Thanks for watching! Want more Web DM in your life? Check out our Patreon for our podcast, bonus vids, and more! Patreon.com/webdm Or our Twitch channel for live streamed ttrpgs every Tuesday, Wednesday and Thursday! Twitch.tv/webdm Or our live play archive on TH-cam: TH-cam.com/webdmplays
Thanks for yet another amazing upload! If you ever run low on topics, would be a tremendous help to know some tips about co-dming or dming for a game of 12 players, especially, when they split in half and want to ambush each other, haha. Listening to your videos as an audiobook while at work, love it!
You made reference of the party learning backstory and information from the Lair as they are trying to escape and flee after losing. What are some suggestions on how to set up encounters so that if things are going bad that the players can try to run away and try again later? Such as how to hint that it is possible without blatantly saying do you want to try and retreat? I ask because a lot of the time the big bad fights seem to be played out as do or die scenarios which have several good endings but only one bad ending. Ideas for setting up bad endings other than TPK would be great.
i dont mean to be so off topic but does someone know of a trick to log back into an instagram account..? I stupidly lost the account password. I would love any tricks you can offer me
"I caught the skeleton of a fish, and then it bit me." is an amazing tagline for a campaign. It perfectly sums up what the campaign is about in a clever and unexpected way, I love it.
My campaign's Lich sacrificed a city, Full Metal Alchemist style. He's now sitting pretty in the palace at the heart of the dead city. I like the aesthetic and lore I have behind it, but prepping that for encounters will be a massive undertaking
Imagine the Jim and Pruitt lair actions capable in that garage. Honey biscuits, miniature swarms and the armor of quality facial hair. Dragons and Beholders are cool, but that's real power folks.
An idea I had for a lair was for a high level Rogue Mastermind. A big room that is riddled with rectangular columns spaced at regular intervals, in a grid pattern. So wherever you are in the room, you can only see in the four cardinal directions. Your maneuverability is decreased because you're forced down these narrow lanes, and the columns make it so you have limited sight lines. Unless you're a high level Rogue, who has the benefit of blindsight. So the whole battle just involves this Mastermind using the environment to her advantage. She knows where the party is at all times. She can pull off really effective hit and fade tactics. Constantly getting sneak attacks, because she can slip into and out of hiding. The guys with bows or spells are useless, because they can't get line of sight. All the while, the Mastermind is working with a crack team of melee minions - champions and veterans and such, with big heavy shields that basically turn them into walls. They keep the party in place, while she runs around columns, using bonus actions to give them advantage. As a boss encounter, she's got legendary actions, like the ability to run and disengage in between player turns, or the ability to throw poison smoke bombs or flashbangs. For lair actions, I'm imagining that the room itself is riddled with traps and mechanisms that she can set off at a moment's notice. Steel ball bearings rain from the ceiling and cover the floor, turning the ground into difficult terrain. (And she's got a ring of free movement, so it doesn't affect her). Trap doors that become active, that party members can fall through. (Also good for making her escape, if things get too hairy). Vents that open up in the columns and spray fire, damaging anyone in a 15 wide line. Maybe even something as simple as portcullises dropping down, potentially trapping people or at least limiting their movement.
There are plenty of other ideas I can think of, off the top of my head: 1) Battle on the deck of an airship, Final Fantasy X style. Lair actions involve commanding the pilot to do some fancy flying. Tipping the ship so PCs fall over, heading into a cloud bank to disrupt visibility, aiming the onboard cannons to fire on the party. 2) A Mind Flayer's lab, whose walls are riddled with holes that cranium rats can travel through and peek out of. They hide on the fringes, using their telepathy - and the ability to Detect Thoughts - to keep a constant eye on what the PCs plan to do. The lair action involves the cranium rats spying on one PC's thoughts at a time, then relaying that info to the mind flayer. For that turn, the Mind Flayer has advantage against to hit that PC and to deal with their saving throws, and _imposes_ disadvantage on the PC to hit the mind flayer. 3) A fight against a wall-crawling boss - like a massive spider (or a _drider_ ?) - that takes place entirely mid-climb up a long vertical shaft. A battlefield with no place to stand, where PCs must rely on climbing ability and/or rope. "Useless" spells like Spider Climb just increased in the value they would have had, had the casters in the party prepared or learned them. Boss uses lair actions to send debris or other heavy objects falling down from above to hit the PCs, possibly dropped by the boss's allies above. Same with trails of oil or other slippery stuff pouring down from above, that disrupt footing.
Bluecho4 these are all good ideas. I’m going to use at least one of them. I came up with the idea of a demon or devil having portals to lower planes that the party have to travel through and, depending on the plane it leads to, have different lairs and lair actions. I hadn’t really fleshed it out much, but it’s just a concept. Feel free to steal this. It would also work with celestials, just swap the lower planes to upper planes, or you could use dragons or fey and have the portals lead to any plane you want. It’s very open ended, so it’s widely applicable. Edit: Another idea is to have demiplanes that different portals lead to. Little dimensional pockets of death.
While it's a cool idea. It falls apart as blindsight does not see people who are behind full cover. It explicity states that. Blindsight isn't X-ray. It just allows them to see without eyes. Think heightened senses.
The articles Jim mentions can be found on the Wizards archive by searching Wyrms of the North. It includes a territory map of the Sword Coast showing the areas dragons lay claim to. It covers big obvious dragons like Klauth as well as Voaraghamanthar (the twin black dragons mentioned in the vid). The twin is actually Waervaerendor and the pair hide out in the Mere of Dead Men (Halfway between Waterdeep and Neverwinter). It also covers the good dragons such as Nymmurh. There is tons of lore in the articles of both evil and good dragons, their lairs, their interactions within 'human' society, their motivations, the power they have at their disposal, etc... A must read if you're planning on including dragons in a campaign.
"OR YOU'LL DO WHAT!? RELEASE THE DOGS? OR THE BEES? OR THE DOGS WITH BEES IN THEIR MOUTH AND WHEN THEY BARK THEY SHOOT BEES AT YOU!? WELL GO AHEAD, DO YOUR WORST!"
I think the Overlord anime is a perfect example of a powerful necromancer, powerful servants, and a legendary lair. Also, the giant goat-things in season 3 are insane. He killed/sacrificed like 15,000 enemy soldiers to summon 5 giant, legendary multi-headed goat monsters. They were basically unkillable and unforgettable, lol.
He killed 70,000 with the initial casting, the summoned Dark Young then killed an additional 110,000. Each one was effectively a high level raid boss in his prior game, making them near unkillable even by incredibly high level people. He cast that spell intentionally because if there were any person present from his prior game they would have done everything in their power to stop him from finishing that spell since it had such a long casting time.
