#i love many npcs in this game but the bards are like completely aligned with my drawing hands???
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ezrodraws · 2 years ago
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at some point i suddenly started obsessing over bards and sure drew a lot within a short time lmao they are silly good boys i love them
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absolutepokemontrash · 3 years ago
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The Demon Bros Play DND!
Who’s ready for some Stupid Headcanons?
So, the Satanic Panic of the 1980s claimed that the tabletop RPG known as Dungeons and Dragons had the power to turn your children into satanists and devil worshippers. So of course, the brothers have totally played DND after hearing about all the human world nonsense.
Lucifer the Back-up Back-up DM
He’s too busy to play this game dammit, stop inviting him! What do you mean both Satan and Simeon can’t DM the one-shot? Ugh... fine.
Despite all his UUUUUUUUGGGGHHH, Lucifer is a damn good storyteller, prepare to be immersed as hell.
Also, sorry guys, he’s a rule whore. If something’s against the rules, YOU AREN’T DOING IT.
He’s also a complete sadist who will randomly get everyone to roll perception checks for NO REASON.
Lucifer has definitely stood up and slammed his hands on the table while giving a description for extra effect, Mammon screamed and nearly fell out of his seat which REALLY ruined the mood.
“Everyone, we’re rescheduling, I’m too busy.”
He’s been a player a few times, and he’s NOT good at it. All his characters end up being really generic and boring. He’s better at being the world and everything in it, not the dummy wandering around it.
Human/fighter lookin’ motherfucker
In conclusion, he’s a good DM, but he’s probably too busy to play.
Over-Powered Self Insert (Mammon)
This game is for nerds! He’s not playin’, Levi!
Fine, his character is great and amazin’ and is also him. MC! What do these numbers mean-
Mammon’s the type of player to make his character a self insert and not take it too seriously, then get really REALLY attached as the campaign progresses.
He’s the type not to make a backstory for his character either, so go wild DM MCs!
He also both purposefully and accidentally metagames a whole bunch. Like dude, YOU know this, YOUR CHARACTER DOES NOT.
Shit he forgot his dice, can he borrow some?
“Okay MC, that’s five points of piercing damage.” “I RUN OVER AND HEAL THEM! I’LL SAVE YA MC!”
Mammon goes out of his way to save MC’s character long before it would make sense in-character to do so.
“Well, as your first man it’s my duty to save your character! You’ll probably be a blubberin’ mess if I didn’t...”
He’s not the best role player, but he’s also not the worst at it either. He tends to break character when things get too serious and he doesn’t know what to do.
Notes who? He came in here with one sheet of printer paper and it’s for doodling only.
He and Asmodeus start the tavern brawls. No question about that.
Theft is very common, he’s stealing from everyone, including but not limited to: the party, the royal guards, the dead enemies, the giant fuck-you dragon that Satan dropped in there to deter Mammon from stealing...
“I’m gonna steal that crown from the dragon.” “Roll stealth.” “Nat 20 BITCHES.” “Fuck you.”
If his character dies, may the Demon King have mercy on his greedy little soul because he’s going to mope about it for a damn long time.
Over-Powered Self Insert Again (Leviathan)
His character totally isn’t a self insert, shut up! He just looks and acts like an idealized version of himself!
He’s the one with twenty pages of character info and backstory AND the amazing commissioned art.
Levi has about 40 sets of expensive blue dice that he claims gives him the best rolls but an average session with him usually leads to roughly 10 crit fails.
While his luck with dice isn’t that good, he’s the player who will get as much out of their turn as possible, AKA break out the calculators and notes we’re doing some math.
His turn goes on for at least ten minutes because of all the shit he’s doing. When you finally think it’s over he goes “I still have my movement!”
Takes notes like a madman, every bit of lore and character info is being written down, meaning it’s a headache for everyone involved if there’s a continuity error because Levi WILL point it out.
“So you all head to the east, the great Valley of-” “Hang on, valley? In the second session you said there was a mountainous area to the east.” “Levi, shut up.”
Levi is the self appointed “guys come on let’s get back on track!” player, and whoever’s DMing is grateful to have him.
Levi is kind of the opposite of Mammon in terms of character seriousness, at first he’s taking everything super seriously and then as the campaign goes on he slowly loosens up and has some fun.
Out of curiosity one day he searches up a magical girl DND class and he’s ALL OVER IT. PLEASE LET HIM BE A MAGICAL GIRL NEXT CAMPAIGN-
Damn good at roleplaying, he’s carrying the entire in-character discussion until everyone else gets into it.
The Done With Your Bullshit DM (Satan)
So, this is the game that’s supposedly summoning him all the time despite the fact that he hadn’t been up to the human world since the 50s... what the fuck is everyone on up there?
It was the 80s, probably a lot of drugs.
When Satan DMs, you can only break the rules if it enhances the story... or if it fucks with Lucifer’s really boring character.
He will fudge dice rolls every once and a while, he also gets very attached to the characters everyone has made so he doesn’t want to perma-kill any of them unless they roll a DND quadruple natural 1 sin or something.
As attached as he gets, he isn’t above completely raging, killing everyone’s characters, and ending the session if everyone’s being annoying.
Don’t worry, your characters will be safe and sound next session once everything calms down... just don’t mention how Satan burned your character sheet right in front of you. It’s your fault if you didn’t make a second copy of your character sheet!
He’s pretty decent when it comes to improv when a player stumbles into something he didn’t plan out, but that’s not going to stop him from getting a little annoyed.
Though, if you somehow manage to get to the big bad too soon... yeah sorry, he’s got a way more dramatic fight scene planned, your player’s getting conveniently blasted out of there.
As a player, Satan is pretty decent at the game overall, but he tends to be a little aggressive if there’s an overarching mystery to be solved.
He needs to understand what’s going on! He doesn’t care if it upends the plot or it’s too early to find out! He needs to know!
His character is actually distinct and different from himself, Satan thinks it’s more interesting that way. All the books he’s read have made him a pretty awesome role player!
Satan’s notebook both as a DM and a player is filled to the brim, no detail is too insignificant to be put on the page.
Satan doesn’t fear dungeon puzzles... dungeon puzzles fear Satan.
“Are you all stupid?! This puzzle is so easy a four year old could solve it!”
I ROLL TO SEDUCE- (Asmodeus)
At first he didn’t want to play, he doesn’t play these kinds of games, sweetie. He’s too pretty.
When he’s finally convinced he puts a decent amount of effort into his character, but leaves the backstory pretty open.
Asmo would probably be the bard... right? No. He’s the warlock with the magic sugar daddy patron, and the warlock patron is spoken to as such.
“Hey baby... how’ve you been? Have I been good~?” “...”
Huh! Who woulda thought that all the bedroom roleplaying would transfer so well to DND!
Simeon is the only DM that doesn’t immediately shut this down, so Asmo will be extra inclined to play if Mr. Nice Shoulders is DMing.
When he gets really into it he buys a bunch of sparkly and very pretty dice, they bring him good luck in every roll!
Asmo has a fictional harem, no question about it. It gets to the point where Satan, Lucifer, and Simeon stop describing NPCs as attractive.
He’s rolling to seduce either way, he’s turned many an antagonist into a lover. To be fair, Asmo’s horniness has gotten everyone out of a lot of jail cells... so they can’t complain.
His notes consist of really random comments about the plot and the other players. It’s also COATED with doodles.
‘Wow, this character is such an asshole, I hope Belphie kills them.’ ‘Shit.’ ‘MC looks so cute when they play their character!!!!!!!! :D’
Poor bab forgets the rules a lot... it’s just too much to remember, okay?! How was he supposed to know that he ran out of spell slots an hour ago?!
Please help him, MC...
*Dice Cronch* (Beel)
Homeboy has been given edible dice, no question. He has also eaten the non-edible dice...
Beel goes to Satan for help with making his character, and he ends up really loving the character! :D
Problem is, he’s not that good at roleplaying... D:
“Can my character eat that person?” “Beel, no- you know what? Let me check what you’d need to roll to do that.”
I’ll save you MC part 2 electric boogaloo, but when it comes to Beel, the entire party is getting protected, no matter how little it makes sense in-character.
While Beel does take notes, a lot of them don’t end up being very important for later events. For example, he’ll jot down stuff about the layout in one room, but it turns out he didn’t take notes for the room that was actually going to be used for a boss fight.
He’s always nice to the NPCs, shame Belphie doesn’t show them the same courtesy.
Murder Hobo (Belphie)
Chaotic evil.
“Belphie, your character’s alignment is neutral good, remember?” “Fuck that, this guy’s annoying me.”
If Belphie doesn’t like an NPC, it’s up to the rest of the party to stop him from derailing the campaign and killing them.
He has space themed dice because cow-man likes space and thought they were pretty.
Notes? NOTES? You think Belphegor, the Avatar of SLOTH, takes notes? HAHAHAHAHAHAHAHAHA-
He’s drooling all over the notebook... ew. Someone wake him up and tell him it’s his turn.
