Triple Advantage
Triple Advantage

Season 3, Episode 47 · 1 year ago

Ep. 69 - Return to Form


On this week's episode of Triple Advantage, we finally get around to discussing the first of our music inspired adventures. Next, we use some downtime to talk about what happens between adventures. Finally, we look to what the future may have in store for us as we ask ourselves what kind of classes are missing from D&D.

On this week's episode of triple advantage, we finally get around to discussing the first of our music inspired adventures. Next, we use some downtime to talk about what happens between adventures and finally, we look to what the future may have in store for us, as we ask ourselves what kind of classes are missing from dungeons and dragons. As always, be sure to follow us on social media to see what we have in store for you. Enjoy the show. Hello everybody, and welcome back to another episode of triple advantage. Today we have the regular crew in for, you know, the sixty nine episode in Britain, Jordan. Are you guys doing pretty great? Tired, very tired, man long days. Yeah, so last week we said that we would cover the one shots that we were making, and although that will be true, it will be partially true, because we will only cover Jordan's one shot. That's Braden and I have been procrastinating. So, culd Jordan, tell us about this one shot and tell us about how you've incorporated the shuffled songs that we randomly got from spotify and how you are weaving these into a tail. What is the tail? Talk? Okay, I can do this. So my songs were darkness by Miko Tarmia, God of war from the playstation video game, and skirmish, midnights and by midnights and ticket. So I started with the darkness one and I was thinking like, okay, like each I'd try to get a feel for these things and then just like kind of wove like a setting around each of them, because they're all they're all fairly different, but I felt I could weave one into the other. So the story goes like this. The city of Moxon has been at peace for at least three hundred years. For the last three hundred years, sorry, it's people have grown very prosperous and happy behind the walls that have kept them safe for a very long time. Indeed. People flocked to this city for this very reason, for outside the city walls is a land of strife and war. The neighboring cities are constantly attacking lands and repelling attacks from others, yet this city alone remains a banner of refuge and safety from all attacks. Why? It's quite simple. They have a weapon strong enough that no other lands dare attack for fear of swift and brutal, brutal vengeance upon them. This weapon was crafted with help of Mountain dwarves, who have become legends to craftsmen everywhere. According to this legend, they used a meteorite that fell near the city and the blessings of the Gods who felt for the plight of a once terrorized land. Priests prayed for weeks and the mastercraftsmen worked like they had never worked before to create this weapon that would could save them. Finally it was completed and the king at that time used it to show an invading army is destructive power. The army fled, the city was saved and the reputation of the destruction it left spread to lands far and wide. The king then made a declaration to the lands that they would not use this new power to annihilate other lands so long as they were left to live in peace. He then locked away the weapon so that it could not be taken away by forces that would use its power for evil. Since then, the other countries have left them alone and the city was able to flourish under the peace it achieved. But now something has gone wrong, as an army larger than has ever been seen on this continent approaches the city walls once more. The people are afraid and confused. What kind of army would dare threaten to land with the power to wipe them all out? Then again, was this weapon even real and what is it our ruler going to do? So this new ruler must find a way to deal with the army and calls forth adventures to take up a quest on his behalf. So the Party is asked to retrieve the weapon that has been locked away, and it is said to be hidden away under the mountain. They must traveled by row boat through an underground waterway to a hidden vault that hasn't been touched for centuries. So that's where the darkness song came in. had a very like creepy feel and there's like kind of like splashes of water that I could hear in the background there. So it gave me a very like underground caverny kind of feel, like you know there's creepy things that are waiting for you there. So I went this and the underground cavern has become a lair for monsters and the king also knows that the way... treacherous and trapped. So the king offers what little knowledgy has to the Party and tells them that the reward for successfully retrieving the weapon will be exceptional fame, small fortune, title and lands, if they so desire, and perhaps a magical artifact from the Royal Treasury. While traveling in this river boat, the Party will encounter rapid split pathways, perhaps monsters such as gricks or ropers or spirits and oozes. When they reach the end of this river, they will need to travel further down into the back into the mountain. Following the path, they will eventually reach a large pit like cavern with magma at the bottom. There are stairs carved out along out of the stone spiraling down this large cavern, but no railings. So this is where the god of war kind of comes in. It's like this long, like trek down into the mountain, is how I kind of