The Matt Colville campaign diaries drinking game Take a drink whenever: >Matt says 'extemporaneously' >Matt isn't happy with how something went >Matt says 'drama' >There is a jump cut and Matt's hair is different >Matt mentions the kickstarter >OD doesn't know what something is in D&D >Matt says 'Tom not Tom' >Matt says 'peace out' >You notice the mood lighting had changed, if at all >Phil is knowledgeable on Gith
I have to say I really like getting the Campaign Diary on Wednesday. I missed seeing it on Monday at first, but now it really feels like it hyped me up for Wednesday nights games, rather than just recapping what was still pretty fresh in my mind. Loving the campaign so far. Thanks Matt and MCDM, you guys are awesome.
Yeah, I am SUPER hyped up, especially because of the hints of what's happening next (I've read some of Matt's notes, but won't spoil them), and I can't wait for tonight. Long live the chain.
I love the diaries on Wednesday! It’s the only day of the week I have a 30-40 minute commute, and they come out right before I get on the road home. Great way to spend a scenic drive.
A weird trick that I enjoyed way more than I should have concerning monsters, take the monster, double its hit points, give it two initiative rolls, and let the monster act on both initiatives. It is a fun way to make a "boss" monster.
There was also this line from Lars explaining the situation in a way some players immediately understood: Lars: "They're sending Duke Prospero's best knights, the Order of the Twelve Dragons, and if we run into those guys . . . we're basically going to get Bedegar'd." Boots: "In Common, please?"
Matt, I hear your campaign diaries don't perform quite as well as your other content but, at least for me, they're just as much part of the experience as watching The Chain. thanks for all the work you do.
Matt, I loved how you handled the chest! You had me howling with laughter when I saw it on here, and I'm glad you rp'd as the Sumats. I think for the sake of the stream, continuing the process of you playing the characters who have sent messages through the pouch is for the best. Yes, it takes a little bit of agency from the players, but I feel like it's worth it in increased drama. Looking forward to the showdown tonight, break some legs ^^
The politics going on at the end of the episode make me realize how good of a writer Matt is. He gets them to commit a minor crime and then sends the police at them for it!
Hey matt, long time viewer and fan! If you do want a bunch of old school monsters, rehashed for 5e edition, there is actually one that has the caryatid column you talked about. Look for a book called "5th Edition Foes" by Frog God's Games. Has a bunch of old goodies! Thanks for everything you did to inspire us all and keep up the wonderful stream!
Haste 3 transmutation Casting Time: 1 action Range: 30 feet Components: V S M (A shaving of licorice root) Duration: Up to 1 minute Classes: Sorcerer, Wizard Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. **That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. ** When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
So I just ran my first ever DnD adventure tonight and I'm so excited that I wanted to share it. I've never dm'd before, and I'm new to the game in general, but I ran a game for my wife and her cousin. I fudged the rules a bit I think, but it was a blast nonetheless. My wife's character is a bit OP, but both her and her cousin liked that because she was sort of a wrecking ball He would come up with plans and she would execute... And would normally brutally murder the bad guy in the process. Thanks so much for all the videos Matt! They helped a whole lot and I couldn't have managed without em. Thanks man.
My players started in a small walled town in the Northeast of the map in my game called Greyhaven. They found that the local Lord, Lord Louton, has lost his son. He went into the woods on a hunting trip nearby, but the party went missing. They came into the town and overheard that the Lord was gathering men to go our and search for his son, and was offering 500 gp for his safe return. The two were put into the same search party and found a clearing with obvious signs of blood, and a survivor from the party. From there they determined that the scene they found might not have been where the Lord's son Garret went missing, and the seeming only survivor, Seargent Sterrin, is seemingly not as injured as everyone thinks. They go back to the town on the orders of the Lord's brother, Chamberlain Graves. They find back at the tavern that the Lord's brother is not well liked, and that he has seemed very callous to the loss of his nephew. They party then infiltrated the castle and overheard a woman talking to an unseen man about removing Sterrin from the situation. They arrived at Sterrin's home to find a young boy who they discovered was a plant to lure away anyone that might go to Sterrin's home for answers. They interrogated him and ultimately let him go. They then found Sterrin in the woods about to be murdered and defended him from his would be killers. They then found out that he had been paid by an unknown party to lead Garret to the cave of a locally feared monster (a Jotun, or smallish giant). There they went in and Sterrin, redeeming himself, fought alongside them and nearly died killing the beast and saving Garret just before death. So far that's the end, but next week I'm s excited to finish this story and move on to the next!
It's turning a lot into "Red Harvest", "Yojimbo" and "Fistful of Dollars", a stranger (mercenary company) comes to town and the vying factions try to use them as a pawn against each other.
The spell ruling (which is really important for sorcerers with quicken spell) you may cast exactly one spell that is not a cantrip per turn. For players it's an action economy thing. It prevents them from going nova too hard. Same with the attack limitation on haste (the extra action only allows +1 attack not your full number of attacks if you have extra attack). It prevents a situation where on round one a fighter gets 12 attacks or a sorcerer casts disintegrate twice. It's really important if you don't boost enemy life so the boss doesn't get fried too fast.
I'm so glad you brought back the Campaign Diaries! It's helped me so much in terms of improving my own DMing in a campaign I would have never been brave enough to run without your channel! Can't wait for tonights game!
Man, definitely had a huge pucker-moment when you outright called these things caryatid columns, as the ones I know from 2e are *incredibly* nasty- not in their power or that they are especially deadly in their own right, but because of their special ability- they have a 25% chance of breaking any weapon that hits them, and while magic weapons have a reduced chance to break, they are still very much susceptible to this breakage...
