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Triple Advantage
Triple Advantage

Season 3, Episode 1 · 2 years ago

Ep. 29 - Enter the Society

ABOUT THIS EPISODE

Kicking off the new chapter in our amateur production D&D community. We're proud to present the first episode of Triple Advantage, Third Edition! We welcome a more polished show format spliced with even more hometown memes. 

On this episode we discuss the new unearthed arcana subclasses for bards and warlocks. Then, we learn about the plane of earth when we Divine the DMG. Make sure to join the Talk of the Town to get an inside scoop on the community's favourite monsters.

On today's episode of Triple Advantage, we look at the new unearthed Arcana, then we'll dive deep into the plane of earth and finally, we'll discuss what monsters we as DM's love to throw out our players. As always, we hope you check us out on our instagram page to communicate and give us any feedback that you have on this episode. We hope you enjoy the show. Hello, members of the society, and welcome to triple advantage third edition. What does this mean for you as a listener? Well, we've taken some time and we've actually polished out the structure of this show for you guys, and, as you guys may have heard, we have theme music now and alongside that we bring you three reshaped, restructured segments. So let's get into that. For the first segment, we bring you echoes of the outlands, where we dive beyond the DND table talk and we see what's happening in the online spaces, what's being released by wizards of the coasts themselves, and as such, we find ourselves into two new sub classes in unearthed Arcana. These are for birds and the College of spirits, and we also have warlocks with the undead. So, guys, any thoughts on any of these new subclasses? Have you taken the time to read through them, or is this going to be a surprise for you? Carlos, do you apeat we sit around and just read DD content all the time? Because you're absolutely right, that's all we do. Yeah, I'm I'm super excited. This is a I'm all for anything spoopy. This is pretty spoopy. I'm ready to dive in. Actually, this is going to be a bit of a surprise for me. I mean, I read a little bit, but I didn't actually get into a lot of the details. So Carlos hit me with those details. Well, now I can promise that you get my absolute biased opinion on what I think of all of these new releases. Let's start it off with the bar of the College of spirits or, as I kind of immediately thought of, an NPC, some form of medium and that side of entertainment where you count your your magic from the spirits around you. In fact, a lot of the features for this college are like guiding whispers, where you can reach out to spirits to guide you another years, for example, you'll learn the guidance can't trip. Other features such as spiritual focus, where you now have your you know, your crystal ball, and tales from the beyond, where you reach out to spirits who tell their tales through you, and I think that this is the driving feature for this class. At least it's got the biggest table associated to it, lead, which is fun in the sense that it gives you options for flavor, and I'm all about that. And sorry, Jordan, I know this is brand new to you, but essentially these spirits and these tales from beyond and flicked effects on the current battle at hand, for example, or even I'll read you one here, for example, for the inspiration die of one. Your tail is out of a beast, where you recite the tale of a clever animal and for one minute that target has advantage on perception checks and advantage on attack rules. They're all flavored very differently. It's not like they fall under one specific school of magic or sort of class. You know, it's not all sort of CC and stuns, but it's it's definitely a lot. I don't know. Again, I think it's one of these classes where sub classes rather, where it might not be too new player friendly per se, but then again. We've talked about this before. If you're diving into unearthed Arcana, you're probably not a vanilla DD nerd. The final features, just to finish this off, guys, are the spirit session at sixth level and mystical connection at fourteen level. I'm immediately reminded, just based on the the kind of random chance aspect of the rolling to see which tail you're going to encounter reminds me a little bit of the...