felt. Bus is constant, like slow beat, like a drum, a war drum kind of thing, and so it was just this long trek down this spiraling area into this pit of magma. So they have to overcome a few traps along the way that might you know. Less they, the party, fall into this pit of magma and when they finally reach the bottom there are two giant gilded doors that stand shut before the party. One ghostly figure in Regal attire and wearing a crown stands before this door, who will ask the party what they say. Should the ghostly king find their answer to be noble enough, he will open the door and ask them to promise that they bring the weapon back when the task is complete, so that he might once again protect it from falling into the wrong hands. If he finds their answer lacking, he attempts to stop the party from proceeding. Upon his defeat, the doors will open and reveal a room with stairs leading up to a small dias. bulleting above the dias is a strange black stone that exudes a palpable energy to it. Anyone who touches the stone must resist the pure energy feedback or become consumed by it. Others may try to help the individual resist it by grabbing a hold of the person or the stone at the same time, which will reduce the DC for each individual who helps. Successfully reducing or resisting the energy grants those touching it the ability to cast the ninth level spelled meteor swarm, which can be cast once per don. After acquiring the stone, the players will make their way back out, but will be met by a large group of soldiers sent to take the stone from you. The soldiers appear to be from the invading army, but how did they know where the entrance to the vault was? And so at that point there will be a skirmish, I assume, where these two forces will meet, your party and this small or this band of soldiers, and that's where the skirmish song will come in, or it could also come into play with the ghostly king as well. Yeah, you got all that from three songs. That is correct. That's a goal. What's what's that? Think that was the goal Britain. Yeah, so is that mean it's time to step it up for you? I mean, what did you guys? What did you guys think of it in general? How did it feel? Did it seem vague? I mean, I know I I left a lot like open there. I didn't go into the details. If I were to write it out more as like a full thing than I'd, you know, add in, you know, the exact monsters, the exact pathways, exactly what was in each room, that sort of thing. The exactly how many tiles are in the dungeon. Yeah, exactly good. Sounds Fun. What would have you been struggling with? I know because from previous conversation. Sometimes, do you have your ending? Yep, you know how the players can wrap up the store. Yeah, so that's, I guess, where I left it a little bit open ended there. I was like, okay, maybe you know, either the king is responsible for this or an advisor or something like that, and he's kind of sided with this larger army, or, you know, there's something else at play and I haven't really gotten into that. I'm like, AD do I want this other army, like this large army, invading army, to be like led by some other like supernatural being it could be. Setting a level for this is also ridiculously hard. I wanted it to be a higher level adventure, especially since they'll be... to use this item to cast a ninth level spell. You don't want it to be, you know, level one adventures, you know kind of thing. So that setting the DC for the monsters in the trap and that sort of thing would be a difficult part. They're yeah, and so in terms of like what they're going to do to wrap up, they'll have to get to the king and drop off the stone or use it themselves. They could do that on the army and then just bring it right back, depending on how much they trust the king or the advisors there. Or, you know, maybe they go to the invading army and, you know, bluff their way out of it, you know, or say like Hey, we've got this now and like you should back off. So I kind of wanted to leave it open ended as how they wanted to finish it because, yeah, the players are always, you know, open to doing that sort of thing. Is there a chance for the players to convince the king to break their, I guess, their oath and use that weapon against the army? Yeah, there is a chance of that for sure, I would say. Yeah. So, like it's yeah, so if the if they do decide, you know, to use that weapon, or the king decides that, then you know, what are they gonna you know, what does that mean for the city again? Because is you know, now the world sees that, yeah, they have this weapon again. So either they you know, try and make another truce or, you know, the city's going to become, you know, I I guess, a target for other cities and stuff like that, like, okay, we need to take out this place and make sure that this weapon, you know, isn't in their hands anymore. So, yeah, it could be really interesting, I think, and there's a lot of different ways it could go. It feels. Yeah, it like like you said, it kind of feels like really open and not sure how I want to close it out. I would almost want to leave that up to the players, but I know with one shot adventures they try to get you to close it off and I'm I'm so I have difficult time choosing. Yeah, what a what is the what is the weapon? I guess I'm kind of held up on that. Oh, it's just a magical artifact that I've made up, unknown power. Well, yeah, it's like, yeah, the the ninth level spell, meteor swarm, essentially sends down for giant meteors that just obliterate everything. I think it's like t dten