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Triple Advantage
Triple Advantage

Season 3, Episode 44 · 11 months ago

Ep. 66 - An Astonishing Amount Of Releases

ABOUT THIS EPISODE

On this week's episode of Triple Advantage, we dive into a storm of news with the Feywild, Strixhaven, and Exandria Unlimited. Next we complete our journey through the travel section of the Dungeon Master's Guide. Finally, we reminisce with the society about some of our favourite Critical Role moments.

On this week's episode of triple advantage, we dive into a storm of news with the Faye Wild, strict saving and exandria unlimited. Next, we complete our journey through the travel section of the Dungeon Masters Guide and finally, we reminisce with the society about some of our favorite critical role moments. As always, be sure to follow us on our social media and see what we have in store for you. Enjoy the show. Welcome members of the society to other week get another episode of triple advantage. I'm joined by the regular crew. Brain, Jordan, how are you doing? Pretty Great, I think. Ready to talk about some D D indeed, and by our I think this has been one of the most busy weeks of releases. Are Not releases, but rather announcements for our echoes of the wildline segments. And to cover them all quickly, we should just start out and I think chronological well, HMM, let's see it. Let's go with the wizards chronological order. Here we have to announcements made JI books coming out the wild beyond the witch light, a new campaign book coming out from wizard to the coast, and we also have strict shaven a curriculum of chaos. Now Wild of the witch lands is finally, I think, the first adventures set in the Fay wild or at least with a wild elements within it, which is pretty exciting. I think it's been long waited and just from our and I think were we released like it's a it's not something that I know very much about and I think that's because, at least in we haven't had too much fay related stories in quests. So I'm excited to learn more and I'm a said to learn how wizards is going to going to dive into this realm of there. I guess multiverse, not some course for watching low key and all the terminologies crossed over here, but the planes, the pine, the Fay Wild, and I think we touched on this before. We definitely touched on this while we were doing our divining the DMG. But for those who don't know the Fay Wild S, it's very closely to the material plane and to what I think is always just like the wild magic craziness that might occur where pretty much anything goes. The I like to think of as like the Alice in Wonderland type of plane, at least the way that I picture it. What about you guys? Yeah, that's not a bad descriptor. I would think. It's very much a I'll so much land. Was not the metaphor that I had in mind, but the one that I actually had is completely escaping me. But yeah, that the general feel of like is the very like whimsical magic place. I definitely, I definitely get that. I guess I always just imagined the the Fay world is home of the summer court. So the Fay people there are I was just kind of imagine them as like above you kind of people, you know, like whatever. They are protectors of the wild, so nature and that sort of thing. It's almost like a druids, you know dream, dream world where the wild is put, it put above all else, and then the magic there is more so of the yeah, like a little bit unpredictable, but to a certain extent you know it's going to protect the plants and the wildlife and I knew it also has a lot to do with trickery and miss and that sort of thing. It's I know it also like there are some rules where you once you go there, you will have a hard time remembering. I. If you leave of your time that...

...you spent there, and that's a very like Fay thing to do, you know, to mess with your mind and yeah, it's a little bit of wild magic, but there is some order to it for sure. Nothing like spending five months of viral time your new adventure. How I have a be wiped from your memory. Cannon was upon the characters returned. I still really little. I know we talked about in the past. I Sti't want to do that one. Shold right. Well, now you have a whole adventure that you could do this with Ya. That's pretty exciting, I think. Another thing of like from just regular wizards loor we have the allows and elves or from the Fay wild and like that's all there, I mean for Fut I'm sure that there has been stuff for more for earlier editions of the game, but that's it's pretty much for my extent of the Faga goes from what we were read in the in the DMG, but I've never actually ran anything in the face. So I think that this is depending on we're going to be getting more. We're going to be getting more information on this book as the weeks go on. The release state is slay. That as September twenty one, two thousand and twenty one. So we got a couple of months to go before we get physical hands on on this. But you know, as in the Classic Wizards Way, I'm sure we're going to be seeing little teasers and on little releases as we go on. But depending on how the shapes up, this might be something that I end up picking up. It's I generally like the I generally like the setting and I've been playing around with a couple ideas in my head for adventures and which shots with a wild involved. In similar to shelt, it's the adventure. The adventure books provide a great deal of background for any other creative endeavor. So you might want to sort of stem off of but we'll be getting more on this as the weeks go on. And to talk about the next release. It has been announced. We have strics haven, a curriculum of chaos strict Saban is the latest magic the gathering campaign saying for Dungeons and dragons. So this is not a setting book, though right this is not like the the Ravneka book. I think it is. I could be really it is setting set. Yea Sir, I just write it so I think this, for me, just initially, will open up the doors for lat a lot, a lot of content from like crossover and obviously like this is to be expected. But I know, Braden, we used to play a magic quite substantially back in the day. Yes, just taking a little aside from the strict saving announcement, is there any particular mtgis release that you would be excited to see? A DD in, a Strad in a second Strad? I think that would be awesome. Big Me for rexo be kind of cool. NEW FOR REX would be cool. Actually, I'd love to see that too, if rexiea or like mirror didn't take it back to like during the war. Yeah, nothing like your players getting poison counters and just dying, he hey. But yeah, so we got this now and then we've got Ravnika and I think that's all if currently put out. But I feel like, didn't they have like a I think they released like a free little thing when they released, oh, I can't think of the the set name. It's got like all the floating stuff in it. You know what I mean? That's that's the worst descripture every yeah, I know you're talking about the ill dress in the car zend, the car and the car. Yeah, the little triangled up. Yeah, we'll try go like that. Yeah, when did you play magic? I have played like one game or maybe two, not that you know. I didn't enjoyed the gameplay. I just never got into it. Yeah, I don't know, it just never happened. So if, if people are out there like me, how would you guys say to you know, to go about doing research on this kind of Lore that you're talking about? Because, you know, it seems as though DD is going to be working with magically gathering or for they've already done, I guess, these two projects now. You know, maybe they'll do something again in the future. Where can...

