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Triple Advantage
Triple Advantage

Season 3, Episode 40 · 1 year ago

Ep. 62 - BBEG

ABOUT THIS EPISODE

This week on Triple Advantage, we discuss the big bads at the end of our campaigns, look at the dangers of the wilderness in the DMG, and discuss your coolest in-character moments.

This week on triple advantage, we discussed the big bads at the end of our campaigns, look at the dangers of the Wilderness and the DMG and discuss your coolest in character moments. As always, stay tuned to our social media to see what's coming next. Enjoy the show. All right, so it's been a week now. The dust is settled, guys, and for the foreseeable future I'm campaignless. Scary thought and done. Damn, I mean, I guess we jump right back into it next Friday or a Britain. We are hopefully good to go. Yeah, we'll be starting part three, I suppose, of this campaign that I'm running off the rails, officially off the off the path. Let' say. Not off the rails. We're still very much on the risk, but we're off the guided path. We're off the safe embrace of wizards of the coast, the safe embrace, for those of you who don't know. Braden wrapped up his is rise of TMAT campaign and I also wrapped up annihilation campaign couple weekends ago, and now there's just left for than that. Ever, like those last two boss battles have left me thirsty for some high charactered level boss fights, you know, like you know, like kingdom hearts. You do one, you go to like the Coliseum. You want to keep doing them. All the bugs in me. Wow, yeah, we gotta like write some one shots for some high level stuff, I guess. Then for you, I know I'm working on it, but I guess you are. You were just part of one of those. Yeah, just the one, which is good. It doesn't give me, you know, that Itch, but it did scratch it a little bit, you know, just it's was like a tea's you know, it was. It was enough of one to, you know, get by until the next boss fight, although we are like coming up on one in in Matt's campaign as well. So, Braden would raidens, Matt's running a Nog like an original campaign, home brewed. So we're currently in and in a locked room that is covered in ice and there is a giant like frost beast that has just appeared in this room. It feels like a boss fight specifically because we've been working towards the end of this arc for a while. It isn't going to be the end fight, but this is like the warm up right before the end to fight. If that makes sense. This is like the Guardian in it to the to the throne room, like the middle boss and a Zelda Dungeon. Yeah, exactly, and there's been another. Has Been Quite a few of those two. So this is a this it's really rampant up. HMM. Oh, yeah, that's cool. Is that like a is it a hard campaign? Have you guys lost anyone? Yeah, my characters did, but that's because he sold out the entire Party and they didn't. They didn't take too kindly to that. But it nobody, I don't think, has died to combat without betraying the entire Party to this big stent of my memory. But I joined the campaign later and some people there have been some very close moments. I think Matt said in some of the earlier stuff they did have a few characters die. I'm not a hundred percent sure on that that. They had a bunch of characters leave, but I don't think anybody died. They just okay, took off. But yeah, it like in the position that in like there is a there is, I would say, a fairly high chance that one of us doesn't make it out or it just happening that. Sorry, catch me up quickly give me the the thirty second bridge version be a bridge version. There is a group of Nobles that have been worshiping a demon from another dimension or being from another dimension, alleged alleged God kind of thing, and we have been fighting against these noble people...

...up until now and we've started a revolt against them. They have kidnapped, they have kidnapped one of the other allies that we could have, who was another noble, and we are currently tracking her down through a shadow dimension, is the best I word I can use. I think we basically went into a portal and now everything is gray and it's pretty interesting. There's lots of well, not everything's gray, but there's like the colors are dimmed, I guess. And the the palace. It seems to be an old palace and it's all shifting and like changing and has defenses, magical defenses and that sort of thing, and even the nobles who are in here didn't seem to know all of the different pathways and passages. So it's very cool. But yeah, we have to track down people who we know are very powerful. So we fought a few of the lesser nobles than they were just very difficult to take on. So we'll see. That's cool. Assume brains playing a warlock and you was, and then he'd been raid the Party and then we killed them, so now he's yeah, he's a wizard now, so similar, but with more spells. Yes, and I am playing a human champion fighter, the most basic of all things, except I all have also taken the resilient feet and in dexterity and the shield master feet, so I can now block magic, most Magic's and I knock people over before stabbing them to death. It's great, I mean perfect for a combat full campaign, it seems, especially that's you just scrabbed your next challenges. But yeah, I mean I just want more boss battles. So it was pretty fun. Britain, did you think that the boss the fight went as you have thought? I mean, aside from the party not being TPKID, you know, and doing the due diligence to have to make sure that your players have fun, did you picture going down like the way did, like the way did in general? So, for those of you that aren't familiar with the end of rest of TMT, spoilers are ahead. Basically, when there begins now, right this second. Basically the party gets to the final temple just in time to witness the cult leader and these wizards that he's recruited start to raise tmat up from her prison in the nine hells, and the module gives you ten turns, essentially to put a stop to that and to shut that down before he gets started, which my party did and which I didn't really fear that they'd be able to do. But the modules pretty explicit that, like, if they don't get this done, tmt emerges from the nine hells. And what did I say? She's like a CR twenty six creatures, something like that. Yeah, she's a God. Yeah, they die. That's it. That's how they that's how the campaign ends. At that point. They run fast or they die. So and and somebody asked me that. They were like, so, what would have happened if, like, you know, we had failed and she had been released? As you you would have died. That would have been at thought. You would have killed us. Yes, thirty mom she is a God. Literally, first turn, fire, breath weapon, two characters die. Yeah, there we go, and she is like. I gave a full breakdown of her stats to my players afterwards, just to really let it sink in like what they'd avoided. That I could. I could do it entire segment on here, just talking about TMT as a stop block, because it's horrifying. It's terrifying. It is the scariest thing I have ever seen in D D, worse than it's her well seen in DD or like like. Have you looked at the terrasque stats before? Have you looked at a gods? No, not really. Savin my math Gig he's I god Jordan. She will to asks her CR level thirty. This I mean she has I'm Scarre sames here. Yeah, I mean you're getting into like your most most damage just does nothing and has immunity to...

