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Triple Advantage
Triple Advantage

Season 3, Episode 34 · 1 year ago

Ep. 57 - Campaign Check-In

ABOUT THIS EPISODE

On this week's episode of Triple Advantage we give an update on our home campaigns, prove the importance of walls and doors, and finally discuss the balance between planning and improvising a session.

On this week's episode of triple advantage, we give you an update on our home campaigns. We prove the importance of walls and doors and, finally, we discussed the balance between planning and improvising a session. As always, follow us on our social media to see what we have in store for you. Enjoy the show below, society, and welcome to well, not so echoes of the outlines. Yeah, boy didn't do his research and I got nothing from the outside world today. So instead I figure let's turn it around and let's hear an update from our wonderful dms on how our campaigns are going. Some pitfalls, some successes, some amazing moments, I don't know. Let's get into it. Braden, I've heard from the rumblings that your campaign is slowly coming to its to an end and you have something else planned. How's your current campaign going? Well, if you mean slowly coming to an end, what you mean is ended three weeks ago. Oh See, this is why these episodes are needed. Now we done, we finish the campaign, ad it a better it ended. I think I and Jordan, you play in this campaign, so you can back up. I think it generally went the way that you guys were expecting it to go walking into that last session. Yeah, with the exception of how it ended for one of our characters. Yeah, that was pretty cool. I like that. Well, now you got to fill the audience in here. Well, basically, they are my party had been working towards. They had been tasked with defeating this kind of rogue mage type guy, this extremely, extremely powerful Mage, and they were promised like, pretty much whatever they wanted in exchange. So it was a very much like a like a finality of like that you want, you want to achieve your goals, like this is the way to do it, so do this and then you've got whatever you need to live out your wildest dreams, and they were given away basically to they thought they were going to have to go head on into combat against this this brutally tough mage and they kind of stumbled into a way along the way that they could, instead strip him of his magic, they could leverage him with something that they had that he really needed to essentially willingly give up his magic and exchange for that. And I think we all learned, yes, the thing that they had was the heart of his his wife. We all learned love is weakness there. Yeah, yeah, yeah, that's a good lesson. It's a good lesson. But they so they went into this last session with this new knowledge and I think that the plan was yet we're just going to let verge it, we're gonna get him to give up this magic and we're going to leave and everything's going to be fantastic. And they got in there and everything went off of that a hitch. Except the guy was like, well, you see, you killed The Guardian for the last you kill the last guardian that I had guarding this heart. Clearly you're very powerful and I need a New Guardian. So if we're going to do this, one of you has to stay behind and guard this heart, which is not something that I had told them was going to happen and was not something they would expect. So it quickly became very Davy Jones of you. Yeah, I've very quickly became like who's going to be the one to stay behind? And our good friend Kevin, his player am non, decided to stay behind. He was a very scholarly type, so he spent the we did a little epilog afterwards, shadowed inspired by critical role. Everybody did terribly awful things because it was Bab it turned...

...into an evil campaign towards the end. So everybody was just doing awful things in their epilog and then am non decided to just stay behind and read for the rest of his life and eventually learned how to end the universe, and so he did. And that's how the campaign ended, the liberal destruction of the plan. Yeah, well, that's that's one way to end that. Yeah, over US or schooner, being evil could have such direct consequences that I guess your party was full of murder. who was the entire since the beginning? Yes, they just fully metamorphosed into their two cells at the end. I thought am on, from the brief moments that I was in this campaign, I thought am no on was not so evil. It wasn't. He served an evil patron, was the thing. So he himself was pretty level headed, but his patron was pretty pushing him towards this kind of stuff. So eventually, once, once the General Party vibe shifted towards evil, he just kind of gave into it. HMM, Yep, that's I mean. I guess it's fine, just cut corrupted by the rest of the numbers. Yeah, yeah, I mean we're what were some notable moments that you remember leading up to the end, or even a couple sessions before that? They were liked very very shortly before this happens, they thought that they were going to like set up a new mafia, they're going to become like mafioso's and run this city, and then they got the floor absolutely wiped with them by another powerful age. Yeah, also headed up at separate mafia, so that that dream died pretty quickly. Yeah, I'm just really glad. You know, your and boss made didn't have time stop or something like that. Betty could just use to go and crab the heart away from us. Or if he did, you just didn't use it, and I'm grateful he did. I mean he had stuff, but nothing of that power, and you don't want to risk something going wrong with that kind of stuff. So I don't think I would have used it anyways. I'd say the my favorite thing in that campaign was the Isle of Sin, which was an island the party was on for a while. That it was essentially it was. It was half modeled after Vegas and half modeled after hell. It was an island. It was like a tourist destination run by devils were like they were all these quarters, each one dedicated to like one of the different vices, like different sins that you could commit. That was a lot of fun. There's a lot of fun. Yeah, players like check out and just kind of like there was a mission there and they ended up doing it, but there was also a couple sessions of them just screwing around for a while. That was a lot of fun. Every time I hear Vegas right now, and especially much relate the Delphin, I'm not. I'm just thinking the stand I need to watch it. So I haven't all you've read them either. I have. I was told that if I've read the book, I shouldn't watch the show. It's hard. I'll say this. It's hard. This is such a tangent, but it's hard to cramp that many pages of book, especially with like the extended edition, that many pages of any book, into a nine episode, like eight hours series roar guardless of how good of a writer you are. There's moments where near the end it felt a little rushed, like scenes kind of just happened and we're just moving the plot along here. But it's I don't know, it was a good series. I mean the production value was super high. I just think, from my personal opinion, the last couple of episodes were a little rushed. That's all, as I think it's worth the watch. So he'll have. If you've if you've read the book, you'll actually be able to keep up with what's going on. Otherwise you're going to get lost. All right. Well, that does it for us at King's Corner, this Stephen King analysis podcast and the one the...

