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BlackIronHeart
Aug 2, 2004

PROCEED
I haven't had a chance to run it but I met the author at Gencon and he was super geeked about The Great War. So geeked, in fact, that his wife is apparently a Great War historian and he basically wrote the game for her/had a live-in historical editor. :D

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SkyeAuroline
Nov 12, 2020

BlackIronHeart posted:

I haven't had a chance to run it but I met the author at Gencon and he was super geeked about The Great War. So geeked, in fact, that his wife is apparently a Great War historian and he basically wrote the game for her/had a live-in historical editor. :D

I have had the chance to run it, and unfortunately the mechanics don't hold up very well in practice. I reviewed it over in the F&F thread. Interesting ideas to mine, but it's not something I or my group would return to. Beautiful art, though.

Heliotrope
Aug 17, 2007

You're fucking subhuman

Pickled Tink posted:

An idea would just be to have him be a mortal human, but one who knows things and is owed lots and lots of favours and uses his access as mayors aide to obtain the valuable information and broker favourable deals with the different supernatural communities and has thus made himself indispensable to those communities.

I like this. Maybe he found out supernatural creatures and powers existed in the war and came back changed by the knowledge. He uses the preconceived notion that regular humans are scared and ignorant of the supernatural factions to let everyone think they’re pushing him around when he’s really gathering power.

Might be fun if he gets a Debt on one of the PCs and it helps enforce that as crazy powerful everyone else is, this is Mortality’s world.

Benagain
Oct 10, 2007

Can you see that I am serious?
Fun Shoe
Clive Barker's Undying would be another good source of inspiration, "guy who used to investigate superstitions to prove they're fake and found out they are real, also has acquired enough magical voom to be very dangerous in the process"

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there

Take Squidster's ancient horror. Make it even more ancient, having drank the blood from centuries of warfare. Give it an addiction to a recent addition to this bloodshed: America, which tastes of freedom, ideals, new world, industry, wonder, hope, dreams. In search of the source of this intoxicating flavor, this seed of conflict takes the form of a bloom and crosses the Atlantic on a rag-ship.

Like the human immigrants before it, the bloom encounters a harsh reality. The people here die despondent; in their blood the America is rank, acidic. The bloom moves on, eventually settling wherever your campaign takes place. Here the bloom makes an unexpected ally: a mild-mannered bureaucrat with dreams far beyond his station or his ability to achieve them. A prick of the finger and the bloom again becomes a seed, this time growing within the Mayor's Aide. He begins using his unappreciated intellect to help himself instead of others. He becomes more cunning and less scrupulous. He rules perhaps half the city, but the number of people who know this are in the single digits, and he knows how to keep it that way.

The Mayor's Aide is just a regular guy with incredible cunning and serious pull in both the criminal underworld and magical under-underworld. The only supernatural thing about him is his personality, which started with horticulture and ended with him hosting a possible campaign BBEG. Play up his love of plants as an innocuous character trait; his dying wish is for the PCs to lay a white lily on his grave, so even in death he can "nourish a bloom". Maybe at the end of the next arc, a completely different villain with a completely different skill and power set also expresses a wish to "nourish a bloom". Maybe, upon revisiting the spot where the Mayor's Aide is interred, there are no flowers within 100 yards, except the single lily which most definitely was not red when the PCs visited last time.

Congratulations, your campaign is now Little Shop of Cosmic Horrors!

Ignite Memories
Feb 27, 2005

gave the players this bulletin board:

1 Dueling Coach Needed
2 Seeking Distracting Entrepreneurs
3 Help gather rare alchemic ingredients
4 HIDE ME! I’m in trouble
5 Someone’s cheating and I need proof
6 Manuscript Recovery Agents Required
7 TALENT SHOW
8 Send A Message (the threatening kind)
9 Weird Magical Stuff Going On
10 Flower for my darling
11 Stolen Scarecrows??
12 Captive Beast

and they picked "Someone's cheating and I need proof". Rather than have this be a tracking/spying infidelity type quest I think I'd rather have it refer to a gamblers' quarrel. Maybe the culprit is a member of a rival adventuring group, and they can get in a fun little scrap once they've gathered proof (or failed to do so). I could make the players play cards with me and have them attempt observation checks to notice the cheating... or just roleplay through some card games and let them try to come up with their own insane plan. Anyone done something like this before? Anyone have ideas?

i'ma get them in that talent show someday tho

Ignite Memories fucked around with this message at 21:28 on Apr 10, 2022

Pickled Tink
Apr 28, 2012

Have you heard about First Dog? It's a very good comic I just love.

