A side-blog for my love of tabletop Role Playing Games. Mostly reblogs - rules, monsters, art, inspiration, worldbuilding, etc. Also RPG related kickstarters of note. And dice. Lots of dice.
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Looking for ttrpg suggestions: character focused and with a bit of crunch!
Hi tumblr! I want to try to crowdsource, like opening my mind to the psychic maelstrom.
The kind of stories I like most are character focused, where they face hard choices that challenge their beliefs and values, and where they have to learn from their mistakes and the consequences of their actions. Bonus points if friendship is important!
I also like crunchy games with combat, I like finding combos and feeling smart about the use of my skills, as well as cooperating with my teammates.
On the "role-playing side", I like game systems that help the players (and DM) set up a stage loaded with potentials, and give inputs about what could happen next.
Games i like are:
Dogs in the Vineyard: I love the way building the town gives the GM a tense situation with NPCs that have clear agendas, the conflict resolution mechanic gives hard choices to the players, and the experience mechanic really gives a sense of how the characters grow based on their choices and the consequences of those choices (writing this now I see how DitV actually hits all the sweet spots for me)
In Contenders I like how it has an internal economy of currencies, and the state of each currency guides the kind of scene you want to play
Kagematsu is very simple but incredibly elegant in its design, I especially like the mechanic of the acts of desperation, and how they interact with how you earn love
Apocalypse World is character focused, it doesn't have a party but follows a cast of character with intertwined stories
Atlas:Reckoning never saw the light of day, but I liked how it was the right amount of crunchy, how the "drift" mechanic helped explore the pilots' backsyory and deeper layers, and how the out-of-combat scenes were structured in a similar way to Contenders
I've been ootl of recent ttrpg games in the last years (mainly because I don't have a stable playing group anymore). So here I am, asking for suggestions to all tumblr ttrpg connoisseurs out there.
Thanks!
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Construct Magic Sorcerer
Prerequisite: To use this sorcerer’s origin, your creature type cannot be humanoid. You must be a construct, elemental, undead, etc.
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Construct Magic Sorcerers are creatures who get their magical power from within. Not because they were born of magic, but because they are made with it. Perhaps you are a former Warlock’s familiar, given to them on high by some dark god, or maybe you are a corpse awakened by a necromancer with no memory of who your body used to be. Or perhaps you are simply the result of a wizard’s spell gone awry. No matter where you came from, you are magic itself given form, and the spells you cast come from the energy your body is made of.
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Constitutes of Energy
Your magic is everything you are. Starting at level 1 when you choose this sorcerous origin, your spellcasting ability becomes Constitution instead of Charisma. Furthermore, your constitution score is increased by 2. It cannot be increased over 20 using this feature.
Shifting Construct
Also at level 1, you gain the ability to change your physical form using your innate magical abilities. Choose one of the following:
Form of Mist: As a bonus action, you may spend 2 sorcery points to transform into a cloud of mist on your turn. While in this state you have a fly speed of 60ft, can use Dash as a bonus action, and you may occupy the same space as another creature if you wish. You may not take attack actions, cast/concentrate on spells, or interact with objects in this state, though you also cannot be targeted by melee or spell attacks. You may not use this feature if you are grappled/your movement is currently 0.
Form of Stone: As a bonus action, you may spend 2 sorcery points to transform into a stone statue on your turn. While in this state, you gain resistances to bludgeoning, slashing, piercing damage, and poison damage. You have advantage on all ability checks/saving throws that involve strength while in this form and you may add your constitution modifier to your AC until you come out of it. Your movement also becomes 20ft and you may not take the dash action.
Form of Swarm: As a bonus action, you may spend 2 sorcery points to transform into a swarm of small insects (ex: locusts, flies, mosquitoes, etc) on your turn. Your swarm size is equal to 5 times your constitution modifier and you gain a fly speed of 30ft. You may occupy the same space as another creature if you wish, in which case it automatically counts as a ranged melee attack (1d4 + your constitution modifier damage). You may interact with objects while in this form, but you cannot cast/concentrate on spells. Furthermore, you may separate your swarm into two equal groups, allowing you to be in two places at once. Both swarms move/attack/act on your turn, however, you may not come out of this form until your swarm has reconstituted with itself.
Form of Fire: As a bonus action, you may spend 2 sorcery points to transform into a roaring fire on your turn. You gain resistance to all non-magical damage types except for Cold, for which you are immune. Furthermore, your body radiates an aura that does 1d8 + your constitution modifier of fire damage to all creatures hostile to you in a 60ft radius at the start of each of your turns. While you cannot concentrate on spells in this form, you may make spell attacks so long as they do fire damage. While in this state, however, your speed is 0.