...wild magic sorcerer, just how you do x and then you have to roll on a table to see what happens. Not It's not a onetone comparison for sure, but that element of incorporating R N G and completely random chance into a fundamental mechanic of a character is interesting to me and I completely agree that this would make an awesome you know, a fortune teller or a Wigi user or like a Tarot reader, something like that. I would absolutely play a character like that. Yeah, I mean I'm kind of playing one in your Ur and yeah, which is like I'm like, oh my goodness, I need to change my subclass. This is our thing. That can happen. Yeah, yeah, that was my character for you, around being like a mentalist type character, and this is sounding exactly like what I needed to be so I'm going to have to deafinitely read up more on this. Yeah, absolutely, I don't know, Carlos. What do you think of its outside of what you've already mentioned? Any thoughts on likes or dislikes? To my experience, unfortunately, I've never been able to really dive into a bar, so I don't really have that player experience to have the insight on this class to see if you know, it might be a good feature and not just given the mechanics on how the bars operate at the table. Now, flavor was obviously this is giving me plenty of ideas for a character, but that's a little bit different to run in my opinion. Right where you're almost using spells and abilities for narrative elements and story hooks and etc. I think I just said a synonym like three times, but whatever. Next up we have a new feet, new subclass for the warlock, which is the undead, which, let me just read you the description here. The undead is an entity. It's an entity that resides in the dark corners of the multiverse. Your patron could be a Saraak. Thanks on Earth Arcana for spoiling my tube, but I'm a dilation campaign. I don't think. I don't think you guys had it fully figured out yet. I had an inkling, and also our players don't listen to this podcast. So that so maybe. Why do you have to bust my bubble? I know, I know. anyways, the other patrons could be Azelin, Lord Soth Strat or some other ancient underd thing. Braden, we talked about this later before and from your love of warlocks, yes, you weren't super spiffy and excited for this particular subclass. Is this to it's too on the nose. It's way too on the nose for my liking of warlocks. I like my I like my obviously, a you guys know, I like my cosmic horror and stuff. So the great old one in these kind of out there concepts are awesome to me. Things like the fiend or awesome things like the noble genie that they just came out with. I thought was a really cool idea. Yes, something like the hex blade or the celestial from Zenithar's I love. I think that it has awesome potential. Now we got a dead guy. I'm helping a dead guy. I don't love it. I feel like I feel less beholden to an eldridge power and more like a minor, tertiary character from Brendan Fraser's the mummy series. It doesn't it doesn't sit right with me. I just I just don't like the flavor personally. I think it again, it just gives you that extra option to have maybe I don't know, like I feel like there are warlock players out there who have their patrons be pretty much these ancient beings that are either chained, trapped in some form of Demi plane and etc, etc, etc. Why not a dead dude? You know, like there's already so much stuff and just to have the mechanic behind it, I feel gives a lot of players a little bit more ease with choosing perhaps like a background and not having to figure out the oddities of what this particular flavor like, what you know the undead flavor of patrons might look like mechanically. So I think it's bound to overlap eventually. Right, you're about you're bound to hit those. Ah, that's the trope class, subclass co combination. That,...

...oh for sure, fantasy uses right. I think it's an interesting. I think it's an interesting set of abilities. I'll go through them quickly. We have an expanded spell list, which is always fun for warlocks, form of dread where you manifest as an aspect of your patrons dreadful power, which can be interesting for some social situations. But the fun parts are the temporary hit points that you gain equal to One d ten plus your warlock level, and once during each turns, when you hit a creature with an attack, you can force it to make a wisdom saving through. If they failed, they are frightened and you are in turn immune to the frightened condition. At six level you get graved grave touched. At ten level you get mortal Husk, which is kind of a fun little ability. I come from the world of warcraft RPG days, back when I was in high school, so this just reminds me of death nights and their undead minions who you can call. There's a talent that you could have chose that causes them to explode when they when they die, which deals damage. It's kind of interesting and I don't know how you would how like how narratively this is, yeah, feasible, because it says an addition after you are reduced it here. Zero hit points, you can cause your body to explode. So it's not I think that just happens. But if you do it, then I think it says you then revived with one hit point in your previous space, along with your gear. MMM does your I mean the only way I could explain this would be like maybe your patron sort of plucks you out at that time, at time revival. It's just it doesn't really match with the whole undead feature. I don't think like regeneration makes sense to a side. It's just a weird thing to yeah, weird sort of book. I'm back, all right, but you can only do that after you finish one DFOUR long rest. So it's not an ability that you can just abuse to never die. Perhaps right what I feel like if you're in this line of work, you're maybe seeking to never die anyways. So right, I'm probably going to fix that deft percentile later on. Finally, a fourteen level, you get spirit protection, which is your body is now just a vessel for your spirit. CONGRATS. The baddie one interesting, not sure, but I kind of am with you there to a certain extent, Braden, like I'm not sure how well this like fits my idea of what a warlock is. So like it's hard to wrap my head around what warlocks are doing with the undead in general. I also I do. I'm looking at the examples given of endeds that can be your patron, your patron, and I know that's by no means an exhaustive list, but like when I see someone like strawed up there like I'm playing. I'm playing warlocks currently that have mysterious eldridge concepts, essentially as as their as their patrons. I'm playing ones with ancient Egyptian gods of evil sending them to do terrible, terrible things in the world. Strad is a major antagonist in the curse of Straw campaign and can be killed by the players. That immediately makes him stand out as a less impactful patron in my eyes, because, yeah, every everything in DD can probably theoretically be killed right, fight it. There's always a chance, especially if you're up at level twenty. You can probably fight gods and have a decent chance at winning. Does Straw exist on the Bordal plane? A strad exists in Borovia, which is like a shadow fell subregion. I believe, okay, his own yet and virtual private space so he can make his playthings do whatever he wants. That that does make him slightly different from out of he is. He is powerful, for sure, like he's definitely powerful, but I mean like he is. He is stadded out and killable in the game. That's an interesting interaction. I would find it funny if the DM that you have that is letting you play as this undead warlock with strata as a patron, if they are also running a cursive strat campaign, your player lose their abilities if the other players kill strawd. That's right, I would assume, yes, if your patrons did. Where you're drawing your power from the ends there, and I'm you're welcome...

