#the adventurers guide to wildmount
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swordshapedleaves · 5 years ago
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Matt Mercer said "fuck the classical elements" and that's very sexy of him
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sumersprkl · 2 years ago
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*in a Barbie voice* "Hi babe! I just realized... I could play important NPCs, in a Barbie voice! And you, couldn't stop me!"
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jtr-99 · 3 years ago
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Part 3 of my "Expositors Guide to Wildmount" is here! I am very excited to bring another adventure to you all!
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starlling-writes · 4 years ago
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Nein Goodbyes (the Mighty Legend)
- Contains light/vague spoilers for all of CR Campaign 2.
- Goes to the tune of "Your Turn to Roll" still (sorta) though the pacing/rhythm of some of the lines is a bit tricky. Though I also prefer imagining slightly different instrumentals—like violins/fiddles, a tambourine, clapping/stomping along—to give it a more "group of bards performing in a tavern" feel.
- update 6/18/22: small edit/change to the 9th verse
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All across Wildmount These seven have traveled No, I did not miscount Why they're called "nine" leaves me baffled Stumbling into chaos, they just go with the flow A found family is formed before they even know
To Zadash they set towards After stopping a gnoll cult Helping out as sell-swords Costs a life as a result Grave partings & meetings keep them seven in all The coast calls as they wonder 'bout a crystal ball Sailing out on the sea The Mistake as their vessel Fitting name, asking me They got lost in a bauble These failed pirates keep an ancient god sealed away For how long? - is a question for another day Family draws them out east All the way to the Bright Queen Giving back a lost piece They delve into the war scene Finding secrets & betrayers of new & of old One is captured by a fiend with a mental hold Pressing on for a blade For a new path of favor With an aasimar's aid Test a dragon's ice power A vestige is reforged to serve Melora's name As magic & research help reveal their foe's aim Chasing after their friend They regain their companion Put a curse to an end Have some family reunions They help herald the end bringing peace to the war And uncover two false gods on Rumblecusp's shores They return to the ice Seeking answers from the past Slowly learn Aeor's vice Their new foes have them outclassed To take on this grand power demands more than them With their friends' aid they fight on to prevent mayhem Fighting one once called friend Now corrupted by grandeur Struggling till the end Giving all to be saviors Against all odds they conquer, then try to change fate But all hope's lost until Chance says, "His death can wait." The adventure now ends Look at all those beside them New family and friends So many helped guide them And survived through the flames from the trials they had Many evils were thwarted & now resting dead So much magic & flair Mischief, falchions & cunning The love & laughs that they shared Found no challenge too daunting Inspiration led them to grand ventures & strife Took fate in their hands, seized their chance & rolled the dice Having answered the call Finding peace in their souls Their legend will be told Till a new group next rolls
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blorbologist · 4 years ago
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Chapters: 1/2 Fandom: Critical Role (Web Series) Rating: Teen And Up Audiences Warnings: No Archive Warnings Apply Relationships: Essek Thelyss/Caleb Widogast, The Mighty Nein & Essek Thelyss Characters: Essek Thelyss, Caleb Widogast, Beauregard Lionett, Fjord (Critical Role), Yasha (Critical Role), Caduceus Clay, Nott | Veth Brenatto Additional Tags: Essek Thelyss-centric, Essek Thelyss Needs a Hug, Shadowghast in the second chapter, Minor Beauregard Lionett/Yasha, Minor Fjord/Jester Lavorre, Angst and Hurt/Comfort, Spoilers, spoilers for the Explorer's Guide to Wildmount, Essek made a nod to Widowbrave but that's his choice Summary:
It was not surprising to feel the dunamis curl, beckoning, and hear the fabric of space pop back into place, save for a pile of unruly, weather-appropriate adventurers where there had been none before.
It was surprising - horrifying - to start to smile only to hear Beau scream “Caleb!” and see white -
-and see Caleb -
-and see Caleb, wreathed in plasma too white for the snow, crumple to his knees and still on the deck.
--
The Nein decide to teleport the threshold crest to Essek. It backfires - leaving Essek with too much to avoid thinking about, and Caleb too much time to think. [Spoilers for episode 121, Shadowghast in chapter 2]
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cozyhalfling · 5 years ago
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I've fallen asleep twice and opened the 'make a post' editor and immediately forgot what I was going to say three times so I'm gonna get this out before the adhd wins tonight.
So I'm dming a Wildmount campaign out of the Explorer's Guide to Wildmount. I've got two ocean gals who are about to complete the Tide of Retribution adventure offered in the book and they're wanting to continue further with these characters. So I'm reading about the Menagerie Coast and it's different locations trying to come up with something that would be fulfilling for these characters and fit with their backstories. My eye kept getting drawn to the Ruins of Sepesca:
In the centuries that followed the Calamity, the Ki'Nau people established Sepesca, meaning "Nature's End," as their holiest of burial temples, built over a lush grove where the blood of the Wild Mother is said to have spilled before the Divergence. Every Ki'Nau priest and king that passed was interred within Sepesca's massive stone structure.