Also, wear your bike helmets kids. I copped several blows to the head but my helmet left me totally unscathed.



Finally you should check out First Dog as it's a good comic I like it very much.
Fun Shoe
Have it be fixing some form of monster racing and have them be hired by a bookie. I suggest some form of Ooze or maybe Dire Goats.

habituallyred
Feb 6, 2015
I don't suppose people are cheating in the Talent Show?

Card wise characters probably have more relevant skills and abilities than your real life players. In theory you could sub in drawing cards from a deck instead of whatever the usual random number generator is. How traceable is scrying in your game?

Squidster
Oct 7, 2008

✋😢Life's just better with Ominous Gloves🤗🧤
I feel like an element of jilted romance is still fun! Like two card sharks from opposing grifter families ( the Sharks and the Capulets ) are in a forbidden tryst, and both of them fear it's a scam.

They want to know what the other's tell is, so that they can identify if the other party is lying when they propose. ( They both are, but they're perfect for each other anyway)

Admiralty Flag
Jun 7, 2007

to ride eternal, shiny and chrome

THUNDERDOME LOSER 2022

There’s no more space at the gambling tables. The only way to get into the casino is…on stage!

Once, when RPing a poker game, my GM just had us roll our gambling skills (or sleight of hand at a penalty, if we wanted to cheat), and based on the rolls just gave us cards he picked from the deck. Simple yet brilliant way of simulating multiple hands through a few checks and hands.

Are your players more likely to take inspiration from Bond movies (for casino showdowns) or heist movies (to out-cheat the cheaters)? If you can predict how they’ll handle things you can prepare better.

Rutibex
Sep 9, 2001

by Fluffdaddy

habituallyred posted:

I don't suppose people are cheating in the Talent Show?

The Quantum Talent Show. No matter where they look, thats where the talent show is :twisted:

Dameius
Apr 3, 2006
High stakes games of Find The Mimic. Rich guys betting on shanghaied prisoners gladiator teams. The only way they can catch the cheater is to go under cover in the labyrinth themselves...

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost
They're cheating in the final exam of wizarding school: classes are getting through the monster-filled labyrinth they're thrown into too easily and the employer suspects it's because they're being told in advance what special powers and weaknesses the monsters they're going to encounter have. They want the PCs to pose as transfer students so they can insert them into a class about to take the exam, and then spy on the different groups of students to see if this is true.

habituallyred
Feb 6, 2015
Two card/game hybrids of varying degrees of not totally thought through math came to mind:

I made up a card themed rehash of the old skill challenge system. Divide a standard deck into its component suites. Players pick one pile to represent them in the big finale, you pick another to represent the antagonist. Arrange the player's cards from lowest to highest. Arrange the antagonist's from highest to lowest. When the players succeed on a roll or stratagem to boost their own chances remove the top card of their deck. Sabotaging their opponent removes the top card of their deck. If they totally crush the relevant skill, or just have a killer plan, remove two cards. The big confrontation is decided by who draws the higher card. Make sure there is a strict time limit on how many checks the players can make. Only (player number)+1 days until the big game, have to do all their preparations during a bar brawl, etc. If you personally do card tricks you can use them for good or evil. Good would be forcing the first set of draws to match, drawing out the suspense. Evil would be drawing the highest remaining antagonist card for the final draw.

The second one is the same basic idea, but more complicated. Get 2 or more identical decks of playing cards Assign a suite to each player, or each skill type etc. Success lets them swap out one card of their suite from the "main deck." The idea is to create a deck that consistently produces high value poker or hearts or whatever hands. Without accidentally producing proof of their own cheating by having the same card twice. The antagonist has a standard deck, plus or minus any tricks you care to pull.

Also if the villain is a doppleganger or mimic splitting pieces off to create changeable cards start thinking of good, "not playing with a full deck" jokes for when the players inevitably steal some of those pieces.

