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Rutibex posted:So last week I ran Throne of Bloodstone as a joke and my players managed to kill Orcus and steal his wand. This week I am starting a new campaign at level 1 so the obvious choice is to run a Planescape game and do The Great Modron March followed up by Dead Gods so I can tie the stories togeather. Has anyone ever run these scenarios before? It seems like enough material to take the party from first to 12th level or so (where I usually end a campaign). I don't want to be too much of a railroad, and I'd also like to weave in some adventures from Tales of the Infinite Staircase. I've never played a planescape campaign, but I feel like it'd be a while before the players would actually get a choice about where they're going. It'd be an interesting sort of power gain over the course of the campaign where they are sorta being shuttled around the planes by chance, but with the chance to move around the individual planes, then get the tools to go to a subset of destinations within certain planes as they wish, then get the ability to go mostly anywhere by the time the campaign is reaching the climax.
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# ¿ Jun 27, 2022 18:24 |
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# ¿ Jun 1, 2024 19:59 |
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Magic hole with upflowing current. But no matter what you carry, it doesn't seem to affect how much you sink. It's because it's the weight of your sins that matter. That's right, only evil folk allowed. Alternatively, only the weight of sins for a particular god who has weird hangups about, like, mixed fabrics and eating turnips. Edit: Okay I am definitely using this in my next adventure.
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# ¿ Aug 4, 2022 14:14 |
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Bad Munki posted:Create full character sheets and backstories for every combatant and roll initiative for each of them and follow every action they make, resolve the battle with complete precision. Memories of playing the original Fallout, pissing off an entire town, and watching for 10 minutes as each and every townsperson took their action.
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# ¿ Oct 5, 2022 15:35 |
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Make the religious relic some kind of holy gourd-shaped thing. Then partway through the adventure when he attempts to bind it to his will, instead it develops a grinning face and latches itself to him, replacing his head with a fiery grin.
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# ¿ Oct 26, 2022 13:25 |
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A trio of skeleton minions that toss the head (which must be destroyed) around, a lair action that revives the skeletons if one has been destroyed, and they just ready actions to toss it between each of them if approached, while the sorcerer's headless body is chucking spells.
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# ¿ Oct 26, 2022 14:10 |
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Have audio playing, completely imperceptibly, getting slightly louder each turn, wait to see how long it takes before players realize it's playing "Spooky Scary Skeletons"
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# ¿ Oct 26, 2022 15:22 |
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Oldsrocket_27 posted:I know someone doing exactly this, except the whole thing is set in a pocket dimension and the players must eventually start rolling to maintain sanity and keep from attacking each other as they try to solve the puzzle of how to escape. The music they finally settled on for the session is the Thomas the Tank Engine theme song. I think I, the player, would need to start checking my sanity before attacking other players and then the DM, given enough time with that.
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# ¿ Oct 26, 2022 17:50 |
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Here's how I remeber the difference between port and starboard: Port has fewer letters than starboard. Left has fewer letters than right. This is my cumulative knowledge about boats.
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# ¿ Jan 23, 2023 16:52 |
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Jack B Nimble posted:Ok but there's over a hundred entries there. Arent some of these more important than others? There's this chart: The more 'relevant' ones are the things in the center around the prime material. Past that, it's a grab bag of stuff - you could probably pick the ones on the axes, ie elysium (good), hades (evil), mechanus (law), and limbo (chaos).
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# ¿ Jan 24, 2023 19:13 |
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Agrikk posted:Pointcrawl. Fortress crawls suck so bad. Pathfinder is egregious for making castles that are just a hundred rooms, mostly empty, connected by hallways, also mostly empty. I remember the pacing of Kingmaker being dragged to a crawl every time we had to enter a caatle. A point crawl dungeon is far more interesting.
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# ¿ Feb 4, 2023 19:28 |
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Also, have him introduced gradually to the party, first by them hearing about deeds he has done, then the deeds start to target the party themselves, then they actually catch a fleeting glimpse of him (perhaps amongst a bunch of his victims or something) before finally they confront him, either on his terms or their's. Having their first actual interaction with him involving the death of another stronger character is also really good.
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# ¿ Feb 14, 2023 00:27 |
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"It should only take one...maaaybe two sessions to complete this one-shot" - me, lying to myself every time
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# ¿ Mar 3, 2023 15:28 |
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Bad Munki posted:End of first session, which was 6 hours long: I'm in a campaign that's been going mostly weekly since September. We're nearly done the what the DM has been calling the Prologue.
