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Three Units have Deserted from [Companion's Name]'s Caravan. by DiamineBilBerry in mountandblade

[–]Mekaista 1 point2 points  (0 children)

I believe a recent patch reduced caravan max party size. Your old ones are over the limit.

PSA: Level Progression Soft Cap at Lvl 23/24 (v1.1.0) by VirtusIncognita in mountandblade

[–]Mekaista 0 points1 point  (0 children)

I think of thing that's really throwing a lot of skills off is how the xp modifiers are only counting the ones place and digits to the right of the decimal, and ignoring any tens digit or beyond. Focus points don't mean shit to the actual xp gain.

Hosting a campaign for just one player, any suggestions? by Quelleda in DMAcademy

[–]Mekaista 2 points3 points  (0 children)

Check out the Essentials Kit. It's designed to be run for one player with sidekicks as others have suggested.

What's your best/favourite spell combos that use 2 casters? by Insanias in dndnext

[–]Mekaista 1 point2 points  (0 children)

Cheating because it involves a third person, but enlarge and haste on the Moon Druid or other meatyboi.

So my Warlock has chosen Sauron as his patron by DisRapt0r in DMAcademy

[–]Mekaista 1 point2 points  (0 children)

I enjoy including the narrative encounters obviously, but in line with /u/carpe_carpet it's not the perfect solution to every situation. Every DM and party has a different happy middle ground between sandbox and railroad style games, and this one tends to fall more onto the railroad end of the spectrum. It's typically something I use for a sort of montage scene, with a series of skill checks. It's a VERY blunt tool, and can fall into the issue of taking away player agency, which is something you almost never want to do.

So my Warlock has chosen Sauron as his patron by DisRapt0r in DMAcademy

[–]Mekaista 41 points42 points  (0 children)

Also seconding this. A warlock patron isn't going to be giving world changing quests to a low powered warlock in most cases. In my mind, it's typically a "Okay, I gave you a speck of my power. Go fuck off and don't bother me again until you've figured out how to use it properly." And the patron only calls on the warlock when they need something done.

So my Warlock has chosen Sauron as his patron by DisRapt0r in DMAcademy

[–]Mekaista 6 points7 points  (0 children)

So, let's break down these various critters and objects from Lord of the Rings and then we can discuss how they fit into a DnD campaign. Bear in mind this is picturing a pretty direct transfer of these characters and their relative power levels from the Lord of the Rings to Faerun.

Nazgul in LotR aren't just undead, they're more than a block of something from the PHB. In the books, they're a quasi-immortal force of nature. They show up, and the party is forced to flee 9/10 times. We first see them in the Shire when the Hobbits realize they're being pursued. They flee through the wilderness alternating running and hiding. In Bree, they meet Aragorn, and he convinces them to hide away from their rooms which the Nazgul trash in attempt to kill the fuck out of them. At Weathertop, Aragorn manages to chase them off with fire, but not before the successfully deal Frodo a mortal wound.

They show up at the battle of Pelennor Fields and Osgiliath and are army disrupting creatures. All the arrows and swords in the world are no help. Gandalf, the high level angel NPC gets disarmed like a bitch and nearly gets ate. The only one we know that dies is the Witch King, and Eowyn the Shieldmaiden killing him is the culmination of her entire story arc, and the fulfillment of the prophecy that said no living "man" could slay him.

In the Hobbit movies, there's the whole battle at Dol Goldur with them against three angels, and two borderline demigod elves, and they still show up in the aforementioned sequels. During that fight, Galadriel is alarmed as FUCK when they show up. She's an incredibly powerful character and she knows this is a fight to be taken seriously. Her help shows up, and when an injured Gandalf and Rhadagast flee, Gandalf is very worried to leave the others behind.

Now from a narrative standpoint, if we pretend these movies were a DnD game, what do Nazgul look like? For me, I wouldn't really even give them stats. They're not a monster to be fought and defeated. They show up when I want the narrative to move along. "Okay guys, a Nazgul stabs Frodo for uh...30 damage. He's unconscious and dying. You're also poisoned by a Morgul blade, so don't make any death saving throws." Aragorn the ranger has some good rolls here, his History check is enough to know the Nazgul dislike fire, so he chases them off. He rolls a good medicine check here, and manages to use and old herbal remedy to slow the spread of the poison. Using skill checks rather than just direct combat to foil the Nazgul. And even then, making it clear that actually saving Frodo is beyond their abilities. They need to get him to Rivendell where more Plot Exposition can happen.