When Matt says the mausoleum would take months to explore, I imagine the Chain retreating into its depths and setting traps and encounters behind them for when the 12 Dragons come in after them.
i believe the finagliness of the bonus action spell things is due to poor wording. the blurb on Casting a Spell- Casting Time- Bonus Action says “You can’t cast another spell during the same turn, except for a cantrip with a casting time of 1 action.” which leads me to believe that it is both for the rest of your turn and retroactively for before the spell as well. In the Haste spell, when referring to the additional action, it says “That Action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action” (so no extra spell there either). There is nothing written for the fighter’s action surge on spellcasting. I believe that the only theoretical scenario where any of this would matter would be if there was a fighter who had the ability to cast multiple spells per day (an eldritch knight, a multiclasser, racial features, or magic items). At that point it may be up to the DM’s discretion on whether they would be allowed to do so, but personally at my table i would rule that no, one spell per turn (justify it with that fighters can make several weapon attacks per Attack action so they aren’t really losing out on the action economy the way cantrips often feel) But hey, that’s just my opinion
This is correct. Clarification on Action Surge - You can use action Surge to cast two spells of level 1 or higher...as long as neither of them is a bonus action spell. There is no rule restricting the casting of multiple spells with a casting time of 1 action on the same turn (assuming you've somehow gained the extra action of course.) Theoretically, if you had 10 actions in the same turn then you could cast 10 spells of level 1 or higher that have a casting time of 1 action. However, as soon as you use one of those actions to cast a spell of level 1 or higher then you become locked out of using a bonus action to cast a spell for that whole turn. Likewise, if you had 10 actions and you started out by first using your bonus action to cast a spell, then you become locked out of using any of your 10 actions to cast a spell of level 1 or higher. Here's are examples: "Can I misty step (bonus action), fire bolt (action) and fireball (action surge) on same turn?" - The fireball couldn't happen because you have already cast a bonus action spell. The additional action from action surge would have to be a cantrip. "Can I fireball (action) and fireball (action surge) then misty step (bonus action), on same turn?" - You could cast two fireballs no problem, but the misty step couldn't happen because you already used an action to cast a spell of level 1 or higher.
This was brilliant! I have been in campaigns where there were competing power bases trying to with obtain our parties services or manipulate us to act against their enemies and it is always fascinating. The danger level is high as are the costs of screwing up and it can become all the more complex and dramatic if the party is not of one mind regarding which direction to pick :).
I am glad to hear that you are running this campaign the way I like my games; you play them so the dice falls where they may. You aren't forcing the characters to survive, you are not going easy on them nor otherwise ensuring the game continues purely for the stream (at least from what I can see). It is more enjoyable knowing the game could end if the players choose poorly, at least for the characters they play.
Man, I'm really loving this campaign! I like that even though there's the constriction of "a political choice has to be made" the way The Chain goes about doing it has many options. How they handle The Red Falcons especially has my attention because if they're going to fight, they could use the Dark Dream and crew if there's time for it to get there and the party to get to it or they could even use "the Colville screw" _to their advantage_ and sneak deeper into the mausoleum, past all the enemies and make the Falcons have to fight their way just to get to the chain! The players and character interactions are also wicked awesome. Last session while they were discussing what to do about the info Angel gave them Lars said something about coming up with a ruse to get away and Anna said "or we could just tell the truth, there's no need for deceit, really" and I instantly smiled thinking "your lawfulness is showing, Judge!"
Hey, it's something a lot of players never consider. What if you're just straight-up honest? So many players have their PCs reflexively lie and keep secrets when there is no actual reason for them to do so.
I absolutely love how you cui to the game to show little clips of what was said, that adds a ton for us that don't watch the full game. I told myself I don't have time to watch the full games so instead I've just been watching these shorter videos.... for 6 hours at a time. Daily. XD
The QUALITY drama you are able to instill in this campaign.. better than any show I've seen on TV. Plus I'm already incredibly invested because of how much I love your content. You seemed skeptical starting off about how "watchable" this was going to be, but to me, it doesn't matter that you're not professional actors. The chemistry that you, as a group of friends has, really ropes me in to being invested alongside them. I hope this goes on for a few years, because you've got one of the best things going right now. P.s - is the machine broken again? Seems like forever since I've seen it in a video. Also Jerry, if this is your editing skills at work, I'm a big fan. The dramatic zoom-ins on Matt's face work really well.
Hey Matt. Thanks for bringing back the Campaign Diaries. This is currently my favorite content on your channel and I only follow the campaign through these videos.
We use gross casting power for bonus action spells. If a character can cast 3rd level spells and casts a 1st level spell as a bonus action, that character can cast a 1st or 2nd level spell as a standard action. Keeping the caster at 3 or less total spell levels.
@discoandherpes It's not that we feel like we need to buff casters, it's that we feel like the "no bonus action + action cast" NERF to casters is strangely written, so we're trying to re-phrase the nerf in a way that feels more natural without making casters objectively more powerful. In the version suggested by OP, casters can't put out any more total spell levels (and hence damage) per turn than in vanilla, but do so in a more fluid feeling way so that they can split their spell levels between action and bonus action. Specifically, the idea of this house rule is to NOT buff casters, while making the way they work less weird. I don't want to buff casters either, because I like martial characters.
@discoandherpes 1) It feels weird to me and it's my fun. If I think it will feel more fun to play that way, then that's... that's a good reason to try it. If I try it and it turns out I'm wrong, then that's... that's a good reason to stop. 2) Well, I'll try it out and see, but my initial impression is that the way that houserule cuts down on the power of the dual-cast spells should counter the weight of being able to cast twice. (Ok, let's math it. Picking the first two spells I can think of... a level 5 Cleric casts Guiding Bolt as an action at 3rd level. The target suffers 6d6 (21) radiant and the next attack against it has advantage. Instead, using our houserule, the cleric splits the cast between a 1st level Guiding Bolt and a 2nd level Spiritual Weapon. This time, the target takes 4d6 (14) radiant, plus the Sprirtual Weapon attack, dealing 1d8+3 (8.5) force. 22.5 damage this time. Not a noticeable increase, BUT the second attack roll had advantage, so maybe that is a significant enough power increase that we'd need to rule something like "the two spells hit at the same time, so you can't combo"). I said it seemed cool and I would try it in a game and find out if it did the desired thing (make the nerf more fluid without removing it). I might find out it's worse, then I won't use it. The AIM is certainly not to buff casters and if it ends up doing that... I wouldn't keep using it.
discoandherpes in the Tal’Dorei campaign setting there is a feat which is meant for that world but eh, Spelldriver, can do multiple spells, but only one can be 3rd level or higher and I think other restrictions still apply. Wouldn’t help these guys though because it doesn’t kick in till 8th level.
HEY MATT! Their are Stats for a 5th edition Carriattic column. It's in orginal adventures reincarnated 1, Into the Borderlands. By Goodman games. It's really cool. One of my players lost his +1 sword when he attacked it. The poor fighter cried. It was his father's sword.
That suggestion about abilities where the DM can pick one guy who saved just gave me the idea to give some bad guy in a future encounter a bonus-action ability to "target-paint" all of the players in than area of effect who fail their save and some action ability which targets/becomes more powerful against a painted target.