I had a Necromancer once whose lair was a hospital, and he was the chief of surgery. Once the party discovered his shenanigans, not only did they have to deal with the Necromancer and his minions, they also had to deal with the people who worked with him as doctors and the townsfolk around the hospital because he was beloved for saving so many lives.
After reading Mordenkainen's Tome of Foes, I had an idea where a young/adult dragon turns up in a setting and starts wreaking havoc. It's way smarter than its age would suggest and has dangerous amounts of magic and magical items, as well as the know-how to gather powerful slaves... Because it spent a few centuries or more serving its required tour in the Astral Plane as a mount for a Githyanki, as demanded by Tiamat. It hated it at first, now not only are they far more powerful for it, but they're set to outlive any potential dragon rivals that could be feasibly strong enough to kill it through their legit age. Basically, a Young (or Adult?) dragon with a variable number of levels in Wizard or Sorcerer and possibly Fighter, kitted out with magic items and a slew of slaves inordinately powerful compared to its biological age.
Ran a game years ago where a young adult green dragon became the Guardian of the Bridge and clawed out & level wagon trail road, just to flex it's muscles. The result was five merchants that make use of the improved roads for quicker travel through the hills instead of having to around them. The highway woodmen that bandit the area and hide in those hills, and the three nobles that tax the trade and hunt or employ those given bandits. And now the dragon is catch all in the middle of it all. When my game shop starts a new mini campaign, all players pull multiple index cards to see which type of character arch type they will be playing. Meaning the players can end up as the noble or even the dragon for " role " playing.
The Lich/big bad having the other mages take the concentration of the spell sounds like a really cool idea. Totally gonna keep that in the bag-o-tricks.
Lair actions and environmental effects are the perfect way to run a haunted house adventure. I’m working on something involving mimics as the basis for a structure along this line...
Using terrain to foreshadow is something I'm taking away from this video, and something I could do a lot more in my own game, love learning something new, great job.
When I heard necromancer physician, my mind went right to The Void. Pretty good movie and has a lot of inspiration for both a dungeon environment as well as a CoC adventure
Thanks for another great video! This one really got me thinking of unique ways to interpret villains and now I’m drawing up an underdark necromancer who has access to a city’s cemetery above, so the minions aren’t rising out of the ground, they’re falling from the ceiling!
Idea: A necromancer lair that is accesed through a deep corpse pit full of bodies that part for the necromancer but rip their foes asunder. The town nearby has no idea the lair is even there, they just throw the bodies into a pit and don't go near it 'cause of the smell or the grossness of it.
Really great that you have a sponsor for this video btw. Proud of the channel and what it's become. I really like these longer/more content videos far better than little snippets.
Here' a rando idea for a random regional effect encounter that help foreshadow: As the characters trek across the open plains of the hex map they see up ahead not a flock of carrion birds circling something, but rather a thick cloud of carrion birds. Whatever it is its something big to have drawn that many. A the character approach and try to travel by they get attacked by 'Vulture Men' (use any Birdman race). These bird men are jut protecting their flock and they massive carcas. The Bird men are using weapons and items they have taken off others who have been scavenging from the giants corpse. If the character make it past they see that the carcass is a dead giant. If they investigate they can determine that the giant was killed by an . This also sets up that later in town they encounter people using stuff obviously stolen from the giant carcass, and the Vulture Men are in town as NPCs.
I have been listening to you two for a minute now and Pruits Hicks vs. Leary comment was absolute gold! Keep it up guys! Love your channel! if you ever need a fifth...
I like the idea of a martial based lair action being war drums pounding; buffing the bad guys (bonus action attack, +2 to hit etc) and debuffing the party (fear effect, forced concentration check)
I've actually been wanting this sort of topic to be covered more extensively as I'm a big fan of "Boss Encounters" and I think Lairs are a great way to feed into that, though I have only actually used stuff similar to the mechanics of 5e in completely different games. I'm hoping with my current campaign I can come up with a cool BBEG that will allow me to utilize those mechanics more, but this video has definitely got my creation juices a flowin. Thanks once again, guys! :D
I used magic items to create these effects in fourth edition. For example I had an ideal that created an area effect the undead continued to rise in the area. A giant spider had took over a manner house. As it killed people they would then rise as undead protecting the ideal. The spider treated the undead as its web.
So for a fun twist on Lair Actions, I had my party's secret resistance hideout get raided/ambushed (because they RP walked into that situation). So they defended it against a few waves of enemies but I decided to give them friendly lair actions. So the Resistance Leader was running around fighting but also on Lair Action initiative count 20 doing a special lair action. Worked and meshed well for story purposes because naturally the party only got the beneficial lair actions if the Resistance Leader was alive to do them so they had to kind of naturally protect said leader.
Thanks for this. I've always been very interested in lairs, lair actions, and the like, and it's helpful to have a well-made and comprehensive discussion to draw from.
I have been helping a new DM learn the ropes. He is running Princes and we jokingly made the comment about the Necromancers Cave, which is a fairly boring scenario... and he re-worked it as the "Necroromancers Cave"... a Necromancer pimp that runs a brothel of undead.... and business was good... lol
So I made a lair for Baphomet from MTOF and what I did was make it underground like 20ft in a Maze, then when he reversed gravity the roots of the maze above grabbed at the PCs if they tried to cross them so they have to fight upside-down in a Maze while Baphomet ran over the roots freely.
6:12 - "Your rules don't apply to me. Mechanically, I'm playing a VERY different game than you." Care for a conversation about what those differences are and why they're fun?
Waterdeep has dragons living in it. Their mostly hiding out as humanoids. Its mostly only certain types of dragons though. Off the top of my head though i can't recall which ones. Maybe the Song Dragons.
I really love you guys. Currently I am not in a position to really support you well but I plan to if I can get more fully employed. Thanks for all the free content
The two lairs that my players hated the most: the Vast Oblivion from OotA and Cyrog's lair, an undead elder brain that worked for Orcus. The beholder just did what he's good at (using flight, ranged attacks and the antimagic cone), but the elder brain was a mess: bunch of minions that could paralyze and that had a psychic link with the elder brain, using the PCs to form more links, spamming legendary action psychic pulse using the PCs and the minions to deal a bunch of psychic damage in area, locking in place the dangerous PC with wall of force so my minions live a bit more, etc. The PCs were basically dead before they even got to the elder brain
I like to allow liar actions to possibly be disabled if the group takes efforts to undermine the monster. It makes it fun to make a low level monster hunting group that researches their prey and spends an adventure figuring out how they could possibly infiltrate that perfect lair. Great video guys. This is a super cool feature of 5th Ed.
