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Triple Advantage
Triple Advantage

Season 1, Episode 4 · 2 years ago

Ep. 4 - Module Madness Begins

ABOUT THIS EPISODE

Episode 4 everyone! This ones an exciting one as we are unveiling our new DnD module. We will talk about that for a little while then continue last weeks conversation about the new Unearthed Arcana options available. Finally we have yet another critical thought to look into!

And welcome everybody to episode for a triple advantage. It's a thing. Now today we're going to be continuing the last week's discussion on the new subclass options in unearth or conor, and following that, Jordan has another critical question for us. For Britain, you made a thing for the society, Madam Ansel's roguish accessories. Let's dive into that for a little bit. So you've made an item compend to him for players to use in the indie campaigns kind of put in play situation. Yep, that's the goal. Now, from what I gather, this is some secret thievery stuff. So where'd you get your idea, madam and Sol just start with that. The name, Madam Ansell. All of my names are just completely made up. There's no inspiration, there's no rhymor reason to it. I just think it sounds cool and I plug it in somewhere, write it down somewhere, and then I'd eventually ends up in a module. That's pretty cool. It's a good idea. Now, when you initially think of that name, do you also build out the character almost to it being alive, or do you just think it's a name and leave it there for a little bit, almost assuredly. Characters and their names are part and parcel for me. So I have a actually it's right here in front of me because I was just doing some work before we recorded this, but I have a large laundry list list of names that I come up with that are directly tied to a specific character profile or character archtype. So I write them down, I write down what I think they could be, some key facts about them and hopefully in the future, hopefully this list doesn't just get buried in a another pile of unused character sheet. So hopefully most of them get to get to see the light of day in some capacity. Hey, you know what, there's a team now. We're working on stuff. Yes, it's true, it's coming. They're counted in the machine and you know, it'll get done for sure. So, with regards to the items that you've made, there's a lat here, ranging from very precious gems to weapons that can brutally kill people too, as great interesting tools, you are definitely going to regret selling me. Yes, I see no way that that's going to backfire whatsoever on me. So what kind of weapons? What were the themes that you were looking for for this shop. So the big inspiration here was a well, the module first of all called Mada Menzel's roguish except roguish accessories. The theme here was rogues and intrigue and thievery cut throatedness, largely inspired by several of our players, some of my players and some of your players that are diehard rogue fans. So I reached out to them and I said, Hey, what would you guys on top of a couple ideas that already had bruin in the back of my head. I said what would you guys like to see if you had the control to make weapons and items that your roguish characters could use in game? What do you want to see? And they came back to me with a huge list, most of which did make its way into into this module. The first thing that I'm really excited to talk about for this is a great groat, I believe it's pronounced. If you're not familiar with this, you've probably seen it in several mob movies. It's essentially a wire or a piano wire or some kind of a chord capped off by two ends that is used for strangulation, and I figured rogues assassination groat could work. So I plug this in essentially as...