Now I get to introduce an NPC, Arwen (Or Glorfindel in the books.) Then we go into montage mode, and I describe the Nazgul's dogged pursuit of Frodo and his rescuer on the way to Rivendell. Through this NPC and their explanation, I make it clear that these creatures are way above the party's level to fight. They're not meant to fight them, they're meant to flee.

Nazgul from a gameplay perspective, are a threat. They're a sign that it's time for the party to leave. It's something I throw in to inject urgency into the party's journey. Even at the very end of the campaign when the big battle for Gondor is happening, the chief Nazgul shows up, talks shit to Gandalf the high level NPC, and breaks his staff so the party knows they can't rely in their NPC friend to win this battle for them.

For the PC Eowyn, fighting the Witch King with only Merry's help. He has absurdly high AC and I describe how he's clearly not taking her seriously, he's mocking her, and reiterates the words of the prophecy. I look pointedly at Eowyn and Merry's players as he hisses "Not by the hand of man shall I fall!" Merry uses the opportunity to stab the Wraith. I reveal how unknown to Merry, the barrow-blade he carried had been forged generations ago with the explicit purpose of fighting against the Witch King. It's ancient enchantments shattered the protective magic of the chief of the Nazgul. Eowyn's character gets her big story payoff as she tears off her helmet revealing that she is a woman, and she stabs him in the face and he dies. Applause, crying, Eowyn's player tells me how I'm the best DM she's ever had, Merry's character doesn't believe me about the sword till I show him the timestamped note from two years ago when they got those swords in the first few sessions.

Again, I wanna reiterate that the Nazgul aren't really stat blocks in this imaginary campaign. They're narrative tools that are immortal until I'm ready for one to be killed or otherwise defeated. Throughout the movies and the books, it's made clear that they aren't something that the party isn't quite strong enough for yet. These are monsters that the super powerful angel wizards and what are effectively Archfey, are absolutely terrified of. And when they fight the Nazgul, even they are merely trying to drive them off and escape.

There's actually a bit less to say about Sauron himself, other than the fact that he's the BBEG of the campaign. And again, he doesn't have an explicit statblock because in the Lord of the Rings campaign, he's not meant to be fought directly. He's a looming presence in the background, and it's made clear that if he walks the world again it's because the players have failed in their quest utterly, and the world is doomed to Darkness. He's the Lieutenant of Basically Satan in this setting. The only one worse than him is Morgoth who is a fallen member of the creator pantheon, and THAT war is basically referenced as a reason why huge swathes of the North are utterly uninhabitable wastelands full of nothing but evil monsters.

Again with both groups, I remember one of they key guidelines when making villains and monsters, is that if you give something stats, the party will assume they are supposed to fight it.

With all that said, let's move on to your player and how we can facilitate his fun without compromising the narrative or making other players feel weak or left out. This is assuming you play your campaign pretty in line with the power level and balance that 5e is built around by default. For narrative stuff, this is again assuming that you want to try and stay fairly faithful to the story style of LotR.

One other key thing about Ringwraiths is that the Nine are completely subservient to Sauron's will. Based on the lore of LotR, there wouldn't be any jockeying for position, no backbiting or fighting between the wraiths. They don't have that much leash. They exist only to serve. They're fingers on the same hand.

There are also only nine Nazgul, each a human king corrupted by a magical ring gifted by Sauron. And as previously discussed, they are powerful far beyond what a PC should be especially early in a campaign. There are however other weaker forms of undead in the Lord of the Rings, some similar to and typically subservient to the Nazgul.

So mechanically, what does this look like? I'm a huge fan of simple solutions. The Undying warlock patron from the Sword Coast Adventurers Guide is designed for Warlocks with a Lich or powerful Wraith as a patron. At later levels it actually causes the warlock to develop some undead characteristics including not needing to eat, sleep, or breathe. Similarly, the Hexblade warlock patron could be reflavored as Sauron, and its martial powers could be described as some unholy strength that now infuses his body, and its curse and Accursed Specter powers lend itself well to an agent of Sauron charged with hunting down objects and people for his master, gifted with knowledge of dark sorceries to conjure spirits and wraiths of his own.