First of all, great episode as usual, y'all! I really appreciated the comments about how fighting a creature in its own lair is supposed to be EXTREMELY difficult. It makes sense! If a creature has a long time to prepare defenses that compliment its fighting style, of course it will make things difficult! I do have a question: how are you supposed to deal with the direction of the beholder anti-magic eye-beam? As in, in combat, how do you fairly have the cone move around? This question applies for medusas and Umber Hulks as well. I was thinking that it gets to shift its gaze to one spot on its turn, then as a legendary action rotate to face a new direction. I don't recall this being discussed in the Monster Manual as for what you're officially supposed to do.
One fun way to use lair actions I've used is when the players are in a pit fight or Coliseum. The crowd acts on the lair action, doing stuff like cheering to give the opponent advantage, throwing things to alert monsters of any hiding PCs, etc.
The beholder in the vast oblivium didn't do so well against our party. It rolled low on initiative, the ranger critted his lightning arrow, and we tore through it. One round, one dead beholder
Thanks for the upload, guys! I was slowly running out of your videos which I Iisten as audio books at work. I have a question for a future video or just here: how would you DM for two parties, who have a huge chance of encountering each other in social or even combat encounter, but usually play at different sessions? Turn them into npcs and if things go south, stop on a cliffhanger? Co-DM (worth another topic)? How would you choose to run a long-term campaign of 12 people with them being in two separate parties, especially if they want to make surprise attacks on each other?
If something like them meeting does happen you could do a special session on a Saturday/Sunday night where every one gets together, or if they aren't outright enemies you could just be frank with your players and tell them when they meet the other party "hey these guys are other player characters and it would really cause a bunch of problems if you guys attack them please be civil." Or you could have them meet and attack and you just split the games like 2 different time lines where in group 1 they attacked group 2 and just go with the what happens and when you go to group 2 for their session have group 2 meet group 1 and go with what happens
1.) You may try to have the absentee players use Discord to communicate their basic strategies or flat-out play via text. Like the old rpg games. Kinda slow, but plausible. 2.) If you know the players tendencies, you could run their characters accordingly. As long as they're kool with it, of course, but do whatever you want to keep the absentee characters from dying or losing magical items. Maybe the absentee group has an ancient map that the other guys do manage to steal, but everyone that's absent lives through it. 3.) Dont tell the absentee PCs, run the encounter without them, and if they aren't happy about it; reset the game world to before the bullshit happened. Like it was all a nightmare induced by the antagonist to keep the 2 parties from cooperating against him. Later on, both groups are present for an all out assault against the big bad, or they enter his lair from different positions. In any case, good luck with your 12 person game. It sounds like it could be an epic adventure.
@@braxtonrasmussen2110 actually I would exactly WANT the fight to be possible between them! It would be an absolutely fantastic experience if players would ambush an NPC party on the same quest thinking those are their rivals or even enemies, only to eventually find out that this a party that is as ready and prepared for combat. That's exactly why I would not want them to know that the other party is PCs - so they don't metagame an alliance just because they know those are human players About different timelines, this could be a decision, but I would call this a plan B. I'm more curious how to manage the game when there are two player parties, one wishing to ambush or befriend the second party, without the second party being at the table. Or just being in the other room!
@@caramonmajere447 I had very similar solutions with 2) and 3)! Obviously, no lethalities or any major loses, I would much more prefer to make the other party appear as rivals, antagonists, not straight enemies. You know, some rumble between them might occur, but nothing too bloody, unless the both parties are present. But other than that, I would like this to be dragged as long as possible, without the players being aware of another player party, narrating the story to other party as if those were NPCs. My goal of this whole thing is so that, well, there's a sudden plot twist, less murderhobo and more partaking in the world (respecting the npcs, trying to understand motives) and, of course, who doesn't want to see a PvP!
@@danasko6447 It sounds like you have a pretty good handle on the PC's group interactions. With that many people, your lair will have to be quite powerful. Especially so, if the players are 3rd or 4th tier when the time comes. Regarding player interactions, there's a chance that one or more could swap sides. Here's a condensed tale of a player that, without the others knowing IRL, conspired throughout the campaign and betrayed them all in the end. I wish I had played in that campaign, even if i was betrayed. It would've been a blast. th-cam.com/video/30Yi22JD2Jo/w-d-xo.html
I like the idea of a necromancer making its lair near a tar pit. It could use a lair action to raise the skeleton of something that long ago got caught in the tar.
Currently have my level one players assisting a one-armed, vengeful hag to slay her sister hag on the other side of the forest to reclaim her missing arm. Lairs would be an awesome way to depict the struggle between the two and see how the power struggle effects the forest around them.
Watch Goblin Slayer (1st episode is exceptionally brutal; you have been warned), is one of the best examples of Goblin Lair design... caves/castles/ancient catacombs/abandoned villages; in short, goblins have numbers and cunning so if they need to they could fortify a location. If they have watched carefully as people use boats or carrages they can learn... What I am getting to is THEY LEARN. What have they learned and what was there before the goblins took over; are they being lead by a goblin that has survived multiple adventurerer raids or have they been involved in any wars; How smart is the leader.
I used a dragon called a salamander in the underdark, it was like a behir but with more dragony abilities and lore. It made giant tunnels and earthquakes under a dwarf city.
Thank you for mentioning Dennis Leary's joke theft. He ripped off Bill Hicks for that role in Demolition Man, and he ripped off Louis CK's "I'm an Asshole" too.
[SPOILERS FOR MY CURSE OF STRAHD PLAYERS, NOT THAT ANY OF YOU ARE LIKELY TO READ THIS] ---------------------------------------- I love Lair Actions as a concept for both tactical and roleplaying opportunities. I kinda wish I had thought of the idea as a general rule (instead of one-off things for very specific encounters, which I'm sure I or my friends have done at some point) way back when I started DMing back in the mid-90s because of the how much such actions offer. In my current Curse of Strahd game, I decided to get a little creative with Strahd's Lair Actions in Castle Ravenloft. He has the usual ones that can be applied anywhere (which includes one I added where Strahd simply regains a Superiority Die, since I gave Strahd 7th level Battle Master abilities - not the main Fighter stuff like Second Wind or Action Surge, but just the archetype's Battle Maneuvers), but he also has one lair each for each section of the castle that is unique to that area alone. For example: in the *Main Floor* section, a single Specter (with only 1 HP) appears within 30 ft of Strahd that acts immediately, then completely vanishes after its "turn" is completed. In the *Rooms of Weeping* section, the sounds of crying can be heard throughout the area; all creatures (except Strahd and his minions) must make a Charisma save DC 17 or begin weeping uncontrollably, which causes them to be Incapacitated until the next Lair Action occurs. In the *Spires of Ravenloft*, powerful gusts of wind blast through the area, blowing out torches, causing ranged weapon attacks to suffer Disadvantage, and turning everything into Difficult Terrain for every creature except Strahd (even his minions are affected). In the *Dungeons and Catacombs*, shadows flicker and slither at the edge of peripheral vision for all living creatures. Such creatures must make Intelligence saves DC 17 or Strahd and his allies gain Advantage on attacks against them until the next Lair Action; a successful save renders a creature immune for one minute. I also did one for each of the other sections (a one-round wall of shadow for the Court, and screams that cause disadvantage to attacks and ability checks, but successful saves also immunize for one minute), but I figured this was enough to show the breadth of the concept. :) In all the unique Lair Action cases, once one has been used, I roll 1d4 at the beginning of the next Lair Action (adding a cumulative +1 for each additional round after), and the unique action can be used again when a total of 6 or more is rolled. None of them are crazy overpowered, but this way the PCs can have a little breathing room since all of them are essentially the very castle's own evil working against them to a degree. And yes, I gave Strahd Battle Master abilities specifically for _Commander's Strike_ and _Know Your Enemy_ since it makes sense considering his background as a commander of soldiers; he also got _Disarming Strike_, _Evasive Footwork_, _Menacing Strike_, and _Riposte_ to round him out. Obviously, he only uses them if he's collected enough to fight as a soldier. If the PCs do anything to get him angry, he'd devolve to what he truly is: a monster.