...the slight outland that goes into this will be aud the outlines at this point. Oh, yes, until we start talking about the ind adaptations of horror novels moving into the astable Bat, which we should. Yes, let's wait for the the strawed, the new Straw book, to come up for that's yes, but yeah, but, yeah, I guess I've been wrapping up that. That campaigns wrapped up and I just two days ago Jordan, I sent out the primer for my new campaign. So that's that's some good. It's super cool, super excited. That's gonna be a lot of fun. I'm actually really excited to run that one. MMM, you want to tease the audience with what you're running. It's sea fairy. So I've created a demi play and essentially offshoot in the material plane, where it's just a basically the Caribbean. Not Really. It's the Caribbean meets see, if thieves meets so the see. If anybody's ever played that's because I like the horror great. But I did tell you the ocean, Jordan. Do you think I'm going to run an ocean campaign without speaky things? Happy Philosophobia? I feel, not USOPO. So yeah, ocean water, scary, man. I'm like, sir, okay, the oceans, oceans, ocean water without a boat nearby scary. Yeah, just stay at all. Why I take showers and not bath that bad? I I'm kidding, but it is weak. Or what's going on in your campaign? Well, unfortunately I haven't been able to play it as much as I had hoped. Just things coming up. But the crew I've had a lot of time to like figure out and plan like where we're gonna go next or what the potential options are for them. There's a lot of different like mini connections that I've made two different areas so I can kind of like tease different things, no matter what path they take. So it's becoming a really like connected and like fleshed out world. It's just that, you know, we need to be able to play it on occasion, but your play on your games sometimes. But yeah, the the crew has made their way into isisle cross. I know that was a while ago. They were in search of a cure for their disease that they had, you know, collected, been given by me. You're welcome, crew. And so they discovered the place where the disease originated and then found the cure for it and they made their way back. Along the way, they came across like some insane Mages, or an insane mage rather. They don't know like who he was or why he was doing what he was doing, but he would just acted like totally crazy. They tried to back away, but he called forth another creature that helped him attack the Party and they ended up losing a member of the crew. It was, you know, a good moment, powerful moment. The they then went on through the town and kind of had like this funeral service thing, which was really awesome. They're really great at role playing. I love them for that. It's it makes everything kind of seem, you know, like they're more invested in the world and even when they're in combat, they're constantly looking for ways to just like...

...describe what they're doing rather than just, you know, I attack kind of thing, which is awesome. They so, when they originally started the campaign, they were part of the Claret orders and they were attempting to become full members and they were given a quest and they kind of like abandoned that quest as things kind of developed and they acquired this disease. But now they're on another path, walking with well, being left behind by another member of the Claret orders, Min you, he doesn't know them and they don't know him really. He's just been out here, but I've kind of added in that like connection for potential callbacks, I guess, you know, just to see if they're still interested in that. And now they're on their way to another place on a rescue mission to save a few folks that have gone missing from Surin Lea. So right now they are currently in the middle of the river inferno, the the lava river, being chased down, but I a few fire snakes and magma mefits and other potential monsters that are related to fire in the realm of fire. It's really cool. So being being on that like river like adds in, I think, like so much dimension to the battle, because they have to like jump from ice block to ice block. And yes, there is ice literally floating down this river of Magma River. Yes, there is ice floating down the Magma River. It is really cool. Doesn't make a whole lot of sense, but it's awesome. Magic guy is magic. So much pumice stone being the yes, yeah, so, and they're go outside. Yeah, it was just going to say like they're using things like really creatively, like they picked up they picked up a create water spell scroll and they also had a or that allows them to use like control water. So they they were like trying to use it to like create water like near the base of one of their ice blocks and then like use the control water to like push it out words, which was kind of interesting. I like it. They're always coming up with unique ways of overcoming the challenges. That I definitely don't see coming, though. Yeah, some of the coolest moments your party has done so far surprising moments that you mentioned. Well, yeah, the the create water smell was pretty cool. Let's see, I guess like right from the get Goo, one of my buddies is playing like a gnome fighter and during his first combat he like decided I'm gonna like climb up on a person and backflip, you know, off of him, and then stabbed down into this wolf. I was like all right, like that's crazy, it's really cool. I'm gonna allow it. You roll an acrobatics check first to like see how well you perform it. He rolled like a natural twenty or something like that, so I was like, Yep, you've like pull this off flawlessly. I gave him advantage on the attack because it was pulled off lawlessly, and he ended up getting another natural twenty and just like stabbed right through the wolf. I was like, Holy Shit, first combat, first move, here we go, welcome to DND. It was just kind of great intro for that. That was that was really awesome.

