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Triple Advantage
Triple Advantage

Season 2, Episode 11 · 2 years ago

Ep. 21 - A Wild Change

ABOUT THIS EPISODE

Welcome back to another episode of your wonderful show Triple Advantage. On this episode we discuss the planes of existence within our worlds. Jordan brings back yet another critical thought for us to ponder on. Finally we get a sneak peak at the new campaign Jordan is running in Wildemount! 

Hello everybody, beautiful audience and wonderful listeners. Or back to episode twenty one goes of triple advantage. It's been a wild ride and since we were running this very original and properly scheduled podcast, we're going to throw some segments switches. Actually, for this episode, we're going to start out with our divination of the DMG and then Jordan will take us into a critical thought before we discuss some secrets of wild mount well, guys, we're messing with perfection here now. Yeah, this is I don't know, I think we're going to lose some listeners over this. Boys, it's all about taking a risk in this environment. We're obviously twenty one episodes deep and experts in the matter. We've already labeled ourselves as podcast professionals on instagram. It's a this is in my booked in bio. I can't go back, but anyways, Britain, do you have the book ready? I do have the book. So let's dive right into divining the DMG to start our podcast today. Last week, it was last week, right, we didn't miss a week. It was week okay, I tell I mentional sense anymore, man, I don't know when we finished its sense for months. You can't be that anymore. It's like I'm gonna we finished talking about different flavors of fantasy, with whushia and crossing the street and springing in different, different exterior genres into into fantasy and we moved on briefly to creating a multiverse and looked at how the DD cosmology, in the official, official universe, the forgotten realms, is laid out. The next section that we have today is what we were kind of we touched on it a little bit last week, but it is putting the planes together. So this is kind of where you you can kind of start to build your own planes if you want to. But it mentions that there's at least two dozen planes in the DD existing cosmology and at most, or at least, I'm sorry, at least, must contain the following elements for your campaign. A plane of origin for fiends, one for celestials, one for elementals, one for deities, which maybe included in any or all of the previous mentioned one, so your des could hang out with fiends or with celestials, etc. A place where mortals go after death, which may also be those industry. Yeah, exactly a method of getting from one plane to another and a way for spells and monsters that use the astral plane and the ethereal plane to function. I find it weird that the physical plane is not mentioned at all there that I think that that is just assumed. I have to assume. Supply implies. It's just imply. It strikes me a strange that that wasn't mentioned. Is like you must have a no, guys, we're going to run a campaign specifically on Planer travel, not using the physical realm at all. I would do that actually. That sounds like film right, and that's why it wasn't required as essential. But Huh. It says that once you've got all of those laid out, then you need a coherent like cosmology. So an actual layout. Jordan, you mentioned last week you your cell the world tree. Yes, as a layout. It mentions it here, but I feel like I don't know a ton about norse mythology and I feel like you're the expert, and that's particular. You want to give us a rundown of what the world tree looks like. And guys, listeners, he has marked expert in norse mythology on his instagram as well. If anybody's looking for ratill, really, I made you a linkedin. It's in your bow. I'm gonna get you guys back some day for that. But okay. So there are, I guess, multiple different renditions of the world tree itself. The most common form, essentially, is that the the world tree is the means of transportation to the different realms and you have to travel onto the different branches and the branches are where the different realms are. And then there's, of course, Nippilheim, which is like under the roots of the tree. It's very weird, I guess, to think about it as like a physical thing as well as like a means of transportation between different realms, because our minds can't really conceptualize it as a whole. Yeah, I'm not.