...everything. Yeah, I mean any spells on draft six just don't work. Well, that that's to ask, because accept it's like old spells and I think it's like one hunder two five. It doesn't it gets blocked back and all the sticks. It doesn't do anything. You roll a d six One hundred twenty five, it gets reflected pack on a six. It doesn't do anything. She has a she has legendary reactions and five dragonheads and five legendary reactions. I'll let you. I'll let you do the mouth on that one. Yeah, even between terms it gets nasty. Yeah, and we're talking in the double digits of dates and Dtens, the tense Dy sixes, dates and D sixes. Yeah, it's insane, right. Yeah, yeah, I have always wanted to do like a campaign where you have characters who take on beings better that powerful, just to like like it would almost have to be like a full raid, like an MMMO RPG raid party almost, like where you have like multiple different characters. But that seems like a lot. That's either a lot of betters or a lot of DMPC's. Yeah, I mean like it, level twenty is the highest you can get exactly. Are Thirty is still order. So you can't take on that exactly exactly. With teamwork, anything's possible. NOPE, get out right. Yeah, I'm gotta say, like for my campaign is a bit of a weird end because the the Atropol, the creature that you guys encounter when you first get into the chamber with with a soul longer in it. There's literally no hint to and I oh, yeah, it's starts or two of Anila twenty two. Most of our listeners are we're part of these campaigns anyway. So largely because a listeners share our podcast. It is dye, please, it just needs some water. Okay, yeah, no, but like the the ash of all is not something that gets really hinto that. I mean like I guess like in retrospective I could drop a little hints throughout Ohmu perhaps, but like even Sarah Res Tomb is a large collection of just like interesting things that he's found across his travels. I mean predominantly, like you have like the spirits that are in tombed here, but other than that there's like really no like theme that connects the Chambers together. You know, so big just surprise here, which I think it was a big contrast to like your campaign Britain, because in your campaign we knew who we were going to fight, right, and it's somewhat let us mentally prepare. I think, at least in the planning phase, we need like hey, they're going to be wearing a mask. We need to you know, we need to target that. I'm prevent some sort of ritual right, whereas here and to annihilation, you kind of just drop into this room and you're like here's this floating Goo baby that drips black ooze. Also the soul mongers. There, you did it. Now, don't die. Yeah, that that actually threw me off rhythm so badly, because it we had been like, because I Sarah Ak was teased at I Sarah Act like sess. We enter the tomb, he appears to one of our players in a vision. He's mentioned and texts and in conversations we have with people as we progressed through this tomb. So that was hinted at. And then we get into this final room that's very, very clearly built up to be the final room, and it's big baby time and I'm like, okay, so my thought process is that's not a Sarah, I Sarah Rek, and then by the process. But then my process gets transformed into what if this is i Sarah Rek and this is like him, like rejetting and coming back to life. So I I went all out in that fight. I guess. I guess big baby. I was like this, this is looking pretty final, bossy. And then we beat it and I was like and then I Sarah at came out and I was like, Oh, I'm a warlock. I have two spells, I use two spells. This math isn't looking good. Yeah, yeah, yeah, I'm pretty sure our sorcerer burned all of his big spells to on that first battle, which was like crazy. I don't know, I got it got close at the end there. Then against Sarah Rak, I was getting WHO's dressed? Yeah, I think, Carlos, you de buffed him or something to you, because it's...