Channel is epic. Only found it through the Evil.org inv in SC. I liken my excitement of stumbling here to such epic instances: Cyric backstabbing Bhaal during ToT, or Soth's struggle with Strahd in the Knight of the Black Rose. Love your work Matthew. I don't even play D&D anymore, but seeing your content is refreshing. I'd like to see you one day DM an epic game with Greenwood, Grubb, Salvatore, Elmore and Hickman, you belong right there with the Dream-team.
For any other new DMs out there, I think this stone golem fight is a really good example of how monster Challenge Rating (CR) is just a guideline that you can play with as you get more experience and get to know your players. Start there if you're not sure, but don't be afraid to move past it as you get to know the game, your players, and their characters' strengths and weaknesses. Looking at this encounter on paper, 5 players at level 6 and 1 player at level 5 are in a deadly encounter against 2 stone golems (adjusted xp of 11.8k against a deadly encounter starting at 8.1k for this party - so almost 150% of the XP budget needed for a deadly encounter). Now go listen to 5:29 . Throwing in 6 Specters bumps the adjusted XP to 26,000 - well over triple the XP threshold for a deadly encounter; in fact the recommended XP for an adventuring day for a party of this size and level is 23,500 so this one encounter was more deadly than all the encounters the DMG says to throw at a party in a whole adventuring day - combined. I don't know that I'd have the guts to throw that at one of my parties right now, but it's cool to see how much flex there really is in the system to make the world your own and really challenge a party without being unfair and just wiping them.
I disagree with that. It's pretty much cheating. Legendary Actions and Lair Actions are ways within the rules to give BBEGs extra actions. If that's not enough, throw in some sidekicks or summoned creatures. Just giving a BBEG multiple turns per round essentially destroys the players' ability to strategise. Basically, it's the referee changing the rules to give his "team" a better chance to win.
Nick Williams I see lair actions as more of an incentive to try and ambush or lure the BB into a trap. A reward for clever play or being bold and risking a fight with the BB a little early. The issue with legendary actions is that they run out and even a small party should be able to outpace them if they’re on similar footing. I think the issue with multiple turns is that it refreshes their reactions and will cut the duration of status effects. All of which, the party can still plan around. I don’t see why (except maybe outside the first turn for the shock value) the players would be unable to plan around it as long as there’s consistency. One BB that has multiple turns would probably still be easier than a few bad guys with their own initiatives since you can still focus fire and chain-cc the BB, while a group has a better ability to rally, support one another, and turn the tide against the PCs.
13.20ish when matt is talking about “multiple players save but only 1 fails.” I do this for some monsters, make all the players in the range make a save and whoever is lowest is affected. It has a lot of advantages. 1: it always affects the target, so the monster’s ability gets to be impactful even if your party has crazy high stats or saving bonuses. 2. It only ever hits 1 player so it can’t by itself devastate the whole group.
Great diary - I’ve been looking forward to it all week! Minor nitpick, the actual wording is: if you cast a spell as a bonus action, “You can’t cast another spell during the same turn, except for a cantrip with a casting time of 1 action.” (PHB pg202) Not a big deal in this situation. I assume it’s an older edition causing confusion, or something to that affect.
Exactly. which means you cast frost bolt (cantrip) as your action - then cast another spell like Divine Favor(1st lvl) as a Bonus action. (comment to leave an example)
@@murdeoc I understand where your coming from but you can take reactions on your turn. I'm citing page 190. There are effects, spells ect that happen on a players turn that can be reacted to with a reaction. my thought above was along this thinking i edited it because of what you pointed out.
As I understand the spell/action nitpick, the following is true by RAW. Any turn in which a "bonus action" spell of first level or higher is cast, you cannot also cast an "action" spell of first level or higher in the same turn. If for whatever reason you have two bonus actions or two actions, you may use both of one type of action to cast spells, but when you use one type it excludes the other.
RE the ghost going too late in initiative: I agree with your assessment and I think your solution is sound, but I kind of disagree with the premise that it's a problem to begin with. My philosophy is that you need to allow for some percentage of encounters where the players just steamroll the enemy and it's not able to use any of its cool abilities. I think as a DM that can be extremely disappointing for all of the reasons you explained. But in aggregate with other encounters where things substantively DON'T go in favor of the players, I think it drives home a finer point of "we could have survived this if we had only planned better." Or in other words, I think unintentionally easy encounters enforce the idea that the players have a strong say in their fate. I've even gone as far as to be transparent with my frustration, letting them know they foiled my plans and I'm sad about it. When I later spring a trap on them and the tables are reversed, it helps them to accept the reality of the game. At least, that's my working theory so far. Who knows. And certainly figuring out in what proportions you can allow your players to break your encounters -- or at what narrative beats it's least destructive for the tension -- I feel like I have so much more to learn there.
My disappointment is not on my behalf, its on behalf of the players. It's the monsters abilities, not their hit points, that make fights fun and interesting.
@@mcolville, I have to imagine you're at least a little disappointed for your own sake (just purely in terms of it being fun to play bad guys doing bad stuff), but I take your point that that wasn't what you were talking about. My point is that, i think, what players miss out on in a single encounter being trivial here and there they gain back twofold in an increased sense of tension when things go poorly. When the sine wave of fate dips too strongly in their favor that they breeze through an encounter, it makes it feel more appropriate when it later dips so strongly in the other direction that it leaves lasting negative consequences for them or their ambitions. Edit: I'm worried the back and forth nature of comments like this can make it seem like I'm trying to challenge your take on what happened in your own game. I hope not. I've just been thinking a lot about this exact thing recently and felt like I had something to add to the conversation.
@@mcolville I was thinking you were taking it kind of easy on them considering how much of a threat Bodaks usually are. If worse came to worse the librarians could've always come down and rescued them. Then I heard what you had planned for the next session. Yikes!
I watched the stream and thought, "Cibelius, that's my middle name and the name of my grandparents. Cool! I don't obscure Jewish names used very often in fantasy." Then I saw how he spelled it, Sibelius. That would be the spelling of the family that went to Scandinavia a long time ago. Spelling it with a C is for the family that stayed in Czechoslovakia. Which are my family. Still cool though. Don't hear the name very often.
I would love to see Matt DM a game in Adam Koebels cinematic style (describing the shot, soundtrack, viewer perspective etc) I imagine Matt would be really good at it. Also would be so cool to see Adam guest PC in The Chain sometime or even guest NPC/villain, though I know its important to them that they all know each other as players
Personally, what I like doing is that any undead or spirit enemy can't be killed unless it's killed with radiant damage. Like you can drop it to 1hp but gotta kill it with radiant. I had shadows turn into 2 shadows if it wasn't hit with radiant magic.
