#she was from a curse of strahd game I played with some guys a couple years ago now
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Why have a failed dnd character if you can’t transplant them into your story for your ocs?
#I had a tiefling rogue named ava rothfaris#arcane trickster#she was a delight#chaotic neutral if you care#very much self interested and doesn’t fuck with other peoples business#especially if that business is picking fights#I’m making her a friend of novas son bron#who I also repurposed he was originally older and I think in an old story I was writing#basically why not repurpose your ocs#especially if they’re both rogues and damnit bron needs an older sister figure#and Ava fits#she was from a curse of strahd game I played with some guys a couple years ago now#my first and only dnd character#besides the prerolled human fighter I made in case Ava got killed#I never had to use her the group imploded#the guys were pricks to me anyway
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5e Senna the Redeemer build (League of Legends)
(Artwork by Riot Games)
Friendship ended with Xayah and Rakan; Senna and Lucian new best LoL couple.
I really don’t have much to say on why I wanted to make a Senna build other than “she’s cool and Lucian has best girl.” But seriously can we talk about how hype Senna’s release was? Lucian was fighting for SIX YEARS to get his wife back and then... he did. Senna’s trailer honestly made me shed a tear I felt so happy for the guy.
GOALS
Light - Senna is the redeemer of lost souls, and fights along with Lucian in Sentinels of Light. Naturally she needs some divine Damacian protection at her side.
And Darkness - Her time in the lantern has given Senna some lasting changes. She can turn into a screaming cloud, among other things.
Be free... - Senna seeks to set the lost souls of the Shadow Isles free, and also uses her powers of light and darkness to keep her allies alive.
RACE
Senna is a human but all that time in Thresh’s lantern has changed her quite a bit. Normally I’d just go for a Variant Human but I thought we should spice things up a bit: the Mark of Finding from Eberron is perfect for a Survivalist who spent their life running through a soul-filled lantern. Your Wisdom score increases by 2 and your Constitution score increases by 1, and unlike most humans you start with a Darkvision of 60 feet from all the time you spent in the darkness of a... lantern. Thresh you want to fix the light in there?
But the main skill you gained in there was Hunter’s Intuition. If you roll a Perception or Survival check you can add a d4 to the roll: note that this does stack with spells like Guidance for quite a bit of insurance when trying to spot a lost soul or survive in a realm full of them.
You also get access to Finder’s Magic which just gives you a big ol’ list of spells along with some innate spellcasting. I’ll cover all the spells you get when you’re at a level to cast them in the build. You also know Common as well as Goblin. "Yeah, I met someone in there. He's a ghoul goblin. We fell in love and made ghoul goblin babies..."
If your DM doesn’t allow Eberron: Feel free to play a Variant Human. Increase your Dexterity and Wisdom by 1. Take any skill you want (I’d argue Religion would be in-character) as well as any language you want and take the Sharpshooter feat for more accurate shots with your relic cannon.
Also for whatever reason the Spells of the Mark don’t appear on the D&D Beyond virtual character sheet, so I’ve elected to not mention them in this build.
ABILITY SCORES
15; DEXTERITY - Running all your life from the terrors in the mist takes a lot of dodging skill, and while that Relic Cannon might weigh a lot it takes Dexterity to aim it.
14; WISDOM - To fight with both the light and dark you don’t need brains; you need sympathy.
13; CONSTITUTION - Senna herself says that The Mist is like you’re drowning. You ever held your breath for 6 years? I don’t think so. Also this is mainly to balance the +1 to CON from Mark of Finding.
12; INTELLIGENCE - You’re the brains of the operation, even if Lucian doesn’t want to admit it.
10; CHARISMA - Senna is best described as “rough around the edges.”
8; STRENGTH - Even though your Relic Cannon weighs a ton I’ll chock that up to the Curse of the Black Mist more than Senna’s actual upper body strength.
BACKGROUND
Even at a young age Senna was corrupted by the Black Mist, and the Haunted One background from Curse of Strahd is for those with a dark past. You choose 2 proficencies from the listed skills: take Religion and Survival for training both as a Sentinel of Light and as a survivor of the Shadow Isles. You also get one exotic language and while I always suggest to take what you think will be useful Deep Speech is likely the most common language of the creatures of the mist.