...a litch right. Um, I. Yeah, like there was some modifications made to the yeah, just like the amount of spells that more so. I didn't really deepuff him in the sense of like less HP and less damage, because I knew that you guys had this spirit buff and I change things to me, I didn't really sorry, I guess to clarify, I didn't really deep off him, but I buffed you guys up going into that fight. Okay, like I knew that you had the little kick that you would get for those that had that had the spirits inhabiting them, because you do get that twenty hp and that's actually written in the module. As soon as a Sara Ak appears, you begin to get that benefit. But the change that I made would normally be with the witches food. Earlier on, I found that that would be a good way because it all lasts for a day to just sort of make the effects a little bit stronger. They were supposed to. That food there, if you guys were to have fought the hags, actually debuffs you when fighting them. Oh Hah, yeah, interesting, eat the food, he says, no, shut up. Yeah, we didn't fight the HAGS. So, you know what, right, Nice, still win? Not? I'm not calling that as a win for you. You Got Bucky eat the food that is for some reason placed before you in a hags room with cold rouns and such, you know, in the middle of the floor. It found alone of the party member. Yeah, that's right itself. Things can only go right when you eat mysterious food. That is the lesson I've learned. I gave up toes Jordan. I gave up toes. He got I said, things can only go right. No, but yeah, it was a little bit difficult because technically, due to my I was a little I found that I was a little bit Chinsey with like the experience, given how much traveling you guys have done. That was a big miscalculation for me earlier on in the campaign on how much you actually leveled throughout exploring, because you guys are kind of clearing areas like every two sessions kind of thing, and it wasn't until I read an article, or it was a video or something with I think, I forget, I forget, I forget who I was who's reading about but essentially they were talking about how they rewarded players with levels a little bit more oft than we kind of kept this like the party spirit up and you know, like in general, it kind of feels good to level up. So I was kind of stuck in the way that like the experience system was supposed to work earlier on in the exploration of the forest in the campaign, and then found that you guys reached, Ohmu, about three levels under where you were supposed to be. So like so there were definitely a couple of changes throughout and like the way that I structured encounters. At least that would make it easier for me to like rely on that. You rely on the fact that you guys had six players in the campaign. So I didn't like really have to worry about like gangs of cobolds wiping you guys out. But once you got into the tomb, most creatures in there can one shot most party members. So that last little bit especially with like given how, like we found out like that we kind of all were getting a little bit busier in the real world and needed to sort of wrap this campaign up a little bit. So, especially near the end, they're like you guys were still under level throughout the tomb. So I was trying to find ways to give you guys buffs to not just outright die, but not like just be like here's a helping hand at which doesn't feel very good. You know, like yeah, I just I just made the extremes of the campaign a little bit more right. So, like something that you might have found initially that only gives you like twenty temporary he gives you thirty five. So it feels better to find something, but it also helps me not kill you in the campaign, for example. Like that's that's good. I like that. Like I mentioned, I was talking to you guys after and I mentioned that, like, like the beholder fight is of moposed to be an invisible beholder and technically speaking, it can fire one of its eyes almost always. So I read I just kind of like tweaked those little numbers, and so at the end there you guys were a little bit further ahead and you guys to just had a big fight with all of the Tomb dwarves and everything, and you rushed at you close out the deal with the Hags, and then you ran down and I was like, okay, this is this is fine because, by a miracle of peer pressure from you guys, y'all ate the food, or most of you, like I think...

...most of guys ate all of the food, which certainly helps for that last fight to keep you a little bit alive, and then I could rely on like that little passive buff that you would get from the spirits to make you just not die. But the thing I didn't want to do is make us AERAC not powerful. I'm pretty sure I hate you guys with spells. It did like fifty damage, forty, fifty much. He's time. So you feel like I think I wanted to get like a sense of like this is accomplishable, but you also know that it was a little too easy at the end of it, right, because there was a lot of buffs in I think. I think it was fun. I think it worked out because you didn't die. I think, yeah, right, sad like that would have been really disappointing. If you get to the end of the campaign and it's like, well, all your characters die. I didn't want, I didn't really want that to happen, so I needed to find a way from to make you guys survive a little bit it. Yeah, I mean I had two ways of having a relentless endurance through that fight and I used both of them. So I was like literally on death store. There was like one more hit and like I was going down like for permanent and we don't have a healer, so that's, you know, an issue. So No, they're definitely there had to be a lot of tweaks, but that's why I like, for I'd love to run especially with like with you guys, like I'd love to run the dungeon again and just do like the boss rooms, kind of do like a like a gladiator kind of trials type thing with each of the rooms that you guys might not have explained that. That would be fine, and run those at like Max Power. You know. Yeah, that might be interesting. I think would make for good one shots like these. The whole area of chlt is largely unexplored still. Yeah, but those are lessons, you know, you taken to the next campaign, I guess. So sometimes you come back to Charlton. One shot modules like deeper than the I can see available now from the Royal City Society. This whole segment was just a way to get that plug just yeah, gotta got. But anyways, I guess we'll see what the your kind of Aign holds next Britain. I'm really excited to see that and I guess we'll hear from Jourdan once he closed out his campaign or big epic boss battles come down his end. But yeah, for now, Jordan, what don't you start back up again? Said, oh, sad. Well, yes, sad note. I will. Yes, go ahead and jump right into the Dungeon Masters Guide. We're going to talk about some hazards, guys, some things that you might include in different terrains and and order your dungeons. So we're on page a hundred and ten of the Dungeon Master's guide. We're moving through trying to read all the stuff that we probably should have before and now we're just going to, you know, read it retroactively. M All right. So wilderness hazards. So this section describes a few of the hazards that adventures might encounter in the Wilderness. Some hazards such as slippery ice and razorvine require no ability check to spot. Others, such as defiled ground, are undetectable by normal senses. The others, hazards presented here can be identified with a successful intelligence nature check, and you'll have to use the guidelines in chapter eight to set an appropriate dcat for a check mate to spot or recognize a hazard. Chapter Eight's going to be so great, guys. Tatis is going to be tables on tables, on tables, isn't it? Yeah, I'm not. Yeah, it's gonna be great, but it's going to give you so, so much information that's going to be good to use. Like you can go back to chapter eight in the you know, in the future, and be like Oh, yeah, okay, that's how I do this. Yeah, I know, so certain nitty gritty. Yep, that's DD sometimes. All right. So first thing that they describe here as a hazard is desecrated ground. So some cemeteries and catacombs are imbewed with the unseen traces of ancient evil. An area of desecrated ground can be any size and a detect evil and good spell cast within range reveals its presence. undead standing on desecrated ground have advantage on all saving throws. A vial of holy water purifies a ten foot square area of desecrated ground when sprinkled on it, and a hallow spell purifies descrated ground within its area. So That's interesting. The undead specifically get the advantage on all saving throws, which, like for zombies, that I think would include their ability to stand back up after going down. They're undead fortitude, I think, is what's called ability, which, yeah, you don't want to...