...players. Sorry about that. This actually does, though, both of having having briefly played in a course of strawd campaign, both of these do feel heavily flavored towards that particular sub region and I've I've heard whispers, I've heard some echoes saying that there might be a might be a reboot of curses, Strad might be a reprint and there are reprinting it. Yeah, so I'm wondering if this is like rapping heavily up to that if these are going to be included within that. From my understanding, I don't think the reprint was like a new update or patch per se for the module, but more so an update on the language used within two I think. I think so too. Whatnot? Maybe it's just, maybe it's just inspiration that if they were going back through it to anyway. So it's possible that it stirred up a lot of ideas for them. We'll have to see, but I don't think I'll be buying that scene that I still haven't run my regular curse of Strad Book. We'll get to not yet, not yet, but it's in the works. One other thing, guys. Have you taken any time to look at what's happening on dnd beyond the advertisement going on for Rhyme of the frost maiden? What do you guys think of this new sort of strategy? I mean it's a new clearly like this new marketing campaign for all these products right where. It's like wizards of the coast. It's just creating a bunch of content online to generate traffic for there. You know, it's like, I don't know, it's like advertising through dnd beyond right. But have you guys taken a look at any of the like the flavor for this frozen module? Also, like whoever's writing all of these, all of these one shots here on DD beyond? James Hake, I hope I'm seeing your name correctly. Holy Hell, almost daily posts quality content, one shots being released for this. It's insane. Do you guys think we can match that here at the society? No, I've been. I've been kind of I don't I don't look into it intensely or anything, but I've kind of had my eye on a lot of the worst going on. I first noticed it when they were releasing descent into averness, because James Haig was doing road to averness and that was the same thing, a series of one shots building up there were kind of meant to be played leading up to and eventually entering into the world of a farness. And now it looks like he's back doing the same thing with Ryan of the frost made, which I'm I'm so, so, so hyped for as a module, and I love this strategy like this. This is brilliant because it's it's not just like adds, although it's clearly adds. I don't I don't foresee anybody that's playing through these modules not ending up buying this module, the the full printed version of the end or the digital version or whatever, but a copy of this hmm, this extent I get it and, like I said, a copy of cursive Straw that. Yeah, throw it on the pile, just throw it on the pile. But I think it's I think it's a great method of also, like you're more veteran players, is who are might be a little bit more invested, are you, and in this case those who might be very new to the game. It gives a lot of players a background into what is ice win Dale. So then perhaps once so DM picks up this module that then has been sort of pseudo advertised through free one shots, the players also kind of know what they're getting into right away. Right. So it's a I think it's a nice little addition. It's I think it's far better than just regular advertisement by far. Guys like absolutely I really say I'm I want to read through it and then, yeah, for sure I will probably buy this module when it comes out because it looks real fun. I've always wanted to go winter camping. So this is all, like you know, it's it's piquing my interest in a lot of different areas that I would love to bring to a table some other time. So I'm excited to see what's coming from what's coming forward from this. But, Sir Brating, I cut you up for you going to say no, pretty much exactly that. I don't know if James Hack does any freelance work, but if we need ads for for the Falsity Society, I want him doing them because the man puts the you're right there one shots,...

