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I'm often browsing the internet for answers to interesting questions regarding D&D so when I saw this one I figured it would be useful to some of you and decided to share it, I decided to change a few terms and fix some typos in order to make it easier to understand:

Question: In D&D my players ended up in prison, what should I do to get them out without just saving them at the last minute by some "act of God"?

Murphy Barrett Wrote:Nothing.

It’s not up to you to save them or condemn them. It’s up to them. Presumably, they got themselves in this mess, they can get themselves back out.

Players are really good at messing up plans, to the point where I rarely plan anything anymore. I have intentions. I set an environment, give them an objective, and just let them go. I haven’t bothered to figure out how to “win” any scenario I write in years. I just know what I consider to be the win conditions. Usually, the players agree with me at least on that. But how they get from “take that hill” to “we captured the hill, we’re pressing on into the town” is entirely up to them.

So, the players are in jail. The Bard schtupped a Watch Lieutenant’s favourite barmaid, and he trumped up charges of disorderly conduct, lewd behaviour, and assaulting a member of the watch. Never mind that it was the Lieutenant who was drunk, in plain clothes, and that he threw the first punch. The Players are destined for the noose in the morning.

It’s up to them to figure out how to get out of it. And here’s the important thing. You need to be able to work with what your players give you. Because, if I’m the GM, I honestly have no idea how they’re going to get out of this. I just figure that they will.

So the Bard tries to cajole one of the guards. And rolls a 2. The guardsmen really likes that LT, so fuck you, Mr Bard.

The Rogue wants to look for anything she can use to pick a lock. Well, there wasn’t anything there, to begin with, but she rolled a 20! Turns out some previous prisoner left a partial set of prison-made lockpicks. They didn’t exist until the Rogue went looking. So she picks the lock…and rolls a 1. Not only do the picks break, but the guards are alerted and now they’ve stripped the party down to their underwear because obviously the picks were smuggled in.

At their wit's end, and convinced they’re going to die, the Cleric prays to his god for the souls of his fellows. Now, it’s down to the wire, and damnit, I really don’t want to hang them. So suddenly one of the guards is a follower of the same god as the Cleric. And in this town, they’re not too fond of the God of Tits and Wine. Realizing the Cleric is a church brother, the guard enters the cell, informs the Cleric that GTW is pretty frowned upon hereabouts, and if they’d like to keep their heads firmly attached to their shoulders, he should keep quiet about it. Then, when he leaves the cell, have him remark that he needs to make sure the cell is definitely, absolutely, locked and that he mustn't forget like last time.

Except your players are morons and miss the bait. So in the morning, they’re being marched to the gallows, and the Barbarian decides that now is a good time to make a last stand. He snaps his bindings! He rolls strength and gets…a 3. With a +5 in Strength. DC to break bindings is 15. The fucker. But lo, the rope is old! “Well, you didn’t break the rope around your wrists, but it’s starting to fray, and you’ve managed to startle the guard escorting you.”

Huzzah! He tries to grapple the guard and rolls an attack. You rattle some dice around, not actually caring what they say as the guard “defends” himself. Barb’s hooked his bindings around the guard’s throat and is now using him as a meat flail. Why? Because you don’t want these idiots to die, it’s neat, and everything saner has failed. In the ensuing melee you rattle dice around some more and press the Players just enough that they feel that they’re challenged, yet still escape mostly intact.

Now the key to this improvisation is that you have to work with what the players give you. If they do nothing, well, it’s the gallows then. As long as they keep working the problem, keep giving them things to work with. And damnit, escape by meat-flail is better than anything I’d have come up with myself.

If you save them by DM fiat, either by DEM or Daring Rescue, you rob the players of agency. They didn’t get to make a daring prison break, they were the damsels in distress for some other hero’s story. If you want your Players to feel like the heroes, give them a chance for their wacky scheme to work. Hell, if they want to fly out of the bars like sparrows, let them run around the cell flapping their arms like morons…right up until the Druid’s Polymorph spell finally works. Whatever they come up with, roll with it and give them a chance.

Let them be the heroes of their own story.

This post is NOT DONE yet.

This is a tutorial and/or guide on how to create your own D&D character.
This tutorial is specifically focusing on players that have never created a D&D Character before and want to play in a non-professional setting.