Let's see other surprising moments. Oh, they came across like a trapped room which had like fire kind of like shooting out of the ceiling and there's a lever that you could turn it on or off with, and there was chest at the end of this hall. So one of the characters went down and like opened up the lids to all these chests in it had like vials of the disease that they had been inflicted with earlier. So they weren't really interested in that. But one of the other characters like flip the lever and like turned on the fire once again. So this other character ended up getting like scorched and burn which was kind of fun because it's out'n clear whether it was on purpose or not. So it's kind of interesting to see the the party dynamic that way. And then they ended up just like leaving the dungeon right after that, which, you know, I was like, okay, there's like another half of the dungeon that I had planned, but that's okay. It's a good thing I had a few sessions planned in advance. So that's fun. Yeah, that's that's where my crew is hanging out. What are you hoping to continue the campaign? Yeah, well, with shutdown it's a little bit more difficult. Oh, yes, I forgot you were yeah, you know, like doing the dnd online not so much. I mean I I've done like roll twenty stuff, but it's a lot of work to create these maps with with free resources. If I were to run like an actual campaign online, like a solid campaign I would have to find something that I could like I would have to spend money, I think, and that's not something I really want to do when I like being, you know, like in person better. It allows you to just kind of like use minis and draw maps when you need to, as opposed to like, okay, I got to create these five maps in advance and let me spend ten hours creating them all. Right, here we go. You know, it's just I haven't found the right tool yet, I guess, which I need to like research if I want to run something online, or I'll just do what Braden doesn't just go straight like theater of the mind, which can work, but I've always felt like that makes me, I don't know, you lose the tactical edge with that and I love tactics. So for me it wasn't I prefer to have the grid system just for that mind you, there's some really cool things you can do with theater of the mind. So, like you end up using your imagination a lot more, and so, like my friend was saying, like the moments that you have in theater of the mind are a lot more like you can you can see it more, and so your memories of it are a little bit more vivid because you're forced to like imagine it rather than just being like, okay, I move this piece here kind of thing. So I was interested in that. I use usually just use my imagination anyway, but that's that's just me, apparently. I mean, I think, like, having experienced both, I think there's there's a nice little balance in between the two. Like I know that, like when I run the campaigns, for example, like one of one of our players definitely likes the tabletops and minis a lot more, even like playing digitally, right, like Um Maje man is always going to be requesting to see the table and I think that just comes from like the background of like strategy gaming. And whynot? Yeah, and that's something that I welcome to it. And the only thing that I that I have against all that is the how...

...much it slows you down, not not only just like set it up, but like it's it pretty much opens it up, so like you start calculating every possible avenue to your move versus just making a move, for example, as all right, I've noticed as a DM just like okay, well, if I move here, I can get like within this square in the act of the year of my spells, if I go here, versus the ord of mine, where's just like Oh, do you want to go attack this creature? Cool, this is where I'm going to place. He was a dam and then you go okay, yeah, I think it's something you got to get used to, because I think in the beginning with Braden's campaign, he can probably attest to this. I was constantly asking like okay, but like where are they, and like okay, what else is around here? Okay, but like how much movement do I have to like get to the CAN I get to this door? Can, okay, but like could I also, you know, like how much we can I get up the stairs or like can I or yeah, and I just like ask a lot of like questions like that and it would just, I feel like that slow down the game a little bit because you couldn't see exactly like where you could go with movement, whereas when you're on the grid system it's like yes, it's clearly like you could move thirty feet period, end of story, kind of thing, unless you dash, so you know exactly how far you can get. But I've gotten used to it so I care less about like distances. It's just like yeah, whatever, I do this thing, screw movement. Yeah, yeah, now, I think and it gets kind of strange, right, because like in certain games, like Britain, when we were playing, we're playing your Tyurna of dragons campaign yesterday, like my character has so much movements feed that at this point, like you have to either keep up with me literally like taking sixty feet a movement per turn, or just explaining it, like and you kind of had a map open and, like you, I think you juggled at Nice with the sort of describing what was going on with me, sort of like trying to like leash one of the Carecter, one of the monsters that we were fighting, away from the rest of the party. HMM. But I think it's I think it's in those moments where it becomes a little bit more difficult, right, because, like I'm trying to get some strategic staggering of like the enemies and it's kind of hard to place if you if you not really paying attention, right. But yeah, no, I think that's pretty cool, though it's unfortunate that you haven't unfortunate they haven't been able to continue the campaign. I was really interested to hear more about wild but I know it's still have to wait and we're just going into another lockdown too, so I know it's sucks. So maybe, yeah, I don't just give it a tramp. I might. I'm passing the online DND crack pipe over to you. Just take come on, just try it. It makes listen. What I've found is that there's definitely a balance and having discord as an in between definitely helps. Right, like that's the one of them. Yeah, like, I don't know if I would want to, like after playing some of your games written when we're doing like fantasy grounds, as opposed to just being on a discord chat, discord is so much better. I think discord is the baseline and then you can add on to it with like your screen sharing and like video cameras and stuff like that. You know, let me COMESE. I like fantasy grounds personally, but that that's okay. Do you roll your digital dice on fantasy ground? Yeah, like when Matt runs the campaign or or kyle the like, all of your actions are kind of like already in the system and so like you can just double Click, oh, I'm using the attack actions and I double click this and it rolls the dice for me and adds the modifier and shows exactly what's going to happen. Or I can click and drag it onto a token. It literally is like okay, yes, you hit it, or...

