Episode 14: Flagnasathar the Multisyllabic

New thing this time!

The Abridged Version

We’ve added an abridged version of the episode, which eliminates all the combat dice-rolling wargamey bits. The full and abridged versions will live in the same feed and should otherwise be identical. There’s a chirp tone to indicate that a combat has been skipped over. Starting with Episode 16, we should verbally indicate as well.

Onto the Notes

marching order

Druid-barding — the Mearls-Meld — hirelings Jimmy & Timmy, Pip & Pop, Genevieve & Alistair — discussion of side treks — fight 40 orcs y/n — we change the hexmap scale — our next season — fire cultists — Forgotten Realms names need work — tracking orc captives — surprise — orcish syllabic naming conventions.

“Hand-holding twin albinos.”

“They polish continually.”

We changed the hexmap scale from 10 miles to 1 mile. The whole module makes way more sense that way. Highly recommended.

 Next season of the podcast, Jim might DM Out of the Abyss, the new new WotC module.

From now on, when I roll random encounter checks, I’m going to roll to see what table I roll the encounters from: the low level table or the high level table.

Here’s how I’m going to do it:

  • roll a d20
  • if the roll is OVER the level of the highest level PC in the party, use the Early Travels (low level) table
  • else, use the Later Travels (high level) table
This means you have a linearly increasing chance of having high level encounters as the party increases in level.
Shadow fails save vs Ironfang‘s flaw

mop-up

it’s over before the first round is

Advertisements

Episode 13: It’s a Trap

False welcome — long, intense battle — achievement unlocked.
This was some fight.

The party walked into a trap. I thought it was an obvious setup, but apparently people can’t read minds?

In any case, the baddies came in waves and surrounded the party.

All the mobs in the whole place came in to fight.

But my players have excellent tactics. This ain’t their first rodeo.

As you see below, they placed Geth in a side doorway, and Gallidon cast sanctuary on him, which means mobs have to make a Wis save to even attack Geth. On top of that, Geth dodged for his actions, which means mobs have disadvantage to attack him.

I don’t think he got hit after that.

Meanwhile, Shadow and Gallidon just wore the mobs down.

Until they routed. But, as one of the knights tried to escape, Geth shot out his vulture-mount from beneath him:

This episode is mostly fighting, but it’s a really good fight.