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/r/DnD
I sometimes see people here be quite proud of having a dice tower. Some give it the shape of a hammer or a wizard tower, some hide it in a beer pint, or integrate them in their GM screen, some just make a dice tower in shape of a dice tower...
Outside of the decorative effect on the table, or the coolness of the object itself (2 very solid arguments in favor of the dice tower), is there any real advantage of using these instead of rolling dice by hand ? Statistic arguments maybe ? Practicity ?
So I was reading posts from 8 years ago. It made me wonder how do you all run Orcs/HalfOrcs. In my main continent there are 3 settlements of Orcs. The far southwest mountains have a Tribal Society Of Brutal Orcs. They are classic Big, strong, not many magic users, a couple of demonic influences for flavour. The Northern moutain range has another slightly more advance orc Tribe. They are hunters and Tundra orcs. More of a Natural enemy in the area to keep the Ice Elves in check and Ice giant Busy. In the Central forest below the Deadly Tufts. The largest settlement of Orcs is Gruuhaak. This Town is almost a City with allowing trade from other races , having a Dock on the river, ect.
Hi everyone! I just created this d100 Tavern Names LIst! I'm not the best at improv especially when it comes to names so I made these for myself and hopefully others like me.
I have also created a similar list for bard song names if anyone's interested:
100 Bard Song Names
I plan on continuing building up my lists repertoire with NPCs, curses, tavern food and drinks, plants, gemstones, etc.
Please let me know if you find this useful!
Im not gonna meta game, I'm currently a player in this campaign and its a good ol' time. Our DM have a good mixture of homebrew vs RAW.
I was just curious about whats somthing you experienced in this campaign, something fun your group did or your DM did? Even if its homebrew aswell.
Exampel:
We ended up - by a mistake - making a riot in Bryn Shander, which led to a hell fire for 24 hours, where people got killed, the major was on a run and our plan blew up in our faces. But now, weeks after (in game) a new jarl have been picked, a new ruler for the town.... he is not, good... he is under controle of the frostmaiden, so me and another player have got a quest to slay him - Which did not go to plan either, so my character lost his bag of holding *Sad lizardfolk sounds*.
Anyway, what have you done that was crazy, funny, stupid, silly or even dangerous?
let's get their name , a description, and tell us their story. how was your first experience?
Hey everyone! For the last two years I have done something special for my players when it was their birthday. The first year everyone got dice, the second year everyone got an in game item for their character. I’m coming up on my first third year birthday and I’m trying to think of what to do for them this year. It can be in game or out of game, but don’t want to spend a lot, maybe keeping it under $20. What are your ideas or what have you done for your players?
So I’ve got the concepto of the campaign set in mind: players started at a village where they stayed the night because they are heading towards the capital city of the kingdom (a northern kinda viking kingdow) because there’s a Guild Fair they want to visit. Thing is, my BBEG is to be a group of 3 witches that are going to be awakened by cultists who offer kids/children souls to them as a tribute to revive their ancient corpses. The first session had the players awaken in this small village where a several kidnappings had happenned and they do witness another kidnapping, so they are set to find this girl who’s been taken away. They are on the trail and I set an encounter with the leader of the bandits who kidnapped the girl as a end of session encounter. Thing is, only thing I thought of is for the players to find a letter indicating a place where the bandits (now dead) could pick up their reward for the child. I’ve thought maybe I could use a criminal group to be conducting these kidnapping and then selling them to the group of cultists who are trynna awake the witches BUT… I’ve never run a trail of clues and I don’t know how could I set up the encounters and missions they need to discover/finish for them to be lead to the criminal group and them the kidnappers…
Any suggestion/advice on running a trail of clues, encounters or events that may end up on meeting the bad guys for the first time?
Thank you for your help and time!
I’m trying to find out what slot level 4 means. I know she knows 9 spells but from which level’s?
it seems like nature related gods all think raising the dead is for jerks and raising the dead seems like an inherently evil act even if its for a good cause (using spore zombies to fight against evil enemies). Are there any gods that aren't evil (ideally nature related) that would likely be at the very least be okay with the whole spore zombie thing?
You should have thr loot be in a gift shop like the ones at the end of amusement parks
So the gist of my campaign is that these people got together because they're tired of warring gods screwing up the world and vowed to kill them to set the realms free. I've made a custom pantheon and am going to start them off with some clerics of the gods and some demigods but I need help deciding when they should fight their first actual god. The gods in my world are all second generation (all the old gods died out besides one) so they can be weaker but there is over 30 of them and the players are going to have the option to kill all of them so I don't want them to kill their first real god too late into the game for them to have that chance. All the players are surprisingly smart murderhobos so I figured I'd give them a game where they can kill literally everything. Any ideas on when they should fight their first legit god?
I'm about to start playing at a table where the DM has effectively eliminated some critical hits (and misses, but the hits are most important). He rules that if an attack roll is a 20, but the attack bonus plus that 20 doen't beat the DC of the opponent, the attack still misses. His sole justification is that "it doesn't make sense to have the math not matter." He also says that it almost never comes up.