...it tells you whether you hit or miss or crit and then you can drag and drop the damage dice to onto the character and just automatically applies the damage to this creature. So it can be like pretty useful that way. But also fantasy grounds means maps. So yes, yeah, that's good. Not like you. You have maps to so I appreciate that. I get to see what's what's happening and what's going on. Yeah, I like that little hybrid, like I was saying, with the using using discord, just a chat and then just streaming one of the maps online. That just makes it easier for ever. But I think to sort of gage where things are at. But also like especially because, like I mentioned right, like one of the players in a park always asks for a map. So it's just easier to provide it than it's you know, be like no, just imagine things, guy. Come on, HMM, imagination. Your campaign is getting close to an end to isn't it. Carlos, that's correct. We're so close. After how many I think this has been definitely long. Scampagne five Ryans also definitely the first long term campaign have. But we're near the end of the the the actual tomb of annihilation. Guys, were we're we're getting there. The last last couple of sessions. I think we'll see how it goes. We definitely need to have lots of time for them. But as an update for the audience here, party has managed to make their way to the bowels, to the very heart of the tomb of the nine gods. At this point, and for those of you who haven't played tomb of annihilation, this is the this is the final dungeones. Essentially, this is you found Omu and you have found the entrance to the tomb and now you're going in there to find out what in the world is causing all these dead people to start decaying. After the party, after arriving at the very bottom of the tomb and discovering deaths there are, there's a hag coven that's essentially between them and the gate onwards. They made a deal to essentially destroy the tombs keeper, as the hags needed more playthings and since the traps in the tomb were being reset constantly and they were too hard for most party members, they managed to convince the hags that they could eliminate this architect, this engineer, from the Tomb and essentially gain access to the next room. Now, obviously, the hags, being very confident in their knowledge what's ahead, obviously welcomed the party into continuing and I think in general, that was a that was those a bit of an interesting moment there, because you guys had a choice versus fighting a Hag coven at the time, and you sort of circumvented that in a clever way. So I think I was pretty clever Britain, some quick thinking on your part. They're because that would have been a very difficult fight and I definitely doable. He was about couple toes and all I cost you was a couple toes. Yeah, definitely a doable fight. It would have been very, very difficult for you guys. Yeah, yeah, so I'm excited for the next little bit. I don't at spoil it too much because you guys are both in the actual game. Yes, more, yes, is more just like a shout out to and yeah, I gets remember who's listening, who cares about this? But for the most part I think you guys have found I mean, I know, I know that for you,...

Jordan, your you might be a little upset. Maybe we can go back to it if you want to go explore the rest of the rooms of of this tomb later on. But there's just so much in this dungeon. Is A lot. Yeah, and there's just so much in the module, to be honest, that you guys haven't explored the whole the whole tomb of annihilation module just seems like a here are tons of things you're never going to get to do. Fig Pick like five of them. Yeah, yeah, it's it's really cool. I don't think my character would, would do the rest of the Dungeon, which is unfortunate, just based on like, I mean, his original my original character would, but like since the influence of the ring, less so, less so. Yes, yes, but in general I'm pretty excited. It's definitely been a long time coming. I don't even know how long I've been running this game at this point. Yes, over a year and a half, I would say, at this point right, and maybe maybe that speaks still like how much you've changed at the end, because I don't think if I would, if I were to start too of annihilation now, I don't think it would even I don't think we would even get to this length at all. I would I would have kept it a little bit more contize. I think I was being a little bit granular at the beginning of the campaign, but I think you definitely would have felt the change as we moved into the the actual dungeons later on. I only started part way through. So yeah, well, even then, even then it was still a little bit granular. You, you weren't too far yeah, you weren't like halfway through the campaign. We joined it maybe like a third HMM. I think those first encounters are pretty fun, though, and it's always unfortunate with these kinds of campaigns because it's like where do we go with the characters now right I, like eyes at DM kind of want to move on to other things. So because we'll have to find a conclusion to what your characters do after this. Yeah, I'm I'm definitely planning some new campaigns in the future and hopefully we have enough players amongst the friend group Britain. Please convince more people to play the game and they come rap as many more. You hear that listens, wonderful little hobby. Our game tables are open, but that's that's where the campaign is right now. where, without spoiling too much, where we're almost near. We're almost near the end and we'll see who survives and let's move on. It's all I gotta say. You guys are both in it. So, so Jordan. Yeah, speaking of dming and changing styles and whatnot, what new lessons do you have for the DM to the world today? Well, guys, I got lessons on doors today. Oh yeah, that's very important part of your campaigns and it's talked about in the Dungeon Masters Guide. We're on a page one hundred and two, right near the bottom, called dungeon features. It's going to tell us all about like what kinds of things you can put in your dungeons, including walls and doors, always good things to have in a dungeon. I don't think I've ever seen a dungeon without walls, so that would be an interesting challenge, though, going for more of an open concept dungeon here. Yeah, the vibes weren't working when we had a wall. It's it's an old style dungeon. Instead of doors, we just have beads hanging. That's right,...