...fight zombies there that, especially at little levels. I've never seen desecrated ground like ever, or if I have, like I didn't recognize that it was. Have you any of you guys? No, that's no. The thing I find maybe maybe we will see more as we read through these hazards. Maybe I'm jump with a gun a little bit, but I find that like every time there is a new module of some kind that we end up running, there's usually a bunch of new hazards that come with that that are like not exclusive to the module but that like originated from the module, and so they're all detailed in the book anyway. So a lot of these are not seen like, for instance, are for the new seafaring campaign that I started. I bought ghosts of Salt Marsh and there's entire chapter dedicated towards like a hazards that you can find on the ocean, and I feel like there's a lot of similar things in a curse of Straw or probably in Choltz as well. Yeah, yeah, I was going to say desecrated ground. Sounds like a curse of strap thing. It really does. But like could be really cool in certain instances. You know, it's just never really used, never really any what we've seen. Maybe we just haven't yeah, yeah, exactly so in most of our most of the evils in their campaigns. I feel like you've been linkage dragon say this. It's never really been like one of those undead dangers. Or, that's true, some sort of deity right, like that's what I'm thinking like when I when I use a desecrated ground. Yeah, yeah, that's true. All right. Yeah, moving on here, frigid water. I've used this one before. So a creature can be immersed in frigid water for a number of minutes equal to its Constitution score before suffering any ill effects. Each additional minute spent in frigid water requires the creatures to succeed on a DC ten constitution saving, throw or gain one level of exhaustion. Creatures with resistance or immunity too cold damage automatically succeed on the saving through, as do creatures that are naturally adapted to living in ice cold water. So I in my wild mount campaign there is frigid water all over the place in the biting north. So this is something that comes up quite frequently, or at least so far, although I think in wild mount it says like when you jump into the fridged water you have to make the constitution saving through and then like every minute after that and your constitution scored doesn't have to do like it doesn't mitigate that. So this is different slightly, but I feel like, yeah, the wild mount is probably like an updated version, considering this. Yeah, long ago in wild mount came out last year. Yeah, I feel like most people aren't going to swim in frigid water for a number of minutes generally speaking, like unless there's I don't know, I guess there could be a potential scene where that happens, but I feel like with wild mount they wanted it to be a hazard where it's like, Oh, if you fall into it, you know, because of thin ice or because you know you're walking across the plank, can get knocked off or something like that. You know, bad things could happen. Um, so I like that. I'd like that. There's like a bit of I guess it's a bit more of a hazard at least that way. So and turn into shock. Yeah, yeah, exactly, immediately, like and even if you were to come up out of the water. I think it goes on to talk about in wild out like how if you get out of the water, you still need to dry off and like you will continue to suffer the effects of the fridge water for a number of minutes after it so unless you find heat or some way to get rid of the water on you, such as precententiation. All right, quicksand quicksands another one. I haven't used it yet, but it could be easy enough, I think, to put into like a desert campaign. I would think. A quick sand pit covers the ground in a roughly ten foot square area and is usually ten feet deep. When a creature enters the area, it sinks one D four plus one feet into the quicksand and becomes restraint at the start of each of the creatures turns, it sinks another one d four feet, as long as the creature isn't completely submerged in the quicksand it can escape by using its action and succeeding on a strength check. The DC is ten plus a number of feet that the create creature has sunk into the quicksand a creature that is completely submerged in the quicksand can't breathe. So then it says see the suffocation rules in the player's handbook.

