I Cast Pod!

Episode 4 - Soldiers and Beholders and Dwarves - Oh my!


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Here’s a rundown of the episode:

  • 01:30 - Heard Any Good Rumours Lately? News from the Planes.
  • 01:57 - Off To The Races: This episode we discuss Dwarves.
  • 08:00 - You So Classy: Looking at the Bard class.
  • 13:33 - Background Check: Join the army! We check out the Soldier background.
  • 16.54 - Monster Menagerie: The nightmarish Beholder is this episode’s focus. Geddit? Focus!
  • 24:36 - Lore Academy: Ever wanted to tear a planet apart? We talk about The Sundering(s)
  • 27:00- The Infamous: The Drowse ranger Drizzt Do’Urden

Total runtime: 32:37

Further reading

Dwarves: PHB: 18-20, SCAG:103-105, XGTE: 176 (Names only)

Bard: PHB: 51-55 SCAG:122-124 XGTE: 12-16

Soldier: PHB: 104-141

Beholder: MM: 26

Drizzt Do’Urden: PHB: 21 (illustration) 

R. A. Salvatore’s novels (affiliate link) I recommend starting with Homeland, which is The legend of Drizzt, book 1: https://amzn.to/3a6xtSr

Links

https://discord.gg/g7HbME- the I cast pod Discord server. Come and chat with me!

https://www.youtube.com/watch?v=6WJHNxqXVWAA J Pickett on Dwarves.

https://www.youtube.com/watch?v=-m73NN7_ETU - the Dungeon Dudes on Bards

https://geekandsundry.com/explore-the-unusual-history-of-the-beholders/Geek and Sundry on Beholders, including video by Mr. Rhexx.

https://www.youtube.com/watch?v=_CRIFPSIZbI&feature=emb_rel_pauseMr Rhexx, on Beholders

https://forgottenrealms.fandom.com/wiki/Beholder- Forgotten Realms Wiki on Beholders

https://en.wikipedia.org/wiki/Beholder_(Dungeons_%26_Dragons)- Wikipedia on Beholders

https://forgottenrealms.fandom.com/wiki/Large_LuigiForgotten Realms Wiki on Large Luigi.

https://www.youtube.com/watch?v=0bstyqFw3H8- Jorphdan on The Sundering

https://geekandsundry.com/who-the-heck-is-drizzt-dourden-one-of-dds-iconic-characters-explained/- Geek and Sundry’s Guide to Drizzt Do’Urden.

https://forgottenrealms.fandom.com/wiki/Drizzt_Do%27Urden- The Forgotten Realms Wiki on Drizzt.

https://en.wikipedia.org/wiki/Drizzt_Do%27UrdenWikipedia’s page on Drizzt.

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. 

I hope you’re all well and not too stir crazy for those of you that are self isolating and social distancing! Hopefully you’ve had some extra time to play D&D or catch up on reading, prepping maps etc. As for me I’m currently off work and at home. My last session came just before the lockdown, and we’re looking into doing our next session online. How have things affected you and your games? Drop me a line at [email protected] to let me know. 

Alternatively you can chat to me on our new Discord server! Search for I cast pod or use the link in the show notes. I’ll try to be there as much as possible, especially during the lockdown.

In this episode, we’re talking about Dwarves, Bards, Soldiers, Beholders and the Legendary character Drizzt Do’Urden. So let’s strap on our scimitars, pocket the statue of Guenhwyvar, and get stuck in!

Heard Any Good Rumours Lately?

We’re a little light on news this episode, although it’s worth mentioning that the explorer’s Guide to Wildemount is now available, for those of you wanting to follow in the footsteps of the Mighty Nein or just have some fun in that setting.

Funko are releasing D&D themed pops. Starting with Asmodeus, which is available now, we’ve also seen Minsc and Boo, a mindflayer and a gelatinous cube, complete with unfortunate adventurer skeleton inside.

