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Towards a better understanding of the 90 foot stone suggestion.

In the ongoing effort to show how the BS details you and I are given in this mystery betray the nature of the suggestions I'm going to discuss a few thing about the 90 foot stone characters that, quite frankly, don't exist in real life at the same time they have a life as details in stories floating around as "evidence" for something. I've said it many times before, and I will say it again. The alleged events of ca. 1804 that describe a shaft that has the features of Enoch's vault have no supporting evidence in Nova Scotia. The accounts of these events only surfaced much later (after Haliburton had written his account of a treasure search in Chester Bay that caries the suggestion of Enoch/freemasons). No one has ever produced this stone. We have stories about it being placed in John Smith's chimney, which should ring some alarm bells because Haliburton's character, John Smith, is described as having a chimney whose mantle is displaying ominous symbolic clues in that story. NS legend imitating literary suggestion? Possibly. Literature imitating legend? Not according to Haliburton. In his preface he says that the stories are entirely fictional. Without a stone we somehow have managed to acquire symbols published in other later literary works. Some people desperate for them to be real have gone out of their way to suggest enough to cloud the waters and keep the possibilities intact for the gullible. The 90 foot stone is an essential element in the legend of Enoch's shaft. It is said to be covered in mysterious hieroglyphs that cannot be deciphered, and it is located just above the vault. The characters we are given are similarly without meaning. Today you can put them into powerful cryptological tools that test for letter to symbol ciphers and see for yourself that the engines cannot return solutions for the symbols into English. Yet, someone did apparently solve it by direct translation to English (!). The solution appears to work, but the clincher is that one cannot get from symbol to translation if that is the way we start. Conclusion: the translation is reverse engineered. That's actually what a lot of people believe anyway since admission about this apparently exist. There are still the die-hards that will defend the legitimacy of the characters. That is where we can go further and show other things. Going on the insane assumption that the modern fools are actually excavating into Enoch's shaft looking to get to the proverbially unattainable vault, we can go ahead and assume the symbols have no meaning as symbols. I've done this before to show how one can simply count the symbols and produce a very basic 8 digit numbering scheme that represents it. Here's what that looks like. That allows some similar basic treatment of the numbers to show a few neat properties. The numbers summed as they are given (in two rows) produce a 4 number series that is made up of the same numbers one would get if the consecutive numbers in the single row series were added. Fortuitous occurrence? Well, we can actually examine that and see on what order of chance this sort of thing might pop up if you simply generated any 8 digit series of your own (omitting zero). You' ll be trying for a while to fall on one. The vertical sum of digits appears to be suggested by the layout. Since there are considerable number of ways that one could fudge numbers to behave this way among 98 possibilities it does imply that there may be a desire for the vertical sum to be yielding desired information on another level. This is where it helps to understand the nature of the games that are being used in the hermetic texts that are the philosophical basis for Freemasonry. The calendar dating scheme is one of the most often seen of the number games. On the hunch we are seeing that here we can consider 13,10,8,9 as an example of this. Does it yield anything? 1310 as a number for years and 89 for a number for days does. That's the calendar puzzle equivalent to March 30, 1310. Significant? Yes. 1310 is the year that King Phillip slaughtered the Templars. March 28th is the day they were sentenced. March 30th happens to fall on Easter in that last fatal year for these zealots. It was the last time they celebrated Easter (the ultimate vertical projection). The relevance of Easter in the Rosicrucian canon of texts is front and center. Those form the fictitious literary groundwork for the imaginary order of men in which there is " The Chemical Wedding of Christian Rosenkreutz" that turns around events surrounding Easter (with plenty of suggestion it is pointing to Easter, 1310, and Templars). Once again, I submit that you are being punked by Freemasons here. This is not a stone attributable to Kidd, other pirates, the Spanish, the French, the natives or the Acadians. Someone is trying to goad you into discovering their stories so that they may appear to have a reality. It's no different from the look I had regarding the 1762 surveying of the Island by a local Freemason and how Nolan's cross comes out of it. The place has a thoroughly biased story being told that is a fiction based in a fiction which is based in a fiction. The most basic fiction is religion itself. You would not have any of this if it were not that a bunch of New-Age German/Anglo Reformation era philosophers had not labored so hard to establish a story for a population of gullible fools to buy into in the hopes that it would stop them from slaughtering themselves in bloody religious wars (not a bad end to work towards). The post 1850 searcher era of OI is the period where most of the Masonic detail is exploited for gain by other Masons. Someone presumably wanted a free look at the legends (just in case!) or wanted to defraud. Someone had to foot the bill. The costs were paid by the ones who got interested in it just enough for it to separate them from their money. Can you blame the duped? Well, the story was made consistent with lot of things people thought they knew. Moral of story: know your past and don't believe in interesting stories. An entire bunch of people are exploiting the same interest today just to get a free look, just in case! Don't hold your breath waiting for success, and maybe rethink your vacations.
submitted by GlorianaRex to u/GlorianaRex