It's very, very tricky, but yeah, it's basically branches that reach out to different areas and you can use those branches to travel to other realms as well. Yeah, most of most of the norse mythology expertise I have on this would have to do more with like which of the different realms are and what's involved there, and rat a task and you know, all the different creatures that are involved in that kind of thing. The actual travel has always kind of confused me just because you're getting a little bit metaphysical as well as physical at the same time and it's I don't know, it's weird to conceptualize. It's for D Travel Jordan. It's having figured it out yet. It's like a D travel. But I assume that when you're talking about the general structure of these planes, you're talking about like more physical, I don't know, like like I would imagine as you go up in the tree you change from physical to more metaphysical planes and etc. Right, like the organization matters with yeah, they're in the tree to certain extent. It does in some versions of it as well. It matters other versions of it. Like everything is based off of Midguard, which is Earth, and so you can travel to the other realms through Midguard as like a center point, and it's really just kind of like plane shifting, where you're not actually leaving midguard, you're just entering into a separate dimension. Other versions of it they're like separate planets almost, and so like it's totally different. Once you get their kind of thing, like it's it's kind of different based on the different myths that you pull from. My yes, and I think because those of us familiar with the Marvel University them is different planets, correct, right. Yeah, there's the different realms, but I think that the from what I'm reading here, it seems like they implied that this is leading more toward the dimensional side. Right, so you're still on midguard kind of, but you shift to an other way of seeing things and interacting with the world and and you know, the landscape changes, but the base physical portion of the world is still there. If that makes sense, and it makes perfect sense. And speaking of Tangents, that were definitely going to fall into if it can, Don it conversation. Just try to bring it back to the book, Braden, that that actually was all on topic. So perfect. That's awesome. That rarely ever happens. So it's happened at least once. But yeah, let's move on from from you still, because we could talk for hours about that. One of the other ones that I mentions here is the great wheel. So this makes it look like the planes being a group of concentric wheels, the material plane and echoes of the material plane. The Fay wild I think it mentioned in shadow fell kind of exists in the center of this wheel, the outer planes forming a sorry, the inner planes forming a wheel around the material plane and the outer planes forming a third wheel, it says, both around and behind the other ones. Interesting for sure. Yeah, and I like that it mentions that this is this is always what's confused me a little bit when it's talking about like whenever I read myths like travel between the Realms and twelve travel. Like if if I'm reading a Greek myths and it's talking about travel into the underworld, yeah, kind of implies that the underworld is a physical location in the material plane. But I like I like the description here and it's actually it's helping me to understand a lot of stuff outside of the Indie as well. The description here kind of describes that the material plane is earth. Essentially, if we were looking the Greek myths, the underworld would be a separate plane. The underworld would be kind of like one of the lower planes, like the nine helps, and the river sticks exists across both. So the river sticks is a transitive plane that allows you travel between the planes. MM. So, even though it is essentially like reminiscent and looks like earth and you it doesn't feel like you have left the planet. You have traveled to another plane through this river mm, which is kind of like the world tree and inch or so. Yeah, exactly right. And Yeah, it's one of those concepts that's always tripped me out. And this is actually superhip transitive property that allows for Planer travel. So, before we move on to this, this next one, I guess my first question regarding...