...that's right, a sign up front. This is no solicitors, all right, but yeah, let's let's move in here. You can follow along if you'd like page a hundred two again of the dungeon master's guide, but let's hop to it. Dungeon features, all right. So the atmosphere and physical characteristics of dungeons vary as widely as their origins. So an old crypt might have some stone walls and loose wooden doors and odor of decay and no light other than what the adventures bring with them. A volcanic layer might have smooth stone, smooth stone walls hollowed out by past eruptions, doors of magically reinforced brass, a smell of sulfur and light provided by jets of flame and every hall and root. So now it talks about walls, guys. Some dungeons have walls of masonry. Others have walls of solid rock, hewn with too with the tools to give them a rough chiseled look, or worn smooth by the passage of water, lava and above ground dungeon might be made of wood or composite materials. Walls are sometimes adorned with murals, frescoes, bass reliefs and lighting fixtures such as conce's or torch brackets. A few even have secret doors built into them. I'm really not sure, like, I mean, did that help anyone here? Walls on what walls look like? I think thematically it helps set up tone. Yeah, yeah, I mean rarely have I ever use that. I mean there's one moment of the tomb actually where the scared were. The stairwell was made up of bones. Hmm, but then I think you guys kind of forgot about that. So that's the room important topic. Yeah, there was like the moments when we found like Adam anteen like ceilings, walls within a volcano area. That was really cool and that's the like kind of an important part. But like, most of the time, I don't like I have come across the situation where it's like okay, you see like a tunnel kind of like leading off of this built hallway and you notice that the tunnel is kind of like collapse and like it's it looks like it's been almost burrowed through, which is, you know, a significant thing comparatively to just a hallway, you know. So like you notice the difference between a borrowed tunnel and a hallway that's been built, because you know that burrowing means that there's probably a monster around, and in that case it was a worm or a yeah, purple worm. So don't go near those things, guys. Up Worms are scary. Get you, they get you. But yeah, I mean I don't spend a whole lot of time describing walls. Most of the time I might give like a brief description as they enter the dungeon, but like, I don't know, don't spend too much time on that. I don't think it's not overly important. Doors, though. Doors are like the most important thing here, guys. It's got all kinds of different doors that you can have in dungeons, all right. Dungeon doorways might be set within plane arches or lintels. They might be festooned with harbings of Gargoyles or leering faces or engraved with sigils that reveal clues as to what lies beyond. There are three different types of doors here that they talked about. They got the stuck doors. So dungeons often, dungeon doors often become stuck when not used frequently. Opening a stuck door requires a successful strength check. Chapter Eight running the game provides guidelines for setting the DC.

Is that chapter eight in the Dungeon Master's guide or in the player's hand book, because I think players have about chapter eight. is also it's I think it would refer to a different book if that was the case. Yeah, that's true. That's one of those things where actually I don't know what the best way of running those are because, like, let's say you have a character that has already opened the stuck door, to keep making them check for every other stuck door, like it seems kind of Dentic at that point. Yet and sorry, any of mine right, yeah, you have nineteen strength you managed to get the first one open, but this stuck door is giving you trouble. To be and I'd also like, okay, if he fails on the stuck door like check, does that mean he can't try again? I don't know. And those are those are those moments that I'm still having difficulty running, to be honest, not difficulty running, but difficulty sort of like exploring, which is like when one player fails a check and all the other bless you, thank you. Oh my goodness, we're going to catch covid from him through the my yeah, but like the same thing goes for like, you know, a player fails a check and then the rest of the party goes well, I want to try now, and then okay, well, I want to try it. It's like okay, guys, yeah, I'm trying to Shim me this door. And then, of course there's always like okay, well, if you can't unstuck the door you just blasted apart, unless it's, you know, made of Adam and team or something, you know that you know would resist that kind of thing or a wall of force. But like, most of the time you can probably break open a door. So I don't know, to certain extent you you got to think, like if there's a stuck door, maybe there's a consequence to failing, you know, opening that stuck door. You know, maybe someone hears you as you burst through it or something like that. Or you burst through the door and you step on a trap that's right there and you don't have an opportunity to like slowly open it because you put so much force into opening up this door. You like charged into it or something like that. Maybe that's how you do it? I don't know, but, like most of the time, I would say yeah, like there's no there's nothing stopping them from just keeping like continuing to try over and over again, or blasting it open. So, especially in an old abandoned dungeon, there was a house less so, you know, because there might be people that could see. Well, yeah, little. There are also locked doors, guys, that's different than a stuck door. Characters who don't have the key to a locked or can pick the lock, of course, with a successful dexterity check. Doing so requires thieves tools and proficiency in their use. They can also force the door open with the successful strength check, smash the door to pieces by dealing enough damage to it, or use the knock spell or similar magic. Chapter eight once again provides guylines for setting DC's and assigning statistics to doors and other objects. Statistics for doors and other objects might be something I really want to look up, because that happens more often than you think, where people want to break stuff and then they've got barred doors here, guys. Barred doors are different. The the bar door is simpler to a locked door, except that there's no lock to pick and the door can be opened normally from the barred side by using an action to lift the bar from its brace. So I'd say obviously this one's like far more difficult to to deal with in terms of like opening it, but like you could still smash it to pieces if it's would or well, they have stone might be more difficult, but you'd like there's potential still to break that stuff. So I don't know,...