...a relatively low damage melee weapon, but with the added ability for grappling and suffering from essentially suffocation each round until they're either dead or released from this weapon. I'm excited to see what other people think of that. I was a little bit unsure as to how that would turn out in the end, but I think it turned out okay. So if ifiny out there are hearing this and want away on on how well or terribly you think that idea went, let me know. Beyond that, we got some cool new ideas for daggers, some cool new ideas for Arrows, several specialty magic items are at least wondrous items that will help you with a variety of different checks stealth. I think there is perception in there now Madam ansel procures all it items for the player. Or Yeah, it's the plain how Madam ansel works in the world in general. So Madam Ansel is an NPC that I drew up. This module essentially contains, on top of this decently big list of rogue items, contains a two NPCs, madame mensel and her husband, vn and their place of business. Now, madame NSEL's place of business is a tavern located beneath her husband's landscaping shop. So I've created the floor plans and the characters ready to just essentially be dropped into your home brew setting, into a mad module, into whatever you really feel like dropping them into. Try About Madame ansel herself, essentially is this shadowy figure, a former member of the League of assassins who now is a close ally and business partner of theirs, essentially operating as a place of safe haven, place of business, proprietor of these different items. So she will order in these items for your players and sell them to them at reasonable prices. They're really their designed to be items that aren't probably going to be found in your average general store. It's they're more specialty, they're more black marketing. Okay, I really like the detail to speaking thieves can't to enter the shop and just with the initial interactions of it. I think it's one of those things that the only I've only really seen in like the pirates movies, you know, and you just go oh and in like oceans, you know, like the oceans eleven movie. Right, yes, but how did like what was your reference for thieves can't? Like? I know it's only a couple of sentences there, but really isn't the absolute one behind that? It's just gibberish. Absolutely none of that belongs to me. That belongs entirely to a website called the thieves guilt, which I have referenced in this document Multiple Times. They have created a compendium of common phrases in thieves can't, along with a more advanced, pretty much direct Rosetta stone of thieves can't if you're really daring. But I was mostly using common phrases and words that can be tossed into sen intances to describe to hide trew meeting rather, and I think it went well. They have the list they have on there in the work they put into that is absolutely insane. So for sure go check them out at thieves gilledcom. Hey, where do you think the line lies, Jordan, between thieves can't and Cockney Slang? It's the same. It's exactly I'm not even gonna attempt to do any of that. Guys, please don't. None of US share. But yeah, this is...

...cool, since is the first, first of the published works to come with Royal City Society. Yeah, I mean things are good and going as all right, guess. Welcome back to a segment that we were doing called on earthing Arcana. In this segment we talked about the on Earth Arcana content, that which is that the coast is producing. It is playtest material exploring different adventures, different subclasses, different creatures, etc. That they're hoping to try out. For this one we're going to be finishing up a segment that we started earlier where we discussed the most recent subclass release. The first one that we're going to launch into in today's segment is the oath of the watchers Paladin. And just before we get started, here, as a short clip, a project lead, German cropper, talking a little bit about the oath of the watchers. So the oath of the watchers Paladin is in many ways meant to be a partner to the Horizon Walker Ranger. We are imagining here an order of Paladin's dedicated to essentially guarding the gateways between the mortal world and various, you know, extra planar realms were strange things come into the material plane and cause harm, you know, creatures such as fiends and even Fay and others. These are the Paladins who are prepared to get those things out of here. Paladins in general have some abilities that go in this direction, but we wanted to make a Paladin and then again, imagine a Paladin order dedicated to this. This is, you know, basically, stay out, you demons, you devils, you aberrations, your corrupting influence is not welcome here. Okay, so they oth of the watchers is a Paladon organization. According to the Underthirkana, they are essentially protectors of the mortal realm. So they seek to be a vanguard of sorts against creatures that would come in from extra planar sources and attack the mortal realm. So they have, as all Paladins do, they have some tenants that they followed. Those tenants are vigilance, loyalty and discipline. Seems like they're taking some inspiration from the watchers and the DC universe, you know, like crisis on infinite earths, the five episode crossover and just got released. You maybe it's all there's some table purpose, some corporate stuff going on behind the scenes exploit those men, about a tag guys. But so the oath of the watchers gets a certain new spell list, as a lot of subclasses do. A lot of these are not going to read off every single spell that is available to them, but a lot of them have to deal with purifying, with banishment, with countering and turning away things that would be generally unpleasant towards your either your player or your party or the world at large. So pretty in keeping with the theme so far. So, as with all Paladins, they get some channel divinity options. The first one here at level three is called watchers will. That allows you to choose a number of creatures equal to your Chrismas modifier within thirty feet of you and for one minute those creatures all have advantage on intelligence, wisdom and charisma saving throws. The second is called abjure the extra planar. This one's really interesting to me. So as an action? As an action? Yes,...