Ignite Memories
Feb 27, 2005

Some drat fine ideas from this thread. It has been one of my most reliable TTRPG resources.


habituallyred posted:

How traceable is scrying in your game?
this is a good question. We've got 2 wyld mages (druid/shaman type stuff) and a samurai, so any surveillance is far more likely to be butterfly-based than scrying-driven. That said, scrying should be traceable AF so thanks for helping me decide that for my game world.

Dameius posted:

High stakes games of Find The Mimic. Rich guys betting on shanghaied prisoners gladiator teams. The only way they can catch the cheater is to go under cover in the labyrinth themselves...
Jesus that's a dark sport. I like this a lot, but I think I want to save mimics for later due to storyplans reasons. I definitely have several mimic miniatures, and plans for a Prey-inspired dungeon.

Squidster posted:

I feel like an element of jilted romance is still fun! Like two card sharks from opposing grifter families ( the Sharks and the Capulets ) are in a forbidden tryst, and both of them fear it's a scam.

They want to know what the other's tell is, so that they can identify if the other party is lying when they propose. ( They both are, but they're perfect for each other anyway)
drat. drat! That's spicy as gently caress. Definitely considering notions along these lines.

Pickled Tink posted:

Have it be fixing some form of monster racing and have them be hired by a bookie. I suggest some form of Ooze or maybe Dire Goats.
I like this too but I have a bunch of mounted knight miniatures that I have yet to paint so I think I want to hold a big jousting event with them once everything's ready

habituallyred posted:

Two card/game hybrids of varying degrees of not totally thought through math came to mind:
This is some fascinating poo poo right here too. I have a lot to think about today

Ignite Memories fucked around with this message at 16:26 on Apr 11, 2022

feedtheid
Oct 17, 2006

we get it, you're too busy fellating Gabe to put yourself into someone else's shoes
I've been kicking around an idea for an encounter or maybe even multi-encounter set piece in DnD 5e. I think I want it to both flash forward and back.

The conceit is that the whole group is sitting, battered and bruised, in what might be an office or police-style interview room. Maybe whoever they're beholden to is pacing angrily around wondering how they so magnificently cocked up the mission.

*Roll initiative*. The players answer the questions the commander is asking without knowledge of how the fight is about to go, but are filling in details mad-libs style that give them control over what happens or is about to happen.

What follows is a copy/paste of a notepad file that I haven't looked at in days, so it might be garbage.

So we start in an office. We know they've barely survived an ordeal. We need a reason they were going to go through the sequence of events. They're part of a mercenary group. Sure. The commander has ordered our squad to complete some kinda mission.

They were tasked with breaching a compound and preventing <monsters> from raiding the countryside. Unbeknownst to the players, the <monsters> have captured a runesmith and he's been cranking out superpowered weapons for them to use. one-shot effects, but stronk.


There's a three-part sequence;


The compound is nested in a forest crawling with baddies/monsters. The enemy group has managed to carve vietnam-style tunnels to avoid the roaming beasties for the most part, but the players likely wouldn't know about them.

We'll recount the thing in three parts. Wrinkles under each part - probably want to have narrative controls for each player or simply run a list (player 1-x, randomly ordered; just move through the progression each time, and once everyone has had a turn loop around?).


1. Getting scouted while entering said bad forest, and dealing with the scout party/potentially revealing the tunnels. Discovering the tunnels might let them find a way into the compound. Players have a chance to discover the scouts first if they're slow/patient/looky enough, which might stage an ambush. Opportunity to stealth here.

narrative controls:
move tunnels
enemy attack changes
where the enemies appear changes

2. Moving through the forest and encountering a grove/druid. The druid has been hit with some sort of thorn/dart thing that plant horror-y baddies have used to mind control him and basically wild up the forest even worse. The party can save the druid for a way to get into the compound easily (he'll bend wooden palisade walls or get animals to distract the guards?) Here you'd have some survival or nature checks, potentially stealth, and once in combat insight and perception rolls to notice his mind-controlledness. Athletics might let you get to him before combat has started in earnest by covering a lot of ground. The shrub horrors or whatever might charm or make things difficult on players, which would give them another avenue to figure out what happend to the druid.

narrative controls:
...something went wrong part-way through. what?
You found a useful tool in a lean-to in the grove. What was it?
On combat start, one player can reposition themselves within 30ft.