...this stuff, like have you? Have you guys thought about this, because thought about what your multiverse looks like. Are The multiverse in your campaign period? Loosely, there's a loose thought about this. Never anything concrete. I've always thought like in the campaigns that I like to learn, the worlds that I like to build, essentially like to have more of that Ebern feel where magic and, you know, intellect and tinkering kind of come together to create the steampunk look, you know. So I always think of like where that I guess culture would, you know, stem from right, and I like the idea of and I think the book put words to it, but the concentric and the concentric planes like, you know, being both around and behind one another. And when you said that, the thing that I kind of thought of was you could have, for example, the plane of fire, right, and the plane of fire is this location and existence that kind of overlaps everything, you know, and it overlaps other planes, like in the material plane you have elements of that plane of fire represented as fire and fire magic, like. Where does that stem from? You know? And although it's in the material plane, at that point it's also overlapped by the plane of water and all the other elemental planes. And you know, you're more spiritual planes and these bigger circles that are, you know, part of it but always, you know, a step behind, kind of in kind of Shit. Words are at a loss for me today and I'm in the background. Yeah, yeah, yeah, like they're always further and further, they're more distant, but the like elements of them are still part of these other planes that are tighter and tighter together. So the idea that of like this sort of multiverse falls in line with that of the sort of like the like kind of like the infinity stones. You know, you think like they're these raw elements and throughout, mixing and matching all these things, you get reality and you get time and you get the little emergent behaviors of those two sort of wavelengths mixing and creating something new. So it's funny because the book talks about, you know, having these planes, but then now thinking about it, I have no idea how I make people players travel through that. You given me some good ideas. Actually, some of the stuff you're talking about gives me some some for how that might work. So now just thinking about traveling is like interesting and I think it gets more into the flash kind of travel mechanics or you have to the magic somehow like sings up with the wavelengths of other we've I don't know that we've. Concept is interesting because you can do a lot of like kind of like signally properties to it and say, if it's part of everything you know, you is it some sort of you know, connected freakents whatever, if you get really weird with it. But yeah, yeah, I think that that would be kind of a way to travel. That just I don't know Shit. You'd have to decide who's able to travel, I guess. First if you're true right, because like okay, if it's possible for everyone to do it, maybe there are certain areas, like the river sticks for instance, that are yeah, so yeah, I think like the way I kind of wrote it in with so avalon. The reason I had lay lines is, I think, in a sense, these kind of mixings because, like some of these lines were portals to the Fay wild. So like heavy like, for example, my access to the Fay wild relied heavily on, you know, forests that were super emergent and deep and like people could get lost in them because they were growing on a lay line and it's this raw, magical source and because of that, going into these forests allows you to get into the Fay wild and that that kind of planar travel and other regions like that, with lay lines being in like deserts and other locations like that, might lead you to a plane of fire or something. But that's kind of where I loosely had a kind of like this techtonic plate idea. But that's why, that's why I said the book kind of put words such is because like the overlapping like d circles, you know, and where these creases are formed is where you have these like Ley lines or magical entity whatever. We'll work on this guy's audience keep you updated...

...on my ideas here. For me, I think the easiest way for me to do things is I kind of decide if I want plane or travel to be in my campaign. Then I would have to come up with a better theory. But most of the time I think okay, I think that deities can travel through the planes and I think that very powerful magic can be used to travel through the planes and that's kind of it. And so the other planes are there for multiverse, multiverses kind of theory, like the separate universe that you can get to through a gate and that's it. You have to use extremely powerful Magic to get through that gate and if you want, if in order to travel there other than that, your your your you. You can die and you can go to your afterlife and and other. That's about it. There's no like transient properties in the world because then you start getting real complicated. Unless you want that to be a part of your world, you'd have to build it into that kind of thing. So I have yet to make a campaign that's kind of centered around you being able to do that. So I have thus not yet used anything along those lines, and they don't. Don't want to come up with your own system of metaphysics just for three hour session of a role playing game, and not only that, you got to also consider the fact that I've started to develop elements into the DD games that I run based on the fact that, if a player has brought it up or not, because I am trying to develop an entire way of metaphysical travel for some of them be like, yeah, I just cast plane shift, man, I don't care, just takegether. Yeah, exactly. So the next section that we have to talk about is called the world axis, and this is, I think it's all similar to what Carlos was talking about and when we were talking just now, and also similar, I think, from what I'm reading, to how critical role kind of presents the idea of of plane shifting, the idea that the material plane kind of stands alone. Above the material plane is the astral sea. We're just kind of like this vast astral plane that holds the the outer planes in it and you kind of have to travel through this sea to get to the outer planes. And then below the material plane is the elemental chaos, this single elemental plane where like the elements are constantly just going at it. It's a rave kind of the last section that we have to talk about today is just called other versions, and some of these I want to get your opinions on because I'm think that they're pretty cool. The myriad planes mentions that in this in this idea, planes are just becoming clumped together. They use soap bubbles as an analogy. They're just constantly coming together, intersecting, crossing over and then moving apart in random kind of like transience planes. You have the omniverse cosmology. That just covers the very bare minimum, which kind of almost sounds like, if you could describe our perception of the world right now, like Earth, if you accept like like heaven and hell, in that kind of stuff. It mentions like the material plane, there's a transitive plane to get back and forth, there's the elemental plane of chaos, there's heaven and there's help period. The next one is known as the ory. I hope I'm pronouncing that right. O urr ARY, oralorary or the ropp rap rap. It mentions that ever on uses this. Everything essentially orbits the material plane and they will exert their influence over it at differing times and differing impacts, depending on their closeness proximity to the material plane. The winding road is interesting. The idea that kind of like how you just still is a tree and you kind of have to travel down the tree or up the tree. It kind of states that like this is this is a road, with each section being a stop along the road, each plane just being a different right, different kind of waypoint. The gives like a Western vibe. I don't know because I got a ride north. The Mount Olympus model is what we're kind of familiar with from Greek mythology, but I find this interesting. The I idea that, like,...