...but they're essentially working as advertisements for the final product and the man produces better advertisements that we produced. Actual content sometimes likes. He's an insane writer and I love what he does. And speaking about actual content, make sure you check out our DM skilled page and search for Royal City Society for authors to see all the content that we've released, the latest addition, the latest subclass or God, what is it? That's a step where it's just Cheez, I'm so lost with words, bringing take over. They laid a subclass that we have from the real city of society is the Elder Dragon Patron had writer Matt Newman has created a warlock patron that essentially lets you pledge yourself, offend your immense piles of wealth that you two are going to be gaining to a ancient dragon beyond all human reckoning. There's a lot of fun features in there. There's some new in vacations. There's a full statted step block for the elder dragon itself if DM's want to run that, which completely blows up any argument I had against using Strawt as a patron because we've done it already. But yeah, it's I like it. I think we all like it. Go check it out for yourself and let us know if you'd like it. And semi seamless segueys behind us. I think it's the time, but I'm not sure, or I think why. Don't you excited? Are All in for a surprise. So far everyone's been listening to my good friend Braden for divining the DMG, but I have decided to take over, so now you're stuck with me. So last time Braden was talking to you guys about the plane of air, if I'm not mistaken. So we're going through the inner planes. We're on the dungeon master's guide, page five DFOUR, the plane of earth and the and maybe the plane of fire we might get to depends on what you guys come up with here, but I have been reading through this a little bit and I'm like, Oh, this is interesting. So I'll start with a description here, guys. So Earth symbolizes stability, rigidity, stern resolve and tradition. The planes position opposite the plane of air in the ring of the elemental planes reflects its opposition to almost everything that are represents. So let's by see already. I love that. It's just it gets me Ston oaked for them are. I was like, Oh, yes, so I think that the most interesting part, though. Here it goes on to describe what the plane of Earth kind of looks like and what most visitors do here. So most visitors will go to the city of jewels, which is what the Tao Da. Oh is that you how you guys pronounce it? Do you guys know what those are? Stew now, yeah, which are like higher elementals essentially, and they kind of run the city and the plane. I thought that that was super cool. And the whole area is described as a wealth of gems and just like bright and dazzling and rare, unique like gemstones that just kind of cover this whole this whole area. Hum. So the city is actually because of like it's immense, like wealth and precious stones. The city is protected by a powerful spell that alerts the entire population if a visitor steals even a single stone. Like sound like a fun place at all. On the other hand, Ocean's eleven camping? Yeah, okay. So here's the other part, though. So you know how the plane of earth is all about stability and rigidity and stern resolve and tradition? Well, they take it to the fullest extent here, because theft is punishable by death, with the punishment extending to the thief's relatives. So if...

...you want to pull off a ocean's eleven, you better be willing to risk your entire family gang stuff. Man, let's fine. How many player characters have you met that art or fans? We're fine, fair enough actually, but it's so sad. Oh, I don't know, like would you guys be willing to bring your characters in and and risk it all? My characters are like a lettle seven man, yeah, and like non magic users. Also a good point. You know what, I could see your monk getting in and out of there pretty quickly. Hey, want to take us to the plane of I feel like I'm going to just be continuously referencing Avatar for the next three weeks as we continue to talk about this. Right off the bat, when you were talking about how the plane of air is directly opposite to the plane of Earth, other kind of fundamentally opposite, reminded me immediately because in in the last airbender he's trying to learn earth bending and he can't and it's the hardest element for him to learn because it's such an it's the opposite of what he was taught to do his entire life. Right he was talking to kind of be this free flowing, energetic being, and then earthpending's like no, it's got to bring you down, it's got a ground you and you got to be rough, you got to be immovable, and he's like no, that's not me, though. I like that that has some kind of a basis in the actual elements and I like that this seems to reflect that exact same dynamic between them. HMM, yeah, it is pretty interesting. Yeah, I always found it was interesting that he learned fire easier than than earth as well, because it both seemed to kind of go against his better nature in that show. But I think I'll keep going here on the plane of Earth. So the plane of Earth has mountains all over the place. The Mountains nearest the fountains of creation, which is on the play and of fire, are called the furnaces, which has lava seeping through caverns and the air reeks of sulfur in the area that Dow apparently have great forges there that they can use for smelting and for processing their oars and precious metals. So I'm going to take a wild guess here and say that those furnaces could create some pretty legendary weapons and armor and, you know things along those lines. Gotta like the dwarfs from Norse mythology. Yeah, exactly, like this is the place that you go if you want to have, you know, a brand new weapon created kind of thing. There's a lot of like stories that can kind of go along those those lines. I think that the plane of Earth would be a fun kind of adventure to run with your players, just because of the fierce rigidity, but also like the rewards if you can make it work for you. Yeah, absolutely, so the the plane of Earth also borders the plane of water, and on that border is a swamp, which is called the swamp of oblivion. It's also called the plane of ooze. Apparently these stagnant lakes and pools play host of thickets, of weeds and monstrous swarms of mosquitoes. There's a few settlements there that consists of wooden structures suspended above the Muck, but most things are built between trees and a few stand on stilts. There's no solid earth that underlies this mud, so houses are built on Poles that eventually sink down into it. So you're constantly rebuilding here. I'm just gonna go out here and say that this is probably like one of every dentist in his favorite place to go vacation. Yeah, mosquitoes, swamps and buildings that sink into the ground literally all the time. Oh what sucks so much. But reading this thinking I was like, Oh, it's venis okay, yeah, maybe Carlos is right, maybe it is the top real location spots here there. Oh well, apparently adventures do...

