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Triple Advantage
Triple Advantage

Season 3, Episode 30 · 1 year ago

Ep. 54 - A Few Fey Friends

ABOUT THIS EPISODE

On this week's episode of Triple Advantage, we view the new zoo of UA races, delve into creating new dungeons, and show off some of our favourite homebrew monsters.

On this week's episode of triple advantage, we view the new zoo of you a races, delve into creating new dungeons and show off some of our favorite homebrew monsters. As always, follow us on our social media to see what we have in store for you. Enjoy the show. A low society. On today's echoes of the outlands, we're coming back at you with another unearthed Arcana. Bolk of the Fay wild was released two days ago, a day, so this is still pretty hot stuff and we're going to give the same sort of overview that we give on the previous unearthed Arkanas here and maybe have some created moments here and think about what kind of characters would think about with these new classes or a new races. or I guess he's are racist at this point, right? They're not sins. Yeah, there races. Yet it's a little flippy floppy with like they're the recent releases, but with these new races straight out of the Fay wild. And first off we're starting off with a classic. Your winks club, your fairy. The Fay wild is home to what's here? What get out of no, no Jin is down now. What are you doing? What are you doing? What have you done? Can it not apply under the radar? No, the Fay wild is home to many fantastic peoples, including fairies. fairies are we folk, but not nearly as much as they're Pixie and sprite friends. Infuses the marry if used with the magic of the Fay wild. Fairy share a few commonalities with one another, but can differ wildly in appearance, behavior and attitude. Many fairies have a special physical characteristic that sets them apart from other creatures of their kind. For your fairy, roll on the figure seriously table or choose an option from it now. These are physical characteristics like your hands never look dirty, you smell like fresh brownies. You have a noticeable, harmless chill surrounding you. These are kind of cool. I like these. I feel like these also kind of the like being it fairy and Fay while, do you know, these might be pleasant things. But yeah, for the creature type. But you're a Faye, small creature with a walking speed of thirty feet. But I think the coolest racial feature for this, for this race, is the fairy flight. You have a flight and speed equal to your walking speed. Eat and you can just straight up UVER was flight of magical and doesn't require the use of your wings, if you have them. So again, like other races that you know naturally have wings in them, you're just able to fly passively, which I think is kind of cool. But again, it is a little bit you know, if you're a DM running lower level campaigns, this feature might actually be way stronger than initially expected, especially if they are ranged abilities and or our spell castor later levels. It's not as bad, for sure, but yeah, really levels. Fine speed is always a tough one to get past. At least it's not like like the Air Cockra that game, like what like fifty or sixty for a fine speed automatically. Yeah, it's it's pretty crazy. Yeah, and you don't want flying speed before warned that this earth and account it is not going to be for you. Yeah, there's yes, yeah, now, another cool...

...feature that this class or this race is the fake passage where, yes, squeezed through a space as narrows, a one inch wide hole, which is kind of cool. Yeah, I agree. It's a very Peter Pan or let's shrink through and find this, you know, and it makes me wonder actually does a do rat fulke a similar si her ability to this. Yeah, I know, right, it's it would seem fitting for Rad folk as well. Yeah, it. I thought that the like size differential here was a little bit weird. Like I figured if you could fit through a one inch wide passage or space, then your size should almost be like tiny. I was going to say our fairies, not tiny canonically. Yeah, that's what I'm I'm trying to think of like the actual monster, manual fairy, and I mean like, I'm pretty sure, the bath folk. Yeah, yeah, like normal fairies. Yes, but I think, like this is just like a I think like you might be partially fake, like I think actually very I'm not sure that. Maybe maybe it's like, though, then that notic something. Hey, well, tidy. Yeah, yeah, huge, down slightly. You're just like chalker of a fairy, like radioactive carrots. It's a just bigger. Thanks, Fay wild. That's the small size. Isn't like big by any means, but like you're still much bigger than one inch wide generally speaking. So it's yeah, I think. I think that has less to do with your physical appearance and more to do with the fact that you're a fairy, right, have so you have very significantly through spaces. Exactly. You're small and you can just there's also no limit on how far you can squeeze through a space, like how long this passage might be. Just Yolo it into it. You just a little crack in the wall. Well, like yeah, and and you'd almost be like completely protected in there as well, like if it was a long enough passage, no one would be able to see you or find you. Yeah, for sure, but it's just the same thing as like a druid turning into a size of a tick, you know, and going into a crevice. Yeah, so it's yeah, I do think that that sizing is a little bit interesting though, because, like there's so many different types of fairies that I can think of right, and I know I kind of like jokingly mentioned the Wings Club because it was in my mind. Guys, I'm sorry, it was. There's just a Netflix series. I don't know if you got it. If you see, if you watched it, it's throwback. But those are regular sized fairies, right, and then you also have on the other end, like your tinker bell, which is a tiny size fairy. So yeah, yeah, it's interesting that they would choose a size small, but I think like maybe as like a playable race, a small character already has a bit of a disadvantage. Yeah, well, I mean you have a walking speed of thirty feet. You don't really have a disadventure here, that's true. There is no like and you can just straight up fly like you're just like a wasp boy. That's I think that this is kind of cool, especially if you were to be a tiny fairy that has like maxed out strength stats. Oh yeah, it's pretty much pretty much aunt man at that point. Just walk around flipping people over their head. Yeah, yeah, imagine getting grappled. But well, what's called? Yeah, that the reaching out the yeah, that's the word. That's where it small like. The size does matter to certain extent, because when you're grappling a creature, you actually can't grapple a creature that is, I think, two sizes larger than you to size categories. So you would be able to grapple a medium creature as a small creature, but not a large creature. I think so. Mechanically...

