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Lex discusses Matt Mercer’s Heroic Chronicle system from Explorer’s Guide to Wildemount. This is a great system for fleshing out PC backstories and grounding them in the setting of your campaign. This system is especially fantastic for DMs using their own homebrewed campaign settings, but DMs using published settings will also find inspiration in the application of these ideas. Lex discusses how to take this system and adapt it for your campaign so you can better tie in the PCs to your setting of choice.
Lex discusses how he would approach running an adventure for PCs who are significantly higher level than the adventure assumes. He also gives his thoughts on dealing with a problem player who’s out to ruin the fun for everyone else at the table. Finally, Lex ponders how he’d handle a character who gets advantage on perception checks using smell and disadvantage on perception checks using sight.
The PCs battle the forces of Arkhan the Cruel. We are using elements of the published adventure, Descent Into Avernus, so there will be spoilers for that adventure.
The PCs travel to Arkhan’s Tower in search of the blood of Tiamat. We are using elements of the published adventure, Descent Into Avernus, so there will be spoilers for that adventure.
This session begins with a recap of the campaign so far. We will be using elements from the published adventure, Descent Into Avernus, so there will be spoilers for that adventure. The PCs have returned to the village of Dianara’s Rest just in time for all hell to break loose!
Lex & Brett return to their in-depth discussion of the Dungeon Master’s Guide. This week they continue their exploration of combat options. Today’s topics include hitting cover, cleaving through creatures, lingering injuries, massive damage and morale.
Lex & Brett return to their in-depth discussion of the Dungeon Master’s Guide. This week is all about combat options! First, they cover initiative variants, including initiative score, side initiative and speed factor. Next they go through some additional options for actions in combat—climb onto a bigger creature, disarm, mark, overrun, shove aside and tumble.
This session begins after the PCs have had a month of downtime in the city of Elandria. The players discuss their downtime activities, and the characters compare notes of what they’ve learned in their various research. The PCs turn their attention to solving the mystery of the fate of Willim the Wondrous, a human sorcerer and lover of the dryad Anna who disappeared 50 years ago.
Lerissa meets with her mother, Amanda Victoria, and learns more about her erinyes father. Later, Fir joins Lerissa, Amanda and Dahlia at the spa and more surprising revelations unfold.
Lex & Brett return to their in-depth discussion of the Dungeon Master’s Guide. They begin with the optional rules of fear and horror. Then they explore some healing and rest variants. They briefly discuss adding firearms, explosives and/or alien technology to your D&D game. Finally they discuss the three different variants of the plot points optional rule. They’re especially fans of the “gods must be crazy variant” and are really looking forward to trying that in a campaign!
From the publisher's feed
Game Master’s Journey is a discussion podcast for GMs and players of Daggerheart and other tabletop RPGs hosted by Lex Starwalker. This season Lex is exploring the new hit RPG, Daggerheart. The…