View Profile: MonsterEnvy - Morrus' Unofficial Tabletop RPG News
  • MonsterEnvy's Avatar
    Yesterday, 10:04 PM
    Just got Ghosts of Saltmash and I must say, I really like the little change to artstyle from Dragonhiest to there. It's hard to put into words, but I just think the maps are really improved.
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  • MonsterEnvy's Avatar
    Friday, 17th May, 2019, 08:30 AM
    I think you misunderstanding what was said. While there are some holdouts like Tam. The vast majority of threats the Realms and most D&D settings face is evil rising up from the underground. (Both metaphorically and literally.) The status good is normally the good guys are dominant and everything in the parts of the world being covered is fairly peaceful, until an evil threat rises up to threaten...
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  • MonsterEnvy's Avatar
    Sunday, 28th April, 2019, 09:00 PM
    This is literally what Otyughs and Carrion Crawlers were built for.
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  • MonsterEnvy's Avatar
    Friday, 26th April, 2019, 09:17 AM
    Just say he's a Demon Lord there.
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Monday, 20th May, 2019


Friday, 17th May, 2019


Friday, 26th April, 2019


Saturday, 12th January, 2019

  • 11:30 PM - pukunui mentioned MonsterEnvy in post SKT - Need Ideas for Introducing Harshnag
    MonsterEnvy: I am well aware of the default setup. I have consciously altered the script. That said, introducing Harshnag was always going to be potentially awkward, since the adventure leaves that part open-ended (as it must). The only new variables my changes introduced were the second and third points in my OP: whether or not to have Harshnag accompany the PCs to the Uthgardt mounds and whether or not to introduce the airship early. Although I went into last night's session without having concrete answers to any of my questions, I was able to improvise to everyone's satisfaction, and I now have a clear idea of how to proceed. Harshnag has set them upon their next quest: Retrieve four giant relics from the Uthgardt, then rendezvous with him outside Mirabar before heading to the Eye. He drew them a map showing them where the various mounds were located but did not offer to accompany them to the mounds. My players didn't seem to mind. They are going to go to Morgur's Mound first. I w...

Monday, 22nd October, 2018

  • 11:41 PM - Jester David mentioned MonsterEnvy in post Ravnica Table of Contents & More
    It would depend on the initial answers: whuch other Guilds are the enemies of the Guild or Guilds running the caravan, etc. This is why they are using tables to organize the information. Point is, the answers to all of your questions would be Guild information. Because the Guilds are the setting. Which is why I was asking MonsterEnvy. He knows the Guilds so the answers should be apparent. He knows whatever the merchant Guild is, so he should know what the caravan would be holding, where it is going, and who is trying to steal it. To say nothing of what the city looks like and how to describe the journey...

Wednesday, 30th May, 2018

  • 07:27 PM - PrintableHeroes mentioned MonsterEnvy in post Reopening Mordenkainen's Tome of Foes
    MonsterEnvy I don't suppose you happen to know why those weren't included? Quality-wise it's on par compared to some of the other illustrations, but I could see the direction being too similar to Ghouls - that would be my issue with them.

Wednesday, 9th May, 2018

  • 10:50 PM - dave2008 mentioned MonsterEnvy in post Disintegrate vs Forcecage
    I should have specified that I'm using @dave2008's beefed 5e monsters. His version of Yeenoghu has Disintegrate instead of Teleport. But you're right that some limited teleport would be a good addition for Demon Lords. @robus, I just wanted to point out that my Demon Lords have some standard spells that they all have access too. If you look at the demon lord traits, all demon lords have the following spells: At will: comprehend languages, darkness, detect magic, detect thoughts, polymorph, see invisibility, telekinesis 3/day each: arcane gate, dispel magic, fear, teleport 1/day each: forbiddance, symbol So my version of Yeenoghu does still have access to teleport. However, as @MonsterEnvy noted, I plan to add limited range at-will teleport abilities in future updates.