Minor correction: It's not "once" you cast a spell as a bonus action, but "if" you cast a spell as a bonus action at any point on your turn. The way you worded it, Matt, all the player would have to do is cast their spell as an action first and then they'd still be able to cast a spell as a bonus action afterwards and that's not right.
Yep, [casting a spell of level 1 or higher as an action] and [casting a spell as a bonus action] are mutually exclusive. They cannot happen on the same turn, regardless of the casting order, class features, spells effects, etc. If you follow the logic of the RAW you can arrive there, but it would have been so much easier if they just dropped it in there plainly.
Btw, if you bring a Black Pudding and it splits, you should emphasize that both parts are smaller than the Pudding was before. So that the players know that the new Puddings are Smaller and have less HP.
The Party meet a youth hiding out in a monster infested complex; Alario, "They come at night... mostly." Actually, you could maybe work in the boy/girl confusion with Alario, having them swap between male and female form (Alaria) due to some magical effect.
Great recap. I agree it might have been better to hear Angel's letter read in their voice. Hoarding the info a bit is definitely in character for the commander, but it's not as fulfilling for the audience. I'm so excited for tonight! It's going to be intense.
Could the PCs use the Diplomat's Pouch to have Angel mobilise the Chain to come in force and extract them? Or was the time scale too tight? They have that private army, may as well use it.
i believe, or at least i rule it, as you can cast 1 spell and 1 cantrip/ turn as long as one of them can be casted as bonus action, as for the boy/girl....you can always go for the disguise as a boy for self preservation or something like that
@@tyrthelawful3855 The emaciated kid they found in the catacombs? I mean unless he's one of them springtrap bois I don't see him being much of a threat. But if he does manage to dupe them, I'll be the first one clapping lol
@@tyrthelawful3855 dramatic yes, but that will inevitably mean that Matt won't have his players trusting another NPC ever again. I think it would be a huge tactical mistake to have him betray the Chain. Out of game that is.
Text is a poor medium for emotional content. Nothing wrong with an info dump, but inflections etc. just don't translate well. The pouch is nifty, but if you want to rp the message, just give them a pair of Sending Stones. If you want to get fancy, you could go with comm orbs or even make the stone work like holo-communicators from The Old Republic mmo. The latter can even do recordings and, basically, video mail. You could even have moments in the Astral Sea or Underdark where the group experiences interference and such. As always, just my 2cp.
I would argue that the drama of anticipating a slower written response is actually more emotionally effective, plus Matt managed to write it in a way where the reader could easily recognise that it was Angel speaking, and that the situation was dire.
Yup. It's simple. If you cast a numbered-level spell with your action, you can only cast a cantrip with your bonus action. If you cast a numbered-level spell with your bonus action, you can only cast a cantrip with your action. Not "noodly". Not complex. Not hard to understand. Absolutely straightforward.
@@nickwilliams8302 Funny you say that, because part of your message is wrong. You can't cast a numbered-level spell as your action, then a cantrip as your bonus action, because BA casting rule applies. You can Quickened Fireball then Fire Bolt, but you can't Fireball then Quickened Fire Bolt.
@@jhinpotion9230 Ah, my mistake. The BA casting rule means that if you use a bonus action to cast _any_ spell, you can only cast a cantrip with your action.
I have very similar situations where I forget some NPC's gender and just make a guess and declare it canon in that moment. For this reason, many of my NPCs are genderfluid. I forget what gender this person was last time they were on screen, and they definitely were presenting as that gender, but I never really feel the need to make it match what gender they are presenting as now.
Question: How do you keep up with all the different factions, regions, npcs, their relationships, etc? Do you write them down somewhere? How do you organize it?
Matt's world building streams show off his prodigious use of excel spreadsheets, combine that and something like One note and you've got a pretty well organized world bible
The Matt Colville campaign diaries drinking game
Take a drink whenever:
>Matt says 'extemporaneously'
>Matt isn't happy with how something went
>Matt says 'drama'
>There is a jump cut and Matt's hair is different
>Matt mentions the kickstarter
>OD doesn't know what something is in D&D
>Matt says 'Tom not Tom'
>Matt says 'peace out'
>You notice the mood lighting had changed, if at all
>Phil is knowledgeable on Gith
iM drunjlhd
">There is a jump cut and Matt's hair is different"
Oh my god yes XD
he has awesome hair, but I think he would look even more awesome bald
Change drinking to smoking and I’m in lol
@@hawkeyegough8586 I had notifications turned off and I only just saw this!
"There's a regression towards the mean" - there is just something about proper use of math/statistic terms in a d&d video that warms my heart
I have to say I really like getting the Campaign Diary on Wednesday. I missed seeing it on Monday at first, but now it really feels like it hyped me up for Wednesday nights games, rather than just recapping what was still pretty fresh in my mind.
Loving the campaign so far. Thanks Matt and MCDM, you guys are awesome.
Yeah, I am SUPER hyped up, especially because of the hints of what's happening next (I've read some of Matt's notes, but won't spoil them), and I can't wait for tonight. Long live the chain.
Ja, I can agree with the hype it builds for Wednesday. Especially after a week off!
I love the diaries on Wednesday! It’s the only day of the week I have a 30-40 minute commute, and they come out right before I get on the road home. Great way to spend a scenic drive.
Bodak and the Spectres. i think i saw them play in the 60s
Stealing that one! XD
Bodak Horseman
B O D A K Y E L L OW
:) good one! 😂
Phil Spectre certainly
I've just realised what this campaign really is
GTA : Capital
Piotr Bartosiak grand theft adventuring
I loved the notes from Sumat Pol. I love it when the writer straight groks timetravel and executes it perfectly like that. Bravo.
A weird trick that I enjoyed way more than I should have concerning monsters, take the monster, double its hit points, give it two initiative rolls, and let the monster act on both initiatives. It is a fun way to make a "boss" monster.
Chris Durbak like a two headed, two tailed, bifurcated snake?
There was also this line from Lars explaining the situation in a way some players immediately understood:
Lars: "They're sending Duke Prospero's best knights, the Order of the Twelve Dragons, and if we run into those guys . . . we're basically going to get Bedegar'd."
Boots: "In Common, please?"
Hey Matt! I recently bought your book and I have to say, its pretty awesome. Thanks for your hardwork and keep up the amazing content!
Matt, I hear your campaign diaries don't perform quite as well as your other content but, at least for me, they're just as much part of the experience as watching The Chain. thanks for all the work you do.
