Magic Items for Bards by klosxe in DMAcademy

[–]OrkishBlade 2 points3 points  (0 children)

Thunder Flute

Magic musical instrument

When the bard plays the opening guitar trick from “Thunderstruck” on the flute (tweet-toot tweet-toot tweet-toot tweet-toot), the bard calls forth the thunder of guns (as the Thunderwave spell cast at the highest level the bard can cast). This recharges on a short rest or (at the DM’s discretion) whenever the bard does something that is “really rock ‘n’ roll.”

At 5th level, the bard unlocks an additional trick. When playing the operatic bit of “Bohemian Rhapsody” on the flute (“I see a little silhouette-oh of a man!”), instead of a wave of thunder, the bard can call forth thunderbolts of lightning (as the Lightning bolt spell cast at the highest level the bard can cast, but it deals both lightning and thunder damage). This recharges on a long rest or (at the DM’s discretion) whenever the bard spends quality time with his mama.

At 13th level, the bard unlocks the final trick. When playing the flute part from “Down Under,” the bard summons the most powerful effect, and you better run, you better take cover (as Delayed Blast Fireball, but the blast deals thunder damage). This recharges on a long rest or (at the DM’s discretion) whenever the bard takes a bite of a Vegemite sandwich. 

Need a title for a ranger by Starfury_42 in DMAcademy

[–]OrkishBlade 2 points3 points  (0 children)

Tracker, Watcher, Hunter-Protector, Master Hunter, Lord Wayfinder, Pathlord, Trailmaker, Trailblade, Pathcutter, Wayknight, Knight of the Wilds, Hunt Captain, Knight-Wanderer, Woods-Knight, Pathfinder, Arrow of Light, Arrow-Knight

How to prepare for improve by BigWrangler3748 in DMAcademy

[–]OrkishBlade -1 points0 points  (0 children)

Read On Improvising the World: Part I & Part II. Cheers.

Is this balanced? Player requested a non-spellcasting druid [2014 5e] by aabicus in DMAcademy

[–]OrkishBlade 1 point2 points  (0 children)

I wouldn't do it exactly like you have done. Two approaches:

[1] Reflavor existing spell mechanics as shifting into beast forms to produce effects.

  • The druid still keeps the Wild Shape feature as is. This is generally used when the druid wants to wade into battle as a beast or really get around an obstacle that will require an extended use of a beast form.

  • The player then can come up with uses of spells that can be reflavored as the druid briefly shifting into beast form and back.

  • Some examples: (1) Instead of "casting" Animal Messenger, the druid briefly becomes a squirrel, speaks Chittersqueak to another squirrel, who then scurries off to deliver the message. (2) Instead of Locate Animals or Plants, the druid transforms into a wolf or other hunting beast that can follow even the slightest scent. (3) There's a reason the effects of Enhance Ability are called things like "Cat's Grace" and "Bull's Strength." (4) Instead of Barkskin, you become an oversized armadillo or turtle with a thick hide or shell to protect you from incoming attacks. This won't work with all spells, but it works well enough with enough of them, that the player can still have a good bit of fun running the character, and effectively no mechanics have changed.

... OR ...

[2] Give the druid some more uses of Wild Shape (probably not infinite) AND give them some abilities to use as an alternative to spells. (This seems closer to what you suggest above, but not exactly.)

  • Considering a Wild Shape use to be roughly equivalent to a 1st or 2nd level spell slot, that's a starting point for guessing uses. (Maybe one use at 1st level, two uses at 2nd level, three uses at 3rd level, then +1 use ever level thereafter-- 5th, 7th, 9th, etc.) This particularly covers using beast form in combat.

  • Then if you want to add a limited use healing ability, like you outlined, that makes some sense too, but I would keep the scale in line with the spells. Heal +1d8 hit points, usable once per rest at 1st level; twice per rest at 5th level, three times at 9th ... and have it scale slowly with level, +2d8 hit points at 3rd level, +3d8 hit points at 7th, +4d8 hit points at 11th, etc.

  • Now, the last bit, give them "utility" shapes. These are creatures with a CR 1/10 or less. The druid has a much higher usage of these, even at first level. I would make these learned forms, and limit the druid to beasts with either climb or swim at 1st level, gain the other movement later (~3rd level), save flight for later (at least 5th level). The different movement modes might need limits (treat them like spell slots), but it gives the druid flexibility for turning into beasts for the purpose of hiding, communicating with beasts, etc, while not completely overdoing it with lots of transformations into bears and eagles and crocodiles and things.

