I Cast Pod!

Mike Rickard

Welcome to I Cast Pod! A new D&D discussion show that aims to help you bring flavour to your roleplaying sessions with news, as well as tips and advice on how to be a better role-player or DM; how to add flavour to your characters; collaborate with your party, and ensure everyone at the table has fun. I'm looking to publish a new 30-45 minute show every couple of weeks, so it will fit perfectly into a commute, lunch break, or a quick listen. So if you're a seasoned campaign veteran or someone who's looking into playing for the first time, there will be something for everyone. Questions and feedback are welcome - You can connect with us on: Instagram - https://instagram.com/icastpod Twitter - https://twitter.com/icastpod Or email - icastpod@gmail.com.

  1. 07/10/2020

    Episode 12: Sorcerers, Entertainers, Jackalweres and Volo

    Here’s a rundown of the episode: 00:43 + Heard Any Good Rumours Lately? News from the Planes01:56 + Off To The Races: This episode features - nothing. We’ve covered all the races in the PHB!03:56 + You So Classy! This episode, we’re looking at Sorcerers15:55 + Background Check: Entertainer18:40 + Monster Menagerie: Jackalweres22:03+ Lore Academy: Volo Total runtime 26:53 Sources & further reading:Sorcerer: PHB: 99-104 XGTE: 48-52 SCAG: 136-137 Entertainer: PHB: 130-131  Jackalwere: MM: 193 LinksNewsUltra Pro’s range of D&D merch 80’s Tees- D&D selection. Volohttps://forgottenrealms.fandom.com/wiki/Volo%27s_Guide_to_All_Things_Magical- Volo on the FR wiki https://en.wikipedia.org/wiki/Volothamp_Geddarm- Wikipedia’s entry on Volo Contact me:email https://icastpod.com - Website Instagram (most often used Social media) Facebook Twitter Episode TranscriptCold openWelcome to I Cast Pod, a D&D podcast about creating characters, taking chances, rolling dice and having fun. I’m Mike, your DM and guide to all things dungeonesque and dragon-y. This episode is the end of season finale, and we’re talking about Entertainers, Sorcerers, Jackalweres, and Volo. Heard Any Good Rumours Lately?WotC has been busy recently, in light of the Black Lives Matter movement and general social change of our time, adding disclaimers to some of its older content, which may be seen a racially or culturally insensitive, or gender biased. D&D includes many races and has never penalised players who choose to play any gender, which was already admirable, but these steps will continue to ensure that anyone can play without feeling excluded or maligned. Ultra Pro showed off their ultra-cute vinyl Figurines of Adorable Power during the D&D Live 2020 livestream, including adorable Mimics, Flumphs, Owlbears and more. I’ve already seen the Red Dragon figure for sale and have been tempted… 80’s Tees now have a range of D&D based merch, both from the main game and from the 80’s cartoon spinoff, and includes character armour hoodies that make you look like you’re wearing the armour of Hank the Ranger, Bobby the Barbarian or Eric the Cavalier, with more to come. Off to the RacesNoneWe’re skipping playable races in this episode, as we’ve actually covered all the races in the PHB. Now I know that there are many more playable races, but it seemed a good point to end the season, and give me time to buy one of the other sourcebooks. Do you think I should go for Vole’s Guide to Monsters, which contains Aasimar, Goblins, Orcs, Kenku, Tabaxi, Yaun-ti and more, or perhaps Mordekainen’s Tome Of Foes, that includes Gith, and… er, well, Eladrin. Let’s be honest, in terms of continuing to make content, it’s going to be Volo’s. I will also be looking into the Elemental Evil Player’s Guide, which add Genasi, Goliath and Aarakocra, (the latter of which was covered as a monster way back in EP 3.) as well as the Dungeon Master’s Guide: The Tortle Package, which perhaps unsurprisingly, adds options for playing as a Tortle - giving you the option of playing a young Rogue - Essentially a Teenage Mutant Ninja Tortle? Sorry, couldn’t resist. Tortle. Tortle. Tortle. Word has lost all meaning. Ok, I swear I’m done with the Tortle jokes now. Anyway, let me know which race has been your favourite that we’ve covered so far, which is your favourite D&D playable race overall, or which race you’ve not played as yet & want to.  Also I’d love to hear your feedback on season 1. So far I only have one rating on iTunes, so that’s one way of letting me know what you think of the show. What have you liked so far? What would you change? Is there anything you’d like to see in season 2? Let me know, as I can’t make the show better without your input.  You can email me @ icastpod@gmail.com, or get in touch via Instagram or Twitter, (@icastpod,) or post on our Facebook page. All links will be in the show notes. You So ClassySorcererSorcerers are rare in the world, and carry a magical birthright with them, that may have been passed on through blood; exposure to some cosmic force; or through an otherworldly influence. Sorcery cannot be learned or studied, it is a force that chooses the wielder, rather than the other way around. Magic infuses the sorcerer, giving them latent abilities and incredible power, but with no immediate understanding of how to use it effectively and safely.  Some sorcerers are almost at the mercy of their ’talent’, with raw power roiling inside of them, releasing almost at random, and manifesting in unexpected ways. It may be that the sorcerer holds vestiges of a draconic bloodline coursing through their veins, or they seem to be a conduit for raw, wild magic. Sorcerers and the power they have can be chaotic and unpredictable. Some draconic bloodlines create just one sorcerer in a generation, whilst others may produce several, or even every member of a bloodline could be a sorcerer. Others who may not even have draconic heritage, can appear as flukes of random chance, and yet others may attribute their sorcery to an event in their lives, such as being touched by a demon, sipping water from a magical spring, or being blessed at birth by a Dryad. The gift of magic may be conferred upon the individual by a god, or by exposure to the elemental planes of existence, or even by the insanity-inducing chaos of Limbo. Sorcerers have no need for spell books or grimoires like wizards and have no otherworldly patron like warlocks, but need to learn to harness their power mainly through trial and, sometimes painful, error. The power in a sorcerer may seem to champ at the bit, urging the sorcerer for release like a full bladder. The magic wishes to be used and utilised, and can sometimes overflow and spill out in unpredictable ways if it is not brought forth consciously.  Sorcerers often heed the call to adventure as a way to both unleash their inner magical power, and as a way to learn to harness and control it better. Of course, loot never goes amiss either. Some adventuring sorcerers may quest as a way to better understand their gift, or simply find out the answer to where it came from. Many adventuring parties benefit greatly from a sorcerer in their ranks, gaining flexibility and adaptability from the sorcerer’s abilities that they may not get from other casters. When creating a sorcerer, think firstly about the source of your power. Generally you will choose either to have a draconic bloodline or else be a conduit for wild magic, but the exact source of your powers are for you to decide. It could be a familial trait, with distant ancestors occasionally appearing before you in spectral form to advise and guide you on your journey; or it may have been due to some extraordinary event, which left you blessed with inherent power, but cursed without the knowledge, or even wisdom of how to manage it. Perhaps the event also left you scarred, leaving a permanent reminder of your torment etched into your flesh? Maybe a creature of extraordinary power bestowed your sorcerous gift on you, for reasons you might not even understand? Remember - your character not knowing where their power comes from is a valid choice as well.  How does your character feel about this power? Do they revel in its chaotic unpredictability, or do they shrink from using it, for fear of causing harm to others or themselves? Was it something they sought out, or was it thrust upon them? Was there an option of refusing the power when it was given and does your character wish they’d taken the blue pill, so to speak? Perhaps you wield the magics with an iron fist, believing that might makes right?  The primary stats for a sorcerer are Charisma, followed by Constitution. For a quick build, also choose the hermit background, which is covered in episode 9. Then, choose Prestidigitation, Shocking Grasp, Ray of Frost and Light cantrips and the 1st level spells Magic Missile and Shield. Next choose either the Draconic Bloodline or Wild Magic sorcerous origin. The Draconic bloodline confers a hereditary, innate magical ability on you - unless you are the first of your bloodline, in which case it will pass on to your descendants. At 1st level, you choose a type of dragon as your ancestor and you will use the damage type of the dragon you choose in features you gain at later levels. You can speak, read and write Draconic. Also you can double your proficiency bonus if you make a Charisma check while interacting with a dragon. Your HP max increases by 1 due to your draconic resiliance, and increases by 1 each time you level up. Parts of your skin have a thin sheen of scales too, which gives you an AC of