I learn about this kind of stuff without having to go and actually play the game? I guess I say like Lore. Wise it's kind of like dd in that you don't really need to know more necessarily in terms of like, like I don't really know who a lot of like the main players in the DD and and are. I know more about the settings and I think that MTG is a lot of the same. Like you know about the settings and then there are there is a focus on the main players, but for the most part the settings are the big focus. And where do you learn about said settings? Well, I'm sure they'll be expanded upon in these wizards releases for DD, but I would, I would google, just like the the name of the setting and Lore, and I'm sure you'll frank get pages on pages on pages of it, because people like me or obsessed with that kind of stuff. I like the lower more than I like the game itself. Yeah, and mind you, a lot of these settings are tied into the planes. That's that they're in. So you could literally just look up the different planes in MTG and you'll pull the law on most everything, I think. I think for mtg players, the the the interesting thing will be the adaptation of characters that you already know within your dnd campaigns, and I think, like largely, that that's probably going to be one of the most important things for veteran players that sort of share both hobbies, you know, because, like, if you're looking at this from a pure perspective, right Jordan, I mean you're going to be looking for a cool story, right, the setting large doesn't really affect how it's being told. But you know, if you've been playing through a setting in your heavily involved and then they tell a story wrong. That's when you're going to have a bit of a picklee. Going back to I mean the setting is important to a certain extent. Like how people act in different settings differs, right, like when I'm creating a character, I like to know where they're from and like what is going on in this world so that I can create a character that is, you know, accurate or to that world and would have basic goals that that makes sense for that campaign. So well, if it's just it's just nice to have that little extra amountain. So yeah, it's on stric s haven. Again. We're going to be getting more information specifically on the actual setting itself as we lead into the weeks of the release. This one is slated for November sixteen, so even even longer to wait for this one. But we got on a release for UA this. I mean it makes sense. I guess I got to play test all this before they actually release it in the book, right, but we have lots of spell casting subclasses being released for this particular setting and I'm sure that there's more sub classes for other non castor characters. or I mean perhaps the setting is very heavily dealt in magic. I have actually like I could look up strick seven. I actually got back into magic through MTG arena when I saw strick saving, because it seemed really cool. It is is very, very heavily made. Like the entire idea of strick saving is essentially hogwarts. It's a giant school plane of Mages, of specific colleges. They call them universe wors houses, and each one of them has a different focus on what they want to hone in terms of magic. Always wanted to play in a campaign like that. It's a cool idea. I remember, I think critical roll did the one shot where it was like hogwarts meshed with the breakfast club and I was like that that's a neat idea. It's like the the wizard colledge. Is just a cool concept, I take it. Yeah, exactly. And I like the idea of your characters developing based on the stuff that they learn in the school. You know, it gives them a bit more of a reason to actually, you know, level up, let's say, you know, like instead of just okay, you've you know, defeated this, you know, this creature or whatever, and so you've gained some xp and then you suddenly have this bolt of inspiration that somehow gives you an extra spell slot and, you know, some other stuff. This feels like it's it could be more like, okay, you've gotten done your venture and then you spend the next couple months studying about, you know, some of the stuff that you experience there, and now...

...you've learned enough that you know you can, you know, actually have more spell slots and you can have certain spells that are maybe related to this thing or whatever. It's kind of it could be more a little bit more interesting that way. I would like to see that. I'd be surprised if that's what we end up getting with this. It seems a little bit outside the box for wizards, I know, but it could be like a little bit of a home base almost, you know, like you, at least you could start with one that's like, you know, here's your school that you go to and then you have adventures that you go out, like in Harry Potter. You go out, he does it, his adventures and stuff like that, and then he comes back to school the very next year. Kind of thing, right, or I guess he does his adventures during school time still. But like you, know, you know what I'm saying. It could work. Maybe it'll be the same as all the other DD stuff, but I like to think that there's a chance that there's, you know, that home base that we can use for reasons. So yeah, no, it's a you know, it's funny, though. I'm just looking over at the two things and like the strict saving school, I guess, the very standard like university type of emblem and crest. But yeah, another I mentioned Hogworth, to look very similar and like even the looked up on the MTGU Wiki, like strict save and stadium look straight up like a quidditch stadio something like that. Okay, that's pretty exciting. Yeah, so, as players who have played spell casts, guys, are you ready to go to school and get into it? Yes, your misfit kid. Ah See, this is already stemming. It's a great little character arts your misfit kid who's pretending to be a spell caster but is actually an artificer. How that be? Yeah, but we have you a for this. We have the the colleges that they're looking to release and I guess for the different schools within strict shaven we have the lower hold college dedicated to the pursuit of history by conversing with ancient spirits and understanding the whims of time itself. The prisonar college, dedicated to the visual and Performing Arts and bolstered with the power of the elements. Quadricks College, Aka nerds, dedicated to the study and manipulation of Patres core mathematic principles. I could, by the way, Silver Quill College, dedicated to the magic of words, whether encouraging speeches that uplift allies or piercing with that derides fose and the Witherbloom College, dedicated to the Alchemy of life and death and harnessing and devastating the energies of both. Now, from sort of like an outsider's perspective here, they seem like they're mixing a lot of things that might be separate classes with in V itself. Right, like Silver Coal College, you're talking about like bards and inspiration and you know, you're sort of like uplifting leaders and whatnot. Quandricks College, you're talking about mathematic principles. This seems more to me like what how majors are normally described, right, like highly. I mean, these are all academic, I guess, but like in this cause it's just like more more into that's why I said the nerd stuff that it was is like more more like mechanisms of magic, right, hmm. And Pris Mariti college visual and Performing Arts. Again it's very party to me. Lower hold college pursued in history, conversing with ancient spirits. That to me seems a little bit like clericy, a little bit, you know, Paladine. You know. These are just my perspective on these, but interesting that you say that, because I don't think is cleric. The own claric and Pallid and are not one of the classes that are able to take any of these sub classes. I think it's just it's just pure casters. Get the half casters in here. Yeah, well, not even cleric. Like cleric, is not one of the people who can study at strict saving. It's some bloods aren't allowed in the right now. There ain't no gods here. There's no exactly is. This is exactly what it is here. Magic. Everyone here is an atheist about that. Yeah, not sure about that, but that might actually be like like in the strict saving lore right again, if we go back to them, tg wiki on strick saving, I'm sure that we can find a little bit more. I'll look. It says right there, everyone here's an atheist, whip crazy. Now I'm super I'm super hyped here. I'm super excited about the fact that these are like classes, that subclasses, that multiple classes can take and I think that's really, really cool. Yes, yes, that's definitely something that...

