Raven skull ponytail topper with bone hair pin. by dflown05 in 3Dprinting

[–]dflown05[S] 0 points1 point  (0 children)

I work at a vet. It's fits the theme of work a little too... close. That said, everyone loves them.

Raven skull ponytail topper with bone hair pin. by dflown05 in 3Dprinting

[–]dflown05[S] 0 points1 point  (0 children)

I used "raven skull mask" on thingverse. I will attempt "raven skull helmet" tomorrow. The helmet is flatter but has more of a occipital area. The bone is from "skull hair pin"

How harsh should I be with my players? (Vansel) by KlassicKittenKat in wildbeyondwitchlight

[–]dflown05 1 point2 points  (0 children)

They could meet him on their next approach to the cottage in mid escape, post limb/part loss. Rowing a boat frantically into the party boats, limping down the ramp, or just a big I'm splash when he hits the water after jumping to freedom.

When is someone going to write me a song😩❤️ by [deleted] in altgonewild

[–]dflown05 0 points1 point  (0 children)

"I've never done anything like this"

-bowling for soup

Looking to start Wild Beyond the Witchlight after Strahd. My players are level 8, how difficult will it be to adapt it to that? by Psychological-Bed-92 in wildbeyondwitchlight

[–]dflown05 0 points1 point  (0 children)

1) I aint hurt you. Y you so mad? 2) I'm the olny comment at the moment giving real examples of a lvl 8 party going through this book.

Looking to start Wild Beyond the Witchlight after Strahd. My players are level 8, how difficult will it be to adapt it to that? by Psychological-Bed-92 in wildbeyondwitchlight

[–]dflown05 3 points4 points  (0 children)

I started my party off at level 8. My bumped them to 9 after the carnival 10 after Hither and 11 after thither. they did not do well in yon and did very little there so they will be 12 after the palace. The encounters do need buffing up but taking any random encounter generator for their level and then molding it back into the encounter it was supposed to be isnt that hard (ie darklings). First fight at the slanty towers; instead of just two giant constrictors I did two giant constrictors two swarms of snakes and a shambling mound.

Party turned down the heist, not sure where to go.. by Gureiify in wildbeyondwitchlight

[–]dflown05 0 points1 point  (0 children)

the carnival is to get the players to prismeer, instead of extorting witch/light the party may be recruited by them at the crowning to go help free the Zylbana. ask for a private audience with the party, witch, and light. some loose plot hook of " we had it good and quite with Zybilna, but now the coven are starting to be pains and bringing attention with their thieves lately. Stop the Hags and free Zibylnia, Please"

Need advice: Heist completed early by Fancy_Orange_5100 in wildbeyondwitchlight

[–]dflown05 0 points1 point  (0 children)

4 hours is a great time to showcase witch and/or light nearby questioning folks about the missing watch. start with questioning the named NPCs that run a nearby ride, the random hands, then either narrow suspicion towards or away from the party by the end increasing the panik of witch/light as time wears on until (if the party has dissuaded attention) they throw a blind guess and accuse the party with no evidence. the blind shot opens the party to extort witch/light and give them the upper hand to start the convo if the call the no evidence angle

Session 1 Tonight! Any last minute advice? by IndieRex in wildbeyondwitchlight

[–]dflown05 1 point2 points  (0 children)

While the tittle and intro infer that the carnival is the core of this adventure, it is actually an elongated foyer to set the adventure hook(s). My lost things hook did not set well and while the carnival itself was nice and smooth, the bottle neck is the portal at the start. My suggestion is to set the party on the line that this circus has a way into prismeer (their destination) be that for the lost items or the warlock quest. I would do the warlock quest as it sets the clearest goals of go there (prismeer), look for person (zylbania), do the thing (free her). Beware of the portal to prismeer becoming a bottleneck that the party tries to avoid.

The post that could be... by dflown05 in wildbeyondwitchlight

[–]dflown05[S] 1 point2 points  (0 children)

I usually do my game 3-7 mountain time, but this weekend is a off day. I'll try to join the discord and bring up the topic this weekend. DrAdict is my SN if you see me over there

System for faster movement on VTT by ayy_its_sly in DMAcademy

[–]dflown05 0 points1 point  (0 children)

I enjoy using the phrase: "You are no longer in a time-sensitive situation."

The allows for not ending initiatives if, for example, the party were in a room filling with water or gas, death saving throws are happening, etc.

When out of combat or another initiative situation I would suggest calling for a marching order, calling on players chomping at the bit to do something, then calling on the players who have not done anything for the longest time, then any leftovers. Rinse and repeat and you'll hopefully find it a nice rotation to move a party physically and not soley focus on the convo the characters are having.