3. Moving through the compound, discovering the runesmith, his makeshift forge, an item and a consumable, and fighting their way through.

narrative controls:
who won the initiative roll!
the big boss you fight had an achilles' heel. what was it?
who ended up taking the weapon the that runesmith had just finished (have one designed for each player and then just drop it in)


Are there better ways to do this, alternate ideas/plans? This is a quasi-crosspost from the dnd thread weeks ago, so sorry if anyone had to reread it :v:

Discount Dracula
Aug 15, 2003


Nap Ghost

Baller Ina posted:

We're having our session tonight and I hope to have our serious conversation at the end of it to find out what the future holds.
Hope your game and conversation went well.

Dameius
Apr 3, 2006

Ignite Memories posted:

Jesus that's a dark sport. I like this a lot, but I think I want to save mimics for later due to storyplans reasons. I definitely have several mimic miniatures, and plans for a Prey-inspired dungeon.

I was definitely replaying parts of Prey in my head while typing that so hi5 buddy. The key part for me is just finding the mimic in a controlled environment, everything else is just set dressing that you can gussy up to match the tone of your campaign.

Baller Ina
Oct 21, 2010

:whattheeucharist:

Discount Dracula posted:

Hope your game and conversation went well.

Some delays have actually pushed that conversation to tonight, but it'll definitely happen. Last session was pleasant and smooth so maybe things are on the upswing? I'll know by tomorrow.

Nash
Aug 1, 2003

Sign my 'Bring Goldberg Back' Petition
It’s been a bit but another thanks for the ideas on various uses of mirrors for my City of Mirrors.

My players entered the city and were vaguely creeped out by the mirrors that bathed certain sections in different light. At the seventh hour in the evening all the dwarves disappeared off the streets for seven minutes. It’s a time of reflection and honor to Hephaestus. Seven times he struck his anvil to bring life to the dwarven race so seven is the time to honor him.

They came across the former house of a crew member, Elden,on the ship they operate. They have always been annoyed by him due to his constant chatter and single minded attention to how everything just isn’t made to a high quality anymore. Turns out that his house was destroyed by the big dwarven business guilds because he would not sell out to them. Eventually my players will discover the destruction was due to laser focusing of mirrors like an ant in a magnifying glass.

Upon entering the house they learned that the crew member had been a near legendary craftsman in his day. They discovered his workshop, notes, and eventually a carved portrait of the craftsman and his family. Elden was a proud family man. When his shop was destroyed his family was killed. I had a student at the school I teach at draw a picture of the family.

The player reaction was perfect. “Wow. I feel really bad about being lovely to a fictional character now. I got a few texts later on saying it was the best session we have had so far.

The unsaid theme of the campaign is loss, grief, and how people react to it.

Edit: what’s the preferred image site for hosting nowadays for pics?

Drakyn
Dec 26, 2012

I have no useful feedback for your story beyond 'wow that sounds good and i'm glad your players liked it' but as to your question I'm pretty sure it's imgur these days.

Baller Ina
Oct 21, 2010

:whattheeucharist:

Baller Ina posted:

Some delays have actually pushed that conversation to tonight, but it'll definitely happen. Last session was pleasant and smooth so maybe things are on the upswing? I'll know by tomorrow.

So after wrapping up the campaign with a brief epilogue I chatted with my three players about everything that happened in the campaign and we eventually got to the dragon fight. The TLDR of it is my uncle and dad don't want to play heroes, they want to play adventurers. If a fight turns and the enemy gains the upper hand, they have no qualms about retreating and trying to regroup and re-engage later. From my perspective, most fights with stakes in D&D won't really allow you to do this, as you're likely fighting to stop the enemy from getting or doing something. Basically they said their characters' self-preservation comes first and while I'm not going to be forcing grand sacrifices of characters' lives on them to win battles them being unwilling to ever put themselves at a disadvantage for the sake of the "mission" seems incompatible to not only my preferred type of game but role-playing games in general.

