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Triple Advantage
Triple Advantage

Season 3, Episode 18 · 1 year ago

Ep. 43 - Embrace The Lightning

ABOUT THIS EPISODE

On this week's episode of Triple Advantage, lightning strikes us a third time, we encounter the bulk of event-based adventures in our divinations, and we share dreams of characters to come in our Talk of the Town.

On this week's episode of triple advantage, lightning strikes us a third time. We encounter the bulk of event based adventures in our divinations and we share dreams of characters to come in our talk of the town. As always, be sure to follow us on our social media and become a part of our society. Enjoy the show. Hello, members of the society, and welcome again to echoes of the outlands. On this particular segment we bring back the third and final installment of Tasha's lightning around, where we take the sub classes offered in the newest release by wizards of the Coast and take the quick synopsis and fire it off at the guys over here in the Royal City Society and get them to come up with a character concept on the spot. They get points for rooting the character in some backstory, they get points for originality and they get points for adapting the features of these subclasses to the back story. So that is to say, no generic orphan endeavors here, because that could technically apply to every character. How are they differing from every other archetype per se? But will let you guys know that we will not be covering the ranger subclass and this particular episode. Now, that's because we've actually hit some technical difficulty while recording and I didn't want to ruin the sanctity of this competition and the guys that the guys that are already given me an answer on it. So we'll beginning with the rogue. Now, welcoming in our two contestants, are our two regular hosts of this podcast, Briton Jordan. Guys, please say Sollo and how you're going to bring your particular DM skill into this competition? How will you win over one another? Welcome to Tasha's lightning round, where the rules are made up in the points don't matter. That's right. Therefore, I'm going to bring my sum total of zero knowledge to this game. I'm going to approach this for zero strategy whatsoever and we're just going to see exactly what happens. That is a solid strategy braided and I'm things very mvs of you right now. ADDS cla would like. I would like it noted that in the on cut, or I guess the section that is cut out now, it was stated that I was ahead in that particular round and whether that's true or not, it is completely irrelevant, because that's right alonger part of the purple advantage. So let's kick it off with that brazen cockiness from Jordan. But you're going to be the first one up on the hot seat, s right. Last time you're doing rolling. That was good. Okay, that's good, it's fine, I can do it. Bring it. Last time is not this time. So with the rogue we bring two new archetypes in. First let's take a look at the Phantom. The Phantom is a rogue with an intimate understanding of death and the power that can be harnessed at the moment a creature dies. With this build, rogues forge bond with various spirits of the dead to get new proficiencies. The you'll sneak attack, damage to multiple creatures or even capture the essence of a dying creature in the form of soul in the form of soul trinkets. Soul Trinkets protect you from death, allow you to deal more damage or even question the spirit inside the Trinket for information. As the Phantom masters their relationship with death, they gain the ability to assume a spectral form which can fly, move through others like a ghost and has a protection from attacks Jordan. This is really cool. This sounds like a little bit of dark souls, a little bit of shadows of more door, which is really sweet. So I definitely try and create a character based on the character in that the shadows of more door would be awesome. I'd go with something along those lines, where maybe a spirit had saved me at some point and so there's some sort of tragedy, maybe family dies or something like that, but the spirit was there and maybe it's been connected to my family for a long time, ancestral stuff. That would be sweet. I'd go with something along those lines and create my character using that spirit as like the main one that kind of like follows me around or is in the back of my head. All right, what about you Britain? I had a player one time who devised his background as being part of this organization of rogues that were so shadowy like they just couldn't be caught,...