...yes, Olympus and the underworld are two distinct planes, like the it's the celestial plane and the plane of fiends respectively, but they're all essentially very, very closely connected. In the idea is that the planes are so close together and Olympus is so high of a mountain that it does break free of the material plane clear into another plane. So you can essentially walk up this mountain and just end up in another plane because they're not close together. Same with the underworld. Yeah, the solar barge. Are you guys familiar with Egyptian at all? Yes, systematology, Carlos, not too much. The the basic idea here is originating from the House, the twelve houses of night, which is the idea of these stages, the twelve hours past sundown, essentially the stages that the Sun God raw goes through on his trip to bring the sun up again, and it mentions that the during the day he's in the material plane crossing the sky, that at night, the solar barge that he travels on, essentially the sun itself, or representation they're in, is a small outer plane itself that travels through the outer plane and through the realms the twelve houses night, which are essentially outer planes themselves. Cool will move through each of these steps, these stages in Egyptian mythology, in in order. All right. So all you got to do is hit a run on the sun to get there. Yeah, exact, got it. The one world I find interesting and I feel like this maybe what I end up doing out of sheer laziness. The idea that there are no other planes. Is just the material plane, but they they incorporate the ideas of the other material planes, such as the celestials or the abyss or the nine hills, into this one material plane. So maybe the celestials are found at the top of the tallest mountain in the world and it's like, right, a red ridiculously hard quest to actually get up there, but it is still part of the material plane. You're not doing any magic to MMM, to get there. Specifically, the interesting one that I find is the final one. It's called the other world. The idea that the material plane has a twin realm that fills the role of kind of every other plane. So there's the material plane and then there's this one other plane. It overlaps with the material plane and you can kind of get there through kind of small gaps in the dimension. But besides that, like it encompasses literally everything. So the gods all live there, the fiends, I'll live there. There's a section devoted to elemental chaos, this section devoted to pretty much everything. It's like an alien world kind of thing, like there's a bunch of beings we don't understand over on this other world and then they can travel here, kind of, but not limited to just aliens like the Gods. Right, yeah, yeah, just kind of like everything that's not us is over there. MMM. We're here, there there, which I find interesting. I think that that could make for some unique it reminds me of a book I read once with that focused pretty much on the idea that you there was this other world that you could use to travel to different points in time, kind of like an alternate dimension. But you you like each jump to a different point in time was a physical location in this other dimension, so you had to have a literal map of this plane in order to get to each kind of jumping off point to whatever time destination that you would want, right, and the the dimension itself was full of these other worldly horrors that you had to overcome. It kind of reminds me of that, just the idea of like there's this other, separate dimension that kind of encompasses the unthinkable, everything outside of the material plane, and I would I would be interested to see like, yes, I want to get to the the elemental section of this, so I'm going to need a map to bypass the fiends because they're standing between me and the elements. HMM. But unless you guys have any final thoughts on that, no, the one world Seri are option there is interesting because how would like planer shifts, spell work or you know, I think I mostly just wouldn't astro projection kind of thing, like like yeah, I guess travel through the realms, through the boot, those kind of spells, I guess, wouldn't exist then. I think that that would be one of those things where, like in session zero, you firmly establish that. Well, you could are just a plane shift just takes you to this other world. Right, that's right. I don't go to a lot of line shift. Yeah, you just...