A creature can pull another creature from it within its reached out of the quicksand by using its action and succeeding on a strength check, which is a DC five plus the number of feet that the creature has sunk into the quicksand and stead of the ten. So that's really cool rules. I like that. Suffocating, I think you can survive a number of rounds. are a number of minutes equal to your constitution modifier plus one, I think, and then you start to die. I have I have actually seen quicksand before. Yeah, Yep, did anyone die? I don't. I've never played it. I'm Oh, I'm trying to think of like I'm racking membering right now trying to think of where that was. It was definitely in like a one shot that I picked up at one point, but it is something that I have seen agnoled like. I've never seen anything else that you mentioned so far even mentioned in the model. I have seen quicksand mentioned. Okay, I mean it's a really cool one. It's gets people like freaking out a little bit, you know, like scared that they're going to sink into quicksand it's interesting that it's a strength check. I guess that makes sense. Would you kind of it? I'm not sure if I would. I would be I would have to debate a little bit about whether it's a strength for a dexterity check to to not step in it or to break free, break free, and Oh, definitely strength. I guess I'm trying to think of like, yeah, I don't know, whish they were the Highsper vel checks. They avoided and tap very go exactly. Anyway, yeah, they're I was just thinking about that because of all the things that I've heard about quicksand how you if you struggle more, you're gonna end up, you know, sinking faster, kind of thing. So strength just gives me the impression of your just kind of floundering and trying to get out, like with your brute strength, and that seems like maybe it would work. But that sex dirty like you're using. That's like literally the opposite. Really. Yeah, I don't. I thought it. I think you're supposed to like spread out. I don't. I'm like it's a strength based thing because, like, the more you move, the more you sink. Right, I guess I see dexterity more as an accuracy thing than a speed thing, although it can be both, I guess. So. I mean a dexterity saving throw could be something like you feel like, yeah, you're going to say any you kind of liked opposite from going into it. But yeah, yeah, like you have light feet, you know. Right, that's almost like a safe to avoid going in in the first place once you're already exacting strength. Is One problem, the one that makes the most sense, like it still does. Something makes sense entirely because you're right, you do. The more you struggle, the more you sink, but it's also nothing else than makes more sense in my mind. Yeah, yeah, that's fair. I would probably I would probably put like a dexterity saving throw or something like that, before falling into the quicksand maybe so that those decks people don't feel like they're, you know, screwed. But yeah, all right, razorvine. Razorvine is a plant that grows in wild tangles and hedges. It also clings to the side of buildings and others other surfaces, as ivy does. A ten foot high, ten foot wide, five foot thick wall or hedge of Razorvine has an AC of eleven and has twenty five hit points and immunity to bludging, bludgeoning, piercing and I kick damage. Okay, I almost said the slashing, but it's psychic, guys. When a creature comes into contact with razorvine for the first time on a turn, the creature must succeed on a DC ten dexterity saving throw or take five one D ten slashing damage from the Razor Vines Blade like thorns. But you can move through it then, or is it too thick? I'm it's unclear. That wouldn't try it. I mean like you'd take damage Itch, sure, but like if kids, you move through it. If you destroy it, probably, but would you know? I don't write. I don't, I don't. I think I don't think you would be able to. I wouldn't think so. Be like a net, right, yeah, a net that does damage. Kind of what I'm thinking. HMM. Okay, all right, slippery ice, guys. Slippery ice is is difficult to rainyone. What's that? Take a walk like a penguin. Never...