I never popped the actual ultimatum of "I don't think this is gonna work" but I'm leaning that way. I suppose I could be way off-base in my feelings here and I'd love the thread to tell me if that's the case. I don't want to write a giant post right now but I'll probably add some bullet points tomorrow of other stuff that jumped out at me.

Rutibex
Sep 9, 2001

by Fluffdaddy

Baller Ina posted:

So after wrapping up the campaign with a brief epilogue I chatted with my three players about everything that happened in the campaign and we eventually got to the dragon fight. The TLDR of it is my uncle and dad don't want to play heroes, they want to play adventurers. If a fight turns and the enemy gains the upper hand, they have no qualms about retreating and trying to regroup and re-engage later. From my perspective, most fights with stakes in D&D won't really allow you to do this, as you're likely fighting to stop the enemy from getting or doing something. Basically they said their characters' self-preservation comes first and while I'm not going to be forcing grand sacrifices of characters' lives on them to win battles them being unwilling to ever put themselves at a disadvantage for the sake of the "mission" seems incompatible to not only my preferred type of game but role-playing games in general.

I never popped the actual ultimatum of "I don't think this is gonna work" but I'm leaning that way. I suppose I could be way off-base in my feelings here and I'd love the thread to tell me if that's the case. I don't want to write a giant post right now but I'll probably add some bullet points tomorrow of other stuff that jumped out at me.

It sounds like they want a hex crawl and dungeon dive for some loot. You should try doing some older style of play. Just put down a few random dungeons on a map and let them raid the one that looks coolest to them. If it looks scary and they want to run away, no worries it just a random dungeon not some important plot encounter. It's doesn't have to be pure combat, that's what the reaction table is for. Don't plan out some grand scenario, just roll on the random encounter tables and see if something interesting pops out.

DivineCoffeeBinge
Mar 3, 2011

Spider-Man's Amazing Construction Company

Rutibex posted:

It sounds like they want a hex crawl and dungeon dive for some loot. You should try doing some older style of play. Just put down a few random dungeons on a map and let them raid the one that looks coolest to them. If it looks scary and they want to run away, no worries it just a random dungeon not some important plot encounter. It's doesn't have to be pure combat, that's what the reaction table is for. Don't plan out some grand scenario, just roll on the random encounter tables and see if something interesting pops out.

This is the right approach, I think.

What I suspect uncle and dad are looking for - what they mean by 'adventurers, not heroes' - is an old-school, grognard-y style of play, the kind ol' Gary would've loved. So let them have a dash of it and see if it's fun for you to run. No high stakes, no grand plotlines, just some fellas out to make a buck by stabbing monsters because it seems easier than farming. "In this dungeon there's rumors of ancient magical items and heaps of gold," bang, there's your plot done. Let them approach a combat as a puzzle, almost, trying to avoid engaging before they've arranged for every possible advantage.

You may find, after a few sessions, that that sort of play doesn't appeal to you, that it isn't the kind of game you want to run, and that's fine. You can always have the "this isn't gonna work out" chat with them later, but this way no one can accuse you of not giving it a fair shot. And who knows? You might have a good time.

sebmojo
Oct 23, 2010


Legit Cyberpunk









DivineCoffeeBinge posted:

This is the right approach, I think.

What I suspect uncle and dad are looking for - what they mean by 'adventurers, not heroes' - is an old-school, grognard-y style of play, the kind ol' Gary would've loved. So let them have a dash of it and see if it's fun for you to run. No high stakes, no grand plotlines, just some fellas out to make a buck by stabbing monsters because it seems easier than farming. "In this dungeon there's rumors of ancient magical items and heaps of gold," bang, there's your plot done. Let them approach a combat as a puzzle, almost, trying to avoid engaging before they've arranged for every possible advantage.

You may find, after a few sessions, that that sort of play doesn't appeal to you, that it isn't the kind of game you want to run, and that's fine. You can always have the "this isn't gonna work out" chat with them later, but this way no one can accuse you of not giving it a fair shot. And who knows? You might have a good time.

run a 1e module for them, they barely need any rules and they're actually really fun.