He puts about 35% effort forth to make a halfway decent character, and approximately 4% effort to actually roleplay.
Belphie sleeps through important plot details so he’s almost always really confused. He’ll turn to MC and ask them to explain what he missed before not learning his lesson and going back to sleep.
Wake him up for the dungeon puzzles though, he and Satan love those.
“Okay, we can’t see what’s in the room because none of the conscious party members have dark vision?” “Nope, what do you do?” “...I shove Mammon inside and shut the door.” “WHAT?!”
Bonus! The Best DM (Simeon)
Our favourite angel has homebrewed this entire campaign and boy fricken howdy are these players going to enjoy it.
Simeon fudges the dice rolls to avoid anything too irreversibly bad happening, buuuuuuut he’s still a total asshole who does the random perception rolls to keep everyone on their toes.
Everyone gets a character arc god dammit, even if they don’t have a backstory, one will be provided!
He’s got a map, he’s got miniatures, he’s got dice and backup dice for the backup dice, he’s got DM notes for days!
Simeon could be a voice actor with the amount of character voices he can do, no one ever gets confused with who’s talking.
Did someone just uncover a massive bit of plot that was meant to be found out later? Good job! No harm done! Simeon’s DM improv is second to none, and the plot will adjust accordingly!
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grayisholi · 6 years ago
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@ the DND ask game: ALL OF THOSE QUESTIONS, I CAN'T CHOOSE!! XD (or if not that, the ones you rlly wanna do!!
BOY OH BOY OH BOYIve been answering these throughout the day and I’m too lazy to reread the full document so sorry if I’ve left gaps or whatever but here it is! All 35 questions about dnd! Matt you unstoppable Madman.
1. A favorite character you have played.
You can’t just make me pick between my children!!! I think I might have to say Atticus Sallow, my faeborn bloodhunter, partially because he’s like 100% homebrew content which I LIVE for, but also because he’s probably the most kinda self-insert character I’ve ever played? Almost became the kinda angsty, brooding asshole character before he was like “get your shit together” and learned that loving people isn’t so bad.
2. Your favorite character that someone else has played.
I almost, ALMOST had the pleasure of DMing for @no-more-good-omens and their character was gonna be SO RAD and I’m a little heartbroken he never came to be. A half-drow paladin of Vecna, pretending to be your typical good and wholesome paladin? Dude, I love that kinda two faced backstabbing in a player. It’s such a shame it never came to anything (although if yall still wanna play hmu ;))
3. Your favorite side quest.
Ooh, there’s been so many good ones. Probably when i was playing as Adrian Smirks and went off on a tangent to rescue his brother ? That was the first time I ever got to see Adrian’s more raw and emotional side beneath the suave mask he wears and it was fun to explore his character in that way ^.^
4. Your current campaign.
That I’m DMing? It started inspired by Guy Fawkes and was gonna be “your party blows up parliament” but I got bored of following historical accuracy so it ended up being “blow up the palace in a magical city that just happens to be called London”. I accidentally wrote myself into a hole with this campaign tho, so once they’ve finished this arc I’m handing over the DM hat to my sister @philosophical-wanton because she seems to love it and I kinda miss being a player lmao. I can’t wait for it.
5. Favorite NPC.That I’ve written? Probably Hai Shen, the youngest son of a group of circus performers who were killed and the party got blamed for their murder. He had such a great attitude and his dynamics with the party kicked ass. And the twist that he was actually dead the whole time and it was his soul that had stayed behind to help solve his family’s murder? ICONIC.
6. Favorite death (monster, player character, NPC, etc).
NPC death would probably be Hai Shen, actually. After the party had brought the real killers (A cult to the demon Prince Orcus) to justice, Hai’s time on earth had come to an end. He had really beautiful moment with the party before being reunited with his family. Alternatively, the time I broke my entire party’s hearts? “Artagan’s staff comes cracking into Ellios’ chest, forcing him onto the ground. Artagan raises his sceptre in hand, pointing it menacingly at the young prince. And for the first time, you see him. Like, REALLY see him. He’s not the strong and powerful leader you’ve all come to know him as, he’s not Prince Ellios of the Four Realms. He’s just a boy. A boy who is much too young to be involved in such a grand scheme. And the fear in his eyes. You see the fear he’s managed to keep buried for so long, finally coming to the surface. And then? You don’t see anything, aside from his cold body hitting the ground.” I got punched three times for that moment, but GOD was it worth it.
7. Your favorite downtime activity.
Like in game? A healthy lil bit of vandalising the local law enforcement buildings is always a good time.
8. Your favorite fight/encounter.
Aw man, how can I pick ? I gotta say, that one time we, a level 6 party, managed to take down two earth elementals was pretty rad. The DM kind of expected it to be one of those encounters that we saw and immediately tried to run from, but what she didn’t take into account was that ALL of us had chaotic alignments so we just went crazy. The DM was rolling really badly (thank God) and we were getting really creative (“I use the produce flame centripetal to light my bottle of ale on fire and create a molotov cocktail” “you do WHAT”) and after like an HOUR we won and it was amazing. The rush I got from that victory was better than any drug my dood.
9. Your favorite thing about D&D.
I know I say it a lot, but I legit can’t choose. There’s so many great things about ttrpgs that a lot of people don’t really think of. The creative fulfilment I get from a session is incomparable, the friendships you can build that you couldn’t form in any other way. And like, not to get too real for a sec here, but I grew up with undiagnosed autism and didn’t understand how a lot of social situations worked, and DnD was such a good mechanic for me to try communicating with people without many real world consequences, and I appreciate that experience so much. It’s just such a great thing my dood.
10. Your favorite enemy and the enemy you hate the most.
Can they be the same thing lmao? I mean, I’m obviously partial to Count Cassius, the vampire lord that Adrian slept with lmao. I also always appreciate a good beholder, until I get hit with three disintegration rays IN A ROW.
11. How often do you play and how often would you ideally like to play?
We’ve got kind of a monthly schedule with my main campaign, and I manage to get a couple online games in-between them, but honestly I’d kill to be the kind of group that got together every weekend.
12. Your in game inside jokes/memes/catchphrases and where they came from.
Oh MAN. “I say we do this.” “Yeah, but that’s coming from the guy who decided to tie 3 50ft ropes together to escape the palace.” “iT wOrKeD dIdN’t iT ???” i.e that time I forgot I gave the gnome rogue flying boots so when I planned for them to get arrested at the palace, they managed to escape by tying their ropes together, sending the gnome with it to the top and climbing the wall. I had to improvise the rest of the session. Also “FLINTON BELINDA SKINTON” bc as a role-play exercise I got my party to come up with rumours about their characters and the gnome rogue called Flint AKA Flinton B Skinton decided that one of their rumours was that the B stood for Belinda, and it was GLORIOUS.
13. Introduce your current party.
My current group consists of Flinton B Skinton, gnome rogue. He’s a quick-fingered, silver-tongued gay disaster who can sell anything to anyone. He’s a charming flirt, and a veritable genius in his own right. Kava Daardendrian, dragonborn ranger who loves nothing in life more than her animal companion - her pig Snortin Norton. She’s fun and sassy and shameless, she’s great. There’s Sparks, the fire Genasi Monk, and full embodiment of a disaster lesbian. She drinks, fights, and gets laid, and doesn’t deal with her problems in healthy ways. An icon. And finally Milo, the halfling Bard who falls in love at the drop of a hat and just wants everyone to get along. I call them “The Shenanigang” and I love them.
14. Introduce any other parties you have played in or DM-ed.
A party I joined late? We had Sylvia Moondrop, the half elf sorcerer who was just trying to get along with everyone despite what the world seemed to want. Orland the half orc bard who was just trying to shake off the Barbarian stereotype his family left him with. Rose Morleen, air Genasi fighter who was literally born to kick ass and take names. I joined as Mason Terrai, the Earth Genasi Alchemist with a perchance for explosives. The very definition of chaotic neutral.
15. Do you have snacks during game times?
Of COURSE. What manic wouldn’t ?
16. Do you play online or in person? Which do you prefer?
I used to play online a LOT back before I had friends who were into dnd, but I VASTLY prefer playing in person. The chemistry that’s built not only amongst the players, but also the actual characters themselves is unparalleled. It’s just such a great experience.
17. What are some house rules that your group has?
Anyone can attempt anything, the only restriction is the dice. Don’t question the DM unless it’s out of session, then bully the dm on the groupchat until he’s so pissed off he gives you inspiration just to get you to shut up. And also canon lore and canon rules are bullshit when it’s convenient. That’s about it
18. Does your party keep any pets?
Our ranger, God bless her, has her pack pig Snortin Norton, sold to her by one Flinton B Skinton. And Flint really wants a monkey, he’s been trying to find one for ages.
19. Do you or your party have any dice superstitions?
Not really ? I’m the kind guy that if my dice rolls a 1 I will bench it for a bit, but tbh all my dice are cursed af and I’ve kinda just learned to roll with it by making my characters canonically terrible at everything lmao.
