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[CAMPAIGN] Out of the Abyss [SPOILERS]
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<blockquote data-quote="Celtavian" data-source="post: 6754183" data-attributes="member: 5834"><p><strong>Enemy Modification: Asha Vandree Drow Priestess</strong></p><p></p><p><strong>DM Notes</strong>: I wanted the drow priestess with the slave hunting group to be more powerful given the spell power on the side of the characters. I also refuse to allow the <em>wand of viscid globes</em> to short circuit encounters if it falls into the hands of the PCs. I read Mike Mearls making a flippant remark about the power of Lolth allowing the wand to work against Legendary Creatures and her fellow Demon Lords. I find this to be a completely ridiculous idea. The Restrained condition could turn fights against powerful legendary creatures into an anticlimactic joke. Hit the creature, restrain it, and then pepper it with ranged spells and weapon attacks. The fight goes from epic to a foolish joke that only a hack DM would allow the PCs to exploit against such powerful creatures. It was hack adventure design that allowed the <em>wand of viscid globs</em> into the game without limitation. I find Mearls comment rationalizing why an item classified as rare and created by drow would affect creatures classified as legendary including unique beings like Demon Lords. WotC should have taken quick and decisive steps to limit this magic item's ability to affect combats against legendary creatures, especially demon lords. I highly recommend that any DM that doesn't want a foolish design decision to short circuit epic fights against demon lords to modify the wand accordingly. This is by far the worst design choice other than usual overly weak enemies I've found im the module. This kind of magic item can completely short circuit nearly every major fight. It's way too powerful and easy to use in its current form. It should have never made it into an adventure like <em>Out of the Abyss</em> in its current form. If I had Mike Mearls job at WotC, I would have made it known how unhappy I was with the designer of the item and immediately issued a change to maintain the difficulty of fights against the demon lords. Its decisions like this that can harm an otherwise high quality product. That is my little rant on this decision.</p><p></p><p><strong>Asha Vandree: ELF: DROW PRIESTESS OF LOLTH</strong> CR 8 (3,900 xp)</p><p>Medium humanoid (elf), chaotic evil </p><p>Armor Class 18 (elven chain, shield); Hit Points 71 (13d8+13); Speed 30’</p><p>STR 10 DEX 14 (+2) CON 12 (+1) INT 13 (+1) WIS 18 (+4) CHA 16 (+3)</p><p>Saves Con +4, Wis +7, Cha +7</p><p>Skills Insight +7, Perception +7, Religion +4, Stealth +5</p><p>Senses darkvision 120’, passive Perception 17</p><p>Languages Elvish, Undercommon</p><p></p><p>Fey Ancestry. The drow has advantage on saves against being charmed, and magic can’t put the drow to sleep.</p><p></p><p>Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls and Perception checks that rely on sight.</p><p></p><p>Piwafwi (Cloak of Elevenkind): Advantage on Dexterity (Stealth) checks when hiding. Opponents have disadvantage on Wisdom (Perception) checks to see them.</p><p></p><p>Innate Spellcasting: Dancing Lights (at will). Action to cast, 120’, concentration up to 1 minute. The drow creates four torch-sized motes of light within range, or one in the form of a Medium humanoid. The lights shed 10’ of dim light. As a bonus action, the drow can move them up to 60’ to a spot within range.</p><p></p><p>Innate Spellcasting: Darkness (1/day ). Action to cast, 60’, concentration up to 10 minutes. The drow spreads darkness in a 15’-radius sphere centered on a point within range, an unattended object in range, or an object the drow is holding. The darkness spreads around corners. The darkness dispels an area of light created by a spell of 2nd level or lower.</p><p></p><p>Innate Spellcasting: Faerie Fire (1/day ). Action to cast, 60’, concentration up to 1 minute. Each object in a 20’ cube within range is outlined in light. A creature in the cube may make a DC 15 Dex save to avoid the effect. If outlined, attacks against the target have advantage, and the target can’t benefit from being invisible.</p><p></p><p>Innate Spellcasting: Levitate (1/day ). Action to cast, self only, concentration up to 10 minutes. The drow rises 20’ and can change its altitude 20’ as movement. It can move horizontally by grabbing a nearby fixed object, essentially climbing.