“ Traveler! Why don’t you pull up a stone and rest your weary self, Come share a tale, join me in a song. Between us there are as many miles to go as there are stars uncounted, but maybe we can number a few of them before we’re through”.
Setup: There are some gods that demand the worship of all, who seek to spread their gospals to the four corners of the earth. Then there are the small gods, the humble guardians who preside over their little corner of reality and ensure those who journey through it are well taken care of.
The Walker of the Wheel is one of the latter, a guardian god of roads, travelers, and the infinite horizon who protects those who venture far from home. Appearing as a broken down tramp, a traveling mapmaker, or an adventurous youth, the Walker eschews a concrete identity or even a name, preferring to intercede in the guise of a fellow wanderer rather than act through miracles or celestial agents.
Holding no temples save for the small roadside shrines erected by fellow travelers, the existence of the Walker is lore held only by those who live their lives on the road, cobbled together out of scraps of road-lore and tales of secondhand encounters.
Astral travelers are also known to draw the attention of the Walker, who holds stewardship over forgotten gateways between the realms.
Adventure Hooks:
Exhausted and woefully lost with darkness closing in, the party hears the plucking of an old guitar drifting across the landscape, leading them to a small campsite and the hermit who presides over it. The old codger offers them hospitality and a drag off his jug of barleywine, in exchange for their tales of adventure and woe. When the party awakes in the morning, they’ll find the Walker gone and themselves a stonesthrow from their destination, having crossed valleys and rivers in the span of a single night.
Those that impress the Walker are likely to be rewarded with good luck charms touched by a bit of his divine grace. Dented compasses that point the way home, guitar picks that conjure visions of the past when used to strum a nostalgic song, well worn walking sticks that allow for tireless travel over harsh terrain. These items all show evidence of having many owners in the past, as well as handetched patterns of stars and constellations.
While generally a god of good spirits, the Walker cannot stand those who prey upon travelers, and woe to any robber or highwayman who draw his attention. The party bears witness to this wrath when bandits attack their inn, hoping to kidnap and ransom a merchant who also happens to be staying there for the night. The Walker appears partway through this standoff, and with a strike of his stick dissolves the bandit’s leader into a pile of road dust.
Titles: Our Old friend, Master Dust, The Starry Hermit, Wornboot Bill, The Roadwarden
Signs: Whirling Stars and Nebulas, music on the edge of exhaustion, dreamlike landscapes.
Symbols: Hobo Marks, Migratory birds, A long road beyond a gateway.
The Gardens of Ynn is a point-crawl adventure set in an ever-shifting extradimensional garden. Each expedition randomly generates a new route as it explores, resulting in different vistas being unlocked with every visit.
The adventure is a perfect zero prep session or campaign for any party of fantasy adventurers, no matter the system or the sub-genre. We found most ‘zero-prep’ adventures to be bland and lacking in colour, so in Gardens of Ynn every room, encounter and monster is popping with vibes. It's a big garden full of whimsy and delight and surreal perils.
Gardens of Ynn is statted generically for Old School Systems, but you would have absolutely no trouble using it in a game of 5E if you were comfortable statting up some weird monsters.
COLLEGE OF THE OCEAN’S CALL — heard y’all liked sea shanties… in all seriousness, this is the first official homebrew i’ve put out in a long time and it’s probably going to be a divisive one because of that 14th level 😂. like i said in my author’s note, i’m not super interested in debating the mechanics on this post. instead, i’m more interested in the flavor of an ocean themed bard that takes on aspects of the supporting their crew with a strong voice and hearty songs, with the entrancing powers of a deep sea siren.
We’re @sashasienna and @jonnywaistcoat, and we make tabletop RPGs as MacGuffin & Co.!
Immersive storytelling games where you and your friends can dive into weird worlds, play fascinating characters and have harrowing adventures!
*sigh* Yeah. Like Dungeons & Dragons
Well, we’ve got a collection of system neutral micro-settings called Odd Jobs - it’s eleven small and fascinating worlds to play games in, each with a campaign you can play through in a month. They’re not designed for any particular system, so you can play them with whatever game you like!
Oh, and it won the 2022 UK Games Expo award for Best Adventure and was nominated for Ennie Product of the Year. Just sayin’.
We’ve just released a tarot-themed magical river game called Upriver, Downriver with our dear friend Ella Watts, in which you play the crew of a ship sailing the Great River, either travelling upriver to the mythical Source with it’s magic and revelation; or downriver towards the unending Sea with it’s freedom and horizon.
We have KER-SPLAT! - a high-chaos, full nonsense cartoon RPG we wrote with Ross Barlow, where the players can’t die and the GM can’t stop them in a hilarious cascade of silly jokes. Also, not to brag, but this is the funniest RPG rulebook you’ll ever read.