damage or something like that for no Ford Ten, ten bludgeoning and t ten fire damage, or maybe it's a D six. I can't remember, but it's right, it's big. It's big. So it is a very powerful artifact. And the the DC and the pure feedback thing I kind of took from guardians of the galaxy with the power stone. So I thought that that could be a kind of like a cool scene where people are trying to help each other contain this this power. So they all signe to do a dance off. Yes, yeah, exactly the or so I'Daly. I was. I was wondering whether I wanted to put like a monster at the bottom, aside from the king, as a protector of this thing, or like, you know, some ancient dragon or something like that, like it could be just like a big monster instead of having it, instead of having the large soldiers at the end, or both. It could be both. I was debating on that. I didn't know how I felt about that, though, so I was like, maybe, are you hoping for this to be more of a Dungeon Crawley type of adventure, or is it more RP based? I guess what are your what's your balance? Ideal balance? The ideal balance I mean the beginning of the adventure, the players will have to meet the king and have that sort of like talk and discuss how they're going to do it. The dungeon crawl itself, I don't see as being too long. I and I want I would spend a lot more time on like the rapids where like they have to make quick decisions on like, you know, incoming obstacles and... which way they want to go on the path and that sort of thing, and then fighting monsters along this river at the same time. So yeah, I would want to spend a bit more time there. And then the traps are just the Dungeon Crawley part as they proceed to the bottom of the magma pit. And then again there's more RP as they reach this ghostly King. You know, they could just straight up attack it if they want to, or, you know, they could try and talk to this person and, you know, prove that they're worthy of, you know, containing this power and making sure it's used properly. So I would it would depend on the group, of course, but I I enjoy ourp so I would lean towards that, of course. But I definitely also enjoy action in like fast paced adventure. So I grow in that, for that's why I like the rapids. So right, a little bit more of an environmental like yeah, lane kind of yeah, exactly, exactly, and there's a bit of like monsters along the way, but I didn't put in like anything like too ridiculously powerful either. So it would mostly be a numbers thing, like there would be a lot of like smaller monsters. I was looking at so like ropers and gricks and stuff, or like C r five and see are two creatures. But if you put in a bunch of them, they're like it's they're really cool because they just like grapple people out of the boats and stuff like that, and you know, they'll like grab onto people's faces and just like it could be a really like a moment, you know, in this underground ever, so let's proof from HMM. Yeah, so now you guys are you know, you're going to have to come up with some ideas here for your stuff. I get to you know here. That right, right, you do indeed good. But, Braden, I haven't heard from you. What's what do you think? I guess my biggest question is whether you think this will be able to be run in one session. Yeah, that was the other thing. I was like, I don't know. I would probably guess two sessions. Like getting getting to the stone itself, I could see easily taking like two, three hours with a party. That's why I that's also why I didn't include a monster at the bottom. You know, a magma pet, because I was like I'm already running like, you know, this rapids thing, and and then like having, you know, monsters in there. That's, you know, anytime you have combat, it's like there's goes at least an hour m because that's just how things work out. And then with the rest of it, I was like, okay, so they'll have some time beforehand and they're going to need some time to talk to the ghost like king and or fightem. So that's like, you know, you're looking at two to three hours, I would guess, just for that part, getting to the stone, and then you come back out and you've you're met with this group of soldiers, and so now you're easily looking at I would say three hours, and so I was like, okay, that's like either got to be like the end of the adventure right there. And so they do that and they get back to the king and and then, you know, boom and of story kind of thing, like they are they protected the land, they get their reward, that sort of thing. Or this could turn into like a two shot where, okay, now what happens next? What you know, is the king going to use this you know thing can the adventures help defend the land, you know, on the city walls? Is the adventure? Is the invading army going to keep coming despite the use of such a weapon? You know? So I was like this could become a two shot and like I could have like a separate thing almost to like say chapter two of this. But yeah, and it is kind of open ended for that reason. But yeah, it's definitely going to be difficult to fit it all into one adventure. So at least not a three hour one. I'd say give yourself at least four hours for this. So, yeah, compartmentalizing stories into a like into a good three hour segment is is so difficult. Quite yeah, and like especially if again go back to like do you have are your players on board of the story right away? You're not. You make sure that everybody kind of knows what they're doing already. Right. Yeah, he thinks when I separate you guys excited to have in...

