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theironjef
Aug 11, 2009

The archmage of unexpected stinks.

lightrook posted:

You wouldn't happen to be familiar with that one Star Wars short story about how the bartender overcomes his droid-racism because he finds an abandoned cocktail-bot in a back alley that serves him the perfect drink where the secret ingredient is grinding up the dead guy on the barroom floor, would you?

Also, I feel ashamed that I have not and likely will never come up with something half as good as this.

Granted, Wuher was making a drink for Jabba, who presumably had a taste that ran towards Greedo-foot wine.

Double granted, that story is one of the stupidest in a book full of stupid stories.

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Major Isoor
Mar 23, 2011

Narsham posted:

Well, I can share my conversion/modification of the characters and magic based on the 3.5 book. I had an idea about how to handle mass combat, but never ended up implementing it, so this is both a bit terse and missing that important set of rules. I am, however, pretty happy with the magic system, though there are a few problems (not that the 3.5 book didn't have problems with its magic system).

https://www.dropbox.com/s/zn6rov51sfk3gcd/5EBlackCompany.docx?dl=0

For the record, I had cross-class archetypes before Strixhaven made them uncool.

Nice, thanks for that! Also, how did you find the TBC campaign you ran, if you don't mind me asking? I'm not sure if I should run it as the party being party of the company itself, or if they should be part of the regular army. (For either the loyalists or rebels)

KingKalamari
Aug 24, 2007

Fuzzy dice, bongos in the back
My ship of love is ready to attack

theironjef posted:

Granted, Wuher was making a drink for Jabba, who presumably had a taste that ran towards Greedo-foot wine.

Double granted, that story is one of the stupidest in a book full of stupid stories.

I still think the one about Greedo, that characterizes him as a dipshit teenager with a grudge against Han Solo for stealing his tough guy jacket was the stupidest overall...

Reveilled
Apr 19, 2007

Take up your rifles
Thanks folks for the thoughts on the Neverwinter/Waterdeep grudge match!

I don't think I can focus on the spellplague refugees--we already did the first campaign in Waterdeep, and me being unfamiliar with all the 4e stuff the refugee problem basically didn't exist except in a general "the city is very crowded, there should not be buildings in the field ward" sense, plus I just made refugees a major part of Descent into Avernus, so I'd rather not go back to the same well. But I definitely like the idea, so I think I'll pivot it to a brewing divide between the city's rich and poor--it was a point of tension in Dragon Heist, everyone told the party giving the money back to the city would just lead to it lying in a vault or being used to benefit the city's nobles ("that's why you should give it to me instead" was of course the next sentence every time this was said), and when the party gave Jarlaxle the money it was with an explicit agreement he'd do a Prince Ali parade chucking coins to the masses and then pointedly making the return of the gold a gift to the people of Waterdeep. My thought here is that this turns the Waterdhavian public firmly in favour of Luskan, and it is to placate the people who are cheering Jarlaxle's name that Luskan is allowed into the Lord's Alliance--basically to just make the bastard go home and stop stirring things up. But then when the plot to spark the civil war in Neverwinter leaks, Neverwinter demands the expulsion of Waterdeep, leaves the alliance in protest when that doesn't happen, Silverhand steps down as Open Lord, and her replacement isn't up to the task.

I think that works as a justification for how Neverwinter can then start peeling off smaller towns and gather up external allies as suggested, and possibly maneuver Waterdeep's government into declaring war on him rather than the other way round, making the various canonical Waterdhavian heroes more reluctant to throw in with the aggressor. Failing that I guess Neverwinter has to have a few serious heroes of its own given that there's an MMO set there.

Narratively what I'm planning is to kick of Rime of the Frostmaiden in Luskan while the war is still Cold, and then while the new party is off adventuring in Icewind Dale, only dimly aware of events down south, the cold war turns hot and it all kicks off. We'll do little side adventures following the players' characters from Dragon Heist and what sides they've ended up on in this conflict.