We also have smaller games, such as Zero Void - a no-prep one-shot zine game, where you play a bunch of desperate space criminals trying to escape a space station before the law arrives.
Well, following our Tumblr is a great start. We also have a monthly mailing list you can sign up to from our website that will keep you updated on what we do.
We also have a Patreon.
Yeah, like all creators trying to eke out a living, we have a Patreon. If you sign up you get behind -the-scenes updates, small or prototype games, RPG resources, new micro-settings and our monthly TTRPG Gamesmasterclass, where we use our 35(!) combined years of GMing experience to help you run the best games ever.
Then I have great news! We stream boardgames and RPGs every Sunday at twitch.tv/macguffinandco! Jonny also streams videogames every Friday at twitch.tv/jonnywaistcoat, and Sasha steams their Jane Austen Bookclub every Monday at twitch.tv/sashasienna
macguffinandcompany.com, baby!
Because social media is a nightmare hellscape and it’s weirdly the chillest one left. We are on other social sites as well - you can follow us on Twitter, Instagram and Facebook - but this is our favourite.
Background: Chosen One by ezfi on reddit
One of the most fundamental lesions I learned over the course of becoming a great DM was that it was my job to push the story forward, not my players. When I was younger I was terrified of taking any agency upon myself for fear of railroading my group, thinking that my job was merely to read out prepared text and design a playground for my players to explore as they saw fit. Needless to say, no matter how much planning i did or how big I made my campaign world it never made my party any more energized, instead bleeding out their attention until they became listless and the group/campaign dissolved.
Once I made the change to DM driven play, things changed almost instantly. My once distracted players became excited collaborators, looking to steer the runaway engine that was my narrative. Where as before they were directionless, having infinite shallow options, they were now focused on the road ahead of them, trying to dodge upcoming hurdles while reacting to the unexpected ones.
This change took some getting used to, but became most evident in how I narrated my games, cutting down on extraneous calls for rolls, chaining together scenes until a big finale at the end of the session, using my infinite power as narrator to push receptive players into interesting situations that progressed both the story and their character arc. Over time I began to think of these changes and a bunch of others as “proactive DM voice”, a skill that I think players and dungeonmaters alike could benefit from learning.
Lets look at an example, lifted from one of the very first modules I ever ran: The party stands at the edge of a tremendously large fissure, and has to lower themselves a hundred or more feet down to a ledge where they’ll be ambushed by direrats. You could run this in a rules literal sense: reading out the prepared text then waiting for the party to come up with a solution, likely dallying as they ask questions. Have them make athletics checks to descend the ropes, risk the possibility of one of them dying before the adventure ever begins. Then you do it two or three more times as they leapfrog down the side of the canyon, wasting what was perhaps half an hour of session time before you even got to any of the fun stuff.
Or you could get proactive about it:
Securing your ropes as best you can, you belay over the side of the fissure, descending down in a measured, careful pace aiming for the most stable looking outcrop of rock, still a hundred or so feet above the canyon’s base. A few minutes and about two thirds of the way through your decent [least athletic PC] looks like they’re struggling, their hands are coated in sweat and they can feel unfamiliar muscles burning in complaint. I need [PC] to make me an athletics check
Rather than waiting for the players and the dice to make a story for me, I took the extra step in my prep time to think of something interesting that might happen while they’re venturing through this section of the map. I specifically designed things so that happenstance wouldn’t kill off one of my heroes, but they might end up damaged and in a perilous situation should the fates not favour them that particular moment.
Likewise, this planning has let me prepare a number of different angles that I could use to prepare the next scene: with an injured player ambushed by multiple rats while their allies dangle a few rounds away or with the party saving their friend and descending together, too much of a threat for the rats to tackle all at once, leading them to stalk the party through future encounters.
This is already getting a bit long, but for those interested in more ways you can adopt a proactive DM voice, I’ll give more examples under the cut
Keep reading
A woman demonstrating use of a guandao, also formally known as a yanyuedao (偃月刀; reclining moon blade).
Here is a free pdf of the players handbook
Here is a free pdf of xanathars guide to everything
Here is a free pdf to monsters manual
Here is a free pdf to tashas cauldron of everything
Here is a free pdf to dungeon master’s guide
Here is a free pdf to volo’s guide to monsters
Here is a free pdf of mordenkainen’s tomb of foes
For all your dnd purposes
Jason Isaacs as Colonel William Tavington in “The Patriot”
nate | he/him
this is a little tag guide so i know what i'm doing
#the thundering isles - campaign i'm planning for friends
#general
#materials
#character inspo
#class inspo
#character building
#cities
#monsters
#events
I wish more people used Magic the Gathering's Color Pie instead of D&D's alignment all of the time.
Like, saying a character embodies the selfishness and impulsivenes of Red Black offers more depth than Chaotic Evil
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