  2. 06/26/2020

    Episode 11: Half-orcs, Rogues, Folk Heroes, Illithids and Intellect Devourers

    Here’s a rundown of the episode: 00:43 + Heard Any Good Rumours Lately? News from the Planes.03:31 + Off To The Races: This episode features 08:54 + You So Classy! This episode, we’re looking at16:27 + Background Check: 18:23 + Monster Menagerie: 22:18+ Lore Academy:  Total runtime 29:57 899 4 2 161 Sources & further reading: Half-orc: PHB - 40-41 Rogue: PHB - 94-98; SCAG: 134-136; XGTE: 44-47 Folk Hero: PHB - 131-132 Intellect Devourer: MM - 191 LinksNewshttps://dnd.wizards.com/products/tabletop-games/rpg-products/icewind-dale-rime-frostmaiden- WotC page on Rime of the Frostmaiden https://dnd.wizards.com/products/fiction/comicsgraphic-novels/spine-world- At the Spine of the World https://dnd.wizards.com/products/tabletop-games/rpg-products/icewind-dale-diceIcewind Dale Dice and Miscellany https://dnd.wizards.com/products/tabletop-games/rpg-products/icewind-dale-platinum- Beadle and Grimm’s Platinum Edition https://dnd.wizards.com/products/tabletop-games/miniatures/icewind-daleWizKids Icewind Dale Icons of the Realms Illithidshttps://forgottenrealms.fandom.com/wiki/Mind_flayerFR Wiki on Mind Flayers https://www.youtube.com/watch?v=XSc17QXxfyU Baldur’s Gate 3 Live Gameplay Presentation - includes opening cinematic. https://www.youtube.com/watch?v=B9hU6UJX_pcFirst gameplay demo of BG3, featuring combat with Intellect Devourers. Syrinscapehttps://syrinscape.com - syrinscape tabletop audio. Episode TranscriptCold openWelcome to I Cast Pod, a D&D podcast about creating characters, taking chances, rolling dice and having fun. I’m Mike, your DM and guide to all things dungeonesque and dragon-y. In this episode, we’re talking about Icewind Dale, Half-orcs, Rogues, Folk Heros, Illithids and Intellect Devourers. Heard Any Good Rumours Lately?There’s a new sourcebook coming! Icewind Dale: The Rime of the Frost Maiden ties in with not only R. A. Salvatore’s Icewind Dale trilogy of novels - the first he wrote containing the Drow ranger Drizzt Do’Urden, but also it apparently has some tie in to the upcoming Dark Alliance game. (And presumably the previous Icewind Dale CRPG,) Touted as a horror adventure module, with 320 pages and over 50 stat blocks contained within - the most in any 5e module so far, several of which will be for the Frostmaiden Auril, herself as she can appear in various forms. Journey to the frozen wastes of the far north, to the communities of Ten-Towns and help defeat an ancient evil, brave blizzards, fish for Knucklehead trout or participate in an as-yet unnamed Goliath sport! The release date is Sept 15th and it should retail for $49.99. Want more Icewind Dale? IDW Publishing is going to be releasing At the Spine of the World on 21st Oct. The comic is set in Iceland Dale and features Saarvin, a Dragonborn Ranger, facing off against feral beasts, blizzards and a strange madness that has gripped the residents of Ten-Towns.  Still not enough? Well prepare for your adventure in Icewind Dale with Rime of the Frostmaiden Dice and Miscellany, which features eleven frosty looking dice, a foldout map of Icewind Dale and Ten-Towns, a felt lined box that doubles as two dice trays, and twenty double sided cards with descriptions and illustrations of creatures and characters from the area. The set is due to release on the 15th Sept for around $30. What? More? What makes you think…? Ok fine. Wizkids is releasing a tie-in Mini set, also in Sept. Packs contain chilling new monsters like the Tomb Tapper and Abominable Yeti, denizens of Ten-Towns like the Reghed Nomads, and even include the many forms of the Frostmaiden herself for you to encounter - if you dare. There are 45 figures to collect and packs cost $16.99 Got money to burn? Consider treating yourself to The Beadle & Grimm’s Rime of the Frostmaiden platinum edition. It comes with a custom DM screen, full scale battle maps, exclusive encounter cards, In-world handouts, high quality wearables, and original artwork. With a limited run of 1000 copies at $499, it’s a steal and the perfect gift for your favourite D&D podcaster. cough What? Nothing, I didn’t say anything. Off to the RacesHalf-OrcIn D&D, alliances between Orcs and humans are not unheard of. Sometimes they unite to band together against some force that threatens both of them, sometimes an uneasy truce descends over the two factions after many years of brutal and bloody war. Whatever the reason, intermarriage is sometimes the seal that bonds the two tribes together. From these unions, half-orcs are born.  The one-eyed god Gruumsh created the orcs and for the most part, reigns supreme over them. Even orcs that deny the god his due worship, for whatever reason, can still feel the fingers of his influence snaking their way into their lives, and the lives of half-orcs are not exempt. It may be that they hear whispers from the god in their slumber, or they feel the thrill of Gruumsh’s elation surge through them, as they enter the fray of the melee - washing over them like a tide. Some take the feeling as a sign, and come back to Gruumsh’s fold, while others interpret it as an ill omen, and shy away from doing Gruumsh’s will. Orcs are not inherently evil, but there is an aspect of it within their hearts. Some follow to see where it leads, and others rebel, by trying to do good in the world. Aside from Gruumsh’s influence, half-orcs feel emotions more intensely than their human counterparts. Rage feels like a burning sensation all over their skin. Insults sting like a freshly-slapped face, and melancholia drains them of energy. Half-orcs feel everything this way so delight in partaking in activities that spread pleasure through their bodies, like laughing raucously; drinking; wrestling and dancing feverishly to the pulsing throb of drums that reverberate in their guts.  Half-orcs tend to be slaves to their tempers, and can sometimes descend into sullen episodes, but most often they like to act instead of spending long hours in contemplation. This hotheaded nature often leads to fighting, either with other tribes, races or even within their own groups. Those who can master their emotions stand the best chance of becoming leaders - chiefs or even ambassadors between clans or races, utilising their human heritage to their advantage. Some half-orcs prefer the company of humans, living in human societies, who are more likely to accept them than other racial societies, apart from orcs themselves, of course. Generally half-orcs will be given names appropriate to the society they are born into, but some will take on new names in later life - sometimes to better fit in with new surroundings, or occasionally half-orcs raised in human societies will take on an orc name, pronounced in a guttural way to emblazon their heritage for all to hear or simply, because they find that humans find such names intimidating. To ingratiate themselves, some half-orcs will demonstrate a patient and reserved nature, above and beyond even the humans they mingle with, while others withdraw, trying not to draw attention to themselves. Still others play up on their toughness and try to be so unapproachable that others leave them alone. Orcs value scars. Battle scars are marks of pride to be displayed, and scarification as beautification and adornment is commonplace. Scarring is also used to mark slaves and outcasts - exiled orcs and half orcs are branded to show their persona non grata status, and declare it wherever they go. A half orc will almost always have scars if it has been around orcs enough. Those that involve tales of domination on the battlefiled may be displayed proudly, even within human societies, whereas those that tell of crushing defeats or time spent as a slave or exile will probably be covered or otherwise hidden. Half-orcs tend to have greyish skin tones, sloping foreheads, and larger builds than humans - standing at around 5 to 7 ft tall and weighing 180-250 lbs.  Half-orcs make good adventurers. Strong and hardy, and with a savage, furious edge to their combat, they are ideally suited for a life of battles and skirmishes. The obvious choices for a half-orc character are Fighter or Barbarian, with Rogue down at the bottom of the list, but could also make for great Paladins, with their inherent sense of honour and martial skills. Stat BlockHalf-orcs benfit from a +2 to Str and a +1 to ConHalf-orcs reach adulthood at around 14 years, ageing noticeably faster than humans and rarely living past 75.They inherit a chaotic nature from their orc parent, and are not naturally predisposed towards