Matt’s integral magic item is basically a fax machine.
This was the best session so far, perfect blend of dungeon victory rush and the threat of looming consequences.
I'd been getting withdrawal symptons, Matt!
Matt, I loved how you handled the chest! You had me howling with laughter when I saw it on here, and I'm glad you rp'd as the Sumats. I think for the sake of the stream, continuing the process of you playing the characters who have sent messages through the pouch is for the best. Yes, it takes a little bit of agency from the players, but I feel like it's worth it in increased drama. Looking forward to the showdown tonight, break some legs ^^
The politics going on at the end of the episode make me realize how good of a writer Matt is. He gets them to commit a minor crime and then sends the police at them for it!
Hey matt, long time viewer and fan! If you do want a bunch of old school monsters, rehashed for 5e edition, there is actually one that has the caryatid column you talked about. Look for a book called "5th Edition Foes" by Frog God's Games. Has a bunch of old goodies!
Thanks for everything you did to inspire us all and keep up the wonderful stream!
Haste
3 transmutation
Casting Time: 1 action
Range: 30 feet
Components: V S M (A shaving of licorice root)
Duration: Up to 1 minute
Classes: Sorcerer, Wizard
Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. **That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
**
When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
So I just ran my first ever DnD adventure tonight and I'm so excited that I wanted to share it. I've never dm'd before, and I'm new to the game in general, but I ran a game for my wife and her cousin. I fudged the rules a bit I think, but it was a blast nonetheless. My wife's character is a bit OP, but both her and her cousin liked that because she was sort of a wrecking ball
He would come up with plans and she would execute... And would normally brutally murder the bad guy in the process. Thanks so much for all the videos Matt! They helped a whole lot and I couldn't have managed without em. Thanks man.
My players started in a small walled town in the Northeast of the map in my game called Greyhaven. They found that the local Lord, Lord Louton, has lost his son. He went into the woods on a hunting trip nearby, but the party went missing. They came into the town and overheard that the Lord was gathering men to go our and search for his son, and was offering 500 gp for his safe return.
The two were put into the same search party and found a clearing with obvious signs of blood, and a survivor from the party. From there they determined that the scene they found might not have been where the Lord's son Garret went missing, and the seeming only survivor, Seargent Sterrin, is seemingly not as injured as everyone thinks. They go back to the town on the orders of the Lord's brother, Chamberlain Graves. They find back at the tavern that the Lord's brother is not well liked, and that he has seemed very callous to the loss of his nephew. They party then infiltrated the castle and overheard a woman talking to an unseen man about removing Sterrin from the situation. They arrived at Sterrin's home to find a young boy who they discovered was a plant to lure away anyone that might go to Sterrin's home for answers. They interrogated him and ultimately let him go. They then found Sterrin in the woods about to be murdered and defended him from his would be killers. They then found out that he had been paid by an unknown party to lead Garret to the cave of a locally feared monster (a Jotun, or smallish giant). There they went in and Sterrin, redeeming himself, fought alongside them and nearly died killing the beast and saving Garret just before death. So far that's the end, but next week I'm s excited to finish this story and move on to the next!
It's turning a lot into "Red Harvest", "Yojimbo" and "Fistful of Dollars", a stranger (mercenary company) comes to town and the vying factions try to use them as a pawn against each other.
He said it!
Peace.Out!
My man!
The spell ruling (which is really important for sorcerers with quicken spell) you may cast exactly one spell that is not a cantrip per turn. For players it's an action economy thing. It prevents them from going nova too hard. Same with the attack limitation on haste (the extra action only allows +1 attack not your full number of attacks if you have extra attack). It prevents a situation where on round one a fighter gets 12 attacks or a sorcerer casts disintegrate twice. It's really important if you don't boost enemy life so the boss doesn't get fried too fast.
Sumat Pol you say? Magical Items you say? I sense.... the most ambitious cross-over of 2019.
Speaking of crossovers, did Mercer hire "The Chain" to help protect the Empire?
I'm so glad you brought back the Campaign Diaries! It's helped me so much in terms of improving my own DMing in a campaign I would have never been brave enough to run without your channel! Can't wait for tonights game!
They're being set up as making a play for the Pellet... so call up their transplanar warship to pull up to said island.
Man, definitely had a huge pucker-moment when you outright called these things caryatid columns, as the ones I know from 2e are *incredibly* nasty- not in their power or that they are especially deadly in their own right, but because of their special ability- they have a 25% chance of breaking any weapon that hits them, and while magic weapons have a reduced chance to break, they are still very much susceptible to this breakage...
When Matt says the mausoleum would take months to explore, I imagine the Chain retreating into its depths and setting traps and encounters behind them for when the 12 Dragons come in after them.
@@SophiaAphroditethat seems unnecessary, don't you think?
i believe the finagliness of the bonus action spell things is due to poor wording. the blurb on Casting a Spell- Casting Time- Bonus Action says “You can’t cast another spell during the same turn, except for a cantrip with a casting time of 1 action.” which leads me to believe that it is both for the rest of your turn and retroactively for before the spell as well. In the Haste spell, when referring to the additional action, it says “That Action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action” (so no extra spell there either). There is nothing written for the fighter’s action surge on spellcasting. I believe that the only theoretical scenario where any of this would matter would be if there was a fighter who had the ability to cast multiple spells per day (an eldritch knight, a multiclasser, racial features, or magic items). At that point it may be up to the DM’s discretion on whether they would be allowed to do so, but personally at my table i would rule that no, one spell per turn (justify it with that fighters can make several weapon attacks per Attack action so they aren’t really losing out on the action economy the way cantrips often feel)
But hey, that’s just my opinion
This is correct. Clarification on Action Surge - You can use action Surge to cast two spells of level 1 or higher...as long as neither of them is a bonus action spell. There is no rule restricting the casting of multiple spells with a casting time of 1 action on the same turn (assuming you've somehow gained the extra action of course.) Theoretically, if you had 10 actions in the same turn then you could cast 10 spells of level 1 or higher that have a casting time of 1 action. However, as soon as you use one of those actions to cast a spell of level 1 or higher then you become locked out of using a bonus action to cast a spell for that whole turn. Likewise, if you had 10 actions and you started out by first using your bonus action to cast a spell, then you become locked out of using any of your 10 actions to cast a spell of level 1 or higher.
Here's are examples:
"Can I misty step (bonus action), fire bolt (action) and fireball (action surge) on same turn?" - The fireball couldn't happen because you have already cast a bonus action spell. The additional action from action surge would have to be a cantrip.