...love to go there, because the swamp is used as a dumping ground for legendary items that people don't want other people to find. So it is said, actually, that any object cast into the swamp of oblivion can't be found again for at least a century. So yeah, yeah, so this means that like people who, you know, find powerful objects and don't want it to fall into the wrong hands have kind of thrown objects into these into the swamp of oblivion, hoping that no one will ever again find it, kind of thing. So apparently, a lot of adventures or it will lure, I guess, top Tier Adventures to come there and search, you know, for their kind of horrid I guess there it's like a post diving question. Yeah, like literally, you'll be jumping into like this never ending swamp, hoping you come up with something legendary. Mind you, you could come up with something that's, you know, just kind of fell in there by accident. Well, this is what I'm thinking, because as a DM, I feel like you have to kind of options to deal with this, and one is easier and the others a lot more fun. And the easier one is your you know, your players are go into the swamp. You prepare one or two items that they can find in there, and there's the going to find if they go looking. The second option is a massive d one hundred table. Yes, like everything from the Infinity Gaut laid down to a slightly rusty spoon. Yes, well, I mean you like you've got houses, like literal houses, kind of yeah, being pushed under this swamp, like you're going to come across items that mean absolutely nothing. Also, you know, like how are you searching for these items? With a fishing jump into this place, you're going to be found for at least three years. Oh, yeah, that's interesting. It does say it doesn't say objects, or it says objects. So, yeah, it's a bee. It effects you. I mean like it did say. Like it. There's no solid earth that underlies this mud. So it's just mud. So I don't know, maybe maybe mud can harden, you know a little bit, so you could potentially end up on a spot that's like a little bit that could hold your weight potentially. I don't know. The more mud that stacked on top of one another, the higher the pressure will be for them. One blown right, exactly. So it's it. So it kind of like. So does the plane of fire kind of have this bottom? Also the inner inner planes itself? Are they kind of like are they their own planet like. Is that how these things work? Or is it like, if you guys remember Marvel as guard, is it just this floating city that has like a flat plane? It's kind of like flat earth theory, where it's don't don't give them more credence than moved just because it's kind of like being absolutely wrong about earth being flat. It's I always thought of it as one of those like it's not a planet because in theory, I guess. I'm sure through some ridiculous combination of spells and abilities, your players could reach the atmosphere right of the of the material of the line. They're not going to get into space and find right planes floating around them, I don't think. In my mind, that's not how it works. It's it's a complete its own yes, it's it's it occupies its own space and is kind of contained in its own space, but it's interdimensional, not interstellar, right. But I'm more event like can't so if you are on, let's say the plane of earth and you're walking around, how does physics affect that kind of thing? And on top of that, can you walk from the plane of Earth into the plane of fire, into the plane of air, into the plane of water and back around to the plane of Earth. Well, it does say that they overlap. So right, exactly, Great Guinness Challenge that an adventurer might take. Yeah, yeah, yeah, that's yes, I think. Yes. Okay, so if you can go around here, then that kind of indicates that you've got some sort of, I guess, fear that you're working with like the like, or it's a flat plane where you ever walk around, but Lanas along before. Yeah, I never will be sorry, but sorry.