KingKalamari
Aug 24, 2007

Fuzzy dice, bongos in the back
My ship of love is ready to attack
I'm several sessions into my second Tomb of Annihilation campaign. I've made some major changes to the structure of the campaign based on my experience from the last time I ran it and just wanted to share how these changes have played out thus far:

(Just as a note: I've renamed and reflavored a bunch of stuff to fit into my homebrew setting, but I'm not going to go into all of that at length as it's not super important)
- The big one is that I've nixed the Death Curse entirely and am instead allowing the party to sandbox around the northern region of Chult. I've added a bunch of additional adventure sites and content to the hex map to facilitate this.
- I got them into the action in the first session by running the third party adventure "Escape from Malar's Throat", which saw them rescuing a group of children trapped in a temple in the slums during an undead attack.
- I then used one of my player's backstory hooks to entangle her character with one of the merchant princes: She basically ended up scamming some money out of Kwayothe's daughter which has now caught up to her. In order to avoid being sent to Executioner's Run by a vengeful Kwayothe she's agreed to undertake a dangerous expedition into a ruin in the wilderness (accompanied by the party) to recover an artifact for the Merchant Prince.
- The ruin they're ultimately going to is an updated and reskinned version of Xak Tsaroth from the old AD&D DL1 module, with the Draconics replaced by a clan of Lizardfolk and the Gully Dwarves replaced by Grungs.
- The party has enlisted Azaka Stormfang as their guide (THe same one the previous group I ran ToA for chose, she's apparently a popular lady!) and have just helped her recover her stolen mask from Firefinger.
- The party's next stop is Camp Vengeance, where they're going to stop over for supplies before continuing on to the ruin.
- They rescued the captured Aarakocra at Firefinger, which dovetails nicely into my ultimate plan to get them looking for Omu: After they finish the current quest, I'm going to take an idea I read on the internet and have them be approached by some Aarakocra from Kir Sabal and task them with locating the Skull Chalice of Ch'Gakare from the ruins of Omu so that Princess Mwaxanare can use it to support her claim of royal lineage.
- One of the big things I've tried to do is remove or downplay some of the more overt colonialist overtones in the world building of the original modules. One of the biggest ways I tried to accomplish this was by reflavoring a bunch of the expected factions into ones actually controlled by and composed of Chultans: The Flaming Fist is replaced by a military initiative backed by several of the Merchant Princes whose mission statement is to reclaim the wilderness from the undead (A goal which, in practice, is more about making sure the Princes are in control of any regions of reclaimed wilderness) while the Ytepka Society, Harpers and Emerald Enclave are combined into a single initiative composed of the peninsula's working and lower classes who are pushing for worker's rights and are attempting to push back the undead without ceding control of those regions to the Princes.
- Another big one is how a lot of the nonhuman enemies still retain a bunch of crappy tribal stereotypes. Of particular interest is the goblins, as the players are going to be moving into their general territory soon; I've tried to mitigate things by rewriting the Chultan goblins as being a general underclass that make up the majority of the Merchant Princes' fruit-harvesting operations in the wilderness south of Port Nyanzeru. Rather than encountering a hostile tribe of Goblins, the threat in the area is a group of Goblin bandits called the Tall Boyz who have been preying on their law abiding kinfolk's fruit harvesting operations. Rather than draw on tribal stereotypes, the goblin bandits' entire group is themed around wearing stilts, and being really confrontational, which is eventually revealed to be because their leader, Grabstab, is comically short even by Goblin standards and is trying very hard to compensate for it.

Narsham
Jun 5, 2008

Major Isoor posted:

Nice, thanks for that! Also, how did you find the TBC campaign you ran, if you don't mind me asking? I'm not sure if I should run it as the party being party of the company itself, or if they should be part of the regular army. (For either the loyalists or rebels)

I’ve run two brief BC campaigns.
Campaign 1: The PCs were new recruits into the Nightstalkers. My intent was to avoid series events by routing them eastward, focus on Nightcrawler and the Faceless Man, and perhaps run a climax with the PCs whisked to the Battle of Charm. But things ground to a halt, largely because the 3.5 magic rules were so fiddly and imbalanced.

Campaign 2: A test run for the conversion rules, I started the PCs as the newest Black Company recruits as the company marched north, aiming to have the campaign focus around the capture of the fortress at Deal (covered in one sentence in the books), perhaps followed by some time skipping after that. We had some fun sessions with a wolf cult encountered on the road north, and the PCs serving as escort for Goblin, but while I think the players were happy to continue, I found designing encounters difficult because the setting doesn’t really have many monsters and using the same stat blocks for people was getting a bit boring. I also was doing a lot of “from scratch” setting design, and generating even a handful of NPCs per village when they were on the march was exhausting.

My suggestion from Campaign 2 is either lift and modify existing setting details from published materials, or try to focus either on wilderness maneuvers or a relatively restrictive theater of war. For example, running most of a campaign in Juniper would have been much easier for me. I also think that involving the Taken and their servants makes for more interesting stories, so long as it’s clear that nobody is going to fight the Taken head-on.