Off to the RacesDwarf

Beer, beards and braids - mountain dwelling, stocky humanoids with a love of mining and smithing, and always with a Scots accent for some reason, they are a staple of fantasy literature the world over and our second featured D&D race.

Dwarves are famous for many things: Shortness of stature and temper, a stoutness of build and heart and hardiness of constitution. Dwarves are hearty, with famously strong stomachs, and can create their own vitamin C so they can survive for long periods without fruits and vegetables. They are also resistant to many food borne toxins, including alcohol, which they have a huge tolerance for. They have long memories that often serve to keep track of the grudges they are currently holding. With an average lifespan of 400 years, they have plenty of time to make both friends and enemies, amass riches from the bowels of the earth and create their masterwork. 

In D&D lore, the God Moradin created the first Dwarves in his soul forge from iron, mitral, earth and stone, and placed them on many worlds. Moradin taught them to read stone and extract metal, taking their efforts as worship, and teaching them to enchant their creations with magic.

When a clan of dwarves tried to recreate life in their forges, Moradin became angry at their arrogance, and cast the Dero race out, becoming the Duergar, the dark dwarves that reside in the underdark and are enemies of all goodly dwarves.

Dwarves weather everything with their own brand of stoicism, changing little over centuries. They respect the traditions of their clans, including devotion to their gods. They extend this loyalty to their friends, and it would take a great slight to turn a dwarf from friend to enemy; for although they may take offence at lesser slights, they rarely let those get in the way of a good friendship. Their stubbornness works in both directions in this way - they could remain loyal to someone long after everyone else has given up hope. Dwarves are also true to their word and see little profit in things like lying or even sarcasm.

Here’s what Dwarves think of Elves:

“It’s not wise to depend on the Elves. No telling what an Elf will do next; when the hammer meets the Orc’s head, they’re as apt to start singing as to pull out a sword. They’re flighty and frivolous. Two things to be said for them though: they don’t have many smiths, but the ones they do have do very fine work. And when Orcs or Goblins come streaming down out of the mountains, an Elf’s good to have at your back. Not as good as a Dwarf maybe, but no doubt they hate the Orcs as much as we do.”

Their ideals include industrious labour, skill in battle, and devotion to the forge.

They love skill and artistry, particularly as it pertains to the creation of fantastic items, including weapons, armour and jewellery. Some dwarves have been known to let this love corrupt into avarice.

They hate all orcs and the orc god Grummsch, as well as Asmodeus, the king of hell.

Dwarven kingdoms span entire mountain ranges, delving deep into the earth to reap the riches buried within. Whatever they can’t make themselves, they trade - often with humans and halflings, who use waterways to trade Dwarven goods, as the Dwarves themselves dislike boats and travel over water.

Dwarves will often allow trustworthy members of other races into their halls, although that trust can be slow to build and even then there will be areas considered off limits.

Like the Dragonborn discussed last episode, Dwarves arrange themselves by clan and being clanless is the worst fate that can befall a dwarf. Even dwarves that live far away from their clan cherish that affiliation, and will be ready to regale anyone who will listen with stories about their clan and its accomplishments.

Dwarves may take up adventuring for many reasons. They may wish to amass a personal wealth of treasure, for a specific personal reason, or simply out of a desire to help others.

Dwarves age at the same rate as humans, but are considered young until 50. Most are lawful, believing in the benefits of a well ordered society and tend towards the good end of the spectrum.

Dwarves skin tones range from deep brown to pale tinged with red. They wear their hair and beards long in simple styles. Their hair colours are usually black, grey, brown or red.

Stat Block

Height: 4-5ft

Weight: 150lbs

Size: Medium

Speed: 25ft, which is unaffected by wearing heavy armour.

Darkvision: 60ft

Advantage on saving throws against and resistance to poison damage.

Proficiency with battle-axe and handaxe, light hammer and war hammers.

Tools: smiths, brewers or masons.

Stonecunning: You can add double your proficiency bonus to history checks against masonry.