I noticed to it's very and and I think one towards that. I think it really works in the favor of wizards here, for DD, with regards to having more player autonomy with regards to their background and Lare Right, because I'm pretty sure some of these classes here it definitely specifically states how like the background as to how you you fall into this college is up to you. Entirely right, because it's, you know, you're, I guess, your choice to go into the silver col college or the Witherbloom College. Right. So, from from a player Lore standpoint, I think it's easier to create a character that might want to go into these colleges, right, rather than like having to think of a backstory that aligns with a subclass that you chose. All right, it's kind of true. It kind of like sets you up for like here's the type of person that you might be and then you can kind of go from there. Yeah, that's interesting. I guess this might be more of a develop your character through the play instead of through their back story. I've setting. I guess multi classing here. Maybe you could dip into different subclasses. But I almost I mean, I mean I want to see. I Hate I hate the coundrics college. It's so lame. I'm just going to start taking silver cool classes. Guys, I might. I mean, obviously we got to see where where this module actually goes, like what we get out of it, but I would that's a really good question. Actually, I am curious to see what multi classing looks like in a setting like this. I feel like you would have have to choose a secondary like main class, and then you could choose another subclass still, but you couldn't be if you were a wizard of like lore hold, you couldn't be a wizard of silver quill as well. Yeah, to choose. You can't really have to choose another main class. That way you could subclass again. But I could see it as like because because I know, I know people that have like requested to switch their subclass part way through a campaign and usually that's just kind of hand waved as like, Oh, yeah, this is just like what the player felt like doing, so therefore it's always has been. But I could see that in this is like, Oh, yeah, you're switching your major you get yeah, you got really bored with with what you were doing, so you dropped out and now you're back in another stream of classes that you found more interesting. So would you like slowly, you know, trade their abilities off like, you know, for a few sessions they have they still have their original abilities and then just the new ability of the new subclass and then like a few sessions later, they get rid of the next highest level ability that they have and then switch it out for the next highest level of the new subclass that they've got, you know, and then keep doing it that way. That's one way of doing it. I do it more RP wise, so that it's almost like a like a transform meeting. Then, like, in order to do this, you can't just say hey, DM, I want to do this, you actually have to go through a whole process within the campaign of switching out of your classes. Yea, yea, let makes sense. The other thing that I that this sort of highlights is that importance on the setting as a whole, because if we're talking all these are going to be predominantly charism, intelligence, wisdom, power. How do you convince players to take to put points into next sterrity constitution? Well, big STARTY and constitution, people are always going to choose. Dexterity always improves a see and constitution improves hit points. It's really strength. But all these people are going to have low strengths in terms of the derivative skills. HM, right, yeah, which is at which is another point that I think is a good question that Carlos is asked. Like how are you ever going to have strength checks if everybody has like a negative to modifier? Someone has to play the rip muscle of the muscle, the hex blood or the hex played warlock. That way there is a reason to have strength, maybe, but an next actually uses charisma. That I know they can use charisma still, but you know, you could use strength if you wanted to. Why would you want to do some morelock? But I know this is this change. This does change. I mean we haven't seen the setting it and time. Yeah, these are all high speculation here, but if that were to be the case, this would change the the balance of encounters, I think, because on the one hand, sure you have a group that's a little bit maybe squish here. Say as a whole, well, there are some abilities in these subclasses that I think do increase healing and increase your vitality potential. But in general I think the the trade off...