20. How did you get into D&D? How long have you been playing?
Aw man I can’t remember when or how, it’s been so long. I had a couple friends who were kinda into it, but all the games they tried to run were complete disasters. I only really started playing I’m the past year or so? Maybe a little more ? Adrian was my first character, and he was a very RP heavy character in a party of tanks and they all hated him but MAN was it fun.
21. Have you ever regretted something your character has done?
Oh all the time. One time my character was careless and didn’t check for traps on a legendary artefact and it lead to the death of a party member. One time my character got angry at his party and walked out. My characters don’t make good decisions, but that’s part of the fun.
22. What color was your first dragon?
White! I thought it was silver at first and went to go say hi, and it clawed me within half my HP straight away lmao.
23. Do you use premade modules or original campaigns?
Oh dude, original all the way. I live for that shit.
24. How much planning/preparation do you do for a game?
Depends on the session, but usually a good few hours, couple of days if I’m DMing.
25. What have your players done that you never could have planned for?
“You wake up in a mysterious forest. The strained autumn sun shines through the trees. The only thing you can see it each other, the trees, and an old sign post leading to a path that says "Myrrill” on it. What do you do?“ "We walk in the opposite direction of the sign deeper into the forest.” “…of course you do.”
26. What was your favorite scene to write and show your characters.
I wrote a full carnival show one time for them to watch, and then it got derailed when a horrific monster attacked. But writing all the characters and their acts, and watching my players get entranced as I described it ? Magical, my dood.
27. Do you allow homebrew content?
I live and breathe homebrew content. I don’t know what my games would be without it. I LOVE homebrew.
28. How often do you use NPCs in a party?
I make some pretty sick characters if I do say so myself, so I throw them in a LOT.
29. Do you prefer RP heavy sessions or combat sessions?
Oh dude, role play all the way. Fighting and killing stuff is great, but role-play is just so good. We can go from laughing with a bartender to crying over a backstory reveal and it’s just beautiful.
30. Are your players diplomatic or murder hobos?
Depends on the party, but i find the best players are a little bit of both XD
31. What is your favorite class? Favorite race?
Official ? I’m a fan of the hexblade warlock? Bards are always a good call, and to be real playing monks make me feel like an absolute badass. Race wise, there are just so many. If we’re only talking players handbook stuff, half elf is always rad. Outside of that? I’ve been researching the Shadar-Kai lately and I’m LIVING. They’re so rad.
32. What role do you like to play the most? (Tank/healer/etc?)
What would you call the disaster gay? I don’t really gear my characters towards usefulness in combat, so it’s just whatever the class happens to lend itself to.
33. How do you write your backstory, or do you even write a backstory?
I usually write my character, personality, backstory, alignment etc, before I even pick a class or even a race. I basically just make OCs and apply them to dnd rules, and it’s SO much fun. 10/10, would recommend.34. Do you tend pick weapons/spells for being useful or for flavor?
FLAVOUR. My party usually hates me, but what I lack in combat utility I more than make up for in creative out of combat skill checks XD.
35. How much roleplay do you like to do?
Boi, I even RP my combat, and the great thing is it rubs off on my party too. I’ll have a really low initiative and everyone else will be like “I attack and do 10 points of damage” but then on my round I’m like “I use my staff to leap across the battlefield towards the opponent and launch out with a spinning kick to their jaw” and everyone else is like “oh, okay, that’s what we’re doing.” and the battle becomes so much more dynamic and cinematic, it’s amazing !
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performanceroll-blog · 6 years ago
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YOU MEET IN A TAVERN! You've got your world built, the players made their characters and you can't wait to unleash all the monsters you know on the poor unsuspecting lvl 1s. The characters, however, have to somehow get to the goblin caves/basement filled with giant rats/kobold den first. How do you introduce the PCs into the world and to each other? Let me just start off saying that there are as many ways to do this as there are DMs - and equally as many opinions on what way is the best. We're gonna go through some of the classic ones to give you the general idea, as well as some more unique ones if you want to surprise your players. Overall, though, it all boils down to your own personal prefrence. THE TAVERN Yup, you guessed it. The number one most popular way to start a campaign is in a tavern. Hey, if it's not broken, don't fix it, right? Tropes are tropes for a reason. They work. Starting off in a tavern has its numerous benefits. A tavern is a place where the most varied of people can meet. You can put almost anyone and anything in there and not have to think too hard on why they’re there. It's a great way to introduce npcs you'd like your players to know right off the bat. If the players are new, you can ease them into social interactions and roleplaying by engaging them on a level they are familiar with - have a bartender simply ask them for their order.  It starts off a conversation and also offers the opportunity to try out some skill checks. Trust me, all players, be they new or veteran, are going to try to haggle for prices. Ask for that persuasion roll. If the players are more roleplay-firendly, you can leave the first few minutes up to them to interact amongst themselves. That way they can get to know each other a bit before you throw them to the wolves. Taverns are also a great place to introduce some lore. This works best when it comes naturally and doesn't seem forced. Nobody likes an exposition dump. Try to wait for the players' initiative to learn something about their surroundings. Maybe the PCs overhear a conversation at the nearest table. Maybe the bard in the corner is playing a song about the latest world events. Maybe the tavern itself is a piece of lore - there are carvings above the bar that hold various names and when the PCs inquire about them, they learn that they are the names of all the people who held the title of Deepest Throat in the past 10 years. (pun intended - and you can do with the title what you will :)) From there a drinking contest is bound to happen. A little harmless competition to start off a campaign won’t hurt anyone....OR WILL IT? :)  When everyone's a bit more relaxed, you've tried some rolls, had a few conversations, you can start introducing the plot. A notice board with local mercenary work, a damsel in distress barges into the tavern, the barkeep needs help with deratization in the basement... anything can be thrown into a tavern and has every right to be there. THE ESCORT MISSION Again, one of the common tropes. Often times it is troublesome to put the PCs into one place and have there be a plausible reason for them to be there at the same time. It can be even more troublesome to have them immediately form a party and stay together. You can sort of cheat your way into this by having them be working on the same job - such as escorting someone or something from point A to point B. Regardless of their backstories, they need only to figure out a reason why they're escorting this merchant to that coastal town in the south. Not even all of them need that to be their actual job. Maybe one of them was simply traveling in that direction and met up with the others who were guarding the caravan. This set up also gives you the opportunity to take a few of the oppening moments to encourage conversation and getting to know one another. After the oppening stages, you can start the plot with having something unexpected occur. - maybe a simple pack of wolves attacks the caravan and you can introduce combat without having it be something really stressfull right off the bat. Or maybe the caravan itself is part of the narative and you can start the "plot" after they arrive at the destination. Whatever the case, now you have your PCs together. PART OF THE SAME ORGANIZATION A mercenary company, an adventuring guild, students at the same school, soldiers in the army, part of the same pottery class... there are countless possibilities here. This particular premise does demand some cooperation from your players with having to synchronise their backstories, but hey, if they're up for it, it's a great way to skip past the potential initial awkward stages. You just assume the PCs already know each other and you can even discuss how close they are, who likes who, why the elf and dwarf are best friends etc. They can describe their party dynamics and have that be the roleplaying intro into the game. Then simply give them a task to complete for the organization and the story writes itself from there. THE JAIL Whether it was grand theft cart, petty thievery or even an unjust sentence, the PCs found themselves in jail. And would you know it, the mayor is just in need of a couple of people willing to walk the grey area of law to deal with a particular problem he has. Do this for him and your sentence will be revoked. This also offers the potential for the PCs to get to know each other before you introduce the mayor as the driving force of the plot. Hey, maybe there's this other inmate there too who seems to be a random person locked up for public indecency but is actually the big bad of the story. I myself do love foreshadowing things to my players. THE SHIPWRECK Not unlike the jail, it is a situation that has been forced upon the PCs and requires them to work together to get out of it. It's a construct of storytelling that allows you to circumvent the "Why would I even travel with these people..my character would never..." trap of PC backstory and alignment. This one is a great way to have there be a contained introductory story to your campaign. You don't have to spend a ton of time developing the whole world if the party can't leave this tiny island for the first 4-5 levels. A little railroading at the begining doesn't have to be a bad thing - especially when done well.  