...if there's only other one other plane will, plane shift will take you there. But yeah, that is the other worlds. That is looking at how to creat multiverse. If you have thoughts on how to do this or if you've used any of these models, let us know. At Real City Society. But besides that, I think that it is time to turn the reins over to Jordan for a bit. Yeah, okay, so we're starting up, I guess, a new sort of not really a segment, but a little sneak peak here. I'm going to be talking about wild mount and the campaign that I am starting up. Oh, actually, we're just back on this professionalism here. We're just going to talk about that at the third segment of the episode. We're still having a critical thought. My Bad, right, no worries, guys. We just we just shifted the the open. Discussion to the end. Discussion to the end. I am you know what that you know. Okay, it's habit. Now. Those of you who have dm before know what this feels like. Wait, where were you guys going in right, hold by RP for a second. We're going to find the right section. Okay, so we're going to move right into critical thoughts instead. My bad, guys. MMM. So for my critical thought of the day, I had a couple I had thought of, but I wanted to ask you guys, just out of curiosity. I guess, if you were to pick like one quality in a DM that you would want them to have, like, what would it be? And what are kind of some of the examples of times that you've seen that they need to have a six pack that related to the game? I'm here. No, I think for me, I guess this falls into who of you guys, is my favorite team? Now I think you know what Britain. I'll say something. I'll flip. I'll flip the question slightly, but I'll say some of that's really fun with your campaigns is that you roll with a lot of ideas quite easily. So when we say I want to run up a tower, and shadow step to it like mechanically and objectively in game. It I don't know, it might be possible, it might not be possible, but it's really fun when you make when you sort of like skip over smaller checks and rolls that maybe other DMS would actually force her players to do for just simple actions and whatnot. So it makes it really fun to just, you know, me using shadow step constantly around a campfire just because it's, you know, the bonus action ability. It's nice and natural that I can kind of just describe what I'm doing and you'll just roll across with that and just kind of accept it because, I don't know, it's just it's just really fun. And you do that with other kid with the other players, to write like any crazy ideas and whatnot that aren't necessarily like Checkworthy, I guess you don't really do it. So that's really nice to see. I really like that. I guess I'm kind of flipping the question as well, because that kind of relates back to what I like to see as a DM from my players. HMM, because I love it when you guys are like I'm going to do this crazy thing. That's there's no way the module could have prepared you for for me to do what now, because I'm like, like I could, I could sit here and be like, oh no, you can't, like the module doesn't mention that, so you can't do that. But none of us are playing the game for that. None of us are playing the game, so I can sit here and tell you what you can't do. So, yeah, I enjoyous when when you guys do stuff like that, when you take these chances, when it's like, yeah, there's all these traps on the floor and you're just like, I'm just going to teleport to the other side. Yeah, okay, sure, yeah, checks up. Or, for example, that'll sneak peak at a bonus action that we're going to do after this, a module that we're releasing coming up on Thursday, and one of our one of the players in the recent test that a ran for it. They're essentially supposed to be putting up fires kind of one by one, very methodically, and he was just like I'm going to walk in here with tidal wave. I was like yeah, yeah, that that speeds things up. Let's let's do that. Excellent, and it really did speed things...