I don't know, depends or it. Yeah, I guess that's stone doors. Just a little bit more away at it with a pick up. Yeah, eventually, eventually we'll get their guys, just keep elder's blasting it, it'll work. Is Yeah, okay, but here's the important guy part. GUYS, secret doors. All right, secret door is crafted to blend into the wall that surrounds it. Sometimes, sometimes faint cracks in the wall or scuff marks on the floor betray the secret doors presence. It's talks about detecting secret doors here. Now use characters passive wisdom perception scores to determine whether anyone in the party notices a secret door without actively searching for it. Characters can also find a secret door by actively searching for the location where the door is hidden and succeeding on a wisdom perception check to set an appropriate DC. Again, see Chapter Eight. See that seems interesting to me. Most of the time when we've done like secret doors stuff, it's been like investigation checks that we've done. At least that's what I've noticed. Passive perception and active perception check is more of a like Oh, you failed your investigation checks. You notice this thing and this thing. Tell your investigation check, but you do have a passive perception of fourteen. So it is to a bit of information or best case of failing forward that I've ever heard of. Or, in my case, you know, passing perception of twenty two, Braden, you're welcome sole and that one on the investigation you trip and fall on your face, but that's where you notice the key lying under a door. Exactly what do you guys do for like passive checks, like when you're when you're running on a counter, like if somebody has a passive perception of like, let's say twenty two, and they roll one, like how do you do? How do you guys describe that to this player? Just sort of have a default baseline perception. I, regardless or does that wanet to overtake that like passive twenty two that they would normally have? The short answer for me is that the one overtakes the twenty two, but the long answer is that, dependent on the situation, if they had a twenty two, I wouldn't even have them roll. I think like a passive perception is like you walk into a room and where everybody else like, if somebody is like be acting like sort of suspicious, like, you know, they got like the hood up, they're like lurking in the corner of the tavern like trying not to be seen, I would say it would take most people a roll to figure out or to look around and say like Oh, that guy's being suspicious. Somebody with a twenty two percession walks into the room, takes a scan around and is instantly like Oh, yeah, that guys suspicious. Yeah, yeah, for sure. I use passive perception first and foremost on on things, even like especially stealth checks. If if my enemies or if my NPC's or monsters or whatever are hiding, they will roll stealth because that's what you do for stealth. But then unless someone like specifically states I'm looking for enemies, then your passive perception is going to be used against their stealth DC. So, like, for someone with a twenty two passive perception, they would probably notice most things, but there's always a chance that someone is hiding even more than that or like is stealthier than that. So in that case, like they still have to make that extra active check to look for that person or that object or whatever. So it's not it is like a baseline. I think for me for the most part, it's like only only if they want to exceed twenty two, then they'll need to roll for that kind of thing.

Or if there's like I don't know, there's like varies special situations where I think I would say, you know, your path of perception isn't good enough for this or whatever, then you know you need to use the active just because of the situation. I can't think of one off the top of my head, but I feel like I could come across those and I don't want to pigeon hole myself. Yeah, opening a secret door. So so once the secret door is detected, a successful intelligence investigation check might be required to determine how to open it. If the opening mechanism isn't obvious. So if the door doesn't have a handle, you might have to look for something to open it. So again, set the DC based on the guidelines in Chapter Eight. If Adventures can't determine how to open a secret door, breaking it down is always an option. Treat it as a locked door made of the same material as the surrounding wall and use the guidelines in chapter eight to determine appropriate DC's. Yeah, I I would. Again, I think I would allow investigation or perception for the most part when it comes to opening secret doors, finding secret doors, because perception is used for so many different things. It's already one of the most powerful skills, I find, comparatively to most of the other ones. Yeah, so, I mean you always want to have good perception. You don't want things sneaking up on you and you do want to find those secret doors. So it's like, yeah, you want to have that, but I don't want to say you have to have perception. So I'd go in tell an intelligent person is equally likely to find things. That might take them a bit longer, you know, because they're not going to find the scuff marks right away, but they might find differences in the stone structure or something like that, because it is there's like small cracks or something like that that give it away. So I'd say either either one of those checks could be used to find a door. All right, concealed doors, guys, just slightly different. Or is talking about secret doors? Still unclear? A concealed door is a normal door that is hidden from you. A secret door is carefully crafted to blend into its surrounding surface, whereas a concealed door is most often hidden by mundane means. So it might be covered by a tapestry, covered with plaster or, in the case of a concealed trap door, hidden under a rug. So normally a care normally no ability check is required to find a concealed door. A character need only look in the right place or take the right steps to reveal the door. However, you can use the characters passive wisdom perceptions scores to determine whether any of them notices, tracks or signs of a tapestry or rug having been recently deserved. Interesting. Interesting, I mean like it's totally true, like if you move a rug away and you see a trap door there, I mean it's just door behind the closet. Yeah, yeah, the door behind the cabinet. Okay, you open the wardrobe and see pine trees on the other side. It's Narnia. You move the rug and you see a latch or something. Yes, right, yeah, I think we're starting to run a little bit short on time here. There's a few other things and I think I'm just going to hand it over to you here, Braden. But but, guys, doors and walls, that are important things hold your dungeon together. Yeah, I had no idea that this was going to be that long of a section on doors and walls and walls God. All right, yeah,...