As a Haunted One you get a Heart of Darkness. A look into your green eyes will reveal a tragic past, and will influence the local priest to help you and possibly hook you up with his son. Commoners will be able to tell that you have a tragic past and will do anything to help you, even helping you fight if your old warden corners you when you’re alone.
(Artwork by Paul Nong)
THE BUILD
LEVEL 1 - CLERIC 1
Senna started out as a Sentinel of the Light, which means that we’ll be starting off with Cleric. (Truth is that we’re mainly doing this for Saving Throws.) Clerics get proficiency in two skills from the Cleric list: choose Medicine for sure along with any of the other skills on the list: they’re all in character for Senna. (I personally opted for Insight.)
But unlike most subclasses Clerics get to choose their archetype at first level and Grave Domain Clerics fight for the dead and the living. Grave Domain Clerics are part of the Circle of Mortality: if you cast a healing spell on a target with 0 hitpoints they are automatically healed the maximum amount, and you get the Spare the Dying cantrip with an extended range of 30 feet. Spare those whose souls have already been lost, and keep those on the brink of death alive for the fight to come.
Your training as a Sentinel of the Light also lets you see what needs to be purified with Eyes of the Grave. You can use an action to detect any undead within 60 feet until the end of your next turn. You can’t sense them if they’re behind total cover or are protected from divination magic, and you know nothing about them other than the fact that they exist. You can use it a number of times equal to your Wisdom modifier and regain all expended uses when you finish a long rest.
But Clerics get Spellcasting and... woo boy there’s a lot to say here. Let’s take it from the top!
Mark of Finding Humans get Finder’s Magic, allowing them to cast Hunter’s Mark once per Long Rest.
Death Domain Clerics have the Bane and False Life spells always prepared.
You get 3 cantrips at level 1: Guidance lets you help Lucian with his dashes or his taxes, Light lets you provide a light in the darkness (duh), and Thaumaturgy lets you use the Curse of the Black Mist to do some spooky things. (Read the spell for the full list of effects.)
Finally you can prepare 4 spells at this level: Healing Word will let you quickly pop a heal at range with Piercing Darkness, Shield of Faith will let you shield your husband from a warden’s hook, Guiding Bolt will let you mark an enemy for your allies to assist with, and Protection from Evil and Good will protect any Purifiers while they try to save you.
Clerics get to prepare their spell list daily so be sure to swap your spells out for what you need: I’m just making suggestions.
IF USING CLASS FEATURE VARIANTS UA: Cause Fear is very in-flavor for Senna but is unfortunately restricted to the Class Feature Variants UA, so only take it if you’re allowed.
But remember that Clerics are prepared spellcasters, meaning that you can swap out your spells at the end of a Long Rest. I’m just picking the spells that are the most in-character for Senna but you’re more than welcome to choose something you think will be more practical.
Oh and as far as Senna’s Relic Cannon goes: at this level you can only use a Light Crossbow, but we’ll get the option to use something heavier soon enough.
LEVEL 2 - CLERIC 2
Level 2 Clerics can Channel Divinity for the light of Demacia aid them. All Clerics can Turn Undead to force undead to make a Wisdom save or run from the reconning. Grave Clerics can also mark a target with Path to the Grave, giving them a Last Embrace and vulnerability to the next shot fired at them. Light them up so Lucian can shoot them down! You can use your Channel Divinity once between short rests.
IF USING CLASS FEATURE VARIANTS UA: You can also use your Channel Divinity to Harness Divine Power, getting back a level 1 spell slot as a bonus action. It’s not much but it’s certainly something.
You can also prepare another spell like Detect Magic to know if anything is hidden in the mist, and if that spider really is a spider.
LEVEL 3 - RANGER 1
Hopping over to Ranger to learn how to shoot a Relic Cannon! Firstly you gain Martial weapon proficiency as a Ranger which will let you swap out the Light Crossbow for a Heavy Crossbow to replicate the Relic Cannon flavor. But more importantly you get another skill proficiency from the Ranger list and the Athletics skill will help make up for your low Strength score.
You also get a Favored Enemy: obviously you’ll be fighting Undead with your husband’s help. You have Advantage to track or remember information on your Favored Enemy. You also get another language and I’d recommend picking whatever’s useful.