AMNESIA Here we go into the more complex options. There are countless books, games, movies and tv shows that hinge on the protagonist not remembering their past. This can also be used in dnd and to various degrees. First of all, though, it requires cooperation from your players and they have to be complicit to this kind of start. Now, you can go with everything ranging from the PCs not remembering their names, to their whole backgrounds, to not actually having access to their character sheets. The first 2 are simple enough. You can have it just be a plot point and for some reason important to the story that they have amnesia. I wouldn't recommend using it just for the sake of it. If you're going with amnesia, there has to be a plot related reason for it. Maybe they are all part of a medical/scientific/magical experiment. Maybe they were all killed and ressurected as chosen of the god(s) for some higher purpose - I dunno, you do the brainstorming there.... Regardless of the reason, they now immediately have something in common which will hold them together as a  group. The last one, though, is a bit tricky, and one that I'd like to try out at least once myself. You can go with the players not remembering  anything about themselves. To avoid metagaming, that would constitute them not having access to their sheets - at least in the begining. It also means that they would probably have to roll totally random classes. Most players already have an idea on what they want to play, though, and would be against such a campaign start, I would assume - but if you have a table of veterans, maybe they'd like to try out something out of the ordinary. Through the first few sessions, via skill checks, attack rolls and everything else, they slowly learn about their stats. They take notes on modifiers you give them and piece by piece put together what their actual class and background is. I can see it being quite fun and a good roleplaying excercise. It also requires no background story whatsoever and you can fill in the blanks as you go through the campaign. The DM does have to do a lot more work than usual though, as they have to be familiar with all the PCs and their abilities, and engaged enough to offer bits of information on the char sheets to the players when it is appropriate. LEVEL 0 One interesting way to start is having the PCs be simple commoners in a village or small town. This takes care of having them need to get to know each other and having a reason for them to be there.  As you've probably gathered by now, I find these to be the main problems in regards to storytelling when starting a campaign. Similarily to the Amnesia start, PCs would not have classes to begin with. They would essentially be commoners with no special abilities. Then you introduce a plot point they need to deal with which will initiate them into the adventuring lifestyle. There are various ways to do that. The simple one would be a band of goblins/wolves attacking the farms. The difficulty here is risking a tpk because the PCs don't have any combat capabilities to speak of. You should probably encourage creative ways to deal with the problem rather than rush them into a combat encounter. I would, however, prefer something like a village fair with various games that nudge the PCs towards their respective classes - an archery competition, arm wrestling, hide-and-seek, etc. This also provides a ton of opportunities for social interaction. When you grow tired of the village life, introduce a new plot point and set the newly baked adventurers on their adventuring way. ISEKAI Anime has had an oversaturation of this genre in the past few years. That doesn't mean, however, that you can't go with it in your dnd game. This is actually my favorite potential way to start a campaign, and one I haven't tried or seen anyone do yet. If you don't know what "isekai" means, it is the trope of a regular Joe from our plain ol' boring world being transported into a video-game (usually a mmorpg) world, usually being overpowerd in said world and having to deal with their newfound circumstances. Your players would start off as regular people doing their regular everyday things and all of a sudden be transported into your dnd setting. This would be an interesting way of allowing meta player knowledge being used in game. Also an interesting roleplay excercize. They would essentiatlly be playing themselves as someone else - their new characters. Another way you could go about this is to have them play PCs from the real world from the get go and have them be transported into a dnd world. That way you could roleplay their characters knowing nothing about monsters, magic or fighting. I miss the excitement of not knowing what it is you're encountering. Nowadays, everyone knows what a goblin is... or a kobold, or a beholder... Imagine if you, as you are now, sitting in front of a computer, would all of a sudden be dropped into a cave with a beholder in front of you. Yup, I'd be terrified as well. . . There are a couple more common tropes I could mention, but I hope you got the gist of what's important and can adapt that to your own possibly original attempt to start a campaign. My start was not as elegant as it could have been if I had gone with one of the above, but I wanted evrything to play out as naturally as possible with a healthy dose of realism in game -so I started the PCs in the same small town with their own personal reasons for being there that all had a common thread which eventually brought them together. It actually took 2 sessions for them to convene at the same place and form a circumstantial party, but we got there and it was quite an excercise in DMing. Thanks for reading and, as always, have yourself some inspiration ;)
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autumnslance · 7 years ago
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A Lore Nerd’s Analysis of Oaths and Warriors of Light in D&D and FFXIV
This is @wearepaladin‘s fault. Kinda. Actually, I’ve been planning on doing something for awhile, and the idea began to solidify more in a r/ffxiv thread where someone asked “Anyone notice Dark Knight is more like a traditional Paladin lore wise?” My own comment can be found here, where I say I’ve been long thinking of the ways the Dark Knights and Paladins of Eorzea match up to the various Paladin Sacred Oaths of Dungeons & Dragons 5th edition. I figured I ought to expand on that sooner or later.
So yeah, “I’m your host LynMars/Dark Autumn, you can go below the cut for my TEDTalk on the Warrior of Light, Dark Knights, Paladins, and the Sacred Oaths of D&D 5e”:
Now, as a disclaimer, I have not completed the Paladin quest chains yet. I am nearly to the end of the original lvl 30-50 A Realm Reborn (ARR) chain, though, and since I usually don’t care too much about spoilers, already know what’s going to happen. Partially because I could easily guess and so just looked over the chain info. Anyway.
Paladin (PLD) is a traditional sword-and-shield wielding class of holy light users in Final Fantasy, like in most settings. In FFXIV, the primary group of paladins is the Sultansworn. As the class trainer, Captain Jenlyns Aesc, explains when you first approach him:
“A paladin swears allegiance to the sultanate. A paladin shall be the sword and shield of the sultanate. A paladin defends the people of the realm. Sellswords and gladiators and others of their ilk wield their blades for themselves, but a paladin serves the greater good. Do you understand me?
“The battle arts that the paladin learns have been held secret, nurtured, and perfected within the ranks of the Sultansworn elite for nigh on these six hundred years. Of all those sworn to protect the sultanate--the soldiers, the mounted guards, and the knights--we are the elite of the elite. Our conviction unwavering, our hearts true, our sword skills without peer.
“But the glory of the Sultansworn...Well, much of it is buried in the past now. Our brotherhood grows smaller by the year, we are a shadow of what we once were, and the sultana turns to sellswords to defend her palace. All this, because of one traitor--no, because of a blot of dishonor left by one who shall not be named...And because of him, we have been forced to seek the help of able-bodied adventurers.
“And here you are. We shall instruct you in the paladin military arts. You will not be inducted into the Sultansworn, but serve as a free paladin. However, first you will show us that both your sword and heart have mettle, and you are worthy of the honor.”
So how does this relate to the best-known traditional tabletop RPG? In 5th edition (5e), the traditional classes are handled a little differently than before. To add customization, early in leveling (mostly lvl 3, though a few classes start off right at lvl 1), players can choose a type of their class they want to be; what Bard College they study, what Cleric Domain they know, what Druid Circle they are attuned to, etc. For paladins, they choose a Sacred Oath to swear. This gives them their moral code to follow in the service of their deity or ideal that grants them their divine abilities, while also loosening some of the constraints of the old alignment system, and gives both players and game masters a framework for what the paladin’s behavior should follow, lest they stray and lose their divine favor.
The Sultansworn would fit best into the Oath of the Crown:
Law: The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected. Loyalty: Your word is your bond. Without loyalty, oaths and laws are meaningless. Courage: You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will? Responsibility: You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.
This oath is for those paladins “sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership.” (Sword Coast Adventurer Guide, pg 132). As the name implies, the Sultansworn are dedicated to Ul’dah and the Sultan(a) sitting on the throne. As the Sultansworn train free paladins, however, the Oath of the Crown doesn’t apply. A free paladin, Solkzagyl Keltnaglsyn, challenges the player:
“Simply learning paladin swordplay does not make you a paladin--nor does the armor you wear, or the status you claim...Strike off the shackles that bind your spirit, lift the visor that blinds, and find the true path of the paladin.”
Free paladins would fit better under the more traditional Oath of Devotion, from the Player’s Handbook (PHB):
Honesty: Don't lie or cheat. Let your word be your promise. Courage: Never fear to act, though caution is wise. Compassion: Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom. Honor: Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm. Duty: Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
All the things the Sultansworn strive for, but without the strictures of devoted service to the sultanate. The Knights of Ishgard (often called Temple Knights if part of their military), though not called paladins in game, can also fall into one of these two oaths. In fact, let’s turn to the Holy See of Ishgard now...
(Aside: “But LynMars,” you might say. “My Warrior of Light doesn’t fit either of those Oaths.” Hold that thought for the end, fam.)
So where do Dark Knights fit in? Why consider them “paladins” in all but name?
Dark Knights (DRK) are from Ishgard, like the Temple Knights; most knights of the Holy See should fit into Crown or Devotion, especially with the emphasis on the worship of Halone the Fury, one of Eorzea’s Twelve gods. But, sometimes...holy men aren’t so holy, especially when so many are younger sons sent to the Church because there’s just no other place for them in the noble household structure. When many are orphaned poor joining out of desperation--and finding they’re still given short shrift over their nobleborn brethren. When sometimes, those in power are corrupted by power, or were corrupted to begin with. What then?
I already have a post about the historical origins of Dark Knights in Eorzea, from the Encyclopaedia Eorzea lore book and the official website. In summary, a lowborn knight, Ser Tryphaniel, solid and true and everything a knight ought to be, saw a priest doing unspeakably evil things to a child. Tryphaniel killed the priest on the spot in rage, and as a result--and thanks to Tryphaniel’s unpopularity among the elite due to his staunch beliefs--the knight was stripped of his rank for killing a “holy man.” Tryphaniel gave up his shield, with its crest and symbology, and used only a great sword.