Creating a Cohesive Party - Hacking 5e with Dungeon World

Having a cohesive campaign is a rare thing in Dungeons and Dragons. Try as they might, the DM puts in countless hours to create something that will pull in all there characters, but the characters show up with their own backstories and their own ideas of what adventure should be and suddenly, it's all in shambles. These guidelines hope to help you create a more cohesive party. This may be slightly at the expense of your own story as the DM, but hope to provide, overall, a more rewarding experience for everyone.
The rules here are heavily base on Dungeon World, and incredible, 0 prep, fiction first role-playing game based off of the Apocalypse World Engine. If you haven't played it, you should. I love dungeon world, but I also love 5e

Set the Expectations

Your Players being on board with this process is critical to it's success. Tell your players to show up with nothing pre-made. The entire process of character creation will be done at the table. No elaborate backstories, no min-maxed characters, no rolled stats. Show up with an open mind, some dice, a pencil, a notepad, and maybe a PHB.

What you bring to the table

As the DM, you'll be bringing a lot to the table here. No not just books, we'll need some pre-made materials in order to make things easier.
Classes First, you need to make a couple of decisions based on what you will allow. Will you be allowing all races? All classes? Do you hate warlocks? Do you think gnomes are stupid? Make these decisions now, prior to having the discussion with your players.
Now, take some index cards and at the top of each one, write the name of each class. Only create one of each. If you have new players, I'd suggest writing a quick one sentence description as well, to make things easier. Below this, write Race: and one or two suggested races for them to circle. Leave space for a different race to be written in if you're allowing it. Below these, leave a line for the Character Name
Below this create Four lines with room for writing. Label each line: Body, Eyes, Hair, Outfit
Lastly, at the bottom of the card include the Starting Wealth for the class, found in chapter 5 of the Players Handbook.
Allowing More than 1 of each class
Since we're basing this on character creation from Dungeon World, these rules are written with the assumption that each character will have a unique set of abilities, but you don't have to play my way! If you'd like to allow multiple of the same class, create 2 or 3 of each index card. It's your game, play it your way.
Backgrounds Backgrounds in 5e provide a lot of flavor when creating a character, but the trouble is, that flavor is never really tied into the rest of the party. For these rules to work, we'll be forcing all players to use the Custom Background option. The backgrounds they create will include traits that relate to those around them.
To make this process easier, we're going to be creating index cards for backgrounds as well. They'll all be identical, so make a couple more than the number of players you'll have.
These index cards should have the following sections (leave about 2 lines for each):
  • Background name
  • Proficiency (2 Skills)
  • Proficiency (2 tools or languages)
  • Personality Trait 1
  • Personality Trait 2
  • Ideal
  • Bond
  • Flaw
Campaign Survey As part of session 0, you'll be asking the characters a series of questions to flesh out your ideas about them and help you fold them into your campaign. To make this easier, take some time now, prior to your first meeting, or write out 5-10 questions you'll want answered about the PCs. These should be questions that allow you to pull your player's character into the world they'll be adventuring in.
Are they going to be fighting hordes of zombies and undead? Ask how they're character's feel about necromancy.
Will they be overthrowing a tyrannous leader? Ask what atrocity they committed that affected the players.
Are they going to be venturing into other planes of existence? Ask them if they believe they even exist.
Your questions can tie back to the first adventure you'll be running, or they could be about the entire overarching campaign. This is your chance to get them involved.
Play loose with your story These character creation guidelines will work best if you aren't dead set on running a specific story, and are willing to take the PC's responses into account in your planning. If you are just going to have them go about the same way regardless, this entire process will be a waste of time. However, if you do it right, it can be very rewarding.,