...as an action, you can present your holy symbol and an elemental face, fiend or aberration within thirty feet of you that can hear you has to make a wisdom saving through and if they fail that throw they're considered turned and turned strikes me as similar to a failed save on dissonant whispers. or You essentially turn and you move as far away, as fast away as you can from that creature. Right, kind of like frightened, but exactly so. This this Palladin essentially uses turn undead for cleric. Yes, correct, he essentially uses his power to repel all of these creatures within a certain area. HMM. So what we got next is the aura of the sentinel. That's at seventh and also at eighteen. So you emit an aura of alertness, and this is only if you're not in campacity did you if you or any creature of your choice within ten feet of you, rules initiative, you each gain a bonus that's equal to your Chrism modifier, and at eighteen level that increases to thirty feet instead of ten feet. Hmm, it's Nice, for sure. Yeah, yours are always super cool, for the powers are always super cool, which is why I'm almost a little disappointed by this. It's not that it's not useful, it's not. It just doesn't have that like that, you know. Yeah, just stack this aura with your pestilence from the new monk subclass and yeah, said, no one's getting near you. Yeah, you're walking around, just kill people, right. So a fifteen level they get vigilant rebuke. So you learned how to, according to the class, magically chastise anyone who dares cast unwanted spells that you and your rewards. So whenever a creature that the Paladin can see succeeds on a saving throw within thirty feet of the Paladin, they can use their reaction to deal to date plus charisma modifier force damage to the spellcaster. So it's essentially this strikes me as kind of the fail safe against your saved spell Sur if you're fighting something that has relatively high saves and are able to make it your stale still able to punish them straight after. Bam. No, you don't fail. You still take these two D eight plus. Hmmm, it's kind of like Mana Barbs and the son's yeah, exactly. So at level twenty you get mortal bulwark, which I'm probably horribly mispronoucing bulwark. So it yeah, yeah, Chuck, are we wrong? Tell us at Royal City Society. But you manifest as spark of your date's power in defense of your sacred oath. So you gain the following benefits. For one minute, true site in a hundred twenty feet. Who are you to get attack. Yeah, radius advantage on attack rolls against elementals, Fay, fiends and aberrations. And if you hit a creature with an attack and deal damage to it, you can force it to make a charisma saving throw. This one's the one that gets me. On a failed save, that creature is magically banished to his native plane is existence for twenty four hours. So you're essentially sage mode Narto at this point. Realistically, just your Omniscian. All sort of magical entities can't really do that much to you at this point. Right. The banishment is kind of nasty. The management is is pretty, pretty disgusting, to be honest. Is it does have that like caveat that it only really works on creatures...