Major Isoor
Mar 23, 2011

Narsham posted:

I’ve run two brief BC campaigns.
Campaign 1: The PCs were new recruits into the Nightstalkers. My intent was to avoid series events by routing them eastward, focus on Nightcrawler and the Faceless Man, and perhaps run a climax with the PCs whisked to the Battle of Charm. But things ground to a halt, largely because the 3.5 magic rules were so fiddly and imbalanced.

Campaign 2: A test run for the conversion rules, I started the PCs as the newest Black Company recruits as the company marched north, aiming to have the campaign focus around the capture of the fortress at Deal (covered in one sentence in the books), perhaps followed by some time skipping after that. We had some fun sessions with a wolf cult encountered on the road north, and the PCs serving as escort for Goblin, but while I think the players were happy to continue, I found designing encounters difficult because the setting doesn’t really have many monsters and using the same stat blocks for people was getting a bit boring. I also was doing a lot of “from scratch” setting design, and generating even a handful of NPCs per village when they were on the march was exhausting.

My suggestion from Campaign 2 is either lift and modify existing setting details from published materials, or try to focus either on wilderness maneuvers or a relatively restrictive theater of war. For example, running most of a campaign in Juniper would have been much easier for me. I also think that involving the Taken and their servants makes for more interesting stories, so long as it’s clear that nobody is going to fight the Taken head-on.

Hah, yes I was thinking the same thing about Deal! All that build-up and travel, then "we were ordered to assault the Fortress at Deal. So we did." followed by jeremy-clarkson-saying-anyway.jpg and a time-skip. Love it :D

That's good info though, and more-or-less what I was thinking. I was considering having the PCs be in another unit (either the Nightstalkers or Drake Crest, since not much is said about them. Not sure if there are any other named companies in the books that I could use, though) and then having them participate in some subterfuge before the BC assaults the fort. e.g. sneaking into the fort a day or two before the BC arrive to lay siege, then set the food stores alight, so that they can't afford to be stuck in a drawn-out siege.

Beyond that, it depends on what the PCs want when we have a session zero. If it's up to me, I'll probably have them meander up to Rust to take part in the most bitter part of the Stalingrad-esque battle, with some lighter encounters and rebel-hunting en route to Rust. Then as you mentioned in your campaign, have them be whisked back to Charm for the last day or two of the battle.

Then maybe after a time skip, going up to Juniper to eventually take part in the battle there, while the BC GTFO in Shadows Linger. At that point I'll throw in a dungeon dive, where the PCs and some others delve into the black castle to root out the Dominators servants in there and try to destroy the place. (Which should be a breath of fresh air, after all the regular humans they've been fighting)

I'm definitely interested in converting existing material into TBC-appropriate missions though. And yeah, keeping it restricted to a particular theatre is the way to go. After reading more about it all though, I'm actually tossing up trying this in Band of Blades and adapting fluff etc from the D&D-compatible material. I'll have to read up on it more though, since it might not actually be feasible - I've only just started to look into it, after all.

Just to clarify though, what are you referring to when you say "focus on [...] wilderness manoeuvres"? Do you mean, if I'm gonna do that, it's best to stick with being out in the woods etc, without having a lot of vastly different urban components of the campaign, and not splitting things too much? (e.g. the BC's trek to the Barrowlands or Juniper, but without having big different sections in the middle, like the Juniper intrigue section of the book)

theironjef
Aug 11, 2009

The archmage of unexpected stinks.

KingKalamari posted:

I still think the one about Greedo, that characterizes him as a dipshit teenager with a grudge against Han Solo for stealing his tough guy jacket was the stupidest overall...

Finding out that the werewolf in the cantina was so in love with that vacuum hose worm in the cantina that he came unstuck in time was pretty fun as well. Oh and Evazan being like some Dr. Evil tuxedo and martini supervillain with a secret cliffside castle on Walrus planet. That's gotta be the best something.

Leperflesh
May 17, 2007

Heya folks. There's six days left to sign up for trad games secret santa! Just spreading the word, since most folks don't browse the main TG forum.

PeterWeller
Apr 21, 2003

I told you that story so I could tell you this one.

KingKalamari posted:

I'm several sessions into my second Tomb of Annihilation campaign. I've made some major changes to the structure of the campaign based on my experience from the last time I ran it and just wanted to share how these changes have played out thus far:

-snip-

Thanks for posting these summaries of the changes you're making. They're giving me good ideas for when I get to running Tomb.