...to the point where they were elevated as God's and the hilarious part of watching this go down was that he would constantly fail all of his dealth rolls. So I would like to resurrect that back story in that it is this literally a descendant of one of these members that's getting this aid, and he is. He's getting all these tips fed to him so that he is actually like just fantastically skilled at stealth. So so that that's hilarious background, but with actual results. All right, so that was the so that was the phantom. But now we're going to be moving on to the other archetype, the soul knife. The soul knife is a psionic assassin, using the power of the mind the fuel a range of features. At the beginning, the soul life gains psionic energy dice which grant various boons like telepathy and boosts ability checks. They also get a psionic blade, which functions similarly to a dagger and allows dual wielding PSIONIC attacks. As you control over the PSIONIC as you as your control over the PSIONIC blade improved, you gain abilities which trigger when you summon it, like increasing your attack role, teleporting or studying the target of the attack. Masters of the craft can also use psychic powers to turn themselves invisible. Right, what's your character concept again? I want it on record that I don't like the ionic classes, but I do the PSIONIC dagger is an interesting one and I've got this weird picture of them almost using their own head as a sheath for that, and I know that doesn't make sense. But the idea is that it's like an ethereal blade. Right, is a site. It's a psychic blade. It's not like a physical, tangible blade. Is that what I'm understanding? Its Ionics are? Yeah, I think power of the mine and power of life force and whatnot. So yeah, so this blade is necessarily like a physical blade. I think it was more saying like you can use telepathy and telekinesis to enhance your skills. Is it's what I heard there. That's dumb like that, because I like the idea of if it's if it's like an actual, like psychic, raging blade, that would be cooling, like a physical hilt and then kind of like a press to the temple type thing and extend the blade out. Is You pull it off at the temple, like literally using your mind in both the literal and metaphorical sense to create this blade. That's all I have to this class. I'm pretty sure that's not even what the classes so do with that, which all right, George. My character is going to be a noble born character whose family has passed on these psionic traits and has trained. He's trained for his whole life with these kind of like abilities. He's Super Haughty, thinks he's all that. Definitely not a very like empathetic person and he's going to kind of like walk around like he's the greatest thing in existence and he will use his abilities essentially to just kind of like nudge things in his favor every now and then. So like a misstep here for someone else, you know, pulling someone just a little bit closer to them so you can get that backstabin, those kind of things. Just he'll be quick, agile and very, very overconfident. All right, well, I'm going to omit those a couple of those last discribers, because quick and agile apply to all rogues. That's now to summarize the class themselves. For the rogue, for the Phantom archetype. Jordan, you brought in a right away. You started trying to get this character in line with dark souls, which isn't necessarily very original right off the bat, but then again, bring jumped into rogues that are too shadowy. took a caught, which is a definition from somebody else's character that they've created, not his own. Therefore, he is immediately disqualified. In Jordan, you take the phantom market. For the soul knife, you went with the family background again Jordan, which puts you in a perilous situation. However, Braden's lack of understanding of the style, neck abilities and the soul knife kind of put him, I think, hold on worse location, because he kind of just described the mechanics of the class instead of giving me the class itself. I was I I'm still nice for that. was though. What could you even consider an original idea then, because honestly, like my family, history of being trained and having the ionic powers passed down is obvious. Just saying that. I'm just saying that for the first subclass, you want, with Phantom of a family pass down goes, and then on the soul knife you were also going with a family passed down. I'm saying, with these two characters being created so close to one another, it was too good to on the nose. I hope we change the strategy going forward,...

Jordan, and you're the first going to be on the hot seat for a brant mind sorcerer, and let's get into that right away. Why don't we be a guy who's got it. You know family history of well, let me get you the decerption, unless you really want to know I'm stared out of the handicap. The aberrant mind sorcerer is a sorcerer that gains the power from psychic connection force between themselves and some powerful alien an entity. With this build, sorcerers gain access to psionic spells and the fences, including the ability to cast spells using only the mind and protections from psychic damage and the charmed or frightened conditions. At higher levels of the sorcer can embody the presence of the Eyeburn't mind and gain special movement abilities like fight flight, swimming speed and squeezing through impossible spaces. Paragons of this class gain access to an imploding teleportation skill which damages nearby creatures as they escape from danger. All right, so my character fell down into a well or some other type of place where he would be trapped for days on end alone by himself, and during this time he went a little bit insane and also may contact with some sort of aberrant creature unknown to many different like anyone really, and most people just think he's just gone insane, but he actually does have a connection and he will have powers that kind of emanate from there. Okay, and right in. Now, mine has a long family history of known getting yes, no, what I would do? I've had this character concept for a little bit and it works. I haven't, liked, had a class to put it too, and now I've got a class to put it to, which school? The concept of like almost like a like a birthday party magician, like a kid's magician that everybody like. He's all this smiles in fun and you know he's doing all this fake magic and everybody's like, well, what's your secret? And his secret is something like super dark. He's not just like a like a sleight of hand magician, he's like an actual magician with some terrible secret. And I like this. I think that this fits really well to that, because I like the idea of them like Oh yeah, you know, I'm just doing this, these these average tricks, but it's because there's this eldridge being sitting in the back of my mind feeding the information on how to do it. MMM, I like that very nice. All right, moving on to the clockwork soul. The clockwork soul is a sorcerer who gets their power from the plane of mechanists and the abilities reflect the order and precision inspired by such a connection. When casting a sorcerer's spell, they also manifest an illusionary effect reflective of machines, clocks or gears. At first level, clockwork souls gain the ability to cancel advantage or disadvantage gain in their presence. At higher levels they can shield their allies and gain rage like state where all of their d twenties have a minimum roll of ten. Masters of this art can also summon a horde of clockwork creatures to heat, to deal, heal, damage or and spell effects. Braden, what is it your original clockwork soul, sorcer? It depends on the setting because, like, if this was ever on, this would just be a sorcerer. It's steampunk central, but in the in like a forgotten realm setting. I like the idea of like somebody who like where's the steam punk esthetic? Like dresses basically like they're from ever on, but they're not. And it kind of like how we see steampunk people today, like they're just like people with a very strange and particular esthetic and nobody, except for like people from the community, really get that. So they're constantly dressed like they're both from the past and the future at the same time, and everybody's just constantly staring at them like what it? What are you all right? Jordan? I would go with a character who grew up in a corrupted town and seeing the law kind of being taken out of contacts all the time, he is just decided that from now on, anything that he does is going to be in perfect balance and will follow the law to the letter, and that will kind of like follow along this like mechanical like side of him. He just likes things to be in order with precision, and it must be done according to the laws that are in place in each of the different lands that he may go to. That would likely be the character we go with. Okay, so let's summarize the sorcerer round for you too. Now I gotta say, from being on the receiving end for the clockwork soul, you guys gave both very even response, as I think you didn't necessarily talk about the character and to themselves too much more...