Languages: ‘dwarfish and Common

Subraces: Hill Dwarves and Mountain Dwarves:

Hill dwarf gets a +1 to wisdom and your HP max gets a +1, increasing by +1 per level

Mountain dwarf gets a +2 to strength and gets proficiency in light and medium armour.

Just as an aside - the word Dwarf is only one of three words in the English language to begin with the letters ‘DW’ can you name the other two? Email me at [email protected] with your answers - first correct answer gets a shoutout on the next episode.

You So ClassyBard

Bringers of tidings, levity and wisdom, Bards are bearers of news, traders in song, story and gossip, and living repositories of history and folklore in the Forgotten Realms. They chronicle events both large and small, from feats of valour to town here-say.

A bard can expect to exchange a few stories and/or songs for a hot supper and lodgings, and in some places, could be treated like a visiting dignitary - a Noble might host a bard in extravagant style, while ensuring the bard sees nothing that the Noble doesn’t want told and retold across the realm. Not all wandering performers are Bards, as Bards actually have a magical component to them, earning additional respect and accolades from the powers that feed their performances.

Typically flamboyant and glib of wit, the bard calls attention to themselves in order to gain a wider audience. The most famous bards are akin to pop stars, possibly crossed by well known newscasters. You could make your bard take inspiration from one of your favourite rock stars and anchorpeople. 

Successful bards are known for at least one piece of performance art, usually a song or poem that is popular or catchy, that has enraptured the populace - although if your character is just starting out, it may be that your magnum opus lays ahead of you.

Every bard is proficient in at least 3 musical instruments, sometimes more. Bards are also generally adept, often mastering skills they have a mind to learn. 

Far from being passive, many bards are able to acquit themselves admirably in the melee, using their magic to bolster their already undeniable talent.

Proficient with light armour and simple weapons as well as long and short swords, rapiers and hand crossbows, a Bard is a formidable addition to any team, with spells like Thunderwave for offence, as well as Vicious Mockery to take the sting out of your enemies’ blows. They can spec well as a healer, with healing word coming immediately as a first level spell. Bards use Charisma as their spell casting ability, which makes sense for a performer and the PHB recommends Dex as your secondary stat.

One of your main mechanics is Bardic Inspiration, where you can inspire others through song or stirring oratory. This is done as a bonus action, so can be performed without penalty to your main action per turn. You choose one creature within 60ft of you that can hear you and they gain a Bardic Inspiration Die - a D6 that they can use once within the next 10 minutes, and add that roll to an ability check, attack roll or saving throw, but not to add to damage dice rolls. The inspired creature can wait until after the roll to declare if it is going to use the bardic inspiration die, but, must declare it before the DM says whether the roll passes or fails. This makes it even more useful, as you won’t go wasting it on an already good or great throw. A creature can only have one Bardic Inspiration die at a time. The Bard can use this feature the number of times equal to their charisma modifier per long rest, but that should give you four or even five Inspires between sleeps. At 5th level you get all your uses back per long or short rest with the Font of Inspiration feature.

From 2nd level you can add half your proficiency modifier (rounded down) to any ability check that you are not proficient in, proving again their adeptness at most things. You also gain the ability to use soothing music or oration to help heal during a short rest - anyone in your party who can hear you and uses a hit die to recover hit points, gets an additional 1D6 hp back. This ability scales as you level, becoming 1d8 at level 9, 1D10 at 13, and 1D12 at level 17.

At 3rd level you choose a bardic ‘College’ - a loose association of Bards with similar interests that gather to trade information and melodies, and to preserve their traditions.

The PHB has Colleges of Lore and Valour, which give variants of Persuader and battle musician, the SCAG has Fochlucan, which is allied with The Harpers, New Olamn which cultivate expressive musicians and of The Herald, which concerns its adepts with history, folklore and heraldry, naturally; as well as several more instruments of choice, and XGTE has colleges of Glamour, who’s disciples studied in the fey wild, or under someone who did and can charm even the savage beasts of the land; the college of Swords, who’s students are called Blades and who entertain through feats of knife juggling, sword swallowing and mock combat; and the college of Whispers who appear as ordinary entertainers, but are really spies, using their invites to perform subterfuge, infiltration and extraction of secrets by charm, extortion and threats.