Narsham
Jun 5, 2008

Major Isoor posted:

Just to clarify though, what are you referring to when you say "focus on [...] wilderness manoeuvres"? Do you mean, if I'm gonna do that, it's best to stick with being out in the woods etc, without having a lot of vastly different urban components of the campaign, and not splitting things too much? (e.g. the BC's trek to the Barrowlands or Juniper, but without having big different sections in the middle, like the Juniper intrigue section of the book)

Yes; I was planning on having a long slog through the Plain of Fear, which is one of the few locations well-described in the novels and has the advantage that you can sometimes manage a "monsters attack!" random encounter that requires very little prep work. A long march campaign allows you to have the Company have a higher number of brief encounters or limited "adventure" areas without forcing you to keep inventing villages and NPCs and situations that require addressing. It's also a little easier to have some variety instead of "look, more rebels" (or "look, more Imperials"). Most of the recent short stories are "Company traveling" adventures; the river trip in the first Book of the South is another excellent example of this kind of campaign.

The alternative is to use a larger urban setting and just base the PCs there long-term: that allows them to get caught up in intrigue as well as going out to the adventure more of the time. Juniper is obviously the best established location for something like that. But it needs to be a place where a company might get bogged down in that way. Obviously, a Juniper campaign that culminates in the Black Castle siege is going to have a clear structure to it.

Cook's worldbuilding is evocative but very character-centric. Usually, there's one or two locations that get established, and even they tend to be sketches (Taglios is the best example). There's just enough in the books that you have to pay them heed, but not enough to save you any work if the PCs want to go purchase supplies.

Major Isoor
Mar 23, 2011

Narsham posted:

Yes; I was planning on having a long slog through the Plain of Fear, which is one of the few locations well-described in the novels and has the advantage that you can sometimes manage a "monsters attack!" random encounter that requires very little prep work. A long march campaign allows you to have the Company have a higher number of brief encounters or limited "adventure" areas without forcing you to keep inventing villages and NPCs and situations that require addressing. It's also a little easier to have some variety instead of "look, more rebels" (or "look, more Imperials"). Most of the recent short stories are "Company traveling" adventures; the river trip in the first Book of the South is another excellent example of this kind of campaign.

The alternative is to use a larger urban setting and just base the PCs there long-term: that allows them to get caught up in intrigue as well as going out to the adventure more of the time. Juniper is obviously the best established location for something like that. But it needs to be a place where a company might get bogged down in that way. Obviously, a Juniper campaign that culminates in the Black Castle siege is going to have a clear structure to it.

Cook's worldbuilding is evocative but very character-centric. Usually, there's one or two locations that get established, and even they tend to be sketches (Taglios is the best example). There's just enough in the books that you have to pay them heed, but not enough to save you any work if the PCs want to go purchase supplies.

Yeah, I agree on your comments about Cook's writing. I like it a lot as a reader, because it's appropriate that Croaker would only touch on surface details of cities they visit, while investing much more time and effort into writing about the members of the company and how they deal with situations they encounter.
...but from a GM perspective, it's not very helpful! But ah well, at least with a town layout generator and an assortment of random one- and two-syllable words, I can make up small town layouts and village names without much trouble. (Like I mean, with Rust, Chimney, Opal, Roses, etc. I can come up with nonsense like that too! Corn, Wax, Hedgerow, haha)

Also, seeing as The Silver Spike is probably my favourite book of the series (tied with the original, anyway. None of them can beat the original, imo) I was planning on potentially having the PCs going through the quarantine at Oar and finish off the campaign fighting the uh, monster-guy (not to give anything away, to anyone who hasn't read it) at the end, potentially either dying in the attempt or living and retiring like Case did. Assuming things go for that long, anyway - since that's a fair way into the series, timeline-wise.

Thumbtacks
Apr 3, 2013
We had a meeting last night to discuss character ideas and my warforge ended up becoming a lot more like a golem, which I actually like quite a bit more. Going to make it a druid, my wife pointed out that I was basically describing those Castle in the Sky golems that just kinda hang out in nature and get really mossy and overgrown. I have some good ideas for it, I think it'll be pretty fun.

Is there a subreddit or something here where I can post characters and people will mock up a sketch or something for me? I could have sworn that was a subreddit. having a visual aid would definitely help but i can't draw to save my life.

Kaal
May 22, 2002

through thousands of posts in D&D over a decade, I now believe I know what I'm talking about. if I post forcefully and confidently, I can convince others that is true. no one sees through my facade.