  3. 06/12/2020

    Episode 10: Rangers, Half-elves, Hook Horrors and the Underdark

    Here’s a rundown of the episode: 00:43: - Heard Any Good Rumours Lately? News from the Planes.03:25 + Off To The Races: This episode features Half-elves08:52 + You So Classy! This episode, we’re looking at the Ranger18:30 + Background Check: Guild Artisan23:16 + Monster Menagerie: The Hook Horror29:56 + Lore Academy: The Underdark Total runtime - 34:56  Sources & further reading:Half Elf - PHB: 38-39 Ranger - PHB: 89-93, XGTE: 40-43, SCAG: 133-134 Guild Artisan - PHB: 132-133 Hook Horror - MM: 189 LinksNewshttps://www.dndbeyond.com/sources/lrdtobD&D Beyond - Legends of Runeterra: Dark Tides of Bilgewater https://www.dmsguild.com/product/316467/The-Book-of-Weird-Magic- The Book of Weird Magic by Oliver Clegg  https://www.dndbeyond.com/marketplace/sourcebooks/mythic-odysseys-of-theros?utm_source=facebook&utm_medium=moot&utm_campaign=TOF_+D%26D%2BMTG&utm_content=spider-+preorder&fbaid=23844632008460174&fbclid=IwAR3O09bVyZDKqt0rKkSpD5VMm8qgbz55CEuSpCbjIpTIomQmC6t6UheEQXI- Mythic Odysses of Theros on D&D Beyond Underdark areas https://forgottenrealms.fandom.com/wiki/Underdark- FR Wiki on the Underdark https://forgottenrealms.fandom.com/wiki/Buried_Realms- FR Wiki on the Buried Realms https://forgottenrealms.fandom.com/wiki/Darklands- The Darklands https://forgottenrealms.fandom.com/wiki/Deep_Wastes- The Deep Wastes https://forgottenrealms.fandom.com/wiki/Earthroot - Earthroot https://forgottenrealms.fandom.com/wiki/Glimmersea- Glimmersea https://forgottenrealms.fandom.com/wiki/Great_Bhaerynden- Great Bhaerynden https://forgottenrealms.fandom.com/wiki/Northdark- Northdark https://forgottenrealms.fandom.com/wiki/Old_Shanatar - Old Shanatar https://forgottenrealms.fandom.com/wiki/Great_Rift- the Great Rift Underdark denizenshttps://forgottenrealms.fandom.com/wiki/Phaerimm - Phaerimm https://forgottenrealms.fandom.com/wiki/Aboleth- Aboleth https://forgottenrealms.fandom.com/wiki/Kuo-toa - Kuo-toa https://forgottenrealms.fandom.com/wiki/Sahuagin -Sahuagin Episode TranscriptCold open Welcome to I Cast Pod, a D&D podcast about creating characters, taking chances, rolling dice and having fun. I’m Mike, your DM and guide to all things dungeonesque and dragon-y.  In this episode, we’re talking about Half-elves, rangers, guild artisans, hook horrors and the Underdark! So let’s get started! Heard Any Good Rumours Lately?We made it to ten episodes! That’s not including the 2 bonus episodes so far. If you’re listened to all 12, I want to thank you personally for coming on this journey with me. I’ve had almost 200 unique listeners, according to my stats, and they’ve come from all over the world. I’ve had listeners from the UK, the US, Canada, Germany, Iran, the Netherlands, Uruguay, and Australia! Wow. Thanks so much for listening, and here’s hoping you stick with me for the next ten shows! Fans of Summoner’s Rift - rejoice! D&D and the League of Legends universe are getting a crossover in the form of, “Legends of Runeterra: Dark Tides of Bilgewater. This is a mini campaign with details of the Runeterra region of Bilgewater, including 3 new subclasses: Path of the Depths Barbarian, Renegade Fighter who has a firearm, and a Wild Card rogue, and new monsters and items recognisable to any LoL or Legends of Runeterra players. I’ve played a little bit of League and some Legends of Runterra, so I’m interested to see this setting. It’s available now - for FREE from D&D Beyond. It’s already in my Sources on D&D Beyond, and I literally can’t think of any good reason for it not to be in yours, probably by the end of my sentence. Apart from your internet is down, but then how are you listening to this? Ah, downloaded for later listening. Of course. Well hop on as soon as it’s back up then! Direct link in the show notes. The Book of Weird Magic I mean… you’ve already sold me, but go on: From the makers of “The Book of Bad Magic,” - Another one for the list! Oliver Clegg has created a book of 21 weird and freaky subclasses for 5e, like: The Cat Domain Cleric who has an uncanny ability to climb, or see things others don’t.A Fighter with tentacles for arms - does that make them a bi-pod?Monks who reject gravity the way others would reject third helpings at the salad bar.Paladins who swear oaths to storytelling - a likely tale!Rogues that can replace one of their hands with a hand of glory - sounds kinda gory! Which, for under $8, sounds like a pretty good deal to me. Available through the DM’s Guild - direct link in the show notes. Mythic Odysses of Therosis on D&D Beyond from today! I covered it way back in Episode 3, so go listen to that episode for more details. Off to the RacesHalf-elfHalf-elves are said to combine the best qualities of both races: The artistic nature, refined senses, and love of nature of the elves, and the inventiveness, ambition and curiosity of humans, with either side balancing and tempering the other. Coming from two worlds sometimes means not fully belonging to either. Half-elves that live among humans may find attachments difficult - watching their human parent, as well as friends, succumb to the ravages of time and eventually, death - while they remain largely unchanged. Humans think half-elves look like elves, and generally treat them as such in any dealings between them. Conversely, Half-elves who live among the elves find that they have reached adulthood while their previous peers are still living as children and older elves still thinking of the half-elves as such. The elves think half-elves look human and also treat them as such. Half elves mature at approximately the same rate as humans, and reach adulthood at around 20, but live much longer lives than humans - often they live over 180 years. This can lead to feeling disavowed by both societies and half-elves sometimes flit between them, finding neither the welcome nor the feeling of belonging that they crave, and many would say - deserve. This can be further worsened by the fact that half-elves born into human settlements are most often given elven names, and of course half-elves born into elven communities are generally given human names, further marking them out as different from those around them. Half-elves have no territories or lands of their own, although they are generally allowed to mingle in human cities without too much bother. They are generally less welcome in elven forests. Those that integrate into society, generally find uses for their natural charisma and social skills, earning them professions as disperate as swindlers or diplomats. (And of course there are always those who state that the two are the same, or close enough as makes no difference.)  Half elves inherit their love of personal freedom and creative expression from their elven parents. They generally neither desire followers nor wish to follow leaders, and balk at rules. Their resentment of having to do what others say can lead them to becoming unpredictable, or at worst, unreliable and as such, they tend towards chaotic alignments. Occasionally there are enough half-elves in a human settlement to form small communities, and half-elves enjoy the company of others like themselves. Within their own kind they can find understanding and solace, empathy and kinship with others who have known the difficulties they face. They can discuss problems and issues dealing with other races with...