...that makes sense, but I think, yeah, you're starting to add like player intense into it. It might exactly might need to push those boundaries a little bit. Exactly so well, like and like in the same sense. Word, like I mentioned a man, but like you do see aunt man sort of grabbing on and like being able to flip people that are much larger than right. MMM, the kind of a useless character. He was just like tiny, I can only do tiny things. Yes, so it is. I think this. I think the fairy flight is pretty cool. Not many creatures can just straight up hover, which I find pretty fun. But again, I this is already falling into something that because there's no reduction of walking speed here. It's I'm getting into those why wouldn't you want to take this over human kind of moments almost in any case, like yeah, unsure. Yeah, I mean it's yeah, I mean humans have their own slight benefits, kind of ish, you know, the they've got either a the plus one to everything in their stats, or be the if you go at the very end, you and then you can take a feat, which is usually why I choose human, is because I want to feed that I get the mobile feet and piss off all your DM's. That's right, that's right, good times. It's yeah, all right, but yeah, they did use I did notice that. You know, all of these races that they're coming out with now they're just straight up choosing not to put which attribute bonuses they get. Well, actually, they do mention this at the beginning of the UA intro here with creating your character and rehability score increases. They do mention when determining your abilities, increase one of those scores by two and a different score by one, or increase three different scores by one. Allow this rule regardless of the method you use to determine your scores. Yeah, which, again is their way of like sort of mitigating just being locked into certain races in the yeah, they started introducing that in in Pashas, so that's coming. They're just they're just flying with that now. So they're just saying, you know, any race you choose can now have whatever bonuses you want. So I like that they're like full committing to this, though I kind of expected them to be like to keep doing what they've been doing but at the same time just kind of sideline with like, oh, but don't feel that you have to listen to this. But I like that they're actually committing to what they said they were going to do. Yeah, because they did the same thing with the gothic lineages. I think right. Did they know? I'm pretty sure. Yeah, I can't remember. They may have. Well, we can just go back to the last week's episode. Had to go listen to that and check it out and then see if we know what we're talking about. We don't. Does triple advantage know what they do in their podcast? Not Questionable. Find out on next week's triple advantage. I keep coming back. We remember. Hey, look at this hob gun. All right. So yeah, moving on. The next up and list is Hob goblins of the Fay wild. Humbug about that. Lob goblins tracer. Tracer origins the Fay weld, where they first appeared with their Goblin and bug bear kid. That history has left to smart for, though the Hob goblins are found throughout the the material plane. They continue to channel and aspect of the fail wild's rule of reciprocity, which creates a mystical bond between their giver and the receiver of a gift. On some worlds, such bonds lead Hobgoblins to form communities with deep ties to each other. In the forgotten realms, vast hubgoblin legions have emerged with ranks upon ranks of devoted soldiers, noteworthy of of how effective they are fighting as a unit. Pub goblins are generally tallow...

...than their goblins cut to their golblin cousins, but not quite as big as bug bears. They have curved, pointed years and noses that turn red or blue during displays of emotion. Their mood rings great. Nice. So following the Hobgoblin traits, they're everything's pretty standard, I mean humanoid creature type, medium size, regular welcome, speed and dark vision are all pretty common in the standard player races. However, you do have your fate ancestry coming back on here, and do this comes in with like Alagin elves, I believe, and, correcting from atolls, half elves as well. Yes, so, essentially having sitting throws against being charmed and still, though, just straight up outs. Think. Also have the fans history. Oh yes, there is a there is a difference, though. This fans story only has the advantage on saving throws to avoid or arms the charms condition, not sleep, not not yet, not the immunity to magical sleep. I also find it funny that you know the Hobgoblin from the Fay wild gets this feet, but the fairy who is a literal Faye doesn't. Yeah, that's ability. Yeah, very can fly. The more you know, the more you start craming into the fairry, the more it's going to be worse than it already is. Yeah, yes, again. Well, mean, if you were to add that right, like, how much longer would a fairy be? I mean not that much, to be honest. The Fan Stir, she was always just nice bonus, I think. So, whatever happened? A face step? What was facety? It's like a missy step that you get thinked aladder else. Good. Yeah, yeah, I thought that was like a thought. That was like a they stable, like every creature in the pay could do that. Yeah, I don't know. They do. Have the fade touched or something like that. Yeah, the it's the new trait or something like that. I think we talked about it a little while ago. I can't remember what it does, but that's I feel like it does something. So do you guys remember? No, I can't remember what it does. Another it's really sad, guys, but we'll go down this two old episodes of triple Yes hee what we said. Yeah, I think there's also the a gift. So you can use a straight to take the help action as a bonus action, and you can do so a number of times, equel to a proficiency bonus. Again, this sort of plays into that sort of lore that they added with the hop wellpins. Right, yeah, given the good the bonds right on, some world's bonds, the hop callums, the form communities of detaies one another. Right. So having a mechanical, you know, help action, specifically added into the race actually will make players use it. So you have hospitality for you and a target to gain a number of temporary hit points of One d six pleasure profidency bonus. You can help with passage. So you want a target increase your walking speeds by ten feet until the start of your next turn, which is interesting. I don't know how you mechanically that's fun, but I don't know how that makes sense. You know, if I continually help everybody to run faster, like well, continually up to your proficiency bonus. Yea modifier for like Harry Peet, just like egging. Just like egging on, a dwarf rol slightly faster despite you until the start of your next turn. The first time you, you or your target, hits a creature. With than a tack role, that creature has disadvantage on the next attack role that it makes within the next minute.