Form of Water: As a bonus action, you may spend 2 sorcery points to transform into a small stream of water on your turn. Your speed increases 5 and you may take the dodge action as a bonus action. You also gain the ability to heal your allies when necessary. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your sorcerer level. The chosen creature you are healing must be within 25ft of you and you regain all expended dice in this pool after a long rest. You may not use this pool to heal yourself.
In order to transform out of your constructed form and return to your regular body, you must use another bonus action on your turn.
Reactive Instincts
You’ve become even more adept with your shape changing abilities. At level 6, on a successful attack made against you, you may use your reaction to transform into your Shifting Construct form (you must still spend the sorcery points necessary to transform). The damage you take from said attack becomes 0, and you stay in this form until the start of your next turn, where you may decide whether you transform back or not. You may use this feature only once per long or short rest.
Evolving Construct
You have so thoroughly mastered your constructed abilities that they begin to bleed into your regular form. At level 14, you gain new abilities based on which Shifting Construct form you chose at level 1. Choose one of the following:
Evolving Mist: (Prequistite: Must have Shifting Construct - Form of Mist) You gain a permanent fly speed of 60ft regardless of what form you’re in. You can no longer be charmed or frightened while in the Form of Mist. Additionally, before transforming into your misty form, you may choose one willing creature within 10ft of you and turn them into mist as well. This creature gains all the benefits of Form of Mist while within 10ft of you, and reconstitutes at the end of their next turn if they are ever more than 10ft from you. They may also use an action to reconstitute to their normal form on their turn if they wish.
Evolving Stone: (Prerequisite: Must have Shifting Construct - Form of Stone) You gain permanent proficiency with Strength saving throws/ability checks regardless of what form you’re in. Additionally, you also gain three charges of the spell Absorb Elements whilst in your stone form. You know this spell innately and it does not count against your spells known. You regain all expended charges of Absorb Elements when you finish a long or short rest.
Evolving Swarm: (Prerequisite: Must have Shifting Construct - Form of Swarm) You become immune to taking fall damage. Additionally, while in your swarm form, the automatic damage you do while in the same space as another creature increases to 2d4 + your constitution modifier. Your swarm size also increases, becoming 10 times your constitution modifier. Enemies cannot take opportunity attacks against you while you are in your swarm form.
Evolving Fire: (Prerequisite: Must have Shifting Construct - Form of Fire) You gain permanent resistance to fire damage regardless of what form you’re in. Additionally, your speed whilst in your Fire form increases to 15ft, and you burn everything in your path whilst you move. Any creatures within 5ft of you while you move must make a dexterity saving throw against your spell save DC or take 1d4 Fire damage as you pass by. This includes non-hostile creatures/allies. Your aura increases its damage to 1d12 + your constitution modifier.
Evolving Water: (Prerequisite: Must have Shifting Construct - Form of water) You may take the dodge action as a bonus action regardless of what form you’re in. Additionally, while in your water form, you gain three charges of the spell Ice Knife. You know this spell innately and it does not count against your spells known. You regain all expended charges after a long or short rest. Your healing pool’s dice type also increases from d6s to d8s.
The amount of sorcery points you use to transform into your Shifting Construct form doubles at this level as well if you take this feature.
Ever-Shifting Construct (Optional)
Instead of taking the Evolving Construct feature at level 14, you may take this feature instead. You gain none of the benefits or abilities from Evolving Construct if you do.You may choose 1 additional form from Shifting Construct.
Constructed Control
At level 18, your mastery over the physical form can extend far outside yourself. Once per day, you may make a spell attack against one humanoid creature with 120ft of you that you can see that has half their hit points or less. On a successful attack against that creature, you may spend 10 sorcery points and turn them into an inanimate object. What kind of object is up to the DM’s discretion/rolled on the table of trinkets. The turned creature cannot make attacks, either melee or spell, cannot move, and cannot take any actions outside of a Wisdom saving throw to undo their transformation at the end of their turn. They lose all concentration on any spells they had cast and automatically lose any checks/saving throws required of them outside of the aforementioned wisdom saving throw. their HP/AC remain the same as they were the moment they were turned. A creature turned this way cannot be affected by an Animate Objects spell and is entirely aware of their surroundings the entire time they are turned.