...that are not from the material plane already. Yeah, but you're facing off against a fiend or a fay or something operation one of these mentioned creatures. That is that's nice. That's a one turn fetishure. Yep, especially, actually, now that I'm going back, especially that you're already with your or I getting that advantage to your initiative. Yeah, you could literally finish this first and first. Have advantage on attack rolls. Yep, and I guess the twenty level character, mind you. Yeah, you know, this is definitely it's keeping in step with your get your gate, keeping the material plane essentially at this point. Yeah, very effectively. Seriously, I like that. I like that last little feature. It's very I like really thematic features. I like really in the sense of the class itself, I think this works really well. Just the the the damn like true site, hundred twenty four radio. That's that's nice. I've been in a regular fight. That's real nice. It's just you know where everybody is. You know what I mean, like Stealth Rols, not man, Oh, pat, you cast face it. Yeah, I know, storable. Yeah, but yeah, I think thematically, strengthwise, this energy between the abilities. I like what's going on here. Yeah, all right. So the next one and the final one that we have is the noble genie patron for the warlock. So warlocks get a new patron option, the noble genie, and here we wanted to explore the whole lore of genies, without getting too deep into the specific lore of the different genie types in Dand, but the sort of broader myths about genies, about their desire to collect things, also the fact that so often they are forced to serve others and would like others to serve them. So the noble genie as a patron is pretty much exactly what it sounds like. It's a noble genie, a genie being a in this case a denizen of one of the elemental planes. The genie that you're making the path packed, sorry, they packed with, is a ruler of a vast amount of land on the material plane. So they have a lot of influence over other genies and they're seeking to expand their influence and they do that through you, through in viewing you with some power in exchange for you increasing their influence. Something interesting to note, I think, about this, is that it does note that genies are noted arrogant collectors and collectors of pretty much anything. It mentions in this creatures, knowledge, treasure and they just look to collect and hoard all of these things. And you're going to see in a second that that fits really thematically with this rather odd subclass that we got going on here. So again, as with the Paladin, we have an expanded spell list for the warlock. I won't read them all out, about a lot of them have to do with these things that you would expect from either the material plane or from a gene origin, like creature. We got polymorphine there. We've got to create food and water, phantasmal force, protection from energy. List goes on. So the first new feature that you get is called collector's vessel, and that happens at first level. So you get a magical vessel that is a symbol of your packed with this creature. It also binds you, sorry a creature, to the Menagerie that your patron has, a menasury being a collection of animals. So the collector's vessel it has a d six chart that you can roll to see out of a preselected this what your vessel may be. But they're pretty fitting with traditional legends of Genie. So you...

...got oil lamps, you got earns stoppard bottles, the lanterns, we got a ring, which I think is cool, hollow statue at a little bit different. So literally any possessive item that you could have seen in folklore and, yeah, pop culture, exactly under for sure. Now here's where it is a little weird. The Hum collector's vessel feature allows you to create a tart to target a willing creature within a hundred feet of you and create a tether between yourself and the vessel, sorry, the vessel and that creature. And essentially that imbat allows you do a few things. So you get a bonus to your wisdom. Specifically, your perception checks equal to your Chrisma modifier if that tether is up. And also, this is what I find kind of cool, you can cast a spell either from where you are or from where the tethered creatures. So, if we're going last week or whenever the last session was we're talking about this, we discussed a couple league of legends, comparisons between the way of the way of mercy monk and singed or or got. This reminds me a little bit of dead. So you've got that essential other being, like the shadow. Yeah, exactly, and you can cast from either yourself or from that space. Well, even for those critical role fans, I mean that's pretty much just as duplicity, right, like, yes, absolutely able to to cast in my direct other right. I think there's a way of doing it through your fine familiar as well. I think it's a war. Yeah, there may may be right. Yeah, will check out on that. That's neat. Now does the range come from the vessel or does the range come from the cast? The range comes from the vessel, but you have to be holding the vessel, so they're around one of the same. Okay, well, it's interesting. Then I don't know, like I would imagine that this would be good for if you're sending whatever tethered character in, right, it does have to be a willing character. So I imagine this would probably be a member of your party or a friendly and PC. And does that have an animal comp under? It has to stay within a hundred feet of you and it can't at obviously can't drop to zero. Right. It's pretty interesting, think. I think I'm having a hard time thinking of situations for this at the moment or picturing what I would do with this. So well, I mean as a as a warlock, I play quite, if you will, lock. So I'm by no means an expert, but I feel like I've got a bit of the place, doyle down. You don't necessarily want to be frontline of anything. No, you're not one of these tanky fighter types. So I imagine this would allow you to sit back and, let's say you tether to your cleric or to your barbarian, somebody who is getting right in there. You can sit back a bit further and it kind of has that buffer zone between what you're doing and what the enemy is doing, so you can cast at them without them really being able to retaliate back at you. Yeah, I mean I would imagine that this falls into any creature that's friendly with you as well. Right. So, if you yes, sort of animals and packs whatever. Good. Interesting. I haven't gone to play warlocks. A design around too many warlocks. So full I'm having a difficulty sort of differentiating this from abilities that have already seen. In a sense. So to me assume me it's not necessarily to it's thought to impactful the mode, because I feel like this isn't something terribly new. But and, but, I don't know, like...