...person DD again? Yes, Oh my gosh, I'm so excited. I mean like the just being in person, seeing people's faces is raped and like having the ability to just like use body language again, you know, like people can do it a little bit with camera but it's still difficult because everyone has to be looking then. And Yeah, but you know, I was just remembering that. You know, being in person also means that people are going to talk a bit more, if that makes sense, like they're going to, sometimes out of character, sometimes in character, just like talk about random stuff. I do. I did enjoy that. Being Online, people are fairly focused. That makes sense. Fairly it's gonna be like one of two things, because, like either you have an engage party or HMM, or they're not paying attention at all and her the wonders of the Internet, or one click away. Yeah, yeah, I'm excited for in person stuff, setting up new space and in general just I want to start three different thing again for many truth things to use IRL. It's getting so next week we may or may not have an update on Britain eyes one shot campaign. Thank you so much for this week and to continue this episode, you get to talk more your Oh yeah, after after your two week hiatus. It's exactly I'm making up for lost time here, for I know everyone missed my voice. So all right. Well, I would like to hear from the society to like if you guys have any hit tips or pointers or whatever on this on this one shot that I'm kind of thrown together then throw out my way. Send it, send us a message. I'd love to hear back. But yeah, continuing on, guys, I believe we're on chapter six now of the Dungeon Master's guy. It's page a hundred and twenty five. It's talking about what we do between adventures. Are So hmm. The campaign is a much more than a series of adventures. It also includes moments between them, the various distractions and side pursuits that engage characters when they're not exploring the Wilderness, plundering dungeons or and gallivanting around the multiverse on some epic quest. The natural pace of a campaign often lulls between adventures, time for the characters to spend their treasure and pursue their goals. This downtime gives characters an opportunity to sink their roots a little deeper into the world, building a personal investment in what happens to the people and places around them, which can turn which can in turn draw them into further adventures. Chapter Five, equipment of the players handbook details expenses that a character incurs or basically necess cities depending on the lifestyle of the character, chooses, from poverty to luxury. Chapter Eight, adventuring, of that of that book, describes some of the downtime activities that they can pursue between adventures. This chapter fills in the gaps, describing the expenses of owning property and hiring NPC's and a variety of additional downtime activities the characters can pursue. The beginning of this chapter also offers suggestions for linking adventures to other together and keeping track of events in your campaign. So I know lifestyle is something that like people are supposed to choose and stuff, but do any of you guys ever use it? I mean maybe if, like I had like okay, guys, you've got two or three months here, you know of downtime, then I might be like, okay, it's going to cost you x amount per day, but they'd also be able to make money in that time if they wanted to, you know, through some of their downtime activities. So it's like how much do you bother with that? I guess I tend to. I tend to pay a lot of attention to that. HMM. It's one of these things. It's like if you just are accumulating golden, accumulating Golden, accumulating gold, it shouldn't be an issue. If you spend like nine percent of your time adventuring and then you come back from month, you should be fine. Right. If they want to blow that all on a fancy hotel for a month, that's on them. They want slumit, that's on them too. Right, Mikes for a makes for a fun opportunity of exactly how they want to live. HMM. They're like the way that you've been. You've been kind of handling it to us...