An ancient feud between the goblinkin of the Lushgut Forest and the Ki'Nau came to a head a few centuries ago, when the goblins stormed the region and desecrated the Wild Mother's temple. The Ki'Nau protectors fled from the worshipers of Gruumsh, and the abandoned holy site fell into ruin. Vengeful spirits and gnarled monstrosities are said to stalk its sunken halls, guarding the seeds of darkness left by the Ruiner's faithful.
A few descendants of the Ki'Nau across the Menagerie Coast still seek the means to cleanse this holy location and finally bring peace to the forgotten line of kings
The Ki'Nau rose to power after allying themselves with Uk'otoa. This sect of Ki'Nau-from my understanding (adhd brain not working) - either never joined their brethren in servitude to Uk'otoa and always served the Wildmother post Calamity or broke free of Uk'atoa's influence to follow the Wildmother in this place of bounty and beauty.
Either way, it sounds like Melora and Uk'atoa have a small rivalry about followers that goes way back.
I also find it interesting that there are three other locations of burial across Wildemount built in service to the Wildmother, regarded as holy places of the Wildmother. And that one of those locations is in need of cleansing against ???? and the other was under attack for decades by some kind of mutated and dangerous unnatural creature, and the other is so isolated they had no idea what was happening at the other locations.
I dont know what it all means but it has set up a juicy plot for my players (I hope) since one of them is a cleric of the Wildmother and also set my conspiracy brain awhirling with regards to the three families of the Wildmother
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lumi-lyn · 5 years ago
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As someone who DM'd the Frozen Sick adventure from Explorors Guide To Wildmount recently, I am STOKED to finally see Eiselcross in the camapign.
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mysticvhedd · 5 years ago
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Wildmount Monday Night 8pm (paid)
Game: D&D 5e Group preferred: Online (Roll20) Experience: All Levels Location/Timezone: Eastern Availability: Monday Night 8pm Preferred role: DM
Welcome one and all to Wildmount, this fantastically land is a wonderful sandbox for your D&D pleasure, brought to you by me DM Mystic. Our epic adventure begins on the not too far from the jewel of the Menagerie coast, Port Damali. For one reason or another, your character will find themselves in Palma Flora, whether it be to enjoy a peaceful retreat or the thrill of shark hunting, or whatever marvelous inventive reason your own design. All aboard! The waters looks calm, warm and inviting, but beneath the waves there is a mystery to unravel!
This is a truly open ended campaign, my plan is to bring you from 1 to level 20, if you aspire to be one like one of the Mighty Nein, shoot for the stars! Word of caution in your ambition though, I am not Matt Mercer, this will be YOUR adventure and I will be the DM to guide you, so let take a chance and roll some DICE!
Now that we have gone over the Hype and got you blood rushing a bit, lets go over some of the basics of how the game shall be run, there won't be any shockers, if you a good player, please feel free to skip the point below:
1) Cursing is allowed at my table, however in moderation. Should you design a fowl mouthed character by all mean RP that shit up all you like, but keep it relatively clean so as to not make other uncomfortable.
2) Be respectful of the time people spend in the spotlight, please try and keep talking over one another to a minimum. Granted we are all getting to know one another and over time we will develop a tempo that will nearly cut this down to non-existence.
3) Mic check, mi mi mi MIC CHECK! Lets all face it at one time or another we've all been in a game and heard tons of backround of another players Mic. This can and does diminish the fluidity of the game as well as people enjoyment. No one needs to hear you munching on cheetos between your round of combat!
4) This for the majority will run as rules as written, if you want to do something on the fly that kind of bends the rules but doesn't outright break them... Well let the RULE OF COOL Rule! Though it will be sparing, reserved for epic moments and not every session. I am fine with Rule lawyers, but once I made a call let it be and we can chat after the session as much as you like. 5) Be Cool and have FUN!!
What you can expect from me:
I am light-hearted, easy going and have a great sense of humor, I am here to have as much fun if not more than you guys! I really do strive to put you in that world, in that moment and help you fully realize in vivid description how cool and bad ass your character and your actions are. Conversely, actions do have consequences, so things can go real sideways if you murder hobo! This will of course vary with each person and each group I run, but I am for a 30% RP, 10-15% exploration and the rest combat. I will by no means will ever make you RP if you don't want to, but I do reward good RP and inventive thinking more than combat XP. I run a mix of XP and milestone type system, that account for attendance, so if you miss a whole bunch of games you might be a level or two behind the rest of the party, which is totally fine! Life happens, it is what it is, Now for the nitty Gritty:
I love providing an immersive experience, I will be using a soundboard through discord for background noise, ambient sounds, battle music and sound effects. I use a voice mod app to give each NPC there own sound, because I am not a voice actor! I am putting in a ton of effort to make this a memorable, please have a good headset so you can take full advantage of my efforts. There is a choice to be made right of the bat... Roll for stats OR take point buy once you've decided there's no going back until that character either gets written out or dies (which you can completely do the 1st session if you want). Next Variant human is okay and every other race that is within my compendium!
This is pay to play, for anyone interested in joining or have any question hit me up on discord:
mysticvhedd#6266
https://app.roll20.net/join/8673079/FfN2iA
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