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I just started a campaign where I'm playing a merchant. Taking the Guild Merchant background I get a cart and a mule (his name is Bartholomule) . I'm essentially playing the quarter master of the group. I have a section in each cart for each of them to store their stuff. I can also go off and sell anything they don't want (with a cut of the profits of course). I also want to set up a portable siege engine to make it into a battle wagon.
Dammit man, I love this channel... Been watching them for years now. Found my other favorite channels through their live shows and live play. Found Numenera through them. Feels like old friends.... Just started a Spelljammer game, this video is right on time. Y'all are awesome, thanks for all the hard work.
You forgot to mention the warforged colossus in the Eberron book. The disused one in the book can also be used as a layout for an operational one! They're great to fun combat in.
My DM had to invent the magi-tech concepts of "Aetheric Ignition keys" and "Launch codes" after our party stole our second airship (an artillery frigate) and were going for a third. Necessity is not the mother of invention, testing the limits of your DM's patience is.
Motorcycles and barbarians, like peanut butter and jelly. Imagining a broom mounted dogfight with the Top Gun soundtrack in the background. Alternatively, Dukes of Eberron.
mobile redoubt + animate object + permanency was a campaign I always wanted to play. I even had the idea that a rival bunch of dwarf adventurers with a dwarven tunneler were always two steps ahead of them one uping their accomplishments until they found themselves over their diminutive heads and the party had to pull their asses out of the fire. both of those are from 3.5 e arms and equipment guide for those who want to know
Given the 3 books involved I'd better hear the name "Kate Welch" here too. She worked directly on Ghosts of Saltmarsh, Acq Inc AND Descent into Avernus.
This was good. Better would have also to include more mundane land vehicles like animal-drawn or person-powered vehicles. There were decent references for these in previous editions, but it seems difficult to find good info on 5e versions. Thinking more info on using wagons, chariots, carts, vardos, mine carts, armored wagons, & etc. Where to find good info on size & space capacity, necessary mounts/crew, speeds (combat & overland), strength (AC & hit points), skills used - especially comparing when to use animal handling vs. vehicle proficiencies. Maybe even go into where to find good combat maps for larger land vehicles.
Alternative power supply for the Infernal Warmachines... spell slots. Gain 1 hour of operation per level of spell slot. May want to start at 3rd level slot. Imprisoned devils, demons (infernal/abyssal energies), elementals.
My most recent campaign I DMed took place almost entirely on giant ships piloted by my world's various deities. These ships were massive, with some having entire cities on them, and were essentially the deities' domains. The exceptions were the goddess of the sea, who of course had the sea as her domain, and the goddess of cartography, who had the world's first island.
@@zombiemanjosh I am mildly ashamed to admit this didn't actually occur to me, though it would have been a great idea, and surprised that my world's pantheon doesn't have some sort of thievery deity. I mean, there's a god of Atheism, but no god of thieves?
@@zombiemanjosh Ranth, god of Atheism, started as a joke between myself and some of my players, but I eventually decided he spreads disbelief in the other deities and can thereby weaken them somewhat.
I'm running a game with an 80's/90's cartoon theme and this video just saved me a BUNCH of work. Thanks guys, any chance we can get a video on running vehicle encounters?
There is also a bit about vehicles in the older modern stuff in the UA articles. There isn't anything really put out about a modern setting beyond that, but there's some vehicles described and some as straight up copies of other things with it such as the motorcycle functions like a warhorse and there are self piloting versions that paladins can summon
My players killed a kraken turn one with magic cannonballs. Ships with magic cannons did 512 damage. I had one player roll once for the damage and multiply it by the number of cannons which was nine on each side plus two mortars on the front. 512 damage XD It was awesome, and now I know I can throw more difficult things at them while at sea. . . I got a few plans, but I'm open to more. Right now I'm thinking of adding sahuagin climbing on their ship first to stir some trouble first.
im running a arcane mechanic and he's a coward so he wants to build a battle wagon so he can be safe while all the scary stuff happens with still being useful is al is chaotic good
8:00 Don't take away the devils' evil. It's all they got. Instead, if you're lucky then a gracious DM will leave a scroll of Trap the Soul in the glove box (or Wand if your group lacks a rising necromancer), like an infernal pair of jumper cables. Otherwise you've got more than a moral quandary between you and refueling that bad, bad boy. If the party is fairly mechanically inclined in real life and this is meant to represent a major quest/reward, a DM running a dark campaign with devils and infernal war machines might also include a radiator system that runs on the tears of the innocent (diluted down of course) as well as infernal engine lubricant based on Bio-Organic Diesel, aka BODies. You know... if your 'players' are into that stuff.
Hey you guys left out all the transportation options from acquisitions incorporated. Like the 100ft tall giant stone robot...because ya know, that might be useful in an adventure. You also left out the self-contained train and the extradimensional wagon, both of which are really cool ways to get around but are really shitty when compared to the giant robot. It's like "Hmm, i can have a caterpillar train that basically moves on a tread OR i can have my own megazord...decisions decisions"
@@cyborglion4179 they're additional transportation options in acquisitions Inc. Basically they're all meant to be mobile headquarters. The self-contained train is a train the lays down and picks up it's own tracks so it can go anywhere (except over large bodies of water). The extradimensional wagon is what looks to be an ordinary covered wagon, but inside is a pocket dimension that you can basically make look however you want. It's kind of like magnificent mansion but on wheels.
I hadn't really considered vehicles too much before, but I'm getting ready to start my first campaign as DM and might try to make those an option. Any chance you guys can do a video on the more traditional vehicles (cart, wagon, etc.)? I feel those are a bit easier to implement than a mechanical beholder, cool as it is
A gave my little brother a tank like mech with arms just bc he is an artificer and was his one goal in the game lol it's a bit weaker than apperatus of kwalish (crab machine in DMG). This was at level 9 btw
"Hmm..." says the DM, concealing a moment of shock. Slowly, their visage contorts with infernal intent. "The vehicle wasn't exactly animate before. Rather, the engine was quite animated - like a raving lunatic confined to a hamster wheel for 10,000 years - but now that lunatic is in full control. Roll for initiative." On the plus side, if you beat it and have access to very powerful mind control, you might still get your wish! You always have to be careful wishing for things that aren't 8th level spells or the like.
talk more about the Thunder dome game idea please! WebDM have their new book post apoc dnd and a chapter on vehicles will be in it. Could you do an interview with them and squeeze some juice out of it by sharing your vehicular mayhem campaign idea? Also, Gaslands post apoc toy car game has an expansion for flying carpet wizard duels in one of their magazines.