Deteriorata
Feb 6, 2005

Baller Ina posted:

So after wrapping up the campaign with a brief epilogue I chatted with my three players about everything that happened in the campaign and we eventually got to the dragon fight. The TLDR of it is my uncle and dad don't want to play heroes, they want to play adventurers. If a fight turns and the enemy gains the upper hand, they have no qualms about retreating and trying to regroup and re-engage later. From my perspective, most fights with stakes in D&D won't really allow you to do this, as you're likely fighting to stop the enemy from getting or doing something. Basically they said their characters' self-preservation comes first and while I'm not going to be forcing grand sacrifices of characters' lives on them to win battles them being unwilling to ever put themselves at a disadvantage for the sake of the "mission" seems incompatible to not only my preferred type of game but role-playing games in general.

I never popped the actual ultimatum of "I don't think this is gonna work" but I'm leaning that way. I suppose I could be way off-base in my feelings here and I'd love the thread to tell me if that's the case. I don't want to write a giant post right now but I'll probably add some bullet points tomorrow of other stuff that jumped out at me.

"The characters are just comic book superheroes, not adventurers" is my biggest complaint with 5e (and modern RPGs in general). I'm not there to show off the cool poo poo my character can do, I'm there to go on an adventure. So I'm with your dad and uncle.

sebmojo posted:

run a 1e module for them, they barely need any rules and they're actually really fun.
This.

NinjaDebugger
Apr 22, 2008


sebmojo posted:

run a 1e module for them, they barely need any rules and they're actually really fun.

This. I have intermittently tried to get together a group of people to just roll through the B-X mod series old school style and have never quite got enough people, but as long as everybody's down for it, it IS a fun time! Just be sure to use the updated compilation version of the B series mods.

Verisimilidude
Dec 20, 2006

Strike quick and hurry at him,
not caring to hit or miss.
So that you dishonor him before the judges



Anyone have experience writing cold opens for sessions? I’m running semi-episodic sessions set in essentially modern NYC + fantasy elements, with a gameplay loop of bounty hunting and private investigation, and besides watching a lot of Star Trek DS9 I’m trying to learn about writing fun and interesting cold opens to kick off sessions.

The system I’m running is Savage Worlds if that helps any potential advice-givers.

Any help would be greatly appreciated!

Verisimilidude
Dec 20, 2006

Strike quick and hurry at him,
not caring to hit or miss.
So that you dishonor him before the judges



Baller Ina posted:

So after wrapping up the campaign with a brief epilogue I chatted with my three players about everything that happened in the campaign and we eventually got to the dragon fight. The TLDR of it is my uncle and dad don't want to play heroes, they want to play adventurers. If a fight turns and the enemy gains the upper hand, they have no qualms about retreating and trying to regroup and re-engage later. From my perspective, most fights with stakes in D&D won't really allow you to do this, as you're likely fighting to stop the enemy from getting or doing something. Basically they said their characters' self-preservation comes first and while I'm not going to be forcing grand sacrifices of characters' lives on them to win battles them being unwilling to ever put themselves at a disadvantage for the sake of the "mission" seems incompatible to not only my preferred type of game but role-playing games in general.

I never popped the actual ultimatum of "I don't think this is gonna work" but I'm leaning that way. I suppose I could be way off-base in my feelings here and I'd love the thread to tell me if that's the case. I don't want to write a giant post right now but I'll probably add some bullet points tomorrow of other stuff that jumped out at me.

Honestly it sounds like a great opportunity to play a different system. 5 torches deep would really support the kind of play they’re looking for while still remaining distinctly 5e adjacent, with less focus on character power and more on exploration. It has systems like SUPPLY that are really honed in on the adventuring aspect. Characters are weaker over all and have to rely on dungeoneering skills and exploration to survive. There’s still some character customization but they’re smaller, simpler upgrades.

Make a simple hex map, populate it with dungeons, and let your characters go nuts. Let them map it out themselves and you’ll save time on making assets!

Torquemada
Oct 21, 2010

Drei Gläser

Verisimilidude posted:

Anyone have experience writing cold opens for sessions? I’m running semi-episodic sessions set in essentially modern NYC + fantasy elements, with a gameplay loop of bounty hunting and private investigation, and besides watching a lot of Star Trek DS9 I’m trying to learn about writing fun and interesting cold opens to kick off sessions.