"Can I fireball (action) and fireball (action surge) then misty step (bonus action), on same turn?" - You could cast two fireballs no problem, but the misty step couldn't happen because you already used an action to cast a spell of level 1 or higher.
This was brilliant! I have been in campaigns where there were competing power bases trying to with obtain our parties services or manipulate us to act against their enemies and it is always fascinating. The danger level is high as are the costs of screwing up and it can become all the more complex and dramatic if the party is not of one mind regarding which direction to pick :).
I am glad to hear that you are running this campaign the way I like my games; you play them so the dice falls where they may. You aren't forcing the characters to survive, you are not going easy on them nor otherwise ensuring the game continues purely for the stream (at least from what I can see). It is more enjoyable knowing the game could end if the players choose poorly, at least for the characters they play.
Man, I'm really loving this campaign! I like that even though there's the constriction of "a political choice has to be made" the way The Chain goes about doing it has many options. How they handle The Red Falcons especially has my attention because if they're going to fight, they could use the Dark Dream and crew if there's time for it to get there and the party to get to it or they could even use "the Colville screw" _to their advantage_ and sneak deeper into the mausoleum, past all the enemies and make the Falcons have to fight their way just to get to the chain!
The players and character interactions are also wicked awesome. Last session while they were discussing what to do about the info Angel gave them Lars said something about coming up with a ruse to get away and Anna said "or we could just tell the truth, there's no need for deceit, really" and I instantly smiled thinking "your lawfulness is showing, Judge!"
Hey, it's something a lot of players never consider. What if you're just straight-up honest? So many players have their PCs reflexively lie and keep secrets when there is no actual reason for them to do so.
I absolutely love how you cui to the game to show little clips of what was said, that adds a ton for us that don't watch the full game. I told myself I don't have time to watch the full games so instead I've just been watching these shorter videos.... for 6 hours at a time. Daily. XD
Thanks for the recap! These are always a must-watch.
Omg, this is sooo cool. I love what you're doing. Y'all keep up the great work, this is fascinating to watch
The QUALITY drama you are able to instill in this campaign.. better than any show I've seen on TV.
Plus I'm already incredibly invested because of how much I love your content. You seemed skeptical starting off about how "watchable" this was going to be, but to me, it doesn't matter that you're not professional actors. The chemistry that you, as a group of friends has, really ropes me in to being invested alongside them.
I hope this goes on for a few years, because you've got one of the best things going right now.
P.s - is the machine broken again? Seems like forever since I've seen it in a video. Also Jerry, if this is your editing skills at work, I'm a big fan. The dramatic zoom-ins on Matt's face work really well.
Hey Matt. Thanks for bringing back the Campaign Diaries. This is currently my favorite content on your channel and I only follow the campaign through these videos.
We use gross casting power for bonus action spells. If a character can cast 3rd level spells and casts a 1st level spell as a bonus action, that character can cast a 1st or 2nd level spell as a standard action. Keeping the caster at 3 or less total spell levels.
That is... really cool and I've never thought of it before. I might try this.
@discoandherpes It's not that we feel like we need to buff casters, it's that we feel like the "no bonus action + action cast" NERF to casters is strangely written, so we're trying to re-phrase the nerf in a way that feels more natural without making casters objectively more powerful. In the version suggested by OP, casters can't put out any more total spell levels (and hence damage) per turn than in vanilla, but do so in a more fluid feeling way so that they can split their spell levels between action and bonus action.
Specifically, the idea of this house rule is to NOT buff casters, while making the way they work less weird.
I don't want to buff casters either, because I like martial characters.
@discoandherpes 1) It feels weird to me and it's my fun. If I think it will feel more fun to play that way, then that's... that's a good reason to try it. If I try it and it turns out I'm wrong, then that's... that's a good reason to stop.
2) Well, I'll try it out and see, but my initial impression is that the way that houserule cuts down on the power of the dual-cast spells should counter the weight of being able to cast twice.
(Ok, let's math it. Picking the first two spells I can think of... a level 5 Cleric casts Guiding Bolt as an action at 3rd level. The target suffers 6d6 (21) radiant and the next attack against it has advantage. Instead, using our houserule, the cleric splits the cast between a 1st level Guiding Bolt and a 2nd level Spiritual Weapon. This time, the target takes 4d6 (14) radiant, plus the Sprirtual Weapon attack, dealing 1d8+3 (8.5) force. 22.5 damage this time. Not a noticeable increase, BUT the second attack roll had advantage, so maybe that is a significant enough power increase that we'd need to rule something like "the two spells hit at the same time, so you can't combo").
I said it seemed cool and I would try it in a game and find out if it did the desired thing (make the nerf more fluid without removing it). I might find out it's worse, then I won't use it. The AIM is certainly not to buff casters and if it ends up doing that... I wouldn't keep using it.
discoandherpes in the Tal’Dorei campaign setting there is a feat which is meant for that world but eh, Spelldriver, can do multiple spells, but only one can be 3rd level or higher and I think other restrictions still apply. Wouldn’t help these guys though because it doesn’t kick in till 8th level.
@discoandherpes I've never played any other editions, so how come I find it weird?
HEY MATT! Their are Stats for a 5th edition Carriattic column.
It's in orginal adventures reincarnated 1, Into the Borderlands. By Goodman games.
It's really cool. One of my players lost his +1 sword when he attacked it. The poor fighter cried. It was his father's sword.
That suggestion about abilities where the DM can pick one guy who saved just gave me the idea to give some bad guy in a future encounter a bonus-action ability to "target-paint" all of the players in than area of effect who fail their save and some action ability which targets/becomes more powerful against a painted target.
"he's going to owe these folks a life debt... at least for a little while."
These game diaries are awesome, Matt!!! Really makes me want to tell the tales of my buddies heroes as we play our Adventures.
It looks like Matt's been getting lighting tips from Contrapoints.
Channel is epic. Only found it through the Evil.org inv in SC. I liken my excitement of stumbling here to such epic instances: Cyric backstabbing Bhaal during ToT, or Soth's struggle with Strahd in the Knight of the Black Rose. Love your work Matthew. I don't even play D&D anymore, but seeing your content is refreshing. I'd like to see you one day DM an epic game with Greenwood, Grubb, Salvatore, Elmore and Hickman, you belong right there with the Dream-team.
Thanks, Matt. You were right. I needed to hear this.
36:18 I just love they way he says that he know the answer
I haven't watched any episode other than the first live, but this just hyped me up and I might just stay up late to watch it :)
Hello from Europe!