You’re also a Natural Explorer in your favored terrain and I’d argue that the Shadow Isles are a Swamp of sorts. You get a bunch of advantages while traveling through your favored terrain which I recommend you read on your own time.
Of course mind you that these are just suggestions for these features: remember that Ranger is a class you have work with your DM in order to get maximum value out of them. Talk to them about what you’re going to fight and where you’ll be: Senna can shoot Galio just as well as Thresh.
IF USING CLASS FEATURES UA: Natural Explorer is replaced with Deft Explorer - I recommend the Canny feature for more help your husband out some more. Take the Perception skill and Expertise in either Medicine or Survival to keep fighting on the Shadow Isles.
Favored Enemy is also replaced with Favored Foe: you can cast Hunter’s Mark a number of times equal to your Wisdom modifier and don’t need to concentrate on the spell. These uses of Hunter’s Mark come back on a Long Rest just like your class feature Hunter’s Mark, so I’d suggest saving them for when you need to concentrate on something else but still dish out extra damage.
In addition 3rd level Humans with the Mark of Finding can cast Locate Object without using a spell slot once per long rest, so if you need to find a giant stone gun or a lantern you won’t have any trouble finding it.
LEVEL 4 - RANGER 2
Second level Rangers get a Fighting Style and while Archery may imply the use of a bow it works just as well for aiming a giant hunk of lightstone with a +2 chance to hit.
You also get access to Ranger spells at level 2: Zephyr Strike speeds you up for Absolution, letting you avoid Attacks of Opportunity when you move. In addition you can give yourself Advantage on an attack roll, ending the spell to increase your damage with 1d8 Force and giving you 30 feet of additional movement speed for the turn.
Hunter’s Mark meanwhile is likely a spell you’ve gotten used to since it’s part of your race: you can mark a target to a d6 extra damage to them and have Advantage to track them. You can move the mark to someone else within 90 feet of you if the original target dies.
LEVEL 5 - RANGER 3
At level 3 you get to choose your Ranger Conclave and Gloom Stalker is perfect for those that spend their life running from the mist. You get Umbral Sight which increases your Darkvision by 30 feet and helps you hide in the mist, making you invisible to any creature with Darkvision if you’re standing in darkness. You also get Dread Ambusher: you have a bonus to your initiative equal to your Wisdom modifier and during the first turn of combat your walking speed increases by 10 feet. In addition you can attack twice on your first turn, and your second attack will do an extra d8 of damage. Just a reminder that technically you can’t attack twice with your Heavy Crossbow, but if you have a nice DM or an Artificer willing to lend you a Repeating Crossbow it is fine. Alternatively you can just use a Longbow and reflavor it as a Relic Cannon.
You also get Primeval Awareness, letting you use a spell slot to detect if there are any aberrations, celestials, dragons, elementals, fey, fiends, or undead within 1 mile of you. Or alternatively you can use Primal Awareness to get access to some innate spells. I suggest looking at the Class Feature Variants UA for a list of the spells you can cast with Primal Awareness.
You also get access to the Disguise Self spell for free along with one new spell of your choice: take Ensnaring Strike to lock your enemies down with Last Embrace. “One last breath...”
LEVEL 6 - RANGER 4
4th level Rangers get an Ability Score Improvement and seeing as our Dexterity score is uneven grab the Resilient Feat for Dexterity for proficiency in DEX saving throws and an increase to your DEX modifier.
WHY NOT ANOTHER FEAT? - The only other Feat that increases Dexterity which would be useful for us is Athlete, which isn’t too important for a ranged build.
(Artwork found on lol.gamepedia)
LEVEL 7 - RANGER 5
5th level Rangers get an Extra Attack. Note that if you’re still using the Heavy Crossbow you can only attack once per round, which does mean that you can’t use Dread Ambusher or your second attack with RAW. What I’m saying is even though a Heavy Crossbow makes more sense in-character it would probably be better for the build if you used a Longbow instead.
You also get access to second level Ranger spells at 5th level. Gloom Stalkers know the spell Rope Trick innately so you can climb back into the lantern for safety... I don’t think the lantern is safe. Take Spike Growth for some more misty spikes to slow down your foes.