Thumbtacks posted:

We had a meeting last night to discuss character ideas and my warforge ended up becoming a lot more like a golem, which I actually like quite a bit more. Going to make it a druid, my wife pointed out that I was basically describing those Castle in the Sky golems that just kinda hang out in nature and get really mossy and overgrown. I have some good ideas for it, I think it'll be pretty fun.

Is there a subreddit or something here where I can post characters and people will mock up a sketch or something for me? I could have sworn that was a subreddit. having a visual aid would definitely help but i can't draw to save my life.

Those sketch subreddits certainly exist, though I don't know too much about them. They're great for making new and unique art. I get a lot of use out of Google Images and Pinterest, for what it's worth. There's all sorts of filters and "see more like this" that you can use to find some great premade art.

https://www.google.com/search?q=gol...biw=390&bih=669

https://www.reddit.com/r/AnimeSketch/comments/jvqjpe/golem_inspired_by_castle_in_the_sky/

sebmojo
Oct 23, 2010


Legit Cyberpunk









Kaal posted:

Those sketch subreddits certainly exist, though I don't know too much about them. They're great for making new and unique art. I get a lot of use out of Google Images and Pinterest, for what it's worth. There's all sorts of filters and "see more like this" that you can use to find some great premade art.

https://www.google.com/search?q=gol...biw=390&bih=669

https://www.reddit.com/r/AnimeSketch/comments/jvqjpe/golem_inspired_by_castle_in_the_sky/

you can ask in the daily drawing thread in CC, but you should expect to pay the artist.

Bogan Krkic
Oct 31, 2010

Swedish style? No.
Yugoslavian style? Of course not.
It has to be Zlatan-style.

Thumbtacks posted:

We had a meeting last night to discuss character ideas and my warforge ended up becoming a lot more like a golem, which I actually like quite a bit more. Going to make it a druid, my wife pointed out that I was basically describing those Castle in the Sky golems that just kinda hang out in nature and get really mossy and overgrown. I have some good ideas for it, I think it'll be pretty fun.

Is there a subreddit or something here where I can post characters and people will mock up a sketch or something for me? I could have sworn that was a subreddit. having a visual aid would definitely help but i can't draw to save my life.

Not particularly golem-like, but I drew this for a warforged spore druid I played in an Eberron campaign a while back and it seems like he might match your description pretty well...

BabyFur Denny
Mar 18, 2003
My warforged hexblade just died in our Frostmaiden campaign - downed by a Yeti in one round at lvl3.
For my next character's race I'm torn between Orc and Goliath. Orc has darkvision which is very useful in Icewind Dale where it's always at least dim or darker. Goliath are bit and cold resistance is super useful.
I want to play a bard that flirts with people by flexing her massive guns and picking them up so either race would do that (switching STR for CHA bonus) but which option would be more fun?

Rubberduke
Nov 24, 2015

BabyFur Denny posted:

My warforged hexblade just died in our Frostmaiden campaign - downed by a Yeti in one round at lvl3.
For my next character's race I'm torn between Orc and Goliath. Orc has darkvision which is very useful in Icewind Dale where it's always at least dim or darker. Goliath are bit and cold resistance is super useful.
I want to play a bard that flirts with people by flexing her massive guns and picking them up so either race would do that (switching STR for CHA bonus) but which option would be more fun?

A goliath girl whose performance entails feats of strength sounds like a good time. Pick college of eloquence or glamour for extra fun.

BabyFur Denny
Mar 18, 2003

Rubberduke posted:

A goliath girl whose performance entails feats of strength sounds like a good time. Pick college of eloquence or glamour for extra fun.
Yeah I will pick eloquence. Also gonna pick Enlarge/Reduce for that extra size when needed, and will start with the max height for Goliaths (8 feet)

Deteriorata
Feb 6, 2005

BabyFur Denny posted:

My warforged hexblade just died in our Frostmaiden campaign - downed by a Yeti in one round at lvl3.
For my next character's race I'm torn between Orc and Goliath. Orc has darkvision which is very useful in Icewind Dale where it's always at least dim or darker. Goliath are bit and cold resistance is super useful.
I want to play a bard that flirts with people by flexing her massive guns and picking them up so either race would do that (switching STR for CHA bonus) but which option would be more fun?

I'm running a Goliath Forge Cleric in Frostmaiden myself. Other than the dark vision, he's pretty great. He killed the Yeti at level 3 almost singlehandedly by setting him on fire with Searing Smite.