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Fractured Form
Feat
Reality can’t hold you. Your body exists halfway between here and elsewhere—always slipping, always uncertain. Struck down, you vanish; touched, you shimmer. Only the bold or the foolish reach for what cannot be grasped.
đź’¬ What would it feel like to live one step out of phase with the world?
Art by Midjourney
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Pact of the Mark by gelcubicle on reddit
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Ruined Tower [30x30]
Patreon for just 1$ get 1000+ battlemaps!
Roll20
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Designate Nemesis 3rd-level Divination | Bard, Paladin, Warlock, Wizard
This spell binds your adversary to you, ensuring every attack they make risks triggering a backlash that could turn the tide in your favor. Whether you're facing down a fearsome dragon or an elusive lich, this spell is perfect to make sure the big bad stays right where you want them.
How would your character flavor their nemesis mark? Let me know in the comments! —
➡️ Follow Jhamkul’s Forge on Instagram for more D&D 5e content. Help me reach 10k before the end of the year!
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Settlement: Kaelvalon, Throne of the Once and Never King
Artsource 1 Artsource 2
Despite it’s dusty summers, muddy winters, and reputation for being a brutish backwater among other inhabitants of the kingdom, the rugged province of Drigveria holds a beauty and dignity all its own. This is no better exemplified by the province’s capital of Kaelvalon, which presides over the surrounding wilderness like a gemstone emerging from course rock.
Built as a safehold during an age of monsters and warlords by the hero Kaelrik, this sturdy bastion and the town that surrounds it is the best place in the badlands for a group of adventurers to find work, shelter, and a few homey comforts before setting out on their next expedition.
Who’s Hiring:Â
Increasing dangers on the road lead a pair of ambitious merchants to hire the party as escorts, bringing them into conflict with the corrupt soldiers who’re supposed to be in charge of keeping the roads safe.Â
Early in their travels the party will meet a royal surveyor looking to explore the rugged terrain of the province’s wilds. A good friend to have, if you don’t mind the espionage he’s doing on the side.Â
An ambitious noble wants the party to search the skeleton of a titanic dragon to find the fabled weapon that killed it. He’ll pay well, and absolutely won’t betray them.Â
While visiting the market the party see an acolyte of the goddess Istus telling fortunes, when she divines for them, she demands they make pilgrimage to a temple in the mountains, a temple it’s rumoured to be impossible to reach.Â
Rumours of arcane artifacts lead the party to an isolated orcish village built in a crumbled wizard’s tower. To win their favour, the party must investigate why one of their traders has gone missing in human lands.Â
The ruler of Kaelvalon, the Marquess Talmis Younge, has a problem. Or rather, three problems that are going to make eachother infinitely worse. The first is that she’s trapped in a loveless marriage to a man named Selvin who she dare not divorce for fear of angering some of her most vital bannermen. The second is that she’s having an affair with an orc named Irgyr, who happens to be one of the clan leaders of her people’s traditional enemies. The third is that after years of “diplomatic meetings” with the clan leader, she’s fallen pregnant with her lover’s child, and the due date is approaching. She doesn’t want to give up the child, but giving birth to a halforc out of wedlock will be all the fodder Selvin needs to raise support and oust her from power.  Perhaps the party could be convinced to look into her husband’s dealings, if they can expose or fabricate his involvement in some kind of treason or illegality, she’ll be able to break from him before shit hits the fan. Â
From the statue in the town square to the toasts still raised in his name, the legacy of the hero Kaelrik’s looms large in the heart of Drigveria’s people even centuries after his death. Once merely a wandering adventuer, Kaelrik’s dauntless defence of the innocent in an age of war saw him hailed as a hero and later crowned as king of a fledgeling realm.Â
All legends must end though, and after defeating warlords, wizards, and the challenges of the wilderness itself, Kaelrik gave his life plunging into an ancient dragon’s maw to impale its heart upon his blade.Â
Or at least, this time he did.Â
Beyond his own bravery and skill, one of the keys to Kaelrik’s success was his relationship with a woman named Nyramie, an oracle of Istus: goddess of fate. What began with duty and fellowship blossomed into love, and each time Kaelrik went into battle he would act upon Nyramie’s divinations, however impossible they might seem, to seek the best outcome for the people they protected.Â