“A heart bleeds, a man weeps, a soul burns. Thence comes the darkness, to consume…Yet even in the depths, the flame endures…Submit to the flame and harness the abyss…” - Ser Ompagne Deepblack
The Dark Knights appear as heretical monsters to the pious of Ishgard. Their abilities are given names such as “Souleater”, “Abyssal Drain”, “Salted Earth,” “Bloodspiller”, “Shadow Wall,” “Living Dead.” They glow with red and black energy. Ser Tryphaniel decided to fight using “any means necessary” in his crusade to protect those the Church could/would not, the great swords of those few Dark Knights acting as beacons in the dark. Those he trained, those also disaffected by the Church and the corruption in its heart (the plot of Heavensward addresses that), followed in his bloody footsteps.
Dark Knights fit perfectly into the framework of the Oath of Vengeance:
Fight the Greater Evil: Faced with a choice of fighting sworn foes or combating a lesser evil, I choose the greater evil. No Mercy for the Wicked: Ordinary foes might win my mercy, but my sworn enemies do not. By Any Means Necessary: My qualms can't get in the way of exterminating my foes. Restitution: If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.
This is still a paladin oath from the PHB. The Oath of Vengeance is described as ���a solemn commitment to punish those who have committed a grievous sin.” The PHB even says Vengeance Paladins are “sometimes called avengers or dark knights--their own purity is not as important as delivering justice.”
“To walk the path is to suffer. To sacrifice. Justice demands no less. But we must never lose sight of why we chose to walk it.” - Sidurgu Orl
I rather like @castthemintotheabyss’ low-spoiler summaries of the DRK quest chains. Identity and duty to yourself vs others; family and justice vs vengeance and mercy; to guilt and grief and acceptance of self.
Dark Knights are considered “edge lords” and “emo” and “gothy” and sure, some of that is true to an extent! But this is a class where the capstone lvl 70 ability, “The Blackest Night”, is a protection cooldown based on love. The “flame in the abyss” is the love the DRK feels for those dearest to their heart, their friends and found family--that is what fuels their darkly named and appearing powers.
If you’ve done the DRK quests, and/or don’t mind some spoilers, I highly recommend @haillenarte‘s translations (part 1, part 2) of the original Japanese text for the ARR DRK quests; the English version is rather different, though I think there’s room for both interpretations of Fray to inform each other. I’m also eager to see translations of later quests in this chain (and how the Stormblood NPC matches up).
I also have a Dark Knight tag where I link some of these resources, thoughts, art, and summarize several of the DRK story quests to be minimally spoilery and showcase how the WoL progresses through the self-reflection these quest enforce (kinda amazing for a MMO, actually). I originally completed the lvl 30-70 quests between October-November 2017, if you check the archive.
“They say the war’s over now, but it never ends for people like you, does it?” - Lowdy
There is one more oath I would like to touch on, due to the unique nature of the player character--the Warrior of Light (WoL)--in ANY of the FFXIV jobs, and how the game’s canon generally tends to assume they’ll roughly behave:
Oath of the Ancients: Kindle the Light: Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair. Shelter the Light: Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren. Preserve Your Own Light: Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world. Be the Light: Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.
I think FFXIV players see how it fits. In D&D 5e, the Oath of Ancients has naturalistic/Fey origins. The PHB describes Oath of the Ancients as:
“...paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in the principles of honor, courage, and justice.” (pg 86)
The WoL is Chosen of Hydaelyn, the World Crystal Herself. Certain enemies call them the “Bringer of Light.” To other NPCs in the storylines, they are the “Weapon of Light.”
If your Warrior of Light fits Crown, Devotion, or Vengeance, awesome! I hope you find some inspiration in roleplay and/or writing from seeing those oaths and how they can interact with the FFXIV lore. These aren’t even all of the Sacred Oaths, either! There are others out there, some official and some homebrew, and some even for evil characters (traditionally anti-paladins or blackguards).
A big part of me, though, feels like the Warriors of Light in general due to the storyline, are on the path set by the Oath of the Ancients; the WoL goes through the main story as a beacon for others, struggling to preserve the light in others, in themselves--and, in the case of the Dark Knights, in the depths of the abyss.
Still, it’s up to each player, and this is just some personal analysis on how the classes presented in FFXIV coincide with elements in D&D. In the end, it’s something that can be used, or not, as one likes (or not). I’ve just found the comparisons neat and wanted to get it down, and fate kept conspiring to push me to do that until I finally wrote all this. So thanks for reading my rambling on about nerdy things.
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zippdementia · 7 years ago
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Part 28 Alignment May Vary: The Rocks Speak
Welcome to post 28 of our long running adventure! We started back on the Moonsea coast with three prison ship survivors who washed up into adventure. Since then, there have been many twists and turns and only one of the original party is still alive, Karina the Tiefling Spy. Her path has taken her with two others towards the legendary Tomb of Haggemoth, where she hopes to find riches and (more importantly) answers to questions that have plagued her since she was betrayed in the war. Meanwhile, her companions have their own quests: Tyrion the Halfling Bard needs to record a tale to impress his college directors and secure his place in the famed halls of song, and Abenthy seeks the ultimate justice in the name of his father, a Fallen Angel. This post marks the beginning of the last dungeon of the campaign and will walk with the players through each room, detailing what they discover and what adjustments I have made to the dungeon. I hope players of D&D find it entertaining and dungeon masters find it helpful in running their own dungeons!
Haggemoth is a conversion from 3.5 and I’ve talked about some of my methods for conversions to 5th edition in the past. Monster conversion, in particular, is more of an art than a science, with the end goal not being perfection so much as it is to capture the correct feel for a scene or battle. One hard and fast rule to keep in mind, though, is the rule of DC. You can pretty nicely get an appropriate DC from 3.5 to 5 by taking the original DC, subtracting ten, cutting the number in half (rounded up) and then adding ten. For example, if the DC for avoiding a trap from 3.5 is Dex Save DC 19, then the conversion is
19 - 10 = 9
9/2 = 4.5 (round up to 5)
5 + 10 = 15
New Dex Save DC = 15
I use this method for every DC conversion so I want to throw it out there immediately so that it is assumed throughout the remainder of the adventure.
Anyway, the bridge across the chasm is destroyed, Tyrion is unconscious, and Karina and Abenthy are badly hurt from their battles with the Bugbears. Verrick is gone, the three soldiers are dispirited, and everyone is hungry. After eating and then collapsing, exhausted, into a long rest, the party awakens the next morning to find themselves staring at a massive door in the cliff face:
Built into the side of the mountain is an immense portico that features a pair of gigantic stone doors, each one twenty feet high and ten feet across. There is a single massive, steel-reinforced stone bar across the door, but a great deal of stone and wood debris has been piled up against the door as well.
It doesn’t take long to clear the debris, I assume this was placed there by the designer in case the players try to run past the Bugbears without stealth or fighting them: then the Bugbears can charge them, or lob arrows at them from across the bridge while the players try to clear the debris. A nasty end for anyone who thought to rush past the fight!
As it is, the players clear the door and enter the first hall. It is moldly inside, and damp and cold, with a smell like age and decay. Every so often earth tremors rock the place and bits of rock and dust fall from the ceiling:
Beyond the main doors is a large vestibule with a vaulted ceiling. The walls look like they once bore runic carvings, but these have all been defaced. Plants from the hillside have infiltrated the tomb here, and bits of root and moss hang from cracks everywhere. This chamber is filled with refuse of all kinds: plant matter, the carcasses of small animals and insects, and the desiccated corpses of several species of humanoid. As light spills into the chamber, the floor comes alive with movement.
Attacking the players are some giant centipedes. This is the first adjustment I have to make. Insect creatures are treated very differently in fifth edition than they were in third. In third, poison was a really big deal, a threat to even high level parties. It’s still not great in Fifth edition, but saving throws are all around easier and because fifth edition has done away with the touch attack (which ignores armor) creatures like this have a much harder time landing hits. So even though I can (and do) describe gross bugs falling over Karinna from the ceiling, I can’t really simulate them being “on her” as I could in Pathfinder, and as the module intends.
I compensate by bringing back touch AC for this fight, letting the centipedes crawl inside armor and up leather jerkins to get their attacks. It’s not a perfect solution, but it keeps the proper difficulty for the fight, letting the centipedes land some hits while still bring pretty tame. In the future, I’ll probably take insect fights and use swarm statistics for them, as this seems to be the way that Fifth Edition “buffs” its insects at higher levels. That said, the only rule I miss from Pathfinder is the touch AC—it just makes so much sense in certain circumstances and creates a nice difficulty balance for parties that have a mixture of speedy rogues and tankish paladins. I don’t think it necessarily needs to come back as a hard rule applied to every combat, but it would be cool to see some monsters in future DnD 5 supplements gain abilities which ignore armor and rely on pure dodging by targeting AC + Dex directly.
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Mine! Mine! Mine!