LEVEL 8 - RANGER 6
6th level Rangers get another Favored Enemy and Favored Terrain from Natural Explorer. Again feel free to metagame with your DM and ask them what to pick, or alternatively take the Tireless feature from the Deft Explorer Class Feature Variant so you can keep running even if you’re hit by Exhaust... both the summoner spell and the D&D debuff!
LEVEL 9 - RANGER 7
7th level Gloomstalkers get Iron Mind, giving them proficiency in Wisdom saves... but if you didn’t notice we already have proficiency in Wisdom saves, and since our other two options are either Charisma (which we have) or Intelligence go for proficiency in Intelligence saves instead. Isn’t it great when everything works out?
You can also learn another Ranger spell and Healing Spirit lets you summon a friendly Mistwraith to heal your allies. Whenever a creature moves through the spirit’s space they heal a d6 of health, and you can move the spirit up to 30 feet on your turn as a bonus action.
LEVEL 10 - RANGER 8
8th level Rangers get another Ability Score Improvement: increase your Dexterity again for better accuracy and more damage with your Relic Cannon. You also get Land’s Stride which lets you ignore the plants of the Shadow Isles and gives you advantage to get past magical plants that are trying to stop you.
LEVEL 11 - CLERIC 3
Now that we can fight with the darkness it’s time to fight with the light. 3rd level Clerics get access to second level spells like Blindness/Deafness to hide your allies in the mist... against one enemy. Still useful to get the jump on them.
You also innately know the Gentle Repose spell as well as Ray of Enfeeblement. Keep Lucian away from Thresh by Exhausting him if he comes close!
LEVEL 12 - CLERIC 4
4th level Clerics get another Ability Score Improvement: cap your Dexterity for maximum accuracy and saving throws with your Relic Cannon.
You also get another spell and another cantrip: Word of Radiance lets you shout “DEMACIA!” to force enemies close to you to make a Constitution saving throw or take Radiant damage. Hold Person (once again) lets you send out a Last Embrace to hold your foes down for your allies to take care of them.
(Artwork by Riot Games)
LEVEL 13 - CLERIC 5
5th level Clerics can Destroy Undead with their Turn Undead feature if the undead is of CR 1/2 or lower.
You also get access to 3rd level spells: Bestow Curse lets you bestow the Curse of the Black Mist on an enemy granting a bunch of effects which you can read on the spell list. In addition Grave Clerics always have the Revivify and Vampiric Touch spells prepared, so you can repay your husband for saving you before screeching at those who’d take him from you.
LEVEL 14 - CLERIC 6
6th level Clerics get another use of their Channel Divinity for more undead destruction and more marks for your allies. Additionally Grave Clerics get Sentinel at Death’s Door, allowing them to negate a critical hit on an ally. Fire off Dawning Shadow to shield Lucian. “For the light.” “And all lost in darkness.”
You also get another spell and Mass Healing Word lets you hit a multi-person Piercing Darkness.
LEVEL 15 - CLERIC 7
7th level Grave Clerics get access to 4th level spells. As a Grave Cleric you know the Blight and Death Ward spells innately, letting your enemies wither away in the mist and your allies survive even the toughest blow.
For your spell of choice choose Banishment to send the shadows back from once they came.
LEVEL 16 - CLERIC 8
8th level classes get another Ability Score Improvement: increase your Wisdom to get into the fight faster and improve your spellcasting.
8th level Grave Clerics get Potent Spellcasting but if you haven’t noticed we’re going for a weapon-based build so ask your DM to instead use the Blessed Strikes feature from the Class Feature Variants UA to do an extra d8 of Radiant damage with one of your attacks. The Piercing Darkness is mixed with the light, after all.
You can also prepare another spell and Stone Shape lets you form some relicstone into a massive cannon to fight off the darkness... or to make a passage through a wall. Guardian of Faith will let the light of Demacia protect you from any ghouls trying to grab you.
In addition your Destroy Undead feature now destroys undead of CR 1.
LEVEL 17 - CLERIC 9
9th level Clerics get access to 5th level spells. As a Grave Cleric you always have the Antilife Shell and Raise Dead spells always prepared: don’t worry though this is the good kind of Raise Dead where the person is just alive, not a mindless zombie.
For your spell of choice prepare the light of Dawn to strike down your foes.
