Mike’s Free Encounters #81-90

Mike’s Free Encounters #81-90

Publisher: Dungeon Masters Guild

This is the 9th collection of 10 free encounters in an ongoing series aimed to provide the overworked DM with ready-to run encounters. Encounters range from the basilisks of the golden dome to elementals both frozen and boiling.  

 

The encounters include:

History/Background
New Monsters
New Magic
Encounter guides
Color Maps

 

The companion ZIP file contains:

JPEG and Campaign Cartographer versions of the maps (with and without grid).
Art
A Word file for each encounter.
A Fantasy Grounds Unity module for each encounter.  

 

This collection contains Mike’s Free Encounters 81-90:

Mike’s Free Encounter #81: Basilisks of the Golden Dome

Mike’s Free Encounter #82: Sea Devil

Mike’s Free Encounter #83: Mortuusbalena

Mike’s Free Encounter #84 Crater Bay

Mike’s Free Encounter #85:Memories of the D’Aroine

Mike’s Free Encounter #86: Airioch

Mike’s Free Encounter #87: Tomb Remnants

Mike’s Free Encounter #88: D’Aoine Deighe

Mike’s Free Encounter #89: Tilja’s Walking Towers

Mike’s Free Encounter #90: Ice & Steam

 

 

 

 

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Mike’s Free Encounter #90: Steam & Ice

Mike’s Free Encounter #90: Steam & Ice

Publisher: Dungeon Masters Guild

This is the 90th in an ongoing series aimed to provide the overworked DM with ready-to run encounters.

The PCs encounter frozen or boiling elementals. Will their hot side stay hot, and their cold side stay cold? The base encounter is CR 5.

Before the gods cursed the D’Aoine Deighe with the Mallacht Oighir, they sent agents posing as concerned benefactors to speak with Banrigh Uisge, the greatest sorcerer of the D’Aoine Deighe. They told her that the great cold was coming and that they would aid her in saving her people. Banrigh Uisge’s first attempt was forging the Crown of Fire and Water. The hastily conceived plan was to bind fire and water elementals to serve as a magical means of providing endless warmth. Banrigh Uisge abandoned this plan when she realized the suffering the bound creatures would endure.

Due to a distorted desire to be parents, the D’Aoine Deighe wanted to conquer nearby kingdoms with their fleet and magic. Unfortunately for their dreams, their fleet depended on the cooperation of Banrigh Uisge and she refused to enslave the elementals.

After fleeing from her people, Banrigh Uisge made a deal with powerful elementals of fire and water. They routed elemental fire to an island, causing the water around it to boil and making the area certain death for the D’Aoine Deighe and thus protecting the crown.

Because Banrigh Uisge had acted with compassion and justice, the better sort of elder water elementals provided her with elemental guardians suitable to the conditions: frozen elementals and boiling elementals. Even the lords of elemental evil agreed to this arrangement, recognizing the threat presented by the crown. On a few occasions they have attempted to secure the crown for their own use, but these efforts have been thwarted.

While most water elementals initially found being frozen or boiling unpleasant, some elected to remain frozen or boiling after serving the time as guards of the crown. Thus, boiling elementals and frozen elementals can be encountered beyond the lands of the D’Aoine Deighe. In other worlds, these elemental types arose for various other reasons and thus they can be found across the possible worlds.

It includes a history/background for the encounter, maps, and monster stats. The companion ZIP file contains JPEG versions of the maps (with and without grid), the Word file of the encounter, and a Fantasy Grounds Unity Module file.

 

The encounter includes:

History/Background for the encounter.
Encounter guide
New Monsters
Color Map
NPC/Monster Stats

 

The companion ZIP file contains:

JPEG versions of the maps (with and without grid).
Word file of the encounter.
Fantasy Grounds Unity Module with map and NPC.
Artwork

 

 

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Bloodied & Bruised Vol. 2 – Volo’s Guide to Monsters (Fantasy Grounds)

Bloodied & Bruised Vol. 2 – Volo’s Guide to Monsters (Fantasy Grounds)

Publisher: Dungeon Masters Guild

The Bloodied & Brused Series is now on Fantasy Ground Unity

With Automatic Functionality using the Equipped Effects FG Extension!

New Combat Actions for the Creatures in Volo’s Guide to Monsters

The bugbear chief nurses a gushing wound in her side before issuing an order of retreat to her allies. A bright light forms around the angel’s dying body, blinding everyone near it as it passes on from the world of the living. With blood streaming down its torso, an enraged hill giant slams its fists into the ground and causes the earth around it to quake. 

Bloodied & Bruised is a series providing new combat actions for the creatures in the 5e roster. When pushed to their limits in combat, these monsters, critters, fiends, and foes gain new abilities that aid them in battle, or perhaps spell their doom depending on the circumstances. Bloodied & Bruised takes inspiration from the “bloodied” condition from 4e, making entirely new combat actions that can completely change the nature of a fight.

In addition, Bloodied & Bruised also introduces several “death throes” to the game, marking the demise of certain creatures with a grand explosion, heavy fall, or other unique effect to make the slaying of a great monster a truly unique experience.

Examples of Bloodied Actions

Flind

When bloodied at 63 HP, the flind has the following features.

New Ability: Point Blank Range. While bloodied, the flind suffers no disadvantage on ranged attack rolls while within 5 feet of a hostile creature.
Strength: Sprint Attack. While bloodied, when the flind moves at least 20 feet in a straight line and then hits a creature with a melee attack, the attack deals one extra die of damage.
Trigger Ability: Brutality. When first bloodied, the flind lets out a loud, manic cackle, infecting all allies in a 60-foot radius who hear it with an insatiable bloodlust. An allied creature who hears the cackle has advantage on the next attack roll it makes before the end of its next turn. If this advantage causes the creature to hit, its attack deals one extra die of damage.

Elder Brain

When bloodied at 105 HP, the elder brain has the following features.

Ability Recharge: Legendary Actions. When first bloodied, the elder brain regains all expended uses of its legendary actions.
Ability Recharge: Mind Blast. When first bloodied, the elder brain’s Mind Blast ability is recharged.
New Ability: Telepath Tactics. While bloodied, the elder brain can coordinate its attack with other telepathic creatures, such as mind flayers. The elder brain has advantage on an attack roll against a creature if at least one of the elder brain’s telepathic allies is within 10 feet of the creature and the ally isn’t incapacitated.
Trigger Ability: Spellcasting. When first bloodied, the elder brain can use its reaction to cast a spell that normally requires an action to cast. This reaction is limited to spells the elder brain can cast at will.
Death Throes: Mind Break. When the elder brain dies, any creature that was linked telepathically to it when it perished feels the loss of sentience as if the creature itself had died. Telepathically linked creatures must make a DC 15 Intelligence saving throw. A creature takes 15 (6d4) psychic damage on a failed save, or half as much damage on a successful one. If a creature fails the saving throw by 5 or more, its mind breaks for a short time, and it suffers the effects of a confusion spell. A confused creature can make a DC 15 Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.

Note: This product is for use in the Fantasy Grounds Unity virtual tabletop. If you would like to purchase the PDF version, click here.


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