Tomb of Haggemoth is my favorite kind of dungeon, in that nearly every room in it (and most of the monsters) has a reason to be there. I love dungeons that are more natural settings, rather than just endless turns and twists of caverns. My earliest experiences with Dungeons and Dragons was when my father bought Undermountain for me when I was four. I didn’t play the game, but I read through each description of every room. They were like short stories, and one of the joys for me as a player to this day is when I come to a room in a dungeon and can ultimately puzzle out the history of what this used to be and how it came to be what it is now.
There is a really interesting logic to Haggemoth that results in the first half of the dungeon being harder than the second half, but as my players aren’t there yet, I’ll talk more about that later. For now, they come to the next hallway, after cleaning bug gunk off their boots:
This hallway is similar to the vestibule. All kinds of miscellaneous debris is scattered over the floor. The doors to the south and east have been battered and smashed beyond hope of repair, but the door to the north seems to be somewhat solid. The corridor narrows to the west, proceeding deeper into the mountainside.
There are a few dead ends here. West is the actual path forward. To the north is storage, but a vicious mold has overtaken it, turning everything to poisonous rot. To the south, a Xorn has recently burrowed into the area. Originally from the Elemental plane of Earth, he covets the gold and gems in the mountainside and has stayed, slowly gathering some precious rubies and diamonds. If he ever spots Karinna, he’ll lust immediately after her “Eye of Callax,” as it is an extremely large, extremely rare, and extremely beautiful gemstone. He also knows, intrinsicially, some of the secrets of this place, and can be compelled or bargained into sharing them if treated with proper respect and offered rewards. He knows one of the biggest secrets that my players still don’t know...
My group takes the North route and almost immediately is overcome by the mold, taking massive damage as the spores tear at their lungs. Fire kills the stuff, and one of them uses a torch to light up enough of the mold to render it harmless, but the damage is done. They decide to pull back and take a rest before adventuring further. And during the night, the Xorn attacks, snatching one of the soldiers (Biggs) and pulling him back inside the tomb. The players awaken and give chase and a quick combat ensures.
Xorns are cool. Old school DnD monsters, they represent a nice bit of world building in that they come from the elemental plane of earth, thus suggesting the larger universe that the fantasy game situates itself in. They can be a tough kill in DnD 5 because of their burrow ability, in which they disappear into the earth around them, becoming completely immune to all attacks. In one round, therefore, they can disappear into the earth, appear right below someone, and get an attack off. If they wait a round and successfully make a hide check, they can get the attack off at advantage for surprise. And depending on how you want to play it from there, you can add all sorts of bonuses to their attack and/or defense because they are burrowed (DnD 5 is intentionally loose on how these things work, letting DMs adjust the rules to their own style and game). I like to add some defensive AC bonuses, but I also like to be fair about retreating: if they reburrow while they are right underneath someone, it counts as a movement and gives the players opportunity attacks. Picture all the tentacles disappearing into the ground while the players hack at them...
The players don’t seek to barter with the Xorn, but go at it headlong, getting off some very good strikes very quickly. Before long, they have defeated it, even with it burrowing and opening up right under Abenthy (that crazy high AC is helping him immensely here).
Sadly, Biggs has perished in the attack, leaving them with only two of their NPCs to carry on through the dungeon. Which brings me to another topic.
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Character Cards
Our campaign has never been without allies and helpers. some may remember the half-orc barbarian woman that the group hired in Ottoman’s Dock, who lost her life to Rose of Ottoman’s Dock, or the bodyguard of the Butcher of Skagos, who perished in the Icy Wastes during a fight with Worg Riders. These early NPCs were stated out fully, like Player Characters and taken over by one of my players. I didn’t like this system, because it made a lot of extra work for us. I had to create the characters, which made it difficult to throw in improvised NPCs and companions at any given moment, and put an extra burden of roleplaying and stat tracking on my players that I felt left either the NPC or their own PC with a little less investment. At the same time, just having NPCs be “background extras” that fit into description but had no actual effect on gameplay, didn’t feel right either.
My solution was to create Character Cards. I talked about this back around the time the party was going through the Desert of Thud but since then I have refined the process. Character Cards now give a multitude of in-combat and out-of-combat options for players to use. The current cards look like this:
Xaviee, Human Fighter
Once per combat: do 1d6 slashing damage to any opponent.
Once per combat: roll 1d6. If the result is a 5 or 6, then +2 to all ally attacks and damage this round.
Reaction: Block an attack completely. Roll 1d6. If the result is 1-4, Xaviee is permanently dead.
BLAZE OF GLORY: Sacrifice Xaviee to add +4 to all ally attacks and Damage this round.
Samuel, Human Guard
Once per combat: do 1d6 slashing damage to any opponent
Once per combat: do 2d6 slashing damage to any opponent. Roll 1d6, if result is 1 or 2, Samuel dies, permanently.
Once per combat: do 3d6 slashing damage to any opponent. Roll 1d6, if result is 1-4, Samuel dies, permanently.
Reaction: Block an attack completely. Roll 1d6, if result is 1-4, Samuel is permanently dead.
You can see how Xaviee is a little more powerful, because his abilities carry less risk of dying when he uses them, representing his higher level. This is a quick and surprisingly clean way for me to represent a usable NPC/retainer with very few stats. We don’t worry about placement of the NPC on our maps, or try to simulate enemies targeting them in combat. If they die because of their roll, it’s assumed they were hit enough times by the enemy to perish. If there are certain situations where it just doesn’t make sense that they can be used, like the heroes are fighting underwater and Xaviee has been left on shore, then we take them out of use for the combat. Simple is best.
It also builds more of a connection I feel between them and the players, as these are decently powerful “items” that they do not want to lose. I am reminded of Final Fantasy Tactics, where most of your party never have a single word to say during the story, but yet you care about them simply because you use them in combat. Because they are a part of your gameplay they actually end up being more a part of your story than the actual story, as for the most part 70% of an RPG is combat and gameplay and only 30% is cutscenes and exposition. Possibly that number is even lower in Dungeons and Dragons, depending on your play style.
The character cards will continue to morph and change as we continue to play and I seek the correct balance between gameplay and function.
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Halls of Bone
Progressing forward, after a brief mourning for the lost Biggs, the players come to a gigantic hall filled with bones:
This large, columned hall is replete with various carvings and relief sculptures depicting traditional Dwarven motifs: the forge, the anvil, the pick and axe, the tankard, and so forth. What was once a reflecting pool down the center of the hall now contains a thick layer of slime. At one end of the room is a 10’ tall statue of a clean-shaven dwarf, wearing a studded belt and a rune-encrusted crown with three black gems set in it. To either side, a balcony looks down on the central chamber. Phosphorescent mold on the walls and ceiling provides a dim, greenish light. What strikes you most, however, is that the floor is littered with bones – uncountable skeletons of man and beast lay scattered around the room, some still clutching to the tattered and rusted remains of armor and weapons.
“This is a trap,” Abenthy says, and the others quickly agree.
They aren’t wrong, though it is an unusual trap.
In the original 3.5 module, crossing a line within 30 feet of the statue activates the bones, which become 3d6+1 miscellaneous skeleton creatures and 1 large skeletal creature. This happens every time the line is crossed, up to a maximum of 50 skeletons and 5 large skeletons, all armed differently. These are stated out so that the little skeletons are weak hitters but very hard to kill (with damage reduction and very high AC) and the large skeletons are brutally heavy hitters and also pretty tough to kill. The design of the trap is that the players will be surrounded and overwhelmed by a bunch of regular undead who soften them up for the killing blow done by the big skeleton. When this horde emerges, some players will fall back to ranged position, while others will move up to tank and deal damage. Problem for them is, every time they cross that invisible line, whether retreating or advancing, the trap reactivates. Soon players will be terrifyingly outnumbered. Quick thinking players will realize that the statue is creating the effect and target that, but even then, the summoned skeletons don’t disappear, and players can be left in a whole heap of trouble.
Overal, the intended effect of the trapis to terrify players and set them up to be wary moving forward. They do have the option of running away deeper into the tomb, but the very next hallway is filled with spinning blades. If the players can roll high enough dexterity, they can pass the blades and effectively put a unpassable barrier between themselves and the skeletons, but it will be a tense moment, as failing the roll does grave damage and knocks them backwards, right into the waiting hands of the undead.
Translating this encounter into a 5th edition battle appropriate to six or seventh level characters is a challenge. Skeleton hordes don’t pose quite the same threat in 5th edition. In 3.5, a horde of this size could roll enough dice to grapple or trip even high level characters, setting them up for deadly coup-de-graces by the large skeletons, or weakening their AC enough to allow even the weaker skeletons to get hits off. Trip doesn’t exist in 5th edition, though, and while grapple can set up for a deadly “grapple, force player to prone” combo, it doesn’t give all the bonuses or options that exist in 3.5. I could emulate this by giving the skeletons bonuses to their grapple checks and some special abilties once they have the players grappled, simulating the “Night of the Living Dead” aspects of this encounter, but it feels like it will cause this room to devolve into a series of mindless rolls, the players rolling much less dice than me, but with bigger bonsues. That game quickly can become old, especially if they are facing fifty skeletons.