Just pretty useful in combat, I think, especially if you're helping your Palad and knock it wrecked by a dragon. Yes, Um. And then the other one is fortune from the men and which I think is very strong. When you missed with an attack rol or failing the bility checkers saving through, you can draw your bonds reciprocity to get a bonus to the rule equal to the number of allies you can see within thirty feet, with a masimum of five. So it's not just like a straight up it's buffer of five any time you fail anything like. I mean assuming you've got five people around you within thirty feet. Yeah, well, yeah, I mean this technically says allies, though, right, like so, I mean if you're in some sort of war scenario, right, you're going to have allies everywhere, right, but I mean the average like party. I mean, I guess it depends on your size, your party size, but the average party is going to have like, let's say, five people on the group, and usually at least one or two of them are going to be like back liners. And one or two of them will be front liners and there's not a whole lot, like not very often that they're all within thirty feet of each other. So I mean in most encouches, a most dungeon encounters, I feel like your party would be within thirty feet of one another. Yeah, yeah, and in a dungeon, you know, maybe with the limited space, sure, but even it doesn't like in a bigger rooms and stuff, people will find like crevices, the hide in kind of thing, like a back corners, and then the front liners will just go up and them off of the back winer. So it is an interesting theory and he's is. Yeah, it is an interesting mechanic though, because it does it is gated by the size of the party itself, right, so it does have a little bit of I would say like Meta context in here, which is, you know, if you want to play and you only have three of four friends that are into DD, well your bonus is not going to be as high as some other play miss you just go into town and you hire some people to just say, just just stand there just in case. Okay, that's not a bad idea. This class is paid a win. Yes, this race what's next? Next, we have Alpholk, justin kin of giant owls. Alpha come in many shapes and sizes, from petite and fluffy to wide winged and majestic. I'll folk have arms and legs like other humanoids, as well as wings that extend from their back and shoulders. Because of their ancestral tie to the Fay wild, Alpha can innately see the magic of their surroundings. Like owls, Alpha are graced with feathers that make no sound when they move or fly, making it easy for them to sneak up on you in the library. Your Alpha character might be nocturnal, or perhaps your character is simply prone to rising later, embodying the common nickname of the night owl. Now, first thing that kind of POPs in mind here is this kind of seems like a fay lineage to just like being there is a race already as a bird folk. Are Cock craw or can't care cock running on were? Can Cou? Yeah, well, I mean care are cocker are not necessarily birds, but can cou are. More directly, I think every COC like really birds. Yeah, are very much birds. Yeah, are they? They're eagles. Yeah, Eagles, and like they have like bird legs and wings on their backs and they have beaks. And Yeah, they're the ones with the with the out of LAS speed. Yeah, but they but I'm more so speaking like I guess. I guess they would be more it compute. Its confusing because I see them more of like the humanoid with wings versus can coo. I see as wh it was birds. I see more...

...with just like feathers. I get. But maybe it's just the weapon, like picturing these races for a while are anyways. Yeah, yeah, but I do, I guess, like this does seem like a very fay wild version of yeah, it doesn't seem like it's adding a ton, I don't think, which is fine. Like it now that we've have established that, Eric Cocker here. Yeah, I wouldn't want them to do like here's another race with flying speed and a bunch more. That's true. I mean I get it all right, like you have like your Nimble flight and your silent feathers that you know if you've, if you've ever seen those videos on Youtube. But like how silent alts are when they flies for game. It's pretty cool. But yeah, I just out of all of them, I don't see this one as that special, to be honest. I mean the the magic site is really cool, I think, super useful. Yeah, and I think when you when you picture this kind of Alphal character. Forget, forgive me for this, but who is the owl and Ani will crossing again? That's kind of what I that I picture. Oh my good God, I now. Come on. Yeah, I don't play animal crossing, so I wouldn't know. It's blatherers. But what like this? bladers? Yeah, now you're playing blatherers. That don't ruin this for me. Listen, this whole you a is leading you to have an animal crossing x Dnd. That already exists. There's just a custom forest folk. I can't think of the name of it. Come back to me, but Oh, yes, I know which we're talking about. Yeah, I think for the Alpha, for the most part, the magical site are it's the best surf feature here is yeah, your keen shots is focus. See Your Matt the presence of Magic. You can the ability to cast the tech magic spelled that only as a ritual. You're spill casting for the spell of your choices, intelligence, wisdom, is charisma and you can. You can also cast a spell. Normally with any spell salts you have. Now I find it funny that they included intelligent. You can use it like with intelligence, wisdom or charisma, when like detect magic doesn't require any spelled checks. Counter Spell. I suppose now that I don't work. No, no, because it would be a first level spelled socentraling, unless you're up casting it. No, they'll be constitution. Yeah, I don't know. I'm trying to figure this out. Yeah, so there's there's no saving throw on it. There's no in you know, intelligence check, unless, like you're doing something where it's like, okay, I'm detecting magic and I want to figure out what it is and you know, maybe the DM decides, okay, well, I need you to make a spell casting check to see if you can clean more information from this other than you know, it's magical. But even so that could just be a straight up intelligence or our CONA check. So I just thought it was odd that they included that. So is I think it's probably exactly like exactly what you mentioned, though, like hmm, it's the only thing I could think of that like maybe would go into play. But to be honest to me, this is not super special. I think I would play a can cou here and then just straight up take the tech magic. It's funny because I said to my I told my girlfriend about this immediately because she is she's huge in lowels and she played as she played a Canku in our last campaign because it was like the closest thing that she could get to being an owl was being like a bird person. So I was like, yeah, we could do that will folk now, and she read through the you a she was like, honestly, this isn't even the coolest thing on the sheet.