Reminds me of Superfly from JoJo's Bizarre Adventure. It's a telephone tower that bonded to someone's soul. It can reflect all incoming attacks, strives to keep the person that it's bonded to alive and traps people in it if they try to leave. The actual person isn't much of a threat, but he understands how to angle the energy blasts and traps people inside before running away
Concept: A game where your players make a boss monster and minions, using rigorous mechanics to set up their dungeon, leading to a final fight where they have legendary actions and lair actions, to fight against a DM-controlled party of adventurers.
What dragon is it? I’m think the white,that builds a lair like a fn beaver. I love it. It gathers huge hoards of limbs ,branches etc and burrows through to make a habitat
I have a question. If a beholder looked in a mirror, would the anti magic cone reflect off of the mirror? This could be either back at it self or if the beholder set up a liar covered with mirrors so the whole are was anti magic. Just curious what you think. Great episode by the way.
Speaking of Dragons (in a dungeon), I have always assumed that they just dug their way down there, to be left alone and await some unknowable date when they would rise again and take action for any reason. Furthermore, It seemed that the implied structure of D&D was that creatures who worshiped similarly aligned deities to the embedded dragons, often found their way into the catacombs of its lair because Dragons are able to provide wealth and knowledge in exchange for the protection and service of lesser creatures. I realize that this has always been my own conjecture, but, did no one else seriously consider this?
Their lair is either so insanely difficult to overcome that no one wants to invade it, or its a lair with actions that make it a super chill place to hang out and game. Lair actions like dramatic lighting, drink refills and pretzel delivery.
I literally thought this was Liars and Liar actions, discussing deception moves as well as possible in-party lying which can lead to good and bad moments in a game, until Pruitt dropped the punchline and now i feel like an idiot but also jipped cuz id like to see an episode discussing deception in D&D lol
I have found realistic lava to be a more insteresting and fun environmental hazard than the standard fantasy hot-water. Medium-sized humanoids could actually walk on real lava, if they can somehow manage the searing heat. Lava has the same density as stone, very few things actually sink in it.
I just finished a homebrew campaign where there is a sense of doom that is going to take over the world. We may hold it off a few times but evil always finds a way. When I was playing my monk, I had managed to get the all so hostile Gith fight against some cultists that were planning to summon an Atropal. By the end of it the Gith are all died & the Atropal gained a planar traveling ship. We were way too under-leveled back then so when we came back to strike down the Atropal we had noticed the ship was gone. Had no idea where it went. With my monk retired I was now playing a barbarian & lord behold on our final session for the campaign there is the ship... along with a flying black blob that kinda resembles a dragon but has some tendrils sticking out of it with the ship now having similar features. We had learned from the dm that creature came from the far planes (personally I don't know anything on the far planes) & the ship turned into a lair.Every turn as a lair action it could summon something called star something mage. Anyway it didn't matter as we turned it into an Awakened Tree. If anyone wants I can expand on the story of how I got the Gith to fight some cultists.
Thanks for watching! Want more Web DM in your life? Check out our Patreon for our podcast, bonus vids, and more! Patreon.com/webdm
Or our Twitch channel for live streamed ttrpgs every Tuesday, Wednesday and Thursday! Twitch.tv/webdm
Or our live play archive on TH-cam: TH-cam.com/webdmplays
Thanks for yet another amazing upload! If you ever run low on topics, would be a tremendous help to know some tips about co-dming or dming for a game of 12 players, especially, when they split in half and want to ambush each other, haha. Listening to your videos as an audiobook while at work, love it!
Thanks for the suggestion!
You made reference of the party learning backstory and information from the Lair as they are trying to escape and flee after losing. What are some suggestions on how to set up encounters so that if things are going bad that the players can try to run away and try again later? Such as how to hint that it is possible without blatantly saying do you want to try and retreat? I ask because a lot of the time the big bad fights seem to be played out as do or die scenarios which have several good endings but only one bad ending. Ideas for setting up bad endings other than TPK would be great.
i dont mean to be so off topic but does someone know of a trick to log back into an instagram account..?
I stupidly lost the account password. I would love any tricks you can offer me
@Van Canaan Instablaster ;)
Jim Davis: I’m actually looking for 4th edition stuff.
Pruitt: It’s like I don’t even know him anymore...
😂
"I caught the skeleton of a fish, and then it bit me." is an amazing tagline for a campaign. It perfectly sums up what the campaign is about in a clever and unexpected way, I love it.
My campaign's Lich sacrificed a city, Full Metal Alchemist style. He's now sitting pretty in the palace at the heart of the dead city.
I like the aesthetic and lore I have behind it, but prepping that for encounters will be a massive undertaking
Ahh ..
Basically polled a Vecna
Honestly, this is my favorite channel. The quality is too high.
They're empowered by the table's lair actions.
Imagine the Jim and Pruitt lair actions capable in that garage. Honey biscuits, miniature swarms and the armor of quality facial hair. Dragons and Beholders are cool, but that's real power folks.
don't forget cheesy, contrived intros, those are extra deadly
Now i imagine a beholder with a huge thick beard.
@@merlinmeurer5339
I'm stealing this
An idea I had for a lair was for a high level Rogue Mastermind. A big room that is riddled with rectangular columns spaced at regular intervals, in a grid pattern. So wherever you are in the room, you can only see in the four cardinal directions. Your maneuverability is decreased because you're forced down these narrow lanes, and the columns make it so you have limited sight lines.
