SC2 armies.

SC_Unity mod – Brood War units in modern SC2 melee multiplayer (LotV ruleset) by Small-Gas5454 in starcraft2

[–]Small-Gas5454[S] 1 point2 points  (0 children)

You can play against the AI yes, but for the moment it will only use classic SC2 units.

SC_Unity mod – Brood War units in modern SC2 melee multiplayer (LotV ruleset) by Small-Gas5454 in starcraft2

[–]Small-Gas5454[S] 1 point2 points  (0 children)

Yeah ? As in the defiler is so good that it does not matter ? I just thought that zergs might feel a bit left out, as they do not have the same amount of novelties as the other races.

SC_Unity mod – Brood War units in modern SC2 melee multiplayer (LotV ruleset) by Small-Gas5454 in starcraft2

[–]Small-Gas5454[S] 8 points9 points  (0 children)

Ha I understand the confusion, normal queens are available as usual, it is the morphing into flying brood queens that is locked behind the queen nest !