Like why would I play owl folk when there's ferry and rabbit folk in this? Yeah, see, even owl lovers aren't super psyched about this guy's but you know, it's a lot of like passive things that can be really nice, but it doesn't add anything like super cool or spicy to your character. I mean, that's fine. I don't need like a bunch of new mechanics, as the fact that they're introducing this is like a flavor option anyways, is kind of Nice for me. Yeah, I just don't know. I mean like it's it should just like, I don't know, why not just like release Canku types, you know, like. I've got a theory for that. It'll save it to at this point. Like at this point, people play can coup between ducks, between like the regular pick any of your Avien like species and people play Kuno of that, like like, well, are we going to start making step blocks for pigeon cankus and luck and Cankus and write that down? That's their next module. Duck can't cous. You do not sink if you do not want to. Seriously, right, is our next month. I will developing way too much soon, Tim I will write this down. Yeah, what do we get lost? And last but not least, we have rabbit folk, founding across the wilds. Rabbit fo from the Fay wild and body of spirit, of freedom and travel. Rabbit folk are bipedal, with the characteristic long feet of the animal they resemble, and for an variety of colors. They share the keen sentence and powerful legs of Leperine creatures that are full of energy like a wound up spring. Rabbit folk are blessed with little Faie luck and they often find themselves a few fortunate feet away from dangers during adventures. All about rabbit folk. For the most part, its completely changes in mechanics. I'm surprised at the walking speed for rabbit focus, still thirty feet. It's a little strange to have you or tried to catch a rabbit. Look at just look at. Look at the rest of this though. They made this more than forty feet there, more than eveywhere. Yeah, nobody, yes, yes, nobody play any the added other features are leperne census, you in proficiency in the perception skill, lucky footwork. When you fail a DIC, serious saving through you can use a reaction to rule a D for and add it to the result, potentially turning a failure into a success. Real Nice. Yeah, another one is rabbit hop. During each of your turns, when you walk at least five feet, you can hop, ruling a D D twelve and moving that many feet in a direction of your choice. This extra distance doesn't cost movement, but you can hop only if your speed isn't zero. Now it's only once, right, so you take your Hob at the beginning. But can you also jump? Yeah, you've often jump. This isn't a this is a jump. An jump doesn't add movement to your ever. So now, but I think he's just asking, like if it's really gain. Yeah, jump period, which I don't think of. Would know it definitely wouldn't. It's just actually like an extra boost a moment. But it's a little uncontrolled though. Right. It's a D twelve, so I like that. So that there's your there's your speed boost there. HMM. Yeah, yeah, it's interesting that it's a d twelve, though, because it'd be like, I want to hop, but you know, I accidently put myself right in the clutches of an enemy versus I got myself into a useful range. You know, I feel like, I know, I know twenty extra movement speed is a lot, but I almost would have gotten like one d four times five feet. It's like between five and especially like twelve feet. Is Weird when you go in intervals of five. Yeah, yeah, it is a...