Instead, I try to figure out what frightens me. I think of the Silent Hill games and those twitchy nurses. Then I think about a room with dozens of them and I have my answer.
I design three skeletons for this encounter. The basics are below:
Twitch Skeletons
These skeletons are small in statue and their arms end in sharp points rather than hands. They gyrate as they move across the floor towards you, their jaws clicking open and closed in a silent protest of the horrors their afterlife has become.
The Twitch skeletons make up about 16 of the skeletons in the room. They have a very high dexterity and a 40 ft movement speed. They also have multi-attack, letting them get off two attempts to deal damage. The damage is not high, nor is their life, but their attack bonus is +8 and their AC in the high teens. The point is that they can close quickly and surround a foe, and after that, they can easily wear them down. As an added bonus, if enough of them are killed, the rest of them do something... interesting...
Normal Hitter
Out of the bone piles emerge skeletal warriors, wearing tattered remains of armor and wielding rusted weaponary and ancient bows. As you watch, one reaches into the bone pile at its feet and pulls free a straight arm bone, which it then nocks to its bow and fires at you from across the balconied room.
Basically regular skeletons, but I improved their attack a little to let them get off the occasional hit. These guys are truly here to hamper and physically get in the way. I also give them a little bit of an interactive option with my third skeleton...
The Minotaur Colossal
Lying broken against the dwarven statue is a large creature, tendons and strands of muscle still connecting its various bones into a humanoid shape with a massive bull’s head. The horns of the skull are stained a dull red with dried blood and across its lap lies a massive axe. As the humming in the room subsides, you see to your horror the creature stirring. When it stands, it is nearly eleven feet tall. It moves its head about and one of its empty sockets fixates on you. With a grunt, the creature begins to move forward, slowly at first, but quickly gaining speed to a charge.
This is my version of the “big hitter” in the room. I only use one of him, and as such I’ve buffed him up a little bit. He is, at core, a Skeletal Guardian as described in the monster manual, but with boosted stats and I added in a bull rush ability that can gore a player and knock him prone. His big weakness is his size, making it hard for him to manuever around the room and easy to hit, and while he hits hard he is not as accurate as his twitchy buddies. He does have the ability to heal however by grabbing a normal hitter and reworking their bones into his own, healing himself for whatever hitpoints they have left (but of course destroying them in the process).
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A Clean Sweep
Unaware of exactly what the trap is, the players proceed cautiously. First, they clamber up onto the balcony, thinking that will at least give them the higher ground if it comes to a sudden fight. Then they start using Abenthy and Tyrion’s shields as makeshift brooms to sweep the bones in front of them and off the balcony as they move, trying to avoid having any behind them. This proceeds well for a good long while. There are rooms up here, too, each one leading to a small chamber carved with murals that represent the journey towards power in Haggemoth’s life. There is a depiction of him learning all the schools of magic, there is a room showing his accumulation of massive wealth (it also holds a mimic that gives them some brief trouble), there is a room showing him forging great weapons of power (including, oddly enough, a set of scales that he seems keenly interested in), and there is one showing the banishment of Haggemoth from his people and his sailing on a golden ship towards the remote island of Rori Rama.
Eventually, the players come close enough to trigger the trap. They end up triggering it twice before Karinna finally has the idea of putting an arrow into its gemstones, smashing them until she hits the correct one. This stops the trap, but not the 36 or so skeletons that have arrisen to fight them, including the massive minotaur skeleton, who easily clambers on top of the balcony to give battle.
“Hold your ground!” shouted Abenthy, placing his shield in front of him and staring down the massive bone creature that stalked the upper balcony towards him. Behind the minotaur, the masses of twitching skeletons gathered like the sea held back by a dam.
“Fuck that,” Tyrion shouted in his shrill, nasally voice. He began to play his lute and light exploded suddenly behind the minotaur, so bright that Abenthy squinted and turned away. When he looked back, the skeletons were stumbling into each other, swiping at nothing, and had stopped making any forward progress.
“They are blinded!” Abenthy called out. “Now is our chance.”
“They are distracted,” Tyrion corrected, and then followed as Abenthy moved forward, the two of them raining down blows on the minotaurian skeleton until it leapt off the balcony to escape the onsault. Even as it leapt, though, skeletons gathered below it, climbing up onto it, shifting and becoming part of it. Here, a rib that Abenthy had shattered regrew, and there the arm that Tyrion had knocked sprawling as the creature leapt was reforming out of the bones of another skeletong. Meanwhile, more skeletons were clambering up the steps to the upper levels, and they shook their twitching fellows free of their spell and turned them towards the companions. Xaviee and Samuel were the first to see them coming and the two soldiers shouted warnings before falling back towards Karinna, who was quickly disappearing inside a cloud of darkness.
Karina has used this trick before, to strong effect, in the battle against the Bugbears. The skeletons are a little more “programmed” though; when they can no longer see or hear their targets, they quickly revert to “stand by” behavior, all except the minotaur who is in a rage and goes wandering around inside the cloud of darkness, searching for the players. He finds Abenthy and takes a swing at him with a huge axe. Samuel jumps in front of the blow (using character card here) and miraculously survives, but is tossed backwards by the force of the swing, disappearing deeper in the darkness. With no hope of finding him, the players beat a haphazard retreat, making their way up the stairs towards the tomb entrance. The minotaur follows for a brief moment but after finding himself surrounded and taking some solid hits, he flees back to the bone room to recover.
Now there is a moment to breath. The players have been badly hurt. No one has fallen unconcious, but their spells are depleted (from healing, mostly) and their two companions do not seem to have made the escape with them.
“We cannot leave them in there,” Abenthy states. 
Tyrion doesn’t share his dedication to companions. “They’ll be fine,” he says in his heavy accent. “Just let’s get some sleep and I’m sure they’ll find their way back to us.”
But Abenthy is implacable and begins making his way back towards the room. The others hurry to follow, Karina’s cloak of darkness wearing off and trailing wisps of ink-black fog behind her as they descend the stairs towards the bone room.
It breathed. There in the center of the room, crouched with the other skeletons crawling over it like ants on a hill, it breathed. The creature had grown two extra arms, fashioned from the bones of its fellows. And it looked up as they entered.
“Shit,” Karina said, nocking an arrow to her bow. But Abenthy was already striding forward, his arms flung wide, roaring a challenge that was answered in kind by a shriek from the minotaur. It rose, stamped its bony hooves, and then it charged.
Karina was not sure how it happened, but suddenly Samuel was back at Abenthy’s side, and Xaviee was charging out from behind a pillar as well. The blow that would have skewered Abenthy, armor and all, instead shattered Samuel’s spine. The horn that impaled him was wide as a man’s arm and long as a spear. Samuel was lifted into the air as the beast raised its head and shook from side to side until the body of the poor soldier was flung away. Then Xaviee was there, striking at the creature’s back, and Abenthy was moving now, too. His blade shimmering with dark flame, he struck at the creature’s four arms as they reached for him to pull him apart. Behind her a mournful song was being song. Tyrion had pulled free his lute and was singing, each word soudning like sobs, like childhood, like wine spilled in rain, like sadness. She was crying, whether from the song or from everything that had happened to her in her entire life, but she was also fighting, loosing arrow after arrow at the great skeletal beast. And finally, with a mournful sound like the wind escaping a dark cave, the skeletal minotaur collapsed and was still.
Abenthy ran to Samuel, preparing a spell to heal him, but the damage was too far gone. The man was broken beyond basic healing and was taking his last breaths.
“There is another creature,” he said, blood bubbling between his lips. “One formed of the many. It escaped, into a crack in the wall. It is waiting, watching...”
Nothing more did he say. His final warning hung over them and they all felt cold.
Next post takes our players deeper into the tomb, as they encounter deadly traps and deal with the Things Left Undone in the Halls of Bone.
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soraavalon · 8 years ago
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I don’t know why but I feel like posting a list of all the D&D characters I’ve made in the order of their creation.  It’ll be under a read more so it doesn’t take up space on the dash.
1. Nymera Zeborys - Tiefling - Sorcerer (Wild Magic)/Rogue (Arcane Trickster)/unintentional Warlock (Great Old One) [campaign she’s in (BD&BA) is currently on indefinite hiatus]
2. Corine Laramie - Human - Rogue (Assassin)
3. Gaelin Ithilruid/Sythaerin Frey - Wood Elf - Ranger (Beast Master) [Kinda meant to be part of the same campaign as Nym as he’s the son of the main antagonist of the campaign. This one is also featuring as an NPC most likely.]