...about their traits and qualities. So I'm going to say that you both tie on that one, but I will say that Jordan's aberrant mind sorcer had a little bit more mm rooting to some sort of world with his description. So, Braden, this puts you two classes behind. I still don't know the rules to this right behind. I really like your grat in honestly, I would give you the point. Well, it's Jordan is giving you the point, then congratulation. Yeah, you guys are now tied. But did Jordan understand that the next class we're going to be discussing is your favorite, Braden? Oh yeah, her lock. Yeah, so I couple ahead here. Let's see where we go. And since we're now tired, given Jordan's generosity, Braden, you're gonna be on the hot seat first. I like it describing the fathom less. Somehow, you've come in contact with a being in the depths of the ocean struck a bargain. Whether your power comes from a kraken or a disgrunted turtle, you harness the power of water, becoming an agent of an element as much of an agent for an entity. Starting at Level One, you get a swim speed and can breathe under water. You also have the ability to summon tentacles from the depths the deeps to help you combat in combat, and you control over these your control over these senticles grow considerably as you level up a higher levels. Your bond with the water allows you to teleport yourself and your friends to nearby bodies of water. Yeah, this, this like the this isn't just a warlock that, this is my warlock. I'm I'm the the the HP lovecraft Fan and the in the group. So this is this was built for me. I have, I actually have a very strong concept for a warlock of the deeper. What's it called now? Fathomless. Yes, I like that. I have a very strong concept because I've been wanting to introduce one to my campaign for a bit. Essentially, the religious leader in a town that has pledged itself entirely to the services of an aboyth that is constantly surprised, applying the town with boons in exchange for their undying worship. So very, very twisted cult mentality, but it is the main religious focus in this town. So they are pretty much the most important person in this town for being the most devout. Cool, I like it, all right. All right, I think I would go with something a little bit different. I would go with a character who is in a prison and he and a bunch of other prisoners have been working towards escaping this prison for a while. It's a an island prison or a beach prison, somewhere along those lines, and they dug a tunnel and this tunnel that they've been working on for months kind of like leads out to an area where water starts to kind of like leak in or something along those lines, where eventually they will come into contact with some sort of beasts. They might happen upon an area that's been buried for a long time, maybe a temple to some sort of unknown primal being that is related to water in the deep, and my character would come into contact with this being and I would probably have this character actually kill off any of the other prisoners in exchange for gaining the power of this particular being and his story. We kind of like set off from there. Okay, moving on, we have the genie. Before you get the wrong idea, this isn't that kind of genie. This is a noble genie, which means you're looking at a ruler of vast territories on the elemental planes, not a dime store wish grant. It's also for builds in one with a warlock having to decide between been earth, air, fire and water. From the various spells, attacks and other perks granted by your genie, you also gain access to the genie's vessel, which is like an embodiment of your patrons power. You can use it to increase your damage, protect yourself or even hide inside for a short rest. Finally, after you gain a high enough level, you can cast a modified wish spell where you beg your genie to cast a stell of six level or lower for you brain. Give me your genie orlock concept. I like the fact that like more than other warlocks, I feel like this patron like really encompasses the idea that,...