Unless you're a high level Rogue, who has the benefit of blindsight.
So the whole battle just involves this Mastermind using the environment to her advantage. She knows where the party is at all times. She can pull off really effective hit and fade tactics. Constantly getting sneak attacks, because she can slip into and out of hiding. The guys with bows or spells are useless, because they can't get line of sight. All the while, the Mastermind is working with a crack team of melee minions - champions and veterans and such, with big heavy shields that basically turn them into walls. They keep the party in place, while she runs around columns, using bonus actions to give them advantage. As a boss encounter, she's got legendary actions, like the ability to run and disengage in between player turns, or the ability to throw poison smoke bombs or flashbangs.
For lair actions, I'm imagining that the room itself is riddled with traps and mechanisms that she can set off at a moment's notice. Steel ball bearings rain from the ceiling and cover the floor, turning the ground into difficult terrain. (And she's got a ring of free movement, so it doesn't affect her). Trap doors that become active, that party members can fall through. (Also good for making her escape, if things get too hairy). Vents that open up in the columns and spray fire, damaging anyone in a 15 wide line. Maybe even something as simple as portcullises dropping down, potentially trapping people or at least limiting their movement.
There are plenty of other ideas I can think of, off the top of my head:
1) Battle on the deck of an airship, Final Fantasy X style. Lair actions involve commanding the pilot to do some fancy flying. Tipping the ship so PCs fall over, heading into a cloud bank to disrupt visibility, aiming the onboard cannons to fire on the party.
2) A Mind Flayer's lab, whose walls are riddled with holes that cranium rats can travel through and peek out of. They hide on the fringes, using their telepathy - and the ability to Detect Thoughts - to keep a constant eye on what the PCs plan to do. The lair action involves the cranium rats spying on one PC's thoughts at a time, then relaying that info to the mind flayer. For that turn, the Mind Flayer has advantage against to hit that PC and to deal with their saving throws, and _imposes_ disadvantage on the PC to hit the mind flayer.
3) A fight against a wall-crawling boss - like a massive spider (or a _drider_ ?) - that takes place entirely mid-climb up a long vertical shaft. A battlefield with no place to stand, where PCs must rely on climbing ability and/or rope. "Useless" spells like Spider Climb just increased in the value they would have had, had the casters in the party prepared or learned them. Boss uses lair actions to send debris or other heavy objects falling down from above to hit the PCs, possibly dropped by the boss's allies above. Same with trails of oil or other slippery stuff pouring down from above, that disrupt footing.
Bluecho4 these are all good ideas. I’m going to use at least one of them.
I came up with the idea of a demon or devil having portals to lower planes that the party have to travel through and, depending on the plane it leads to, have different lairs and lair actions. I hadn’t really fleshed it out much, but it’s just a concept. Feel free to steal this. It would also work with celestials, just swap the lower planes to upper planes, or you could use dragons or fey and have the portals lead to any plane you want. It’s very open ended, so it’s widely applicable.
Edit: Another idea is to have demiplanes that different portals lead to. Little dimensional pockets of death.
While it's a cool idea. It falls apart as blindsight does not see people who are behind full cover. It explicity states that. Blindsight isn't X-ray. It just allows them to see without eyes. Think heightened senses.
Onions have lairs, Ogres have lairs
This deserves so many likes. This is the comment we needed in these trying times. Thank you.
Incredible comment
You beat me to the pun... ^^;
I’m a terrifying ogre! Doesn’t that bother you!
@@jordanw2009 Nope.
Okay, so can we all just agree that WebDM has the best intros on all of TH-cam?
We agree!
Tekking101 is the only guy that comes close
The articles Jim mentions can be found on the Wizards archive by searching Wyrms of the North. It includes a territory map of the Sword Coast showing the areas dragons lay claim to. It covers big obvious dragons like Klauth as well as Voaraghamanthar (the twin black dragons mentioned in the vid). The twin is actually Waervaerendor and the pair hide out in the Mere of Dead Men (Halfway between Waterdeep and Neverwinter). It also covers the good dragons such as Nymmurh. There is tons of lore in the articles of both evil and good dragons, their lairs, their interactions within 'human' society, their motivations, the power they have at their disposal, etc... A must read if you're planning on including dragons in a campaign.
"OR YOU'LL DO WHAT!? RELEASE THE DOGS? OR THE BEES? OR THE DOGS WITH BEES IN THEIR MOUTH AND WHEN THEY BARK THEY SHOOT BEES AT YOU!? WELL GO AHEAD, DO YOUR WORST!"
Someone has to make a top 10 WebDM intros and this one definitely has to be at least in the top 3!
I'm giving this a 👍 but we all know the lair/liar pun is cheesy as the 9 hells.
Bowser making the area shaped into a star on Mario 64 by stomping was a liar action. Also great game.
Bowser the Liar.
Didn't know Bowser was Woolie.
Remember the time Woolie killed that guy?
I think the Overlord anime is a perfect example of a powerful necromancer, powerful servants, and a legendary lair.
Also, the giant goat-things in season 3 are insane. He killed/sacrificed like 15,000 enemy soldiers to summon 5 giant, legendary multi-headed goat monsters. They were basically unkillable and unforgettable, lol.
He killed 70,000 with the initial casting, the summoned Dark Young then killed an additional 110,000. Each one was effectively a high level raid boss in his prior game, making them near unkillable even by incredibly high level people. He cast that spell intentionally because if there were any person present from his prior game they would have done everything in their power to stop him from finishing that spell since it had such a long casting time.
I had a Necromancer once whose lair was a hospital, and he was the chief of surgery. Once the party discovered his shenanigans, not only did they have to deal with the Necromancer and his minions, they also had to deal with the people who worked with him as doctors and the townsfolk around the hospital because he was beloved for saving so many lives.
After reading Mordenkainen's Tome of Foes, I had an idea where a young/adult dragon turns up in a setting and starts wreaking havoc. It's way smarter than its age would suggest and has dangerous amounts of magic and magical items, as well as the know-how to gather powerful slaves... Because it spent a few centuries or more serving its required tour in the Astral Plane as a mount for a Githyanki, as demanded by Tiamat. It hated it at first, now not only are they far more powerful for it, but they're set to outlive any potential dragon rivals that could be feasibly strong enough to kill it through their legit age.
Basically, a Young (or Adult?) dragon with a variable number of levels in Wizard or Sorcerer and possibly Fighter, kitted out with magic items and a slew of slaves inordinately powerful compared to its biological age.