Deteriorata fucked around with this message at 16:33 on Nov 18, 2021

road potato
Dec 19, 2005
Probation
Can't post for 3 days!
I'm in a campaign of Princes Of The Apocalypse that has branched into some cool home-brew stuff. I'm playing a mostly control-casting druid dwarf- Conjure Animals and Conjure Elemental are my bread and butter for most combat, and I sit pretty far away from the action to maintain concentration. My DM worked a really cool arc for me to take either a warlock level or the magic initiate feat at level 11, and he's fine with me keeping Wisdom as my modifier. I'm mostly just looking for Eldritch Blast - a good cantrip I can cast from a distance while my conjurations do their thing.

Is there any good mechanical benefit to taking a few warlock levels? I feel like I don't understand how that class really works at all. I'm excited for the hyper powerful level 6 and 7 spells, so I kinda want to keep the druid levels going.

Rubberduke
Nov 24, 2015
If you take a level in warlock and get the eldritch iniate feat you can add your spellcasting modifier(cha probably) to your eldritch blast. The hexblade or djinn subclasses are neat options for a multiclass dip, but only really make sense if you rolled a charisma character. Also you get an additional spell slot from your pact magic.
I don't know if it would be really good on a druid, but go for it if you don't care about character build optimization too much.

Edit: I just read that your DM lets you keep wis as your modifier, so maybe just go for it. Have fun.

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.

road potato posted:

I'm in a campaign of Princes Of The Apocalypse that has branched into some cool home-brew stuff. I'm playing a mostly control-casting druid dwarf- Conjure Animals and Conjure Elemental are my bread and butter for most combat, and I sit pretty far away from the action to maintain concentration. My DM worked a really cool arc for me to take either a warlock level or the magic initiate feat at level 11, and he's fine with me keeping Wisdom as my modifier. I'm mostly just looking for Eldritch Blast - a good cantrip I can cast from a distance while my conjurations do their thing.

Is there any good mechanical benefit to taking a few warlock levels? I feel like I don't understand how that class really works at all. I'm excited for the hyper powerful level 6 and 7 spells, so I kinda want to keep the druid levels going.

Warlock is a front-loaded class but a rare multiclass for a Druid because wis builds and cha builds don't typically mix.


Warlock 1:
Typically a single level dip is for Hexblaxe, specifically the Hex Warrior feature that lets you turn your weapon into a Cha weapon rather than Str or Dex. Druids don't want or need this due to Shillelagh.
The non-Hexblade dips have a lot of usable features and might include spells a druid doesn't typically have access to, which you can then cast or upcast using druid slots. I think the only level 1 feature of note is The Fathomless gets a worse Spiritual Weapon for free. If you are thinking about taking a level of warlock best to browse the subclasses and see if any of the level 1 features look cool, some people like telepathy for example some find it useless.
Warlock 1 also gets all the good Warlock cantrips, one level 1 short rest spell slot that can be used even with other spellcaster spells, and two warlock spells that can be cast using druid slots.
Warlock 1 also qualifies you to use the Eldritch Initiate feat to take Agonizing Blast. That way you don't have to burn a second level to get Agonizing Blast, but it costs a feat/ASI.

Warlock 2:
You can take Agonizing Blast to make Eldritch Blast the highest damage thing to do in the game, plus one other invocation like Eldritch Mind, Mask of Many Faces, Armor of Shadows, Devil's Sight etc. You get a second level 1 short rest spell slot and a third level 1 spell.


In my opinion the bread and butter of the warlock is in the invocations, but it's hard to justify a dip for utility with not much synergy. On the other hand a class that doesn't get med armor, doesn't get shields, doesn't main str or dex, you can see how a single level in warlock can provide a lot of synergistic benefits.

TheDemon fucked around with this message at 12:21 on Nov 19, 2021

nelson
Apr 12, 2009
College Slice
I wouldn’t give up your Druid spell progression.

Kaal
May 22, 2002

through thousands of posts in D&D over a decade, I now believe I know what I'm talking about. if I post forcefully and confidently, I can convince others that is true. no one sees through my facade.

road potato posted:

I'm in a campaign of Princes Of The Apocalypse that has branched into some cool home-brew stuff. I'm playing a mostly control-casting druid dwarf- Conjure Animals and Conjure Elemental are my bread and butter for most combat, and I sit pretty far away from the action to maintain concentration. My DM worked a really cool arc for me to take either a warlock level or the magic initiate feat at level 11, and he's fine with me keeping Wisdom as my modifier. I'm mostly just looking for Eldritch Blast - a good cantrip I can cast from a distance while my conjurations do their thing.