The last time he came to her, Nyramie wept. The goddess had revealed to her Kaelrik’s ultimate fate and the oracle broke, at once faithful to her patron’s plan and raging at the betrayal, the years of hardship and sacrifice and the future they had hoped to share all snatched away by divine edict. Contradiciton met miraculous power and Nyramie’s heartbreak fractured time; one outcome where she stayed silent and left Kaelrik to his fate, and another where she forged a destiny defying artifact in the form of a jagged red crystal. While holding it Kaelrik would be able to see all possibilities that led toward his victory, and would be able to survive his clash with the otherwise invincible wyrm.Â
What Nyramine could have never predicted was what would happen to Kaelrik once untethered from his fate and given a tool that would provide such easy answers. His victories mounted and his kingdom spread, as he became a warlord to rival and then exceed any of those he’d fought. A desperate fight for survival turned into a quest for supremacy, and when the borders of his dominion were secure, Kaelrik’s ambitions turned intward. He was as fearsome a king as he was a hero, and he ruled for centuries thanks to his elven blood and Nyramie’s gift, becoming crueler as time and necessity hardened his heart.Â
Eventually his subjects had enough, the outer reaches of his kingdom rising in rebelion and descending upon his capital of Kaelvalon with such force that there was no possibility for Kaelrik or his loyalists could fight his way out. No possibility, save the one the crystal showed him where he used its power to pass across the divide of time, to the fork where he had never established his kingdom. It required great and terrible sacrifice, but he managed it… and at some pivotal moment, Kaelrik the once and never king will emerge into the province of Drigveria through a crimson gate along with his legion, and will set about building his kingdom anew.Â
Future Adventures:Â
Chronal anomalies will begin popping up in the prelude to Kaelrik’s arrival. Strange red lighting storms, artifacts from the other timeline drifting through, to say nothing of the various extraplanear entities that might be attracted by such disturbances.Â
Kaelrik’s emergence happens shortly after Talmis has given birth to her child, posing a direct threat to her legitimacy as a ruler and giving her detractors one HELL of a symbol to rally around. The once and never king is all too happy to embrace these new supporters, overjoyed to find a populace that adores him the same way they adored his younger self. Add to this his distrust of the orcs of Felstar’s Faultering, who turned out to be one of the factions that rebelled against him first.Â
To defeat Kaelrik, the party will need to lay their hands on the presentworld mirror of his objects of power: his crown ( in Talmis’s possession), his sword (lost in the dragon’s skeleton), and his crystal (buried in the heart of the impossible to reach temple of Istus). When these items are assembled not only will they give the party an edge in combat against him, but they will also (at the right hour, we’re in full prophecy territory here) summon the ghost of Sydagul, the dragon that was to be Kaelrik’s doom in the first place. Queue the party fighting on top of a castle against an extratemporal tyrant while a skeletal dragon the size of a mountain bears down on them.Â
If you’re considering what to do for your next adventure arc, consider having all the temporal shenanigans unleashed by Kaelrik’s meddling attract the cannibalistic god of entropy, who’s cult is liable to start popping up in those continuity-orphaned soldiers who’ll flee to the hinterlands when their boss bites the dust.Â
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Finding the Trail | How to find creatures that don't want to be found without pulling numbers from nowhere
PDFs of this and more can be found over on at my Patreon here! I release everything for free, so your support makes this possible. I've also started making a new system based off of 5e, 6th Dawn! Become a patron and join the playtest.
The second and final 'Tracks' themed post for the month. Today: tracking! This has been a very opaque concept to me in 5e. And I say this as someone who has had to hide their trail to throw off pursuers before. But it's always been "Group Stealth check" But I'm going to be honest, walking quietly and carefully doesn't stop you from leaving footprints. So, like many things skill check related recently, I made some guidelines that should be simple enough to understand and implement. Beautiful clarity
And now to plug my stuff. I release homebrews weekly over on my Patreon. Anyone who pledges $1 or more per post don't have to wait a month to see them, and also help fund my being alive habit.
At the moment, they have exclusive access to the following:
Skill Challenges
College of Epics
XP without Killing
Lawyer Background
I also have four classes, and two splatbooks over on DriveThruRPG to check out:
The Rift Binder. A class specialising in summoning monsters and controlling the battlefield.
The Witch Knight. A class that combines swords and sorcery in the most literal way.
The Werebeast. A class that turns you into a half beast to destroy your foes.
The Beguiler. A spellcaster dedicated to illusions, enchantments, and general fuckery.
d'Artagnan's Adventurer Almanac. A compendium of races, subclasses, feats, spells, monsters and more!
d'Artagnan's Lycanthrope Survival Guide. A book of lore, stats, and werebeast subclasses for lycanthropes.