...like your warlock, is your Sugar Daddy, like your it is a lot of actual mechanical features that have you begging them for things in exchange for, like something that you'll do for them. So I like the idea of playing. Let like like that, like a sugar baby, essentially like a very wearies young meds naive. Let me do this thing. That is essentially like I'll do whatever you want the tool of this genie, but he's very much like you know. Oh please, can, I, can I please do this, please, I'll do anything for you. Felt weird saying that, but I like the concepts. I don't know if I'd actually play that, ever, but I like the idea of it. Well, your weirdness just gave us a sound clip to promote for the next week's episode of Yeah, I don't know, I'm it's a good thing you added these. Yeah, Jordan. All right, this one's fairly difficult, I think, actually, for me to come up with a decent, original backstory. So I will just go with this character is going to be the guardian of this particular lamp. So maybe a religious order was in charge of protecting and guarding this lamp from getting into the wrong hands, but he eventually gave into the call for power for reasons. Potentially someone attacked and he needed that power, or he just became super greedy and decided that it was his by right. I can make it okay. So, summarizing the warlock, we find ourselves at odds here. Britain, you did not run away with this as you thought you might. With regards to the fathomless, I like your idea, but in in, but that's for the most part. You gave a current state of what the character might be, and Jordan you kind of just gave a backstory, but not the character itself. Perhaps so you guys. You guys going to both give me very descriptive elements of what the character is, or aspects of their character, but not necessarily something that strikes to me as the saily. Maybe the Ableth is more unique than I killed my comrades for some dark power. So we will get. will get a little edge to Braden. But then as we look at the genie, I gotta say unfortunately, Jordan, sugar baby Indian, is much more unique. I like it. Yeah, then your answers, and I want to say to stress that if you really want to take these home, you got to be a little bit more descriptive, be a little bit more sure of what these powers might be. A seat of saying some loose, for reasons unknown, committal to something. But this round is over. Got It. You have a chance to possibly even this out with the wizard section. Yeah, nons this one. I would like it say. I would like to it said that you know these this is a lightning round, and so these are the things that we're coming up with on the spot and I would someone will come up with better things than other. Oh, absolutely, absolutely. I would normally take like weeks to come up with the character backstory that I liked and I would work through multiple different potentials, and so that's why I kind of go with reasons on known but I'll try and do are detective here and I'm sure that in other professional sports, if one losing team is describing the reasons as to why they didn't practice enough, they would also have many, many, many things to say. But moving on to the wizard, seeing that Britain is still in the lead, we're going to start with you. We're looking at our Kane traditions for wizards now, and the first one is blade singing. Blade singing blade singers are wizard who have studied Elvin Battle Magic's a blade singer has proficiencies and armor, weapon and skills of wizards don't normally get access to. The blade singer can invoke their blades, song and combat to increase their movement speed, increase their defenses and deal more damage. They also have the ability to attack more often and can use can trips as a part of their multi attack action. Britain, what is your character idea. So you know how Guardians of the Galaxy, yon do has that Arrow that he controls of the whistle. Yes, I kind of want that with a blade. Not Literally, like you're sitting back and letting the blade do you work, but like literally, like blade singer. So I like the idea of like as you...

...your movements are less of a less fighting and more of a dance, almost, so somebody that's been raised not to treat it as a as a weapon so much, but as an art, like a classical dance. So their movements are very graceful, very well executed. Their movement and everything they do with the blade is very thought through. A dance of death, dance of death. Yes, okay, sure, okay. So blade singing the skies definitely going to be an Elf, and I say that with a question mark. No, I'm kidding. Definitely go with an Elf here. I know that blade singing in the past had to be an Elf. I don't know. Is Is it still that way? Attaches why they changed it up. That's okay, that's why they change it. I don't know. I still felt like, you know, elves were like it fits there. I don't know. Their gracefulness kind of thing so well, on top of which they, because of their long lives, they are able to like learn and read up and become a better wizard, I would think then most other races, if they really put their minds to it. So for me it makes sense that they would be able to master both weapon and spell casting at the same time. So I that's why I would still stick with enough if, if I were to create this character. That being said, that means that this is going to be an older character who has career, has spent many, many years training in both arts, simply as a mercenary for the Elvin Kingdom, and I wouldn't want to go any more unique than that because I think that might kind of take away from it to a certain extent, and I would really like to just kind of play this simple guy who, you know, seem simple on the outside but on like if you really get to know them, you'll see that he has become a master of both, you know, sword and spell so he kind of will sit back a little bit and let people do the talking and the deciding and that kind of thing, and then he will come in and finish what they cannot. All right, and moving on to the last subclass for this competition, the order of scribes. Wizards are creatures of Pen and paper, but usually all their attention goes into the page. When a wizard joins the order of the scribe, so they get magics focused on both quill and spell book. Using their wizardy quill, they can copy spells faster, never need ink, and can raise any mistakes with a gesture. With their awakened spell book, they can use it as a spell casting focus, change the damage type of their spells, cast rich was quickly and even replace the entire spell book if it takes damage or is lost. Never worry about losing your collection again. You can also summon forth the mind of your awakened spell book to help you in your adventure in various ways. It higher levels, you can create enhanced spells, curls, which allow you to cast them at higher levels for free. You've become proficient with making regular scrolls to sell, and you can even enhance your bond with your awaken spell books so that it can help you remember things or even take damage to protect you brain. I was going to pass, honestly, but now I've kind of got the idea of almost like an espionage field, like a spy, somebody who is so far advanced in their study. Of not advance, but they belong to this this order of scribes, essentially like kind of an underground order of wizards in spellcasters, and they become very adept. They're constantly writing this information, storing in a way with more accuracy, more talent than any other wizard, so they're able to quickly analyze, click, quickly deduced, quickly get information on any given spell right it away, stored away, bring it back to whoever they happen to be working for at the time. It just seems like that kind of improved scials skill set would be very beneficial for magical espionage. But you don't know if that's even a thing, but I'd like that to be a thing. Cool, I would go. Sorry, you're going to say call your name. Go, okay, yeah, I would go with and a thief. My character would go undercover as an apprent just to a particular wizard, maybe one who's kind of hermited himself away. He would spend years kind of like working under this wizard who kind...