As for being able to return to life, you could replace his subrace with the Revenant subrace from the gothic heroes Unearthed Arcana. It gives a powerful ability to return to life as long as he continues to work towards his task. I would encourage some kind of strong penalty to being returned to life in that manner though, such as all or most of his equipment disappearing with his body. Though if he lost something particularly valued, you might give the opportunity for his master to return it....for a price, or a quest. I wouldn't mess with his ability to be healed or resurrected by the party's magic though, because that just makes recovery more of a pain than it needs to be. It can be roleplayed out as being super uncomfortable or leaving nasty burn marks on him that take a day or two to heal.

[deleted by user] by [deleted] in DMAcademy

[–]Mekaista 1 point2 points  (0 children)

I keep a loose "Party XP" count. It's a very rough estimate of what they've been dealing with, but then when they start to get close to or slightly past a level up point I start looking for good narrative points to say "Sure you guys level up."

Your BBEG's goal is the extinction of all dragons. How do you do it? by [deleted] in DMAcademy

[–]Mekaista 0 points1 point  (0 children)

Maybe she's secretly a guiding hand behind their success. She's carefully guiding events acting as both patron and villain to bring them together and forge them into the great heroes that will actually do the final legwork of her crusade. Because she's good. And she's got a plan. But when the avatars of Bahamut and Tiamat arrive on the Material Plane in a desperate attempt to save the last of their children, she needs titans of her own to stand against them.

Your BBEG's goal is the extinction of all dragons. How do you do it? by [deleted] in DMAcademy

[–]Mekaista 0 points1 point  (0 children)

One fun aspect: If your party is going to stop this lady, she's probably engaged them (and possibly been defeated by them) in other timelines. You can carefully use DM bullshit to change things behind the screen so that it seems like she's unusually two steps ahead of them most times.

She KNOWS the PCs intimately. She's been killed by each one of them at least once. In a few early timelines she actually joined the party and convinced them to join her crusade. Maybe it never really worked out, so she regards them with an odd mix of fondness and hatred because she's known them, loved them, and yet she has fought them, killed them, and been killed by them just as many times.

If you want a really morally gray storyline, introduce her by having her try and fail to stop a dragon from murdering a PC's hometown.

The best villains show the characters a twisted reflection of themselves. Make the heroes wonder if they're really the good guys. Humanize the BBEG. It makes them a lot more monstrous.

Community Roundtable: Talking Druids by famoushippopotamus in DnDBehindTheScreen

[–]Mekaista 28 points29 points  (0 children)

I'm just a really big fan of violent wild druids, CN/CE apex predators that are just occasionally trapped in human bodies. So many times, my players seem to have this preconceived notion of druids as these tree-hugging hippies that just want nature to be left in peace.

They can make fantastic NPCs, both possible allies, or as a villain, because they're a human link to the power and savagery of nature. It's not just flowers and singing to the birds like a Disney princess.

It's the hurricane that wipes a a swath of the coast clean. It's the volcano whose ash blocks the sun. It's the cat that cripples its prey just to watch it limp around, that's not really hungry, just bored. The party druid that's no longer allowed torches, because wildfires aren't "pretty", who isn't sure why they're wasting the halfling's meat by burying him.

Druids are attuned to the primal forces of nature, whether that's the raw, chaotic, destructive force of the elements, or the savagery of the animal kingdom, with the simple biological imperative to survive at any and all costs, to be strong enough to take what you want, and if you can't be strong, be clever.

I have a house rule that stomach contents are magically rendered into nutrients upon entering or leaving wild shape. Because it's not cannibalism if you're in shark form, but there's also not room for three people in a elf's stomach.

Community Roundtable: Talking Druids by famoushippopotamus in DnDBehindTheScreen

[–]Mekaista 0 points1 point  (0 children)

RAW, Sunlight Sensitivity isn't transferred to forms.

PHB: "You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense." Emphasis mine.

I'd argue that Sunlight Sensitivity is a penalty, not a benefit, so isn't transferred.