Friday, 16th March, 2018

  • 04:56 PM - Hawk Diesel mentioned MonsterEnvy in post Curse of Strahd - Finale Help - Spoilers
    MonsterEnvy I don't think you need to be so harsh. We know nothing of the campaign before this fight. Additionally each table is different. While you may disapprove of the stylistic differences, this may be quite appropriate to the OP's table. Personally, I think it would be a much more productive conversation of instead of bashing the OP, we trust that he knows what is fun for his table and either raise question to his choices (encouraging reflection on why he is running this way) or providing suggestions within the framework he has posed. As to the OP, Strahd is smart, has had centuries to master his craft, and has the blessing of the Dark Powers of Barovia. I would recommend sprinkling in traps and illusions. Strahd likely knows that his bones pose a weakness. Either he would have multiple sets of bones in the room, guardians protecting them, illusions to confuse and disorient the players, or most reasonably a combination of all these things. Another cool trick might be to have the bones...

Saturday, 2nd December, 2017

  • 03:15 PM - Jacob Lewis mentioned MonsterEnvy in post Valindra Shadowmantle
    MonsterEnvy Oh, her survivability isn't in question. Liches, right? I just meant to illustrate how her awesomeness in-game, both online and in the original Neverwinter campaign setting for 4th Edition, has gotten her an appearance as little more than an Easter egg. But work is work. Hope she was compensated adequately for her cameo! Or at the least, open more job opportunities!

Friday, 24th March, 2017

  • 08:38 PM - Quickleaf mentioned MonsterEnvy in post WOTC teasing planescape.com
    Hoping it's something related to the Planescape we know and not a complete reboot using the MTG Planeshift stuff they have been putting out (Which is my hunch). I don't supposed anyone has actually confirmed that it's a WoTC owned address have they? Most I have gotten so far is that it's registered with Godaddy. Well, MonsterEnvy confirmed here that it was posted on WOTC's Twitter account.

Monday, 31st October, 2016


Friday, 11th March, 2016

  • 11:37 PM - feartheminotaur mentioned MonsterEnvy in post "The" Lich?
    I thought this was a Monty Python thread before I realized it said "Lich" not "Larch" But, Tam would be the one to me. MonsterEnvy lays out a good delineation point: The others are more than just a lich.

Friday, 5th February, 2016

  • 12:10 AM - pukunui mentioned MonsterEnvy in post Enter Into The Frozen Castle With Kobold Publishing
    jayoungr: As MonsterEnvy suggests, you could make it so the cult attacked the castle, causing it to crash, sometime after the PCs left. Then, at an appropriate point during The Rise of Tiamat (that is, when the PCs are 10th or 11th level), a representative from Blagothkus could approach the council and ask that the PCs come and help get the castle flying again. That's what I will most likely do if the castle doesn't crash at the end of HotDQ in my campaign.

Saturday, 19th September, 2015

  • 06:38 PM - Rhenny mentioned MonsterEnvy in post Help Me Plan My Next Move (Princes of the Apocalypse Spoilers)
    MonsterEnvy, Rabbitbait, and Marcelus14 - We may play tonight so I think I'll use a little bit from all of you. I'll have the feast scene all seem well and good. Perhaps the PCs will notice some of the knights looking at them strangely (but only if they tell me they are looking for it). Thurl will talk up the evil of the Earth Cult and encourage the group to investigate, but he'll also invite them to stay the night to rest and begin their adventure in the morning. That night, I'll have the Three Knights along with Barister (the cleric who is an Air Cultist), sneak into their room to capture them and bring them to the Pinnacle. Up there, Thurl Merosska and some other Knights and Initiates will hold a sort of trial. If someone in the party speaks well (and persuades) Thurl, he will commend the Half-Orc and tell the others in his society that it is that type of "ferociousness" that he and the others should develop in order to wipe out the Earth, Fire and Water cults. (This will be the ...

Sunday, 10th May, 2015


Sunday, 31st August, 2014


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Monday, 20th May, 2019

  • 10:22 PM - Dyson Logos quoted MonsterEnvy in post I draw the occasional D&D map
    Just got Ghosts of Saltmash and I must say, I really like the little change to artstyle from Dragonhiest to there. It's hard to put into words, but I just think the maps are really improved. Thanks. That's the effect of nearly two more years of experience.

