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D&D Essentials Kit Offers a New Place to Start Wednesday, 26th June, 2019 06:59 AM


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Tuesday, 19th February, 2013
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Wednesday, 26th June, 2019

Friday, 21st June, 2019

Thursday, 20th June, 2019

Sunday, 16th June, 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
    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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Saturday, 22nd June, 2019

  • 04:17 PM - Beleriphon quoted MonsterEnvy in post Villains that are supposed to escape
    One villain has a teleporter to get away, but I think that's it. No villains other then that are assumed to escape. Only other one kind of like this is the mind flayer in Dragon Heist, during the sewer run before the plot really gets going. I think it probably better the mind flayer leaves, since that part of the adventure is gearing to first or second level characters. Mind you, in that instance the creature isn't escaping, so much as leaving as soon as the players show up. And the area is setup so that there is no way for the characters to reach the mind flayer before it leaves. If they manage it some how, it just mind blasts them until it can leave.
  • 09:19 AM - Sacrosanct quoted MonsterEnvy in post Villains that are supposed to escape
    One villain has a teleporter to get away, but I think that's it. No villains other then that are assumed to escape. And if I recall, it was early in with the bad guy who also happens to leave behind his greatsword that added 2d6 acid damage or something. I recall that being the most eyebrow raising thing. Lower level PC with a greatsword +2d6 extra damage. It was odd, from a design/balance standpoint

Sunday, 9th June, 2019

  • 11:33 PM - FrogReaver quoted MonsterEnvy in post The Overkill Damage Fallacy
    I for sure don't I have no idea what point the opening post is trying to make. Being able to make 2 attacks instead of 1 is important because on some turns you will kill an enemy with your first attack and be able to attack another enemy with your 2nd while the comparison pc with a single attack doesn't get a chance to do damage except on the enemy you killed with your first attack. The point I am making is that there is a similar scenario where the single attack PC is getting to do damage to another enemy while the two attack PC is still attacking the enemy the single attack PC killed the previous round. So if you are going to mention overkill damage and fail to mention this advantage of single attack damage then you are presenting an inaccurate picture. That's where the fallacy exists. The fallacy is that no one who over talks about overkill damage ever considered that single attack characters may sometimes kill enemies a round faster and thus get to start damaging another enemy fas...
  • 08:36 PM - FrogReaver quoted MonsterEnvy in post The Overkill Damage Fallacy
    It's for sure part of the norm. Fighting a bunch of Kobolds or Goblins is super common. Common in what sense. That it occurs. Sure. Common in the sense that most of the fights in a given campaign are against kobolds and goblins? no.

Sunday, 2nd June, 2019

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...

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