  4. 05/29/2020

    Episode 9 - Tieflings, Paladins, Goblins and Hermits

    Here’s a rundown of the episode: 00:42 + Heard Any Good Rumours Lately? News from the Planes.01:39 + Off To The Races: This episode features Tieflings07:27 + You So Classy! This episode, we’re looking at Paladins20:51 + Background Check: The Hermit23:42 + Monster Menagerie: Goblins28:18 + Lore Academy/Announcements Total runtime - 30:31 Sources & further reading: Tieflings:PHB: 42-43 Paladins:PHB: 82-88 SCAG: 131-133 XGTE: 36-39 Hermit:PHB: 134-135 Goblins: Monster Manual: 165-166 Linkshttps://dnd.wizards.com/dndlive2020- WotC’s red Nose Day event: Roll With Advantage https://forgottenrealms.fandom.com/wiki/Tiefling- FR Wiki on Tieflings https://en.wikipedia.org/wiki/Tiefling- Wikipedia on Tieflings https://syrinscape.com- Syrinscape tabletop audio. I'm also including a full transcript of each show in the show notes from now on, so you can go over my scripts and see where I've flubbed bits, or just check over some of the stats I mentioned. I'll go back and put transcripts into all previous shows up to this point too, but that might take a little while, so check back later if you can't see them for a particular episode. Thanks. Episode 9 - Tieflings, Paladins, Goblins, and Hermits.Cold openWelcome to I Cast Pod, a D&D podcast about creating characters, taking chances, rolling dice and having fun. I’m Mike, your DM and guide to all things dungeonesque and dragon-y. In this episode, we’re talking about Tieflings, Paladins, Goblins and Hermits - Red Nose Day and other podcasts too! Heard Any Good Rumours Lately?Between 18th-20th June, WotC are doing a series of live play D&D events called D&D live: Roll With Advantage, with various celebrities DM’ing and playing, including Deborah Ann Woll, Felicia Day, Brian Posehn, Amy Acker, Janina Gavankar, Matthew Lillard, David Harbour, Brandon Routh and more, to help Red Nose Day. WotC are also creating a special adventure, called Return to the Glory, available via the DM’s Guild, as well as event apparel, showing a Snowy Owlbear with a red nose AND a way to participate remotely through their live event portal - with proceeds going to Comic Relief US and the Red Nose Day fund - link in the show notes. Off to the RacesTieflingOriginally introduced to D&D in the Planescape setting, Tieflings were described as a mix of human and, “something else”… implying that they had heritage that originated in the lower planes, which were evil. Tieflings were said to be descended from Fiends, but because their ancestral evil was many generations ago, they are not classed as half-fiends. This was changed in 4th Ed. So that now their ancestors made a bargain with devils to increase their power. They get their name from the the German “Tief” meaning deep, or low and the suffix “ing’ as in offspring. German also has another connected word: “Teufel” meaning devil, which may also have contributed. Tieflings are generally maligned in society, due to their infernal heritage. Descended from a pact that happened generations ago, where the essence of Asmodeus, overlord of the nine hells, was infused into their bloodline, in order to make him a racial god, and ensure he had enough followers to gain godly powers. They carry vestiges of this demonic ancestry in their physical appearance - with large, prehensile tails that curl around their legs when they get nervous, extended canine teeth, and pupil-less eyes of solid colour - usually black, red, white, silver or gold. The most noticeable of their anatomical differences from humans, is a set of horns on their heads. Their horns come in a variety of colours and shapes. They may curl around their ears like a sheep, or spiral upwards like an antelope, or any number of variants, including antlers on those descended from Beshaba.  Some Tieflings whose heritage was particularly strong could have forked tongues, leathery or scaly skin, cloven hooves, a sulphurous or brimstone odour about them, and unusually warm flesh. Speaking of flesh, their skin tones include the same range of tones as humans, but also various shades of red. Generally Tieflings are not supposed to be blue, like Laura Bailey’s character Jester from the second season of Critical Role, but D&D being the game it is, we can take it, turn it over and make it whatever we want it to be. There are even Tieflings descended from Rakasha, a race of duplicitous outsiders, devious sorcerers and malevolent manipulators, that have feline eyes or furred skin. In terms of usual Tiefling hair, that grows around their horns, is commonly black, or else other dark tones, like brown, dark red, deep blue or purple. Tieflings often live in human cities and towns, in small minorities. Treated as a subclass, (in the political sense of the word class,) by humans and most other races, Tieflings are often relegated to the poorer and rougher parts. This treatment often becomes a self-fulfilling prophecy, and Tieflings often turn to crime in order to support themselves, as due to their baleful appearance, they are often shunned, especially by superstitious commoners and this can make it difficult to earn an honest living. People will generally not buy from a Tiefling merchant - fearing curses, or just being swindled. Occasionally Tieflings rise to become crime lords in their area. Sometimes they live among other minorities, where their plight might find empathy. In any case, life for a Tiefling might not always be a happy one. Some parents of Tieflings whose features were particularly demonic might kill their child, or it might be killed by frightened villagers who fear it’s presence might blight their crops or make their livestock sick. Tieflings often don’t have the usual upbringing most human children enjoy, but are intelligent, and capable warriors naturally, with a dark and seductive demeanour. Growing up they become aware of their different nature early on, usually by derision at the hands of others. Despite this maltreatment, they don’t all naturally gravitate towards evil as expected, but instead span the gamut between extremes of good and evil, usually falling somewhere in-between, much like their human counterparts. Often proud, self reliant, (usually by necessity,) slow to trust and secretive - the latter trait only adding to their mistrust by others, which might be seen as enjoying their privacy in other races. Indeed most Tiefling traits can be viewed through the lens of prejudice, or seen as normal traits in a race of people who had little involvement in where they came from. With no homeland, Tieflings have to integrate themselves into society in general, and know that they will have to make their way in the world on their own. Once you have shown you trust a Tiefling, they can become a lifelong friend and ally. Tieflings are generally carnivores, with bone marrow considered a particular delicacy, although that probably does little for their reputation.  Stat BlockTieflings gain +1 to intelligence & +2 to CharismaTieflings age at the same rate as humans but typically live 20-40 years longer.Size =MediumSpeed: 30ftDarkvision: 60ftResistance to fire damageInfernal legacy - You know the Thaumaturgy cantrip. At 3rd level they can cast Hellish Rebuke as a 2nd level spell once between long rests. At 5th level they can cast Darkness once per long rest. They use Charisma as the spell casting ability for these spells.Languages: Common and Infernal You So ClassyPaladinPaladins are sometimes referred to as White Knights, Cavaliers or Holy Warriors. Their closest parallel in the real world is probably the Knights Templar - the famous holy warrior knights from history. Paladins are typically clad in plate armour, brandishing a large sword and shield, they value virtue, nobility, and honour. Paladins are bound by powerful oaths to uphold justice and righteousness against the dark forces of evil throughout the world. A common misconception about Paladins is that their sacred power comes only from the deity or deities they serve, when in actual fact it comes just as much from their devotion to justice. Training for years, Paladins master a variety of weapons and armour, but those martial skills pale in comparison to the divine magical power they wield. Paladins have powers to heal, to protect the innocent and the just, and to vanquish evil and the undead wherever they may linger. Paladins are born to the adventuring life, persistently seeking out evil in the darker parts of the world, driven by a lust for justice that borders on, and some would say crosses the threshold into zealotry. Even though a Paladin may be in service to a monarch or country, they consider that allegiance secondary to their cause of righteousness, as they believe that every victory against evil, no matter how small, can help tip the scales in the favour of goodness and help save the world from darkness and oblivion. A Paladin is often a good choice for a starting player who is a little unsure of what they want to do in terms of team role. A Paladin is a half-caster, so players get to dabble in magic both offensively and defensively, as well as getting stuck into the action as a melee...