...of kept him at arms length, as he's done with all of his apprentices for so long. But eventually this this my apparent, my character, the apprentice, would work up the courage to enter into the wizard's kind of workshop area where he's not supposed to be, and he will steal the spell book and quill that is magically enchanted to be to act in this particular way, as it's kind of said, and at first it was just going to be a job. But when he leaves, he realizes that this spellbook actually has, you know, some sort of sentience and it be quickly becomes enamored to with this spell book and he decides that he's going to go off on his own and he's going to run for his life from the people who hired him and also from, hopefully, stay away from the wizard to whom he betrayed. Araps it up or Tasha's lightning round, and let's do one final recap on the wizard around with blades, singing, bringing you brought in an interesting adaptation with yawn do but actually a singer with a bleed itself dancing around, and I can picture of very cinematic use of this character of Jordan. Unfortunately, for this particular subclass, I feel like you bottled yourself into the expected answer. You kept it and kept it trying to be original and, although I appreciate the the creative boundaries that you limit yourself too, that was not the right thing to do for this particular competition. I gave you guys the three points, so I will have to give Braden the blade singing. However, things slightly changed a little bit with regards to the order of the scribe. Brain described espionage and the use of these spell casters being used as roguelike entities, which is cool, but for the majority of the description bring you kind of just repeated the benefits of yeah, order was scribe already, which isn't necessarily new. However, with Jordan, you gave me a character here, so I think that with this particular class, you guys are at a time. However, Britain did have a small but definite lead in the past and the competition leading up to this. So I think that he takes the cake. And unfortunately we have no time to rebuttal these findings because it is time for your segment. Yep, okay, I'm just going to cry here for a little bit, but okay, and then we'll move on to yes, I'm gonna keep going here. We are moving on to definding the DMG. GUYS, we'RE OPENING UP THE DUNGEON MASTER's Guide and reading through it for the first time for reals. So we are on page seventy seven. We're partway through the at event based adventures. Moving on to number four, which is identify important NPCs. Okay, so during it I'm just going to point out that the last competition that we did has been phenomenal to run and highly relevant regards to this particular section. Yeah, okay, sure, so identify important NBC. So many event based adventures require a well detailed cast of mpcs. Some of these NPCs fall neatly into the categories of allies and patrons, but most are likely to be characters or creatures whose attitudes towards the adventures remain undecided until the adventures interact with them. So then you go to see chapter four for more information on creating mpcs. So we will definitely get to that at some point. It's going to be exciting. Okay, the elements of the adventure you've determined so far should provide a clear idea of what supporting characters you need to create, as well as how much detail you need to generate for each one. NPC's unlikely to become involved in combat don't need a full combat statistics, for example, just as characters heavily involved in negotiation should have ideals, bonds and flaws. If it's helpful, roll on the adventure allies or adventure patrons table, which is located in the locations based adventure section earlier. So there are going to be a lot of NPCs that your characters will talk to and and will interact with. Often, as it says, they will not have a swing one way or another towards the adventures until they have done so. The important nbcs that that you need to come up with are they describe them as normally allies or patrons. The villains were talked about earlier as well, so that's in another important NBC that you need to come up with. Yeah, I don't know that. Like most of the time, allies and patrons for event based adventures are going to be important to the extent that they give you the quest and then they're gone, kind of thing.