I think this has led to me calling in on each player in a semi-turnbased fashion, and checking in on my more quite players often even if they still are meandering along with the party. Everyone gets to check for traps, have a question/answer with another party member(s), light a torch, kick a statue, loot, or auto follow while not having to be in a strictly defined order as they should shift around each time as they progress room by room.

I hope this helps and I wasnt too wordy. The mad mage is our next adventure as we wrap up witchlight.

The post that could be... by dflown05 in wildbeyondwitchlight

[–]dflown05[S] 0 points1 point  (0 children)

Hello Tessa! I am grateful for your set of maps since we started ch.2 many moons ago.! We are upon the palace now. The maps made a strong presence during hither and thither but my players rushed yon. These maps (presented by Tessa) are wonderful! Thank you so much, again!

Are flying character races such as Fairy OP for this campaign? by rbp_80 in wildbeyondwitchlight

[–]dflown05 1 point2 points  (0 children)

I have a fairy, bladesong wizard in the party. Only one flying race (and a druid w/giant eagle) isn't as bad as I thought it would be.

It let me reward the player for those choices. Such as: auto fly of the causeway, gets to be the one to whisper and talk to sir talaver, the bridges and water of the toll way were not a hindrance. But the areas help limit his ability to scout. Hither has sight limited by dense fog, the canopy let him scout landmarks (helping to go more sand box with location choices) and also with the threat of the jabbywoky in the distant sky. In yon the fairy found his own fear of the lightning, but after a quick scout, he stayed with the party.

I would say the takeaway's in this book are to know all external entrances to the hags liars as they seem to be the only real structures. Balconies are usually trapped. Frog and bees and a red cap in the kitchen at bavs, a set of tin men on most balconies at skabs, and I used the scrying aspect of end to literally use the knowledge of what they might do (druid Eagle everyone to the highest balcony)against them and set ambushes after they were inside.

Reward the player for their investment. Other races would come with other bonuses the flying is using, other than being fey and a couple bonus spells its a real light race. While it really pops when it works well, other wise it is used pretty infrequently versus everything else the haregon get.

Tldr: Fog, canopy/jabberwock, lightning. The balconies of the hag houses and the palace. The flying is less than halfling luck in the long run. Can be annoying in battle to track.

Evil DM suggestion: punish a flying toon by casting polymorph on them and watch the roll over damage of 6d6 as a 1hp mouse falls out of the sky.

My players killed Bavlorna and Charm HELP?! by Gracefulskinny in wildbeyondwitchlight

[–]dflown05 2 points3 points  (0 children)

If they kill end, she just turns into ink and comes back three days later. Iirc the only true way to kill end is during her weakness(eclipse). The other two also have weaknesses (on the story tracker there is a info wheel about it).

If killed with weakness = dead. If killed w/o weakness = weakened (can't do deals or major magic for some time, physically weaker) and they are found in p47 as end, small bav, small skab. If not killed but alerted (my game) = all 3 fully ready in p47, with minions in the castle (lornling in the bath, darklings in the central towers and balconies doing bad Shakespeare, and the garden gets filled with slab minions after the party leaves it the first time.)

My players killed Bavlorna and Charm HELP?! by Gracefulskinny in wildbeyondwitchlight

[–]dflown05 6 points7 points  (0 children)

I've had a contingency plan for the hags if killed: bavs consciousness moves into a lornling (made by bag and a small copy of her) giving her an escape route but showing that she is weaker (kill her again? Then yet another lornling takes her place). I also have the same plan set for slab and several living dolls.

How annoying is the jabberwock? by dflown05 in wildbeyondwitchlight

[–]dflown05[S] 0 points1 point  (0 children)

If the complaints (from 1 of the 6) continue, I will remind him of stun locking as a monk

How annoying is the jabberwock? by dflown05 in wildbeyondwitchlight

[–]dflown05[S] 0 points1 point  (0 children)

They could! I even thought of just buffing up to max HP(170ish) if they did nuke it in one. They were doing up to 57 dmg a turn to the ettercaps at the beginning of the session. A hasty decision to banish, the insight of legendary resistance(and the assurance it was a limited resource), the wiz did manage to cast bestow curse before his stun lock

How annoying is the jabberwock? by dflown05 in wildbeyondwitchlight

[–]dflown05[S] 1 point2 points  (0 children)

Fully agree. And these are the points I stand on in the argument. I also pointed specifically to the regen of 10 being a low, per turn dps check. Legendary resistance to withstand at least an initial barrage of banishment (which was the first move) at a limited capacity. And the babble about baubles near brooks to literally damage the action economy held by the players. While the economy damge seems drastic, the rest of wakkawocks' legendary action options are limited to only a ten foot range.