Can't wait for tonight's episode.
I'm getting flashbacks to the great Phill death of '73...
the "Sage Advice Compendium" is super useful for me for getting through chewy mechanical rules that might otherwise stump me.
More Chain hype!
For any other new DMs out there, I think this stone golem fight is a really good example of how monster Challenge Rating (CR) is just a guideline that you can play with as you get more experience and get to know your players. Start there if you're not sure, but don't be afraid to move past it as you get to know the game, your players, and their characters' strengths and weaknesses.
Looking at this encounter on paper, 5 players at level 6 and 1 player at level 5 are in a deadly encounter against 2 stone golems (adjusted xp of 11.8k against a deadly encounter starting at 8.1k for this party - so almost 150% of the XP budget needed for a deadly encounter). Now go listen to 5:29 . Throwing in 6 Specters bumps the adjusted XP to 26,000 - well over triple the XP threshold for a deadly encounter; in fact the recommended XP for an adventuring day for a party of this size and level is 23,500 so this one encounter was more deadly than all the encounters the DMG says to throw at a party in a whole adventuring day - combined.
I don't know that I'd have the guts to throw that at one of my parties right now, but it's cool to see how much flex there really is in the system to make the world your own and really challenge a party without being unfair and just wiping them.
A new campaign diary coming out is an event for me. I like watching them over a nice meal
These have literally (literally literally) become my favorite thing to watch each week. Keep up the great work!
When there's only one or 2 Big bad guys I've had DM's that just role their initiative multiple times and so they go more than once per round
I disagree with that. It's pretty much cheating.
Legendary Actions and Lair Actions are ways within the rules to give BBEGs extra actions. If that's not enough, throw in some sidekicks or summoned creatures. Just giving a BBEG multiple turns per round essentially destroys the players' ability to strategise.
Basically, it's the referee changing the rules to give his "team" a better chance to win.
Nick Williams I see lair actions as more of an incentive to try and ambush or lure the BB into a trap. A reward for clever play or being bold and risking a fight with the BB a little early.
The issue with legendary actions is that they run out and even a small party should be able to outpace them if they’re on similar footing.
I think the issue with multiple turns is that it refreshes their reactions and will cut the duration of status effects. All of which, the party can still plan around. I don’t see why (except maybe outside the first turn for the shock value) the players would be unable to plan around it as long as there’s consistency.
One BB that has multiple turns would probably still be easier than a few bad guys with their own initiatives since you can still focus fire and chain-cc the BB, while a group has a better ability to rally, support one another, and turn the tide against the PCs.
13.20ish when matt is talking about “multiple players save but only 1 fails.”
I do this for some monsters, make all the players in the range make a save and whoever is lowest is affected. It has a lot of advantages. 1: it always affects the target, so the monster’s ability gets to be impactful even if your party has crazy high stats or saving bonuses. 2. It only ever hits 1 player so it can’t by itself devastate the whole group.
Great diary - I’ve been looking forward to it all week!
Minor nitpick, the actual wording is: if you cast a spell as a bonus action, “You can’t cast another spell during the same turn, except for a cantrip with a casting time of 1 action.” (PHB pg202) Not a big deal in this situation. I assume it’s an older edition causing confusion, or something to that affect.
Exactly. which means you cast frost bolt (cantrip) as your action - then cast another spell like Divine Favor(1st lvl) as a Bonus action. (comment to leave an example)
@@mykediemart exactly
A reaction is exempt anyway bc it isn't done on your turn
@@murdeoc I understand where your coming from but you can take reactions on your turn. I'm citing page 190. There are effects, spells ect that happen on a players turn that can be reacted to with a reaction. my thought above was along this thinking i edited it because of what you pointed out.
As I understand the spell/action nitpick, the following is true by RAW. Any turn in which a "bonus action" spell of first level or higher is cast, you cannot also cast an "action" spell of first level or higher in the same turn. If for whatever reason you have two bonus actions or two actions, you may use both of one type of action to cast spells, but when you use one type it excludes the other.
Hi, Matt! Great video, as always.
RE the ghost going too late in initiative: I agree with your assessment and I think your solution is sound, but I kind of disagree with the premise that it's a problem to begin with. My philosophy is that you need to allow for some percentage of encounters where the players just steamroll the enemy and it's not able to use any of its cool abilities. I think as a DM that can be extremely disappointing for all of the reasons you explained. But in aggregate with other encounters where things substantively DON'T go in favor of the players, I think it drives home a finer point of "we could have survived this if we had only planned better." Or in other words, I think unintentionally easy encounters enforce the idea that the players have a strong say in their fate. I've even gone as far as to be transparent with my frustration, letting them know they foiled my plans and I'm sad about it. When I later spring a trap on them and the tables are reversed, it helps them to accept the reality of the game.
At least, that's my working theory so far. Who knows. And certainly figuring out in what proportions you can allow your players to break your encounters -- or at what narrative beats it's least destructive for the tension -- I feel like I have so much more to learn there.
My disappointment is not on my behalf, its on behalf of the players. It's the monsters abilities, not their hit points, that make fights fun and interesting.
@@mcolville, I have to imagine you're at least a little disappointed for your own sake (just purely in terms of it being fun to play bad guys doing bad stuff), but I take your point that that wasn't what you were talking about. My point is that, i think, what players miss out on in a single encounter being trivial here and there they gain back twofold in an increased sense of tension when things go poorly. When the sine wave of fate dips too strongly in their favor that they breeze through an encounter, it makes it feel more appropriate when it later dips so strongly in the other direction that it leaves lasting negative consequences for them or their ambitions.
Edit: I'm worried the back and forth nature of comments like this can make it seem like I'm trying to challenge your take on what happened in your own game. I hope not. I've just been thinking a lot about this exact thing recently and felt like I had something to add to the conversation.
@@mcolville I was thinking you were taking it kind of easy on them considering how much of a threat Bodaks usually are. If worse came to worse the librarians could've always come down and rescued them. Then I heard what you had planned for the next session. Yikes!
I watched the stream and thought, "Cibelius, that's my middle name and the name of my grandparents. Cool! I don't obscure Jewish names used very often in fantasy." Then I saw how he spelled it, Sibelius. That would be the spelling of the family that went to Scandinavia a long time ago. Spelling it with a C is for the family that stayed in Czechoslovakia. Which are my family. Still cool though. Don't hear the name very often.
13:08 - yes. Yes. YES!. I am stealing this proposed challenge/ability - and using it at my next session.