...let's take a quickly. You're the door quicks. I can to hear from our sponsor. Okay, so it's toad for talk, talk at the town that segment where we ask you a question and that we talk about the answers to that question and then talk about the answers to our question. And the question that we are talking about the answers to is how much of your sessions are planned in advance and how much do you leave to Improv okay, well, for the most part, I know in general, like the too of my lation campaign, has been rather easy because I can kind of read how many rooms you guys could possibly go into. I mean, like the way that I've kind of structured it is that that you could technically go to any room in the dungeon, but there's only a couple of paths to get there. Right. So I kind of focus my prep on those paths and I focus on the types of encounters that we could have in those rooms. Aside for what goes down once you guys actually get to those rooms. That's usually usually one hundred percent Improv just because I've almost given up entirely on trying to protict encounters and how situations will go. I just kind of know this is where things exist and the party moves to it. And Cool. This is what is in the room, this is what you guys can do, these are the enemies and PC's that are in the room. Give you guys the rains and go figure it out. Party, tell me, tell me what you want. It does become a little bit easier right now, since you know, I don't like the party that I'm running doesn't necessarily have any spells that would take them into a completely different plane or teleport into locations. Right, I think that's when your improvingness needs to pretty much just overtake everything because like there's no reason, like I don't know how I would ever prep for somebody like having teleport, for example, and then the party suddenly going Oh shit, we need to go back here. Whoop. Yeah, yeah, we're here, we go. Yeah, yeah, for the most part it's like I kind of plan out the paths to the next locations that you guys were going to go and I learned that and then I improv the actual encounter once you're there. Yeah, that's a good way to run it, especially with a campaign book. You can you can kind of like see what's company or what's available to the Party, which is Super Nice. It's the major advantage, for sure, of running a pre written campaign. I think there's also an importance to like dissociating camp at the associating location from an encounter. Like those two don't necessarily need to be the same, like right. You know, like the encounter can shift between lookate, like NPCs can be in other places as well. You know what what are go, while you can move things be sheet are. It's just kidding. I think I saw, like I think I saw a post the other days, like, regardless of whether the party goes through the underground dungeon for the lost minds, or you go to see which creature has been snatching the citizens of a village. It's the same Red Dragon. Yep, congratulations. Yeah, it's true, so true. I. So the beginning of my campaign was run. It ran mostly through a prewritten module that is found in explorers guy to while batch, which is called the frigid woe. No, not the frigid wot, the the frozen and sickness. I think the frozen SEC that's it. It's...

...it's it took my characters from like level one up to three. They're now level for. So since level three I've had to improve to a certain extent, but I still plan a lot in advance. I I add pieces that they can attach to characters that are going to influence their decisions, different challenges that they have to overcome. A lot of it is going to point in similar directions. I have a few like major threads that I'm going to keep like having pop up for them over and over and over again, and hopefully eventually they latch onto one of those kind of thing and they'll either stick with it or they'll move on to the the other threads that I have going on at the same time. But I have the world kind of like moving towards a particular goal or a few different like major pieces that are moving towards a particular goal, and that's not going to change. So I for the most part plan things. I don't like leaving a lot up to Improv like you could potentially do that, but I feel like the major story has to be written for sure. If you don't have a few different like major story threads, or like at least one, I would guess that you have like written out that the players can attach to, then things can devolve really quickly to the point where they don't know what they're doing and they're kind of just mucking around and in the same place or they're going off doing random quests, which, like maybe they really like that. Maybe they just really want to go into a dungeon and like grab a cool magical item and that's it and that's the only reason they're going and you know, that's that's totally fine for me. I like story, so I'm going to push that in my games. So yeah, that that's that's what I do. That, yeah, I I yeah, I just prefer to have something planned in advance. Otherwise I feel like I'm floundering constantly and I want to make things you don't necessarily like that Improv as much. Yeah, I want I want to make the experience fun for for them, for everyone, and I don't want to feel like I'm somehow like letting them down because of my poor improv skills. So, yeah, I like to have everything. Yeah, and I obviously like it does. It will over time and I am starting to get a little bit better as they come up with, you know, ridiculous schemes on how to get through areas, which is awesome, and I'll set like DC's for that kind of thing. But I would never like. I obviously you can't plan for everything, so I just like having a major plan or goal to follow along with. It sets my minded ease and that makes it fun for me, which hopefully makes it fun for everyone else too. So well, what a positive outlook you have when your two. Yeah, it's making me sick. Yeah, I've got I've got two kind of several responses to this, based on whether we're talking about prewritten or talking about homebrew'll talk about my pre written answer and then my homebrew answer actually pretty much directly corresponds with the answer that we got from the society today. So or pre written. I tend to plan it, not meticulously, because but like it's there for you. So there's no reason to just like show up and be like, Oh, what are we doing today? Let's have fun. Yeah, no, you can you like give the book a read over for like half an hour to...