Session 0

Session 0 is critical for this to work correctly. While in dungeon world, the first session usually includes some play time as well, the additional rules of D&D will mean the remainder of the session will be used to fill in the gaps of character creation. Again, remind your players they should not show up with any per-generated ideas. We'll all be in this part together.
The Introduction The first thing you need to do is set the stage for the adventure. This doesn't mean telling them the full plot, just what they need to start off with. Are you playing in an already existing campaign setting, or is this a non-setting you'll be creating as you go? Should they be aware of anything that will come up in your campaign that will impact how they create their characters?
Many DM's will give this information before the session, but what we're doing here is keeping this collaborative by not having anyone thinking on their own.
Picking classes After you've introduced the campaign, place the Class Index cards you've created on the table, spread out for the players to see. Let them know everyone needs to pick one, and if two people want the card, they need to decide between them who will take it.
Describe your character The players will now individually fill out the rest of their Class card. As they fill it in, let them know the goal is to give everyone a quick snapshot of what they see when they look at your character. For Body, Eyes, Hair, and Outfit, keep it 1 (maybe 2) colorful words. For example "blue" works for eyes, but Haunted or Laughing paints a better picture. You can make this easier by pre-filling in 3 to 5 adjectives for them to pick from, if you'd like. It's just extra work on your side. Leave the Stats and Gold for later.
The last step here is to hand out the Background cards. Instruct the players to write what they used to be before they adventured at the top. They can then fill out a single personality trait for their character. Instruct them to fill in nothing else.
Introductions Make sure you're players are all ready and have note paper before beginning this. And make sure you have note paper as well. This is where you start taking notes.
Go around the table and have each player introduce themselves using the information they've already filled out. Remind them that this isn't a full backstory of their character, just a introduction. This is what the other characters would know from meeting them and traveling with them for a period of time. As they do so ask questions and take notes, and encourage the other players to do the same.
As the DM, feel free to ask questions of other characters about the character introducing themselves. For Example: Arthur, Jack just said he learned his skills while being a pirate. As a paladin, how do you feel about his past criminal activities? These sorts of questions will help the players in the next part.
These questions should remain about their characters specifically, and not trail into building the campaign, that will come later.
Character Bonds/Traits Now that they know a little about each other, it's time to establish why they are together. Have each character create a Personality Trait, Ideal, Bond, Flaw that relates to another character at the table. Encourage them to discuss these with each other and make sure both players are on board. This doesn't mean they need to share the same traits, but it doesn't make sense if Arthur owes Lancelot for saving his life if Lancelot doesn't know.
Tell the players to do this will at least 2 of their traits, though encourage them to do all 4 if they'd like. For the rest of the ones left, fill them in with what they desire. The trait doesn't necessarily have to have the other Character's name in it, but it should be something that either pulls you towards or pushes you away from them that you could act on, just note the name of the character it's targeted at.
This could be as simple as "Flaw: I don't trust elves (Legolas)" or "Bond: I must convince my people that I deserve to return as king (Boromir)"
Leave Gaps for Fiction Encourage your players to leave empty space in these traits. Sure, you may have stolen something from Arthur, but you don't need to say what or when that happened. Leave room for it to come up later.
The DMs turn Remember that Campaign survey you wrote? After the players have settled on their traits, it's time for you to jump in with those. Feel free to change your questions or add and remove some now as you see fit. The goal is to gather enough information that you can start folding the characters into your campaign settings. Take notes on everything they say. Look for things that you can pull in as plot points or side quests. This will be how you get your characters actually involved.
Finishing up Now that you have your questions answered and your characters started, players can move through the rest of character creation including rolling for stats and money, picking their skills and abilities and all the other crunchy parts of character creation. Encourage them to work together in doing this part, though don't let one player steamroll the others telling them what to do. Help out where you're needed, and when you aren't, start thinking about how your going to use your new found information.
If you have a smart phone or camera, it's highly suggested your snap a picture of both of the index cards for each player, so you'll have them for reference later.