At least that's what I've found. What about you guys? Can you think of any NBCS that stick around a bit more than that. You know, I disagree because most of my campaigns, for the most part, have been and pcs that stick around with the with the players, and help them sort of being used as their own guide of sorts throughout, and that's pretty much what the to of anihilation expects you to do anyways. Right. So, yeah, yeah, fair enough. I'm not, I'm not. I'm not saying that creating NPCs is not an important aspect of writing an adventure, but I'm a big fan. I know quite a few DMS that they prepare this way, way, way, preemptively by just having a huge list of generic NPCs on for different rules and then just like Oh, you like, because there's no guarantee that somebody's going to visit an NPC or not. They could be exult this time into creating an entire yeah, pound, and the Party to ignores all of it. That's why it's saying to identify those important ones right that they're probably going to run into. I'm a the key ones, obviously, or key, but for everything else, for kind of fleshing out the story on a secondary level. I like the idea of just having this giant list and then, if they needed it's just like. Oh, today you're facing NPC number four hundred and eighty seven from the list, right exactly, and hopefully you remember that the next time you go back to that same place, because your players will know the so, yeah, obviously like write it down, as they do. Yeah, yeah, key facts. All Right, I'm going to keep it moving here because we are running short on time. Anticipate the villains reactions. So as the adventures pursue their goals and foil the villains plans, how does the villain respond? Does it lash out in violence or send dire warnings? Does it look for simple solutions to its problems or create more complicated schemes to route around the interference? Look over the villain actions that you outlined in step two, which we talked about last time. For each event arising from these actions, think about how the adventures are likely to react. If they can prevent an action or hamper it success, WHAT EFFECT UP ON THE VILLAINS OVERALL PLANT? What can the villain do to compensate? One Way to track the villains reactions is by using a flow chart. This might grow out of the timeline that describes the villains plans, outlining the villain gets back on track after the adventures toward its plans, or the flow chart could separate from the timeline, showing various actions and adventures might take in the villains response to these actions. So basically you're just trying to guess what the players are going to do and then try and come up with a reasonable response from your villains. I usually have a couple of different potential ideas that my players might do and then a couple of different responses from each of the different from from the villain. With these event based adventures, you really got to think ahead and think about how each of these different people are interacting together. There are often going to be situations that your players come up with that you did not anticipate, but you can still just kind of choose even the like the closest looking reactions that you've written down for your villains, or come up with a brand new one in reaction to that have some fun with it. I really like doing this kind of stuff. It's one of my favorite parts, just being able to anticipate the players and then figure out what to do to kind of match them or or get around whatever it is that they're doing. Is is a lot of fun. To me. Yes, and as important as this is, based on this description here, I now have the amazing image of my head and like them getting to the villain and them, like it says, to create a flow chart for this villain, like this villain actually having like a full white board and flow chart. Yeah, yeah, to do for sure, style like note, like you ruined my man. Look here, I was supposed to be taking over the bank at two o'clock, and it's that that just disrupted everything from that point on. Like, how dare you pressed myself destruct button exactly. I built those inform me and me only. Yeah, that's great. I totally want to do that. Now, have someone actually build on their own self destruction. That would be fantastic, cool. Yeah, okay, so detail, the key location. So, since locations aren't the focus of this adventure, they can be simpler and smaller than a dungeon, complaints complex or an expanse of wilderness. They might be specific locations in a city or even individual rooms or locations where combat is likely to break out or significant exploration is needed, such as a throne room, a guild headquarters of Vampire's crumbling manner or, on nights, Chapter House so you're probably going to tell your characters that something is or your players that something important is happening by pulling out, you know,...

...the map of, you know, this room or something like that, which is, I guess, a bit of it downside to these event based ones, because you're not focused upon the location itself and so it's not all perfectly like mapped out. But I do still prefer these, I think, because it's well, I think it's a little bit easier personally to come up with these event based ones then it is to you know, fully flesh out a location, and also I like the story that comes along with those kind of things. I mean, AD meantly, I found it less fun. I like fleshing out a location, but it's there's a difference, like it's one thing to say, like I were currently working on an adventure that takes place in the city of water deep. Do I flesh out the entire city of water deep? Absolutely not, right, ridiculous. So No, it's like four or five locations maybe over the course of this three and adventure that we're writing and right along the way, like you know, you can do anything you want in between, but it's mostly going to be like walking to or from one of these three locations, three or four locations, all of which have them. Yep, okay, let me a little bit of both. To be honest, like I don't mind fleshing out entire city, but like, I guess, like it's to me that means something completely different than other dms. Right, like to me, a complete city is like, okay, I have the NPIECE, I have like a Blacksmith NPC, I have a blacksmith location, I have a shop or a shop. Right, like a big city to me is just account of how many things are expected, right. Yeah, for sure. And for these kind of event base things, they basically say, you know, you can choose to have these kind of things, but you're likely not going to like map it out or even like you'd basically go, okay, you're at the blacksmith. Now, what would you like to buy? He has these things here. You know, they might describe the room a little bit, but it's not going to be important. In might even change next session, you never know, because that's not the important part of this adventure. They will just basically say it is a blacksmith or you know, whereas a throne room is a little bit more important and needs to say the same because maybe they have hidden floors or they have, you know, important elements in there that you need to be aware of for particular combats and that kind of thing. Okay, step seven. Here, guys, choose an introduction and a climax. The adventure introduction table in the location based Adventure Section offers fun possibilities for hooking the characters into the advents of your adventure, including dreams, hauntings and a simple plea for help. Dreams are always fun. The adventure climax table in that same section includes adventure endings that work just as well for event based adventures. For example, the adventure introduction table helps you decide that an ally the adventures care about needs their help. Perhaps the NPC is a night who believes that a vampire is trying to kill him or friend or a relative is hoping to find the knights murderer. This NBC brings the Vampires Crimes to the characters attention. Looking over the adventure climax table, you might decide to have adventures bait the vampire with a chest of jewels stolen from its layer. As an added twist, you decide the vampires true goals is to receive retrieve a necklace among those jewels. The necklace is set with nine gems, and those gems the vampire can open a gate. With these gems, the vampire can open a gate to the nine hell's. Should the vampire succeed, the adventures will have more, more pressing threat to deal with, as powerful as a powerful devil steps through the gate and honor some ancient pact it made with a vampire. That's really cool. That's so cool. I would get a lot of it. Next to exact from real safy siddy. Yeah, but something along those lines. You definitely want to try and introduce your your event using MPC's that you've created and then kind of like tie things together as much as possible using the story that you've created here and throwing in those twists are always always fun. You know, it's not everything is as it seems. It's is a pretty pretty good explanation of how things normally happen. Yeah, all right, plan your encounters. So this is going to be the bulk of your work here. So after you've created the overall story of the adventure, it's time to plan out the encounters on which the events of the adventure will hang. So in an advent based adventure, the encounters occur when the villains agenda intersects with the path...