I'm not sure how bothered I "should" be by this, but the longer I think about it, the more uncertain I feel. It may just be that rolling a 20 on a big bad and having it not hit would feel bad because, after all, fighting an enemy with a high AC is a time where landing a crit feels really good. Some of it may be, though, that having mathematical logic trump game logic sounds like it could be the thin edge of an unpleasant wedge. It makes me wonder if other rulings also might be based on "it feels right" or "it feels wrong" because of math or physics.
I could just play and see how I feel when it comes up. I'm afraid, though, that a failed crit or some other "real-world logic" ruling is going to show up in five months and just going to stick in my craw. As a reality check, though, how bad/unbalanced do you think this "20 doesn't always hit" rule is? If it really makes little or no difference, then I can just tell myself to shut up.
So for context, I am the DM of a party of 4 running a Homebrew campaign. I'm inexperienced when it comes to DMing, and all but 1 of my party members are new to DnD.
For more context, the original party of three players had been kidnapped by a cult of masked fanatics called the Faceless, led by a quick-temperered high elf named Lucius. The party killed Lucius after he invaded a sacred tomb. Unbeknownst to the party, due to his powers given to him by his patron, Tessell the Faceless, he cannot die. He will just reappear in any Faceless cultist's body. The party received a hint that they should go to a city called Valhalla, a place known for its ancient coliseum. The OG party consists of Kithri, the Halfling hobbit druid of the circle of land, Nork, a pirate captain Bugbear Swashbuckler who is canonical dyslexic and certainly an alcoholic, and Smirk, a hobgoblin Paladin whose player found a homebrew oath called Oath of Throwing It Back, so Smirk canonical has a fat ass.
So in this session, the party lands at Demmur a small port town southeast of their destination. I knew Nork would go running to the tavern, so I had a little event planned there to sort of start the mystery of how Lucius was still alive. I also introduced our new player, a scottish Bard harengon named Lennox, who uses a bagpipe as their instrument. They are a traveling bard who happened to be performing in Demmur's tavern, until they were kicked off-stage by Lucius and a couple of his goons. It was around this time that the party got to the tavern and saw Lucius, preaching to the taverngoers and trying to convert them. They tried the door, but it seemed to be closed by an Arcane Lock, so Nork and Kithri snuck through the window. Kithri uses a Thorn Whip to drag Lucius off the stage, thus losing his Concentration on a Charm Person spell he cast on a few taverngoers. The battle ended by Lennox casting a Thunderwave on the enemies, killing the goons instantly, Smirk casting Hideous Laughter on the caster cultist, thus dispelling the Arcane Lock (probably not part of the rules, but we ruled it to make sense), Lucius firing, then missing, and firing again, but the gun jammed, and finally Smirk thrusting his longsword into Lucius' gullet, killing him and ending combat.
The party (now with Lennox) go to the stables and hire a carriage for dirt cheap. The paladin is suspicious, but goes along with the party as they get into the carriage. And I'll admit, this is where my improv skills popped off.
The carriage is stopped by a half-orc Barbarian with no eyes, a bandage wrapped around her eyes, and two long scars going down vertically. This character's name is H. My original plan was to just have H kill the driver and horses, say that the driver was a serial killer intending to kill the party, and dip, but I then realized that they have no transportation, and the driver was probably leading them the wrong way, so I had H lead them. They set up camp, and H takes the time to leave, also leaving a device that leads to Valhalla, as well as some gold and a note saying "I'll see you at the coliseum."
This is a pretty lengthy post, so I'll end this off with the characters finally entering Valhalla, and how I'm proud of how I put another mystery on their plates. As the party enters, they see two calm-mannered men accidentally bump each other, then immediately start fighting. The bard breaks them up and dispels the chaos. Once he does, the bard asks what just happened, to which one of the men basically say that he felt so compelled to fight the moment they bumped each other, and he just couldn't explain why.
I can see my improv skills improving for sure, and I'm hyped to see where my story will go!
Hello adventures,
I am a teacher in a small rural town highschool. I have recently started a DnD club and we're in need of good affordable dice option. Due to our location it's hard to get delivered.
I've done some basic googling but a lot of what's available are grab bags not dice sets
I've seen a few posts on Reddit over the years, talking about wanting to create a shaman build. I usually respond and tell the OP that shaman is more of a flavor than a class, and that they could add shaman flavor to any class.
Recently, I decided to create a shaman PC just to see how much flavor I could stuff up his butt like a Thanksgiving turkey. Below is a link to my shaman's character sheet:
Can anyone think of any way I can add more flavor to this build, or is he maxed out?
I'd love to get some opinions. Thank you!
I don't know what to call them. Basically spells that aren't just some variation of roll to hit/make saving throw; some variety of damage is done. I think it would be beneficial for me to be a lot more familiar with 'practical' spells but every time I sit down to do this I get bogged down by the sheer number of spells, and many of them are not 'practical.' thanks in advance!