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# ¿ Mar 3, 2023 15:51 |
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Do you guys have any suggestions for when a player is getting frustrated due to rolls that just aren't going their way? The player is me. In the last couple sessions with my group I've rolled probably a d20 three dozen times, if not more (two attacks + bonus action attack plus reactions) and have got a number above 8 maybe six or seven times. I mean, I know there's the whole 'haha these dice are cursed' but it's genuinely becoming an issue when my entire turn is *rolls three dice* "Nothing near what I need, and that's my turn" I ask because as a DM I wouldn't know how to solve this aside from inventing methods to give advantage, and even then it only helps so much when even with advantage nothing comes from the dice.
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# ¿ Mar 4, 2023 19:06 |
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I once had a puzzle involving a 6x6 grid of buttons on the wall with symbols, some relating to gods, some to magic, some that were meaningless. The players could get information from books about a path through the symbols to find the right one, investigate them using checks to determine the correct one (I think it was a temple they were in? This was a long time ago), disabling them with tools, some other stuff too. Wrong buttons would activate traps, summon monsters, etc. Enough buttons that you really don't want to press things wildly. One player goes "What's on the third row, fifth column?", pulling numbers out of the air. I describe it, and ask them if they want to do a check. They look, realize their skills are poo poo, and shrug then say "Nah I'll just push it." It's the correct button. I don't do complex puzzles anymore.
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# ¿ Apr 13, 2023 17:33 |
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trapstar posted:Figured I'd post this here as a GM resource but I got the human form and demon form of a succubus commissioned. In case any of you need succubus art in both those forms. Who's the artist for these? I quite like that style
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# ¿ May 15, 2023 18:04 |
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If they roll really well, just have some list of things in mind that are small rewards for stuff like that, a healing potion, small bag of coins, whatever. Or just nothing, that's also fine, tell them despite their best efforts they just find some dust bunnies or monster leavings. There's the school of thought that you only roll if there's a consequence for failure (such as not finding anything), but unless you're pressed for time as players, rolling is fun and gives opportunities to critically fail and stub your toe or make noise to alert monsters or something - so if they want to do that, then they can. But that's just how me and my players roll (heh).
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# ¿ Sep 1, 2023 17:07 |
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Drone posted:I'm putting together a concept for an open table hexcrawl that I'll almost certainly never have the time to actually run ( ), but it's a fun little downtime exercise anyway. Thing is, I'm pretty sure my core conceit is problematic and I'd really like that to not be the case. If you want to have small settlements and NPCs for the players to interact with, there's no reason why they can't be in the form of forward bases that have been there a while but haven't made progress in discovering secrets, other adventurers that have ventured forward to find their own way, that sort of thing. The players will be the first to make any significant progress in exploring this place, but that doesn't mean people haven't tried or are actively trying already.
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# ¿ Oct 27, 2023 13:06 |
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Most rules in D&D are pretty intuitive and based on rolling a d20, as long as they're not all "Okay I'm going to do a standing jump before making a called shot, then grappling the bad guy. Next turn I'm going to try holding my breath, give them a point of exhaustion and-"
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# ¿ Nov 13, 2023 22:23 |
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5e is fine for first-timers, it's all just about how stringent you are with the rules, how much combat you decide to include, etc. There are systems that are lighter in rules with more RP, or focus more on short adventures without levelling up or anything, but 5e is alright. If none of you have played that's ideal, you can make poo poo up as you go
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# ¿ Feb 9, 2024 02:03 |
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*tiktok voice* Welcome to my lair, adventurers! It's time to perish at my hands!
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# ¿ Mar 12, 2024 17:06 |
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What do you mean by well-written? Like, the book is easy to parse for the DM so that they can make the campaign good for players, or well-written in the sense that, if you go by the campaign word-for-word in what it tells you to do, and read all the box text, that it's got good prose and such?
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# ¿ Mar 25, 2024 17:55 |
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HellCopter posted:For real. An element of one of the 5e campaigns was the discovery of a cursed ore that makes you go crazy. There are several enemies that went crazy because of the cursed ore, a king who went crazy because of his obsession with the cursed ore, and a lady who tells the PCs specifically how LAME and UNATTRACTIVE it is to be obsessed with the obviously cursed ore that makes you go crazy. Look man last year we literally had something people called "the panera lemonade that kills you", and let me tell you, people were still buying it.
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# ¿ Mar 26, 2024 15:21 |
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Agrikk posted:If you are looking for ideas on what governments do in the face of an impending invasion, check out the Halo TV series. It's clear that, unless you've got a great person in power (unlikely), that people in power will do everything they can to keep power in the short term, even if it's clear they'll lose it in the long term. Even if, in the short and long term, it means people die. If they can hold onto that power for a second longer, they'll do whatever it takes.
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# ¿ Apr 18, 2024 02:22 |
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# ¿ Jun 1, 2024 19:59 |
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D&D alignments gave us the concept of "it's what my character would do!"-chaotic-neutral-lol-random-style characters and for that it can never be redeemed.
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# ¿ May 17, 2024 20:20 |