What is this fear imply? I'm just I'm just wondering about the whole like the physics of it, I guess right, which maybe is the wrong question to be asking. I think it's an absolutely the wrong but I think that's fine. That's says there's nothing wrong with the question. But that is absolutely not what I'm focused on. What I'm thinking about the planes. No, I know, but it just I don't know, it seems really weird to me, because is there an end to them, like can you walk off of the plane of earth? I think that that little that little statement probably falls under the year the DM. Do as you want with your story category of Dnd. I mean, I don't know many players that would try and do something like that. But I'm just I'm just trying to like, I guess, get a full picture of what it means exactly and how it works, and it's hard for me to get that idea of it being cohesive and yet also not having, I don't know, some sort of cohesiveness, a way of like being able to travel without falling off of it or, you know, how to? How To? How do you have earth itself without having some sort of center point, some sort of like, you know, gravitational pull that keeps it steady? You know? Not? I don't know. Yeah, I guess. So just gotta go with that. Magic. Magic is the answer. Everyone, the God say it, do so, it do. Yeah, we gotta say it, do so. It'd be it just be like that sometimes. But I mean like speaking thematically, right, like you. You spoke a couple of good ideas here, like what if you're thinking about planets, right, like maybe this extra extra terrestrial traveling is what takes you to different planes, right, the think of like Jupiter, as that is as an example here of a constant storm of wind, right, whereas Mars is just a dead rock, in this case it has a wonderful jewel city. But you know, this kind of goes back into our conversation that we had a couple episodes ago on lost planet. And you know, if your campaign has plane or travel be of like spaceships and whatnot, then yeah, you might be stepping into like more SCI FI territory which might anger some DD pure somewhere. Probably, this is the Internet after all. But then, on the other hand, I'm thinking like Naruto, right, and I don't know if you guys ever watch the entire series, but at the end where colleague is like essentially plane shifting the entire Party into these locations of just ice heavy gravity and you know nothing or whatever, right. So I think it just depends on how you're interpreting these planes and how you interpret, you know, inner planes and outer planes, right, like if you have a differentiation as to what they mean in a material sense. Right, HMM, so many, so many problem many questions, so many to make stories from. Yeah, and I don't know. Up like, I like the idea of in my head when I when I think of the plane of Earth, I think of just like a tattooine like environment which is just like sand and dirt, and I guess, a jewel city, in this case room. Yeah, we've actually read the rules. Yeah, yeah, so actually, like the sand is more of like a cinder waste thing that we will come across in the plane of fire later. But yeah, like the plane of Earth is actually just mountains. And then there's the mud hills actually, which is next year, but I think it should have been described before the swamp of oblivion. Furst one of those weird little like I'm like, why is this here? Yeah, not back there where it should have been. Yeah, drive him nuts reading this book. So the mud hills essentially are the breaking point where it becomes it comes it starts out, you know, like strong mountains and then it like mixes a little bit with water and now it's like these mud hills that are landslides that are constantly happening, sending cascades of earth and stone to a bottomless swamp, which is where we get the swamp of oblivion, which is the meeting point between the plane...

...of water and the plane of Earth, which is awesome. I love the like little like it starts out, you know, strong here and then it fades a little bit into the other element and then that element takes over and then it fades again into the next element. It's really cool how it all kind of works together that way, for sure. So I think that I'll call it here for now, unless you guys think I should keep going on to the plane of fire. You're out of time. Yeah, we I think. I think that was the time. So next time you guys get to hear about the plane of fire, but for now, Braden, I will hand the baton off to you. Thank you, sir, and listeners, members of the society, welcome to a new segments that we are calling talk of the town. For those of you that loved Jordan's former segment, critical questions, critical thoughts, I apologize. Now. Were twenty nine episodes and you've been yeah, I don't listen to the podcast. It's not nothing, but for those of you that love that segment, don't worry, we're keeping things pretty similar. You just got my voice talking to you, so you know, not everything's better, but what we are what we kind of incorporated. If you've been paying attention to the last couple episodes, we kind of had a little mini segment hanging out where we addressed comments that have been made on our instagram page in our social media accounts that are asking questions and follow ups based on what we had talked about the previous week. But now we've kind of flipped the script. So we're asking the question in advance, we're asking you to answer the question. We're going to discuss our answers to the question and your answers to the question in this little segments here. So now that I've said question enough times that it sounds weird to me, let's let's dive into the actual question, which is Jordan and Carlos. What monster do you most love to throw at your players? Carlos, do you want this one first or you want me to take it? You can absolutely have more time to thank Jordan, and I think for me, again, we've been mostly running premade modules at a lower level, so I got to say the monster of definitely had the most fun with and would definitely use again. Another campaign is, a drum roll, Medusa. MMM, that was a fun one. It was interesting, even though the interactions were brief, how carefully crafted the plan was from the party that was not the part of the party that was not petrified to solve it, and I think part of that made managing and running that encounter her very fun because I knew how they were going to try and use lighting to their advantage and their tactics to and circle and attack from any directions. It was just a fun, fun little environment that was created between two players just trying to concoct a plan on how to beat a Medusa. And their mind you, they were both melee if I like melee fighters for the most part right. We have our rogue and our barbarian who are part of there, and they had some maide from some other NPCs, but then pcs were not making any of these decisions right. So the Medusa was really fun to run because it's an intelligent character that has a very strong ability. She knows it, you know, so she and afraid to flaunt it. And I think the encounters that we've had surrounding the Medusa and like the creatures and more so I wouldn't see it. I would't even say it's a creature, but I really like, I've really liked incorporating random critters in the in the campaign now on them just to add flavor. Think they're fun. So I guess for me I would have to say my favorite creatures that I've actually run would be ice my fritis is what they're called. They're basically ice imps that when they die they explode into icicles and it hurts anyone who's nearby. So it was really fun to run against a the melee characters because they started getting damage as soon as they took him down, and when you throw a little bit of a swarm at them, it starts adding...