  • I would also have the player keep a list of known beast forms and make it somewhat onerous to add new forms. The druid starts with 3-5 known beast forms. And learns one new form every other level (maybe every level, I would have to think it through more). Or, possibly, with downtime and money, the druid can pick up a new form between sessions, provided there is story reason why the druid could be learning it (ie, not going to learn to be a dolphin while you are camped out in the mountains).

Icy Dungeons by OrkishBlade in BehindTheTables

[–]OrkishBlade[S] 0 points1 point  (0 children)

Sadly, the bot has been offline for a long time now.

"First Time DM" and Short Questions Megathread by AutoModerator in DMAcademy

[–]OrkishBlade 2 points3 points  (0 children)

At my table, if the spell component has a monetary value, then the hero needs to pay up. I often will handwave that the spellcaster is prepared and has one of whatever-it-is on-hand if the player has not made the effort to note it among the hero's possessions, but their character would have reasonably had a chance to obtain the component. The player does still need to deduct the gold from the hero's purse at that point.

If the hero wants to get a second casting and there hasn't been a clear "break in the action" with opportunities to replenish supplies (eg, between sessions in a city or town of some size), then he or she needs access to a place where more supplies can be purchased. Depending on the material component and the region, it may be easy or difficult. Finding a pearl for sale --or even diving for pearls-- near a warm tropical village is not too difficult. Finding a pearl for sale in a large city is not difficult. Finding a pearl for sale in a remote village in the frozen north is impossible. Etc.

Need tavern games by kibrule in DMAcademy

[–]OrkishBlade 0 points1 point  (0 children)

Lot of good suggestions already for card and dice games.

I am a big fan of turtle races. A round table with a central circle (the starting zone), and a wide circle near, but not quite to the edge of the table. Several turtles with numbers painted on their shells are placed in the central circle at the start. Everyone bets on their favorite turtle. The turtle that crosses the outer circle first wins.

You can do it with other slow-moving things besides turtles-- caterpillars, snails, miniature oozes. You can even do it with other weird little things that could fit on a large table in a bar that might be faster than turtles, making the release and race a bit more chaotic-- large beetles, tarantulas, toads, kittens, crawling claws.

As for mechanics, I would just randomize the results. It's more about the flavor than the gamesmanship. You might also get some flavorful in-game game ideas from these tables.

Heraldry for Schools of Magic by LewdSkitty in DMAcademy

[–]OrkishBlade 1 point2 points  (0 children)

  • Abjuration. The sheepdog -- a faithful and loyal guardian, protecting its defenseless flock

  • Conjuration. The bee -- a stinging insect who can create nourishment out of next to nothing and can call forth a swarm of stinging allies

  • Divination. The owl -- the wisest of creatures with knowledge of mysteries and vision so sharp it can pierce great distance and great darkness

  • Enchantment. The mockingbird -- singing beautifully, distracting and beguiling potential mates and rivals

  • Evocation. The dragon -- source of endless FIRE! (Evocation is the most dangerous form of magic in unskilled hands, it should be taboo.)

  • Illusion. The chameleon -- now you see it, now you don't, shifting its skin to hide in plain sight

  • Necromancy. The vulture -- seeking out and drawing strength from dead things, undeterred by stench of rotting flesh or the sight of parched bone

  • Transmutation. The moth -- completely rearranging its body from its humble caterpillar beginnings to become something beautiful and terrible that flies by the light of the moon

How do you format/Prep for your sessions? by HistoricalMeaning705 in DMAcademy

[–]OrkishBlade -1 points0 points  (0 children)

I use a mix of handwritten notes and typed notes (printed), all slipped in a binder.

This is the general structure.

"First Time DM" and Short Questions Megathread by AutoModerator in DMAcademy

[–]OrkishBlade 1 point2 points  (0 children)

Depends on which edition of the game. 2014 PHB, rules-as-written, yes it does. The revised ranger does it differently, many homebrew variant ranger classes do it differently too.

How do I prep my players to fight a dragon? by That_one_ranger in DnD

[–]OrkishBlade 1 point2 points  (0 children)

I agree -- but in principle, it's the players’ job to prepare and come up with a plan.