LEVEL 18 - CLERIC 10
10th level Clerics get Divine Intervention. You can call the gods of Demacia to help you in a time of need. When you do the DM rolls on a percentile die and if the percentage is equal to or lower than your level (so right now 10, or a 1/10 chance) the gods will hear you and help you. You can only call for help once per long rest and if the gods do help you the feature is put on cool-down for 7 days. Never underestimate the power of a light in the darkness: they have long cool-downs for a reason.
You can also prepare another spell and Holy Weapon lets you channel the light into your Relic Cannon, making your weapon attacks do an extra 2d8 of Radiant Damage, and gives you a radiant burst to blind nearby enemies and do 4d8 damage to them.
You additionally get another cantrip and once again I’m largely stumped on what to take, so grab Toll the Dead so the creatures of the mist know their time is up.
LEVEL 19 - CLERIC 11
11th level Clerics can Destroy Undead of CR 2, and can prepare a 6th level spell like Heal.
LEVEL 20 - CLERIC 12
Our final level is the 12th level of Cleric for another Ability Score Improvement: if you want better spells go for more Wisdom but if you want to shoot your gun better I’d suggest finally taking the Sharpshooter Feat. This will let you ignore half cover and three-quarters cover and also shoot from your maximum range without disadvantage. But most importantly you can take a bit of a harder shot to instead receive +10 to your damage roll! “Handled.”
For your final (two) spells of choice Word of Recall lets you quickly recall to your Nexus along with your friends, and True Seeing will let you see if anything is trying to hide from purification or redemption. But again I need to mention that Clerics are prepared spellcasters, so prepare the spells that are useful in the moment.
FINAL BUILD
PROS
Out of the lantern... - You are remarkably resistant with above-average health and proficiency with every type of saving throw except for Strength and Constitution, not to mention all the spells you have to buff yourself and your allies.
Hell came with me - You have immense damage output and utility in a fight. +10 to initiative with 3 attacks on turn 1 plus an extra d8 of damage. You also have a huge array of spells and spell slots going up to 8th level, with spells like Hunter’s Mark, Bestow Curse, and Holy Weapon all buffing your Relic Cannon.
I can handle this gun - You have a good deal of utility to provide to yourself and your party. Again I mention your Cleric spells but you also have a large array of proficiencies to be useful out-of-combat as well.
CONS
If you've got a problem with me, make it two - Like I mentioned in the pros section your two big Achilles' heels are Strength and Constitution saves. The low CON modifier in particular is a big issue since it means that you will be dropping Concentration spells frequently.
It’s the dream that makes us giants - Speaking about concentration: the spell list I recommended has a lot of them. You have an ungodly amount of Concentration spells at first level alone and it only gets crazier at higher levels.
Running with a gun in your hand - Senna operates best at range but unfortunately she has very few options to actually make distance for herself. That problem extends into this build as you rely almost entirely on being in the backline away from any Mist Wraiths that might want you.
But you’ve dealt with those problems all your life and they’re not going to stop you when you’re ready for a reckoning. I’m actually rather impressed with this build as it performs well across all levels of play. Fight along-side your husband as well as your team: heal the party, shoot the baddies, and be the light in the darkness. Just try to avoid being banished into a lantern for 6 years: Lucian needs you as much as you need him. "Lucian has a way of breaking down my walls."
(Artwork by Riot Games)
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“Celebrity” DMs That Slay
I love Dungeons & Dragons. I love playing it, DMing it, reading about it, watching YouTube videos on subject matter relating to it (Nerdarchy, Matt Colville and Drunkens & Dragons: Play D&D Like A Badass are all great YouTube channels with quality content). Some games are even great to watch live streams of, especially observing talented “celebrity” Dungeon Masters working their magic, some of them admitting a lot of their “performance” and the content they come up with for their players is improvised and off the cuff. It takes a lot to pull that off. Most games out there however, are very difficult to watch and enjoy. There are too many distractions among groups when streaming stuff and it can be boring.
So, for anyone new to the D&D hobby that might be reading this blog, I just wanted to write up some stuff on three of the best publicly known Dungeon Masters out there thanks to the Internet - most of us into D&D will know who they are, and they are all are on a lot of people’s Top 3 Dungeon Masters Ever lists I’m sure. These guys put in some crazy hard work to help the online community better ourselves as Dungeon Masters. Thank you.