...here is you're giving up perhaps some sort of squishiness and you're getting more magical power, which is very strong in the indie right, like the like in the tyranny of dragons, like the spell casting, is a lot of the damage towards the final bosses and monsters. Right. So I think as a DM you might have to be a little bit more careful if you have a party full of majors, right. But then again it's like how what kind of setting do you want to run with? Right, because, like, I'm trying to think of scenarios like this and like the Harry Potter world or something like that. We're like, you know, Ron and Harry crash into the willow tree. This was like a nasty DM. You know, it's like you just crush your mate just in one shot. But like, I don't think they really took any damage in that entire scene as characters. You know, like like Ron broke his wand and he had some funny moments about like him not being able to cast spells. But like, realistically, none of them got hit by the willow tree in that scene. Right. So you know, like a lot of the big bads in Harry Potter are more like thematically big bads, but like feel like, you know, the basilist could have just straight up lunged at Harry eating him and Gege, there goes, there goes your arc. So, you know, DM's be kind. You're a villain running monologs man. I've already got I've already got a great warlock idea for this. I'm so ready. Oh No, he's well. Okay, allow me to go on a bit of a tangent here, because the other thing that we got we got strick save in, which is magic crossing over into DD. But we've also seen teasers of the DD magic set that is coming out where DD becomes its own magic cards. But it's not going to be like, first of all, tangent on the tanted here. Is that going to be like swords coast Ebern swords go like okay, but the thing that confused me and I was talking with a couple of our friends about this and I'm still super confused. When they teased it, they had a planes walker in a creature that they showed off as part of it. The Planes Walker was Loth, the goddess loaf, and the creature was Tamat, the goddess Tamat, and it struck me as very strange that these were like planes walkers and creatures, whereas like, if you look at the Tharaoh set, like parost was almost like a legendary sorcery for it's God's like they were just a force of nature in themselves, and it just struck me as very strange that these are like killable creatures in Mtg. but right. What that also essentially does is that it sets up planes walkers in the MTG verse to be on a power level akin to God's. And one of the things I don't know if stricks haven spoilers or things, but I guess strix haven spoilers. I don't know. One of the things that I found interesting the college stricks haven has a dean as like a like a head professor named Professor Onyx, and professor onyx is a planes Walker, but professor onyx is also the planes walker, Liliana in disguise, who is a very Carlos, if Carlos remembers his Mtg. Lord Liliana is not a good person. Leanna is quite a quite an underhanded, evil figure. It is now heading up this academy. So I'd like to have a character that's essentially he's a warlock, but he doesn't really weird realize he's a warlock. He's just the teacher's pet of this of this professor, and she's just like grooming him to become this super powerful anti hero, essentially, and he doesn't even realize that would be fun and like from a from a dnd mechanic background, I would say, like, you know, maybe that's your more you have like an affluent background, right, like somehow you're able to get into every class. You your you have a connection to the school, you know all these challenges and or oh, that's cool. Yeah, I'm like I'm hybridizing a little bit, like what the the DM? What you'd have to do as a DM to like get that little storyland cooking? But yeah, that's cool. Yeah, I just Acre through. Fascinating, but that's like planes Wat's a little that's...

...a little God. I found a fascinating that these planes walkers were just like essentially MTG's like stacking them up on a power level with Gods, which is I never saw it that way. I don't know if you ever saw it that way when playing Mtg. I just saw them as like super powerful figures, not like God level entities. Happy. You know what, though, even though, even in those same sets of cards you have, I think I'm having trouble and maybe maybe I need some corrections in this after but I think there are some cards that are both planes walkers and then the same character is also a cart, whether it's across sets and like. I mean that's that like the might be that that might be the highlight. They're right, like it's within each plane that you're in, these creatures have different importance, right, I'm different set. Like if there if we're already talking here in stricts, haven that every we're going with the assumption that everybody's apeist because there are no gods. I mean then you're prod. Then your planes walkers make sense that they would be like, you know, your head masters and like your most your most powerful wizards, than which is you know, yeah, that does make sense. But are what's some class would you make the character from the ones that you've seen? If it's a warlock, it's got to be wer bloom or silver quill or remember what the other one is, Pris Marii? No, not Pris Marii, just those two. Or world. World. Yeah, I'd say whether bloom. That's right up. Lillian has area of like death decay. Here's the ISS. She's the she's the planes walker of the swamp domain. So checks out. Are you sorry? So you're saying a character is the the Malfoy of this essentially, I think, yeahs I don't know if I play I'm like that or if I'd play I'm like, like I'd almost want to play him. Like the Neville. We're like he's clearly in Nepton has no idea what he's doing for the first bits, but like gives more powerful but also like things just kind of work out because she's manipulating things for him. And then, yeah, and then, and then I got a huge glow up between movies four and five. What an interesting story arc that. I'll be Britain. I'm excited to either play with you or or against you, I guess, depending on what it turns out. Yeah, so the would be your second betrayal of the party that you know. Yeah, seriously, this guy and evil characters. I'm telling you, there's a lot of subclasses here in this UA. So, for the sake of time on this weekend also in general, because we I want to dive into this a little bit further, we'll take up some of these. Will Go. We'll do a deeper dive on this UA in next week's episode. But we have one final, final release to talk about. It's pretty big because it kind of ties into what we said last week, which is critical role. As we know, the campaign number two ended and we were sad for about a week. Critical world does not disappoint and they already have plenty of shows lined up to fill this void. commintly have the announcement of exandrea unlimited, and I'm sure every critter that watches our listens to this watch, we don't video that listens to this podcast already knows what we're talking about. But this is a new eight episode campaign that is going to take place thirty years in the future after the mighty nine campaign finishes, and just kind of just tossing up the the the recipe. We're not tossing it up, but this is sort of mixing up the critical role recipe. We're swapping out some old the cast for this particular campaign and we're bringing in some new faces, which is really excited to see. Predominantly speaking, we are having a new DM lead this campaign. ABRIA IAN are is going to be replacing that mercer and going to be taking up the reins as DM of the exandrea universe for this for this little eight episode series, which is really exciting. Now I haven't actually gotten the chance to watch her DMING. I'll I'll definitely...