Ran a game years ago where a young adult green dragon became the Guardian of the Bridge and clawed out & level wagon trail road, just to flex it's muscles. The result was five merchants that make use of the improved roads for quicker travel through the hills instead of having to around them. The highway woodmen that bandit the area and hide in those hills, and the three nobles that tax the trade and hunt or employ those given bandits. And now the dragon is catch all in the middle of it all.
When my game shop starts a new mini campaign, all players pull multiple index cards to see which type of character arch type they will be playing. Meaning the players can end up as the noble or even the dragon for " role " playing.
Jim is hardcore channeling Gob Bluth in this episode’s intro
It's an illusion, Pruitt.
Bees?
The Lich/big bad having the other mages take the concentration of the spell sounds like a really cool idea. Totally gonna keep that in the bag-o-tricks.
Lair actions and environmental effects are the perfect way to run a haunted house adventure.
I’m working on something involving mimics as the basis for a structure along this line...
Using terrain to foreshadow is something I'm taking away from this video, and something I could do a lot more in my own game, love learning something new, great job.
I love Pruitt's expression at "The Kingdom of Whateverdonia".
YES, webdm just makes my day a better day every time
“Let’s make him a duke. A kick ass duke. Or leader formally known as king!”
When I heard necromancer physician, my mind went right to The Void. Pretty good movie and has a lot of inspiration for both a dungeon environment as well as a CoC adventure
I love that movie! So underrated
Thanks for another great video! This one really got me thinking of unique ways to interpret villains and now I’m drawing up an underdark necromancer who has access to a city’s cemetery above, so the minions aren’t rising out of the ground, they’re falling from the ceiling!
Idea: A necromancer lair that is accesed through a deep corpse pit full of bodies that part for the necromancer but rip their foes asunder. The town nearby has no idea the lair is even there, they just throw the bodies into a pit and don't go near it 'cause of the smell or the grossness of it.
Nice Tenacious D reference, Pru. Really snuck that kick ass duke in there.
Really great that you have a sponsor for this video btw. Proud of the channel and what it's become. I really like these longer/more content videos far better than little snippets.
Here' a rando idea for a random regional effect encounter that help foreshadow: As the characters trek across the open plains of the hex map they see up ahead not a flock of carrion birds circling something, but rather a thick cloud of carrion birds. Whatever it is its something big to have drawn that many. A the character approach and try to travel by they get attacked by 'Vulture Men' (use any Birdman race). These bird men are jut protecting their flock and they massive carcas. The Bird men are using weapons and items they have taken off others who have been scavenging from the giants corpse. If the character make it past they see that the carcass is a dead giant. If they investigate they can determine that the giant was killed by an . This also sets up that later in town they encounter people using stuff obviously stolen from the giant carcass, and the Vulture Men are in town as NPCs.
As an Edinburgh local, I loved the shout out to the city's undercity!
I have been listening to you two for a minute now and Pruits Hicks vs. Leary comment was absolute gold! Keep it up guys! Love your channel! if you ever need a fifth...
Dang, I haven't watched this channel in a couple months, and the quality has gotten a lot better in the last 2 vids.
👍
That moment when the camera zooms in at the start and you momentarily believe the two burly DMs are pants-less.
POGGERS
I like the idea of a martial based lair action being war drums pounding; buffing the bad guys (bonus action attack, +2 to hit etc) and debuffing the party (fear effect, forced concentration check)
You guys deserve so many more sponsors, I hope that keeps up!
I've actually been wanting this sort of topic to be covered more extensively as I'm a big fan of "Boss Encounters" and I think Lairs are a great way to feed into that, though I have only actually used stuff similar to the mechanics of 5e in completely different games. I'm hoping with my current campaign I can come up with a cool BBEG that will allow me to utilize those mechanics more, but this video has definitely got my creation juices a flowin. Thanks once again, guys! :D
Three words: pet cemetery necromancer. Army of skeletal and zombie pets attacking their former masters.
Im so glad you guys talked about death frost doom, its such an amazing adventure to actually spook your party with.
I used magic items to create these effects in fourth edition. For example I had an ideal that created an area effect the undead continued to rise in the area. A giant spider had took over a manner house. As it killed people they would then rise as undead protecting the ideal. The spider treated the undead as its web.
So for a fun twist on Lair Actions, I had my party's secret resistance hideout get raided/ambushed (because they RP walked into that situation). So they defended it against a few waves of enemies but I decided to give them friendly lair actions. So the Resistance Leader was running around fighting but also on Lair Action initiative count 20 doing a special lair action.
Worked and meshed well for story purposes because naturally the party only got the beneficial lair actions if the Resistance Leader was alive to do them so they had to kind of naturally protect said leader.
Thanks for this. I've always been very interested in lairs, lair actions, and the like, and it's helpful to have a well-made and comprehensive discussion to draw from.
I keep coming back to this one because I get different inspiration each time I need it. Big monster fight coming up.
I caught that Tenacious D refrence Pruitt. I'm so glad im not the only one who thinks of city hall when I hear duke.
So the Bat Cave could be an example of Dangerous an counter in a Lair can be .
I have been helping a new DM learn the ropes. He is running Princes and we jokingly made the comment about the Necromancers Cave, which is a fairly boring scenario... and he re-worked it as the "Necroromancers Cave"... a Necromancer pimp that runs a brothel of undead.... and business was good... lol
Wait so like... Do people go there to do it with undead?
I dunno it just seems like a very niche audience.
So I made a lair for Baphomet from MTOF and what I did was make it underground like 20ft in a Maze, then when he reversed gravity the roots of the maze above grabbed at the PCs if they tried to cross them so they have to fight upside-down in a Maze while Baphomet ran over the roots freely.
6:12 - "Your rules don't apply to me. Mechanically, I'm playing a VERY different game than you."
Care for a conversation about what those differences are and why they're fun?
I had my character grapple a beholder the turn it came into the area where the fight started. Keeping it on the ground helped the group so much.
4:44
I made this the ability "Following Lair" that makes the court that follows the BBEG a sort of lair, giving it Lair Actions & stuff
@Eddie Feves what else could it mean???
@@jgr7487 Big Boob Eddies Grandma
I can't fathom what anyone's boggle with Demolition Man would be.
Waterdeep has dragons living in it. Their mostly hiding out as humanoids. Its mostly only certain types of dragons though. Off the top of my head though i can't recall which ones. Maybe the Song Dragons.
I have mild dyslexia. Pruitt's opening confused me even more than the title. Whoops.
“Denis Leary is down there stealing Bill Hicks’s bit.” Brilliant!
Always nice to have another video from Web DM!
Loving Jim's impression of George Oscar Bluth there!
I really love you guys. Currently I am not in a position to really support you well but I plan to if I can get more fully employed. Thanks for all the free content
Web DM making that sponsorship bread
13:50 that Tenacious D reference!