Stat Block

HP: 1st level - 8+ Con mod, then 1D8 + Con mod

Hit dice: 1D8/level

Saving throws: Char, Dex

Skills: Choose any 3

2 Cantrips & 4 spells known at first level with 2 spell slots.

Background Check Soldier

As a Soldier, war is life. You may have enlisted young, been drafted, or joined up when other options seemed bleak. You knew the military would feed, clothe and possibly, educate you. And so it did, in it’s own way, but it taught you what it needed, not what you wanted.

Luckily, most of what your years in the military taught you is useful for a life of adventuring. You’ve been taught not only armour and weapon skills, but basic survival techniques too. Years of training and fighting have honed your athletics abilities. Your mind instantly shifts into strategic mode when faced with enemies. You carefully take note of every nuance of body language that might belie a weakness - a slight limp, a roll of a shoulder, the twitch of an eye. 

As a player you get to decide: were you part of a standing army? A member of a mercenary militia? Part of a Noble’s private guard? How far did you progress? Were you a grunt or did you command your own platoon? Were you known for battlefield savagery or a brilliant tactical mind?

Soldiers have proficiencies in athletics and intimidation, both of which can be very handy during the adventuring life. You also have proficiencies in one type of gaming set and land vehicles.

You start with an insignia of your rank, a trophy taken from a fallen enemy, (a dagger, a broken blade or a piece of a banner,) a set of bone dice or cards, common clothes, and a pouch containing 10gp, which oddly is the same amount as the Urchin that we covered last episode.

You can roll a d8 sfx: die roll to determine your role in your unit or army. Roles, (in order from 1-8,) are:

  1. Officer
  2. Scout
  3. Infantry
  4. Cavalry
  5. Healer
  6. Quartermaster
  7. Standard bearer
  8. Support staff (cooks, blacksmith, etc.)

Your attained rank is recognised by other soldiers, current or former, from your organisation. It may be worth researching your rank so you know who would be either side of you. You can use your rank to exert influence over them if they are/were of lower rank, requisition simple equipment or horses for temporary use - or you could laugh it off and claim, “that was a long time ago. We’re all just folk now.” Your rank allows you access to friendly encampments and fortresses.

My personal experience of military people is that they tend to be polite to everyone but forthright, and don’t suffer fools for long. They have a strict moral code and an upright bearing. They are used to situations where lives are on the line, so rarely sweat the small stuff, but they pay attention to small details. 

They may stick to a strict routine: Perhaps your soldier tends to rise before everyone else, taking time to clean and oil their sword, check the straps of their armour for tears and nicks, generally maintain their equipment, or maybe do a round of practice drills? Soldiers know that skills and abilities need to be kept sharp as well as their weapons as a sword is only as good as its bearer.

Monster Menagerie Beholder

Originally a discussion about a nightmare foe by Thierry Kunz that was overheard by Gary Gygax, The Beholder has been around since 1975 in the Greyhawk supplement. 

They come from the far realm, which is like HP Lovecraft’s playground, where thoughts can become living entities, corrupted by nightmares. 

Classed as a large aberration, Beholders are basically a floating head, with a cycloptic eye set above a large fanged mouth. If that wasn’t enough, several prehensile stalks, usually 10, extend from the upper part of their heads, each with an eye at the end that can grow back in a week if cut off. There’s no altitude limit on floating either - they could float into space if they wanted. In fights, they tend to hover out of melee range and use their vast arsenal of magic rays and anti magic, along with telekinesis. 

Almost every Beholder is different though. Some are fleshy, or metallic, or even furry. Other variations include plates, tough hide, crustacean-like eye stalks, or snake-like; segmented eyes, horns, and so on.

Beholders are obsessed with themselves - showing narcissistic and...

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I Cast Pod!By Mike Rickard

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