...try to find some some videos and maybe some campaigns that I can sort of familiarize myself with so we can have a better sense of who this DM will be. But of course, you know, as long as they it's it's critical role approved. You know, these are all great story tellers. I'm sure she is fantastic. I I trust them in their choice of handing off the reins to somebody else and I'm very excited to see what what she brings to the table. Coming forward to we have a I think she is from the announcement that they make. She's a bit of a new face in the DD scene. Amy Carrero well practice crafter character and story and, from what I can tell in a little bit of social media creeping, fits within the cast very well. Very animated person, very jolly and I think we'll see. I'm interested to see what what her character creation is. I guess in her one of the first sort of biggest, bigger DD related work she'll be doing. And then the new phase as as well as Robbie Damon. From what I've seen, Robbie is very animated person, very energetic, brings a lot of good vibes and a lot of just smiling to the table and I think he'll mish well with the cast. That that will the original critical role casts here. So from the original casts were going to have Matt Mercer being a player for once, not the DM, which is going to be exciting and I think from someone who made the world, I guess is gonna it's going to be interesting how he makes his character. But again, these are all very, very good actors, so I'm sure won't have any certain I'm sure the metagaming will not see through too much and will also have Ashley Johnson and Liam O'Brien rejoining as returning cast members for this campaign. Very exciting. Completely new group of people for the like. I mean half of the group is brand new. Matt's a new player, so you know, most of the group is a Saban shifted and I'm excited to see what this campaign will be about. You, guys. What are you guys thoughts on this? In turn, I saw that this was actually Robbie's first time playing any TTRPG. Imagine it was your first time and you just got to sit down in a game asside Matt Mercer. Oh yeakes. You know what I did see? I did do some creeping and I did see Robbie play. I don't know if it was like an officialty t RPG perhaps, but I did see Robbie and like a show playing what seemed to be dungeons and dragons along with some muppets. I'm not sure it was like the two of the players were humans and two of the other players were muppets, so I don't know. I don't know if it was like an official TDRPG, but he definitely has a little bit of exposure to it. I think. I think I'm out a bit a dream had, Carlos, that's kind of feeling. Okay, now, I was not a dream. Well, I look this up. Jordan, what are your thoughts on this and have you finished campaign too? I have not finished campaign to. Well, you know, I have stuff going on, guys. Sorry, but yeah, I am interested to see what this is going to be about. I I was looking for eman because apparently they're starting in this city called emon non. I was like, is that in wild mount? Is that's that and Ron Eman? Okay, sure, I'm a going a guess that that that is a twel dory thing. You that it is detail door? Yeah, okay, so I have the wild mount like explorers guide to wild mount stuff, and I'm doing a campaign in wild mount. So I I only really know about wild mount because I also didn't watch campaign one. So the the the Tel Dory stuff isn't like fresh in my mind or anything like that. Yeah, so I'm kind of interested to see what that looks like, but I won't have the same experience, I feel like, as the other critters who have watched campaign one and then can see, you know, what the differences are and you know what what those hundreds of years looks like I guess between. Is it hundreds of years between box? I'm not sure when. No, I'm like it's thirty...

...years after mighty nine. But how long is mighty nine after box? Longer than thirty, but not as long as you think. I think it was like fifty. Okay, so it's maybe been like eighty years, is that? Is that the idea, since campaign one census is less than a hundred? By the way, I posted in the chat chat that it's I'm not actually dreaming about this. Please go take a look. This is an actual so this is an actual perception check. Yeah, wow, actual series already, something I did not know I needed today. Okay. So, yeah, for the for the listeners, perception check is the name of this series that apparently stars muppets playing dd I'm I don't know what I'm doing for the rest of to day. anyways. Turn please carry off its short to make sure that I told you. I proved to you, guys that I'm not actually insane. Yeah, I was just going to say I'd like, I would love to see, like, I guess what the differences are, which means I guess I have to go back and watch campaign one. Yeah, I just said, have to finish campaign too. Yes, that, of course, my crazy most of the time. Oh yeah, we don't know too much about the details of the campaign. I know that they've done some play tests already and it seems like the group is meshing very, very well. So we're in for and it's like anything anything that needs MAURITIA's quality standards for production. It will be great. But that is all the news we have today for echoes of the outlands. Tune in next week for more details on our North Arkana and an update on our music inspired one shots. Now, yeah, I'll take over here for a quick divining the DMG. I'm going to make it quick so we can keep this semi on point. Here we are on page a hundred and seventeen of the Dungeon Masters Guide, so if you all want to flip there, you can do so. We're going to be talking about the sea. We talked a little bit about underwater stuff last time. This time we're just going to talk about the sea and we'll see how far we get. So characters can row about for eight hours per day or can row longer at the risk of exhaustion, as per the rules of a force march in chapter eight of the players handbook, basically making constitution saving throws at the end of our long things. A fully crude sailing vessel can sail all day, assuming it's sailors work in shifts navigation. So seagoing vessels stay close to shore when they can, because navigation is easier when landmarks are visible. As long as a ship is within sight of land, there is no chance of the vessel becoming lost. Otherwise, a ship's navigator must rely, I on dead reckoning, tracking the direction and distance of the ship's travel or the Sun and stars. So use the wilderness navigation table earlier in this chapter to determine whether a ship veers off course. Really interesting. I hadn't thought about that. We're I'm currently in a campaign with Braden and I always just kind of assumed, Oh yeah, you just travel from point a to point be in a straight line. But I guess that's not necessarily the case. I hadn't thought of that. Had you greatly? I don't know. Okay, cool, you were clearly more prepared for this campaign, but I guess you're the Dungeon Master, so I hope so. I wasn't there one of it. Yes how do sales work. Yeah, so this is a boat. Boat, yeah, boat, awesome. Yeah. So random encounters guys at sea, which is different from random encounters underwater. They've got another table here, so you can check for random encounters at sea as often as you would check for them on land. So you can see chapter three four more information. The random encounters at sea table presents a number of options and ideas, including ghost ships, bronze dragons, murf folk, whirlpools, passing warships, pirate ships, passing merchant ships, killer whales, is floating debris, long ships crewed by hostile Berserkers, bustyle griffins are harpies, icebergs, Sahagwin boarding partty and PC's in the water clinging to floating debris or sea...