...for the most part. I think our campaign, with the tyranny of dragon stuff, even you made downtime that are de Factos, sort of like shopping session, you know. Yeah, I think what we haven't really spent to I think the only time was like in between the campaigns, when you told so like what our characters would be doing. But other than that, like I've enjoyed having to think about like how to like restock up for the next leg of the campaign or the next light of the adventures that were taking, especially with like with haul or wizard. I think that it's it's really cemented the rules of wizardry by you like having harder requirements on the regents that they need to use two cast spells. Yeah, all right, I think. I think from from another player's perspective, right. It does adds a little extra layer of RP on top of just regularly playing your character, because you have to keep track of all these, you know, your resources to actually use your abilities, which is not something a lot of other classes need to do per se. Right, like, as a monk, I'm pretty much good to go after a short wrist. Yeah, I've enough, right. Yeah, that's true. Yeah, I would say the spellcasters definitely have to worry a bit more about well, like buying consumable items, you know, like diamonds and things like that, required by spells for material components, but getting yourself out of real deep debt with the Dwar of an empire, exactly. But yeah, I was just curious because I was like, well, if my characters have like a week of downtime, like, is that going to cost them money or is that going to make them money? Or See, I was I would think so, because I was I was loosely thinking about implementing a system like that. We're on like a long running campaign anytime you get into town, right, like you can you have to purchase regents again. Right. So that's like a flat cost, depending on like. I mean, you don't have to make it a huge deal. Right, like you could see you as a DM could be like, okay, wizard you are, you've expended your resources and it costs you, you know whatever, two gold, ten gold to get it all back, depending on the other the spells that you have ready, right, if you want to be prepped for everything. Right. So, then you could just kind of wash away the Ole let's find the specific items here and just tabulate the ones with costs for spell usage and then just make it so that they can instant pay that, which I think is I think it's more important to do that in a game where you want to maybe have like maybe if you're running like an epic style of game or some sort of like organized play between multiple groups, right, where you ideally want to have players spending their gold in one way or another, and in like one shots and short form campaigns, that usually won't happen because they don't have the time to do it or doesn't necessarily matter too much to spend the gold. But right, like if you're if you're introducing like resources in the game that they can purchase, then you need to have that currency being moved around right. Otherwise your players are just gonna like Hoarde, have a have a dragon hoard. They're having to have to stash it somewhere. Yes, all right, yeah, so I was just curious about what you guys are doing. So the other thing that the the other thing to do when between adventures is linking adventures, and I think that this is a key thing to help your players progress. So a campaign in the style of an episodic television show rarely needs story links between its adventures. Each adventure features its own villains and once the characters complete the adventure, there are typically no loose plot threads. The next adventure presents an all together different challenge, having nothing to do with the adventure that preceded it. Preceded it. Sorry, as the characters gain experience points, they become more powerful and as do the threats they must overcome. This kind of campaign is easy to run, since it requires little effort beyond finding or creating adventures appropriate for the parties level. A campaign with a narrative lets the players feel as though their actions have far reaching consequences. They're not just racking up experience points. A few simple modifications can help you overlay overarching elements to create a serialized campaign in which early adventures help set up the later ones. And this is what I like... do, because I like the idea of far reaching consequences, of you know your actions will have consequences, not just for right now but later on. You know your success or failure could affect how the story progresses, and I think that I've I think that helps players, you know, feel like they're like they there's meaning to what they're doing and what they're playing, but it is a bit more difficult. So I'm excited to hear what they have to say to help with that. Yeah, so using an overarching story. So this section presents a couple of examples of overarching stories, which have, over the years, fueled many classic DD campaigns. The adventures goal in the first example is to amass the power they need to defeat a powerful enemy that threatens the world. Their goal in the second example is to defend something they cared about by destroying whatever threatens it. The two examples are in effect the same story. Variations of the battle between good and evil, told in different ways. So, example, one here the quest of many parts. So you can tie adventures together by using an overarching goal that can be fulfilled only by first completing a series of related quests. For example, you could create a villain who can't be defeated until the characters explore nine dungeons in which the nine dread princes reside with each of the with each of these dungeons stocked with enough monsters and hazards to advance the adventures two or three levels. The adventures spend their whole careers fighting the nine dread princes before finally pursuing an epic quest to destroy the prince's monstrous progenitor. As long as every dungeon is unique and interesting, your players will appreciate the tight focus of the campaign. In a similar type of quest campaign, the adventures might need to collect fragments of an artifact that are scattered in the ruins across the multiverse before resembling the artifact and using it to defeat a cosmic threat. So, example, two