...it's that's just to me at least. I don't know. It's a passive effect, I guess. Right. Yeah, at Level One, yes, that's the big thing, I guess. So at level six you get elemental resistance, which is pretty much exactly what it sounds like. The patron protects you from an element every time you finish a long rest. You can cycle that damage type between acid, cold, fire, or lightning. You have resistance to that until your next long rest, at which point you can keep it or switch it to a different element. And if, as long as you're tether to a creature, they also get that resistance, that's nice. That's that's what or this is tarting to come into play, I think, when casting major rummer guys. Yeah, yeah, so similar for sure. At level ten you get protective wish, which is very interesting. So you are essentially afforded some protection between yourself and your tether creature. So if you are the other creature are Hippi an attack, you can use a reaction to switch, switch places so that you or they are insteading by an attack. Which, guys, I don't know. I don't know if it's the Narto thematics right now in me, but like n I got right, like what's happening here? I haven't even seen the show recently, but like a lot of his abilities are just, like says mode, just stopping places with Rinne got. Yeah, I'm leather dude. I'm glad they're doing this because it's something I would have approached already. Like that's funny. I like that. I like that. I'd be like that Swat, but you can kind of play pretty interesting with that. Yeah, like, yeah, sure, they gain the benefit of gaining resistance, but you know, I'm going to throw you in the line of fire anytime I'm attacked matters. This is where this strikes me as something that you kind of need to have a bit of implicit trust on, because if you're tethering to somebody and you can just throw them into the line of fire at any given point, yeah, that's you can also surprise people, right, like you can. You could. You could seeing that a warlock right under seeing that the warlock has generally higher charisma, right, yeah, like you could use yourself to infiltrate some place and then say hey, Palette and barbarian, but that's standing outside. Tether to be a reek havoc as soon as I shoot whatever, right, like you drop some bombs inside and then all of a sudden you swap out with the person who's actually going to be fighting for you. Right, and also also, given that you have a higher Chrisma, I would as a player, I would try to use this to willingly make someone and PC's yeah, either to me, yeah, Hey, can we bond or whatever, like you know, in a misdirective kind of way, a new way to be a murder Hobo. Yeah, the first thing I think of when I read this in terms of strategy is your rank, Carlos. So, as a warlock, you generally have a quite high charisma and I like to play that in certain circumstances as kind of being the diplomat of the party. So you have this high charisma. You're going to do the speaking, true, but let's say you're doing the speaking and it doesn't go so well and whoever you're doing the speaking with hits you. Congratulations. Now you're not hitting me, you're hitting the level ten party barbarian who now has a bone to pick with you. Yeah, I love I love mechanics like this because when you're adding something like this to a game, it adds a lot of possibilities, not only for...