Super inspiring stuff guys! I have a sudden and mighty need to go and re-read the monster manuals
The two lairs that my players hated the most: the Vast Oblivion from OotA and Cyrog's lair, an undead elder brain that worked for Orcus.
The beholder just did what he's good at (using flight, ranged attacks and the antimagic cone), but the elder brain was a mess: bunch of minions that could paralyze and that had a psychic link with the elder brain, using the PCs to form more links, spamming legendary action psychic pulse using the PCs and the minions to deal a bunch of psychic damage in area, locking in place the dangerous PC with wall of force so my minions live a bit more, etc. The PCs were basically dead before they even got to the elder brain
Man Deck of Many sponsoring EVERYONE nowadays XD
I like to allow liar actions to possibly be disabled if the group takes efforts to undermine the monster. It makes it fun to make a low level monster hunting group that researches their prey and spends an adventure figuring out how they could possibly infiltrate that perfect lair.
Great video guys. This is a super cool feature of 5th Ed.
First of all, great episode as usual, y'all! I really appreciated the comments about how fighting a creature in its own lair is supposed to be EXTREMELY difficult. It makes sense! If a creature has a long time to prepare defenses that compliment its fighting style, of course it will make things difficult!
I do have a question: how are you supposed to deal with the direction of the beholder anti-magic eye-beam? As in, in combat, how do you fairly have the cone move around? This question applies for medusas and Umber Hulks as well. I was thinking that it gets to shift its gaze to one spot on its turn, then as a legendary action rotate to face a new direction. I don't recall this being discussed in the Monster Manual as for what you're officially supposed to do.
My favourite spell component of all for bad guys: handwavium. Oooooh yeah.
One fun way to use lair actions I've used is when the players are in a pit fight or Coliseum. The crowd acts on the lair action, doing stuff like cheering to give the opponent advantage, throwing things to alert monsters of any hiding PCs, etc.
Web DM intros are my reason to live !
The beholder in the vast oblivium didn't do so well against our party. It rolled low on initiative, the ranger critted his lightning arrow, and we tore through it. One round, one dead beholder
Thanks for the upload, guys! I was slowly running out of your videos which I Iisten as audio books at work. I have a question for a future video or just here: how would you DM for two parties, who have a huge chance of encountering each other in social or even combat encounter, but usually play at different sessions? Turn them into npcs and if things go south, stop on a cliffhanger? Co-DM (worth another topic)? How would you choose to run a long-term campaign of 12 people with them being in two separate parties, especially if they want to make surprise attacks on each other?
If something like them meeting does happen you could do a special session on a Saturday/Sunday night where every one gets together, or if they aren't outright enemies you could just be frank with your players and tell them when they meet the other party "hey these guys are other player characters and it would really cause a bunch of problems if you guys attack them please be civil."
Or you could have them meet and attack and you just split the games like 2 different time lines where in group 1 they attacked group 2 and just go with the what happens and when you go to group 2 for their session have group 2 meet group 1 and go with what happens
1.) You may try to have the absentee players use Discord to communicate their basic strategies or flat-out play via text. Like the old rpg games. Kinda slow, but plausible.
2.) If you know the players tendencies, you could run their characters accordingly. As long as they're kool with it, of course, but do whatever you want to keep the absentee characters from dying or losing magical items. Maybe the absentee group has an ancient map that the other guys do manage to steal, but everyone that's absent lives through it.
3.) Dont tell the absentee PCs, run the encounter without them, and if they aren't happy about it; reset the game world to before the bullshit happened. Like it was all a nightmare induced by the antagonist to keep the 2 parties from cooperating against him. Later on, both groups are present for an all out assault against the big bad, or they enter his lair from different positions.
In any case, good luck with your 12 person game. It sounds like it could be an epic adventure.
@@braxtonrasmussen2110 actually I would exactly WANT the fight to be possible between them! It would be an absolutely fantastic experience if players would ambush an NPC party on the same quest thinking those are their rivals or even enemies, only to eventually find out that this a party that is as ready and prepared for combat. That's exactly why I would not want them to know that the other party is PCs - so they don't metagame an alliance just because they know those are human players
About different timelines, this could be a decision, but I would call this a plan B. I'm more curious how to manage the game when there are two player parties, one wishing to ambush or befriend the second party, without the second party being at the table. Or just being in the other room!
@@caramonmajere447 I had very similar solutions with 2) and 3)! Obviously, no lethalities or any major loses, I would much more prefer to make the other party appear as rivals, antagonists, not straight enemies. You know, some rumble between them might occur, but nothing too bloody, unless the both parties are present. But other than that, I would like this to be dragged as long as possible, without the players being aware of another player party, narrating the story to other party as if those were NPCs.
My goal of this whole thing is so that, well, there's a sudden plot twist, less murderhobo and more partaking in the world (respecting the npcs, trying to understand motives) and, of course, who doesn't want to see a PvP!
@@danasko6447
It sounds like you have a pretty good handle on the PC's group interactions. With that many people, your lair will have to be quite powerful. Especially so, if the players are 3rd or 4th tier when the time comes.
Regarding player interactions, there's a chance that one or more could swap sides. Here's a condensed tale of a player that, without the others knowing IRL, conspired throughout the campaign and betrayed them all in the end. I wish I had played in that campaign, even if i was betrayed. It would've been a blast.
th-cam.com/video/30Yi22JD2Jo/w-d-xo.html
And everyone didn't even notice JRR Martin strolling around in the background at the end!
Where are those giant figures on the shelf behind Pruitt from? Those are 10x bigger than any D&D mini and they would make a good titan/primordial/etc.
I like the idea of a necromancer making its lair near a tar pit. It could use a lair action to raise the skeleton of something that long ago got caught in the tar.
Currently have my level one players assisting a one-armed, vengeful hag to slay her sister hag on the other side of the forest to reclaim her missing arm. Lairs would be an awesome way to depict the struggle between the two and see how the power struggle effects the forest around them.
"He could be a kick ass duke, but"
Still makes me laugh a year later
Watch Goblin Slayer (1st episode is exceptionally brutal; you have been warned), is one of the best examples of Goblin Lair design... caves/castles/ancient catacombs/abandoned villages; in short, goblins have numbers and cunning so if they need to they could fortify a location. If they have watched carefully as people use boats or carrages they can learn... What I am getting to is THEY LEARN. What have they learned and what was there before the goblins took over; are they being lead by a goblin that has survived multiple adventurerer raids or have they been involved in any wars; How smart is the leader.
I used a dragon called a salamander in the underdark, it was like a behir but with more dragony abilities and lore. It made giant tunnels and earthquakes under a dwarf city.
Great episode! Love the D reference!! He could be a kick as Duke.