...strange number. But the coolest speech, I think, is hair trigger, whereas you add your proficiency bonus to your initiative roles. That's nice. Yeah, you real quick, like that's you're gonna Be Rolling Higher Initiative the most creatures play. So play some war wizard and add in your intelligence modifier on top of that your initiative bonus or wizard rabbit folk with the alert feet. I'm going rogue. Okay, you're quick, you can move in and out of everything. You've like already hide decks and you're adding initiative on too that. Hmm, you can read possibly succeed on deck saving throws with that essentially less. Yeah, yeah, yeah, invasion is yeah, Ros and monks would be fantastic for the rabbit folk here is great, I think, with that evasion, this this the best one, in my opinion, of the four of them. I think so. It's also just the coolest flavor wise. Yeah, I mean I feel like we've all seen like your fantasy rabbits kind of walking around and talking to you know, Zuito Adventures. Yeah, yeah, exactly. Oh my God, we can always do see Topia, guys. Yes, Jordan, I Jordan. I have a friend who is a furry who is very excited about this. You A yes, but yeah, this on that note, I'm calling this now. So this is like definitely we didn't call it with the gothic lineages and the Gothic subclasses that came out. This is gearing up towards a fade wild release. Good call, I think. So I'm calling it now. You heard it. We're learning, we're learning. When does this come out? March fifteen, two thousand and twenty one triple advantage called this is going to be you a turning into Bay Wad's module. Yes, Oh, one thing we didn't talk about here. Both these last two classes are races, the Alt folk and the rabbit folk. Are you're able to choose your size, which is either medium or small. Kind of like that, which is interesting, very interested. You don't take a penalty to walking speed. So No, yeah, why would you not want to be small? But, like Jordan said, it kind of restricts what you can do with grappling and grappling other things. Yeah, yeah, but if you're small it also restricts when people can grapple you, like you could just move through creatures. No, Oh, I guess you don't have the feeling they have. Yeah, no, you know, the the halflings, I think, can do that specifically. I think that's one of their bonuses. Or is it halflings or nomes? I think it's halflings. That's how cense yeah, but yeah, it being small. I mean like it makes it easier for like traveling together or someone picking you up for sure and and dragging you somewhere. So I mean there's that, but otherwise, yeah, if you're doing grappling stuff, you want to be a bigger size. Nope, I think, not thinking about it, would have been kind of cool if one of the traits for a fairy was you can change your size between tiny and small. That would be good, I guess, a bonus action. You can just minimize yourself if you want. Yeah, I mean I think that that's something that hasn't been added. That would actually be kind of a cool mechanic because you could use that like. That's that's a very valuable combat mechanic, right, like if you can minimize yourself while grappled. Well, no, you're not suddenly grappled. Yeah, and I think flavor was it also plays really cool because you have a character that can be like, Oh, I'm gonna many myself to, you know, sneak in, you know. Yeah, and, like you said right, like you do take the you do take you do take some combat hits. Maybe add some mechanical changes when you do something like that, right, like your...

...strength is reduced by one or two or whatever when this happens. Well, but you could, they could have just given them, like you can now cast the and large slash reduce spell like once per long rest or something like that, except only the reduced part of it, which is something they've done in other classes. And when you do that, I think you get when you do the reduced spell, you get disadvantage on strength checks and saving throws and you also get a negative d for to your damage roles when you're using weapons and stuff. So like they could have added that into the fairy magic part. I think that could have been pretty cool. Oh, there's no homebrew stopping you from doing that, but yeah, exactly, wizards. Well, that takes. That's that's all for this unearthed Arcana and, like Braden said, we're going to be rearing up and waiting for the Alice in Wonderland xx dnd crossover that is inevitably going to comb over. I think there's a lots to touch in the Fay wild outside of creature folk per se, and it's definitely not something that I think a lot of new DND players have been exposed off too much because they haven't really released any campaigns in the Fay wild and they haven't really released much content, if anything, about the Fay wild and at least to this addition. So I think it's pretty safe bet. But let us know if you think that we're wrong here on our twitter or on instagram. Maybe will le sees you can cool lineages some point. We good to the supplemental aid before this new expected release comes at nates go. But that's it for echoes of the outlands today. Duran want nice take us back into our education. Excellent. All right, everyone, turning your books to page ninety nine. We're on chapter five of the Dungeon Masters Guide, guys. So we're working our way through it. We're starting to get somewhere a little bit and we're going to be talking about adventure environments now. So last we left off, there was talk of the villains and villainous class options and such, but there were switching gears here. So this is going to be all about like how to create your dungeons and wilderness areas, which is really cool. So all right. So, without further Ado, many DDI adventures revolve around a dungeon setting. Dungeons in DND include great holes and tombs, subterranean monster layers, labyrinths riddled with death traps, natural caverns extending for miles beneath the surface of the world and ruined castles. Not every adventure takes place in a dungeon. A wilderness trek across the desert of desolation or a harrowing jury any into the jungles of the Isle of Dread can be an exciting adventure in its own right. In the great outdoors, drank dragons wheel across the sky in search of prey. Tribes of Hobgoblins pour forth from their grim fortresses to wage war against their neighbors. Ogre's plunder farmsteads for food and monstrous spiders drop from the web shrouded canopies of trees. With a dungeon, adventures are constrained by the walls and doors around them, but in the wilderness adventures can travel across in almost any direction they please. Therein lies the Key Difference Between Dungeons and wilderness. It's much easier to predict where it an adventuring party might go in a dungeon because the options are limited, which is less so in the wilderness. Villages, towns and cities are cradles of civilization in a dangerous world, but they too offer opportunities for adventure and counters with monsters might...

