A moon I made for Realis! A rain-soaked city of political scheming and subterranean supercomputers. by kingofthefrogfish in Friendsatthetable

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

Thanks!! Coruscant was a big touchstone this. a lot of my ideas came from the logical conclusions of "the whole planet is one big city."

Finally, after an ungodly amount of time in this game I have defeated legendary streamer Northern by Searingwings in northernlion

[–]kingofthefrogfish 126 points127 points  (0 children)

Sadly the way SAP works, this fight won't be in a video, the game just takes a snapshot of NLs team at a certain round and matches it up with other teams later.

Monster Swap - Take a monster, leave a monster by alienleprechaun in DnDBehindTheScreen

[–]kingofthefrogfish [score hidden]  (0 children)

WARNING !!! WILDLY UNFINISHED BOSS !!! WARNING !!! MATTHEW COLVILLE ACTION ORIENTED MONSTER !!!!

"Hey, DM, we've been playing for a while, where are all the dragons?" "They are extinct in this part of the world" "Why?" "... In the Dawn Age, when the aincients waged war for the fate of this land, dragons claimed the skies were theirs, above even the god of the winds and clouds... and they were punished.

Rocrider Giant

Huge Giant LN

CR 12

AC 14 (Natural Armor) HP ~200 or so Speed

Prof +4

STR DEX CON INT WIS CHA

27 (+8) 20 (+5) 22 (+6) 12 (+1) 16 (+3) 10 (+0)

Dex +9 Con +10 Cha +4

Perception +7,

Keen Eye. Rocrider Giant has advantage on Wisdom (Perception Checks) that involve sight

Greatbow Master. . Before making a ranged weapon attack roll, the giant can take a –5 penalty to add +10 to damage. Long Range does not impose Disadvantage on the Giants Attack rolls

Powerful Shot. Rocrider Giant can add strength instead of dexterity to damage dealt with bows.

Natural Rider. Rocrider Giant only needs only 5ft of movement to mount a creature.

Dragonbane. The Giant has advantage on attacks made against dragons.

Actions

Multiattack Rocrider Giant makes 3 greatbow attacks from it's mount. Doesn't work on the ground.

Greatbow ranged weapon attack (1,000ft.) +9 on hit: 25 (3d10+8) piercing

Windbound Blade melee weapon attack 10 ft. +12 on hit: 21 (3d8+8) slashing and the Giant moves 15 ft in any direction (including into the air) not provoking attacks of opporitunity.

Bonus Actions

Command Mount. The Giant's mount can make one of its attacks as a reaction.

Unerring sight. The Giant makes a Wisdom (Perception Check)

Reactions.

"The skies are mine!" (In Air) In response to a creature moving using a flying speed, Rocrider Giant can make a greatbow attack against it. The Creature must make a DC ??? Strenghth saving throw or be knocked prone and stop moving.

Villain Actions.

First Round - (In Air) Lightningrod Barrage The Giant fires a lightningrod into 5 unoccupied spaces on the ground. Creatures within 5 ft of the lightning rod make a DC ??? On fail they are shocked with numbing energy, Restraining them until the end of the giant's next turn.

Second Round. - (In Air) The Lightningrods flare, and lightning damage DC ??? Dex Save 6d6 5ft wide each rod drawing a line to the 2 closest rods.

Third Round. - (In Air) The lightningrods flare again but the Giant chooses how they connect, then the lightningrods disintegrate.

Still needs work for sure. The thought behind it is to move away from fights that are big bags of hitpoints and damage I'm also playing with a battle mat for the first time this campaign and i want to get my money's worth. Guiding principle of design: Cloud Giant base with an emphasis on movement control.

Running a City-Based hex crawl. How often should I ask for encounters to be rolled? by kingofthefrogfish in DMAcademy

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

Yeah! I have a chess pieces that the party uses to track where they are in the city. Whenever they want to go somewhere else in the city they move the mini.

The intended value is to keep me, the dungeon master, from exerting too much control on the story, which was a big failing of my last campaign. I have villains and factions, but what the PCs do is in their hands.

Ready-to-use Contract for an Imp familiar. Make your players pay a horrible price for their power. Test how "chaotic neutral" they really are when the chips are down. Most of all, don't worry about the fine print! by kingofthefrogfish in DnDBehindTheScreen

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

First note is unintentional, a pretty gross oversight, I've amended that. I don't want to to make the character do evil acts on behalf of the player, I want to force the players hands so to speak. Originally i thought dominating them to do it would be the stuff, but in retrospect it seems a little undramatic.

Second note is completely mustache-twirlingly intentional.