  5. 05/15/2020

    Episode 8 - Nobles, Gnomes, Monks and Flumphs

    Here’s a rundown of the episode: 00:41 + Heard Any Good Rumours Lately? News from the Planes.01:24 + Off To The Races: This episode features 10:17 + You So Classy! This episode, we’re looking at 18:30 + Background Check: 22:31 + Monster Menagerie: 27:17 + Lore Academy: Total runtime - 32:54 Sources & further reading: GnomesPHB: 35-37SCAG: 114-115XGTE: 178 (names only)  MonkPHB: 76-81 NoblePHB: 135-136 FlumphMonster Manual: 135 Linkshttps://discord.gg/QC9d2YQ- Discord server to chat with me and others https://dnd.wizards.com/remote/freematerialWotC free materials page https://forgottenrealms.fandom.com/wiki/Flumph- FR Wiki on Flumph’s https://forgottenrealms.fandom.com/wiki/Bahamut - FR Wiki on Bahamut https://en.wikipedia.org/wiki/Bahamut_(Dungeons_%26_Dragons)- Wikipedia on Bahamut Welcome to Syrinscapesyrinscape.com - Syrinscape tabletop audio Episode TranscriptCold openWelcome to I Cast Pod, a D&D podcast about creating characters, taking chances, rolling dice and having fun. I’m Mike, your DM and guide to all things dungeonesque and dragon-y.  In this episode, we’re talking about Gnomes, Nobles, Flumphs, Monks and Bahamut! Heard Any Good Rumours Lately?Off to the RacesGnomeGnomes love life. They try to enjoy as much of it as possible, which considering they live for 3-5 centuries, means they’re here for a good time AND a long time. Despite this lengthy lifespan, Gnomes still worry that they won’t get to see and do everything they want to do in the time that is given to them.  Gnomes love to explore, create, invent, investigate and play, well into their adult lives.  Gnomes love to laugh, enjoying jokes and pranks. Their workshops erupt in peals of laughter as often as minor explosions and plumes of smoke.  Gnomes speak as fast as they think, which is generally pretty fast. Standing at slightly over 3 feet tall, and weighing 40-45 pounds, with tan faces and fair hair that has a tendency to strike out on it’s own in several directions at once, bright eyes and a cheerful disposition. Males are often bearded, and in contrast to their hair, their beards are well-kempt and often styled into forks or points. These diminutive peoples, called the forgotten folk by some, are some of the least populous and influential in the world. Not having a major presence on the world stage would infuriate some races, but not the Gnomes - they revel in the anonymity it affords them and the protection that brings. Legend tells that Gnomes first sprang forth on Faerûn from mystic gems buried deep in the earth. This explains both their love of gems and their predilection for living in underground warrens. The forest Gnomes came from emeralds, diamonds became the rock Gnomes, and rubies became the deep Gnomes, or Svirfneblin. Gnomes tend to live in secluded, hidden places, away from other races, but will gladly work and socialise with humans, elves and dwarves, although Gnome interests often take second place to the concerns of the other races. Gnomes are often underestimated by the other races, but Gnomes have learned to use this to their advantage, both defensively and offensively, when required. Their homes are generally underground, but they come up into the sunlight more often than Dwarves. Their dwellings are hidden by a combination of clever architecture and illusions. Welcome visitors are quickly ushered into their bright little burrows, whereas those who are not welcome will likely never find them. Gnomes have several names, having been given epithets by not only their parents, but aunts and uncles and the clan elder may chip in a name too, amongst others. When dealing with other races, they usually chose no more than three names - a personal name, a clan name, and a nickname - choosing the most fun ones to say in each category. Forest Gnomes make their homes in simple hillside dwellings, deep in the woods. They could live only a few miles from a human or elf village, and the residents there would never know the Gnomes existed, such is their desire for seclusion. If discovered, and treated well, they make for fine neighbours, but still prefer to avoid contact with even friendly-seeming folk. Forest Gnomes have an affinity with animals, often keeping squirrels, badgers, rabbits, moles, woodpeckers and others as pets. They also have a knack for illusions that helps them stay hidden. If discovered, forest Gnomes will either pack up and move their whole town deeper into the forest, vanishing overnight, or else if threatened, will defend their homes with all the resources at their disposal. Forest Gnomes rarely leave the comforts of home to go adventuring, but those that do, use their gifts with magic and nature to become guides, scouts, mystics, or Druids. Rock Gnomes are more commonplace than their forest-dwelling cousins, interacting regularly with other races. Rock Gnomes are inquisitive, seeking out people to learn new things from. They prefer to live on the edges of other settlements, in their own enclaves, but occasionally a rock Gnome will live in a human or dwarves city. Gnome wanderers also exist, travelling between communities to learn new things and trade both information and goods. Gnomes who leave to live amongst other races, often find themselves a trade as jewellers and gem cutters - skills they have inherited from their race. Others find work as Tinkerers, Alchemists or Engineers. Gnomes find machinery of all types fascinating and love to figure out how they work - often by dismantling them. Gnome Sages and Tutors are found in human communities - their long lifespans giving them ample time to accumulate much useful knowledge to pass on. The Deep Gnomes, or Svirfneblin, reside in the Underdark, along with the Duergar, (dark dwarves,) and Drow, (dark elves). Deep Gnomes are serious, careworn, and dour - especially when compared to the sunny, cheerful and optimistic dispositions of their surface dwelling cousins. One thing they do share is their love of privacy, and Svirfneblin homes are also hidden away, as well as well guarded. Being in close proximity to the Drow, whose society prizes hostility and conquering, they live under constant threat of being relocated, destroyed, or pressed into slavery for the Drow. This in fact happened to Blingdenstone, which was one of the largest and grandest of the Deep Gnome’s strongholds, having existed for over two thousand years until it was overrun by Drow from Menzoberranzan, around a century ago.  In contrast to their counterparts, Svirfneblin are lean with dark grey and earth skin tones, resembling rock. Males are bald and beardless, with females having hair on their heads. Svirfneblin adventurers are known, often living amongst the other denizens of the Underdark, or occasionally making their way to the surface.  Stat BlockSize: Small - 3-4 ftSpeed: 25 ftDarkvision: 60ftGnome Cunning: Advantage on all Intelligence, Wisdom and Charisma saving throws against magic.Languages: Common and Gnomish Forest GnomesDex +1Natural Illusionist - You know the cantrip Minor illusion. Intelligence is your spellcasting ability for it.Speak With Small Beasts - You can communicate simple ideas with smaller beasts with a combination of sounds and gestures. Rock GnomesCon +1Artificer’s Lore - you can add twice your proficiency bonus when making Intelligence (History) checks on magical or alchemical objects or technological devices.Tinker - You have proficiency with artisan’s tools. You can use 1hr & 10GP worth of materials to create a small clockwork device, with an AC of 5 and 1HP from:Toy - such as an animal, person or monster, which can move 5 ft in a random direction and makes noises commensurate with it’s appearance.Fire Starter - This device produces a small flame, which can light a candle, torch or campfire. Using it requires an action.Music Box - Plays a single song when opened, until it ends, or the device is closed. You can have up to 3 of these devices active at any time, which last for 24 hours, at which point they cease to function. You can choose to repair them, spending another hour to do so. You can also use an action to dismantle a device, reclaiming the materials.  Deep GnomesDex +1Superior Darkvision - 120ft radiusStone Camouflage - You have advantage on Dex (Stealth) checks to hide when in rocky terrain.Extra Language - UndercommonSvirfneblin Magic - You can cast nondetection at will, without a material component. You can also cast...