...up. I was like that's awesome. I wouldn't have thought of that honestly, but I do have to agree with you. I think as a DM, flexibility is awesome, and not just flexibility. It's tough to say, like I don't expect every DM to just be like an Improv master and nobody, nobody likes just having the players that are constantly just just doing stuff because they can, unrelated to what they should be doing, just to see what the DM reaction is. But it's definitely there's something to be said about a DM that can like I was playing in a recent session and my I'm playing an evil lined character. One of the NPC's really ticks me off. So he left the we left his place of business and I just turned around and I was like there's a window there right. He's like yeah, I was like cool, once we're like thirty feet away, I cast someone lesser demons inside the inside the establishment and I just walk away. No possible way that my dm could have known that that was coming. I wasn't sitting down and I was like, Hey, I'm going to ruin your day later today. Yeah, but he he took it in great stride at it ended up turning into this kind of mini combat encounter. It was fantastic. Well, I think was a lot of fun for us. It's I agree, Carlos. It's just one of those things that like, if you've, if you like, feel as a player that you can kind of take those chances and kind of go off the go off the kind of script and path. Yeah, exactly, kind of do these Weirdo things. It's it's great. It's a good feeling, awesome. But you, Jordan, what do you look for new DM's? You know what, I honestly love it when it will tell me why it's you up question. I I love DM's are able to describe the universe so clearly and vividly, when I can picture in my head exactly what is going on in the scene and I can see what my characters doing and what the other characters are kind of doing. It's it's just phenomenal to be able to like, I don't know, get your imagination moving, and it's definitely something that I envy in a lot of those kind of DM's. I don't I'm I would say I'm halfway decent at role playing, like talking and that kind of thing, but as soon as you get me into like descriptive mode. It's a I'm a little bit more. I need some practice with that, I guess. So it. It is definitely something that I look for in my DM's and I love seeing so, yeah, keep that up, guys now. Yeah, not doing that to bug you. No, no, keep going. Yeah. No. So that was my critical thought for today. Is there anything else you guys think about when you think DM's? Like, what's it? What are what's another good quality, I guess. Is it important for a DM to know the rules? No, I think. I think it definitely is, but definitely a lot of like the like actual game mechanic rules. Yeah, I think with like. Does it DM need to know every single rule for every single spell so that they're ready for any action that a character might take? No, it's a little unreasonable. Should they know? I think I think DM's should definitely know basic actions that players might take in the rules associated with that. So can I jump this far? No, you can't. You're going to have to try to make a running start. You know things that will just keep the pace of play going rather than like conditions, for example. You should know conditions. There isn't that many conditions to memorize. It it kind of goes back to like my like Thea what is important to study for in exams, those things where you know, hey, you're confused and a player goes, I don't know what confused means. I've never been confused. You know, you should be explain that. Rather than hold up, let me go look at the rules, figure this out and tell you, because if you're using an ability as a DM, I feel like you should know what that ability does,...