...combat but also for social encounters, for fucking around with like all of your party members in general. Right, like it's just pretty fun because, you know, tell her yourself to sell on and now, Hey, man, I'm gonna go jump off this cliff. Oh, we are God's you don't want to put any ideas that anybody said. You know it does say that you have to be hit by an attack. So I would like, I don't know, true, true, true, true, so you might, you might. Don't try and do that. Don't try this at home. Yeah, triple advantage is not responsible for any player death, lost characters. These ideas that we throw at you pretty funny, though. So the next level ten feature is called genies entertainment. So this is talking about thematics and just hilarious social situations. This could be funny. You attempt to send a creature you can see with a ninety feet of you straight to your patron. Oh, so they must succeed on a Christmas saving throw against your DC or they're magically drawn into the vessel and teleported straight to the elemental planes. While they're there, the target is stunned and the patron just kind of marvels at them. They don't hurt them, they just kind of go oh, that's adorable. They keep repeating saving throws for the next minute or until the minute ends, at which point they're sent back like this is the equivalent of when your cap brings you a dead bird. Yeah, exactly. Hey, here's this thing I found for you. It was like cool, I don't care. So so it wasn't. Remember, though, that the genie is an avid collector. They love to hoard lots of things. This is a permanent right, this is a permanent yeah, it's true. It's just hey, here's this thing and the genie going. That's not what I like collecting. But thank you. One thing that I find interesting about this. So this is one of those once prolong rest features, but if you're able to send them for the solid minute and they don't make the save for that minute and are sent back just as a result of it timing out, you get that feature back instantly. HMM. It's got a cool I renewable action. Interesting and if you have, if you've got a high spell safe DC, you could exp not exploit that. That's what it's there for, but you could. That could be a nice feedi for you. It's a really creepy way of Hey, one of me, my parents, I'm thinking, like Doctor Strange, goes to meet to our Mamou is a time Lup. Just keep putting the same guy in the bottle. I've come to bargain. No, okay, here you go, genie bottle. So the final feature that we out here is called collectors. Call, so you're able to call upon more of your genies power as a thank you for extending their influence. This happens at fourteen level. You can implore them for aid as an action, and essentially this I find this interesting. You make a persuasion check against your own spell, save DC, in order to persuade your patron to help you and if this succeeds, if you're successful on this, you can choose one of the following. So either a creature within sixty feet of you regains eight d six Hit points and ends one disease or condition, a creature within sixty feet of you has disadvantage on attack rules and saving throws until the start of your next turn, or you can cast the legend or spell without material components now,...

...regardless of whether this works or not, this is another once per long rest. Here's the really funny part. This spell is paid a win. So if you are if you expend this instead of waiting for a long rest, you can just pay five hundred gold straight to your patron and they're like, okay, cool man, take another one. You just get another use. So you could just keep dropping five hundred gold every time you use this capitalism, and I'm just rereading up on the legend laurs Fella here. So says the name. Describe name or describe a person, place or object. The spell brings you to the Mont, brings your mind a brief summary of the significant Laura about the thing you named. The Laura might consist of current tales, forgotten stories or even if the secret Lord that has never been wildly known. If the thing you name isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed information you receive. Is the information you learned is accurate, but might be couched in figurative language. For example, if you have been serious, Matt if you have them serious magic acts on hand, the spell might yield this information. Woe to the evildoer whose hand touches this ax, for even the half slices the hand of evil ones. Only a true child of stone, lover and beloved Morden, may awaken the true powers of the acts. So it essentially just gives you, like, the flavor text of whatever item or thing that you're calling for. I think again, if your parties really into our peeing. Then I can see how this is definitely just going to be used to essentially figure out what you're doing and figure out where you're going. Yeah, that's figure out where you're going is a big thing, because I could think of some interesting uses for this in our tomb of annihilation campaign currently, if we're kind of lacking a bit of direction, suddenly some divine inspiration on that. Mind you, we're not level fourteen, so mind you, were not level for that's cool. I love these changes. I love how they're actually bringing in more unearth Orcana out now. It's a it's interesting to see what the designers are sort of trying to hash away to possibly introduce into new source books and actual content or like V license content. So for sure it's cool. This is cool and it also helps out flush out certain ideas that I had in my head about some some other spells, you know, especially like going back to the Palette and subclass. That last feet kind of ties in with one of the spells that I want to work on myself. So maybe I'll pick and pick that apart a little bit and try to splice it in myself. For sure, and I think like, especially with this this final one, this warlock patron. It seems like they're getting really kind of out of the box with some of the thinking yeah, which is very light at this point. They kind of have to yeah, but like it's Super Fun. Honestly. I thought one of my I think one of my favorite editions so far has been the artificer colors like that, to me is as as someone like with a tech background and loving to tinker already in real life. This makes it easy to make a very, yeah, close to life kind of character for me. So I think that I really appreciate that they're now just essentially handling all the very like edge cases of what you might actually want to play here and there. So it's kind of cool. Then again, you've kind of have to do that if you just want to bring more and more people to, yeah, the D world, right, for sure. All right, so I think that pretty much does it for this week's installment of unearthing Arcana. So we're going to leave it there. Hopefully we will be back the next time wizards releases the sub classes. In the meantime, tell us what you think of these new sub classes at real city society on Instagram. Moving on now to critical thoughts. So for this week, guys, I have a question. It's very opinionated, very...