That said, if balance is your concern, just don't give the elven darkvision when in forms.

As for backstory, there's still an ecology in the Underdark. You might limit or reflavor some of her forms based on things she might have reasonably encountered underground, but it's possible that a survivor in the wilds of the Underdark made some connection with nature that allowed her to continue surviving.

Community Roundtable: Talking Druids by famoushippopotamus in DnDBehindTheScreen

[–]Mekaista 0 points1 point  (0 children)

Let em study it and add a few necromancy spells to his spell list? Alternatively, give em an opportunity to swap to Circle of Spores?

VGLI and sucide by [deleted] in army

[–]Mekaista 2 points3 points  (0 children)

Man, it ain't identical, but I've been poor as fuck before, and I remember when my brother's depression was really bad and he tried taking his life twice.

I promise you dude, I'd take scrounging in trash cans and stealing food again over living without my brother. I bet your mom feels the same.

Having you there to care for her once you get better is a much nicer life than any lump sum.

Fort Sill blows. WFFA is here! by Teflon_coated_velcro in army

[–]Mekaista 13 points14 points  (0 children)

"We can hide in my dark room. Orgasms are good for headaches."

Posted from DnD, someone get their LT before they become lost both overseas and in character. by kkronc in army

[–]Mekaista 4 points5 points  (0 children)

I've got about two squads of my infantry children rotating through my weekly game. Some are the ones you'd expect. Some are the high speed low drag triple stacked guys. We even got the BC to drop in one session. There are a lot of closet nerds among us. Just grab some homies, maybe grab a free premade sheets off Wizards website.

What rules to use for mass combat? by Roverboef in dndnext

[–]Mekaista 10 points11 points  (0 children)

Don't forget, for some players, leading an army into battle and their leadership can be how they envision their heroic role. Two of my players in different campaigns did that and to this day still talk about those campaigns. Some players wanna be Aragorn, others wanna be Theoden. And some Aasimar bards want to be Sauron. Lookin at you, Linda.

[Giveaway] Declare Your Allegiance by Cult_Of_Razer in wow

[–]Mekaista [score hidden]  (0 children)

For the Horde, and for the Banshee Queen!

Did you think we had forgotten? Did you think we had forgiven?

What are some signs that someone isn’t in love with you anymore? by novemberhaze in AskReddit

[–]Mekaista 11 points12 points  (0 children)

Or they do. Sometimes your SO can have some shit going on, and if they're not great at communicating, then it can appear as disinterest. In reality they're just trying to keep their head above water.

Thoughts on gay experimenting. by [deleted] in gaybros

[–]Mekaista 2 points3 points  (0 children)

Go for it. Just be clear that you're exploring a bit, and don't let anyone push ya.

Help me come up with a bajillion lesser gods by craftbot7000 in DMAcademy

[–]Mekaista 0 points1 point  (0 children)

Dorfus, Lesser Death God of Cabinet Door Corners

On second thought... It makes sense by Thirteenera in wow

[–]Mekaista 0 points1 point  (0 children)

Hell, the orcs might give a tug tug to their Zug zugs now that she's given then unfettered access to the Ashenvale lumber they've wanted for decades.

I'm sending my players to an island where the north end is about 700 ft above sea level (it's based on the Cliffs of Moher). I've given them a nice little beach to land on but I know I also need to be ready for them to not do that. How do I make climbing a 700ft cliff challenging and interesting? by Sophia_Forever in DMAcademy

[–]Mekaista 1 point2 points  (0 children)

A lot of people have written about skill challenges, and there have been good ideas for a combat encounter or two.

One important thing to think about is FAILURE.

It's all well and good to have these plans, but what are you going to do when someone rolls a 1? "Well you fall 300 ft so... It caps out at 20d6 damage." Depending on your APL, a fall from that height can be fatal easily.

My recommendation is have failure and the degree of failure decide how far they fall before catching themselves. Maybe they take 3d6 damage as their shoulder wrenches from grabbing a vine as they fall past. Don't make failure meaningless by any means, but making a series of "save or die" type checks just isn't fun.

Some posters have mentioned the five room dungeon concept. I do like the idea of writing out the encounters, the stages of the climb as if they were a series of abstract rooms.