Playing the game

All of the steps you've gone through will mean nothing if you don't actually use the new information you've acquired. Use the answers to questions to add plot points to your game. If there were blanks left in, explore those in a session. Encourage players to reference their traits when interacting with the rest of the party.

Optional Rules / Suggestions

The below rules and ideas can be used to encourage players to feel involved in the world and see their characters as involved and changing with time. Feel free to use all, some, or none of the ideas below.
Altered Inspiration This bit is from The Angry GM so I can't take credit, though I may have made some slight tweaks.
The players handbook encourages the DM to hand out inspiration as a reward for acting on a trait, however it does not specify how that inspiration must be used.
Instead of this, allow players to start out with Inspiration, but only allow them to use it in relation to one of their traits.
Allow them to earn inspiration back only when they take a risk or make a potentially bad decision due to one of their personality traits. You may optional also allow them to give this inspiration to another player.
Evolving traits At the end of each session, check to see if any player feels they have fulfilled a trait that they have, especially one relating to another player. If the other player agrees, the character should remove the trait and replace it with a new one, relating to one or more other characters, or a plot point in the campaign.
On doing this, the character should also receive some sort of boon. This can very from game to campaign to campaign, but be sure to make players aware of what it is up front to encourage them to work towards fulfilling their traits. Some examples are:
  • Extra XP, if you are using XP for leveling. 1/4 of a level is enough to be beneficial, but not put them too far ahead of other players.
  • Additional Downtime days allowing them to train in a skill, work for money, or any of the other downtime activities in the PHB, DMG, or XGE
  • Tell a truth about the world if you're world is being built around what happens, this can be an exciting way to give players the ability to effect things. Always use your discretion on whether it's reasonable.
  • Gold Everyone likes gold, if you're players are only motivated by it, reward them with it.
  • Inspiration give them an inspiration point they can use toward anything. This point would not bear the restrictions listed normally if you're using the Altered Inspiration rule above.
In the end, it all depends on your play style. Give them something that's worthwhile, otherwise, they won't pursue it.
Allow Players to build the world This is a common thread I've seen elsewhere, so I'm not taking credit for it either, it just works well to keep you engaging with the notes you took during session 0.
One of the things that can draw players into the world you're building is to allow them to build parts of it that relate to their character. If they are a Pirate and are looking for passage, instead of creating the crew of the ship yourself, say to the player "You recognize a familiar face from your days of privateering on the dock that might be helpful, who is it?"
Feel free to ask follow up questions and take notes. Always take notes and use what the players give you, either for or against them, later.
Play off the traits Look for good times to prompt traits from your players. Does the paladin think the rogue is untrustworthy? Question whether he really thinks it's a good idea to send him scouting ahead. Did they just find an ancient tomb of magic, but the dungeon is starting to collapse? Ask the wizard who's flaw is that he'll do anything for knowledge if he can really resist leaving it behind.
If they decide not to act on their traits, that's a great reason to prompt them to replace them at the end of the session using the evolving traits rule.

Thanks for reading! This is something I'm experimenting with in my games, as I've been exploring other systems to see what I can hack into 5e. Dungeon world resulted in my players actually enjoying character creation instead of it feeling like paperwork and creating connections they never use. Any feedback is welcome!
submitted by bluerat to DnDBehindTheScreen