(And you know, I should have mentioned this in one of my first posts on this site, but I’m not a professional blogger or even a good writer. This is just my space to shoot the shit (probably mostly talking to myself no doubt) about one of my favourite past times, D&D). Warning: some of this post may seem out of logical order, sorry in advance :) I had to go back and edit it a few times. Apologies for any inaccuracies as well but I’m pretty confident it’s solid.
Chris Perkins, “Celebrity DM to the Stars”
Being a semi-regular reader of Dungeon magazine for quite some time, I didn’t really pay attention to names of the authors of the short adventure modules published within the magazine’s pages. When I reconnected with the hobby a couple of years ago after hearing a lot of good praise about 5th Edition D&D, I did more and more research about the people behind it, and naturally stumbled across reading about Chris and the Acquisitions Incorporated live games run at some of the PAX (Penny Arcade Expo) Conventions with the Penny Arcade guys (Jerry Holkins, Mike Krahulik and Scott Kurtz, as well as occasional appearances by celebrities/TV personalities like Wil Wheaton and Morgan Webb, author Patrick Rothfuss, etc.). Then I went back through old Dungeon magazines after reading that’s how Chris got his start to getting his foot in the door, and have since become a fan of his. He’s even replied to Tweets of mine once or twice. Woo.
I am very entertained by how Chris runs his live games. It’s quite easy to see why he is held in such high regard. I started to lose a little interest in his work however when his regular weekly Dice, Camera, Action web series started. They were starting to run a series based on The Curse of Strahd just before the book released. The PAX games are still great, as are the in-studio AI series episodes, however with Dice, Camera, Action things seemed to really be a struggle and it was hard to follow and really get in to. Between technical difficulties in the first few episodes, to things taking a long time to pick up due to excessive chatter which was in my opinion a waste of time (get on with the game ffs! This happened quite frequently), it was hard to keep myself entertained and motivated enough to finish watching each episode. By the 6th episode or so, I stopped watching D, CA entirely. I decided to revisit it recently and while the presentation is a bit better and they seem to have worked out the kinks in the system, I have come to the conclusion why it wasn’t a success for me: the cast picked for this series is not very good. It’s not Chris - how can it be. The guy is probably the most dedicated and passionate Dungeons & Dragons fan, Dungeon Master, works for the company who makes the game (Wizards of the Coast), and spends a shitload of time on Twitter answering questions from fans with his unique sense of humour, I love the guy (not that way). The cast though. Very weak. Generally speaking they are either too silly to take seriously or not entertaining enough in role playing their characters (hey, I’m not very good when I play and probably an even worse DM so I’m not tooting my own horn by any means), etc. but they are on camera for this and I really cannot believe so many people like this show like they say they do. The whole “Waffle Crew” thing I just don’t get I guess. The cast isn’t exceptional and I think Chris should be spending his time with a different group doing bigger and better things. Again, I am a heavily opinionated bastard as stated in the header of this blog :) “ProJared” is probably the weakest link in the D, CA group. He just doesn’t bring anything to the table and quite honestly, his attitude sucks. It is a puzzle to me how he was chosen to partake in this show with the legendary Christopher Perkins, DM. Just watch his videos on his YouTube channel, ProJared Plays I believe it’s called. I suggest watching his video entitled “Worst Player Ever”. Wait for the part where he describes how he “loses his shit” with “Steve”. But enough about him... Chris rocks.
Matt Mercer, He’s Pretty OK
One of the players in a campaign I run is a very, very big fan of Critical Role. If you don’t know what CR is, Google it. It’s one of the reasons she became interested in Dungeons & Dragons and wanted to try it out, which opened a huge floodgate for me that had been closed for several years, and caused my re-connection with the hobby a couple of years ago. The addiction resurfaced and hundreds (OK, probably thousands) of dollars later I am the proud owner of a collection of nerdy D&D stuff that has been amassed. Damn you, Liesl.
Anyhow. I was curious and tried watching some episodes of CR. At the time, I wasn’t into it. Not at all. I wouldn’t say I am now either, but I have probably watched around half of the 80+ episodes and find quite a bit of entertainment in the performance everyone in that group delivers.