...up. Even if they weren't doing a ton of damage during the initial like fight, it starts adding up after they get in these essential extra attacks. So that was kind of fun to run with them. But if I were to say what would be my favorite monster to throw up players, I would want to throw a beholder at them. Personally go to the classic. Oh yeah, I mean these mostly. What I like about the beholder is, number one, they're intelligent creatures and so I don't have to hold back when I'm using my strategy. You know I can. I can with good conscience. I can say no, this creature is going to target this person with this ray, like that's what's happening. It's it's going to do this thing and it's going to put its anti magic field over here and this is what's going to happen so that it stops these certain actions from happening. I don't know, like I like the ability to be able to run an intelligent creature that has powerful abilities, but also it's fun because it has chance involved in it, because when when beholder is up against you, you've got it has a bunch of different like I raised that I can shoot at people, but you roll for which ones are being used that turn. So it could end up being as catastrophic as like a death ray or disintegration right, or it could be something like a charm ray or fear Ray, something like that that isn't as like devastating to the characters but still throws a wrench in their in their plans. So I would love to to do that, like to throw beholder at people and see what happens. I think that you've forgotten to mention one of the most fun things about beholders, and that is the antimagic cone. Oh No, I mentioned the antimagic code as at yeah, yes, so it because you can move the antimagic field essentially wherever you want it to, at the beginning of at the of the turn right, and so the beholder is actually going to put it where he wants it to be, not, you know, like, Oh, I'm going to target it on the first person that attacked me kind of thing. No Way, this guy knows what he's doing. He is going to take you down and it is going to be a scary creature, you know. But yeah, that's my guess. It was kind of interpreted that cone has like his field of like the be holders field, the vision. Yeah, I just took a read through the step block and I couldn't understand. But he it could just be his center, I but he's got like ten eyes on his body, so it doesn't really matter which way he's facing in terms of who he targets and when. Right, yeah, so, so you can play it off that like his eye is now facing, his main eyes now facing this way and that's where the antimagic field is, but then his tentacle eyes turn around and shoot the opposite way, you know, and he can still see interesting creature, very deadly to oh. Yes, Oh, yeah, oh, yes, they are awesome, by far, by far, I think, one of the cooler creatures out there. But, Braden, why do we got on your end? They're hess one on my end. Yes, sorry, Carlos, go ahead. So, sir, that's easiness. I had to go with the COULTA, which my players know very unaffectionately as fish people. Yes, anybody who's played with me for long enough knows I love throwing these things at people. I love the different flavors of them. There's a couple of different like a suboptions for choosing exactly what kind of a couto you want. If you want like a priest type, if you want a warrior type, if you just want kind of a traditional as is. There's the whole flavoring of them, how they're kind of these simplistic creatures. But the thing that I love, really really love, and I'm using campaigns before, is the the insane creation factor, which is that if if Coulta collectively believe that something is real and that something is a mostly in terms of their gods, that they believe that their gods are gods, they it happens. If they worship something as a God for long enough, that thing becomes a God. If that thing be is a statue, it's a God. If that thing is a dude, that dude to God. If that thing is a a cave...