...because if you're casting spells and you're like, Oh, oh, it now blinds my opponents, well, okay, now you're like in if you don't know what mechanics are associated with the session and the encounter that you're running, you're going to hit a lot of walls with regards to like moving combat on. You know. Yeah, so things like that, especially very combat related things for example, because that's like the slowest portion of the game. So I think knowing more about that will get you through those sections a little bit, a little bit more smoothly. But other than that, I don't think at the end, needs to memorize every aspect of the world game. I think that's part of the fun is, you know, even kind of creating new behaviors and creating new actions on the fly is really fun. Yeah, yeah, Braden, do you have any other thoughts on on DM's in general and what are some good qualities? I guess my final thoughts is not really something I've seen, but just something I've heard of. More I feel like a DM should always be comfortable, as flexible as you are. Be Comfortable telling a player Nope, and this this stems a little bit more we we've all had players that it's just going to like we shake our head APP it. It's like, yeah, whatever I'm talking at, like we've heard, like we've all read like the the RPG horror stories. We've all read the they the game's gone wrong. Yeah, and I think that that. I think we're all lucky that we have we play with friends primarily and that our friends pretty awesome. But I think it's important, like if something's not making you comfortable or is not making your table comfortable and there's just like yeah, it's ruined. This should be a fun game, right, if something is derailing that fun, you should be able to say this has got to end. Yeah, yeah, totally good thought. Well, thank you, guys for answering my questions. And that's all I got for critical thoughts for today. And it's weird not finishing off these. Yes, some hold it out supposed you know. You have to stop me before I do it, and we're just going to move along. Audience and Britain, and I just gotta say I've been interested. I think burtain, you even pretty interested in this wild known campaign as well, and we're just antsy to find out just a little bit more about it. I know that you're about to run the our first session. Next I want to know, because I'm not part of this, where are you starting your players out? What kind of initial meet the Party encounter are you running? Okay? So, by the way, anybody in the campaign? Yeah, I need really made me call out. They're you. You probably don't want to listen. That's you, Elijah and frank and Josiah and Rebecca and Ben. I don't know if any of them actually listened, but you know, in case you are, don't. Don't. Don't listen to this, at least for the first couple of weeks. Definitely listen to it after you've played guest exactly. Recommend you go back and listen to all twenty, all previous episodes of triple advantage and their bonus sections. They're great content brought to you every Monday. Asterisk to that one of the week triple advantage. Yeah, come back to it. Okay. So to go back to your question, when I started this campaign I asked the players what kind of campaign they're looking for and they answered with pretty well. Everyone was like, we want some sort of a mostly dungeon delving kind of campaign where you go in and you're looking for a quest and you do that quest for some sort of a guild or something along those lines. So I went into the wild mound book and I was like what kind of a faction would work really well with that, and I ended up coming up with, or deciding on, the Claret orders, which is a group of people who have accepted dark gifts. For those of you who watch critical role, molly mock was either part of the Claret orders or or he got his powers along the same lines as them. It is where the blood hunters class comes from, and so I have decided that I was going to use the Claret orders as a kind of base of operations for the Group of people. It gives...

...them an opportunity to be trained to a certain extent, it gives them an opportunity to get quests almost immediately off the bat from an organization of some sort that is doing good out in the world. That was one thing I asked them, like what kind of things you know, are you wanting to do for the world, and most of it was monster slang, which is exactly what they are suited for. So I chose that based on on that and on what they wanted. And so from there I had them create backstories that would lead them up to the point where they would enter into that guild. So that way we're not meeting up in a tavern or whatever. We've actually got a backstory that gets them to a point where they would actually be working together as a team. So I have them training all together in the Claret orders right now and then when we start up the campaign, I will give them some sort of a test or quest that's associated with the Claret orders and the guild there. As far as we're on the map we're starting, I actually decided to change one of the places that exists in wild mount so the original hideout for the Claret orders is in the south end near the DWENDOLIAN empire and it talks about how there are other keeps and forts and things like that that the Clare Orders uses, but there wasn't anything in the book regarding where they would be. So I decided to take a little bit of creative liberty and I turned one of the potential places that you could go to into one of their bases, specifically the one. It's called Arlis. It's up in the north, the biting north, the graying wildlands near near where. Actually, four out of the five people had a backstory that was regarding the northern end of the of the world, which is really surprising. I guess two of them to to two pairs. There are two pairs, so one shares with another one and another one shares, so both of them ended up choosing a backstory that had to do with things that would go on in the north. So I was really surprised about that and I decided to change up one of the places, which originally is supposed to be haunted in the wild mount but I've changed it into a keep for the Claret orders for the purposes of this campaign, and that will be where the campaign kind of kicks off. That sounds way too cool. And I hate that I'm not in this campaign now. Yeah, it's exciting that they have backgrounds in that area, though, so I know a lot of a lot of history checks might come in handy. Yeah, exactly, it's it's going to be really, really cool. I think I'm using their backstories as part of the main campaign, trying to make sure that you know they're their stories are going to come into play in some way, shape or form. You know, I don't want to give away too much as far as their back stories go either, so I'm going to kind of leave it there. But they're I'm trying to make this a story that specifically is supposed to be about them, I guess, like the main protagonists and whatnot, the Heroes Tale. Yeah, exactly. Most of them are new players, so I am excited to kind of teach them the ropes and giving them quests off the bat makes it easy to do something like that. If you want to do more like world roaming travelers kind of people, then oftentimes those will be the more veteran players, I think, because they're more comfortable with doing something like that and out of curiosity, what is the first encounter you're running them through and can they circumvented? Okay, so the first thing that I'm going to be doing is I am going to have them complete some sort of a test. They'll have a older, more experienced member of the Claret orders join them on a test going up towards towards myth borrow, where it is said that a dragon exists. So they're not...