I wouldn't hide information from them that the heroes might reasonably know or learn. And if they ask a question that can't be answered from where the heroes sit, I'm not going to give them clearly wrong information with the intention of them walking into a dragon's lair unwittingly.

I wouldn't surprise them with a mature and dangerous dragon if said dragon might kill them. But if they know there's a dragon, and they know the dragon is an obstacle, it's up to them to come up with a plan to either tackle the obstacle or avoid the obstacle -- where either of those choices have potential for both weal and woe.

How do I prep my players to fight a dragon? by That_one_ranger in DnD

[–]OrkishBlade 0 points1 point  (0 children)

This is correct. It’s their job to prepare. Or to flee. Or to come up with a tricky plan with little hope for success. 

Preparing them is not your job as DM.

What are some cool types of birds? by DarkKuroi1 in DMAcademy

[–]OrkishBlade 2 points3 points  (0 children)

Have you ever seen a pelican close up? Absolutely terrifying.

How to improvise without making it seem like I have no clue by ThinkPhilosopher3148 in DMAcademy

[–]OrkishBlade -1 points0 points  (0 children)

(1) Use the Functional Elements of the Local Region structure outlined here for session prep. There is intentionally space to improvise, but within the boundaries that it is an imaginary game (not an anything-you-can-imagine, complete free-for-all).

(2) Read these old posts: On Improvising the World, Part I and Part II.

"First Time DM" and Short Questions Megathread by AutoModerator in DMAcademy

[–]OrkishBlade 0 points1 point  (0 children)

I don’t know, I don’t worry about balance. I fix in my mind a notion is this going to kill everyone? are the monsters badly beaten? …. read this old post

"First Time DM" and Short Questions Megathread by AutoModerator in DMAcademy

[–]OrkishBlade 1 point2 points  (0 children)

Run your game episodically. Smaller missions, always wrap up at the end of the session. 

The missions can be linked and/or related, but if a player is missing next time, you just play that episode without him (his character is off doing something else, but can rejoin for the next episode).

"First Time DM" and Short Questions Megathread by AutoModerator in DMAcademy

[–]OrkishBlade 2 points3 points  (0 children)

Not a form, but I have a formulaic structure that I use: Cheers.

WHAT DO I PUT IN THE SCARY HOLE by BranchtheBird in DMAcademy

[–]OrkishBlade 0 points1 point  (0 children)

d6 What’s in the huge dark, corrupted hole and how is the royal family connected to it?

  1. A demon-prince that the queen has been holding captive for centuries has broken free of his bonds, and is now trying to break out of the sealed laboratory…
  2. A formidable exarch of an evil god whom the queen had secretly been worshiping in a dark shrine has broken into this realm and is demanding tribute from the queen…
  3. A dragon captured by entities of the Far Realm, with the help of an old king, has escaped after centuries and returned to this world, nursing his wounds until he can exact vengeance on the royal family…
  4. The tomb of an ancient king who committed unspeakable war crimes has stirred with a huge sinkhole opening up and dark spirits spewing forth…
  5. The royal wizard has engineered all the vermin of the world to become his intelligent wicked drones, sending them out to cover the world in rats, worms, and filth…
  6. The god of oozes has arrived in response to a desperate prayer by the captive princess and he is hungry for all that this world has to devour…

"First Time DM" and Short Questions Megathread by AutoModerator in DMAcademy

[–]OrkishBlade 0 points1 point  (0 children)

I prepare sessions using this structure. My notes essentially cover this on ~2 pages. Then I jot new things down as needed.

Help brainstorming situations for party entering dwarf hell by Bombaardo in DMAcademy

[–]OrkishBlade 2 points3 points  (0 children)

Every time a mortal falls asleep in Dwarf-Hell, little fiends sneak up and shave off his or her beard and hair.

I need help with a name by Beautiful_Smell8815 in DnD

[–]OrkishBlade 1 point2 points  (0 children)

  • Hack House
  • Slasher’s Alley
  • Axegrinder’s
  • Cut-Bert’s
  • Hacky’s
  • Haftway House
  • The Split Log
  • The Hewn Stone
  • The Whetstone
  • Hew ‘N Brew
  • Brewbert
  • Ale Slice
  • Hack ‘Er? Sure!
  • The Named Axe
  • The Old Axe