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A magic item for use in Dungeons and Dragons 5th edition tabletop role-playing game. This is a homebrew magic item created by Cloaks and Capes.
J-Rock’s Old Hand
Wondrous Item, rare
“It’s not real! This clockwork hand once belonged to a some-what famous bard who threw it out when they upgraded. The hand can help play music, hold drinks, or give a high-five!”
Vicious Mockery. You can use a Bonus Action to command the hand to cast the Vicious Mockery (DC 14) cantrip on a target creature.
This magic hand counts as a familiar. It has the statistics of a Crawling Claw, though it is a Construct instead of an Undead. The hand acts independently of you, but it obeys your commands.
Telepathic Connection. While the hand is within 100 feet of you, you can communicate with it telepathically. As a Bonus Action, you can perceive what the hand does through its Senses until the start of your next turn, gaining the benefits of any special senses it has.
When you cast a spell with a range of touch, the hand can deliver the touch. The hand must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.
Combat. The hand is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. It can’t attack, unless you use a Bonus Action to command it to do so. It only stops if you give it another command, it finishes that command, or is reduced to 0 Hit Points. It can take other actions as normal.
If the hand is reduced to 0 Hit Points it ceases to function and must be recovered. It regains all Hit Points at the next dawn.
The hand ignores the one familiar at a time rule of the Find Familiar spell. If you cast Find Familiar while you have the hand, the hand won’t be happy about it, but what can it do really?
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We made a Siren paper miniature and some VTT tokens!
→ Grab the FREE Printable PDF and the VTT tokens here!
If you like our work and want to see more consider supporting us for as little as $1 and get immediate access to 700+ minis and VTT tokens!
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Free RPG Day - Saturday 21 June 2025 Just a few of the things that will be available for Free RPG Day:
Marvel Multiverse RPG Avengers expansion preview - Marvel
Basic Roleplaying quickstart - Chaosium
Land of Eem / Monty Python quickstart flipbook - Exalted Funeral
Dungeon Crawl Classics/5e: The Dying Light of Castle Whiterock - Goodman Games
The Expanse quickstart - Green Ronin Publishing
Pathfinder: The Scourge of Sheerleaf / Starfinder: Battle for Novarush - Paizo
Dragonbane: The Magistrate's Gambit quickstart - Free League Publishing
Otherscape quickstart - Son of Oak
Wires in the Woods quickstart - Critical Kit
Free RPG Day: [website] [facebook] [twitter] [instagram]
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GNOLL | SPECIES Created by rain-junkiednd for D&D'24 PDF version & more of my work artwork by Dat Phan
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Dungeon of the Brotherhood of Chaos Children by Kosmic Dungeon
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Heya, I'm going to do a one shot session for my birthday and I'm looking for recommendations! If you're up for giving me some pointers, I'd be super happy. I'll be playing with people who have no experience role-playing, and I myself have little experience and I've never DM'ed. It needs to be easy to understand and the rules need to be easily readable for the players. It can be GM less (doesn't have to be) because I'm also really excited about playing :) It should be creative and not to combat heavy. Aesthetic wise I'm flexible, I like magic and fantasy but I'm not at all set on that, just one thing: I made a mysterious notebook (dark academia style) that I want to use during the session, it documents "secrets" like maps and drawings of plants and old photographs, nothing's legible in there, I just want people to make up the secrets that have been discovered within this book. So the notebook needs to somehow fit into the game, but the setting in general does not need to be dark academia style.
Wow that's a really long ask,I hope you're not seeing it as me feeling entitled to a super specific recommendation. Just if you want to give me and my inexperienced friends a hint for my birthday afternoon, anything at all, I'd be super happy
Theme: New Group Friendly, Fantastical Mystery
Alright, so for this answer, these are the following concepts I tried to consider:
Guidance for the GM
Friendly to new players, easy to teach
Creative with a de-emphasis off combat
magic, fantasy, mystery, a little bit of darkness
something that encourages the group to flip through some kind of oracle
GM-less is welcome but not necessary
All of these games have GM-less as an option, but I recommend that if you're the one picking the game, that you read through at and be ready to facilitate, as you'll know a bit more about what's going on.
A Land Once Magic, by Viditya Voleti.
A Land Once Magic is a Post-Fantasy worldbuilding game to help create unique worlds based around deconstructing and evolving fantasy tropes and creating unique magic systems that are built from the ground up. Using only random tables and a deck of cards you'll be able to create a wholly original post-fantasy world!