...actually going to go towards, not going to go into myth borough, but they've been hearing about some sort of a disturbance out in that area and they will be expected to find out what the cause is and take care of it person just to keep, i. us, the the northern the north, more safe from any potential threats, as things have been roaming in towards UA durn. That should not be so I am leaning towards a Yetti currently, which will be fun I think. And so starting what's the starting level? Food? Oh yeah, they're starting at level took, so level level two. I was going to run level one originally, but you know, no one really likes to start at level one. Level two gives them a little bit more, a little bit more power, a little bit more survivability, and I can chop it up to or chalk it up to training that they've undertaken at with the clared orders and then usually by level three people get subclasses and things like that. So they can kind of work towards that and get a better feel of the class before they decide on their subclass for the rest or for most of the campaign, I guess. Yeah, so whether they'll be able to take it down or not will be maybe they might be able to, they might not, but that's kind of why the the older experienced hunter, is traveling with them to kind of keep an eye on them, but he will be kind of in the background, staying back quite far away, unless he sees things going wrong, in which case you will step in. But until then they're on their own. So whether they can circumvent it, you know, that'll kind of depend on what they can come up with. You know, maybe they find a way to lead the Yett he's back to where they're supposed to be. Maybe they can find a way to, I don't know, and entice or find a group of traveling tribesmen, specifically some half works that live near the in the area. They could potentially hire those guys to kind of help them out and dealing with them. You know, there's a couple of different like ways that you could do it, but it would take a lot of a lot of creativity. So we'll see what they come up with, but my guess is it's going to end in combat. And with that being said, the next little bit of curiosity is washing over me. And who's what is your party consistent of? Oh, yes, okay, so, HMM. We have a sorcerer who is just learning to control as powers and was seen as kind of a prodigy in Utha dern, and so he isn't supposed to have left Uthadrn, but he followed after his cousin, who also left Utha dern after being kind of thrown away as as trash. And he is a fighter currently, although I know that what subclass he is leading towards, which is going to be the eldritch night, and he so we're going to have a fighter right now and a sorcerer, and then we have two rangers, which is really weird but kind of cool, and then a an Amnesiac, which, you know, he believes himself to be some sort of a bard, but in reality he is not one. So I'm not sure how much I know what class he is playing. I'm not sure whether I want to give it away right now or not, so I'm not going to enough. But it is not a bard but it could be, but it's not. Should be, but it's not. Well with that little mystery. Well, I guess we'll have to follow up on this conversation and you'll have to keep us updated goings and wild mouth. I...

...am really excited about the main quest line, so I will try and keep you guys updated on that because, oh, I have no react story kind of compiled together already, so it's going to be fine. Well, Jourdan, you know that here at triple advantage we definitely don't scrap together pieces of content to create these episodes every week. So okay, we're going to see. You know, we have a bit it all, so if we can fail, we can see wild mound in will will definitely let you know. But I think, audience, it's been wonderful having you along this ride for episode twenty one and we hope that you tune in next week for episode twenty two. This is it for today's episode, this week's episode, but keep an eye out as we will be releasing a bonus action sometime this week as well, and maybe an extra little surprise for all of you who keep in touch. Make sure you follow on instagram. That's where we drop all of our updates and we'll catch you guys next week.

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