...take a any throw. That's right, don't rest it. Yeah, slippery ice is always considered difficult terrain. So when a creature moves onto slippery ice for the first time on his turn, it must exceed on a DC ten dexterity acrobatics check or fall prone. Nothing else here really, other than it's slippery. So your movement's going to be slowed and you might fall. Oh it's only the first time on a on a turn, okay, and when you move, so every turn that you move on slippery ice, you got to make that acrobatics check. Yeah, it's kind of cool, pretty accurate. HMM. Now, like a ranger, I think they have like certain abilities that enable them to move across difficult terrain as if it's normal terrain. Does this include slippery ice, or is that just for the purposes of movement speed? I would include it, I think so. Like I just be like, they slide on the ice pretty effortlessly. Yeah, yeah, I mean you got to make the Rangers you know he's Wul somehow right or have advanced. Just you can alert the party that you're going to be useless in the next fight. Yes, all right, thin ice, the Nice has a weight tolerance of d ten times ten pounds per ten foot square area. So whenever the total weight on an area of thin ice exceeds its tolerance, the ice in that area breaks and all creatures on the broken ice fall through. He pounds weight area. Guys like that seems very seems lame. There's got to be a better way of doing this. Then Nice like characters get through. The characters don't. Yeah, like, I mean we already have size requirements for like certain aspects of movement, right, yeah, I would do. Creature of x size moves over this roll a D Y and on a zed it breaks, right, I feel like. Yeah, I feel like if I, you know, two out of the four squares in a ten foot square area maybe are taken up, at least two, maybe maybe at least three in a ten foot square area, then it breaks or something like that, depending on the characters that stand on there. Then you don't have to worry about weight at all and there's no saving throw anything, which is kind of what the thin nice supposed to do. But also it's I don't know, it's weird because it's like you'd have to have patches throughout the whatever it would it. This is only for battle map. Really, it's a narrow into frigid water. Yeah, kind of same as frigid water. Well, no, I mean this one is like, oh, yeah, like you can call it frigid water for sure. Yeah, yeah, which is exactly what had has happened in the explorers guide to wild mount stuff, like they've got areas there where there is the nice that you know falls into frigid water. To make an extra scary, though, you got to make it so once the ice breaks, they fall in and Oh, there's a there's a water current, you're now under the ice. Yeah, yeah, that would be that would be fun. My players were smart and they tied themselves together with rope so even if one of them did fall in, they be able to pull each other out. So yeah, they were good that way. All Right, I'm going to quickly go through the next couple of sections here. Before I handed off to Braden. So there's foraging and becoming lost. I want to talk about so foraging guys. So characters can gather food and water as the party travels at a normal or slow pace. A foraging character makes a wisdom survival check whenever you call for it, with the DC determined by the abundance of food in the and water in the region. So the DC's here are set at ten, fifteen and twenty, depending on how much weed there is, ranging from abundant to very little. If multiple characters forage, each character makes a separate check. A foraging character finds nothing on a failed check. On a successful check, roll one day six plus the characters wisdom modifier to determine how much food in pounds the character finds. Then repeat the role for water in gallons. Yikes. The Food and water requirements noted in the players handbook are four characters. Horses and other creatures require different quantities of food and water per day based on their size. Water needs...

...are doubled if the weather is hot. So what they got here is like I guess the average person would need. Here it says a medium sized creature it needs one pound of food per day and one gallon of water per day. And I think horses are large creatures, so they require four pounds of food and four gallons of water. Are I don't used foraging. It's so like these are the types of campaigns for you're like you're going for survival here, like you have to worry about foraging. You don't have rations. MRI's characters just carry emery's everything. We did that in Cholton way. I didn't forge you. Yeah, you know, I'm not a bad words to it. I don't like doing it for like a full campaign. Like not everywhere you get. Yeah, but I know like in my home brew that I wrapped up not too long ago, I had a smart stint where it was like you guys were traveling through this relatively barren place with very little stuff. So I had the party collectively make survival checks. I said, I'd said a DC basically for every five days of travel out of like thirty days. So we kind of expraited it. We did the whole thirty days in one beat, in like fifteen minutes as we went through and did they five day, ten day, Fifteen, and basically that summed up how those that stretch of five days went for you as players, and if it was good, that was last five days were pretty prosperous. If it was bad, maybe you guys went hungry for a couple days. Right. Did we take exhaustion points? If we did that or something you like, would have, but everybody actually did very well on that. So yeah, it didn't come up. But yeah, if you had a actually like kept rolling very poorly for a couple of these days in a row, I think it was two in a row, you would eventually have exhaustion because you would have started succumbing to just hunger and fatigue. Yeah, yeah, so that that makes sense to me. Adding in all this extra like how much food and water a person actually needs in a day kind of thing just seems like overkill. Yeah, that's a lot. You didn't remind me to drink, so now you're dehydrated. That's right, sorry, you forgot to fill up your water bottle when we cross that river. Sucks to be you. Man already don't drink enough water. Irl Okay, I don't need that problem and I go to DD to escape my problems. Exactly in I think there was a one point in the tum of nihilation campaign where one of you guys got a throat leeches. Remember who that wrote? Yeah, I remember that. I those you actually might have been. Those are yeah, First Leet not fun. All right. Last thing I'm going to talk about tonight is becoming lost. So, unless they are following a path or something like it, adventures traveling in the wilderness run the risk of becoming lost. The parties navigator makes a wisdom survival check when you decide it's appropriate, against a DC determined by the prevailing terrain. So, as shown on the Wilderness Navigation Table, which I think I'll get to here in a second. Yeah, it's there in a second. If the party is moving on at a slow pace, the navigator gains a plus five bonus of the check, and if they're going at a fast space, they get a negative five penalty. The party has an accurate map of the region or can see the sun or stars, the navigator has advantage or on the check. So if the wisdom survival check succeeds, the party travels in the desired direction without becoming lost. If the check fails, the party inadvertently travels in the wrong direction and becomes lost. The parties navigator can repeat the check after the party spends one D six hours trying to get back on course. So wilderness navigation stuff. So for the different terrains of got things like in force and jungles and swamps, mountains or open see, that kind of thing. With an overcast sky and no land in sight, that's a DC fifteen. In Arctic, whether or deserts or hills or open see, with clear skies and no land in sight, it's a DC ten. And if you're just in a grassland or meadow or farm land, it's a DC five. So I've used like in the in the module written in the wild mount campaign. They have it's called the frigid woe. They have like a...