Thank you for mentioning Dennis Leary's joke theft. He ripped off Bill Hicks for that role in Demolition Man, and he ripped off Louis CK's "I'm an Asshole" too.
[SPOILERS FOR MY CURSE OF STRAHD PLAYERS, NOT THAT ANY OF YOU ARE LIKELY TO READ THIS]
----------------------------------------
I love Lair Actions as a concept for both tactical and roleplaying opportunities. I kinda wish I had thought of the idea as a general rule (instead of one-off things for very specific encounters, which I'm sure I or my friends have done at some point) way back when I started DMing back in the mid-90s because of the how much such actions offer. In my current Curse of Strahd game, I decided to get a little creative with Strahd's Lair Actions in Castle Ravenloft. He has the usual ones that can be applied anywhere (which includes one I added where Strahd simply regains a Superiority Die, since I gave Strahd 7th level Battle Master abilities - not the main Fighter stuff like Second Wind or Action Surge, but just the archetype's Battle Maneuvers), but he also has one lair each for each section of the castle that is unique to that area alone.
For example: in the *Main Floor* section, a single Specter (with only 1 HP) appears within 30 ft of Strahd that acts immediately, then completely vanishes after its "turn" is completed. In the *Rooms of Weeping* section, the sounds of crying can be heard throughout the area; all creatures (except Strahd and his minions) must make a Charisma save DC 17 or begin weeping uncontrollably, which causes them to be Incapacitated until the next Lair Action occurs. In the *Spires of Ravenloft*, powerful gusts of wind blast through the area, blowing out torches, causing ranged weapon attacks to suffer Disadvantage, and turning everything into Difficult Terrain for every creature except Strahd (even his minions are affected). In the *Dungeons and Catacombs*, shadows flicker and slither at the edge of peripheral vision for all living creatures. Such creatures must make Intelligence saves DC 17 or Strahd and his allies gain Advantage on attacks against them until the next Lair Action; a successful save renders a creature immune for one minute. I also did one for each of the other sections (a one-round wall of shadow for the Court, and screams that cause disadvantage to attacks and ability checks, but successful saves also immunize for one minute), but I figured this was enough to show the breadth of the concept. :)
In all the unique Lair Action cases, once one has been used, I roll 1d4 at the beginning of the next Lair Action (adding a cumulative +1 for each additional round after), and the unique action can be used again when a total of 6 or more is rolled. None of them are crazy overpowered, but this way the PCs can have a little breathing room since all of them are essentially the very castle's own evil working against them to a degree.
And yes, I gave Strahd Battle Master abilities specifically for _Commander's Strike_ and _Know Your Enemy_ since it makes sense considering his background as a commander of soldiers; he also got _Disarming Strike_, _Evasive Footwork_, _Menacing Strike_, and _Riposte_ to round him out. Obviously, he only uses them if he's collected enough to fight as a soldier. If the PCs do anything to get him angry, he'd devolve to what he truly is: a monster.
Reminds me of Superfly from JoJo's Bizarre Adventure. It's a telephone tower that bonded to someone's soul. It can reflect all incoming attacks, strives to keep the person that it's bonded to alive and traps people in it if they try to leave. The actual person isn't much of a threat, but he understands how to angle the energy blasts and traps people inside before running away
Concept: A game where your players make a boss monster and minions, using rigorous mechanics to set up their dungeon, leading to a final fight where they have legendary actions and lair actions, to fight against a DM-controlled party of adventurers.
Pru is a total pro at reading ads!
What dragon is it? I’m think the white,that builds a lair like a fn beaver. I love it. It gathers huge hoards of limbs ,branches etc and burrows through to make a habitat
Always here, Always watching
I have a question. If a beholder looked in a mirror, would the anti magic cone reflect off of the mirror? This could be either back at it self or if the beholder set up a liar covered with mirrors so the whole are was anti magic. Just curious what you think. Great episode by the way.
Rambo: Last Blood is a great example of how dangerous a lair can be.
Love that Tenacious D reference Pruitt XD
Speaking of Dragons (in a dungeon), I have always assumed that they just dug their way down there, to be left alone and await some unknowable date when they would rise again and take action for any reason. Furthermore, It seemed that the implied structure of D&D was that creatures who worshiped similarly aligned deities to the embedded dragons, often found their way into the catacombs of its lair because Dragons are able to provide wealth and knowledge in exchange for the protection and service of lesser creatures. I realize that this has always been my own conjecture, but, did no one else seriously consider this?
0:23 When you have all pecies of Exodus.
More of this please
@WebDM what is your take on the goblins of goblin slayer. How their lair scales to what you were talking about in this episode.
But I don't want web dm to have a lair then adventurers will get rid of them.
Their lair is either so insanely difficult to overcome that no one wants to invade it, or its a lair with actions that make it a super chill place to hang out and game.
Lair actions like dramatic lighting, drink refills and pretzel delivery.
There are a lot of layers to this lair video.
The aforementioned goblin duel occurred within Mordor, from The Lord of The Rings: The Fellowship of the Ring.
I literally thought this was Liars and Liar actions, discussing deception moves as well as possible in-party lying which can lead to good and bad moments in a game, until Pruitt dropped the punchline and now i feel like an idiot but also jipped cuz id like to see an episode discussing deception in D&D lol
Those thumbnails. They get me. Every time. How about an episode for the Top 10 Web DM thumbnails... voted on by the viewers???
awesome stuff as usual guys! Any chance we can get some videos on Numenera?
I have found realistic lava to be a more insteresting and fun environmental hazard than the standard fantasy hot-water. Medium-sized humanoids could actually walk on real lava, if they can somehow manage the searing heat. Lava has the same density as stone, very few things actually sink in it.
I just finished a homebrew campaign where there is a sense of doom that is going to take over the world. We may hold it off a few times but evil always finds a way. When I was playing my monk, I had managed to get the all so hostile Gith fight against some cultists that were planning to summon an Atropal. By the end of it the Gith are all died & the Atropal gained a planar traveling ship. We were way too under-leveled back then so when we came back to strike down the Atropal we had noticed the ship was gone. Had no idea where it went. With my monk retired I was now playing a barbarian & lord behold on our final session for the campaign there is the ship... along with a flying black blob that kinda resembles a dragon but has some tendrils sticking out of it with the ship now having similar features. We had learned from the dm that creature came from the far planes (personally I don't know anything on the far planes) & the ship turned into a lair.Every turn as a lair action it could summon something called star something mage. Anyway it didn't matter as we turned it into an Awakened Tree.
If anyone wants I can expand on the story of how I got the Gith to fight some cultists.
Aninteresting setting for dragon-lovers is the 2nd edition Council of Wyrms boxed set. All dragons all the time.
been waiting, awesome job