You gain 20xp and find 10 gold on the joke’s body.
You gain 20xp and find 10 gold on the joke’s body.
Starbucks is a real coffee chain that exists in the real world. Moondeer and sunfawn follow the same naming scheme, but the players didn’t realize that was what the DM was building to until the big reveal. It’s…pun-adjacent.
Fantasy Dexter. Actually loves murder, but instead just gets their kicks vicariously by stealing the memories of murderers
I remember hearing blahaj went away
Consider shrinking your scale. There’s an impulse to draw entire worlds or continents, but then you feel obliged to operate at that scale. The “Known world” of my players for the last 3 campaigns is roughly the size of Florida, and they don’t even see all of it, not by a long shot. In those 4 campaigns, they:
Shoulda used sorcery lol
Wait I found a reference to the page…and it’s not actually the right one.
Legally, they can’t send the Pinkertons to rob you, either.
Sorry I only got through the first half of what you said before I was distracted by firing you
Fuuuuuck I wanna be in that superhero game.
Now I want to play the reverse…a fake barbarian. A really intelligent wizard that realized people don’t ask him to work as much if he pretends to be illiterate and dumb. Quickened True Strike when he rages, etc.
It’s hard to get anything through the court in hell, what with every lawyer in history getting involved.
It’s called Theatre of the Mind. I’ve definitely done it, and it has it’s advantages (cheap, lower prep time) but I don’t favor it nowadays. Especially in my last campaign, a swashbuckling pirate adventure, I tried to always have at least some kind of visual aid, because it’s critical to that swashbuckling feel - the players can’t swing from the chandelier if they don’t know there’s a chandelier.
The Warlocks were all Pact of the Fey all along.
“The town guard arrive, but they are startled by an acorn falling and shoot you 27 times.”
I’m saving that for a “journey to the new world” campaign at some point in the future.
“Try more games” is great advice, and it’s always good to expand your horizons, but at some point it stopped being actual advice and became the catchphrase of people who just can’t handle the idea that someone would choose to play D&D.
Training my players to constantly make perception checks is the last thing I want to do. Nothing bogs down a game faster. If there’s no point in rolling the dice, don’t make them roll. If you’re worried that calling for a roll will make them metagame paranoid, call for an occasional pointless roll, don’t make it a constant expectation.
If they promise to be my new best friend they can keep the silver