...place that you're supposed to find and there they have written in there a DC for finding this place, which my characters ended up failing the first time, and it just felt really awkward. I guess where it's like, okay, so you rolled poorly, so you spend like a day running around. Now it mattered to them because they were suffering from a sickness that was going to kill them in a certain number of days, so they needed to find the cure within that time. But it like they failed it, I think twice in a row, and they were Rangers, so it just felt really, really awkward. It was a higher DC to find this place and eventually I was just like okay, on the third try, you you find it. Kind of thing, or a lord the DC or something like that. I can't remember exactly what I did. You find this and need you to get move along in the story. That's the thing, right, like I like they had lots of time before this disease was going to kill them and I didn't want them to spend like five weeks trying to find this one place. I mean, yeah, maybe that would have happened, except the thing was they also had the guy who originally who originally found it as well guiding them along the way. So I was like yeah, because, like can you? Can they really not find it? Is it really that like hidden? It didn't seem that way. It seems like they were supposed to be able to find it fairly easily, even though the DC was a bit higher. So I was like yeah, whatever, we'll just just move on. Becoming lost sucks. UN sure you can find a way to make it become a part of the story which like to the frigid wrote did a decent job of but like I was still like, yeah, there's better things, more important things. Yeah, I don't know that. I think I think it might be more fun again with like running, letting your players know that this is type of campaign you are running. Yeah, I don't think that it would have been fun if I started to have annihilation and made you guys feel lost and just constantly and like make it really hopeless, like the book kind of makes it. Yeah, it wants you to feel like it's gonna be miserable being there, and I think for the most part it was, but it doesn't be extremely miserable. Yeah, yeah, yeah, it's a hard thing to do. I don't know. How do you feel about it, Braden? Yeah, no, is not his. No, no, no, yeah, exactly right. I pro pro DM's here. You know, guys, so we know what we're talking about totally hundred percent. I don't even read the DMG. At this point. We've ended up likes writing. I'm just tossing out half of what we read. Let's just go back to not reading. It's go back. I started playing dnd with my own rules and I disagree with the actual rules followed, follow the DMG, or how about I follow a random instagram post that have good tips? Here we go where the real rules are written. Guys, on the one rule, and it's the rule of cool, the only one. All right, so for today that'll be all we're going to do in the dungeon, master's guy. Next time we'll talk about settlements, if we go back into it. And Yeah, but for now, Braden, take her away. All right. So let's take a quick second to hear from our sponsor. Hopefully it's it only happens on some episodes. It yeah, all right. So it's time for talk of the town, the segment where we ask you the Society of question and then you respond to the question. We respond to your response to the question as well as our responses to the question, and the question in question is, as a player in a campaign, what is the coolest thing that you have done? Gosh, I think it's going to be me. It was in your campaign brain and specifically was actually near the end of the campaign. One of the cool I think, like just generally, like one of the coolest things that my character has done was eliminate the dragon with like the always, always Mina toes move again against toby, where he pretty much just like pops behind him and just delivers a blow and just ends him, which is pretty cool because, like, I shadow step behind, I think. And then I ran up the dragon and give it a good old kick to the neck as a monk, and that just happened to be the last little...

...bit of damage and like, I don't deal that much damage. So like most of the times, like I don't really get the last hit. It's usually a current by by the Paladin. So to get it on that dragon is pretty cool. And then I think just that whole scene behind, behind that moment where we literally turn the dragon into a chicken and had an hour to figure out what to do with a nuclear time bomb of a chicken, really just added to that moment. At least for me, that was definitely like that was a tense moment, but I really wanted to put like Blues Brothers slapstick music behind that entire thing as you guys were doing it, because it was pretty funny as you guys just ran about this town with like where can we go with this chicken that's going to turn back into a dragon, it was pretty entertaining let's see, I guess for me, the coolest thing I can think of right now off the top of my head. I'm sure have had a bunch of other moments. There are a lot of cool moments out there. It's why we all play D d. But one of the coolest ones I can remember is in my ever on campaign, which was one of the first ones that I ever did. My party was coming up on a ORC stronghold and we were supposed to collect an item from this stronghold. I think it was a wand or something, and so my party decided to just buff the shit out of me. I was playing a monk. I had like the boots of speed and they gave me invisibility and enhance ability and like haste and like all this other shit, basically just like buff me all at the same time. And then I just like booked it into this place, got past all the guards and stuff like that, made it into a zone where I could hide again, walk around people, go up on walls and run across that if needed, kind of thing, and I made it all the way into the room where the wand was being kept, managed to find it, open it up and then failed. My stealth check on my way back out and ended up having guards kind of come up behind me and then call for the big boss and I was just in this room invisible bill with all this like extra shit, but it was just a basic invisibility spell. So if I did any like major actions like attack, I would lose the invisibility. So I was just running around in this room trying to distract them enough so that I could get out of the room without them noticing, or at least get out of the room without them blocking the door. So I was like running underneath, like diving underneath tables and stuff like that, trying to duck and dodge out of the way of everything, and then like run up on top of the roof and like get out of it. It was just a whole lot of fun to just like have that feeling of Oh no, I'm gonna get hit and I'm all by myself and there's like fifteen orcs here and there's like this big ball that's gonna tear me to shreds and yeah, it was just a lot of fun, a lot of anticipation there, and eventually I managed to get out somehow and just book my way out of there. It was a it was a ton of fun, ton of fun, and it was like a team effort to because there's a bunch of other people who put the spells into it, so they're all cheering me on right. Uh. Yeah, mine actually, Jordan, you were there for is. It came up recently in our friend Mats campaign that we both play and that we were talking about the beginning of these episode today. Basically, we're going into this fight against one of these lords that Jordan had paraphrased earlier today, and the plan was, and we had discussed ahead of time, the plan was to basically breach and start throwing around like a bunch of High Tier Ao e spells to just take out as much of her health, and I'm as much as her minions health as we could before like we had to like really get into the nitty gritty of it, and I was sitting there trying to decide if I wanted to cast at fourth level or fifth level, because I had one fifth level spell slot and I'm sitting there going back and forth at which level to cast the spell at, and I was like, well, what do I need? The fifth level, four I've got. I think I had like teleportation circlose, like I'm not going to use that. I was like the other spell that I have prepped is modify memory and I'm not going to and then I kind of stopped. I was like, hang on a second, and I was having these flashbacks to Laura Bailey, to a crazy things with modified memory to just avoid yeah, in in con critical role, and I said I said to the party, I was like, I don't want to Meta game, but like just if I go for a haill Mary on this one, are you guys going to hate me?...