...monsters such as dragon turtles or Kraken or, in the case of a more recent thing, giant talk to Puss from Britain's campaign, which is really cool. Yeah, so random encounters again, I am I'm not the guy to do random stuff. I'm the guy to, you know, say, Oh, I like the idea of an iceberg, I'm going to throw that in. It's going to happen. So, yeah, take these as you would shipwrecks is a little like sideblurb here that I think we would be pretty cool. So a shipwreck is a plot device that can be used sparingly to great effect, particularly if you want the characters to be washed ashore on some monster invested island or, in the case of an airship, dropped in the middle of some exotic land, the curse of Straw no knockers of strats all right, but the the Choltz area there aren't rules for determining when a shipwreck happens. It happens when you want or needed to happen. Even the strongest sea fair and ship can founder in a storm, run aground on rocks or reefs, so sink during a pirate attack or be dragged underwater by a sea monster. A storm or hungry dragon can lay waste to an airship just as easily. A shipwreck has the potential to change the direction of a campaign. It isn't, however, a particularly good way to kill off characters or end a campaign. So if you and your campaign conspire to wreck a ship on which the characters are traveling, it is assumed that the characters survive with the equipment they were wearing or are carrying still in their possession. The fate of any NPC's and cargo aboard the wrecked ship is entirely up to you. So, like, that's pretty cool. It's basically saying don't end the campaign by just saying you all drown in the shipwreck kind of thing. If you want, I'm sure you could come up with like rules for like randomized items that might be lost or or even like, you know how long it takes you to get to shore. Like maybe, if your players are really into it, you could make it a really hardcore campaign and there's a chance that their character doesn't make it. But I wouldn't. Yeah, I kind of agree with them that it's probably not a great idea to end the campaign that way. So don't Gope for the TPK. Yeah, I was just thinking, but then I guess it's it's a really good way to balance that certain spells perhaps being used as openers all the time. Like Britain, how do you handle ship damage in your campaign? Can your players cast shatter and fireball on deck out will, Oh yeah, or will that? It's essentially how I do it, as like the ship itself gets its own turn in addition to everybody else getting a turn in the combat tracker, and the ship has like a STAP block. So I if the players want to focus fire at the ship versus at people on the ship, they can do so, of course, assuming that the other ship, if they have castors, can also do so and if they choose instead, if they're not castors and it's it range, then if they have weapons on the ship, they can choose to use those instead. Now, if you were to board a ship, could say a raging barbarian attack the ship and do significant damage to it? Or would it just essentially bounds off significant as a vary? Yeah, I know, right term, but yeah, it would. It would do something the best way suits you're taking an axe to would like eventually you're going to do something like, I mean the the action that I would picture of our baron do and be like climb the mass, jump down, take an axe and just like slide down at you know, like do like cut the a killers here of the ship, you know, break the helm, that kind of thing. Yeah, you can do yeah, I suppose that's like that. Like I would impair movement. Wouldn't really break the ship itself, though. It just cut the SAF no, yeah, okay, let's keep moving here, whether at sea so use the weather table earlier in this chapter when checking for the weather at sea. If weather conditions indicate both a strong wind and heavy rain, they combine to create a storm with high waves. So a crew caught in a storm loses sight of all landmarks unless there's a lighthouse or other bright feature. The ability check and ability checks made to navigate during the storm have disadvantage. In Dead, calm or no wind, ships move. Can't move...