Saturday, 18th May, 2019


Thursday, 18th April, 2019


Friday, 1st March, 2019

  • 06:25 PM - doctorbadwolf quoted MonsterEnvy in post Why are gargoyles evil?
    In 5e it's because they were created by an evil being to be evil. no, that's an in universe justification. In 5e it's because they wanted more intelligent creatures that can be killed without guilt, for some reason. Same as the gnoll.

Thursday, 28th February, 2019


Tuesday, 26th February, 2019


Monday, 25th February, 2019

  • 05:51 AM - Skywalker quoted MonsterEnvy in post Age of Sigmar's Cover Art Unveiled
    How so, it's pretty much just who did better on the test wins. And due to advantage going to whoever won, there is little whiffing and doing nothing. Degrees of success with roll under adds another mathematical calculation per roll (meaning two more per attack) as well as a comparison of the two new amounts. Some people also find the flip from rolling under combined with comparing the highest margin requires greater mental gymnastics than something similar in a roll over system. The main feature of using roll under is that the roller knows what they need to succeed. Combining it with margins of success for compared rolls undermines this feature somewhat.

Sunday, 24th February, 2019

  • 11:48 PM - Skywalker quoted MonsterEnvy in post Age of Sigmar's Cover Art Unveiled
    It has most of the rules. Degrees of Success are in CoC as well. Degrees of success are in previous versions of WFRP as well, but not to determine the winner in an opposed roll. Most roll under systems do not use degrees of success in this manner, and for good reason, as doing so complicates slows the gameplay down considerably.

Saturday, 23rd February, 2019

  • 07:46 PM - Dragonblade quoted MonsterEnvy in post Age of Sigmar's Cover Art Unveiled
    Do you even know anything about the setting. Thats not really how Age of Sigmar's setting works. It's more heroic fantasy. I don't really know anything about the setting. So if its just Warhammer with a different coat of paint, I'll pass. But I've heard its different, so tell me what you think about it and why you like or don't like it.

Friday, 22nd February, 2019

  • 11:59 PM - Retreater quoted MonsterEnvy in post Age of Sigmar's Cover Art Unveiled
    That is what it has. The system is a ton like Call of Cthulhu. If you can play Call of Cthulhu you can play Warhammer Fantasy 4e. I got only the Starter Set, so maybe it doesn't have the full rules? Or maybe what I was reading are optional? The charts, degrees of success, hit locations, etc, all made it seem much more complex than CoC.
  • 10:34 PM - Retreater quoted MonsterEnvy in post Age of Sigmar's Cover Art Unveiled
    It has it's own unique setting. I would advise people to give this setting a chance. Also why did you find the Starter Set almost unplayable. I've played all the editions of WHFRPG. And maybe it's less fiddly than the older ones (it's been a little while, so my memory is fuzzy), but comparing it to modern games such as D&D 5e, Numenera, Star Wars, Call of Cthulhu 8th edition, Seventh Sea, or any of the Apocalypse Engine games, I'd say it's fiddly. Rolling a check, comparing it to another check, subtracting those numbers, dividing to get a success level. Then using that success level to modify your damage roll, which is then reversed, compared to a hit location chart, which then the armor in that location of your target further subtracts the damage. Oh my Lord. I closed the file and considered my money wasted.

Tuesday, 12th February, 2019


Thursday, 15th November, 2018

  • 01:35 PM - Gwaihir quoted MonsterEnvy in post Orcus Vs Strahd plot help
    How did Strahd escape Barovia. Based on the actions of the party in the first part of my campaign. Strahd played them the whole time, with the intetent of being freed from the demiplane. He used a vistani effigy (as in DCA) and planned on leaving Barovia with them, at which point vistani assests in Faerun would seize the puppet and free him. Alas one of my players threw me a curveball at the climax, he declared that he was staying in barovia and ruling it. I figured Strahd, being a genius, would have anticipated this and was able to use a flawed ritual performed on the puppet by a PC to still escape Barovia, although as an incorporeal form. G