They're like no, you should do it. So I just walked in and while this combat is kicking off, I grabbed her in a modify memory. She failed to save and true. So it that takes a minute to cast trough to form. I had to stand there still for ten rounds as the rest of the party just formed protective shell around me and held off all of their minions, except one, which breached the shell and brought me, I think, to about zo HP. But I managed to succeed on six saving throws in a row to keep my concentration on the spell before finally ended and it worked and now we have a new ally that might turn on us in the future. Will See. Yeah, that was pretty crazy. I was like, oh no, like if this work is going to be great, if it just if he loses concentrations to going to be a feels bad moment. So essentially you made your own chicken time bomb of sorts. Well, mine is like I don't think mind's ever going to pop though in less unless somebody does something really, really bad to it. I'm pretty I'm pretty confident that, like we've got her now. I'm hoping. I know it's I know it's risky, but I think, I think it's a good play. But let's take a look at what the society have to say. Over on our instagram. We had emily Malcolmson coming through with the response, but I'm not going to read that response because she kind of answered the opposite of the question, which is something that I'm actually going to ask next week. So I'll hold on to that and then I'll come back to that when we're discussing shout out. There is a response. Next there is a response. It's coming. It's coming, cress me. But we also had tyler day coming through testing my character strength against a huge ball of bones rolling down a hallway. So this is this is a player that is in my campaign, my tier name dragons campaign, and, for the record, he is a wizard. Now the record, this worked because he invested in a pair of gauntlets of ochre strength. It's just buff the heck out of his out of his strength for, I think, for situations exactly like that, so that it could just turn around and be the hero and everybody would just be floored that the wizard just saved them with his fists. If Buddy go tyler over on our community discord page, which everybody listening should really join up on links in our social media. will get to that later. We do have a response from a relatively new member who has joined Kevron, who put into so he feels like his coolest combat moment was when he cast shatter at a group of slavers while their leader was monologging, rolling and that twenty and basically ending combat before it started. Big Flashbacks to the incredibles here. You never you never monolog don't let him catch him on the logging, but will number one. Yes, and then what he considers to be his coolest noncombat move is when his warlock lost the ability to speak rendering him incapable of spells with verbal components, which was ninety five percent of his spell inventory. But after searching and working with the DM he was able to find a legit way to use Jeck to recreate his voice and be able to cast spells again, less fluidly, but he says it felt like a huge victory, which is like that that's a great way to overcome I could be one thing to just kind of like except that you have this curse on you essentially you can't speak, be another try and find a way to break the curse. He gotta just accepted the curse and also found a way to circumnavigate it at the same time. Yeah, it was really cool. I loved it. I was like, yeah, that's nice. It is that's a really neat way of doing it, but that is all the time that we have and all the responses that we have. So good thing, because Rut of time. But that is going to conclude this episode of triple advantage. If you like what you hear, if you want to be part of the conversation, go check out our social media pages. That's at Real City society on Instagram, at real city social on twitter. Links to the community discord can be found in both. Check out the link tree. While you're over there, go and check out stuff that we're doing over on DM s gilled go in check out stuff that Dorgar is doing over on bandcamp. Stay tuned to all of those pages that have been mentioned. Pick one if you really don't want to subscribe to all of us. It can get to be a little much. Pick your favorite, subscribe and stay tuned, because new triple advantage episodes are coming at you on Monday. We'll see you next.

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