If you want to specifically use the mysterious notebook to add to the game you are playing, I think a world building game would be a great way to incorporate it into the setting itself. A Land Once Magic asks you to create a world together and come up with your own ideas about how magic works, using a deck of cards and random tables. However, for a game like this, you could use the book that you have to give you ideas about how to answer questions in the game. For example, to answer the question about what cost magic has, flipping the book to a page with a botanical drawing of flowers might inspire the character to talk about the the bond between magic and living things, or how flowers fail to bloom where magic has been cast.
I like the fact that this game is GM-less, giving everyone the same creative agency, and that it structures play using cards, so you should always have an idea of what you can do next. At the end of it you’ll have a completely unique setting where you can imagine the potential of future stories and adventures!
Goblin Market, by Kestrel Eliot.
Every solstice, the veil thins between the worlds, merging mortal world with fae realm. Some time ago, the goblins started a market on the solstices to encourage friendship, trade, and storytelling between the worlds. Play to get to know your characters, meet fae beings, and ultimately decide where you belong.
Another game that uses a deck of cards as prompts for telling a story, Goblin Market explores the story of mortals trying to decide if they run away into the fae realm or not. You’ll spend the game in three different phases: setting up character backstory as they explore the market, diving into the personal struggles and connections of each character as the are confronted with the magical food of the Goblin Market, and then finally a choice - do you stay, or do you go? What does this mean for you in the future?
This is another game in which you could use the book as an oracle. You could flip to different pages to help characters answer questions about themselves if you like, or even use it as inspiration for what happens once each character makes their decision. This game definitely provides the structure a first-timer might appreciate, while encouraging each player to put forward ideas and create the Goblin Market as you play.
Beating Heart Bargain, by Charlotte Laskowski.
Beating Heart Bargain is a rules-lite tabletop roleplaying game made for one to three players, with or without a GM. You play as a Wizard who has traded a piece of themselves in exchange for more power, and now you seek to retrieve what you had once bargained away. Heavy inspiration is taken from Studio Ghibli films, especially Howl’s Moving Castle and Spirited Away.
This game has such an enchanting theme, and provides all of your characters with short but evocative options to create their wizards. This game can be GM-less, but it doesn’t have to be. If you play without a storyteller, the players will take turns describing the environment around you, the people you meet, and the creatures and details that will show up as problems emerge. You could use your book as a kind of “grimoire” in this game, possibly as an oracle to fill out parts of the setting, or perhaps the pages leave clues as to how to return your missing piece.
This game is extremely creative and really encourages you to avoid combat if possible. I strongly recommend that you check out this game!
EYE: A Murder Mystery Generator, by Zak Makes Games.
EYE is a cooperative mystery solving game for one to six players. Players take on the role of detectives, hunting down suspects, evidence and clues in order to solve a randomly generated murder mystery. It’s up to you and your friends to make sense of the information presented and get to the bottom of each mysterious case!
This is a setting-agnostic mystery game, so if you would like to use it for a fantastical setting, you absolutely can! Players will use a random word to generate the premise of the mystery, and then interview suspects and uncover evidence to determine who the murderer actually is. You can use the book as a way to come up with clues, and perhaps even make it an integral part of solving the case! This game is totally co-op, and the pieces of evidence that are required give everyone a concrete goal to pursue and points the group in a specific direction. Worth checking out!
Games I've Recommended In the Past
Research Arcanum, by J. Evan Nyquist.
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While I was designing a backup character for my current D&D campaign, I noticed how little options there were for characters who rely on a mount in combat. Since the character was going to be a warrior from a country largely inspired by feudal age Mongolia, it was essential that he had a horse. This became the inspiration for this subclass, which aims to provide barbarians with more ways to effectively engage in mounted combat.
The Mongolian Empire was formed from many nomadic tribes, so I felt it was a fitting template from which to design a barbarian subclass for mounted warriors. I did a lot of research into Genghis Khan and his tactics, and I’ve put some of the most interesting bits of research I found into the subclass itself for you guys to read if you’re interested. All of the features in this subclass are supposed to reflect the way that the Mongols engaged in warfare, giving you the ability to travel long distances at great speed and encouraging you to swarm and misdirect your enemies. A mount is not required to make all of the features here work effectively, but it is strongly encouraged!
If you want to help support my content or see more of it, please consider pledging to my patreon. There, you’ll get access to a dropbox folder with high quality PDF versions of all the stuff I’ve made, as well as some exclusive content too.
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