</p><p></p><p>Spellcasting: 10th-level, Wis-based, DC 15, +7 to hit; 1st (4 slots): <em>cure wounds, command, healing word, bless, bane</em> 2nd: (3 slots) <em>spiritual weapon, hold person, blindness/deafness, web</em> 3rd: (3 slots) <em>dispel magic, mass healing word</em> 4th: (3 slots) <em>banishment, death ward</em>. 5th: (2 slots) <em>scrying, insect plague</em>.</p><p></p><p><em>Guidance (cantrip).</em> Action to cast, touch, 1 round. Once before the spell ends, the target may add 1d4 to an ability check of its choice.</p><p><em>Poison Spray (cantrip).</em> Action to cast, 10’, instantaneous. The target creature must make a DC 15 Con save or take 3d12 poison damage.</p><p><em>Resistance (cantrip).</em> Action to cast, touch, instantaneous. Once before the spell ends, the target can add 1d4 to a save.</p><p><em>Spare the Dying (cantrip).</em> Action to cast, touch, instantaneous. The drow stabilizes a living creature that has 0 hit points. The spell has no effect on constructs or undead.</p><p><em>Thaumaturgy (cantrip).</em> Action to cast, 30’, Up to 1 minute. The drow can create one of the following magical effects within range for the duration: a booming voice; flames that flicker, brighten, dim, or change color; harmless tremors; an instantaneous sound (e.g., a thunder clap); the opening or closing of an unlocked door or window; or the alteration of the drow’s own eyes. If cast more than once, the drow can have up to three effects occurring simultaneously. </p><p></p><p>ACTIONS Multiattack. The drow priestess makes two scourge attacks.</p><p></p><p>Scourge. Melee Weapon Attack: +5 to hit, reach 5’, one target. Hit: 5 (1d6+2) piercing damage plus 17 (5d6) poison damage. The scourge only functions for worshippers of Lolth.</p><p></p><p>Summon Demon (1/day). The drow magically summons a yochlol with a 30% chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the demon appears in an unoccupied space within 60’ of the drow and can’t summon other demons. It remains for 10 minutes, until the drow dies, or until the drow dismisses it as an action.</p><p></p><p><strong><em>Wand of Viscid Globs:</em></strong> +7 ranged spell attack. Damage: Restrained for one hour. 60 feet range. Dissolves instantly if exposed to direct sunlight. 7 charges. <strong>Does not work on creatures with Legendary Actions.</strong></p></blockquote><p></p>
[QUOTE="Celtavian, post: 6754183, member: 5834"] [b]Enemy Modification: Asha Vandree Drow Priestess[/b] [b]DM Notes[/b]: I wanted the drow priestess with the slave hunting group to be more powerful given the spell power on the side of the characters. I also refuse to allow the [i]wand of viscid globes[/i] to short circuit encounters if it falls into the hands of the PCs. I read Mike Mearls making a flippant remark about the power of Lolth allowing the wand to work against Legendary Creatures and her fellow Demon Lords. I find this to be a completely ridiculous idea. The Restrained condition could turn fights against powerful legendary creatures into an anticlimactic joke. Hit the creature, restrain it, and then pepper it with ranged spells and weapon attacks. The fight goes from epic to a foolish joke that only a hack DM would allow the PCs to exploit against such powerful creatures. It was hack adventure design that allowed the [i]wand of viscid globs[/i] into the game without limitation. I find Mearls comment rationalizing why an item classified as rare and created by drow would affect creatures classified as legendary including unique beings like Demon Lords. WotC should have taken quick and decisive steps to limit this magic item's ability to affect combats against legendary creatures, especially demon lords. I highly recommend that any DM that doesn't want a foolish design decision to short circuit epic fights against demon lords to modify the wand accordingly. This is by far the worst design choice other than usual overly weak enemies I've found im the module. This kind of magic item can completely short circuit nearly every major fight. It's way too powerful and easy to use in its current form. It should have never made it into an adventure like [i]Out of the Abyss[/i] in its current form. If I had Mike Mearls job at WotC, I would have made it known how unhappy I was with the designer of the item and immediately issued a change to