agents of x. You can also build a campaign around the idea that the ventures are agents of something larger than themselves, a kingdom or secret organization, for example, wherever their legions lies. The adventures are motivated by loyalty and the goal of protecting whatever it is they serve. The adject Royal City Guild he the hid. The characters overarching mission might be to explore and map and uncharted region, forging alliances where they can, where they can and overcoming threats they encounter along the way. Their goal might be to find the ancient capital of a fallen empire, which lies beyond the realm of a known enemy and forces them to navigate hostile territory. The characters could be pilgrims in search of a holy site or members of a secret order dedicated to defending the last bastions of civilization and an ever declining world, or they might be spies and assassins striving to weaken an enemy country by targeting its evil leaders and plundering its treasures. Yeah, so what do you guys use any any of those elements in the stories that you tell? If you were to come up with a campaign, I guess like Yes, yeah, absolutely, a hundred percent. Yeah, it's it seems to be an easy way. I've I'm using more agents of x currently, although it's got a little bit of the quest of many parts attached into it for my campaign, or at least that's the way it's started. More agents of X. It's becoming more quest of many parts because the characters are less and less attached to the faction that they started with. So we'll see where that goes. They're becoming more free agents, if that makes sense. So we are now consultors. Yeah, you guys. WAS IT Braden? I guess, in tyranny? Did they did? They join like a faction or something like that to jar? They did, your party, they did, and then afterwards they kind of became agents of the the council itself. So it's become agents of x, but definitely started as quest of many parts, where it's like this is the ultimate goal, we just kind of have to hop around until we reach that right and now it's now that that's done, we've been doing some some looser stuff that's still connected by the common thread of like potential world destruction. HMM, the common thread. It's a...

...more common forad thread than you think. Oh, I know, seems to be a DD classic. For sure. Great. I definitely use a storytelling to. Oh okay, good. Yeah, I use the agents of x type thing because I feel like the way that I've been running one shots, I kind of just get like a random people together it. It fits in a Meta sense that they they're all already part of some organization that kind of just hires consultant adventurers to go solve miscellaneous problems. You Royal City Guild? Exactly. That is correct. That is how most of the adventure started and due to the death of two characters, two new characters introduced that are not part of this. So Fun. All right, nope, sorry, keep going. Oh, no, nothing, I think it's just like for me, it adds to the little the the ongoing growth of the story, I guess, the loose story life. What is the Royal City guilt? Maybe at one point we'll examine the actual guilt itself rather than just the jobs that hands out. Well, that's crazy talk, man. Nobody is allowed to examine and a guild you just do what they say and move on. Just kidding. All right. So let's plant some adventure seeds here, guys, so you can make a campaign feel like one story with many chapters by planting the seeds of the next adventure before the current one is finished. This technique can naturally move the character move the characters along to their next goal sor it's there's a misprint there. If you've planted a seed. Well, the characters have something else to do when they finish an adventure. Perhaps the character drinks from a magic fountain in a Dungeon and receives a mystifying vision that leads to the next quest. The party might find a cryptic map or relic that, once it's meeting or purposes is determined, points to a new destination. Perhaps an NPC warns the characters of an impending danger or implores them for help. The trick is not to distract the characters from the adventure at hand. Designing an effective hook for a few for future adventures requires finesse. The lure should be compelling, but not so irresistible that the players stop caring about what the characters are doing right now. To keep players from straying, save your best ideas for the very end of your adventures or insert them during periods of downtime. Here are a few examples of ways in which an adventure can an inventure seed can be revealed so on a villain's corpse. The character finds evidence that the villain was working for someone else. I captured NPC reveals the location of someone or something that might interest the characters. The characters are heading to a local tavern when they spot a wanted poster or a missing person poster, complete with the promise of a sizeable reward. Members of the local militia or city watch put out the word that a crime has been committed and they're looking for potential witnesses and suspects. Finally, the characters receive an anonymous letter that shed light on a plot or impending event, event of which they were previously unaware. I love dropping adventure seeds into my campaign because it's just I like having the options there for the characters to just pursue whichever thread they want to follow. So if they're not really interested in the adventure that they're on currently, then there's a good chance that, you know, they'll just decide, you know what, there is this other thing that was going on. I'm going to go follow that right now. Maybe I can convince the party to do that with me. Or, you know, maybe they're not really interested in this one but the other players want to continue with it. So they do that and then, you know, agree to go on the next quest with them, following this other threat, that thread that they're interested in. So adventure seeds are big thing for me. I know you, you guys probably do the same, I would guess. Yes, to think I've got about a billion of the mountain, the homebrew campaign that I'm doing right now. So, yeah, just throwing them left and right, allowing the players just make their own world, essentially, the just everywhere. Like. You want to pick one up, fine, if you don't, fine, I've got...