I believe its spelled, "liberry".
I would love to see Matt DM a game in Adam Koebels cinematic style (describing the shot, soundtrack, viewer perspective etc) I imagine Matt would be really good at it. Also would be so cool to see Adam guest PC in The Chain sometime or even guest NPC/villain, though I know its important to them that they all know each other as players
the letters were one of my favorite things last episode
Personally, what I like doing is that any undead or spirit enemy can't be killed unless it's killed with radiant damage. Like you can drop it to 1hp but gotta kill it with radiant.
I had shadows turn into 2 shadows if it wasn't hit with radiant magic.
Love the campaign diaries!
Minor correction: It's not "once" you cast a spell as a bonus action, but "if" you cast a spell as a bonus action at any point on your turn. The way you worded it, Matt, all the player would have to do is cast their spell as an action first and then they'd still be able to cast a spell as a bonus action afterwards and that's not right.
Yep, [casting a spell of level 1 or higher as an action] and [casting a spell as a bonus action] are mutually exclusive. They cannot happen on the same turn, regardless of the casting order, class features, spells effects, etc. If you follow the logic of the RAW you can arrive there, but it would have been so much easier if they just dropped it in there plainly.
Poor Fredo. 😢
Great talk about a great session.
Would Sumat Pol be considered a Time Traveling Treant Trio?
Btw, if you bring a Black Pudding and it splits, you should emphasize that both parts are smaller than the Pudding was before.
So that the players know that the new Puddings are Smaller and have less HP.
Please publish this as an adventure.
So excited for tonight!
The Party meet a youth hiding out in a monster infested complex; Alario, "They come at night... mostly."
Actually, you could maybe work in the boy/girl confusion with Alario, having them swap between male and female form (Alaria) due to some magical effect.
That slow burn negging of Lars though, ouch. ;)
Great recap. I agree it might have been better to hear Angel's letter read in their voice. Hoarding the info a bit is definitely in character for the commander, but it's not as fulfilling for the audience. I'm so excited for tonight! It's going to be intense.
8:00 Exactly why I prefer using greataxes over greatswords.
Great shirt!
Could the PCs use the Diplomat's Pouch to have Angel mobilise the Chain to come in force and extract them? Or was the time scale too tight? They have that private army, may as well use it.
i believe, or at least i rule it, as you can cast 1 spell and 1 cantrip/ turn as long as one of them can be casted as bonus action, as for the boy/girl....you can always go for the disguise as a boy for self preservation or something like that
Well you see, matt, when they meet an NPC who they trust immediately, that's the one who will betray them.
As he said, he will be with the party at least for a time...
Who are we talkin about here? The courier?
@@monosito59 Absolutely. I don't see a more dramatic outcome for their easily granted trust than betrayal.
@@tyrthelawful3855 The emaciated kid they found in the catacombs? I mean unless he's one of them springtrap bois I don't see him being much of a threat. But if he does manage to dupe them, I'll be the first one clapping lol
@@tyrthelawful3855 dramatic yes, but that will inevitably mean that Matt won't have his players trusting another NPC ever again. I think it would be a huge tactical mistake to have him betray the Chain. Out of game that is.
Assimilate the Falcons, fight off the dragons, claim the pellet for the chain
Hehehehehe. Yeah that doesn’t sound like a good idea
@@dittmar104 yea after last night's episode I feel the error of my ways lol
Haste only allows you to do the Attack, Dash, Disengage, Hide or Use An Object actions. It does not allow you to cast a spell.
ebmusicman84 And to clarify on the Attack action it only allows for one weapon attack.
Amped for the session tonight !
These videos hold up, btw.
Text is a poor medium for emotional content. Nothing wrong with an info dump, but inflections etc. just don't translate well.
The pouch is nifty, but if you want to rp the message, just give them a pair of Sending Stones. If you want to get fancy, you could go with comm orbs or even make the stone work like holo-communicators from The Old Republic mmo. The latter can even do recordings and, basically, video mail.
You could even have moments in the Astral Sea or Underdark where the group experiences interference and such.
As always, just my 2cp.
I would argue that the drama of anticipating a slower written response is actually more emotionally effective, plus Matt managed to write it in a way where the reader could easily recognise that it was Angel speaking, and that the situation was dire.
Ah yes, my fix has finally come
The BA-casting rule is retroactive and proactive. The order of spells doesn't affect it.
Yup. It's simple. If you cast a numbered-level spell with your action, you can only cast a cantrip with your bonus action. If you cast a numbered-level spell with your bonus action, you can only cast a cantrip with your action.
Not "noodly". Not complex. Not hard to understand. Absolutely straightforward.
@@nickwilliams8302 Funny you say that, because part of your message is wrong. You can't cast a numbered-level spell as your action, then a cantrip as your bonus action, because BA casting rule applies. You can Quickened Fireball then Fire Bolt, but you can't Fireball then Quickened Fire Bolt.
@@jhinpotion9230
Ah, my mistake. The BA casting rule means that if you use a bonus action to cast _any_ spell, you can only cast a cantrip with your action.
So is it the pellet like a small piece of something or is it the Pellate like it's an area that is ruled by the Pell?
Like a lozenge.
I have yet to tune in for the livestream, only watching the recaps... But I may have to tune in tonight. Shit's gonna get good.
Hey Matt, could you release some tips for running a nautical adventure, now that ghosts of saltmarsh is out
It’s because haste does a lot of things
Gah! I'm playing tonight too but I can't wait to watch tomorrow
“These guys are what everyone hates about knights.”
*Heden has entered the chat*
*Fuck I still need to watch the episode*
Let the games begin!
A penitent man kneels.
You better not kill Slim you monster! :P
Yeah slim will begin to fall off until level eleven when he gets extra attack 2 and spikes back up
So you relly need to get them that map
I have very similar situations where I forget some NPC's gender and just make a guess and declare it canon in that moment. For this reason, many of my NPCs are genderfluid. I forget what gender this person was last time they were on screen, and they definitely were presenting as that gender, but I never really feel the need to make it match what gender they are presenting as now.
Is there an updated map of Capital that we can keep track of as the game progresses?
Question: How do you keep up with all the different factions, regions, npcs, their relationships, etc? Do you write them down somewhere? How do you organize it?
Matt's world building streams show off his prodigious use of excel spreadsheets, combine that and something like One note and you've got a pretty well organized world bible
@@TheADHDM where can i find these streams?
Puto Danos either here or on the MCDM channel, either way on twitch
I can’t wait for this video! Or tonight!