The system I’m running is Savage Worlds if that helps any potential advice-givers.

Any help would be greatly appreciated!

Is this for an already established group? And how many players?

Verisimilidude
Dec 20, 2006

Strike quick and hurry at him,
not caring to hit or miss.
So that you dishonor him before the judges



Torquemada posted:

Is this for an already established group? And how many players?

Yes, and 5 players.

Moldless Bread
Jul 10, 2019
I'm looking for a specific dungeon.

The dungeon was intended as an introduction to Dungeoncrawling, teaching both the GM to run them and the players to handle typical hazards. It was pretty large for an introductary adventure – I'm thinking around 20 Rooms? - and led through different biomes. The only things I'm remembering clearly were a huge Chasm and a Basilisk with blinders used as a Guardbeast that was treated more like a puzzle than a fight.

I think the author was someone famous in the communnity – a veteran designer, the lead designer for an Indie Game, or maybe a youtuber?

Does anyone know which Dungeon I'm looking for?

Rutibex
Sep 9, 2001

by Fluffdaddy

Moldless Bread posted:

I'm looking for a specific dungeon.

The dungeon was intended as an introduction to Dungeoncrawling, teaching both the GM to run them and the players to handle typical hazards. It was pretty large for an introductary adventure – I'm thinking around 20 Rooms? - and led through different biomes. The only things I'm remembering clearly were a huge Chasm and a Basilisk with blinders used as a Guardbeast that was treated more like a puzzle than a fight.

I think the author was someone famous in the communnity – a veteran designer, the lead designer for an Indie Game, or maybe a youtuber?

Does anyone know which Dungeon I'm looking for?

For second I thought you were talking about B1 In Search of the Unknown. But while Mike Carr is a famous designer I don't think he is a youtuber at 70

https://www.drivethrurpg.com/product/17081/B1-In-Search-of-the-Unknown-Basic

Moldless Bread
Jul 10, 2019
No, it was not an official adventure, just something published on the internet. And it was relatively new - probably releasen in 5e's lifespan. Although it might have been written for OSR.

EDIT: Nevermind, I found it in my download folder instead of my TRPG folder. :doh:

It was The Tomb of the Serpent Kings.

Moldless Bread fucked around with this message at 23:20 on Apr 15, 2022

The Slack Lagoon
Jun 17, 2008



I'm running a 5e game set in Faerun, and I have a Bard PC that wants to, essentially, be a fantasy podcaster. Any advice on how to weave in some sort of voice recording/distribution. I'm having a hard time coming up with something that makes sense.

Squidster
Oct 7, 2008

✋😢Life's just better with Ominous Gloves🤗🧤
D&D has the Magic Mouth spell, which lets enchanted objects play back a ten minute spiel. Maybe the Guild of Radial Wisdom hires him to tell funny stories and shill their essence-boosting elixirs, and then hangs a Radial Repeater stone inside their storefronts. Get a little crowd gathered outside to listen to his latest adventures, and the store can sell Message cantrips so listeners can call in.

Of course, Rogaine the Barbarian, the aging gladiator, has always considered himself to be the foremost voice in adventuring. When he books a tavern to speak, it's standing room only! It's earned him a mountain of gold and the ear of many a fawning politician. For an upstart to muscle in on his territory is beyond disrespectful, and he'll have to send mercenaries to put a stop to it.

Squidster fucked around with this message at 16:51 on Apr 20, 2022

Rutibex
Sep 9, 2001

by Fluffdaddy

The Slack Lagoon posted:

I'm running a 5e game set in Faerun, and I have a Bard PC that wants to, essentially, be a fantasy podcaster. Any advice on how to weave in some sort of voice recording/distribution. I'm having a hard time coming up with something that makes sense.

A society of wizards is watching him with their crystal balls

Azhais
Feb 5, 2007
Switchblade Switcharoo
I've never understood magic mouth. 10 minute long message... of 25 words or less

But yeah, just make a greater magic mouth spell that doesn't have the word limit and lets you include music

The Slack Lagoon
Jun 17, 2008



Thanks for the input! I've come up with this.

Since the player is a goon, don't look!

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Shanty
Nov 7, 2005

I Love Dogs
That's cool, but how about this: Kenku hirelings.

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