...eight thousand. Yeah, the time, he remains just for does the path. Yes, you merely think you have for exactly all right. Last thing I want to talk about here for this week is foreshadowing. So foreshadowing is an exercise in subtlety involving the delicate planning planting of seeds for future adventures. Not all foreshadowing bears fruit, particularly if the clues are too subtle or if events conspire to take your campaign in a new direction. The goal of foreshadowing is to hint at upcoming events or and new threats in your campaign without making it obvious to the players that you're telling them what the future holds. Here are a few examples. So an object warned or carried by an enemy has the symbol of a previously unknown organization engraved or written on it. A madwoman standing on a street corner spouts fragments of an ancient prophecy while pointing a crooked finger at the characters. The king and queen announce the marriage of their son to the daughter of a neighboring monarch, but various factions oppose the unit union. Trouble is brewing. Bug Bear Scouts are making incursions into civilized lands and spying on settlements as a prelude to a Hobgoblin warlord's invasion. A puppet show in a market square predicts a tragic outcome if two noble houses on the cusp of declaring war on each other refuse to reconcile. NPC Adventures in a city are being murdered in a similar yet unusual way, hinting at a future threat to the player characters. So I like these. Honestly, I think the thing I'm missing in my campaigns is just like random foreshadowing events like I like the bug bear scouts one are making you know, incursions into civilized lands and spying on settlements as a prelude to a Hobgoblin War Lord invasion, because it's not necessarily like part of the main, like overarching story or threat that I have going on, but it could be something that's going on in the world and needs to be dealt with. So that I like that idea. It's definitely something I want to work on. Personally, I tend to get to attach to the story. HMM, I don't know. How do you guys deal with that? Do you have difficulties coming up with like random thing is going on, or like, is it pretty easy for you? Do you have any tips or tricks? I never had to really foreshadow too much, and especially just because, like running to annihilation, it's more like, oh, you discover something new in the jungle. Yeah, the one time I tried doing it, I didn't like I thought I was doing a pretty good job and then the party still ended up getting turned half in stone. So maybe it wasn't doing it, maybe it was too solid. No, I mean I as as a player, knew that you know things in you know stone would probably be I'm going to do so have some sort or you know, a creature that can turn people to stone, like a Basilisk, but I didn't know whether my character would know that. I was having difficulty. They're like trying to separate my character from my player knowledge. I think I might have asked you at one point whether I could figure something mount, but then I like rolled really poorly and was like out, well, I guess I don't know. Let's go. Yeah, I don't know. Fel like don't I feel like I haven't played. I haven't made a story that's large enough that could house foreshadowed elements. So that's fair. That's fair. I just I just have not gone to the point where I can drop a little little tippits and little yeah, your players have always had enough to go already, so it doesn't need foreshadowing. Yeah, yeah, what about you, Braden? I do? I mean I use foreshadowing a fair bit. I would think whether, because I've got like so many threads of there, whether any of it actually ever comes to fruition as a different story. But right, I try to, I try to work it in. We're appropriate. Yeah, yeah, do you guys like, do you do find it difficult to do the foreshadowing, or is it fairly easy. Do you usually like been towards like here's a story element that could be or is it more like here's an event that could happen? Bit of both? All right. Well,...