...drawing, that one of them made because they were bored one day and everybody came to worship congratulations through cave drawings of God, and I don't mean like becomes worshipped and goes down and legend, I mean like elevates to the point of becoming divine, which to me is just awesome, insane, awesome, absolutely something that I've used in a very also very scary. Yeah, yes, very, very horror themed dungeon where players were slowly coming to the realization that the this had happened and that whatever they have created was waiting for them at the end of this dungeon, and that was still gives me shivers. Yeah, it was a lot of fun to play off, but I do, I do, really, really love the Kuto. I love their flavoring, I love everything you can do with them. Just so much fun to me. It sounds like a really fun starting plot for maybe some nefarious villain that has some mind control abilities. You know, how many of these do I need for I become a God? Well, speak it of we're gonna throw it over to see what you in the societies that this week and I've picked out a couple that we can discuss for a little bit that I think are pretty good. In the first one comes to us from the get to power plant on Instagram, better known as our good friend David. He said that the thing he loves to run MOST IS MIND players. HMM, directly tied into Kuoto, actually. Mind flayers were responsible for the subjugation of Kuotoa pretty much, actually exactly what Carlos is talking about. They capture them and they forced them to use their powers to kind of elevate their empire. David, the good friend of mine, is also very into the Lovecraftian methos and Lovecraftian kind of cosmic horror, and mine players really fit that to a t, like just the the the Cufulho esque appearance, the tentacles, the the brain invasion, it's all very lovecraft you have either of you run a mind player before? No, not yet. Not been able to, but I have looked at it on many occasions. I feel like you'd like that, Jourdan. You were just mad, yeah, that you wanted to play intelligent creatures and yeah, yeah, especially in terms of manipulation. It doesn't get a MMM Oh, much higher than that. I have looked into like having a story kind of built upon you know, a mind player, because you can come up with some really interesting stories. It's just difficult to run to a certain extent. But yeah, no, it would be super exciting, I think, to play such an intelligent character that can mess with people's minds. Agreed. The second answer that we have here is from Bradley Bandrocoi on Instagram. He said that he loves to throw dressed his players. Then he said, Haha, just kidding, I threatened them with dress, but what I actually like to run against my players is a double Ganger who and I found that. I found that interesting. That was that, to me, was just such a subject. That's such a niche pick in my mind. I mean the Rand Double Gangers with you guys and my campaign before. Have you wait, what did we not do? We Not Carlos there. Well, school. It just like, like it's definitely a cool monster. The ability to kind of become other things, become who you want to be, the ability to kind of integrate yourself into a town, into a community, freaky is all get out, but I like it. I like the potential. It just like it didn't jump off the page to me at first read. Is like something that I would love running specifically. Think Bradley would like running an ember on campaigns in because I think, yess, we weave, we turn and I'm drown. Oh do you maybe we played in an ever on campaign together? Actually, so you see a double Ganger? No, I don't. I don't think so. What's he doing? Could have been you never know. Yeah, I would like to. This almost makes me want to go back and retroactively drop like one or two and just have them switch out NPC's that you've already been dealing with. Just see if you actually notice. I probably won't do that. It's definitely like an intrigue kind of based Monster. I think like it could be awesome in an intrigue one. Intrigue or horror. Do you? Did either of you ever watch the twilight zone, like the old school twilight zone, black and white? Rud sertling? No, what's some brief episodes? There's there's a great episode called the monsters are due on Maple Street. It's one of the iconic ones and the whole plot is there's a supposed up alien sighting, an alien touchdown, and...

...this quiet street of like neighbors that have known each other. They're all paranoid that one of them has been switched out for the alien. So they all the entire episode is just this super suspenseful, horrific watching like these people that I've known each other for their entire lives just turn on each other and start tearing each other apart because they can't tell if the other person is actually them or if they've been switched out for something else. And that, I think, would be amazing. The doppel Ganger campaign, like just introduced one to a town, or even not even one, just introduce the suspicion of one to a town. Yeah, and just see what happens. Introduce the suspicion that maybe one of these people is no longer one of these people. Oh No, just see what happens with oh no. Be a long running thing where you have maybe a very wellknown town that you, the DM, keep having the players go back to an interact with some, you know, store owners and whatnot, and then over the course of the campaign you slowly swap out some characters that they go back to. You know, go talk to that Black Smith that I, you know, wanted to buy the plate armor from, and they go and this guy's kind of weird now. Not the same and doesn't doesn't really remember them. Yeah, that would be awesome. Yes, but I like that PIC. I like both of those kids. I like all of these picks. I mean it's to ask. Is Always Fun too, though I've never run at Raska on way too scared to hold that much power. It would be fun. I'm jumps to this massive, like air raid type, anti Godzilla battle because like magic doesn't do anything. So you got a Pacific Rim this one? Yeah, pretty much. This is like the boss rate stuff. You go and you collect like five different priorities that you know and you might be able to handle one of them or catch our new Kaiju campaign. It's coming. But that pretty much wraps up this talk of the town discussion. Thank you for your opinions, both of you and to our listeners. Thank you for your opinions. Look for our next question coming this week. That will be on our social media channels, at Royal City Society on Instagram or at Royal City social on twitter. We now have a twitter account. will be posting on both, so feel free to reach out to us on whatever platform you prefer. In the meantime, check out our stuff on DM skilled. All of the stuff should be available on the link in either of our bios and continue to just keep an eye out for new episodes of triple advantage and new content coming at you every week. Thanks for tuning in. See you next time.

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