  6. 05/08/2020 ·  Bonus

    Bonus Episode 2: A Brief History of D&D

    Bonus Episode #2 - A Brief History of D&DIntro Now in it’s 5th edition, Dungeons and Dragons is experiencing a resurgence into popular culture, in large part due to the internet, and live streaming shows such as Critical Role; Acquisitions Incorporated, and Force Grey, as well as thousands of other live play shows, streams, youtube channels and podcasts. It has spawned countless other games, influenced most of the forms of entertainment we enjoy in some form or another and brought to the world the concept of “Levelling Up”. Without it, there’d be no World of Warcraft, or video games like The Witcher 3, and the entire field of gamification might never have arisen to help us enjoy our to-do lists. D&D has become a cornerstone of geek culture. It wasn’t always so popular though. In fact during the 80’s, it was positively vilified … but we’ll get to that later. Join me now as I delve into the sprawling corridors of history to discover what D&D is, and how it came about. The beginningFirst, we need to travel back to 1971 before even your wizened and grey-bearded host was born - to a game called Chainmail, that was written by Gary Gygax and Jeff Perren. Gary was a long time miniature war-game veteran - the type still played by Military buffs around the globe today, as well as Warhammer and its variants. Essentially you have an army, represented by miniature figures. You enact or reenact battles by manoeuvring the army around the playing field using rulers and resolve battles by rolling dice, with the help of a referee. Gary saw that there was potential in expanding the rules of wargaming, which he felt could be constricting. In addition, Gary wanted to get away from using only 6 sided dice, as there was an inherent bell curve when rolling 2 of them: 2’s and 12’s were rare rolls, whereas 6’s 7’s and 8’s are more common due to the increased combinations of numbers that can result. Gary initially used numbered poker chips 1-20, to ensure a 5% chance of getting any particular number. Later, he found a school supply catalogue that had dice shaped like all the Platonic solids, including the now-famous Icosahedron: A 20 sided die that will forever be known as the D20, thanks to D&D. ChainmailBetween 1968 & 1971, Gary and his friend Jeff Perren worked on what would become 16 pages of rules for a new type of game. They called it Chainmail, it differed from traditional war-games in 2 major ways: First, some of the miniatures, instead of representing multiple units, were instead known as ‘Hero’ units, that could withstand much more punishment than ordinary units. Secondly, just for fun, rules were included for magical fantasy settings. Things like wizards, spells, elves and … dragons! Gary was a big fan of Robert E Howard’s Conan series, and hoped to bring some of the swashbuckling adventure to tabletop gaming. In 1971, Chainmail was published by a games company started by a friend of Gary’s. It was the company’s biggest hit, making around $300 per month. Dave ArnesonDave Arneson, having already collaborated on a high seas naval combat game with Gary, modified Chainmail further to include improvisatory play, and moved the setting to a dungeon in order to make games easier to deal with. Dave also added an experience system, necessitated by his player groups wanting to play games that spanned multiple sessions. Characters now earned experience points, based on what they do in the game. Earn enough points and the character goes up a level. Dave also took a different approach to being the game’s referee too, instead of just acting as an arbitrator of the rules, he also performed as a kind of guide to the dungeon and the world itself, describing the scenery and encounters. Gary and Dave agreed to collaborate again after talking about what Dave’s group were up to, with Gary trying to codify new rules from Dave’s notes and during long phone calls. There were four races in the original edition; Human, Elves, Hobbits and Dwarves.  Classes were constructed, originally consisting of just Fighting Man, Magic User and Cleric, each with lists of mathematical attributes that were used during play, like intelligence, constitution, strength and so on. The list of available weapons stretched too to include many new bladed, blunt and spiky things. The attributes in particular, enhanced the playing of a character - a low intelligence score might literally spell disaster for a wizard, but isn’t going to stop a warrior swinging a sword, and those the same attributes could also feed into playing the role - a player could easily act out their version of a character with low intelligence. TSRBy 1973 Gary had shopped the game around publishers, but no one could ever seem to see the potential for a game that had no winner and didn’t really end, so he set up his own company, Tactical Studies Rules, with a childhood friend, Don Kaye, who had helped Gary playtest the game. Dave Arneson wasn’t asked to join the fledgling company, as he and Gary didn’t exactly see eye to eye on many things. He was just having fun playing the game. The company managed to raise $2400 and got to work. In January of 1974, the first thousand copies of the three-booklet set were printed, ready for sale at $10. A set of dice costs $3.50 extra. As with so many brands that came out of the 60’s and 70’s, TSR at this point is run from Gary’s basement. There was no budget for marketing, but word of mouth proved to be D&D’s success, spreading through hobby shops, colleges and schools and in ten short months, TSR sold out of D&D booklets. Shortly thereafter, the Advanced version booklet came out in 1977, adding many new features, including new classes Assassin, Bard, Druid, Illusionist, Monk, Paladin, Ranger and Thief. The first Monster manual was also released. The Players Handbook came along in 1978, and the Dungeon Master’s Guide in 1979.  Pre packaged adventures followed, written by Gary, Dave Arneson and others, but the real beauty of D&D, the thing that still attracts players and DM’s to it now, is that D&D had scope for people to build their own adventures from scratch, even their own worlds and all of them can be explored, fought for and looted. The Satanic PanicIn the late 70’s and into the early 80’s, America was gripped by the “Satanic Panic”, which vilified anything seen as satanic, including heavy metal music, video nasties and D&D. Around this time, the media was circulating rumours of Satanic cults performing ritual child abuse, centered at the time around alleged abuse of children by teachers and other adults in positions of authority.  In 1979 a student named James Dallas Egbert the 3rd disappeared from his college in Michigan and rumours circulated that he had been killed as part of a real life D&D game in the steam tunnels under his college. James had been something of a prodigy, so no one could think of a reason why he would just disappear. William Dear, a private investigator from Dallas, worked on the case by trying to get into James’ mindset. He found a seemingly meaningful arrangement of thumbtacks on James’ cork board and studied the D&D manuals for clues. The only other clue left by James was a note stating that if his body was found, it was to be cremated. The handwriting on the note did not match James’. William believed that the path to finding James, could be found through studying D&D, even paying to play games to better understand the game and by extension, the mindset of a player. Dear was interviewed multiple times during the course of the investigation, and was even quoted using the attributes from the game, saying that James, “Did not posses Strength and Charisma, but Intelligence and Dexterity, yes.” and the media ran with it. Eventually James called Dear, who went to visit him in a dilapidated hotel in a bad part of the town he’d escaped to. On the condition that Dear told no-one where he had been since he’d disappeared, James told him his story. In fact, James had left Michigan after a failed suicide attempt, due to depression stemming from a troubled home life and the fact that he hadn’t come out as gay to his parents - which would’ve been an even bigger deal back then. He’d also started using drugs and alcohol as a way to cope. He’d planned to commit suicide in the steam tunnels, which students had used for playing, partying and having sex in, but had been unable to go through with it. He’d written the note with his left hand to throw people off. He’d spent some time coach surfing, staying with friends and eventually hitched a ride south. James was reunited with his parents. Dear kept his word and told no one about James’ story. Dear visited James at his parent’s house on occasion. Sadly, about a year after being found and returning home to his parents, James finally did commit suicide. Dear finally told James’ story in full five years after he died in a book that detailed not only his problematic home life, but also James’ issues with depression, drugs and alcohol - but far be it for the media to let the facts get in the way of a good story, they had another in a long line of scapegoats for society’s ills in D&D. The story that a kid had been killed while playing was already widespread. It was obvious D&D was evil to its accusers - it promoted witchcraft and demon worship, and the evidence was clear: the booklets contained spells and incantations, and there was talk of demons within its pages.  A 1981 novel called “Mazes and Monsters”, presumably for copyright reasons, told a tale of a youth who became so enamoured with a fictional version of the game that he could no longer tell what was real any more. It was based loosely on the story of Eggbert’s...