...thanks, guys. That was awesome. I love learning about how to write better adventures. Next time we'll talk about how to keep track of your campaign and recurring expenses. That might happen and then maybe get into the downtime activities. So we'll see. But for now, Braden, what do you got for us? All Right, we've got that segment talk of the town, where we look at a question that we have and we ask you, the society, that question, that we ask ourselves that question and discuss the answers to that question. And the question that we're discussing the answers to is one that we asked like weeks ago, because we haven't done this show in a while. Yeah, sorry, Gordon, my goodness. But the question that we've been wondering is what is a class or subclass concept or like an arc type that you've seen in fantasy or in different stories that doesn't exist in dd yet they like to see exist in Dand one hundred percent this could sound the inner wee was going out here for Ninja characters from Narto of adapted fiyu. These so fun. They're actually like they're monks, I guess, with the closest thing, but it's not really like any I know, but I'm talking like I'm talking maybe like super on the nose, like taking up abilities from the show and, yeah, free jigging them as spells or abilities in game. I think that would be cool. Also. This is not necessarily subclass related, but I think the general theme of like shown in Animes is something that I would love to introduce into a DD campaign one time to have like this like epic type of over the top combat kind of yeah, we're we're perhaps like six squares per turn. Don't matter too much. It's more about like you got punched and you got sent flying through the map kind of thing. Like that level of like outland is stuff, but unsure how that plays with the actual balance of five. My two cents. Shor, go ahead, get like an army after every boss fight just so the next boss can kill them to power skill to see. Yeah, see, he's more powerful than the last guy, you think? Yes, the typical shown in yes, yeah, interesting. I would love to see like either like a venom type thing, where it's like you've got like a symbiote type creature attached to you and it gives you abilities that way, or something along the lines of like a Jedi. I Love Star Wars, so you know, bring me them Jedi. But it'd be really difficult to implement that, I think, into a setting the like. I don't know, it's difficult, like anytime you're trying to introduce something new that isn't like inherent to the setting, it's difficult to just see like how it can fit in, if that makes sense. Yeah, it's all theoretical until you actually try. Yeah, yeah, exactly so. But yeah, that I think. I think that'd be really cool, like a venom type thing can have like a symbiot invasion and everything too, as like a threat. Yeah, that be cool. M I was thinking, like this is kind of in the game already because we have the swash buckler rogue, but I want like a really definitive pirate class, like one that does not Bush about what it is and it like it is piracy. I don't know what that would look like exactly. Maybe a couple of different subclasses, but a lot of, a lot of, a lot of gang green. Yes, some scurvy occasion. Yeah, must be listening. At least one body part covered up in a hilarious way. Yeah, but, yeah, yeah, yeah, thishler is definitely the closest you can get to that, I would say, like right now anyway. It is, it, but it's still like it doesn't feel that close to me. It is, but like it could be that we could do more. HMM. Yeah, it's almost like yeah, because because gunslinger might also fit in there a little bit, depending on, you know, what age of piracy you're and that's true. You know, having the pistols and stuff. I've always figured. But I've always pictured gunslinger like I know that it's like more steam Punky, but I've always pictured it more like wild west. HMM.

Yeah, even just from the name. Yeah, yeah, that's true. But yeah, looking over at our twitter page, so I pose this question literal weeks ago when we're supposed to be doing a segment and then didn't. But the Responsi we got from at David Bear David barranting was a tend to like things tied to supernatural elements. What up, David? Same? So probably a ghost powered warlock or sorcerer. That's kind of I like the concept for that, but I don't know that that scales with the rest of like the warlocks that you have. Ghost powered sorcerer would actually be really cool. Ghost powered warlock, it's like you got your power from like Causulu, and then you get the guy over from you getting it from an arch Fay, and then now you got a guy getting it from a ghost. It just doesn't feel like, I guess, scales the same amount of like grandiose. You know, it might depends on how you might flavor it. Like I as soon as you said like ghost powered warlock, I was like ghost rider, okay, Yep, but that's all go to have. That's like the fiend, because that's you got a contract with Mephisto. True, to a certain extent, but the ghostwriter itself is actually like is Michael, Michaelangelo or something like that? No, the Archangel, Michael, sorry, is the original ghost rider type thing, like it's a soul that's almost like incarnates itself inside of a willing host. Yeah, but in order to get the spirit of vengeance, he had to literally sign a contract with the devil. That's true. That that's very that's very fee morelocked me. It's like sign that's an I'll give you these phenomenal cosmic powers. That's true, fair enough, but yeah, I can SDE. That does it for us here at triple advantage. If you like what you hear, if you want to be part of the conversation, check out our social media pages. That's a real city society on Instagram, Abro city social on twitter. Immunity discord links can be found in both. Stay tuned. We've always got stuff coming out. We just released, just being relative, because again, we haven't done this in a while, but we just release the blood magic sorcerer, available now on dam skilled. Were already working on the follow up to that, Tho. Stay tuned, keep it locked. We'll see you next day.

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