...seem unlikely within a city's walls, but urban settings can have their own villains and perils. Evil, after all, takes many forms and urban settings aren't always the safe pavens they seem to be. So this chapter is going to provide an overview of these three environments, plus a few unusual environments, taking you through the process of creating an adventure location, with plenty of random tables to inspire you. So the first one that we're going to talk about is dungeons. Some dungeons are strongholds abandoned by the folk who built them. Others are natural caves or weird layers carved out by foul monsters. They attract evil cults, Monster Tribes and reclusive creatures. Dungeons are also home to ancient treasures, coins, gems and magic items and other valuable valuables hidden away in the darkness, often guarded by traps or jealously kept by the monsters that have collected them. So building a dungeon. So when you set out to create a dungeon, think about the distinctive qualities. For example, a dungeon that serves as a Hobgoblin stronghold has a different quality from an ancient temple inhabited by unt. This section lays out a process for creating the dungeon and bringing it to life. So they have the dungeon location tables here. So there's things like a building in a city, to in a desert, to in a mountain pass, beneath the top of a Messa, in several connected Messas or on an island, etc. There is exotic, more exotic locations like among the branches of a tree, around a geyser, behind a waterfall, floating on the sea, in a meteorite in the Fay wild, or shadow fell in a volcano, always cool on the back of our Gargantuan living creature. So these are all places that you can put a dungeon and I guess the table tables are just kind of meant to inspire you to different ideas. The Dungeon Crater, I think, is the most important part of the dungeon here that we're going to talk about, or the dungeon purpose. So a dungeon reflects its creators. A lost temple of the UN te choked by overgrown jungle plants, might feature ramps instead of stairs. Caverns carved by a beholder's disintegration. Iray have walls that are unnaturally smooth, and the beholders layer might include vertical shifts connecting different levels. And fhibious monsters such as Couto and abolists are water use water to protect their innermost reaches of their layers from the air breathing intruders. Details bring a dungeons setting. Sorry, details bring a dungeon settings personality to life. Great bearded faces might be carved on the door of a dwarf and stronghold and might be defeated, might be defaced by the knowles who live there now. Spiderweb decorations, torture chambers and slight pens might be common features in a vault built by drought, telling something about the location and its occupants. The Dungeon Creator to table includes creatures that typically build dungeons. So you can choose from the Creator table. Like can roll randomly, as per any normal thing, so they've got different ones here, like the beholders, are cults, elves and dwarves and giants and Hob Goblins, Quetoa, mind flayers, lyches. You want tea or Nope, creators. So that would be like natural caverns and such. They give you ideas for different cults and religious groups. So there's demon worship being there's elemental cults, there's there's worshippers of an evil or good deity or neutral, and then they give you ideas for...

...different random humans that have different alignments and and classes, and that would be where I think the dungeon purpose comes into play here. So I don't know how much you guys think about the Dungeon Creator normally when you're creating a dungeon it does it come up a lot? I mostly just love create dungeons. So no fare, Carlos. I'm really created them. Any dungeons would it compends. Usually I just use the maps provided. I mean, I do think, I do, I do think that I do consider an I'm seeing. I'm going to encompasses all in general, but like dungeon design is part of your map design and just general layout design and I do consider that. Even when running campaigns I have moved the way that rooms kind of connect to one another or the way that you kind of move between rooms, and that it's part of the dungeon like design considerations that I have for how I want the campaign to run or a certain encounter to run, but for the most part I don't necessarily dive too deep into the like the nooks and crannies of Dungeon, more like a high level view of lake zones and hey areas that I want players to go into, right, regardless of, you know, the actual passages and chambers that are inside a Dundeon. Because sometimes, right, like, you want to streamline a little bit of a campaign. So yeah, I although each room of a dungeon might, you know, might mechanically say a role a d six and find what monsters they might like be wandering in that area. Right, sometimes you don't want that. Sometimes you don't want to have a combat encounter in every single room. You want to sort of streamline everything. So that's where I would say that my dungeon designer kind of more comes into play here. Just when, how do I get players from one location to another and give like some sort of meaning, meaningful context between those two? Write not so much to the physical design of it. Yeah, well, no, just so much like the the fit like the physical like, Oh, I need an archway here and I need this whatever, right, like, right. That's all kind of part of it right, like in a sense, like if you know, if you're designing an encounter and you want like elevation to be a factor and the you know, how do you how do you like even the playing field from a level, like for Party Fighting Goblins? Right, like you give the Alblin some sort of sheer cliff to be shooting down from or some thickets to be hiding into. Right. Those are my considerations with dungeon design, but I don't know, I'm never really gone nitty griddion like built a full dungeon out myself. You know, it's more so like, Oh, I have a room, what elements so I want? How do I balance it out? Sort of very like bulock like thinking, and then I try to sort of massage it into a setting. Yeah, that's probably a good way to do it. I mean hypothetically speaking, if I were to create a dungeon, I I don't know how much thought I would put into a creator. I probably should be like if there's a lot of sorry, there's a lot of echo from you, Carlos, right now. The Dungeon Creator is meant to be there for giving you like background on on like why things are happening and and why it's designed the way it is, which is really cool and can add a lot of like flavor to the dungeon itself. So I mean I would want to put effort into that, but at the same time it's definitely not something that I thought of like right off the bat. If I was creating a dungeon, I'd first go what do I want, what do my players want, and then I go from their kind of thing. But this is an interesting way of doing it where you start with the dungeon creator, like who is living in this place? Therefore it looks like such and such.