...an hour ahead of time just so you at least know what's going on, and then walking in your good. Yeah, those books have meticulous details, like they have so much info, like you know exactly how many doors and windows and everything is in those things. Usually it's in the in buildings. It's good. I tend to stray a lot from what the books actually say, but I can do that because I'm not just bloundering on the spot, like I've prepped for it and I'm like yeah, I I've read through this and I don't like it, versus like if I was going in completely blight, I'd probably be like like Carlos yesterday in our are not to ventilation, in our tyranny of dragons journey, he was at a point where there was a window at one point in this tower that they're in. He said, I'd like to like climb out the window, because he's a monk of a certain level, of a certain glass. He can run on walls. He was like, I like to just run up to the top of this tower if I could and see things. And I knew from reading through the module it very specifically says that there are a few windows but they are way too thin to be able to fit a humanoid person through them, and I think that it's probably in there specifically to stop people from doing exactly what he was going to do. Yeah, but if I, if I had been just kind of in the Improv zone, I probably would have been like yeah, sure, you can do that and then been at a completely there's probably a window. Yeah, what exactly is beyond that? Hmm? Or for my homebrew games, because it's my world. I'm going to sum up with our good friend Du up said and our discord server this week, which is that I typically plan the major story game beats that will happen in a session and leave the rest up to whimsy. Sometimes I've plan lot. It's been end up doing improv most of it. Then I'll shelve the plan stuff for later, although in an old running game I had known the story world and characters well enough that I improvise most sessions for a while. But that's definitely the stars aligning kind of thing, not the norm. So yeah, that's that would be ridiculous. Well, I that's I like up doing. I ended up doing because my my homebrew campaign that just ended, I had I had taken a while in advance to kind of plan out the world and plan out a lot of large story events in the world so that, like you, whenever you were working way towards a goal, there was a couple of encounters in mind underway towards that goal, and anything else that happened along the way. We're details that I could kind of fill in in the moment, but the main story was there for me. But as we got to those last few sessions, I stopped planning entirely. I was like, what's going to happen? I don't know, we're going to figure it out in session to get US hexpres where born. Thus Heck Speris for board. Now we've got a no, we've got pool new monster and like it's one of those things where like, if you can do it, it feels great, but if you can't and you feel like you like need to rely on your notes, that's like you're you're vastly in the majority of people. there. I don't know anybody that could Improv an entire campaign start to finish, with zero planes. I don't know. I was thinking about this because that I don't know how many of our listeners are new DMS versus old DM's, but I think we've got a couple that are either haven't dmed before or have that are just starting to DM. And I was thinking about when, like, when we first started this, like I was very I had to plan by the book. I had to have everything meticulously organized down to the last detail, and I know a couple people that still do that, but it got to a point where it was, like it's exhausting and it takes up so much time and effort just to like to have all of this planned out, especially once you get into the session, and none of it happens in a race.

So I think like it's a Improv especially in this game, is an important skill to have that I think it doesn't have to be your bread and butter, doesn't have to be the only thing that you do, but I think you have to have some kind of a some kind of a basis in that. You have to have that ability. Yeah, and that's it's something that comes with time, though. It's for like like, I think running a prewritten module is a great way to first start off dming because it shows you the basics of how how rooms are built, how to have NPC characters interact with other characters. You know what kind of encounters are possible, you know how much details should you add into different things, and it just it gives you a basis. I get like a baseline, like Oh, okay, this is kind of what the world looks like and how I can do a DC's four traps and, you know, different challenges and stuff like that. So I think it's really good to do a pre written campaign module and then you can start to be like okay, I understand how the world works in general and then go from their kind of thing. It's yeah, it's good stuff, for sure, but Improv becomes bigger and bigger as you progress, for sure. Yeah, yeah, I like the Improv it's fun. Yeah, first only, yeah, like same, yeah, same here for sure. Yeah, all right, well, that's going to do it for this week's episode of triple advantage. If you like what you hear, if you want to contribute, head on over to our social media pages. That's at Royal City Society on Instagram a real city social on twitter. Thanks to the community discord can be found at both. Check out our fun projects that we keep putting out. Deeper than the I can see. Came out two weeks ago, I think. Now, as of this release, we've got some we've got a couple of very exciting things coming very, very, very soon, as long as we put the lat final letits on those. Yeah, but in the meantime keep it locked to triple advantage for new episodes every single Monday. Unless we get lazy. We'll see it next time.

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