  7. 05/01/2020

    Episode 7 - Outlanders, Ettins, Humans, Fighters, Death Metal and Tiamat

    Here’s a rundown of the episode: 00:41 + Heard Any Good Rumours Lately? News from the Planes.04:39 + Off To The Races: This episode features Humans08:32 + You So Classy! This episode, we’re looking at the Fighter17:47 + Background Check: The Outlander20:05 + Monster Menagerie: The Ettin24:18+ Lore Academy: None this time, listen to find out why24:33 + The Infamous: Tiamat Total runtime - 30:45 Sources & further reading: Humans - PHB: 29-31 SCAG: 100-112, XGTE:(Names) 181-192 Fighters - PHB: 70-75 XGTE: 27-31, SCAG: 127-128 Oulander background - PHB: 136-137 Ettin - Monster Manual: 132 Linkshttps://www.icastpod.com/episode/episode-4-soldiers-and-beholders-and-dwarves-oh-my I Cast Pod episode 4, which includes the Soldier background - useful for Fighter builds. https://forgottenrealms.fandom.com/wiki/Tiamat- FR Wiki on Tiamat https://amzn.to/3d90UV4- Amazon affiliate link to Tyranny of Dragons https://amzn.to/3aVVTxi - Amazon affiliate link to Hoard of the Dragon Queen https://amzn.to/3aSEshd- Amazon affiliate link to Rise of Tiamat https://syrinscape.com - Syrinscape tabletop audio. (Not an affiliate link) Episode TranscriptCold openWelcome to I Cast Pod, a D&D podcast about creating characters, taking chances, rolling dice and having fun. I’m Mike, your DM and guide to all things dungeonesque and dragon-y. In this episode, we’re talking about Death Metal, Ettins, Tiamat, Fighters, and Outlanders. Heard Any Good Rumours Lately?I finally took delivery of my package of The Depths of Drasted - a limited edition boxed set of CD and one shot 5E compatible adventure, from the death metal band, The Black Dahlia Murder - who I’m already a big fan of. The adventure is designed to take around 3 hours to complete, so perfect for a one shot, and the character sheets all start at level 5, (“simply because at level 5 you have access to all the cooler spells and abilities” according to the booklet.) The adventure takes place in the long-deserted ruins of the city of Drasted, which in its prime was a centre for magical learning, but has been abandoned for long ages. Stories tell of this repository of knowledge being home to many powerful and magical artefacts, ripe for plunder - but superstitions abound of this dark and foreboding place being home to an ancient force that rose up from under the city, poisoning it’s inhabitants and turning some into horrific abominations beyond the limits of flesh and imagination. In fact, as you enter a pall falls over the group and there seems to be an ominous green glow emanating from somewhere out of sight… The set contains: The CD of the album VerminousA 24 page adventure booklet, with hand drawn artwork for items, enemies, maps, and page borders as well as tables for slime mutations and temporary insanity. A custom set of green dice, with a variation of the biohazard symbol on the ‘one’ face, (apart from the D4, where it is in the middle on each face.)A DM screen featuring artwork from the album’s cover Custom pre-generated character sheets for Sloan McCord, cleric; Dux Lefevre, wizard; Wagner Lionheart, fighter; Walker Garrotte, fighter; and Chance Deveraux, rogueHigh quality thick presentation cards for the unique enemies in the game: Dark Cultist, Tomb Hornet Grave Rat and King Rat, with hand drawn artwork printed on one side and background info and stats printed on the reverse4 Hand drawn printed pull out maps to play on with minis. There’s definitely more than I expected in the box and it’s of high quality overall. I’m really pleased with not only one of my favourite bands putting out a D&D adventure as a boxed set for its album release, but also the fact that the module has obviously had a lot of work and love put into it. Grab one if you can. Off to the RacesHumansI have to say I don’t really understand the choice to play as a human. If in any game: video, TTRPG, or even board game; if there’s another option besides human, I will play that. Elves are my personal favourite. But seeing as we play these games for some escapism from our day to day lives, playing a human seems a little… basic. “You could be a powerful elemental?” “Human.” “A creature that looks like a demon - red skin, tail, horns and all!” “Hmm… human.” “A stout dwarf? A nimble halfling? A graceful elf? An industrious gnome?” “Ooh! Erm… human please.” “Bird person? Lizard person? Sentient Robot?” “Nah.” “How about a half-human hybrid? A half orc? Half elf? Half drow?” “Nope, just make me a regular Joe.” That being said, let’s look at the advantages of playing a human. In D&D humans are the most varied of all the races. As in real life, there is no such thing as an ‘average’ human. Height, weight, skin and hair tones are all widely variable.  Humans are also driven by ambition to achieve in ways that some of the longer lived races, just aren’t. Humans are the most adaptable, with wide varieties of moralities, cultures and proclivities which is widespread over the face of Toril. Despite most human lives lasting under a century, they build cities and monuments to last through the ages, and preserve traditions through several lifetimes. Despite looking to legacy and the future, humans also live in the moment for the greater part, making them ideal for the adventuring lifestyle. They keep abreast of events too, including social and political changes. They are also welcoming of other races into their societies, for the most part - at least compared with how many humans are able to live in other societies.  Humans also have the odd compunction to champion causes, rather than just territory or group affiliations. Adventuring humans may turn to the profession for any number of reasons - wanderlust, greed and avarice, the pursuit of glory, fame and power, or just the desire to help others and root out evil. Humans have settlements, cities and even empires over the face of Toril, including Neverwinter, Waterdeep, and Baldur’s Gate, as well as numerous smaller sites like Phandalin, Iriaebor and Loudwater. Humans are kind of generally good at everything in moderation in D&D and are famous for their adaptability, living in more types of terrain, from harsh tundra to scorching deserts, than any other race. Humans can survive and even thrive almost anywhere on the face of Toril, or even underneath the surface. Humans even settle in places that other races have forsaken, building towns and cities on the ruins of earlier civilisations. The one thing that holds the human race back from becoming even more prevalent and powerful is their predilection for infighting. Were they able to band together and unify in the way that the elves or dwarves do, they might rule over all Toril. Stat Block Your ability scores each increase by 1 Any alignment is viable, as humans span the gamut. Speed: 30ft Size: Medium. Usual range is between 5-6ft Languages: Common and one extra language of your choice. Humans typically learn the language of the peoples they most commonly trade or deal with. Humans often appropriate words from other languages and pepper it into their own speech. You So ClassyFighterOne of the most diverse classes in the game, the fighter can be specc’d a number of different ways, from a knight, to a gladiator, mercenaries - even archers can come under the purview of the fighter.  All fighters learn the basics or all combat styles, which means that as a fighter, you can pick up an axe, Warhammer, sword or bow and start doing some damage. You’re rarely, if ever, defenceless. You can swashbuckle with the best of them, snipe enemies from range, restrain them with a net, or get up close and personal.  Fighters are similarly adept with all types of armour and shields as well. Every fighter has a specialism, whether it’s two handed weapons like great swords or battle axes; duel weapon fighting with short swords or daggers, or a spear and shield combo. Some fighters even bolster their proficiencies and abilities with magic. Fighters stand apart from your average city watch guard, soldier or mercenary, being more like veterans, high ranking officers or loyal knights. They are much more capable and highly trained than your average grunt. Obviously such skills make them ideal for the adventuring life and many fighters turn to adventuring after a contract runs out, a job ends or just to try their hand at gaining special weapons and armour, which are often secreted away in dangerous corners of the world, guarded by monsters that will prove a challenge for a fighter’s mettle and skill. When creating a fighter, consider where you got your initial training. Were you a mercenary, a soldier or perhaps a bodyguard? What made you stand out in the ranks? Did you complete some heroic deed by the skin of your teeth? Did you save the life of your employer? Are you just more ruthless and bloodthirsty than the rest of your...