maintain the difficulty of fights against the demon lords. Its decisions like this that can harm an otherwise high quality product. That is my little rant on this decision. [b]Asha Vandree: ELF: DROW PRIESTESS OF LOLTH[/b] CR 8 (3,900 xp) Medium humanoid (elf), chaotic evil Armor Class 18 (elven chain, shield); Hit Points 71 (13d8+13); Speed 30’ STR 10 DEX 14 (+2) CON 12 (+1) INT 13 (+1) WIS 18 (+4) CHA 16 (+3) Saves Con +4, Wis +7, Cha +7 Skills Insight +7, Perception +7, Religion +4, Stealth +5 Senses darkvision 120’, passive Perception 17 Languages Elvish, Undercommon Fey Ancestry. The drow has advantage on saves against being charmed, and magic can’t put the drow to sleep. Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls and Perception checks that rely on sight. Piwafwi (Cloak of Elevenkind): Advantage on Dexterity (Stealth) checks when hiding. Opponents have disadvantage on Wisdom (Perception) checks to see them. Innate Spellcasting: Dancing Lights (at will). Action to cast, 120’, concentration up to 1 minute. The drow creates four torch-sized motes of light within range, or one in the form of a Medium humanoid. The lights shed 10’ of dim light. As a bonus action, the drow can move them up to 60’ to a spot within range. Innate Spellcasting: Darkness (1/day ). Action to cast, 60’, concentration up to 10 minutes. The drow spreads darkness in a 15’-radius sphere centered on a point within range, an unattended object in range, or an object the drow is holding. The darkness spreads around corners. The darkness dispels an area of light created by a spell of 2nd level or lower. Innate Spellcasting: Faerie Fire (1/day ). Action to cast, 60’, concentration up to 1 minute. Each object in a 20’ cube within range is outlined in light. A creature in the cube may make a DC 15 Dex save to avoid the effect. If outlined, attacks against the target have advantage, and the target can’t benefit from being invisible. Innate Spellcasting: Levitate (1/day ). Action to cast, self only, concentration up to 10 minutes. The drow rises 20’ and can change its altitude 20’ as movement. It can move horizontally by grabbing a nearby fixed object, essentially climbing. Spellcasting: 10th-level, Wis-based, DC 15, +7 to hit; 1st (4 slots): [i]cure wounds, command, healing word, bless, bane[/i] 2nd: (3 slots) [i]spiritual weapon, hold person, blindness/deafness, web[/i] 3rd: (3 slots) [i]dispel magic, mass healing word[/i] 4th: (3 slots) [i]banishment, death ward[/i]. 5th: (2 slots) [i]scrying, insect plague[/i]. [i]Guidance (cantrip).[/i] Action to cast, touch, 1 round. Once before the spell ends, the target may add 1d4 to an ability check of its choice. [i]Poison Spray (cantrip).[/i] Action to cast, 10’, instantaneous. The target creature must make a DC 15 Con save or take 3d12 poison damage. [i]Resistance (cantrip).[/i] Action to cast, touch, instantaneous. Once before the spell ends, the target can add 1d4 to a save. [i]Spare the Dying (cantrip).[/i] Action to cast, touch, instantaneous. The drow stabilizes a living creature that has 0 hit points. The spell has no effect on constructs or undead. [i]Thaumaturgy (cantrip).[/i] Action to cast, 30’, Up to 1 minute. The drow can create one of the following magical effects within range for the duration: a booming voice; flames that flicker, brighten, dim, or change color; harmless tremors; an instantaneous sound (e.g., a thunder clap); the opening or closing of an unlocked door or window; or the alteration of the drow’s own eyes. If cast more than once, the drow can have up to three effects occurring simultaneously. ACTIONS Multiattack. The drow priestess makes two scourge attacks. Scourge. Melee Weapon Attack: +5 to hit, reach 5’, one target. Hit: 5 (1d6+2) piercing damage plus 17 (5d6) poison damage. The scourge only functions for worshippers of Lolth. Summon Demon (1/day). The drow magically summons a yochlol with a 30% chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the demon appears in an unoccupied space within 60’ of the drow and can’t summon other demons. It remains for 10 minutes, until the drow dies, or until the drow dismisses it as an action. [b][i]Wand of Viscid Globs:[/i][/b] +7 ranged spell attack. Damage: Restrained for one hour. 60 feet range. Dissolves instantly if exposed to direct sunlight. 7 charges. [b]Does not work on creatures with Legendary Actions.[/b] [/QUOTE]
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