...under sail and must be road a ship sailing against a strong wind moves at half speed visibility. So a relatively calm sea offers great visibility. From a crow's nest, I'll lookout, spot, I'll look out. Can spot another ship or a coastline up to ten miles away, assuming clear skies. Overcast guys reduce that distance by half. Rain and fog reduce visibility just as they do on land. Owning a ship this is the cool part. I think. At some point in your campaign the adventures might gain custody of a ship. They might purchase or capture one or receive one to carry out am Shin. It's up to you whether the ship is available for purchase and you have the power to deprive the adventures of a ship at any time. It should have become a nuisance the the shipwrecks sidebar crew. So a ship needs a crew of skilled hirelings to function. As for the players handbook, one skilled hireling costs at least two gold pieces per day. The minimum number of skilled hirelings needed to cruise ship depends on the type of vessel, as shown in the airborne and waterborne vehicles table above, which I'll go over in a second. You can track the loyalty of individual crew members or the crew as a whole using the optional loyalty rules in chapter for that we talked about. If at least half the crew becomes disloil during a voyage, the crew turns hostile and stages of mutiny. If the ship is birth by disloyal crew members, sorry, if the ship is berthed, disloyal crew members leave the ship and never return. Yikes. Yeah, lots of you need lots of money to run a ship. Apparently depends on the type of ship you're running, but yeah, it's a thing. Passengers. The table indicates the number of small and medium passing passengers the ship can accommodate. Accommodations consists of shared hammocks in tight quarters. A ship outfitted with I accommodations can carry one five as many passengers. A passenger is usually expected to pay five silver pieces per day for a Hammock, but prices can vary from ship to ship. A small private cabin usually cost two gold pieces per day, which evens out the skilled hire light. Might you've bought cargo. The table indicates the maximum tonnage, tonnage each kind of ship can carry. Of course, damage threshold. So a ship has an immunity to all damage unless it takes an amount of damage equal to or greater than it's damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn't reduce the ship's hip points. This is like the super I I think the damage threshold thing is really cool. I like that idea and I wish I had more damage threshold things for things like walls or, you know, buildings and stuff like that in general, because it's it's often that players are like hey, can I hit this wool and try and break through it. I go well, yeah, but it's a wall. So, like, I don't know what the damage threshold is. If I had stat blocks for it, that would be fantastic. And then finally, here ship repair. So repairs to a damage ship can be made while the vessel is birthed. Repairing one hit point of damage requires one day and cost twenty eight gold pieces for materials and labor. Full ships are expensive, guys. Why? Yeah, so at the top of the've got a table there for all sorts of different ships, the air ships, the galleys, the Keel boats, the long ships, the row boats, the sailing ships and the warships. The most expensive one is the Galley, and it costs thirtyzero gold pieces. It's crazy. You can move four miles per hour. You can have a crew. You have to have is it? You can have a crew of eighty people or you have to have a crew of eighty? I think it's yeah, you need you need eighty people to crew a galley, which is a lot. That's at least, you know, a hundred and sixty gold pieces per day that you're paying to make sure the ship runs. Plus you know the Thirtyzero gold piece cost of the ship originally. So let's hope that the hundred and fifty tons of cargo can pay for whatever you've got your whatever the crew is. It's got an a see of fifteen and five hundred...

...hit points and a damage stresshold of twenty. So unless it takes twenty damage, it's not taken any damage at all, which is it's pretty cool. Pretty cool. Yeah, Braden, did you learn anything or is I feel like most of this is in the ghost of Salt March, which I think you've read right yes, and plus I've read this particular chapter before. There we go. See it did prep for his campaign. Sometimes that what all right, the sky. I'm going to quickly go over that before handing it over to you, Braden, just so we can kind of finish this section. So flying characters can move from one place to another in a relatively straight line, ignoring terrain and monsters that can't fly and lack range tax. So flying by spell or magic items works the same as travel on foot, as described in the player's handboat. So you can only fly for a certain amount of time. A creature that serves as a flying mount must rest one hour for every three hours it flies, and it can't fly for more than nine hours per day. Thus, characters mounted on Griffins, which have a flying speed of eighty feet, can travel at eight miles per hour, covering seventy two miles over nine hours, with two one hour long rests over the course of the day. Mounts that don't tire, such as flying a flying construct, aren't subject to this limitation. So, like airships that they talked about here as adventures, travel through the air. Check for random encounters, as you normally would, ignore any result that in the Kate's a non flying monster. Unless the characters are flying close enough to the ground to be targeted by non flying creatures making range attacks. Characters have normal chances to spot the creatures on the ground and can decide whether to engage them. All right, that is traveling, and next time we will get into the traps, traps how to kill your players. There we go, but for now, Braden, take her away. All right, let's do some talk of the town. That segment will reask you the Society of question. Then we respond to that question and you respond to that question. We all respond to that question together. In this week's question, with the finishing of critical rule season two. I wanted to take a minute and pay homage to that particular show that is given a lot of us inspiration and take a look and see what some of our favorite moments were from critical rules so far. Campaign One, campaign two, does not matter. Favorite moments. That's okay, I have I have a couple and I think most notably these two are from campaign one. For me, the do you spice scene was legendary, hilarious. It's just absolutely hilarious and just how that echoed throughout the campaign at times always brought me back. I think that's that's that's a very classic moment of a friends having fun together, just shooting the shit for a little while. You know, I think in the in the first campaign to one of the most epic and, I think, unexpected moments for me was in the final battle when our con took the hand of back just left. It was just business y'all. I'd see in the next campaign, I think, just because just from like, you know, you're having all these celebrity stars coming in and playing and aiding the party, you know, and just at the very end they're our con. Is like actually had something in the back of mine and don't do you think Matt knew that that was gonna happen, that idea's gonna try to do something? I don't. I think that was one hundred especially like, like most of the people that come on like they craft their character for the critical role session. Our COHN was like a pre existing guy that had been through all these campaigns. So I one hundred present believe that he just did that and did not consult anybody. Just pieces out. Now that was a pretty good moment and I think, like from a from Jo said, I think that was a pretty good way for him to exit the scene, to to...