...opinionated, very opinionated. What do you think is the coolest spell or ability out there, either that you've seen be used or that you've just read and thought all that would be awesome playing with a small character and that new levitate. I think using gust was one of my favorites. I think it depends on which character and playing actually, because Gust is definitely one that I've had the most fun with, playing super like character, levitating around, just kind of jetting myself at level. What? Two? Three? That was fun. Britain. One hundred percent. Aspect of the moon, the warlock eldersh invacation, essentially making it so that your character doesn't have to sleep. Fun because a I essentially get an extra eight hours in a day to do light activities and be because it freaks out the other players, which is hysterical. What do you mean, you don't sleep? Oh, you know, I just don't sleep. What do you mean you sleep? Yeah, about you, Jordan. I think that my favorite is probably the monks ninth level ability, which is to be able to run along vertical surfaces or across water. I have built a monk specifically for speed, and so it's just awesome being able to just like Oh, yeah, I'm just gonna run across the most of this like, guys, no big deal. Yeah, I'll like, oh, give me a haste, I got double speed now. Yeah, give me boots of speed bow. Yeah, I'm just so much. I'm literally going across like entire maps in the span of one turn, and I can go up or down or across water and nothing stops me. I like how we both went for a very superhero like power, just like I just want to do more things. I like my older gods, I like my one. That's I just wanted to read in the dead of nights without the party around. This guy goes for the exposition in the story. I also like how we didn't choose like any like big, like high tier spells, like there are some pretty interesting ones. Like well, like I was thinking of like, yeah, time stop is cool, but like can't really do much with it. It's kind of like I'm out true astral projection. Wish is cool. I didn't like wish is kind of a cop out right. So, like because you're asking a question and then I'm just saying, but I can just do anything I want. Have you guys heard any like cool stories that came out of a wish spell, though? I've accidentally given players a wish spell through an item when I first started playing. That almost derailed the one shot that I'm trying to play. So that was a frightening moment. I like, I only prepared this arena, there was no outside world. You are trapped in a box here. Oh right, so put myself in a corner with wish. Yes, so I have heard stories about wish where people come up with super random things that they end up choosing for it. So I think the weirdest I've heard was a lout that, when it was played, it would make enemies shit themselves. That, I was what the person wished for. That's that's that is incredible. is but it's also like, so you can do anything you want, diabolical, magical. I now we're now here's here's here's a ruling question. Would you make it a...

...lute, that is just a normal loot with those properties, or is it a magical item in your campaign? When you create it, can this be taken away by the enemy and used on the party, I would say a hundred percent. Yeah, we just ask for the Loute to be made for exclusive access to that loop. Exactly. You have to, you know, phrase your wishes very carefully, because I remember that corrupt a wish thing on facebook like years ago. It was a page. That's pretty much what this item is. DM's corrupt a ways should makes it so much more fun, I think. Yeah, I don't know, that's that. That would be a proud dad moment for me as a DM. If my players ask for something like that. One happen, it is all feast. Take it. Please do something cool with it, though. All I'm saying is it's an amazing creation. But as a DM, I want to use that too, for sure. So your next bill and is going to be some sort of thief. Who's going to take it from him now? Yeah, you know, that spoiling the campaign, Jordan. Oh Yeah, sorry, my bad. All right. Well, thanks for joining us, guys. You can follow us and send us a message on our instagram page at Royal City Society. Comment on our stuff today and yeah, let's get back to it next week.

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