Is there any good mechanical benefit to taking a few warlock levels? I feel like I don't understand how that class really works at all. I'm excited for the hyper powerful level 6 and 7 spells, so I kinda want to keep the druid levels going.

If you prefer Magic Initiate, you could pick up Toll the Dead off the Cleric's list, which deals pretty excellent damage as well (up to 3d12 at Level 11) and would keep you going as a Druid.

change my name
Aug 27, 2007

Legends die but anime is forever.

RIP The Lost Otakus.

Nevermind, wrong thread

pog boyfriend
Jul 2, 2011

change my name posted:

I feel like this adventure zone ep really suffered from a lack of a map even though they're already doing online character sheets and have used Roll20 before for the intermission one-shots (a lot of "wait where's my character?")

i agree . but i suspect you did not mean to post this here

change my name
Aug 27, 2007

Legends die but anime is forever.

RIP The Lost Otakus.

Apologies, here's a relevant post

https://twitter.com/Wizards_DnD/status/1461741074494468109

GoGoGadget
Apr 29, 2006

Hey guys, I recently created a character to participate in my first game of Curse of Strahd. I'm going with the below:

Race: Warforged
Background: Outlander
Class: Fighter
Fighting Style: Blind-fighting
Subclass: Echo Knight

Starting at level 2 because I've joined an in-progress campaign, but the plan is to make him somewhat defensive focused. I don't necessarily want to optimize him though, more want to go for cool things that will fit the theme I'm going for. For example, I picked Blind-Fighting not only because it will allow me to summon the Echo even when I can't see, but also because he was created for the express purpose of defending against potentially invisible enemies. Here's what I have worked up for the background so far:

"Sentry Alpha, along with Sentry Beta, Gamma, Delta, Epsilon and Zeta, was crafted by an enigmatic order of Druids to protect the forest temple they resided within. For ten years, Sentry Alpha and the others kept the temple and its denizens safe under their ever-vigilant watch.

One day, the temple was besieged by a group of mercenaries seeking the secrets hidden within. Despite their best efforts, the Warforged were unable to defend the temple against the onslaught, and all fell in the battle.

Sentry Alpha came to consciousness covered in the broken and scattered parts of his comrades. Having been unable to fulfill his duty to protect his home, he set out into the forest. He wandered for years, helping those he found that were in need, both humanoid and animal alike - crafting shelters, foraging food, protecting them from assailants."

Essentially, he's a Warforged made of stone and wood designed to protect and serve a group of Dragonborn Druids that were serving an ancient dragon. I'm going to flavor the Echo as him manifesting memories of his fallen Warforged buddies.

Open to any suggestions at all for the leveling process that's expected during CoS. I don't know the stats I have yet, as the DM wants me to roll them when I get to the table. Not sure he allows Feats, but let's assume he does!

pog boyfriend
Jul 2, 2011

GoGoGadget posted:

Hey guys, I recently created a character to participate in my first game of Curse of Strahd. I'm going with the below:

Race: Warforged
Background: Outlander
Class: Fighter
Fighting Style: Blind-fighting
Subclass: Echo Knight

Starting at level 2 because I've joined an in-progress campaign, but the plan is to make him somewhat defensive focused. I don't necessarily want to optimize him though, more want to go for cool things that will fit the theme I'm going for. For example, I picked Blind-Fighting not only because it will allow me to summon the Echo even when I can't see, but also because he was created for the express purpose of defending against potentially invisible enemies. Here's what I have worked up for the background so far:

"Sentry Alpha, along with Sentry Beta, Gamma, Delta, Epsilon and Zeta, was crafted by an enigmatic order of Druids to protect the forest temple they resided within. For ten years, Sentry Alpha and the others kept the temple and its denizens safe under their ever-vigilant watch.

One day, the temple was besieged by a group of mercenaries seeking the secrets hidden within. Despite their best efforts, the Warforged were unable to defend the temple against the onslaught, and all fell in the battle.

Sentry Alpha came to consciousness covered in the broken and scattered parts of his comrades. Having been unable to fulfill his duty to protect his home, he set out into the forest. He wandered for years, helping those he found that were in need, both humanoid and animal alike - crafting shelters, foraging food, protecting them from assailants."

Essentially, he's a Warforged made of stone and wood designed to protect and serve a group of Dragonborn Druids that were serving an ancient dragon. I'm going to flavor the Echo as him manifesting memories of his fallen Warforged buddies.