...of the characters. You can't always anticipate exactly when or where that will happen, but you can't create a list of possible encounters that the adventures might experience. This can take the form of general district descriptions of the villains forces, details of its lieutenants and minions, as well as encounters tied to the key locations of the adventure. So then it tells you to see creating encounters later in this chapter for guidance on crafting individual encounters. So you're going to spend a lot of time trying to come up with different encounters that the adventures can come across that they may or may not just completely skip over, which is a high, high probability. I recently had a group just completely skip past half of the dungeon that was planned out. So yeah, they're it. There's there's a likelihood that that kind of thing can happen and will happen and you should be expecting that kind of thing to happen. But you also need to plan for the event that they come across every single encounter that you've planned out, which might make the adventure more difficult, but it could be more exciting. Who knows? One of my one of my favorite moments in critical role as a scene where they're essentially the running through a town on their way to somewhere and they get stopped by guards and there's a guy, I can't remember the exact situation, but there's guards and there's a giant worm involved and a fights about to break out, but Travis is character Ford mentiones to go no, no, see, we're working with you, in like flashes and item that they had in the past, and then with a high persuasion role, the guards are pretty much like okay, go, go on your way and they run off. And one of my favorite moments is just seeing Matt like pick up this paper, fold it in half and just be going well, won't need that and counter passing it off to the side. Yeah, definitely does happen and again this this. I just find this hilarious that this in the book because it's like, Oh, yeah, you've done all the work right now you just got to write it. Yeah, that's all. That's all. Easy peasy guys. But yeah, I will definitely get to the rest of the stuff. It goes over a bit more in depth into different particular event based adventures, but we will get into that next time. As I hand the reins over here to Braden. Sounds good. Sounds good. This episode of triple avantage brought to you by door to our new music out now. Go check that out. I'm running at a time so that adverts pretty short. So right now we're going to move on to talk of the town, the sexual where we ask you the Society of question that we discussed the answers right here in this segment. And this week's question is, what is it character concept that you've never played but you really want to? The something that you've created, an NPC of a PC, probably a PC you've been sitting on for a while that you're like, man, I love this idea, I'd love to play it, but you just haven't got around to it. MMM. I think Carlos gets to go first, since he sat through all of our character ideas. How we get to hear some of who hold all right, listen as at DM. I'm sure that we all come up with ideas on the fly all the time. But I cared a concept that I've wanted to try on. I've actually just wanted in general, to be able to play a wizard, especially now that I understand the game a little bit more. In the spells don't frighten me, and that's the way I haven't actually been able to do with regards like spell casters too much. Other initially played a sorcer in one campaign but then quickly switched. So for me, I'd like to stay in the spell cast or range for at least a little bit. With regards a concept that, having tried, I really like the idea of the war wizards and how they can be in the front lines. Yeah, and specifically with some sort of ever on back drop as well, because I really really enjoy that setting. Yeah, ever on is really cool. All right, really cool, Ordan what are you thinking? So I would, I think I really want to try out a Viking Raidar is kind of like the basic idea here it it came from when I was watching Vikings, obviously, and I just really loved that like feel to like people who sit in one place and they don't but then they go out and they raid for whatever they need. Right. So this guy is going to be very okay with whatever kind of things that needs to be done in order to take over or take what he wants, and he's not going to stop for anything. It's hard to put that kind of thing into a campaign specifically because it's a little bit more on the evil side of things and a...