...leave it for the main cast to finish off, you know, which is pretty cool. So you know, you take your rewards and you piece out. I think one of these are such minor moments too, but I think in campaign to one of my favorite moments was when was when beauregard and Beth were having a race up a tree and that falls off and just goes. I pull out my gun, I shoot bargard, like you have one bullet in this I'm gonna use it to Wain up friendly battle. A lot of their challenges are pretty good. I think one of the biggest Oh shit, moments was when Yasha got mind controlled and turned against the party, because that's like anybody, anybody who's played dnt and anybody who's had a barbarian your party realizes how much damage they can take and how much damage they can dish out. That's fucking framing. So I know that. I know that this was a coinciding with Ashley schedule, so maybe it wasn't like a a completely random thing, but I think it was very cool for the party that, I guess, unbeknownst to them, their alley got turned and they had to fight against her. What else campaign to little moments? Forget this was early on in the campaign. But what was the in the pirates in the parking them, the the main antagonist, vantikinaming Avantika Avantika. AVANTIKA's death was one of the think, one of the coolest moments like that I saw. Yeah, the zone of truth, the way that Matt played off the two characters in the movie, the way that they closed off that are. I think that was really, really, really cool. And you know, Avantika holding truder or character. You know, yes, obviously, the the the the I think in general, the set pieces that Matt used throughout campaign to were incredible as well. That, I think that part would dworn forge is not critical roles so much. Oh yeah, and their guards like actually like a dancing there, the way that they showcase these giant battles like. I think. I do like. I think, I do like the the set piece for the final battle for campaign one and SPECNA. I think that was very cool. I think that the mini that they used for Becknaw is very cool as well, and the same thing, I mean the many that they use for Lucian was very, very cool. But the I liked. I like the cracked sort of the the the changing set that he had. They're back shore. They're both very cool. I can't I can't really highlight any one of them in particular now that I'm really thinking about it, but yeah, I think those are those were some of my favorite moments throughout. I could probably pick out more, but those are the ones that come to mind off the top of my head. What about you? Turn so the moment actually that got me into watching critical role was an animated bit done from campaign one where grog and Scanlin we're going into a store to buy and to buy I don't know, some sort of item. They went into the store, brought the item and asked the guy to go and wrap the gift because it didn't look pretty enough for them. And while this guy, this poor store keeper, went into the back, you know, to do this rapping for them, they're bought their their animated robot, that's scandling, I think, was in charge of if I'm guessing correctly, came in with two bodies, I think it was, you know, bloody and beaten people, and it just kind of like pop down and was and they were both look at each other like, Oh shit, what do we do now? And there was just this like moment of panic of like what are we going to do? You know, let's like stuff or try to hide the bodies. Can we find anything? Greg rolls like a ton perception check. He finds nowhere to hide them. So and then he's like okay, okay, we're just going to put...

...the bodies here, and then he takes out a Keke and he starts pouring the, you know, the the Al all over them and says, you know, they were drinking on the job and it was there terrible, terrible guards, that kind of thing, and they're just like freaking out the whole time and grog ends up intimidating scandling into doing something. I forget exactly how it goes, but it was just a moment of pure like what is even happening right now? So much like fun and chaos and yeah, it was just fantastic. I you know, when I saw that, I knew I had to get into it. So that that that that kind of got me into it. And then my favorite moment, I think, from campaign to was just the learning that the traveler was not, you know, who he was set up to be. Yeah, you know, is instead, you know, an arc faith that's just running around doing dash, pretending to be someone he's not, and that was just a fantastic moment that I was like so cool, such a good idea and like Laura handled it so well. I was just like Oh, man, as the player, you're like, okay, what do I do? What do I do? You know, I my deity that I worship isn't you know what Dedy. So now what I thought it was. I know you don't know this, Jordan, but Carlos, I thought it was funny that, like it not not just an arch faith, the arch faith that just choked out the brother of her last character for kicks. Yeah, so Artagon is, yeah, chaotic, neutral like that man. Yeah, so that that was just a really fun moment and and yeah, one of my favorites for sure, just like it sets the whole thing. Like all of the moments that you had had previously with the traveler and stuff like that just start to be like, oh no, a little bit more. It's pretty great. So, yeah, I love that. Long term, you know, plan putting into reality always fun. Yeah, we Britain. I I gotta go. My top moment is campaign won the final fight against Vecna where he's about to escape and scanaling counter spells at live them down. Is Not only is that like a like a clutch play, that probably secured them the fight, it cost him so much because that meant she was not able to use his wish spell essentially to save Liam's character backs. And it was just debt and he knew that and he knew that that was the outcome and that that was going to be the consequence. But it's either that or this guy gets away and becomes a God and destroys the world. It was such it was just such an amazing moment. But yes, that tis money, actual tears. Yeah, actually, we have a couple people over on our twitter that have responded to this. So let's take a look about as we got our sea robin coming in when bow and Yasha finally get together in the tower. Good moment, you do. You do like to see a good love story payoff, Boh Show, after they went after all they went through. Yeah, absolutely. And then we got at for a sweet Jay rose coming in with three, three separate favorite moments, capturing and talking with Essek after his betrayal, after the party gesture, tricking a Shar and I THE HAGUE. Yeah, cupcake, of course. And then, yeah, that's so funny. That was probably that's probably top three DD moments. And then that was just so clutch. And then the final fight with Lucien, which is probably the most epic. I didn't think it would be possible to like top the DEKNA fight from season one. That definitely did it, no question, but that is what we got for this week on triple advantage. If you like what you're here and if you want to be part of the conversation, follow us on our social media pages at Real State Society, on Instagram at real city social on twitter. Community discord links can be found in both. Keep it locked over there because we are constantly releasing content when we feel like it, occasionally, sometimes, and aside from that, attention, because we're releasing new episodes of triple advantage every Monday. Will see you next time.

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