4. Ophidrith - White Dragonborn - Cleric (Tempest Domain) [Only got to play this character one and a half times before she met her end.  I was guest playing in Ethan’s friend’s campaign and because of a storm, my internet got knocked out for hours (I completely forgot my mifi jetpack then) and not to postpone the game, I agreed to allow Ophi to be NPC’d which ended in her death and ethantherenegade to be a bit salty with me for nearly killing his character Soren. XD  I was following the DM’s orders and unknowningly dodged a bullet thanks to the storm because if I myself did succeed in killing Soren, Ethan would’ve gotten revenge against me by making Nym suffer in his campaign. XD]  [I don’t even have her character sheet anymore, when Ophi died, I deleted her sheet.  But all I remember of her stats is that she was not very dexterous.]
5. Aviris Orivaris - Half-Elf - Warlock (Archfey)/Rogue (Arcane Trickster) [She was originally gonna be my backup in case Nym kicked the bucket but the DM snatched her, so she’s an NPC in the BD&BA campaign. XD]
6. Akra - Green Dragonborn - Druid
7. Ravena Valespire - Human - Wizard (Transmutation)
8. Myrena Rozen - Tiefling - Sorcerer (Wild Magic)/Wizard (TBD) [campaign she’s in is on and off and Myrena’s not a wizard yet, but its what I intended for her character]
9. Tau - Human - Cleric (Life Domain)
10. Chara Arietis - Luminian (homebrew race) - Cleric (Life/Moon Domain) [The Moon Domain is a homebrew domain someone made that I’m tinkering with]
11. Firimil Naïlo - Drow - Blood Hunter
12. Ziki Winterborn - Goblin - Rogue
13. Chara Amarillys - High Elf - Cleric (Life Domain) [She was going to be part of an Eberron campaign and was originally Chara Arietis but the DM didn’t allow homebrew races, so next best thing was making her into a High Elf since I still wanted to play a Cleric.]
14. Pixie - Halfling - Barbarian (Path of the Berserker)
15. Avandra Karindry - Wood Elf - Sorcerer (Phoenix Sorcery) [Currently in ‘Guild Wars’]
16. Nyx Corva - Human - Warlock (Raven Queen pact)
17. Mirabella Arsinoe - Half-Elf - Wizard (Conjuration) [She knits enchanted clothing and her adoptive father is a crime lord that she has absolutely no idea about.]
18. Faye Van Der Zee - Halfling - Barbarian (Path of the Storm Herald) [Currently in ‘A Utopian Malfeasance’ which is Chloe’s steampunk campaign.]
19. Entrancella Reverence Daedithas Intari de Valdove a.k.a Trance - Tiefling (Abyssal) - Bard (College of Glamour) [This is meant to be my backup if Avandra gets killed and can’t be revived/resurrected.] (I felt like giving her a really long name for giggles and grins)
20. Nymera ‘Shadow’ - Tiefling - Rogue (Thief)/Sorcerer (Shadow Sorcery) [This is Nymera’s rework.  Her alignment is either Lawful or Neutral Evil.  Her background and backstory can be worked into Criminal or Clasp (if she was played in a Tal’Dorei campaign).]
21. Spring - Water Genasi - Ranger (Horizon Walker) [Her background can literally be Ashari because as I was thinking of her backstory, where she came from is very similar to the Ashari, which was unintentional.]
22. Katarin - Human Variant - Rogue (Assassin) [based on Kathrine from Three Dark Crowns by Kendare Blake] Human noble which two older sisters, became queen but her husband removed her from her throne which she is trying to reclaim.
23. Vyldove Virnelis - Half Elf - Oathbreaker Paladin (Inspiration came from Liam O’Brian’s character Jayne Merriweather from the Bar Room Blitz one-shot.) Follower of the Chained Oblivion, masquerading as a paladin of the Knowing Mistress Ioun.  When asked about what deity she follows (she doesn’t outright show it) she’s very vague about it. [Meant for a Tal’Dorei setting]
24. Hunt - Tielfing - Rogue (Thief) [Her bloodline is connected to Mammon, she does not have the best health and loves to steal money and anything valuable.]
25. Valzir - Tiefling - Fighter [His bloodline is connected to Zariel] He is marked with an enchanted slave brand due to his devil father selling him into slavery for reasons unknown. He’s seeking a way to disenchant the brand to break his bond with his master and venture back to Avernus to confront his father.
26. [Insert name here] - (Inspiration came from Liam O’Brian’s character Caleb Widogast) A spellcaster whose father runs an academy that specially trains casters from noble and royal families. Despite her social status, she attended the academy at her father’s behest, hated the entire experience and dropped out without his permission. Then along the way due to a strange string of events, she got age reversed to that of a child, but her mind remained in tact. (Class or race have yet to be determined)
27: Nymera Zeborys - Tiefling - Sorcerer (Wild Magic). [Vastrun rework and her bloodline is to Fierna] In this rework Nymera had a happier life because her father was successful with taking Nym away from Ali then unintentionally joined up with the circus that Alisandra’s family owns. Nym has no connections to the Flock in this incarnation.
28. Esaveil Faeyra - Half-Elf - Fighter. Esaveil is a bodyguard under the employment of the Floating Towers of Arcanix to protect students studying magic even though in the world, magic is being snuffed out by science and technology. Her charge got teleported to an unknown location because they botched a spell and now she’s on a quest to find them and get them back to the academy. [Currently in Jamy’s Champions of Eberron campaign]
29. [Insert name here] - Shadar-kai - Been ‘resurrected’ by the Raven Queen many times to continue her service meaning her true age surpasses most elves while her physical age appears young. She’s on the mortal plane to visit the Queen’s temples to ensure they still stand and prevent any mortals or beings from attempting to usurp the Raven Queen’s position.
30. Cantarella - Eladrin - Wizard (Necromancy). Daughter of the head of the Winter Court, denizen of the Feywild. At first glance she appears to like anything and all things cute, which is true, but she also loves all things undead. For several years of her life she remained a Winter Eladrin until she changed to Spring and loved how she felt.
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npc-guy · 8 years ago
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Human Bard
(Blargh, this was supposed to be automatically posted Friday.) Here it is, the class you’ve all….well, all implies that I have a lot of readers… you know what, screw it. I feel like making this special. Now, back to introducing the class you’ve ALL been waiting for! The magic minstrel, the singing sorcerer, the lascivious lyricist- wait… er, forget that last adjective, that’s more of a personal aspect than a class feature. Anyways, it’s time for the last class introduction: the bard!
Pathfinder is based on “the world’s oldest roleplaying game,” also known as Dungeons and Dragons. While I’ve never really played much of D&D, I have heard of the sorry state the bard class once existed in. Once upon a time, bards were not well regarded, and were not often played. However, times have changed, and both in the most recent edition of D&D and in Pathfinder the bard is a perfectly capable adventurer like any other.
Bards are a bit of a jack-of-all-trades like the rogue can be, but they don’t get a special damage ability like the rogue’s sneak attack. Instead, they get access to limited spells similarly to the paladin and ranger, a level-based bonus to all knowledge checks, and most importantly bardic performances. A bard is able to use their skill with music to affect the world around them almost like magic. They can even affect an enemy’s magical effects, fascinate and frighten enemies, and most importantly inspire themselves and their allies to greater achievements in skill and combat. And while they don’t have many spells or many other abilities, part of what can really differentiate a bard is what form their performance takes. Does your bard NPC sing, dance, recite poetry, or even play the bongos? And why do they practice that musical art? Why do they adventure, when they could probably make a decent living in the taverns and music halls? What is their muse, and what could be their masterpiece?
Humans love bards, generally, because humans love entertainment. Unless your game features people who hate fun. Which it may, it’s up to you, but generally we’ll at least tap our feet to a catchy tune. This means that humans love to be bards, because they can put their music and bit of magical knowledge together to not only be a rock star (lute star?) but also be a kickass adventurer. Although, you may note that bards can be any alignment. Don’t think that everyone who sings is a choir angel. Some may be seductive sirens, only luring you in for the kill.
Briallen Blaidda
The rose is beautiful, but its thorns still draw blood. So it is with this bard of Whitemoor, who uses her beauty, wiles, and ensorcelling songs to bring men and women into her bedroom. Through the cultivation of lust, shame, and plain old charm, Briallen is climbing the ladder of Whitemoor high society. She hopes to use her cultivated network of former employers, fans, blackmailed lovers, and noble admirers to eventually make her untouchable… and filthy rich.
Sotiris Mikronisi
On the isle of Archeio, the Well of Truth is said to contain all the knowledge of the Copper-scale Archipelago. But it will only allow perusal of these great records if it is first offered an unknown masterpiece. Sotiris, a student of the philosopher king, has been tasked with finding a traditional or unorthodox way of accessing the Well. He is travelling to every city-state, gathering works of art and literature in the hopes of completing his task. In the meantime, he works on his own pieces and spreads his king’s civilized ideals.
Kimimela Sun-Wings
The people of the plains have been scattered by the oncoming Imperials, and their culture is being stamped out. But there are some who will not let that happen. Kimimela is one of these story keepers, and travels all over to find every tribe and any remnant of conquered nations. Her people are given strength by the tales of their ancestors, and in the case of her magic that strength is more literal than the Imperials will expect.
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