So, at the time we started getting into 5e via the infamous Starter Set, featuring the introductory Lost Mine of Phandelver adventure module. Naturally, I ran it improvising mostly everything and only referencing major area and plot details when absolutely required. I admittedly do not care much for running any of the current 5e premade adventures and therefore probably won’t ever run any of them in their entirety (I will pick apart things, and throw in content from an old Dungeon magazine, even 4e source book, etc. or borrow a part from some other WotC hard cover adventure campaign book, that, like I said, will never run in its entirety). There’s good stuff in there, but it doesn’t play like modules back in the good old days. Anyhow I think it went well. The more we played, the more references were made to Critical Role and how Matt did things. So I got more and more curious and gave Matt and CR another chance. Glad I did.
It turns out what I really went back for though after thinking I didn’t like CR, was Matt Mercer (after awhile the cast of that show grew on me, but I was paying particular attention to Matt most of the time). It’s absolutely unlikely I would ever be able to pull off 1% of what he can do with voices, and describing and gesturing things when he spins his tale - but I try to absorb everything I can, and hope my poor little brain remembers just a smidgen of it and it enters my game at some point and does just a little bit to help my improvisational skills. I don’t think I’ll ever attempt performing NPC or monster voices, but who knows... like they say, you’ll never get anywhere with it if you don’t just start doing it, no matter how much of a fool you think you are making of yourself. There is a reason why Matthew Mercer is regarded as one of the best Dungeon Masters in the world, because he truly is just that damn good.
Also - FORCE GREY IS AMAZING. It’s a short run series Matt DM’d for several other celebrity players including the immortal Brian Posehn.
Matt Colville, the YouTube DM Activist
Finally, I think my personal absolute favourite "popular” Dungeon Master these days would have to be none other than Matt Colville. He claims to be a normal person just like anyone else, but he’s totally a celebrity now, to me anyhow. Ha ha. Dude, you’re on a now-quite-popular YouTube channel. You’re awesome. Thank you.
Matt is a writer by profession. He’s got a couple of fantasy novels he’s written that you can find on Amazon.com (Priest, and Thief I believe are the titles - check them out). He’s also lead writer at Turtle Rock game studio in California. Makers of games like the Mercenaries series on consoles, and more recently the party vs. big bad enemy shooter Evolve (he says he’s most proud of this title), all of which Matt did major writing on. From the game sessions I have watched that he has posted on his channel, it is evident that he is very creative and an extremely bright person more than capable of running a really great game that is well thought out and has all the bells and whistles and logistics of everything worked out just right (in my opinion). I wish I could run my games with his brain :)
The last few videos I’ve linked on my blog here are a few of my favourites of his, and they have really kickstarted my brain. So now I am thinking of better ways to run my games, and attempting to infuse a similar kind of quality material that Matt seems to ooze out of his noggin. Watch his videos, all of them. When I first discovered his channel, I was amused. However, after watching maybe a half dozen more videos, I had to stop. I think it was the rapid rate at which he discusses the topics presented, it was maybe overwhelming me. I took a break for a couple of months and avoided his channel. Then a colleague and I were discussing him, and in hindsight I realized I really totally dug his stuff. So when I went back to checking out his videos and gave some thought about what it is that he is doing with his channel, and what he is doing to help Dungeon Masters (new or old) better the quality of their games. I watched every single video (and rewatch several frequently for inspiration) and it’s now my top rated Dungeons & Dragons influenced channel.
I respect his genuine passion for the game and how he conveys his message to us, and appreciate the time he takes to create such brilliant content for the DM crowd. I highly suggest subscribing to his channel. If you can get past the fast paced talking, it’s worth the time to check his stuff out. If there ever was such thing as a “Church of D&D”, Matt Colville should be the high priest of it.
In the words of Mr. Colville:
“Peace. Out.”
And now, enjoy some whiny ProJared! (”he’s such a dumbass!”)
-runDMsteve
youtube
#d&d#d&d 5e#dungeons and dragons#dungeon master#chris perkins#matt colville#matt mercer#critical role#projared sucks#running the game#turtle rock#evolve#mercenaries#wizards of the coast#nerdarchy#drunkens and dragons#lost mine of phandelver#commander holly#wil wheaton#morgan webb#patrick rothfuss#force grey#brian posehn
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