It's kind of cool. I like that. It's definitely gives me a bit to think about. So all right, dungeon purpose here. So, except in the case of a natural cavern, a dungeon is crafted and inhabited for specific purpose that influences its design and features. So you can choose a purpose from the dungeon purpose table here or roll randomly. So the purposes are death trap, layer, maze, mine, Planer, gate, stronghold, temple or shrine, tomb or treasure vault. So they go into a bit of a description here of each of these. So the death trap dungeons are built to eliminate any creature that dares enter it. A death trap might guard the treasure of an insane wizard, or it might be designed to lure adventures to their demise for some nefarious purpose, such as to feed souls to a lyches full acterate, which is yeah, I've always wondered about traps and dungeons and how much they like, really need to be there. It would have to like there have to be purpose behind that, right. So these are good purposes that you can use. A layer is a place where monsters live. So typically layers include ruins and caves. So there's not going to be a whole lot that they did specifically to to trap this area. Like for monsters, they just kind of just live there and they protect it. There's mazes. Is So amazes and is intended to deceive or confuse those who enter it. Some mazes are elaborate obstacles that protect treasure, while others are gauntlets for prisoners banished there to be hunted and de powered by the monsters within you. It's fun. Yeah, I suddenly want to add a maze into my campaign relevant. Yes, there's mines, so an abandoned mine can quickly become infested with monsters, while miners who dealt too deep can break through into the under dark fires below fibrow city side. A. Yes, Planar Gates. So dungeons built around Planar portals are often transformed by the planar energy seeping out through those portals, which can be really cool. If you if you have, I would want to for sure, if it was built like this, I'd want to have like different environmental effects that are going on based on which planets connected to Oh, just to add a little bit of spice to the to the fight. That's basically the absolute yeah. Yeah, like the Planar Gate gives you the the excuse to add like magical effects that that affect the environment, which is always fun. So they're strongholds. So strongholds are dungeons that provide a secure base of operations for villains and monsters. So it is usually ruled by a powerful individual such as a wizard of vampire or dragon, and it's larger. It is larger and more complex than a simple layer, so there's design and purpose behind it. Tombs are magnets for treasure hunters as well as monsters that hunger for the bones of the dead. So if you wanted on dead campaign you're likely going to end up in a tomb. Obviously, treasure volts. So treasure volts are built to protect powerful magic items and great material wealth. Treasure volts dungeons are heavily guarded by monstersters and traps. So I will quickly cover the dungeon history and then I'm think I'm going to hand it over to you, Braden. So in most cases the original architects of a dungeon are long gone and the question of what happened to them can help shape the dungeons current state. So the Dungeon history notes key events that can...

...transform a site from its original purpose into a dungeon for adventures to explore. Particularly old dungeons can have history that consists of multiple events, each of which transform the site in some way. So often this has to do with the creators and what happened to them. So if if the dungeon has been abandoned by its creators, you know why was it abandoned? You know did were they invaded? Were they attacked? Where they did they make a discovery that just kind of destroyed them? was there some sort of magical catast for your natural disaster that wipe them out or or left very little of them left? Was the location pursed by the Gods and shunned? You know, are the original creators still in control of this area, or have they been overrun by Planar creatures? Or has this become the site of a great miracle? All really cool ideas and good to keep in mind again when you're when you're considering the dungeon, because sometimes it's just you'll have creatures there that don't really understand what's going on in this dungeon because they aren't the original creators, and that can be a cool little mystery or intrigue for your players. Okay, that's where I'm going to stop for today. We will continue on to the dungeon inhabitants and potentially mapping next time. So, but for now, Braden, all right, all, you, all right. Before I jump in, let's just take a quick second to hear from our sponsors. All right, so let's just dive right into talk of the town and Carlos, you're bleeding really bad again. Talk of the down. You know, it's that segment where we talk about a thing and then you talk about a thing and then we ask you to talk about that thing and we talked about you talking about that thing and this week's thing. Getting things that we somethally need to think doesn't sound like a word anymore. What is the favorite monster of yours that you've homebrewed for your game? All right, excellent question. I would like Carlos answer this one first. Excellent divers well, bar bold. Of you very you're welcome. Actually, haven't homebrewed anything for you guys. I've been really yeah, I've been using the creatures straight up from the to the elation and that is seems a bathing. Yeah, super surprising. It's not something I dabble with, to be honest. Like when I do like the homebrew stuff that I do is mostly like how I run encounters and like mechanical things for like areas. That's it's not like I'm I'm bad at balancing monsters, so I kind of just avoid all that. So I haven't really created anything new. I have had a couple of ideas, obviously, but you know, something that might get into later on. But now I actually in an actual like campaign that we've been playing with. I've never ran home brewed monsters with you guys. Interesting yeah, okay, now you answer, Jordan. Hope No, I definitely homebrew creatures. I have home brewed, I would say, probably. Well, I say home grew, but more like customized. I guess, at least like fifty percent of the the encounters that I've done with my crew. What I usually just choose monsters based on what they look like and kind of like what they do and where they fit into the environment and whether I think they're cool or not. So I think I had like a level one or two party taking on essentially winter wolves that are like cere three creatures, but I just homebrewed them essentially to be a little bit...