Open to any suggestions at all for the leveling process that's expected during CoS. I don't know the stats I have yet, as the DM wants me to roll them when I get to the table. Not sure he allows Feats, but let's assume he does!

one thing to keep in mind is none of this stuff is barovia as written. i do not think anything you did here was bad but this character story unless the DM changes the module will have absolutely nothing to do with what curse of strahd is

GoGoGadget
Apr 29, 2006

pog boyfriend posted:

one thing to keep in mind is none of this stuff is barovia as written. i do not think anything you did here was bad but this character story unless the DM changes the module will have absolutely nothing to do with what curse of strahd is

Yeah, I talked to him about it and he's going to have my character coming from the Forgotten Realms.

PeterWeller
Apr 21, 2003

I told you that story so I could tell you this one.

pog boyfriend posted:

one thing to keep in mind is none of this stuff is barovia as written. i do not think anything you did here was bad but this character story unless the DM changes the module will have absolutely nothing to do with what curse of strahd is

Is that an issue? It's Ravenloft, so one misty day Sentry Alpha was wandering in the woods and now finds himself in Barovia.

Eggnogium
Jun 1, 2010

Never give an inch! Hnnnghhhhhh!
It’s just a problem to be aware of with the setup for Strahd: either your backstory is related to Barovia or you must make your character more about their ideology/personality than their history (obviously history can inform those) because you’re about to be a tourist in a completely foreign land for a long, long time.

Jinh
Sep 12, 2008

Fun Shoe
They know it going in so it'll probably be ok. I think Pog BF's just saying not to expect any real narrative payoff for the backstory. it's common for players to want that kinda thing these days but it doesn't work well in curse of strahd.

I know, because I definitely did shoehorn 6 different players' backstories into the CoS campaign I ran and it was janky as hell lol

pog boyfriend
Jul 2, 2011

PeterWeller posted:

Is that an issue? It's Ravenloft, so one misty day Sentry Alpha was wandering in the woods and now finds himself in Barovia.

it is not an issue if you are aware of this. there is no problem with introducing that character to that story, so long as the player is aware their backstory will not be relevant to the story in any capacity other than informing their decisions

PeterWeller
Apr 21, 2003

I told you that story so I could tell you this one.

Ahh, I get you now. I thought you were saying the character was inappropriate for the setting.

GoGoGadget
Apr 29, 2006

To clarify, I don't expect the background itself to have any resolution or be tied into the story at all. More the themes of it. Sentry Alpha picked up a sense of honor and caring for his "clan" from the Dragonborn, was created from stone and wood instead of metal because they were Druids, set out to protect other beings because of his past failures, etc.

If I ever care enough to try and flesh the background out more so that it can be resolved in a game, I'll just do it with one of the other Sentry models.

GoGoGadget fucked around with this message at 19:41 on Nov 19, 2021

ninjoatse.cx
Apr 9, 2005

Fun Shoe
edit: nm

ninjoatse.cx fucked around with this message at 20:08 on Nov 19, 2021

The Dregs
Dec 29, 2005

MY TREEEEEEEE!
anyone know of a shortish dungeon suitable for a group of 4 7th level guys who don't really play that well? Our regular DM called off the game for the second time in a row and I am afraid the group is going to fall apart if we don't get to playing. So I am taking over. problem is I have very little time to prepare before the session tomorrow.

Bonus points if it involves dragony or giant stuff, as the PC's managed to piss off both in the last session.

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Kaal
May 22, 2002

through thousands of posts in D&D over a decade, I now believe I know what I'm talking about. if I post forcefully and confidently, I can convince others that is true. no one sees through my facade.

The Dregs posted:

anyone know of a shortish dungeon suitable for a group of 4 7th level guys who don't really play that well? Our regular DM called off the game for the second time in a row and I am afraid the group is going to fall apart if we don't get to playing. So I am taking over. problem is I have very little time to prepare before the session tomorrow.

Bonus points if it involves dragony or giant stuff, as the PC's managed to piss off both in the last session.

I haven't played it, but from what I've read the second half of Rime of the Frostmaiden would be a great fit. It's intended for Level 7 adventurers, it has a clear linear narrative, and it has a fair number of dragons and giants.

Alternatively, an easier approach might be starting with something more bite-sized like The Secrets of Skyhorn Lighthouse, which is free and could be a good start to any adventure.

https://www.dmsguild.com/m/product/215629

Kaal fucked around with this message at 04:07 on Nov 20, 2021

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