...little bit more selfish. So it's hard to make that adventure based unless you come up with some sort of backstory that changes him somehow. So, but then I wouldn't be playing the Viking radar. So it's like I really want to play this Viking radar, but I need a particular settings. So I would really love to do a like one shot adventure as a Viking Raider with everyone else as also Viking Raider, kind of thing. That'd be interesting. Yeah, remind me to talk to you after this recording. I've had an idea for that. Okay, cool, I'M gonna go. There's a book that I've been using mostly in the campaign that Carlos plays in with me, the tyranny dragons campaign, but that I'd like to introduce to my other campaign, if we ever stop being evil murder Hobos. But it's it's a book that you can get on DM skills is called Hammond's harvesters handbook and the idea is that he has taken every single preacher in the monster manual and then he has subsequent volumes for Volos and from morning kinds and he's put a a harvest list for them. So if you decide to like hack up this creature after you kill it, here's what you can get. You have to make a check. This is a specific kind of check that you have to make per creature and if you roll a the DC said at this to get this kind of item and then if you roll higher than there's the next DC to get it some more items. And basically, the more precise you are, the better you do at like dismembering this thing. And then there's also like sale points for all of these pieces. There's items that you can make with them. There's really, really cool and I'm based on that. I want to play a character that is essentially his father was kind of like a Steve Irwin naturalist type and he wants to be. He's like a very young guy and he wants to be just like his father. So he's out in the woods and he's basically like he's less about doing anything for anything outside of knowledge, is say. He's basically just out there so that he can observe things, and then he's along with the party because they'll occasionally kill things and that gives him an opportunity to just chop them up and see what makes them tick and make more notes for his field research. And I've been sitting on that character. That was that was where I was going to go if we were permanently paralyzed by a Medusa. I wasn't I wasn't quite sure that's going to happen in Cholt, but that was my that was my backup character concept. First we died in there, but let's take a look at what the society had to say. So, looking first at our INSTAGRAM, a lot of people took this less in terms of like character concepts that they develop themselves and just kind of like overarching our types that they like to play. So, Dr Matt at, you a weelth responded with any evil aligned character. Hey, I'm your guying. Hit me up. You want to join right campaign. I'm I'm in it. I don't have a choice. I mean to be honest. Playing a villain within a group would be fun too, and Braden of stop know that it would be so much fun. It was fun. It was great. Conrath responded with Sore Walk Inv he likes warlocks, but he doesn't play casters enough to commit to them. I highly encourage you to commit to this, and I'm not yes, I am just saying that because I'm a huge warlock him. At tile of the day, on what going warlocks? You don't need to know too many spells, it's true. Yeah, you can really only do two spells per day any anyway. So or pre short rest, rather so and out as well. I'm start there. I'm not at the same stage of car as Carlos. I'm absolutely still frightened by the spells, and so warlocks. Good for me. I like it capped. Tyler Day young responded with a creature of some sort that was true polymorphed and loves the fact that they now have opposable thumbs. That's probably my favorite. That's I would have won the competition on top of lighting. Oh Yeah, now I love this idea of just like this. You're constantly walking around with this guy and you keep looking back and you just like keeps like waggling his sons's like guy you okay? Oh Yeah, no, just fun back here. What's his deal? Are you waggling Your Butt just sometimes? That is awesome, so good. Looking over, please let me play it in the campaign where he's doing this. For sure, for sure. Looking over at our discord, we got a couple of answers. Hext, good to see you again. hext had the idea of an entering middle age human rogue who is more of a duellist and ventures explorer than a for volute thief. He'd be from a noble background, providing him a life of luxury for...

...a while, which allowed him to work on the creation of tools and weaponry and intellectual pursuits, but becomes aware of a dark family secret, that the source of his family's wealth and prestige is a still active connection to a slaving network. So it cuts to eyes with all the family but maintains and develops connections that allow him to act against his family's darker pursuits. I like this idea of like first first of all, like a non dark, edgy rogue. Doesn't happen too often. That I'm guilty. Yeah to but it will. It's so easy to just you know, play into like, okay, will this guy steals and murders people? Well, how it's hard to make that seem good, but he's done a great drop. where it there with that. Yeah, I like, I really like this concept and I it's really obvious that he's put a lot, a lot of work into this. So I F for for your own Sake, hext, I hope you get to play this. I know you're yeah, I know you're from our area, so do like hit us up. I will make sure you play this in a campaign. You put way too much thought into this to go to waste. Second and last one here is from D Gup, Sir Man David, a character I'd like to play, maybe for a one shot, is a laracor healer that traits his patients like a stereotypical mechanic would treat a car. So shoe horning the line. Well, there's your problem. Every time they found a stabed in the other players for the last time. That I read for the first time earlier this week and I was like yeah, yeah, the world needs this world nee. He needs like Brooklyn accent to he is sue you. Yeah, Oh no, yeah, you know, you looks like a little scratch, but then a yep, that there's poison in that. That's going to cost the extra boy. There's your problem. Well, there's your problem right there. You got no spleen, probably right on the battlefield. What do you doing? Your arms in the tree? I'm gonna have to bring in some boys. That's going to cost yet like, I'm want to tell you about getting trolls ripping your arm off, Steve, not covered by the warrant. See, if it was like three inches to the left, it would have been easy fix, but now the whole arms completely on. Yeah, I got to see that now sometime. That does it for this week's talk of the town. If you're listening and want to contribute to keep an eye on our social media pages to look out for the next question. That's coming at you on our community discord, which can be found at any of our links. It's coming at you at our instagram page, at Real City Society, coming at you at our twitter page, at real city social while you're there, keep your eye out. We're always putting out new modules, putting out new music, trying to make new friends in the in the Internet space, and until then keep it locked. Until next week we have new episodes of triple advantage coming out every single Monday. We'll see you next time.

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