...more like dire wolves or regular wolves, so they weren't as powerful and but they could still have like that cold breath kind of thing, a slightly let worse version of that, but just add like flavor and kind of like a cool encounter to that rather than, you know, okay, you have to be at least level of three to take on these creatures and you know that kind of thing. So I'm only going to throw regular wolves at you. I thought it was cool to add into this Arctic type campaign, you know, a bigger batter, stronger version of wolves, so I kind of combined wolves with winter wolves to make a combat encounter that was acceptable for a level to party. And I mean I then moved on to I did a young Rammer Hayes that I kind of gave like the swallow ability of a larger Ramor Hayes, and I also have homebrewed a particular type of Mage for my campaign setting specifically, so they they have certain abilities that I'm not going to discuss in in detail here because I'm not sometimes my players listen to this, so I'm not going to give them any hints on how what they can do and what their abilities are. But my players have faced off against one of these majes and we're quite frustrated at the end and confused as to as to what this person's abilities were and what had driven him insane. So it's it's I mean, I yeah, I guess I homebrew customized a lot my favorites. If that's the criteria, then I do have to amend my statement and saying that, yes, in that case, I have homebrewed almost every account that you guys have had, it aside the actual tomb because just because, yeah, I mean using the just the straight up monster manual stuff like it works for certain encounters, but I mean I want the challenges or the the up to be challenging, right. So well, you want the stuff to be challenging. Okay, to be challenging, but not like yeah, terrible, let me UN homebrew everything. In that case, go back to what it should be. Yeah, just for the record outide, without spoiling too much, we're nearing the end of this campaign here. But for those of us, for those of you guys listeners, of how ran too of annihilation. My party got into the tomb, I believe, at level eight or nine, and in general that is not the recommended level that was in the monster manual, or not the most of the yeah, the module itself so really surprised me. Some tuning to be had. And now, mind you, even at that level. I was reading online and a lot of people toned down a couple of the encounters as well, because there are wizards and they're CR levels are kind of wishywashy in the sense of, you know, they have like a CR whatever monster that should really be like five times, like five, five, five levels higher than because of certain like passive abilities and Shit like that. So a couple of definitely had to modify couple of the encounters inside just so you guys don't just straight up die. Yeah, so, yeah, I mean. Yeah, so, as far as homebrew goes, like, my favorite is, I think, the mage that I've created, or Majes or people. Did you not really sure players that are listening,...

...as to the certain abilities that they have been given due to certain circumstances that I will not go into detail about. So yeah, Braden, what about you? My favorite is definitely something that I came up with recently called a hex bear, and a hex bear is essentially, with so much fat, shadow bear with a fairly high a see, fairly low health points, to be honest, but a decent amount of resistances, deals some necrotic damages. Flavor wise, it's just really cool. But also on death, they don't die, they just kind of burst into a shadow and if you don't pass on a reasonable constitution level, given the CR if you don't pass the constitution saving throw, you gain two levels of exhaustion. So that's fun levels of exhaustion. That's in that's a that's a toffee. Failed that three times, you're dead. Don't fail that three times. As the yeah, well, after the first time it turns harder to it gets easier to fail, sir. Now it's no sun or stacks. To the second time. Yeah, back in time. After the second time, Mak it's well, what are the first two? The first one? Any check, first leveling, yeah, July spee. It's advantage on my billy checks, and then moves need yeah, and then after that it's attack rolls and saving throws and I don't remember, more and more movement speed. Carsh I think it's more that fist level. Fifth Level, I think, is your movement speed is zero. I can't remember what the other stuff is. So that's what the charts are for. You look it up every time for good times. Yes, I look forward to that listeners, in a future module that we're planning. But let's take a look at what you had to say. Society. So we had a couple responses. Slow week this week, but a couple responses over on our discord or community discord. We had D gups coming in, say in Mimic House. So if you want to see that Mimic House for yourself, go over to DMS guild. Search up Rolls Society or search up into the jaws of the Mimic Queen. Good Times. That is certainly a very, very cool, cool it so cool. Hey, kids, you ever want to fight a house go buyer stuff. Yeah, and then we got frequent contributor and good friend of the show User Matt coming in saying that he'd say Lord Wilhelm, a cold, brutal giant of a half or gladiator who had died and been brought back as an even more cruel cyborg hybrid to serve the big bads of his currents, of his games, current ARC. So it was really fun to RP him and established his incredibly menacing presence, which the party responded to. Also just a blast running combat. He hadn't before given a boss so many unique options to use every turn, as well as a grizzly mid fight transformation. That was it was such a cool fun that Matt likes to so Jordan I both lay in a campaign that matt runs. Any right, likes to round like very, very high power level games. So we have we have a big party. We have anywhere between five and seven people, five and eight people, depending on who show up. In a week. Usually about five or six, but could be up to eight, depending on the week. And we've still had even at level what are we ate? Nine. We now. You are now level nine now, just last session. So even at this level will have combat encounters that take two full for our sessions because and and one of them was just this one guy, just Lord Wilhelm is Matt, came up like like he had...

...so many things that he could do in so many things that he could dish out in so many cool ways to avoid getting hit, in so many ways to just like keep us constantly on the back foot. It was really like they once you, once you hit a certain level, like you start to not steam roll, but you start to like death becomes a little bit trivial and you start to take things for granted. That is never once happened in this game. You're always afraid that like something that mats come up with is just going to lay you out. HMM. Yeah, if you're not careful, you will for sure die here, especially if one of your party members that backstabs. Yeah, good times. So that's going to do it for this week's episode of triple advantage. If you want to contribute to our questions or you just want to see what's going on, or you just want to say hi. We're nice people. I like us. Come check us out on our socials, that is, at row city society on Instagram, at rosity social on twitter. Links to the community discord can be found at either. Keep it locked. We just released a new module this last week. Yourn's extraordinary weapons available now on DM's guild. We have new stuff in the pipeline coming out relatively soon. I think I said that last time and it ended up being like four months. So at this time I'm going to I'm going to hdge my bets. I think it's coming out relatively soon. Yeah, I think so. Besides that, keep it locked here for a new episode of triple advantage every single Monday, and we'll see you next time.

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