  8. 04/24/2020 ·  Bonus

    Bonus Episode 1: No Dungeons, Just Dragons

    Here’s a rundown of this episode: 00:30 + Dragons in human culture 01:58 + You Down With OG D&D? (Yeah You Know Me)04:34 + The Magazine That Bears Their Name08:22 + 2E Or Not 2E?10:40 + Close Encounters of the Third Edition Kind12:17 + May the Fourth Edition Be With You14:07 + State of Play 16:07 + Colour Me Chromatic20:04 + Metallics-a25:21 + The Dracolich  Total runtime - 27:48  Further ReadingMonster Manual: 83-118 Linkshttps://dnd.wizards.com/articles/features/draco-historia- WotC on draconic history through the various editions Here Be Dragons - Scientific American Blog Networkblogs.scientificamerican.com › observations › here-be-... - Scientific American on Dragon ubiquity https://allthatsinteresting.com/dragon-legends- All That’s Interesting on Dragon legends Episode TranscriptIn this, our first bonus episode, we’re talking about dragons. Dragons are ubiquitous across human culture and no one really seems to know why. Studies of Vervet monkeys showed that they have an innate fear of lions, eagles and snakes. Add those together in the right ways and you could end up with something that looks like a dragon, so perhaps humanity’s obsession with the creatures is in part, evolutionary? Or perhaps the tales sprang from earlier times when we unearthed the fossilised remains of dinosaurs without the knowledge we have about them now? Those huge lizards seem primed for tales about gigantic flying beasts with preternatural powers, such as bringing rains or breathing fire. They permeate even into today’s pop culture too, with the Hobbit and Game of Thrones both displaying impressive versions. In antiquity they were features in the Chines, Greek and Moari cultures, amongst others. The Babylonians had a serpent diety-monster called Tiamat - a name which may be familiar to you, or will be by the end of this episode. In the 1970’s the creatures made their way into a game that evolved from tabletop war-games into something more fantasy based, which provided an ideal home for these reptillian monstrosities… So listen on, intrepid adventurer, but beware - for here be Dragons! You down with OG D&D? (Yeah You Know Me)Originally there were six types of Dragons in D&D: Black, White, Blue, Green, Red, and Golden. Dragons took up pages 11-14 of the Monsters and Treasures booklet for OD&D. Considering that most monsters at the time warranted only a paragraph or two, it showed how important Dragons were to the game - they are in the title, after all. In their original incarnation, dragons looked quite similar to their later and current versions. They already had set alignments - Golden dragons were lawful, while chromatic dragons were chaotic - and breath weapons that were different for each colour: Acid for black, cold for white, Chlorine gas for the greens, lightning for blues, fire for reds and either fire or gas for the golden. They also each inhabited unique terrains and represented different challenges for players of certain levels. Levels 5-7 would battle white dragons, 9-11 would face reds and 10-12 could fight golden dragons. They could also appear in different age groups, which defined their hit points and breath weapon damage. One major difference with OD&D dragons was their vulnerability and resistance to certain elements, for example: Blue dragons were vulnerable to fire but resistant to lightning and water. They also differed from most monsters, which were supplied only with combat stats, whereas dragons had percentages listed of likely they might be to talk with adventurers, or be sleeping - possibly inspired by the activities of the dragon Smaug in Tolkien’s The Hobbit. Rules were even included for those attempting to subdue a dragon or even trying to sell one! GreyhawkSupplement 1: Greyhawk, included four more metallic dragons: Brass, Bronze, Copper and Silver, bringing the total to ten. In the Greyhawk setting, metallic dragons could be lawful or neutral. Later, other dragons would fill the neutral alignment and the metallics would remain lawful only. Greyhawk also brought with it the dragon gods Tiamat and Bahamut, albeit without their names, who still feature in fifth edition in The Hoard of the Dragon Queen and The Rise of Tiamat. The dragons gained increased power in AD&D, including an ability to induce fear in weaker enemies. The magazine that bears their nameIn 1980, D&D saw some new additions to dragons, first with Gem dragons in Dragon magazine issue #37, by Arthur W. Collins. He added five new neutral dragons: Amethyst, Crystal, Emerald, Sapphire and Topaz, each with their own territories and breath weapons as before.  Then Len Lakofka in Dragon magazine issue #38, introduced Brown, Orange and Yellow dragons. Where previously chromatic dragons had been chaotically aligned, (and metallics being lawful,) these three were evil. Dragon #62 saw the good steel dragon and evil gray dragon make their first appearance in 1982, and issue #65 had Richard Alan Lloyd continue the chromatic spectrum with his own yellow, orange and purple dragons in September of ‘82. The official material included new dragons too, with six Oriental dragons being included in The Fiend Folio in 1981, and the Monster Manual 2 of 1983, which expanded the roster with Cloud dragons, Faerie dragons, Mist and Shadow variants.  'Basic’ D&D showed off its own gemstone versions in the D&D Masters Rules in 1985 - categorising Amber, Crystal, Jade, Onyx, Ruby and Sapphire dragons, which covered a range of alignments and bore little relation to Collins’ neutral Gem dragons. Then in ‘84 came Dragonlance by Tracy Hickman - a trilogy of dragon-heavy adventure modules to address the fact that although dragons were included in every Monster Manual, there were no adventures that featured them. There were adventures about giants, drow, elemental evil and even lizard men, but the best known monster in the game had none.  Dragonlance grew into a story of epic proportions, eventually spanning 12 adventures - one for each type of dragon, plus Bahamut and Tiamat. These adventures saw the dragons appearing more as characters than just monsters, and they formed the main part of the plots, with dragon armies marching across Krynn and taking over vast territories.  Dragon magazine continued to focus in on dragons, beginning with #50, the fifth anniversary issue, which boasted a ‘special dragon section’, which included an article by Greg Rihn, called “Self defence for dragons, which posited that dragons needed to be tougher, in-game, seeing as how they were continually fending off well kitted out parties of adventurers. It was partly due to this article that dragons picked up extra attacks and some sneaky tricks. From then on it became tradition for the anniversary issues to incldue some articles about dragons, which makes sense really, being the game’s most notorious antagonists. Occasionally this meant the introduction of new types, including in issue #170 in 1991, ‘ferrous’ metal dragons of chrome, cobalt, iron, nickel and tungsten. Usually though it involved rules variations, like dragon clerics or another attempt to improve dragons’ damage output. The final draconic issue #356 in June 2007, reworked the ferrous dragons and detailed many of the most famous dragons from D&D’s history. Over these anniversary issues, much unofficial lore was added to dragons, making them the most detailed monsters in the game, including Ed Greenwood, (creator of the Forgotten Realms and Elminster,) who wrote out 20-some unique draconic personalities in his column, ‘Wryms of the North’ between issues #230 to #259. 2E or not 2EAfter AD&D was reworked in a second edition, dragons appeared once more in the Monstrous Compendium Vol. 1. This sourcebook revisited dragons thoroughly, mainly by powering them up. TSR announced, “They’re back… and more dangerous than ever!” In Dragon #146. Dragons in 2E were given new attacks, like wing buffet and snatch and received more hit dice. The white dragon which had previously had access to 5-7 hit dice, now found 11 available. The red dragon went from 9-11 to 15. Maximum HP was also bumped up for older dragons and generally, they were more dangerous in 2E. During 2E, TSR released over 25 Monstrous compendiums, which included lots of new dragons, including new chromatics, gem and gemstone, metallics, neutrals and oriental dragons. There were also unique, one-offs, such as the astral, radiant, planar adamantine, cloud, the steel dragon of Greyhawk and the frankly incredible weredragon, which I personally want to know more about.  Despite this, the main categories remained largely unchanged since 1974. In 1990, the Draconomicon was released as part of 2E, which is not only a great name, but was also the first draconic sourcebook, which although focussed on the Forgotten Realms, contained lots of info for dragons of any land, and included new dragons into the bargain, bringing mercury, steel and yellow into canon. Ed Greenwood also brought us another incredible piece of content in the

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