Here is a list of the things we need to know about your character:

  • Their Race (Elf, Gnome, Half-Orc, Human, etc)
  • Their Name, Gender and Generic Backstory
  • Their Class (Sorceror, Fighter, Ranger, Rogue, etc) and Skills
  • Their Ability Scores
  • Their Status and birthplace
  • Their Family Situation
  • Their Background
As you may see there are quite a few things to decide on and these are only the essentials but don't worry!
Once you make the more broad decisions such as your character's race and class the more specific decisions become a lot easier.

Keep in mind that you are making a character, so basically a new person. So make sure to answer any questions you have about your character as them and not as yourself and remember you can always change things about your character before you start playing so if you don't think a decision you made earlier fits your character feel free to change it.

Picking a class
The first thing we are going to decide on is the class of your character, this will often determine in what way they will resolve situations and what special skills or "powers" they have. Classes will also help you decide what kind of character you want them to become.

Here is a list of classes and a small description of some of the classes. If you want to know more about a specific class make sure to read this page (TODO: Insert URL).

Sorcerers are one of the magic using classes and as such have a wide arrangement of spells.
Sorcerer characters were born with the ability to use magic. Why they were born with this magic is determined by the Sorcerous Origin you choose.

One of the example Origins is Draconic Bloodline which basically means that one of your forefathers either made a pact or "mingled" with a dragon which caused all future descendants to have draconic blood and as such all descendants became Sorcerers.

Sorcerers are able to cast any spell they have learned as long as they have enough spell slots left.

If you decide you want to be a sorcerer read this post (TODO: Make and link post about creating a sorcerer character).

As you may know in order to play Dnd you need to have at least a DM and one player, but that does not mean that you can't start preparing to play! A good part of the fun in DnD is creating your own character or world! So if you don't have anyone to play with look into the background of your character as well as possibly the place they grew up in or even the entire world around them and before you know it you will be playing DnD all by yourself! And you can use a part of the stories you made to prepare yourself for when you play with your friends Smile

there cool as hell...  
 I Heart them

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I am just going to start a topic here to have a discussion with board members. My topic is hobbies. Hobby is something very delighting and fun giving which a person like to enjoy in free time to have fun. I just love to go for traveling my spare time to have fun and excitement in life. Which sort of things do you like to try out to have a remarkable time?

If you're a fairly good DM I would like to discuss helping our site get content. we have custom forum badges if interested if you would like to become a GameMaster (GM) or Dungeon Master (DM) get ahold of me here or ask Alice how you can help...

Tell us about your favourite Dungeons and Dragons stories, what event stuck with you the most?

(Writing one myself at the moment.)

Being a new member of the community, I am going to say Hello to all board members. My name is 
[Image: Kendra-design-stripes-name.gif]
and I am from the Houston, Texas. I have joined this community a few minutes ago and feeling happy to be an active part of it. I am quite optimistic that I am going to spend truly a fantastic time here.

There are several tools out there to play tabletop games online but most use desktop applications or even 3D environments. While I generally prefer these when it comes to tabletop games I want to get into playing quickly. I don't want to have to explain to everyone how to install and configure a desktop application and I want to be able to quickly add maps, characters and enemies. Luckily we now have Roll20 which allows you to play most tabletop games for no cost!

On it, you can create characters using their own dynamic character sheets which updates relevant information when you change things (example: If you equip your armour it changes your amour class for you) and you can build maps using drawing tools. Frankly, I don't think any post of mine will do it justice, so please go and check it out for yourself at https://roll20.net


I wanted to tell you guys and girls about a really useful website that allows you to create your entire character using a convenient web-based interface: https://www.orcpub2.com/

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On Orcpub you can create your character through a wizard (no, not the fire throwing kind; although you can make one of those with it), where it will ask you to choose one of the D&D races, ability scores (it can roll for you, give you point buy options, give you the default stats or you can enter your own numbers that you rolled), background, class, spells, proficiencies and lastly equipment. Once you've filled everything in it allows you to either use the site to play (not as nice as roll20 but oh well) or better: Print a totally filled in character sheet!

While the default version currently doesn't contain all the needed content due to copyright issues you can import content from the internet such as homebrew or (if you own the D&D books) even the official classes from D&D.