Friday, 9th November, 2018


Wednesday, 24th October, 2018

  • 12:48 AM - Kramodlog quoted MonsterEnvy in post Ravnica Table of Contents & More
    Thats not how it works. The Guilds are a part of the worlds Lore. There are only 10 of them. And they determine nearly everything. You are pretty much complaining about something you have no idea about. I have a pretty good idea of what they are. They are the entire setting of Ravnica in that D&D supplement. It will get old fast. As Jester pointed out, there use to be a setting called Council of Wyrms where you played dragons. You could play it it for long Same for the 3e setting Ghostwalk. You could play the dead soul of your character. They are one trick ponies that do not can be fun at first, but become boring real fast. There also was the Planescape setting. The planes and Sigil had factions which is another word ofr guilds. Factions quickly became part of the background of our adventures rather than the main feature. What saved Planescape was the dept of the setting. It had other stuff to offer than factions. With out that dept, the setting would be as forgotten as Birthright. I played...

Tuesday, 23rd October, 2018

  • 07:30 PM - gyor quoted MonsterEnvy in post Ravnica Table of Contents & More
    That is even less sensical. It like buying the Old Grey Box and having only Suzail described. Thats not how it works. The Guilds are a part of the worlds Lore. There are only 10 of them. And they determine nearly everything. You are pretty much complaining about something you have no idea about. I think the idea is that maybe they should have expanded the setting beyond the capital region, and maybe explored more locations and cultures. If you read the novels the guilds are the dominate force and the world government of the plane, but most people are still guileless, and the guilds don't control everything, there are organizations outside the guilds, religions, and cultures that predate the guildpact. And there have been revolts against the guilds. And guilds were even dissolved for a time. Its like the government departments, they determine an aweful lot, from infosteuxture, to schools, hospitals, the military, even in some cases religion (like in Iran). But no where does ...
  • 12:18 AM - Kramodlog quoted MonsterEnvy in post Ravnica Table of Contents & More
    Then you clearly don't know much about Ravnica. The Guilds are the world. Designers aren't limited to MtG formats when making books. They could have used Ravnica as a setting and added a tonne of iconic MtG spells, magical items, monsters, NPCs to make this book worthwhile. That is what makes a MtG D&D cross-over interesting. Not guilds. I do not recall anyone demanding more guilds in D&D or even Ravnican guilds in D&D. I do recall demands for a campaign setting, but you only have 24 pages of that in this book. Even on that level the book is a wasted opportunity to expend the D&D multiverse. Guilds are what people demanded. This reminds me so much of 4e's designer telling us what we really wanted in D&D.
  • 12:04 AM - Jester David quoted MonsterEnvy in post Ravnica Table of Contents & More
    There is more then one Merchant guild.(Well to be correct none of them are merchant guilds) Were it would be going and who would try to steal it all depends on the guild. @Rossbert gives a good answer. On what the city looks like and how to describe it, it depends on which guild is in charge of the area. And we are going to get coverage over the most notable area in Ravnica the 10th District. Again, we’re getting 20 pages on the 10th District. Less tha Waterdeep receives in Dragon Heist or Sharn gets in the Wayfarer’s Guide. That’s an anemic amount of pages to describe a setting. If I have to spend all my time inventing locations and settings details, I might as well use a homebrew world....

Monday, 22nd October, 2018

  • 11:12 PM - Jester David quoted MonsterEnvy in post Ravnica Table of Contents & More
    In Ravnica, yes it would. Then what would the answers be?
  • 10:53 PM - Jester David quoted MonsterEnvy in post Ravnica Table of Contents & More
    It is about Ravnica. Knowing about the guilds ensures you know everything you need to about Ravnica. So knowing about the Guilds gives me location adventures? That will tell me how and where the adventuring party meets and what quests they might be given? What people wear and how they act? The history of the setting? What the common trade goods are and where they come from? That feels a little reductive. Like saying that knowing about the gods and faiths of the Forgotten Realms tells you everything you need to know about Faerun. After all, the iconic "adventure" is the party guarding a caravan going from place A to B. Knowing the Guilds likely tells me who would be owning and operating the trade caravan. But it wouldn't tell me what was in the caravan, where it was going, and likely not who would try and and hijack it.


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